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anarchy753

anarchy753

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anarchy753
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  • Yeah I'd genuinely take a self-carer over someone who elects to be a useless lump on the ground for the same time, and can't make the decision halfway through to be useful if things start looking bad.

  • Classic.

    Killer is toxic because they slugged for a 4k, and then didn't lick your feet when you abused them in the post-game chat over it.

    Then 2 messages later, you say you do the exact same thing for the crime of, let's see, being too altruistic. Gosh, how dare they.

    Seems like more of a case of a player who calls anything that doesn't go their way 'toxic.'

  • 2 extra seconds of stun doesn't mean that going after that person isn't still the most efficient play for the game. Being hit with DS means you've already committed to the tunnel and been punished for it, but it also means from now, there's no punishment to tunneling them. Dropping the chase then would just be inefficient.

  • I turned them off because they were bright and looked awful, not because they didn't match.

  • Decisive Strike, or any other perk, should not be the band aid to fix problems that affect the whole game. Tunneling being so pervasive needs to be addressed, and that isn't done just by saying "now everyone needs to bring the same perk to fix the problem."

  • I had about 10 new killers to get to prestige 3 recently. It says something when I even levelled up Scum Merchant for her awful, awful teachables before Singularity.

  • The issue is that most players won't use a perk unless it directly translates into an extra health state in the game, and when a perk reaches that tier, it quickly becomes oppressive to play against 4 of it every match.

  • I used Champion of Light and Chemical Trap. Got 2 hinders from blast mines on gens, and 1 from a chemical trap.

  • Recently I've been running Calm Spirit, Distortion and Deja Vu. Are they boring perks? Hell yes. Are my games more fun for having them? Hell yes. Not screaming all the time, not being constantly shown to the killer so they get constant updates on where I am regardless of their skill. And more importantly, contributing to not 3 genning as a solo player. Also the yellow repair bar makes me feel good even if the speed boost is negligible.

  • Stealth with no drawback. Better camera than any other killer. Incredibly hard to keep track of both at a distance and at loops. Powerful anti-pallet and window abilities. Powerful chase ability.

    He really just has no major downsides.

  • There is a large problem in that she's both incredibly anti-fun, and the way she does that also drags games out. I play video games for fun, and when I load into a match that is going to be 1.5-2x longer than a usual one, and thoroughly unenjoyable, it makes me question why I'm there in the first place. I'm signing up to play a game with other people, not for 20 minutes of wishing I was doing something else, so when someone else opts out of playing it, I'm happy.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688166#Comment_3688166

    this. I get more value from the warning system than disabling crawler mode.

    I'm not even arguing that, just in my experience of playing Xeno, the turrets very rarely break you out of crawling mode anyway. Or at least, I run the pretty common add on that makes them ######### at doing so. I can waste my time plodding around the map with one and HOPE it does something, but then the xeno presses M1 or M2, doesn't come out of crawl mode, and I've just wasted a bunch of time that I could have spent on a gen.

  • Almost everything people call a "tech" in this game is exploiting an unintended or unforeseen interaction with mechanics.

    In any other game, people would call these what they are, exploits.

    Do I think whatever tech and stupid name tech should be fixed? Yes, because unintended interactions that create an advantage for one side over the other should be fixed.

    Do I think that that means BHVR can't fix one exploit without fixing every single exploit all at once? No, that's stupid. They should fix what's broken they can, and not in a constant "I feel nerfed so I need compensation nerfs for others at the same time" holding pattern.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686975#Comment_3686975

    that is part of reason why they nerfed it. basically old undying used to reveal your aura whenever you began cleansing a hex. Undying got nerfed, so people smartly decided that they would use Undying, Hex:Ruin and Thrill of the hunt where Thrill of the hunt gave loud noise notification for cleansing a totem.

    So now they nerfed both undying and thrill of the hunt to not give global aura reading or loud noise notification when beginning to cleanse a totem. Somehow killer having perk to defend their hex totem was "overpowered".

    That's not true, Undying revealed your aura only near DULL totems. The intention was that it stopped you from dodging the effects of undying by removing the places the hex could relocate to.

    Thrill's nerf was entirely so that boons couldn't be countered when they were trying to sell a survivor whose whole schtick was boons.

  • Problem is that a lot of the value of the turret is the beeping signalling shes coming. To hear that I need it near the gen, and to be near the gen is to be near the tunnel.

    Also, what, I'm gonna spend 30+ seconds walking a turret to a loop at snails pace just to MAYBE get one extra loop out of that when she breaks it in 3 seconds flat?

  • I would say no, only for the fact that Face the Darkness got a huge buff because survivors will no longer want to run Calm Spirit every game when Ultimate Weapon isn't a screaming perk. That means Face the Darkness + Thrill is going to be more annoying to play against, and adding back the notification to Thrill at the same time will make that awful.

    I do agree it shouldn't have been removed in the first place though. It would be like reworking Territorial Imperative in the recent patch so you can't counter Sable's perks with it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686904#Comment_3686904

    there is nothing that doesn't say twin will not slug because the change do not fix the problem to why twin is slugging. The reason why she is slugging is because survivor can hold-w after a hit so when survivor does go down, Charlotte is 60-70 meters away from pick-up.

    With victor being able to hit survivor twice, this becomes even more of an incentive to slug because only reward you get for not slugging is being able to attach victor to slugged survivor to gain messily 10% haste bonus. Why do i care about that? I don't. Biggest buff here is Toy sword base-kit. I wonder if you'll able still use toy sword.

    I don't think twin is going to any more popular than it is now.

    Adrenaline is still meta, unchanged. the problem with health-state, not speed boost.

    Ultimate weapon: This perk is not dead but the whole reason why a killer was using ultimate weapon was to counter distortion. Now ultimate weapon is countered by distortion. This perk might be stronger then previous iteration of the perk because survivor doesn't know when they are detected by the perk which current version does tell them that they are detected by the perk. The perk is buffed and nerfed. Buffed if you do not run distortion, nerfed if you do.

    Decisive strike: This is pretty much meta. Now I am just going to see 4 decisive every lobby for high MMR, so great.

    It's much harder to slug effectively with them as you are hard capped at one survivor being downed by Victor. Their strength was that you could down a player, latch on another, and potentially pressure a third all at once. Now once you've downed a single player, your choices are to go pick that player up (which is more reliable as they have to get rid of Victor to get back up) or look for another person, which is about as effective as any other killer slugging.

  • Thank god, I can take off Calm Spirit finally.

    That said, Face the Darkness builds just got a huge indirect buff.

  • @BlightAbuser said:

    Exactly what @Archol123 said. Bump logic was/is objectively stronger / more consistent with getting a hit. If they successfully fixed his collision, then bump logic will be even more reliable. Sad days, hug tech added so many layers of spice and fun to blight.

    Spice and fun to Blight for the Blight player.

    FTFY.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686027#Comment_3686027

    Unless your saying we get a basekit feature where if you hook survivors in different succession you get more points. 

    Exactly what I'm saying.

    BBQ is still a good perk, and is still one of the healthier perks for survivors. It gets the killer away from the hook. It doesn't need the bonus BP to do it's job, and the bonus BP would do more good if it was basekit for everyone.

    When they removed the bonus BP from BBQ and WGLF, both should have been made basekit. Bonus score for first time hooking each survivor, and bonus scores for the first; hook save, protection hit, heal and recovery from dying per game.

    The issue is that without the bloodpoints the only killers who run it are the ones who can close that distance in seconds. Billy, Nurse, Blight. And either they don't need to camp cos their power is obscenely strong, or their power is obscenely strong so they can come straight back to the hook to tunnel regardless. The killers who are likely to camp aren't gonna run BBQ.

  • 100%. It perfectly incentivised not tunneling, as hooking every different player once made the match far more valuable, and it showed you players far from the hook, so you had a new objective each time you hooked that didn't involve standing around the hook.

    They basically removed the best game-balancing perk that felt great to use because "muh bloodpoint economy."

  • Yeah I feel like I went from using Combat Straps and Workshop Grease every match to running John's Medical File and Workshop Grease every match.

    Don't get me wrong, it's a buff, but it still feels like burning both my add on slots just to have a clunkier, less reliable version of other killers' ambushes.

  • @_Onyx_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683882#Comment_3683882

    It's not really a throw, coz you can actually get them off their shoulders in the process.

    The point is, it's not as difficult as every complaining about it makes out. Whiffing at windows and pallets counts it too. Just use perks that boost the likelihood hood of whiffs happening naturally:

    - Breakout

    - Resilience

    - Boon: Dark Theory

    - Dramaturgy

    - Lithe

    - Sprint Burst

    - Background Player

    - Balanced Landing

    - Made For This

    - Blood Pact

    These all give that edge in a chase that can increase the odds of a whiff happening. Also, you can do "techs" to bait a whiff:

    - Window Fake

    - FOV tech

    - Dumb tech

    - Tease at a window

    - 360

    - Corner tech

    Rofl. Yeah everyone, go run DARK THEORY for the 500 matches it takes to find a day one killer who misses because you move 2% faster.

    Not a single one of those perks changes this challenge from finding a killer bad enough to make mistakes 3 times in a match to one that you get from skill. All those 'techs' rely on a killer being bad enough to fall for fake outs that most players are expecting, or can react to.

    Jesus, some people will defend literally anything just for the sake of acting superior.

  • You're a goddamn genius.

    I tried Breakout but they just stopped swinging.

    Had one game where I got 2, and then my teammates left me to die on first hook while accomplishing nothing of value and I nearly cried.


    Edit: Never mind, I have no idea how Plot Twist helps this. I just popped it and the killer swung directly over me, and it didn't count towards the challenge. I don't get the point of the perk for it.

  • I don't think "number of kills" is a good point of balance, they vary wildly even in games which are stomps in different directions.

    You know why they aim for 60% kill rate? It's not about aiming for a 2-3k every match. It's because it's extremely easy to get one kill even when you're being decimated, and when you've already secured a 3k, getting a 4th kill by slugging #3 makes it easier to push that number up, when realistically the skill difference and overall outcomes isn't really different if the killer doesn't sweat for the last kill.

    They're 2 big factors that mean lower kill numbers, 0 and 3, will naturally have lower frequencies than their higher counterparts 1 and 4, which means when you average out the kill rate, it should drift above 50% even if everyone is perfectly matched in skill. It's unavoidable game mechanics that push kill rates higher even with balanced skill levels.

  • There's a big problem wherein it's much easier to be a sweaty survivor squad, and you can still have a laugh with your friends when you do so. Just because you're a half-decent killer doesn't mean you should be playing against those sweat squads, and when that's all you get it's a huge incentive to just go play a different game because it simply isn't fun.

    You can theorise as much as you like about perfect MMR, but if people can't regularly get a fun match, they won't play, and then it doesn't matter how your matchmaking works.

  • Nothing but facts?

    "Skull Merchant isn't the worst thing to play against. I mean, when we're a really coordinated team that is. There's worse killers to play against. I can't think of any, or list them now, but I'm SURE there must be some!"

    Skull Merchant is a miserable experience and I don't blame anyone that opts out of her awful gameplay.

  • Yeah I vote Billy with the overbuff.

  • This challenge is abhorrent. It never fails to surprise me how they manage to think of new and atrocious ways to make tome challenges that read "ruin about 50 games in a row until you luck out."

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408959/the-mechanics-of-this-event-are-atrocious

    I really miss the days where events meant EVERYONE got points when an event gen went off.

    I have complained about this every time there's an event. I am sick of getting sandbagged by teammates who want my 99% complete gen. Teammates are the worst, and I hate that BHVR designs events without taking that into consideration.

    I had a Feng who spent the whole first chase repeatedly coming back near the gen she could see I was nearly finished. I didn't even twig until later that it was specifically so I'd get chased and she could have the event points. Happily, she got hard tunneled.

    I firmly believe that event mechanics should not be designed to turn the players against each other with greed, they should be about fun and everyone having a more rewarding time than usual.

    Maybe next event can give the killer some sort of stacking chain bonus, where every time you don't hook the same survivor twice in a row, your gains go up.

  • @glitchboi said:

    New Mangled basically encourages hit & run playstyles for SB and Mangled add-ons. Not to mention Sloppy was one of the last meta-worthy general killer perks, meaning that's -1 points for making this game accessible for beginners.

    Hope to see Mangled at least lock-in when the survivor is downed, picked up, or hooked, that way downing and hooking survivors is still very much encouraged.

    The issue is that all those options already existed BEFORE nerfing them into oblivion. People aren't suddenly going to play hit and run now that the perks/add ons that enable it are objectively worse, they're just going to not use those perks.

  • Whaaaat? Pink News writing sensationalist, fearmongering pieces? No waaaaaaay.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678352#Comment_3678352

    its porbably one of these two and i would love if its number 2.

    the other likely reason is that bhvr simply does not plan that far ahead when making character lore and they dont 100% know what ips they can get in wich timeframe so they dont make the effort to write a char into anothers story that they may never use cause the either just dont find the time or it would conflict with some ip character

    Safe to say we'll find out when the tome comes out with Sable and Mikaela, and the 47th Mikaela outfit in a row.

    1. Because the hipster sells lots of outfits, so they decided to add more characters like her, her 'friend' wasn't originally planned.
    2. Lore wise I like to think Sable is one of those annoying people who latches onto someone and has a delusional close relationship with them when the other person barely knows they exist.
  • Yeah I kinda feel this. I like running perks that aren't meta, but I take one game off running Calm Spirit and Distortion and I feel like I can't even move without the killer breathing down my neck.

    Genuinely, I took Calm Spirit off for ONE GAME for the purpose of having a more fun build for a tome challenge, and get smacked with this garbage. https://imgur.com/ZxhPiV1 Not "meta," sure, but completely exacerbating the already anti-fun Ultimate Weapon that I keep it on for.

  • BBQ and Lethal are always going to be high in pick rate, because the absolute strongest killers are those that cross the map quickly, and benefit most from receiving a new target when they hook the last one, or to start the match. Something like Hillbilly being able to hook - see new person - hook - see new person is the easiest way to play him.

    BBQ especially is definitely more of a fair perk, because it's easy to recognise the patterns that show it's in the game, and there's simple, meaningful counterplay to it. You can reposition yourself on the generator, be closer to the killer, or avoid it entirely with a locker.

    Ultimate Weapon FEELS more oppressive to me. Firstly, there is no counterplay. As its trigger is the terror radius, it has already happened by the time anything that COULD warn you it's coming comes. It's also 100% uptime, meaning even if it had some warning, I don't have an option to go get in a locker to avoid it triggering, because I could be stuck there for the next minute or more waiting for it to go away. I don't consider having to bring a specific perk to avoid it as any sort of meaningful counter.

    On top of that, it only triggers when the killer is already close to you. With BBQ, you probably get detected by it a lot, but there's still a lower chance of you being picked every time. When you scream, it's nearly always followed by the killer following up on that, so it trains you to hate it more because scream = getting found and chased.

    This also isn't a big one for me, but none of the aura reading perks highlighted ALSO provide benefits in chase by giving debuffs to the survivors.


    My personal opinion is that:

    The range should be decreased so that you can move away when you hear the terror radius.

    The cooldown should be vastly increased so survivors have downtime where they aren't constantly on edge about it.

    OR It should be changed to trigger in the terror radius only at the end of the locker animation, not a lingering aura for 30 seconds.

  • @Caiman said:

    The yellow tape is ugly as hell, looks out of place on most maps, and isn't necessary in the majority of places it's put. I'm starting to resent Resident Evil for inspiring DbD's map designers to keep copy-pasting this crap everywhere.

    Signposting vault locations is good but you don't need to lazily re-use the same dumb thing on every map. You can make different things that match the map's aesthetics.

    It's the same as pallets. The idea that the average player would be too dumb to work out that pallets work the same way on every map if they had different appearances that match the map has never held much weight for me.

  • Yeah I said the same on Reddit, where people overwhelmingly agree that the gen spread on this map is awful. There's a LOT of dead space by the theater and the carpark.

    There's no reason for the killer to ever enter the main building as there's nothing worth protecting and it has some of the strongest pallets on the map.

    Then, at the statue with the big circle of ALL OF THE GENS, there's also no pallets making defending them very easy.

    It's wild to me that there are so many pallets, but they're basically in a line dividing the map between "the side with the gens" and "the side with nothing."

    https://old.reddit.com/r/deadbydaylight/comments/1bfviai/its_not_just_me_right_the_new_map_is_an_absolute/

  • My issue with playing him is that the bounces are so wildly unpredictable. I find it ludicrous that you can fire the projectile THROUGH a survivor, they scream, and it doesn't affect them at all.

    For a power with such a brief window of needing to land the second and third hits, it feels genuinely terrible when the projectile just decides to fly off in a random direction and miss when it originally went in the perfect direction.

    That said, he has a very oppressive chase power, AND near instant teleportation around the map, which is usually left near places he wants to go anyway.

  • Last second switching is saying "not only do I want to run something I KNOW you won't like, I also want you to have no chance to prepare for it."

    Going into a game like this, handing the killer a reason to dislike you over the other three survivors isn't a smart move.

  • In regards to Huntress and Trickster, they actually have to aim. I don't have to look at them 100% of the time to know they're holding their weapon trying to throw it at me, and I can think from their perspective where I would expect to land a hit, and play accordingly.

    Unknown is the reverse, unless you're staring at him to remove the debuff, he can fire it in just about any direction and the aoe is forgiving enough that even reacting to his shot you're hit by it regardless.

    Personally, I wouldn't have that much problem with him having an oppressive chase power if it weren't for the fact that he also teleports instantly across the map, to places which are almost always on his ideal patrol route anyway.

  • Also, "a gen can't be repaired or regressed while blocked" was the response, but Weaving Spiders does neither, it reduces max charges. This feels like an oversight in not changing the behaviour of the perk when its mechanic was changed from the PTB.

    And honestly, it doesn't hurt to go "Hey, maybe this 2 minute commitment to a perk that leaves you broken all game SHOULDN'T also have no effect on the gens because it happened to pop in the wrong 8 second window" rather than just denying there's a problem.

  • Nah, Spirit's been going under the radar as being incredibly strong since they deleted Iron Will. She really doesn't need more power uptime.

  • This map was awful in lights out because there's so much blood on the ground by default.

    Just in general it kind of sucks because it's very similar to the old Blood Lodge where you can see what the killer's doing at all times from the other side of the map.

  • I hate the implication that using cosmetics is automatically evidence towards some sort of hatred.

    Add onto that that I, and I assume many other players, haven't once looked at a survivor and noticed their charms (unless they're the ones that are all lit up and you see them when they're trying to hide) and I think the "I get tunneled for my charms" holds a lot less water than I think people think it does.

  • Difference is Leatherface is never going to make them much money off cosmetics. At the time it was unlikely he was going to have any, and the ones that were "problematic" (god I hate that word) were free. Removing them didn't hurt BHVR in the slightest.

    Preventing any future creativity with cosmetics for the Unknown, or locking every set that could be misconstrued, will significantly hurt the sales of those skins and the profit they make off the character.

  • I'm sorry but if you see the mangled corpse of a cheerleader stretched over an inhuman monster and your first thought is "trans woman," the problem lies with you, not the cosmetics.

  • It's amazing how many "balanced" maps are "this map feels awful for killers AND survivors" not "this map feels good for everyone."

  • This map is miserable. Playing on it now, 5 gens all spawn really close to each other in a circle around the fountain with zero pallets. It's the easiest 3+ gen I've seen in a giant deadzone, the killer hasn't had to leave it all game.

  • The problem is that when you add a strong survivor perk, it has to be balanced by there being 4 of it in every game. If Invocations weren't super punishing, every single gen would lose 40 max charges (presumably BEFORE a bunch of brand new parts too.)

    Boons can't be too strong, because it takes 1/16th of the survivors perks, but gives all 4 survivors the same buff. We saw it with circle of healing, how oppressive that was when all survivors had infinite better self care, and in SWF it took one perk slot to do so.

    Teamwork is just weird, they aren't that great, but it's also not a new mechanic, as staying near each other was already on Cheryl's perks years before.

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