Angy_Quentin
Angy_Quentin
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- Angy_Quentin
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Comments
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@random1543 said:
I still give the worst rift pass to whatever pass this one was.
Oh my what a creature. I didn't know big claud could be coerced into wearing such cloths.
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Wrestling is big ewww BHVR should know that.
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Asylum has several issues. The map is one of the biggest maps in the game. Jungle gyms are prone to spawn a lot and there are a lot of safer pallets in the main building and around the map. The main building itself is also very safe with two very strong windows.
It needs a rework, maybe together with nurse so the theme fits.
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It turned out #########, because they did not buff all affected effects accordingly and in relation to their previous strength.
Missed opportunity.
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They just need to rework the anti-camp system in regards to killer powers. It's not streamlined, unreliable and does outright not serve it's purpose.
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101300#Comment_4101300
Exactly, It seems to me the devs themselves don't know what they want, or maybe there’s just so much feedback that they’re getting confused, and, by the way, a lot of them are probably off on summer vacation at the beach right now that plays a part too, since there’s no boss around to make them work)))
I think jason as a base killer is really healthy, comparing him to wesker. Sure some people get sick of him but he's not an issue like an unnamed crayon enjoyer.
But the totem builds and badge+coffee every game make him really oppressive, especially against soloq.
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I'm wondering why they do not nerf that aspect of him (and BS addons). Only addon rebalancing for now.
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Holy ai
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@ForTheEntity said:
You can already throw a pebble every 20 seconds with this perk. That's a good spot for it.
You want to make it so you can just crouch and constantly throw pebbles and notification spam the killer?
Yes thank you. Next patch okay?
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As if 2v8 does the game any good. It just switches out the playerbase with megheads for three weeks.
I like that they keep the gamemodes diverse. But yeah i wouldve preferred my little oni again.
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@Wezqu said:
They could go this route and it has been suggested before but still it does not change the fact that survivors could also cleanse the dull totems to deny activations. Its not really fixing the problem just moving the post.
If it glows it goes.
No team focuses on cleansing all five dull totems at the start
On topic: I like the idea. But we have to chat about TOTH and certain killers synergizing too well with hexes. At least a certain content creator stopped pubstomping so my dear jason does not get as many nerf requests anymore.
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@Aven_Fallen said:
Thats what I need, more Jason. /s
My brother drying his tears with money
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100873#Comment_4100873
What's wrong with them? I know some people think two seconds of speed are overpowered, but they're really not.
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100873#Comment_4100873
Because they are one time use for each chase. They've been like this for loooong time.
Because Sprintburst and Lithe are used. Dead Hard for memes, but the rest of em is almost unused. I would like situational perks like Smash Hit and Balanced buffed and Sprintburst and Lithe nerfed.
Sprintburst is far from one-time use per chase by the way.
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I'm always snickering if i get an empty tile into two double pallet rock tiles. Like the map tries so somehow make up for its mistake. 🤣
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100859#Comment_4100859
I don't think "rebalancing" exhastion perks will happen. It should not.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100867#Comment_4100867
I hope we get things to do then.
Why shouldnt exhaustion perks be rebalanced?
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Yeah, killer slowdown rebalanced and exhaustion perks weighed with utility/distraction would be great.
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@ShanoaLegendaryPlz said:
Lara Croft escaped. Adept requires all 4 killed.
You can still use addons and offerings, just requires unknowns 3 perks only + kill all 4 survivors.
"Lara Croft escaped"
Great quote.
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I love lethal. It allows me to turn my brain off for a bit longer and just instantly get a chase/down.
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Because performing well with hillbilly is easier than performing well with pinhead. That's all. Both killers need precise mechanics, but billy gets an instadown from it and pinhead gets a more unreliable clown bottle slow.
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I'm a chill killer at least rn. But yeah soloq has been rough since the end of the event.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098532#Comment_4098532
Nurse isn't even top 5 in kill rates at high MMR per BHVR's most recent stat release
Forgot the /s
Killrates clearly tell you nothing about a killer regarding balance.
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Or we rework vigil. That perk is as broken as old Tinkerer and we dont need a situation where every killer and survivor feels forced to run a vigil equivalent.
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You take the L. High tier killers like billy, blight or nurse will simply shred through your team if you aren't all halfway decent.
With low tier killers you have at least the option to split up far.
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I kinda enjoyed it. But im scared of the 2v8 queue really ######### up the game again. Event at least didnt completely gutter normal queue times.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100368#Comment_4100368
Well that's the beautiful thing. You can have both!
(Though captain clark would be way less popular and people would enjoy playing him way less overall to someone like Jack Sprarrow)True that, sparrow doesn't fit the horror theme, but yeah he good dbd is a silly nilly party game i know i know.
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Honestly now that you say it, "Captain Clark" with a deformed backrooms dog may be a better idea fitting the horror theme.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/470056/legion-needs-a-buff
I like all of these buffs, particularly because they would help them where they need it; in improving their chase potential against the better Survivor teams and to better deal with the counter play of Survivors splitting up.
But to be entirely honest, I don't think they're in desperate need of any buffs right now.
That said, I'm of the opinion that's it's OK for some Killers on the roster to be "weaker" (especially the ones that have mechanically simple powers like Ghostie/Legion/Trapper). I've never believed tier lists are relevant to most players because I think it's actually a lot easier to hit BHVRs 60% kill rate target with the simpler to learn Killers in public matches, so long as you are playing to win and not pulling any punches. That's especially true if they're SoloQ stompers like Pig/Legion/Freddy/Sadako. It's just comparison with the crazy powers of some of the more recent Killers that have made the older Killers feel weaker than they actually are.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100102#Comment_4100102
True, there are countless rework suggestions but all of them are terrible and completely destroy what Legion mains love about the character. I've not seen a single one yet that I like.
I think a lot of the Legion hate is residual hate from their very first iteration. Killers only get one chance to make a positive impression on players and if it's not a good one on release, the hate for them lasts way beyond any nerfs and partial reworks they might get. I wasn't around for the OG Legion release and I think that might be why I don't fully understand the lasting hate for them in the community (obviously, I'm also a little biased because I main them. People hate Killers that they personally play a lot less than the ones they don't).
The issue with buffing the current iteration of legion is, that they are mechanically too easy. Find someone, stab someone, follow the instinct. Nobody wants another ghoul situation having a killer close to S-tier that could be played by a cactus.
And yeah, the rework suggestions for them would destroy their current identity. A catch 22, you can't buff em, you cant rework em.
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I enjoy ultra mobility. Others dont. It's good that trap based and area control killers exist.
But yeah anti-loop + map traversal has been the design patter for years.
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@Condi9967 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100086#Comment_4100086
So your excuse to keep them in the garbage is because they were bad at launch???
Fellas I asked for idea's. Not "reasons why we shouldn't"How about a complete rework? There are countless suggestions out there, pick one.
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It's really telling how old this game is. Some people clearly never played against legion in their first months in the game.
Keep them dumpstered or you find yourself with another crayon consumer situation. Yesterday evening their favourite flavour seemed to be: "red" and "i don't understand".
Marvelous.
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That's why you never let the nea or ace see you hidin.
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It's a great perk if you are a coordinated team and one person brings it. Definitly up there for coordinated play, but not that great in soloq.
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If you try twins i can recommend watching TwinsMainSage. Highly dedicated twins main.
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Hillbilly needs crazy skill expression. Maybe it was a very good billy with very bad ping.
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"Walk tech" can be used on structures like shack too and allows to loop the shack window infinitly against M1 killers.
It's an intended mechanic and requires insane skill to pull off.
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Badge and Coffee are outliers. They are by fsr his strongest addons, maybe Badge is a contender for the strongest addon in the game. The synergy with Surveillance makes it even more broken.
His addons and hex builds need a hefty nerf and maybe the complaints will go back.
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If you want to play an FPS, play an FPS.
I love dbd because it allows for different kinds of skill expression on a macro and a micro level.
Map knowledge, hook save coordination, aiming projectiles, predicting movement, hiding red stain, 180 flicks, flashlight saves, skillchecks and so on.
The game has a lot of ways to express your skill, but they're not always precise mechanical inputs.
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Nurse feels different after every update. Before the event she went into fatigue faster and longer than she should have (reblink window was shorter than it shouldve). During the event it was fine again.
It's spaghetti code.
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No little piggy in the basement.
Trap one up, put em on a hook,
one little piggy in the basement! 🎶
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Yeah, you use the abandon feature as intended (press TAB to get the option) or you wait for two seconds.
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@Doctor_Xenomorph said:
Think about how often this situation happens as Killer:
A survivor gets unhooked. Rather than chasing the freshly unhooked survivor, you immediately switch targets and go after the rescuer—as the game generally encourages you to do.
Instead of running away, however, the recently unhooked survivor deliberately steps in front of you and bodyblocks, using their Endurance to physically prevent you from reaching the rescuer. At that point, you have three realistic choices:
- Ignore the bodyblock and let the rescuer escape.
- Hit or chase the bodyblocking survivor instead.
- Wait for the survivor's endurance to run out and then smack em
In my experience, this scenario happens frequently. More importantly, the survivors willing to make these aggressive bodyblocks are also often the ones running Decisive Strike. As a result, the Killer can be punished for responding to a survivor who intentionally inserted themselves back into the chase.
That creates an awkward gameplay loop. A perk designed to discourage tunneling can end up rewarding survivors for making high-risk, aggressive plays that they otherwise wouldn't be able to make safely.
I don't think the solution is to fundamentally change or heavily nerf Decisive Strike. Its purpose as an anti-tunneling perk is important.
A much simpler adjustment would be to delay the perk's activation. Instead of becoming active immediately after being unhooked, Decisive Strike could activate 20 seconds after the unhook, with its 60-second duration beginning at that point.
This preserves the perk's intended role of protecting survivors from being tunneled shortly after an unhook, while reducing situations where a survivor can immediately bodyblock, force the Killer into hitting them, and still retain full access to Decisive Strike. Choosing to aggressively re-enter the chase would carry meaningful risk, while survivors who simply leave the hook area would receive the same protection the perk was designed to provide.
A slippery slope. I've downed unhooked survivors after five seconds with bubba again. That would create a scenario where proxy camping with strong abilities could be encouraged.
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I do enjoy playing against jason and nurse, but blight and ghoul are very bland for me.
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I did not have much time to grind for cakes and spent my 10k and 5k free BP during the big cake drought.
Against all odds i finally got my first ever p100 with kate holding about 500 cakes and i even farmed about 250 more cakes on my boy quanton on his way to p100.
I also occasionally spent some BP on several killers to just have enough cakes to bring one if i play them. The exception is jason, he got around 125 cakes during his p3 and i've got 75 left now that the event is nearly over.
All in all i'm quite happy with the result. I am working alot currently and also have a lot of personal struggle. The silly event helped me decompress after long days.
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@cogsturning said:
He's overstuffed. He's five killers rolled into one and has power crept half the roster. OE's cooldown is too short, free haste makes 4.4 pointless, KI is excessive on a killer with that much free info, an add-on that gives free gen regress for existing is idiotic, and his ability to two tap you off-hook is egerious.
And you don't like him very much that dastardly bastardly coward!
/thread
I think it honestly comes down to preference. I love to play and verse jason, because he cuts down the most boring thing in the game for me: distance. Other people feel different about several parts of his kit and i hope my dear devs will rebalance him to make some of them happy.
In turn a certain unnamed crayon collector/enjoyer shall be adjusted too as i pray at least.
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099336#Comment_4099336
I won't disagree on that but the risk and difficulty of the perk goes out the window when a coordinated group uses it. Though this isnt exclusive to STB ofc since theres evidence in the past.
The exposed effect is making coordination hard, at least against M1s with good anti-loop like slinger or portia.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099403#Comment_4099403
At 12% maybe but at 8% or lower I don’t think it would be a problem. And even if it is, they could increase the window for flashlight saves a bit just to even it out but I do understand how that could possibly introduce more problems
I personally think it would reduce the number of people putting up with flashlights. I don't think it's the best idea that's all.
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I mean yeah it is. Why wouldn't it?
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It would be nice, but would cripple flashlights. Im not a fan of removing side objectives for survivors that slow down gen speed.
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Krasue is clunky as hell and super unfun to play. Houndmaster is buggy but at least i have a doggo and he munches survivors. I personally prefer Portia.
Strength-wise krasue with a good build and good addons trumps houndmaster imo.
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STB is a crazy good perk. It's hard to use too and requires really good coordination, so theres that.
