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artblizzard

artblizzard

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artblizzard
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  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039556#Comment_4039556

    Because like many said with the anti changes.

    This idea doesnt need to be tested because its bad.

    I dont need to taste rotten food when it looks and smells rotten.

    So, if you put it that way, you're not testing any PTB, since PTB has good and bad ideas, and if you don't test and only read about the idea, it's worthless. I believe it could be implemented if it's well-adjusted, and I believe they could indeed create a test version for this idea.

  • @azaxydbd said:

    killers already got shadowborn basekit, giving them corrupt as well is really dangerous idea, would be fine tho if u bring back pallet density to its max potent. but otherwise there is no reason to buff killers right now, u can buff trapper by making his trap slightly bigger and take slightly longer to disarm, then its fine buff for him.

    Yes, it's a dangerous idea, just like anti-slug and anti-camping, but even so, it underwent two tests to gauge player opinion while trying to adjust it, and I see no reason not to try the same with corrupt. And the basekit FOV shouldn't even be in this topic since it's a requirement that almost every first-person game has, and having to use perks to increase your FOV was ridiculous, with all due respect.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039234#Comment_4039234

    Which we arent getting or will be nerfed a month later, So this point is already discarded.

    Even though it wasn't received and was discarded, it had a PTB trial, it was tested, and many gave their opinions on it, so I ask you, why can't this idea be tested as well? Or can only one side have updates and the other not?

  • Survivors have anti-camp and BT base kit, and anti-slug and anti-tunnel were also considered. Why can't assassins have a perk where the perk undergoes a rework blocking 2 or all genjutsu for a much shorter time? This would allow Corrupt to be part of the assassins' base kit.

  • @Bravescorpio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568274#Comment_3568274

    Just another person who doesn't actually know anything starting a thread like they do.

    "No cooldown and no punishment for his power"

    Like.. #########. PLAY HIM. PLAY HIM. Learn something.

    His power has a cooldown, every charge needs to recharge. If you "pull up" your power at the wrong time and then want to "disarm" it and continue with a normal chase its agonizingly long to wait before you can swing your weapon.

    Also, if you miss with his power you will be sent flying a few dozen feet in the wrong direction, at which point the survivor gets a chance to extend the chase.

    Those are all punishments for using his power badly. However, Wesker is a very good killer, and IF you use his power right, he is a monster. But he CERTAINLY has counterplay. Give me a tight loop against Wesker and I'll make him an M1 killer all day long.

    OK, let's go, firstly, ignorance is not necessary and secondly, I am not forced to spend money on an assassin that I have no interest in playing and I already know how it works from YouTube and Twitch to show me how the character plays, and I mean, Wesker doesn't seem to have a cooldown since in the game I made him make a mistake, I covered a considerable distance and he stayed close to me, in another he jumped over a pallet and managed to damage me in time, that is, it's fair the character doesn't suffer these consequences with the power where even if it doesn't contaminate you, it can reach the right distance to cause damage to you? I already mentioned this there, I'm not a professional and maybe I could be wrong. But is this ignorance necessary?

  • @[Deleted User] said:

    Just wait until you face a tunneling Wesker so much fun especially with the infection slowing you

    you each have an impressive story, but facing this character is too complicated and so I'm not a dbd pro but I know a little about loops but it's difficult to avoid a character with tech, and almost no cooldown at all. And do you have any great tips and suggestions 

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537703#Comment_3537703

    Still, being on death hook, being healthy AND being once a trial is a lot.

    It's one of those perks that, any buffs can be too good for it which sucks cause the idea itself is cool.

    I still think that if you put the perk to activate at the beginning and end of the generators, adding broken and taking away the healing it offers at the end, it could be a great perk and would still have its limitations. In my opinion, it might be a perk compared to Adam's that after escaping alone you are left bruised and broken for a while.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537672#Comment_3537672

    I get that the effect of resetting your exhaustion on the spot is super strong and does need some kind of condition or activation requirement but does it really need 3 highly specific ones stacked on top of each other?

    exhaustion perks grant 50% haste for x seconds. the dev put exhaustion on perks because they did not want survivors stacking haste effects. they did not want survivors using balance landing, sb, lithe, dh all in 1 build. blood-rush as perk resetting exhaustion means you can stack two of same exhaustion perks in 1 chase. i remember peanut comment on this a long time ago. it was something along lines that he said killer greatly dislike the idea of exhaustion recovery while running. that why blood-rush has so many conditions so that nobody uses it.

    what i find funny is that they do not want survivors to haste stack yet the irony is that MFT opened gateway of haste stacking. MFT+Hope is haste stacking and technically DH+MFT is also haste stacking. it is minor amount of haste stacking yet there has been complained about that. Blood-rush has all those conditions because the perk design is inherently haste stacking by nature of resetting exhaustion.

    A good idea of a rework about that perk would be that you can use at the start and after all the gens are done, with all the other requirements BUT you don't get back that health stade after 20 seconds plus it doesn't work with more than one exhaustion perk in your build