AGM
AGM
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Ehh, I think once a survivor learns that she has NtH the lost distance from gen kicks hurt her more than the aura reading would help her. I could be wrong though.
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@eastrock87 said:
In this idea, generators will give more blood points if you get a good or great skill check, but in exchange, they will no longer give you 1% progression bonus to repairing the generator. The perks that affect gain of progress when hitting skill checks will remain unaffected by this, meaning that Hyperfocus and Fast Track will still function the same. Other perks that use great skill checks as the trigger will also remain untouched, such as Fogwise.
For what it's worth, I don't know how long you've been playing, but awhile back great skill checks actually used to give 2% progress and 150 bp, but it was changed to 1% progress and 300 bp as a way to slightly slow down gens.
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@Sava18 said:
Pretty sure this guy made this account to bait people.
Yea, I noticed that they keep making inane threads where they throw out some silly idea that they themselves don't even agree should exist and keep saying things like "We should at least discuss it for discussion's sake." It's obnoxious.
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Still pretty useless. Blindness is at its strongest over an extended period of time where the killer can cause enough chaos to be able to take advantage of it. Anything that inflicts 90+ seconds of blindness or more is still not enough to make me sure that there isn't a better perk/add-on I could be running because you don't know if any survivors are in a SWF, which negates it entirely, or if they're even using aura perks and therefore being denied information.
For an albeit extreme example, take Freddy's blindness add-ons (which don't stack). What does inflicting any amount of blindness on a survivor he's currently chasing even do for him? Or on a survivor on the other side of the map disarming one of his snares?
If certain killers had an add-on that inflicted blindness indefinitely until they perform a certain action then it might be decent, but otherwise it's really bad.
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There are so many different ideas for both of these mechanics that it's ridiculous to say otherwise. They haven't even scratched the surface.
Boon examples:
- One that reduces your volume of grunts of pain and hides blood
- One makes you immune to the effects of any non-killer power related status effects while in its range, but also pauses the timer of any timed non-killer power related status effects
- Blast Mine in boon form, but it takes double the time to bless
- Surveillance in boon form (boon turns yellow if the killer is in its radius)
Scourge Hooks:
- On hook, you become undetectable for 60 seconds
- On hook, the current obsession becomes hindered until the next time they lose a health state, and their aura is revealed for 5 seconds. The obsession then changes to a different, preferentially not currently hooked, survivor. If the obsession is hooked when this perk would activate they will not become hindered
- On unhook, every survivor becomes oblivious, blind, and unaware if they have screamed (i.e. no audio or animation is played from the survivors' perspectives) for 45s
- On unhook, all pallets and windows within 20m of the killer become blocked for 20s.
- On hook, all remaining generators begin to regress at 50% regression rate. Regression rate increases to 150% over 20s.
I'm not saying these ideas would all be perfect as is or meta, but the fact of the matter is that the current dev team is just shoveling out nonsensical garbage these days when making perks, and it's really quite sad. I've played well over 100 games since this newest killer went live. I've only seen perks from the new chapter used against me twice. One was a duo using the teamwork speed perk, the other was a guy who used Blood Rush unsuccessfully. I'm so incredibly frustrated with the people who are okaying most of these new perks.
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@Z0mbiv0r said:
Tbh I like how they are trying to make her somewhat better. Her power is still kind of boring imo, but now it seems it's a bit more impactful and strategic without being 3gen focused, which is something. But now I wonder... Will this haste boost have an effect on base speed or will it be added to base speed + bloodlust? I mean, if you are bloodlust lvl 1, and have 2 survivors tracked, will the formula be
A) Base speed x 1.05 + 0.2
or
B) (Base speed + 0.2) + 1.05
It's not that it will make a huge difference (barely noticeable, tbh) but I still would like to know. I'm guessing it will be option A, but who knows.
I want to say the first one, because treating bloodlust as part of the killer's speed when taking haste buffs into account doesn't make a ton of sense.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373955#Comment_3373955
Did you just type +4% instead of x4%?
@Rizzo I may need you to confirm the numbers. Additive or Multiplicative.
Sorry, but you're confusing two different mechanics here: movement speed, and progress buffs/debuffs. In the case of movement speed, mostly everything is multiplicative. In the case of progress buffs, they are added up and then multiplied by every debuff, as in progress speed buffs are additive, progress speed debuffs are multiplicative (think Coulrophobia and Dying Light as an example; (base heal speed x 0.5 x (1-.03(Dying Light stacks))) = actual heal speed. Completely separate from this is movement speed buffs and debuffs, which are again almost all multiplicative.
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It should be by now. However it isn't active if a map offering was used or if certain maps are having their chances boosted, such as when a new or reworked map comes out.
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It's 3, 5, 6, 7%. That's because it's multiplicative, as are the vast majority of (if not all) movement speed modifiers. 4.6m/s x 3% = 4.738m/s. At 5% it's 4.83m/s. At 6% it's 4.876m/s. And at 7% it's 4.922m/s.
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I'm going to be the black sheep here and say no, for 3ish main reasons. First, I think Plague is plenty strong enough in her current state without the information. Second and third, managing infection is part of a Plague's skill cap; since nearly every action short of walking increases infection, you can have a reasonable idea in your head of how long it will take a survivor to become broken. It's not like Ghost Face, where his power is basically Myers' but for individuals; Survivors don't know Myers' stalk gauge, so why should they know Ghost Face's (not to mention that if survivors could know when they're getting stalked it would make stalking them infinitely harder). It's also not like Trickster, in that there's so much chaos during the flurry of knife throws that it can be difficult to remember how many knives you've hit, and how many more you need to hit especially if the laceration meter has started to decay.
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Yea, I've definitely noticed this too. You can immediately tell the bug has activated as his basic attack weapon hand is no longer visible when the camera returns to him after missing the chain.
For what it's worth I'm on PC - Steam as well.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370204#Comment_3370204
Uh yes, if the killer doesn't leave their 3-gen the entire match, then it is easy to charge potential energy from multiple people and massacre the last gen as I've stated. If you want to beat good killers, those killers are going to 3-gen because that's the best defensive tactic and you can't just bring whatever you want if you expect to beat them, just like a killer can't bring random builds and expect to beat good survivors that will try to break up and separate 3-gens.
It's nobody's problem but yours if non-sugarcoated facts about the structure of the game make you emotional.
The fact that you think that one must bring Potential Energy every game in order to break 3 gens against a Skull Merchant camping a tight 3 gen running Call of Brine and Overcharge and refuses to take any chases outside of the 3 gen is hilarious.
Last time I checked, 20% - 80% of a gen, the maximum percentage you could possibly get if the stars align and all 4 survivors are running Potential Energy, is less than 100% of a gen, and that can easily be lost if the killer kicks and guards the gen or just basic attacks you to make you lose stacks.
But please, by all means, keep preaching about how Potential Energy has to be run every game in order to save us from the occasional 30+ minute Skull Merchant game, because honestly it's pretty entertaining, kind of like those guys in New York City who shout "The end is near!" while carrying a poorly made sign.
It's like you don't even know that there are 31 different killers that you have to prepare your perks against, and the vast majority of games will never require breaking a 3 gen, and that even if you do they can usually just be broken with a little teamwork unless the killer's power was just plain badly conceived and implemented.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370615#Comment_3370615
You are missing the point. Survivors already have good and useful that perks aren't total garbage that nobody use because they want to just use the "cool meta perks". This was in response to your "Do we really want to have just 10 perks used on each side and the rest should be total garbage?".
The rest you said is irrelevant for this specific discussion.
What good is Deja Vu if the killer has decided to sit in that 3 gen, defend those gens with regression perks, and never take a chase outside of it? For what it's worth, I'm not in favor of "removing" 3 gens, but the idea that Deja Vu or any other survivor perk is the hidden gem that is key to overcome a Skull Merchant camping a tight 3 gen that she's been guarding the entire game is laughable. This is a product of poor killer design, plain and simple.
Now, to get back on topic.
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370481#Comment_3370481
Is OP really complaining about having the chance to use a perk and the killer having the counter to it?
Also, they didn't just asked for the perk to be buffed, they asked to rework it so it is not longer countered by Hemorrhage or for any debuff to be removed for free on hook. And I say they, because there is other people that agreed with that last part.
And sorry, but survivors already have a pretty good selection of perks that nobody uses because all they want is having the "cool kids builds" and loop the killer for 5 gens straight. The perfect example of this is the sheer amount of SoloQ players complaining about 3gens, but perks like Situational Awareness and Deja Vu are at 0.75% and 0.94% usage, respectively.
So don't throw a strawman to me, I said what I said: Another post of survivors wanting to be able to counter things for free, because is what it is.
You say that survivors have a perk that can be countered by a killer perk, and that's just fine in your head. Cool. So why do killers get to have a counter to a survivor perk, but survivors aren't allowed to have a chance at countering part of a killer's perk with a perk of their own? Seems a little biased to me.
The point of perks is to have fun, unique interactions with not only your other perks, but your teammates' perks AND the killer's perks. Your philosophy on how perks should be designed seems anathema to the very idea of perks to begin with. Under your logic Vigil must be an abomination since it can cause Haunted Ground's exposed status effect to end earlier than the minute "promised" by the perk.
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@SeannyD115 said:
Honestly adding being unhooked removes hemorrhage when using this perk would be a nice buff to it
Heck I would even be okay with this perk straight up making you immune to hemorrhage as a secondary effect. I feel like we could use more ways to counter status effects that aren't time limited and aren't part of killers' powers.
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@Anti051 said:
If every killer could do something real and effective in-chase, then they might be more inclined to leave the last 3 gens since they're supposed to stop survivors from powering gates by any means necessary according to the actual game manual (not the fake, constantly morphing survivor-written dictations).
https://us.v-cdn.net/6030815/uploads/RIXP2U3L3NEC/real-game-manual.png
Patrolling the only part of the map that matters based on the limitations of your killer's kit is not "camping the 3-gen." It's literally doing what the real game manual says you ought to do as the power role.
If you leave the last 3 gens to take a chase that you cannot end quickly, you are asking for a loss as the killer. So stop trying to suggest anything along the lines of punishing the killer for not being stupid and chasing you off into oblivion on a pallet tour while your mates polish off the last objective unabated.
So you think you're a good survivor?
- Why aren't you using Deja Vu to know where every possible 3-gen is as the game progresses?
- Why aren't you charging potential energy for the inevitable macro play that a good killer will make?
- Why aren't you using hyperfocus/stakeout in tandem with potential energy and stacked toolboxes to massacre the last gen?
- Why are you ignoring the tools availed to you for dealing with 3-gen strats and instead using casual, random builds and running in with no game plan expecting to beat a good killer who DOES have a game plan?
- Why are you constantly trying to lobby for the game to become some horror-themed cakewalk instead of exercising a basic level of intelligence like an actual good survivor?
It isn't easy to blaze through all objectives and therefore isn't "fun?" Sounds like you're having a hard time accepting that a game (especially a PvP game) is meant to be an actual contest (there's a reason it's called a "trial" and not called a "ride").
I swear if BHVR keeps on developing based on the opinions of people who don't even fully understand what's going on, DbD will cease to be a contest and as such will cease to be an actual game.
The OP is absolutely correct according to the fact of the matter.
FYI,
"Game"
noun:
a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
TL:DR (Attention span too tiny)
Stop whining that your formless, random gameplay isn't beating high caliber killer players.
Since when is stalemating a game until one side gives up or the server shuts off "high caliber." Hahaha you're a funny one.
"Only run perks that speed up gen progress every game, despite there being over 100 survivor perks, purely because you must break 3 gens at all cost on the off chance that you run into a Skull Merchant, who can literally spawn in next to the 3 gen you want to break with gen kick regression perks and never leave, making all your anti-3 gen perks useless."
Quit acting like you're some kind of arbiter of the truth of dbd. Your whole comment shows you have a poorer understanding of this game than anybody else in this thread. Try pulling your head out of your ass and learning how to talk to people, because you sound like someone who's only interaction with other humans has been through a computer.
TL;DR Please go outside and touch some grass for your own good. This is a video game, not a Hunger Game.
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I suggested some of this this in another thread with some slight tweaks after thinking about it more but here are some changes I think would help incentivize Skull Merchant actually taking chases and would make it harder for her to hold a 3 gen.
- Drones have a timer that last 60s.
- Drones hacked by survivors now have a cooldown of 25s. Drones whose timer expires have the regular 10s cooldown.
- Drone radius is now 11m.
- Killer receives a 4% haste buff while in the radius of a drone.
- Survivors with Claw Traps on them have a 5% hindered penalty until the battery wears off.
Claw Traps actively debuffing survivors incentivizes capitalizing off the info you get from the traps and taking the chase, and being able to use her drones in chase against injured survivors is now not useless as you can both get a haste bonus and refresh survivors' Claw Trap batteries. Meanwhile the longer cooldown from survivors hacking drones in addition to the drones expiring on their own after 60s will help reduce her ability to hold down a 3 gen.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369735#Comment_3369735
It counters all terror radius perks and killers. You won’t scream from Doctor and your killer instinct won’t pop up with legion. And perks like Infectious fright, starstruck and other TR perks won’t work if you have oblivious. Its also there for a high risk you won’t hear the radius but you see where the killer is at all times as long as your in the range.
Fun fact, Doctor's Static Blast is the only terror radius based scream mechanic that still affects Oblivious survivors. Anyway...
While I would love your idea to be a completely new perk, I don't think it quite fits a boon; I'd want that to be something that I can trigger when I need it like against a killer with Starstruck.
I don't think Dark Theory needs all too much to become a decent, useable, fun perk. Increasing the haste buff to 3% or 4% wouldn't make it too strong - we have many perks that increase your movement speed by 5-7% that are nowhere near meta. However, even with the haste buff increase, I also think it needs a secondary effect, similarly to how Shadow Step has two effects, and I'd like to see a boon that makes grunts of pain quieter by 75% for both injured and dying survivors. With these two effects together it has at least some kind of synergy with every other boon as well as other perks and has decent utility in its own right. And I'd say it fits the "theme" of the perk by messing with peoples' perceptions of sound and speed.
I think those two effects together would put this perk in a good spot even if it will never be meta.
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"Yep. You can now only hear scream within 19m of you, despite nobody asking for this change and it screwing over practically every perk that involves screams. But hey, at least the screams you CAN hear are directional. That's a fun, fair, and balanced trade, right? Right? Someone please tell me I'm right..." - The BHVR dev who approved this dumpster fire
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@whysoserious said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367618#Comment_3367618
A timer would be a good idea yes.
Then yea, I agree. A 60s "battery" that she can somehow refresh, say, if she physically enters that drone's radius, coupled with a much longer recharge than the base 10s when a drone is hacked (maybe 25s if hacked, but 10s if recalled or not refreshed) might help cut down on the 3 gen obnoxiousness.
The question is then how to buff her in other ways, because without the 3 gen strat she is laughably weak.
Perhaps in exchange, they make her drones 11m, and she has a 4% haste buff while in her drone's radius?
Or perhaps Claw Traps could actively debuff survivors for their duration... maybe a 4% hindered penalty so that she can actually kind of capitalize off the information she gets from the Claw Traps?
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@whysoserious said:
Is it just me or does anyone else think the Drones on Skull Merchant shouldn't be infinite?
You do mean that you think they shouldn't stay deployed infinitely, correct? Because I think some people in this thread think you mean she should have a limited number of drones that she can use across the entire match, like a limited resource. Your wording is confusing.
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@Nos37 said:
How the Circle of Healing has come full circle...
Killers have been having to go all the way around to get to a boon to snuff it for a year. It hasn't even been a week and the survivors are already fed up.
Don't worry, the multi-floor drone zone will get nerfed. Circle of Healing will be left untouched.
This is a surface level similarity and you know it. A boon on another floor doesn't stalemate the game. A drone right below or above a gen on another floor can easily cause exasperatingly long games.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367021#Comment_3367021
I have seen posts for a sexy Killer, this was requested.
Hell, even I could get behind a sexy killer if it was some kind of Femme Fatale archetype, integrated into her power and backstory to create an actually compelling character. But this is definitely not that. Her sex appeal is just... there, for seemingly no reason other than to make money. Same with Vittorio, Renato, and Thalita. Just feels scummy when they just use sex appeal right off the bat to make money instead of waiting a bit. I mean, it's March. Summer is coming up in a few month. They really couldn't wait to release the revealing/beach outfits until then when it's actually kind of appropriate for most people? Meh. I care much more about the gameplay side of things anyway, but scummy business tactics really piss me off.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366483#Comment_3366483
Alright, bump it up to 6% Haste.
OP is incorrect. Dark Theory is 2% haste. But 2% is indeed garbage. Most non-exhaustion survivor perks that grant haste grant either 5% or 7%. Considering that it's only 10 second and can only activate up to 5 times, I'd say 7% haste for 10 seconds in addition to no scratch marks would be fine, but to be honest I'm not sure even that pretty major buff would significantly raise usage rates. Considering just how limited this perk is by its activation condition and time limit, I'd suggest that it hide pools of blood in addition to scratch marks and eliminate grunts of pain in addition to the 7% haste effect for 10 seconds.
And even with all of these buffs I doubt you'd see much usage. Perks that activate upon completing gens have such a horrible activation condition if the effect can't be stored.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367027#Comment_3367027
I have seen the ‚forced‘ argument quite often on different topics regarding DbD. I know it doesn’t make sense, doesn’t change the fact toxic community members still use it. Especially if it comes from a popular content creator and their followers use it then..
Ah I see what you mean there. Though, at the end of the day, for me personally, I'd rather have the sexualization come from the community and then be responded to by the devs instead of the other way around, as when BHVR does it for a brand new character it just comes off as a scummy business tactic.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367021#Comment_3367021
But if it was this way around and this kind of outfit was added to Skull Merchant after fan request…
then the complaints would be the devs were forced to do it and didn’t want to create the character like this themselves and they only added it after seeing the performance and feedback on Skull Merchant being bad
its as often just a lose-lose scenario for the devs really.
people don’t like the Skull Merchant and try to justify hate comments towards the devs instead of constructive criticism regarding the actual design. At least many people do this with arguments like she is too sexy or it was a failed Predator license.
I can't quite see how they'd be "forced" to do anything requested considering the sheer number of majority consensus community requests that they regularly ignore (i.e. make Red Forest smaller, nerf some of Blight's more egregious add-ons, incentivize not camping hooks, etc.).
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@Emeal said:
Survivors: *gets loads of sexy teens, fabulous dresses, short shorts. Swim wear and Big chest men for many chapters*
Killers: *gets Skull merchant who is evil vain rich woman with a big dumptruck behind*
You: "Wow, bHVR is just doing a sex grab!"
Me:
https://media.tenor.com/fuiG0_pco2wAAAAC/confused-john-travolta.gif
We been playing the same game for years? no?
The difference is that the sexualization of those characters came up from the community organically and was then requested. This is just... "Hi, nice to meet you! Would you like to treat me as a sex object despite having no idea who I am?" kind of vibe. If people in the community started sexualizing Dull Merchant and requesting sexy skins, that's when you make the sexy skins... not before they even know who she is.
And before anybody asks: yes, it felt kind of the same way with Vittorio but not quite as insidious because the first time they did it with a new character it was an anomaly. But now they've done it with 4 new characters in a row (Vittorio, Skull, Renato, Thalita) implying a pattern of just creating conventionally attractive characters with revealing outfits right out of the gate purely for profit, which is pretty scummy.
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His tentacle has very unique properties. The way it functions is that it shoots out a bunch of tiny hitboxes in a straight line that start from top to bottom for the duration of the attack. This is why his tentacle in tier 2 and 3 hits survivors vaulting pallets and on the other side of dropped pallets (unless they crouch) instead of breaking the pallet as one of the upper hits made contact with the survivor, and after the tentacle hits a survivor or pallet any further hitboxes are canceled, which is why you can't hit a survivor then break a pallet (or vice versa) in the same swing.
On most maps, you can hit survivors through windows even if they crouch on the other side of it. Currently the only exception to this is swamp maps, as the windows on those maps are unusually just high enough to protect a survivor from a tentacle attack if crouched.
Another aspect of his power is being able to hit over objects similarly to Huntress, Singer, etc. The general rule of thumb is that if you can see a survivor over an object you can usually tentacle them over it unless they crouch in time (however there are some loops with gaps or are so low, such as a handful in the hallways of RPD, where even crouching won't protect the survivor from being hit).
This tip is the most advanced and the most important. Since his tentacle attacks fire multiple hitboxes over a short time, and you can still move during the attack animation, you can essentially "drag" his attack over a wider area by moving to one side or the other during the attack, allowing you to not only get some pretty wonky looking hits, but also allowing you to release a tentacle and hit a survivor when you're turning around a corner earlier than you feel like should be able to, because it looks like you're just going to hit a wall (which the upper hitboxes indeed will), but by facing the right way and then dragging it into the open, the lower hitboxes still have the opportunity to connect.
Now about proper zombie usage. If they happen to be in a good spot while you're chasing a survivor, make sure you take advantage of that to zone the survivor into the zombie. If a zombie is either stuck on collision or patrolling an area with no gens or blinded in a random area, it can be a good idea to hit the zombie (m2 if you still need more infection, m1 if already tier 3 for a shorter attack cooldown) if you already happen to be nearby. However, zombies in general are a piss poor way of gaining infection even if you have add-ons boosting infection gain from them and should really only be m2-ed if you're just barely missing enough infection to tier up. When it comes to using your zombies for tracking, their chasing animation helps you know a survivor is generally in that area but they'll usually be long gone or stealthing by the time you get there so it isn't very reliable. However what is reliable is paying attention to if they've been blinded next to a generator, as that means 9 times out of 10 a survivor is on it.
Lastly, add-ons. Imo, he only has 3 general purpose add-ons; the rest either are horrible or situational and should to be used as part of a build focusing around them. His three best add-ons are: Marvin's Blood, Broken Recovery Coin, and Depleted Ink Ribbon. Nearly every single add-on that affects zombies in some way have next to no benefits; even Depleted Ink Ribbon isn't amazing but it just goes to show that utter lack of useful add-ons. Stealth via Oblivious/Undetectable is difficult, but not impossible, due to his footsteps sounding like miniature earthquakes, giving you away pretty early. Jill's Sandwich + Iri Umbrella Badge is an alright but not great combo, as you can only make use of the exposed effect a maximum of 4 times. I could go on for days about his awful add-ons, but I'll stop there. Your best bet is literally Marvin's Blood + Broken Recovery Coin every game unless you're trying to do a cheeky build.
That's pretty much everything to playing Nemesis. Hope this helps and good luck to you. If you want some perk/build suggestions I can go into that as well in a separate comment if you like.
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She does, I believe its duration is just reduced compared to a normal non-blink m1 lunge, but I could be wrong about that.
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@Brokenbones said:
We got word from an official source that this is being looked at/a solution is being looked at
Source can be found on this thread, go to the last page and check Mandy's replies
https://forums.bhvr.com/dead-by-daylight/discussion/366924/did-they-just-nerf-scream-perks#latest
Oh thank you so much. I really appreciate you directing me to that comment and I appreciate that BHVR has it on their radar.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366473#Comment_3366473
yes, I did read it. I was making a joke
https://us.v-cdn.net/6030815/uploads/5LCH2WYKKKNL/image.gif
a
Ah then I apologize. Didn't detect any hint of humor; it just looked like you weren't bothering to read the thread. My bad.
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@MrPeanutbutter said:
This week they enabled the “map repeat enhancement” feature. I got Coal Tower four times in a row
Did you even bother reading Peanits' comment? They haven't enabled it yet. Starts next week.
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@HugTheHag said:
Haven't yet played on the new Red Forest, did they change anything else, like the size maybe ? Because as it was it's the bane of my existence as a Hag & Legion enthusiast...
The size is unchanged, despite everybody literally begging bhvr for years to make it smaller.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364275#Comment_3364275
The punishment is only 5 min though - if you don’t do it frequently. I do believe this is pretty fair.
and once you have done one report you actually realize that the support ticket isn’t that tedious. Just the video upload on another platform (and the recoding of it) is annoying but otherwise it’s really straightforward and can be done in no time.
You're not wrong per se but it shouldn't have to be so obtuse to report people. What if you've never uploaded a youtube video before and have to go through the process of learning how, or you don't have game/screen recording software open, or your pc has trouble running recording software and dbd at the same time, etc.? And why does a ticket even have to be submitted on a completely separate website outside of the game? I'm just saying that there needs to be a way for them to streamline the process, say, with a game replay system viewable by support staff that would allow reporting to be done in game from start to finish if they actually want people to care about reporting cheaters and exploiters. Don't get me wrong though, I know implementing something like that would take a lot of manpower so I don't expect it any time soon, I'm just stating how I believe things should be.
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Pop really does need some help. Please just no more "current progress." Nerf it to 15% if you have to. Just throw idea of current progress regression in the trash where it belongs.
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@Mooks said:
As long as they only did it during EGC I guess that’s not holding the game hostage? (Not sure on this though - maybe this still counts as exploiting and would be reportable)
outside of EGC this would definitely be reportable, then you would need to make an in-game report and additionally a player support ticket where you may attach a clip of it (or at least such a screenshot though pics are easily faked)
it’s totally okay to use the in-game dc button in cases were the match can’t end naturally btw, that’s why the button is there (either abusers like this or actual glitches/bugs or smth)
Oh boy do I love getting punished for having to dc because of someone else exploiting.
On a more serious note, yes, this is reportable as it is an exploit. The best thing to do if it happens again is get video evidence, report the player in game at the end of the game, and then submit a ticket to BHVR support with the video. But let's be real - ain't nobody got time for that. Until BHVR adds a report system that doesn't require the same amount of effort as sacrificing your firstborn child on top of an Aztec pyramid during a blood moon, I refuse to use it.
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@Quizzy said:
It seems they may revisit those when the time is right. But for now, it seems they are introducing a new type of perk they advertized during the behind the scenes trailer which is "teamwork" perks from new survivors. Now i can see not being as strong as boons since you need to coordinate very well with your ally to pull it off. But i like this new approach.
Yes, if there's one thing we need more of, it's perks where you have to coordinate with someone you can't talk to unless you're using an external program in a game where the vast majority of survivors are playing the game by themselves.
Which developers looked at Blood Pact and thought: "You know what this game needs? More Blood Pact."
But hey, I guess we'll all get to see all the dbd-tubers make a video with a title like "LUL TEAMWORK PERKS OP" with a red arrow pointing to a Teamwork perk icon in the thumbnail.
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Oof, sorry it was so rough for you. For what it's worth, Clairvoyance is definitely the way to go; I was able to do it on my first try thanks to that perk.
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Sounds like it would lead to more tunneling and camping because killers wouldn't be able to cover for their powers' weaknesses with perks as well.
Also, why should good perks be made worse rather than making the bad perks better?
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Haunted mansion or hotel, shipwreck island map, catacombs/sewer map, neon korean city, an evil scientist's lab with repurposed and retextured tile layouts from Hawkins. Those were just off the top of my head but I'm sure there are more.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359166#Comment_3359166
i don't know but the higher the killers ping, the longer it takes until you can start healing
Gonna need a citation on that claim, bud.
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@Ἥφαιστος said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359408#Comment_3359408
The kill rates aren't even real stats. Survivors hook suicide all day and there was a month where survivors were protesting and manipulating the stats on purpose.
"The facts contradict how I feel therefore the data must have been tampered with."
How do you have a rational discussion with someone living in their own made up reality?
Trick question. You can't.
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The problem with blindness is that it's one of those mechanics that disproportionately negatively impacts solo queue players over SWFs on coms, and is incredibly hard to change or balance as a result. Would it be nice for blindness to be of more use to killers? Absolutely. But would buffing blindness be fair or fun for solo survivors when comparing them to SWFs on coms? No, I don't really think so.
Without some way to adjust blindness in a way that makes it fair for everyone, I'd be much more in favor of buffing or reworking blindness add-ons entirely. As an example, let's look at Freddy's add-on 'Unicorn Block'. Currently, survivors are inflicted with blindness for 60s when stepping on a dream snare. I'd like to see BHVR either massively increase the time of the effect to, say, 120s, or just rework the add-on entirely. (And his Sheep Block add-on should just be changed entirely to a different effect.)
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This bug was just abused against me and it's completely ridiculous. Getting grabbed from halfway across the map is completely unfair. One Knight player I just went up against abused it to face camp.
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I'd be in favor of making it just slightly longer ranged. 7m would probably be fine.
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Every map has this bug, where props (i.e. trees, rocks, etc.) are spawning in unusual ways next to tiles when they shouldn't be. Supposedly this will be fixed next patch. So, so many fat shame spots have been created due to this map generation bug too. Good riddance.
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@Veinslay said:
No, it's not, there's multiple killers chasing you, what are you supposed to do about that besides just die and go on the hook??
Not overpowered in the slightest. Guards literally can not catch you in time if you run in a straight line away from them as soon as they detect you. If a Knight is trying to go after an injured survivor together with a guard, a healthy survivor can purposefully get the guard's attention before it locks on to the injured survivor so that the injured survivor can loop like normal.
The only thing that feels a little cheap is when the Knight uses his power at loops for literally a split second just to force you away from the loop... but as soon as you see him put his sword in the ground you make a break for the next loop. But this is all he's really got going for him so...
The Knight is the weakest and most literal "hold W to counterplay" killer they've ever released, and I can see how some people might be bored to death of going against him already. I'm not at that point yet, and idk if I'll ever get there considering the sheer number of killers in the game and how unpopular Knight appears to be to play, but I'm just saying, I can at least understand if there are some who dislike versing him more than other killers.
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That makes so much sense. I thought that the bonus just went away during the span of my game!
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BHVR defines stuns very strictly. A Lightburn is a Lightburn, not a stun.
You can only stun with pallets, DS, and Head On.
I don't think even a flashlight save counts as a true stun, though I could be wrong.
To be clear, I'm not saying it should or shouldn't count as a stun, just trying to clarify.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/3200035#Comment_3200035
Before or after DH rework ?
Before. So maybe it's time for them to reconsider their stance, now that there are so many more ways to get into deep wounds these days.
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For what it's worth, the devs are aware of this interaction, and made a conscious choice to make snapping out of it take priority over mending. They talked about it in a livestream a while back.