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@sizzlingmario4 said:
I’m not sure how I feel about Dramaturgy yet. The distance part of it is not as obnoxious as old Dead Hard was, but at the end of the day, it is still on demand free distance and I’m not sure that’s a good thing. I also don’t like that it can give you iridescent addons.
Totally agree, probably won't be as obnoxious but still has that awesome thing that made old dh old dh, and idk how to feel about the addon stuff either, its definitely funny as hell but I do kinda worry some teams might just hide all game until they get like 50 BNPs and totally murder the gens, since the scream doesn't reveal your location I'm pretty sure
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481716#Comment_3481716
In order:
1: As I said up above, the only reason the distance was completely free and reliable was the i-frames. If you didn't get i-frames, a large number of killer powers would completely undo your attempt at making distance, and it separately wouldn't be immune to a handful of other killer powers like Trapper's bear traps either. It was the i-frames that made it reliable, when combined with the distance. The distance alone wouldn't have been as powerful by a very wide margin.
2: Bloodlust counters MFT insofar as it makes the chase end quicker than if you didn't have Bloodlust, but that was really just brought up to support my argument that holding W with MFT isn't a good idea. Leading to...
3: So, this idea that MFT would gain as much value as DH over time already kind of undercuts the idea that it's anywhere close to as bad or even comparable. Dead Hard did not need to happen over the course of multiple loops, where at any point you are vulnerable to killer powers and killer mindgames, it just gave you that time straight away, because it could not be countered or reacted to in any way.
I'm not necessarily saying that MFT is completely balanced, though I personally do think that the 3% Haste on its own with its two restrictions is pretty fair. I'm saying that Dead Hard was a level of broken that MFT couldn't even dream of, and nor could Dramaturgy. This is true primarily because of Dead Hard's i-frames removing all reaction or counterplay from the killer, which Haste alone does not.
1 Just because the i-frames countered powers specifically doesn't at all mean the distance wasn't free and reliable. Take any m1 killer, can easily DH at a loop to buy more time. Take a ranged killer like huntress, DH around a corner to break line of sight. Etc. No doubting that in that interaction are the i-frames more enabling, but DH when used for distance still was definitely the strongest and most consistent use of the perk, as a DH for invincibility in the open or whatever was easily countered by waiting it out, DH for distance had no counterplay in general, made stronger by the i-frames sure, but was easily useful in itself
2 I've noticed MFT's value a ton while playing survivor and it honestly is pretty wild, I have no doubt that if old DH didn't have i-frames that MFT would be stronger, and even compared to old DH with i-frames I still think it's close because MFT really can buy you so much time at one loop, and can be used at every loop afterwards, and makes getting to that loop faster, etc u get the idea
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@DaddyMyers_Mori said:
I don't consider this nowhere as bad as old DH.
MFT is broken imo, but Dramaturgy seems fine to me so far.
Reason is simple, it works only while your are healthy.
At that point you didn't really commit and can easily drop the chase. Basically same as SB.
It's weaker than SB, but easier to use and more fun imo.
DH was used at point where you were about to end the chase and you already wasted time on it.
I can agree that it probably won't be as bad to deal with, but free distance is still a design flaw that we should really be done with already
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@jesterkind said:
I strongly disagree with your assessment of old Dead Hard, and the thing that made it problematic hasn't been replicated before or since.
It wasn't just the distance, as any number of perks (Sprint Burst, Lithe, Balanced Landing) already gave distance at the time- in fact, all of them gave you considerably more distance than Dead Hard did. The problem was that the distance was a burst you could activate whenever and that gave you i-frames. Those i-frames are why this distance was so overwhelmingly, disgustingly broken, because it guaranteed that no killer in the roster could do anything to stop it, whatsoever. It didn't have moments where it was uncounterable, it just was uncounterable, period.
That's why the devs, showing their understanding of why Dead Hard was so problematic, changed it to be a parry that gave Endurance, removing the i-frames entirely. They could have just removed the i-frames and kept the dash, which would've put it in a situation where it was only meaningfully uncounterable for a handful of killers, but they went the safe and smart route in giving it a new effect entirely.
So, then, we have to compare that to these two new perks. Dramaturgy first, as it's the closet comparison: Does it give distance whenever you want it? In comparison to Dead Hard, yes, but only mostly. There is a wind up portion that old Dead Hard didn't have, but it's pretty short. You have to be healthy, but that's a health state requirement similar to old Dead Hard, so it's in the running to be compared to that perk. Then, we must ask the more crucial question: Does it render every killer in the game impotent?
...No. Haste is just Haste, it doesn't render you immune to any killer powers, let alone all of them. It also doesn't even really mess with any specific killers either, it's in a pretty fair spot. Cage's strongest perk, no doubt, but not overpowered and definitely not the same as old Dead Hard.
Next, Made For This. Does it give distance whenever you want it? No, not in a meaningful way. Holding W with Made For This only gives you a moderate distance gain in a way that doesn't prevent a killer from using their power where applicable and will, inevitably, be countered by Bloodlust. Not nothing, to be sure, but not strong enough to warrant discussion, especially not in comparison to other Exhaustion perks. The stronger use of MFT by far is to use it in loops, where your smaller hitbox and increased speed make turning corners easier, and that's where we'll ask the second question: Does it render every killer in the game impotent?
Again, no. It does mess with some specific killers more than Dramaturgy does, but the majority of killers can mindgame and M1 loop to counter it (though it gives the survivor an edge, as it should) and a majority of killers again have powers that directly respond to a survivor being harder to hit with an M1, because again, Haste is just Haste. It isn't i-frames, and it isn't even close to i-frames.
While both perks can absolutely be debated, especially Made For This, invoking the spectre of old Dead Hard is just inaccurate here. Neither of them are close and they never could be because they do not contain i-frames, which was what made Dead Hard's distance free, reliable, and uncounterable.
1 i-frames weren't necessary to make the distance from old DH significant, like you said it can be activated whenever you want, and that's significant enough as it is. There's a reason why DH's rework scrapped the distance part instead of the i frame part. DH's distance was very much free vs all killers and reliable/uncounterable vs most without needing to consider i-frames 2 Bloodlust does not really counter MFT, it only counters it as much as bloodlust does what it does, and it does that even when MFT isn't being used, MFT will *always* make it take longer to catch up. 3 Holding W for distance with MFT is a bad idea, just like using old DH to get distance in a straight line, its value comes from using it around loops, where it can easily buy as much time as old DH would over the course of multiple loops being used
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@Uxoxe said:
Maybe the developers realized that if they want survivor endurance perk variety, they have to make endurance perks that are as good as Sprint Burst and Lithe. If you look at nightlight.gg, MFT is not seen to be as good as Lithe by the survivor community. If the survivor community starts using MFT significantly more than Lithe and Sprint Burst, then it may get nerfed. Dead Hard was nerfed because it was used significantly more than any other survivor perk, the developers gave the reason as above.
That's not happening with MFT.
My guess is Dramaturgy won't even see usage over 2.5% after it's 2 month release. It's far inferior to Sprint Burst, Lithe, Dead Hard and MFT. Dramaturgy is a bad endurance perk and a bad Plunder's Instinct perk, creating a "slightly bad" combo perk.
By endurance I'm guessing you mean exhaustion? Also honestly, dramaturgy is a jack of all trades, not a master of none
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@Seraphor said:
Not in the lobby, but in game.
Just as you can hit options to see things like player ping etc. You could see survivor perks in that screen. This wouldn't have any negative effects like lobby dodging.
Fair point but I would like the potential option of making a build around a teammates, such as bringing ftp if a teammate has soul guard or not bringing 4 proves, maybe lobby dodging wouldn't end up being too big of a deal or it could have a penalty, yk whatever like that it could probably be sorted out
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@Devil_hit11 said:
i think i know what dramaturgy is about. i think they're testing some legion changes to see if you can dodge feral frenzy with haste effect. i can see some youtube highlight compilations of 360'ing killer with that perk. they're going back on their previous survivor changes.
By "they're going back on their previous survivor changes" do you mean changing their mind about free distance perks? If so that is MAD unbased of them
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@Rogue11 said:
It's in line with other exhaustion perks, not a big deal.
https://us.v-cdn.net/6030815/uploads/S0ATDUTV4186/7seqjs.jpg
I mean, mft and dramaturgy quite literally are old dh tho
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480763#Comment_3480763
How would you nerf it it dose 1 thing 4 times a game?
?
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@Davenport916 said:
Survivors get free movement for the killers doing their job? Seriously bhvr? Stop sacrificing gameplay for sales just so you can nerf perks after everyone buys your content. You think we don't see it but we do. Poorly designed perk. No interaction on survivors end and does way too much
Would you be ok with deadlock getting nerfed since it gives killers free slowdown for survivors doing their job? I ask because based on your posts you seem pretty biased towards killer..
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@Seraphor said:
Or how about we nerf neither of them.
Bloodlust serves an important purpose. Killer is the power role, which among other things means that no single survivor should be able to run them indefinitely without the use of map resources aka pallets. It's a 1v4, not a 1v1.
It also serves as an inbuilt counter to MFT.
Or..how about we only nerf MFT lol
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@whickedchainsaw said:
please explain this to me. Why are they so scared to buff them? u cant create an excuse with "think about the low mmr players!" when they are playing against killers in low mmr. everyone plays in their rank and it shouldn't stop you on buffing weak killers and set them on par with blight, nurse or wesker.
we do not need more killers to be on par with nurse and blight, ESPECIALLY not trapper, sadako, trickster, or doctor. at least nurse and blight are fun to vs in the slightest
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@UnavailableName said:
https://us.v-cdn.net/6030815/uploads/DSGWOPTWMNCV/image.png
Now tell me how i'm supposed to do anything ? I would like an answer from the lead game designer, that he explains me how i'm supposed to have fun in those games ?
Of course it was an SWF, 4 gens done in less than 5 minutes.
Pretty much sure ppl will say skill issue :)
Play blight, use c33, adren vial, pop, pain res, corrupt, no way out, map offering, proxy camp in the middle of a 3 gen, tunnel, etc.
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@adsads123123123123 said:
Blast Mine is one of the most annoying perks to play against. Getting stunned and blinded for 4 seconds is not fun in the slighest. Even if it doesn't win the game, it doesn't matter since people run it to annoy the ######### out of killers. With this change, I see bully squads running 4 Blast Mines and trapping every single generation, making the killer get stunned every time they kick a gen. Increasing the trap duration to 120 sec removes almost all counterplay since the only counterplay to it is literally not kicking gens and waiting it out. 2 minutes is too long and practically gurantees the killer gets hit by it if they kick gens at all. You literally cannot get kicks at all without getting hit by Blastmine.
It doesn't need a counter and it honestly doesn't need to be fun for killers, unless we wanna start nerfing every killer perk just bc it's unfun for survivors
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@Mandy said:
My concern with having a perk to counteract tunnelling is that it would then be a must run perk - I'd much rather there was something in the base game to incentivise NOT tunnelling as a playstyle first. Just my two cents though.
Uh soooo, can we expect a little more of that mindset to be implemented ingame any time soon? Feels very necessary to run off the record or decisive strike to effectively avoid tunneling atm
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@Shroompy said:
Or how bout we just get rid of killing yourself on hook
thanks i was thinking the same thing
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@AhoyWolf said:
I would sum it up as 12 seconds of nothing, I think there is a way to spice up mending a little to make it less of a loading screen and more of a fun / passable interaction.
The first idea I have seen a lot is to decrease the mending time by X seconds.
Another idea I have seen is to give it Skill Checks, which I think would be alright.
Combining both ideas also doesn't sound that bad I must say.
But are there more?
Honestly....I don't think mending itself is that much of a problem, 12 seconds really isn't that bad. Legion is just boring because they apply it over and over and over again and for a number of other reasons lol
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@Chilli_man2400 said:
Ever since it’s nerf, decisive strike has dropped in popularity and usage. It’s simply too weak on certain killers to be worth it. I’m proposing a buff that will make it better to use. It might be a little to strong but here’s my idea.
Decisive Strike
After being unhooked or unhooking yourself, Decisive strike activates. While active complete a skillcheck while grabbed to escape, stunning the killer for 3/4/5 seconds.
- Succeeding or failing the skillcheck disables the perk
- you become obsession when using the perk
- the perk disables permanently when the exit gates are powered
- taking any conspicuous action will deactivate the perk. If the killer hooks another survivor the perk deactivates.
TLDR: I removed the timer so it’s truly an anti tunneling perk and brought the stun time back to 5 seconds. But I added a condition so if the killer hooks another survivor the perk shuts off so people can’t abuse the infinite duration.
I'd be fine if they just reverted the whole change from 6.1.0 except conspicuous actions, tunneling counterplay should be more basekit anyways
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@KidDope25 said:
Well considering you said “don’t go well on this killer it’s different than on this other killer” I don’t think anyone wants to have this conversation with you since you don’t seem to get that makes a difference on the question you asked 🙃
No....because I'm asking overall :/
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@NerfThis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473555#Comment_3473555
Undeserved? If a player make a mistake, it's only fair that he/she pays for the mistake. If I grab you when you "tap" the surv on the hook, is because I have a good timing.
It's only fair if I win by grabbing you, because you made a mistake and I managed to grab you. I can understand if you say that I grabbed you at a vault, this is 99% luck, but at the hook is not luck, or like 10% luck and 90% timing
But now doing what they did wouldn't be a mistake,so
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@NerfThis said:
Removing hook grabs is just stupid, since with hook grabs you can turn the tide of a game. I won matches when survivors were greedy and I grabbed them, making the game a win or a 4k.
I don't understand why bhvr wanted to buff survivors in this way, ok I can anticipate a survivor to hook trade, but since tunneling is more convinient I will slug and tunnel at the same time, so the pressure will duplicate.
Seriously devs, why this?
Sounds like an undeserved win to be completely honest lol
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@adsads123123123123 said:
I used to think 2k was a draw but lately I've been seeing it as a loss. The reason for this is that the devs balance the game on a 60% kill rate and a 2k is only 50% of kills, so you're underperforming that match. The recent stats showed that the overall average kill rate was 60% https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022#latest, but these stats are old. The last few patches have made killer far stronger. The Dead Hard nerf was the most important change. After this change, I'm getting 3-4k almost every match. To me, a 2k feels like a loss now.
I just always consider 0-1k loss, 2k draw, 3-4k win, but keep in mind the fact that this game is dumb. I don't really put too much thought into like "oh I got 0 kills but I kicked ass so I won" I'm more like "I lost but idc it was a fun game and I played well"
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471993#Comment_3471993
Okay so we make it to egc, why do we deserve a guaranteed escape for failure in the final moments?
These forced time windows where the only options killers have are the least beneficial, now thats boring. Just turns any hook in the egc into a bp farming situation.
I'm seeing this as a major loss of engaging play for both sides and I don't even use hooks when playing killer.
What failure in the final moments are you talking about?
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472241#Comment_3472241
If facecamping Bubba ever ceases to exist, this game will truly be dead
funny joke
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@DemonDaddy said:
Free bt escapes in egc weren't enough I guess, so glad I never use hooks.
Free bt escapes that you had to complete all the gens and coordinate a 2 man save for, yeah, super free
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@Sometimes_Sage said:
Hook grabs as a mechanic led to bad gameplay, but removing them without an replacement means that Killers now can't prevent an unhook at all.
Such a thing is not necessary
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@Lateralus0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471884#Comment_3471884
Again though it's a "fact" therefore there is no opinion involved. Just a fact.
Whatever
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@Lateralus0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471794#Comment_3471794
It's not "a way to look at it" it's an objective fact . This benefits no one but survivors
Calling it "another freebie" is very clearly opinionated
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471727#Comment_3471727
People who hate this will never be satisfied with what it gets changed to, because they can't accept the perk is meant to be what it's meant to be. It's the most limited usage it can be, yet people still complain. It's not that big of a deal anymore. Just because the user got value out of it, it does not mean it's an OP perk, it means the perk is useful and works for what it's supposed to work. It can come in clutch the same way a lot of perks for both sides can, and that does not instantly make them OP. The perk is fine now, time to move on to new horizons.
I hate this and I would literally be satisfied with the suggestion I made. My complaints are valid bc the perk is still problematic, I would want the unhook prereq removed alongside my suggestion mind you. You can keep believing the perk is fine for no real reason, but I've made valid points about why it is not
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@WorthlessBeing said:
Meh. Just another freebie for survivors, nothing new under the sun.
That's one way to look at it, me personally I'm glad that a dumb thing is being removed
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470878#Comment_3470878
Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.
Or...just change it in a way that fixes the issues
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@Zokenay said:
I for once, im glad i dont have to consistently remind myself that this perk exists, it feels SO GOOD to be able to lunge without worry again
I can agree to some extent....but I am not glad that I sometimes still very much do past first chases and that there's literally nothing I can do when playing an m2 killer
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@Phyrqc said:
Yet another cool feature removed from the game. ZZzzz
tent and campfire w speech bubble
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471343#Comment_3471343
Please don't forget to say it again when it leads to another killer buff buddy :)
also good LOL
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@Barbarossa2020 said:
And if ecg comes, with this killers go from probably 1 kill to zero. (in a 4 v 1)
good
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470868#Comment_3470868
It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.
Frfr ong yet somehow everywhere I go ppl think dh is in a perfect spot now 🙁
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470832#Comment_3470832
but your already punished for not getting value out of the perk for missing it. those drawbacks of other perks are minor because they can be avoided. they prohibit certain interactions but your not punishing for activating those perks. I don't know, the perk sounds like a no-mither perk. Its like saying sprint burst should make you suffer a 15% hindered for 4 seconds after sprinting because it gets you out of a dead-zone.
You are not punished enough for missing DH as it is. Also that sb nerf goes hard but that's a whole nother conversation lmao
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470679#Comment_3470679
They did kill it in the sense that many player think the perk is trash. less people use it then before. Being put into dying state for pressing the perk seems very extreme. Perks are meant to benefit player. not punish them for being selected. Your proposing a change where can get punished for using the perk more so then reward. I think only bad aspect of the perk is that killer often camp and tunnel you off hook if you do a long chase by hitting your BT. Just a little unfun for DH user. I am fine now a days with that mechanic because MFT.
You aren't punished by selecting the perk, you are punished by using it when you shouldn't have, you could always just not press E. Deliverance also punishes you for using it, and botany knowledge actually punishes you for equipping it. I still don't think a mistimed dh being punished in a way that it already is meant to be is unreasonable
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@adaw0ng said:
The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.
The perk used to be a problem, now it's fine.
I definitely accept that, I thought dh before this last change was overrated in fact lol, but I still think it's totally F'd how it still is uncounterable vs m2s. That does mean it's better vs stronger killers overall but it's not like all the killers it does that for are nurse or blight, take huntress or demo for example who really shouldn't have to deal w that nonsense
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470679#Comment_3470679
well yeah its still decent enough and all but its mutually exclusive to stronger chase perks... until MFT.
I actually love the suggestion of going down after missing dh. Its a parry, at least its meant to me. its not meant to be this protective barrier that can get you value for doing nothing. So forcing you to actually get the parry off or you just go down is great. The 0.5s shouldnt be an effective 2m where you cant be hit.
Hell yeah you get it! Also fair point, until MFT indeed lol
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@nars said:
Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.
I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.
They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH
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@Archive512 said:
heres two from me, both kinda linked together after attempting to use a fun build with my duo and getting tunnelled + camped most times:
- DBD should not have been so focused on being competitive, and having a competitive side to it has caused most if not all of the problems around balancing for both perks and powers. if multiple other highly successful games can have a seperation between casual and ranked, why cant dbd? it cant now because so many perks and mindsets are rooted into being competitive that a whole operation health would be needed.
- Head on should highlight the locker you are in for the whole team.
1 Anti camp feature should be active in endgame
2 Hit and run is a boring and lazy playstyle that only gets downs vs uncoordinated teams and should not be encouraged
3 Survivors should be able to see each other's aura at all times (and ofc balanced around such a feature exisitng)
4 Map of the realm shouldn't be fully basekit on knight, the vision expansion speed increase is fine but the max distance is obnoxious and unnecessary
5 The last DH change was absolute garbage and moves it only like a few spots down on a tier list
6 MFT+hope isn't such a big deal, MFT itself is
7 Stbfl should lose stacks on M2s
8 Sb lithe and overcome are braindead perks
9 Hatch should be removed/reworked
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@Killing_Time said:
Played Docktah against a team running it alongside crazy flashlights. It's darn near impossible to catch up with a M1 killer. It's completely BS to be given a BONUS just for getting hit. It needs to be gutted. It's completely unfair.
I agree it's too strong but nothing should be "gutted," that's raw kneejerk reaction balancing
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@Chocolate_Cosmos said:
PTB very soon. Where blogpost? Usualy is few days before PTB, me saaad :-(
Tomorrow for sure
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@Spectralfx said:
my concern with the upcoming "anti-camp" mesure is that its absolutely BRAIN DEAD EASY to exploit.
depending on the proximity to a gen (which is purely RNG), the survivors have the potential to get a free unhook AND a free gen if some progress is already applied on it. Survivors will simply prioritise hooks next to gens, its as simple as that.
gen rushes are already easy as hell to perform with BNP+provethyself and people run MFT with hope/adrenaline... they get endurance from hook which gives them a full FREE HEATLH STATE that they already abuse the HECK out of.
Survivors currently have ALL THE TOOLS THEY COULD NEED and then some to spare.
I am of the opinion that not only should the change not go online at all, but they should also remove endurance from hook and have healthy people come to hooks and trade in hits as this is what the original game was balanced around.
Removing endurance from hooks...lol, speaking of brain dead easy to exploit
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@Leachy_Jr said:
I'm getting deja vu again.
Just a reminder that some people will unironically defend anything regardless of how bad for the game it is.
Old DS, pre conspicuous nerf DS, release circle of healing, post nerf circle of healing, post post nerf circle, release mettle of man, pre nerf eruption, range nurse, pre nerf medkits, blight add ons, spirit add ons, pre nerf DH, PTB OTR, forever freddy, pre nerf spirit.
Everything mentioned has been nerfed (other than blight and spirit add ons), and were defended by some people. Looking back its easy to say that they serve no place in the game due to how unhealthy they were.
Made for this is todays version of this. It does not belong in the game and it's surprising to see it survive 2 hot fixes.
Pre conspicuous nerf DS and PTB OTR were fine, with exception of bodyblocking forcing killer to tunnel which is basically no different than today
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@NoOneKnowsNova said:
Suprised no one has said Adrenaline yet. If I'm bringing any exhaustion based perk it's that.
Ah, I should've added that as it's own option, probably should've just added all of them as their own option tbh lol
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@DrKetchup said:
Doctor has an ok anti-loop power, but due to the slowdown he gets during the charge up, he barely makes up any distance on the survivor. The slowdown should be removed.
Making doctor's chase more boring certainly is a suggestion
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@DavidHypnos said:
Made for This isn’t an exhaustion perk; it just can’t be used when exhausted. That makes it far easier to counter than an actual exhaustion perk.
How's that? Other exhaustion perks can't be used while exhausted either
