AetherBytes
AetherBytes
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- AetherBytes
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@Mr_K said:
Survivors got nothing?
An entire killer perk was nuked from orbit and survivors got nothing?
I'm one of the few whose actually kinda happy about the new knockout, since I run Brutal+Fire Up+Enduring on Xenomorph. Now I can even slow the survivor down as I disintegrate the pallet
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Always wanted them to mix Hello Zepp as a theme for her
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Can't wait to see if they walked the Xeno changes back, or at least gave it sane numbers
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With the latest changes you're hoping to push BHVR this just became a whole lot higher of a priority.
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@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888069#Comment_3888069
Really?? does it not give a notification or anything
Nothing.
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No, but only because I know it does nothing, at least right now. If it had an actual effect I'd start using it.
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@piplup55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885769#Comment_3885769
learn to apply pressure. you don't need someone on hook to apply it. bring aura reading perks and stealth perks to catch survivors off guard. avoid chases in hard looping areas. patrol gens… when killers decide to not improve or bring perks to help them in the areas they lack and just bring gen regression they start to indulge in cheesy strategies like tunneling and slugging. which makes BHVR buff killers individually so they can end chases quicker. but killer players do not change their way of playing after buffs, instead they double down on those strategies because they are now easier to do. the same would happen if they "nerf gens".
so the only thing left is punishing players trying to use those strategies.
The issue here is that gen regression was required. You change out one perk for a stealth perk? Gens will go faster, giving you less value out of your stealth perk as the game is now shorter, not to mention all the stealth perks in the game are easy to call out. Aura reading? So I can watch those survivors across the map complete a gen instead of using pain resonance to delay it's completion potentially long enough that I can just go and kick them off it myself instead?
The issue isn't that killers aren't bringing perks to help them where they're lacking (They are, most of the roster lacks gen regression), its that the line between "Does nothing" and "Overpowered" is so thin now that the one perk, with no changes, can be both at the same time. Speaking as a xeno main whose primary form of "gen slowdown" is absolute aggression in chases and getting quick downs, it's just not enough. Even throwing a regression perk on just leads to gens being done faster than I can proc regression.
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Before people said the anti-camp will kill slugging. Before that it was basekit borrowed time. Before that it was decisive strike changes.
Give it up. Nothing can kill DBD until DBD actually has competition in the market.
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@Cataca said:
Or 4 people spawn on your totem think about that
Only 1 can work on it though, and it means you're not getting 2 spawning on 2 totems or more
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@Flawless_ said:
I'm having a hard time seeing how this is a bad thing other than "I don't like that I now have to actively look for totems as intended".
I'm not saying its a bad thing, in fact I think its a good thing. Means your build isn't deleted before you even have a chance to defend the hexes.
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@adam1233467 said:
No, please, Lights Out is by far the worst game mode they ever made, there is not a single cool interation in this mode…
You clearly never encountered a deathslinger with enough spatial sense to shoot you from beyond the fog. It's ######### terrifying when you're healing someone and a chain just suddenly lashes out from the dark and drags them away.
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@Lord_Kaine said:
The explosion won't injure you if you're not suffering from the weakened status, so the projectile requires 3 three hits to down already.
4 against any survivor who knows that they're doing, even if they're not that good against it
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879949#Comment_3879949
What are these mental gymnastics taking place?
It's wild that anyone would claim Merchant doesn't have interaction and then unironically declare Trapper is more interactive when Merchant's powers works the same, but is far more forgiving. Merchant gives you 3 chances to not be stupid before you are injured, where as Trapper doesn't give you any; you just get injured (or instantly downed if he is running the addon).
Imagine what she would be like if she couldn't deploy her "traps" mid chase. She would be Trapper, but 1000x worse because she has no way to stop or slow people down. She's already worse than Trapper, just not as much of a magnitude.
Exactly. Theres no stakes. Getting scanned is just straight up
Theres no difficulty, just tedium, and either you are confusing the two or refusing to accept it.
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It's a bug. Snug is very buggy even among release killer standards.
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It's not that people think she's still powerful or because entitled survivors or whatever. She's just ######### boring to play against. There is little interaction between her power and survivors. Unironically, trapper is more fun to play against because you never know when a window may be trapped, or Doctor because he makes skillchecks harder. Even twins is more interactive to face, with kicking victor and such.
She earned the nickname Dull Merchant for a reason more than 3 genning.
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The chain hunt will still count down and "activate" when theres only 1 survivor who isn't dead, dying, or hooked, but if theres only 1 survivor on their feet they're immune to the chain hunt.
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That explains all the rainbow shirt dwights I've been seeing.
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Honestly I just want eruption's events to not count as regression events. Pop does more damage and costs 1 event, overcharge only costs 1 event to apply and it triggering does not count as a second event. Call of brine applies on a single kick, only eruption needs 2 events to work.
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@Nazzzak said:
I'd love to know where these Wake Up rats supposedly are. 4 years of being a solo q survivor main and I've never seen them. Ever.
What sucks is people like me, who use the build, but only because we don't need chase or gen perks and want protection in the case the team fails despite our best efforts.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876978#Comment_3876978
I feel like they should remove the bloodlust requirement if they really want this perk to have some actual uses to more killers that barely use bloodlust
If a killer barely uses bloodlust, they either have the ability to break off built into their kit, or deal damage quick enough to not need it
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876967#Comment_3876967
Oh, don't you worry! We're already looking through early feedback and will be comparing this against feedback we receive once the update's in players' hands :)
Also, to add to what's in the Dev Update, part of the intention behind giving this increased period of Undetectable is to give Killers the option to disengage from an extended chase and surprise another Survivor if they see an opportunity.
Thought this was the case, seems like a very good perk for killers who want more freedom in disengaging, such as wraiths and xenomorphs.
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Just had someone decide to do a gen in my face instead of saving me off hook. He makes a bunch of excuses and lies, completely forgetting I have wallhacks on the hook. Yells at the jane for not saving me (Who's booking it best she can considerig she was across the map with the killer in her way chasing the other survivor) the proceeds to complain my hours are hidden… I literally had 10x his hours.
Unfortunately server shut down before he could respond to me pointing this out, but I'm matching as killer hoping to find him and show him what hanging on a hook for over a minute with someone staring them in the face is like.
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when is he meant to drop? I'm more interested in the fire up and wake up buffs
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@UndeddJester said:
I like it!
I tend to find with Xeno that it's quite hard to play certain small tiles that you can't quite lop your tail over for a hit due to clutter. It's very hard to mind game sometimes because your face is so low to the ground, and you are so big (tall when atood up, and long when crawling) the survivor can often see you at tiles, when you can't see them. If you run them down and guess the survivor will drop pallet, then you go for a tail swing but they don't throw and juke... if you miss (which is quite easy), you lose so much distance you basically reset back to complete neutral... 😒
It's times like this where just you have to just knuckle up and eat the pallet... I can see this being useful... it's a shame the blood iri is such a tight time limit 😒😁
A build I often like for pallet breaking is:
- Game Afoot
- Nemesis/Friends Til the End
- Brutal Strength
- 4th perk is completely optional, though Zanshin might be nice
You have Game Afoot to give you an obsession on the m1 and the haste. If you cant gwt the m1, you can eat a pallet to get it instead via Nemesis. Or if ypure good with m2s use FttE and get it off hooks.
You become the Juggernaut... barely slowndown at all and make Survivors regret ever throwing pallets 😁
Btw, with the tail at short loops thing, only attempt once. It's extremely likely the second go around they'll greed and attempt to dodge a tail attack, so you just swing and down them.
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@Devil_hit11 said:
he''s boring to play. he is amazing at tunneling with cages and it is hard quantify how valuable tunneling unconditional out of the game is. it depends on how how easily survivors let you set it up.
"He is amazing at tunneling with cages"
Brother he can't even ######### see where you end up, and it's guaranteed to be across the map. Half the time they're immedietly yoinked and healed before you can make it halfway to the rescue notif.
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It was a PTB feature being tested; it will come when the freddy rework drops.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875087#Comment_3875087
Fire Up seems like it'll be really solid on Xeno to be fair... since you also have that base vault speed... no matter if its a pallet or a window.... the train is coming... ######### Choo Choo xD
Really fits in with Xeno's whole "Running is pointless, nothing will stop it from killing it's prey" vibe, especially as the match goes on and it starts obliterating pallets faster and faster
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@UndeddJester said:
I like it!
I tend to find with Xeno that it's quite hard to play certain small tiles that you can't quite lop your tail over for a hit due to clutter. It's very hard to mind game sometimes because your face is so low to the ground, and you are so big (tall when atood up, and long when crawling) the survivor can often see you at tiles, when you can't see them. If you run them down and guess the survivor will drop pallet, then you go for a tail swing but they don't throw and juke... if you miss (which is quite easy), you lose so much distance you basically reset back to complete neutral... 😒
It's times like this where just you have to just knuckle up and eat the pallet... I can see this being useful... it's a shame the blood iri is such a tight time limit 😒😁
A build I often like for pallet breaking is:
- Game Afoot
- Nemesis/Friends Til the End
- Brutal Strength
- 4th perk is completely optional, though Zanshin might be nice
You have Game Afoot to give you an obsession on the m1 and the haste. If you cant gwt the m1, you can eat a pallet to get it instead via Nemesis. Or if ypure good with m2s use FttE and get it off hooks.
You become the Juggernaut... barely slowndown at all and make Survivors regret ever throwing pallets 😁
Throw fire up in that last slot when the freddy rework comes out. I know it sounds redundant with brutal, but trust me, pallets basically disintegrate when you so much as look at them with the buffed fire up + brutal. You can literally damage generators in one hit, rather than the usual 2, the animation is so fast.
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@[Deleted User] said:
Im not entirely sure where slugging is so rampant. I play every evening for several hours and everyone seems to be downing and hooking like normal. Granted this is what I see on my experience but seeing mass slugs is super rare.
This is mainly because most people don't care and hook because it's just how they play, but currently, statistically, it's better to hard slug if you're really going for a complete win. Makes me happy that I'm a mid-MMR person and not some streamer.
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BHVR would love to give him cosmetics, don't you worry about that. The original license holders however seem to be against it.
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This requires that the guard hits you first, so you have 2 options;
- Double back into the guard, take the hit, make distance
- Run through the knight, as you have no collision with him. If he hits you, the guard gives up. If he doesn't, he's plowing through that guards timer now and chasing from the same side
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@Rulebreaker said:
We'd love someone having the "off screen teleport" thing. As long as no one is looking at Jason he can "disappear" and "reappear" in areas not seen by survivors via high speed movement ala spirit (there's a more mundane way but we want this). Could give him a bear trap and some throwing knives (a single trap to block areas and throwing knives causing deep wounds or some add on related debuff like hindered/mangled/whatever).
Honestly yeah I can imagine this. As long as no survivor can see him he can enter and exit a wraith-like mode and move at high speeds. If done midchase he sees the aura of survivors he was chasing. Said survivors also still hear chase/terror radius as if he's close even if he leaves the area.
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I don't think there should be a base unbreakable, but perhaps some way for the second last survivor to bleed themselves out. The main problem stems from them still being alive rather than them still being slugged, as that's what lets the killer do whatever till they die
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This is fine. You didn't bodyblock with the intention of making her unable to play, you did so only to secure the down, which was possible because she misplayed. You're completely safe here and the meg likely is just trying to make you feel like an ass so they can feel better about themselves. In fact, I don't think its possible to do bannable body blocking like that; the survivor either goes down, or does the gen and flees out the side door.
On all avenues, you're in the clear.
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Could be that revealing ghostface takes longer based on your stalk amount.
For example (and these are just numbers, not what I'm actually suggesting) it takes 3 seconds to reveal ghostface if you have no stalk, if you do have stalk, after those 3 seconds it starts draining the stalk meter instead of revealing, and only revealing once the meter is at 0.t -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851381#Comment_3851381
Oh, apologies, on a re-read, I see how what I said might have came across :D
I didn't mean that this team was bad or anything therefore your point is invalid.I was more pointing at Nowhere to Hide seems to stand out as the perk that is pushing this build over the top. If your skill is solid enough (sounds like it is), the aura of the survivors themselves off NTH makes it so that Survivors can't even try and stealth away and hide… which would be the normal counter once they figure out that Jagged Compass is in play :D
OFC this is a logical combo, but I think you'd get basically the same value/strength off BBQ and Chilli ^^
The combo's to find the highest gen, pop the gen, down who was working on it, and repeat, basically so I'm always contesting the highest danger gen and keeping it down. BBQ tells you where everyone is, it doesn't tell you where you should go.
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@UndeddJester said:
I think it was more Nowhere to Hide doing the heavy lifting here really, not so much Jagged Compass...
Plus the fact the only survivor with a halfway decent build was the Adam.
I've been playing the build more since then, and it's just been slamming teams in general, even stacked ones.
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@SidneysBane1996 said:
We cannot complain and/or ask for nerfs of everything just because Nurse using them is broken if she is good enough. Nurse herself is very strong used well, it's not really fair to hold every other Killer to that standard because she's an outlier.
We cannot, and should not, ask for nerfs of perks JUST because they are too strong on the three strongest Killers in the roster.
I didn't actually ask for a nerf, in fact I think this is the most well rounded "powerful" build I've ever seen or used on her.
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Not really, though thats because, in most cases, I'm using perks that either rarely get changed, or need buffs (I play niche styles)
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@MrMori said:
Why not bring Floods of Rage or Gift of Pain, I'm pretty sure when someone gets unhooked and you have Broken Compass the effects work. Has anyone tested this?
Yeah, it's a "bug" turned feature, for now at least. Devs are apparently watching to see if this causes issues.
Reason I don't use floods is because i don't need mapwide aura reading. I go to gen, I kick gen, I chase whoever was on gen. Not much more needed then that, since compass tells me which gen I should go to.
Gift of pain could work well as general slowdown too, especially since you usually go for the kill after kicking the gen.
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@SoGo said:
Everything is broken on Nurse.
Fair enough, tho this is an extremely tight loop and I don't think theres much counter to it other than "don't do gens"
Theoretically, thinking about it, it'd even work on other high mobility killers
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tbh the fact you can flashbang a killers feet is stupid, and thats all there is to it. It's irredeemable game design. The only counter a killer has to being blinded is looking at a wall, and thats already not always possible. The fact a survivor can then just ignore the only counter and flash the killer anyway shouldn't be possible. They should be nerfed so that it at least has to be in front of the killer- not under them- to work. There's 0 skill in just chucking it under a killer's feet.
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@BurnedTerrormisu said:
The wraith used his hitbox to block the vault. It's not a bug but just game design in my eyes.
The issue is I'm on the window, not him. It should have at least let me medium vault there.
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@dbd900bach said:
I think you're on the right track. Insidious should do more to make the killer less detectable, but rather than the undetectable effect, I feel like it could maybe remove the bloodstain, or like you said, remove audio cues from certain killers. Standing still and being undetectable is something certain killers can already do and it promotes an unhealthy playstyle so it needs a change.
I've always had the auggestion that every time you hook a survivor, the "phase 2" and "phase 3" of your terror radius should shrink.
For those who don't know, the terror radius is made of 3-4 parts. "Distant," "Approaching," and "Near" for the most part. You can hear each phase in the terror radius; the music picks up as the killer gets closer.
What shrinking phase 2 and 3 (Approaching and Near) would do would make it so that survivors would initially hear the distant music, but you'd have to be much closer before they hear. Eventually, at some point you'd hear the "distant" music only to get nabbed off a gen, creating paranoi and a sort of psuedo stealth where they know you're nearby, but not how close.
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@wisteriacula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841181#Comment_3841181
And they found a way around it to camp while not getting punished, next question?
But they're not FACECAMPING.
The point of the system was to dissuade the fact that killers could stand right in front of a survivor and always either deny the unhook, or tunnel and beat down the unhooked player in seconds assuming the killer doesnt go for a trade instead. Thus was always a lose for survivors unless the other 3 survivors worked together for the save… which means no one is on gens. Because of this, it was often a problem that someone would get hooked after the first chace and basically be forced to do nothing for 140 seconds.
The Anticamp mechanic counters this by allowing you to free yourself at any point once it's full, letting you jump the hook and have a chance at running the killer more, not only letting you play the game but also buying more time for the other survivors when used smartly, enough so that it was possible for a facecamped survivor to still escape a match if played well.
Proxy camping does not suffer this issue. 2 survivors is enough to save, sometimes not even if the 1 survivor sneaks in for it. Gens are being progress still, you aren't left on the hook (unless its your teammates being stupid instead of the killer) and can still play the game. Theres still counterplay to be done, like the saviour taking the hit for you, or even perhaps going down in your place. It is not an issue of what the killer does at that point, but what your team does.
/thread
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I've actually been working on a "The Darkness" chapter concept (based on the first game) that actually has something like this.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/430882/subconscious-drive-for-the-win
probably your muscle memory and instincts kicked in which has mind games baked in - good stuff :)
Y'know I'd usually play this off as a joke or call BS, but as a person whose been playing FPS games for almost 2 decades, I've been playing Deathslinger tonight just for something new and god damn I'm just sniping people from max range. Maybe there is some truth to it.
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tbh I'd be happy just giving me info on what gen is closest to completion. I know where survivors are likely to be and where I need to defend.
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@[Deleted User] said:
@theonryo123 your the same person that posted about nerfing jungle gyms. No I know your either A) trolling and want this game to cater even for to killers. Or B) just got into killer and you just need to play more to become better.
This is a skill issue on your part. No offense.
I mean, the bots are kinda ######### cracked when it comes to looping most of the time. Usually you have to bruteforce their down.
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@Boons123 said:
https://us.v-cdn.net/6030815/uploads/WRFL5QVOJRUV/img-7941.jpeg
No one has complained about the Inner Focus and killers have many counter plays to this perk such as the blindness effect or the Undetectable effect.As for the other perk, honestly I don't know why they are contradictory. They want to solve the problem and at the same time they don't want to not solve the problem.
Inner Focus did have the ability to give a SWF infinite wallhacks on the killer
