Annso_x
Annso_x
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482083#Comment_3482083
?
So what is the different?
OLD DH was OP by gain the extra distance when you ######### up, this new perk can do the exactly same thing except it can be used when you are healthy , and had a extra side effect (75% of time is postive).
Old DH was problematic bc of the invincibility effect. You can hit people during the dramaturgy speed boost, so it's just a much weaker SB and you don't get it if the killer hits you first.
Also "75% of time is positive": lol no.
1st option - Weaker SB, might as well have brought SB
2nd option - Exposed for 12s, free down if the killer isn't terrible
3rd option - Scream, best case scenario you're in LoS of the killer so it does nothing otherwise reveals your location to the killer
4th option - If you brought an item you're risking getting a worst one, otherwise the effect can vary from useless to really good depending on your luck.
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There's many people that want a limit to how fast a generator can be done and how fast / much it can regress, I feel this is a weird approach to this idea.
If you heavily nerf all regression perks, (and maybe make them non stackable) and buff Saboteur then you can delete toolboxes. Delete keys and rework maps while we're at it. Survivors have too much useless stuff on their bloodwebs to make an other item niche.
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Lmao "what's different between those things if you ignore those very important points that make one of them OP and the other a meme?"
I wish I could say it was surprising people are complaining about a perk that isn't in the game yet, is only useable when healthy and is 1/4 of the time and never twice in a row a weaker SB. Oh yeah and literally can make you exposed.
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Teammates don't suck more against Legion than they do against other killers. Sometimes you get good teammates and sometimes you hope they don't unhook you, it doesn't matter and certainly doesn't mean Legion games are actually fun.
Also, it's definitely not my teammates' fault Legions always equip Sloppy & Thana.
Finally, trying to argue that it's the survivors' fault if Legion is boring so they shouldn't complain is kinda weird ngl. If you want to play Legion you can do it without the survivors' approval or trying to demonstrate that they should be enjoying playing against you.
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Maybe unpopular opinion but I don't think Cenobite needs a buff. Also, chases have been made shorter and shorter, an "anti-w" mechanic would make stealth the only option, so no thank you.
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When the nerf was implemented I wasn't against it, but looking back on it it's probably the moment tunneling started growing in popularity because killers weren't scared of DS anymore. If the threat of a 5s stun is what it takes to reduce tunneling then I'm all for it coming back.
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Obviously there's not much BHVR can do about useless teammates, but better MMR would certainly help (although I'm pretty pleased with it these days).
The only thing I'm asking for is to be able to see our teammates' loadouts in the lobby, not only it would help not bringing incompatible builds (inner strength / boons) but would also allow solo q players to have enough informations to make the same decisions and plays swf can do on comms depending on the situation (unbreakable, flip-flop, DS, deliverance...). It would also just help us knowning our teammates' playstyle beforehand (chase build, gen build...) and would let me dodge self-care and left behind players :)
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The only add-on I use as killer is rat liver for Demogorgon. I don't use anything else.
I also don't use items as survivor.
And after the meta shake up I didn't use perks for about a month.
I'm just lazy. I know I would have a much easier time with add-ons or items and they're kind of a very important part of the game, it's only normal that the large majority of people use them, they're not supposed to sit in your inventory forever.
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Killer : I play chill as a killer and my games are great. I win most of the time without even sweating or regression perks, and I always have the most fun against "bully swf". The only sort of negative experience I had recently (and in a long time) was a survivor complaining that I was playing Dredge bc he's boring, but even they weren't being rude and I don't really care lol. I'm enjoying playing killer a lot these days.
Survivor: I'm a solo a player, I would say I also play chill but I don't want to be a liability for my team so I'm actually trying my best most of the time. Games for a good while now have been quite awful because of tunneling. Solo q teammates have actually been better lately, I still get a useless teammate from time to time but it's quite rare. It's very frustrating to play, because the killer decides how the game goes and these days it's just a race between who can slam gens or tunnel someone out the fastest.
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Honestly once you gain more game sense and recognise the signs (T3 takes a very long time, Myers doesn't even try to hit anyone and is only stalking..) it really won't be as bad!
This is a thing that works a lot against newer survivors simply because they don't know it's a thing or how to recognise it, but once you get more experienced you probably won't mind it anymore so don't give up ^^
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Honestly it's fine as it is but if removing the endurance effect makes people happy I wouldn't mind it being taken away, but nerfing the speed effect or adding even more conditions would make it useless.
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Ironic how you're complaining about MFT rewarding survivors because the killer did their job when you were defending NOED a while back, as if it doesn't rewards the killer because survivors did their job
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480195#Comment_3480195
you need hooks and chases to pip, tunneling actually loses you some emblem progress
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480203#Comment_3480203
actually, if survivors understood the beauty of doing their job the game would be more fun,
because tell me what's more fun:
- chasing the killer for a while, getting downed, hooked, and eventually unhooked - 0 gens popped, barely any progress
- chasing the killer for a while, getting downed, hooked, and eventually unhooked - at least 1 gen pop or about to, or huge gen progress, varying by the playstyle of killer ofc
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480219#Comment_3480219
find survivor that's doing gens because it's one of their Emblem objectives?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480226#Comment_3480226
really? because if I remember back in 2018, 2019, 2020, 2021, 2022, the game felt a lot better back then, at least compared to current gameplay feel with the event going on..
Oh yes tunneling & sweating in general has become much worse somewhat recently, but it's not going to stop when the event ends
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480224#Comment_3480224
Doesn't it matter when killer brings STBFL?
Yes it does, as I said it doesn't matter most of the time, exception to that being when players bring obsession related perks.
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The killers for some reason 9/10 times instantly start returning to the hook after the unhook unless they found someone.
That's just normal, if you don't find somebody why would keep doing nothing when you know exactly where at least 2 survivors are?
As for the general sweatiness and useless teammates, I'm afraid it's not an experience exclusive to the event
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The obsession mechanic was brought specifically by Myers' & Laurie's perks, and there only was an obsession during games with those perks. This lead to killers tunneling in games where there wasn't an obsession because they knew no one had DS so there is now an obsession in every game, although it doesn't matter most of the time (which is fine in my opinion).
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@mikewelk said:
Maybe it was the universe showing you a sign...
There could've been a Skull Merchant waiting to hold the game hostage, you never know these days! 🤩
she's evolved and is now taking people hostage even when they're not in game
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BHVR is right about this move, players shouldn't be encouraged to use some perks for BPs, for example WGLF is really rare to see since it doesn't have the bonus anymore, so clearly a bunch of survivors were wasting a perk slot on it solely for the BPs.
What needs to be reworked is the BP score events and how many BPs you can gain per game.
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Honestly, it's silly how survivors can do all 5 gens or loop the killer the entire game and escape with 15K BPs while killers are basically guaranteed at least 20K BPs unless they're afk.
It's just so annoying that BHVR doesn't seem to realize that there's 4 survivors so none of them can do everything so they all end up with not many BPs and pips. Like, considering there's a BP cap of how much you can get per game there's no point in limiting survivor BPs so much.
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I don't know about failure but they're certainly disappointing. Instead of more strategy you just have walls that should break and walls that you shouldn't break, and on top of that survivors have no way of interacting with them (besides them cluttering your screen with WoW for no reason whatsoever).
The only ones I like are the ones where you can trap survivors on Midwitch, but even then it's just for the memes and not actually useful.
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There's been a hundred discussions about this so I'm just going to address this point:
I'm not nearly experienced enough to notice a 3% difference
Genuine question, why does it matter if you do? I've seen claims that killer feel "gaslit" by the perk because they think it's a cheater and getting used to a popular perk is apparently not something they're able to do, but I'm not sure how not noticing it is a problem ? if anything it just sounds like it means it's not that big of a deal. However, there's at least one killer perks that appears on survivor HUD in chase to warn them about it, so I wouldn't mind if the same was done for killers.
Affects weak killers more than strong ones
Also I don't disagree with this point at all, but it's an argument I see a lot and it's quite sad how we all agree it's a good point while everytime someting is OP against solo q the general consensus is "but killers need it against swf so nerf them first! we shouldn't balance around mid/low MMR anyways"
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480110#Comment_3480110
Wouldn't make it useless. It'd define it strictly as a chase perk. The perk currently provides the following effects:
Whenever you are in the Injured State Made for This activates and you benefit from the following effects:
- Gain a 1/2/3 % Haste Status Effect while running.
- Gain the Endurance Status Effect for 6/8/10 seconds after completing a Healing action on another Survivor.
My proposed nerf would remove the Endurance status effect and replace it with a downside to incentivise healing. The most common complaint about MFT is how survivors aren't healing while running it, which leads to it always being active.
A build centered around MFT would be something like Resilience, Made For This, Hope, and Windows of Opportunity. Resilience provides you with up to 9% increased Action speeds. WoO shows you the locations of Pallets and Vaults. Hope activates once the exit gates are powered and provides you with up to 7% haste. Stacked with MFT, that makes you equal to a 110% killer, which is absolutely busted.
Strong perks that activate while injured are popular right now because healing got gutted, they're not staying injured for MFT & resilience, they're using them because in the current meta survivors don't heal anyway, unless they bring a syringe.
Also, Hope is busted on its own, the extra 3% from MFT is just for show.
Perks that include a debuff for you / a buff for your opponent are all unpopular for a reason: they're bad. And most of them don't include a debuff to your main objective. The only one that does (off the top of my head) is Scavenger, and it's only for 30seconds yet it's enough that i've never seen anyone using it. Now, why on earth would anyone use a perk that gives you a whole 15% slowdown when injured, in a sloppy butcher meta, for a mere 3% that you don't even get if you're exhausted ?
The only scenarios where someone would use it would be in a 4ppl swf where one of them is in charge of looping and doesn't have any intention of doing any gens, or swf on comms where there's a dedicated healer so the survivors are always healthy out of chase. So basically, it wouldn't change anything for organized swf but would absolutely murder the perk for solo q and casual swf, which in my humble opinion is a terrible idea.
MFT has enough conditions already, the only nerf that wouldn't kill it would be to delete the endurance effect.
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@AnxiousGummy said:
I'm not sure how these community cosmetics are chosen. Does BHVR choose or what? I feel like they should have the community vote on what cosmetics should win. Have a survey like the player satisfaction ones and have all the entries there for ppl to vote.
Sounds like a good idea on paper but this would probably end in a popularity contest and the same artists winning every time
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@Kaitsja said:
I'm not against a change to Made for This, but if that change is gutting the perk to the point of uselessness, then the discussion isn't constructive or reasonable.
I think that it would be for the best if the endurance aspect were removed from it, and a downside were added to it that incentivises survivors to heal. Example: Whenever you are in the Injured State, Made for This activates and you benefit from the following effects:
- Gain a 1/2/3 % Haste Status Effect while running.
- You suffer from a 5/10/15 % penalty to Repairing while injured.
Alternatively, a token system would also work where for every x amount of seconds spent injured while not in chase, lose a token. Once all tokens are gone, the perk deactivates for the remainder of the trial.
The way you went from "the perk shouldn't be made useless" to suggesting nerfs that would make it useless in the same post is admirable
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...well it would certainly make him better I'll give you that
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I've been playing lots of dredge lately and the only problem I have is the lockers spawn & number being inconsistent and just bad on some maps. The only other thing that I would appreciate a buff for would be the speed during the remnant mechanic.
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You can try to report her under "refusing to participate in normal gameplay", but I don't know if it'll do anything. If the last survivors alive are doing that I report them for this and taking the game hostage, because they're basically refusing to advance the game, but when it's just one I don't think they'll face any consequences
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Congratulations to the winners!
My favorite is the crow charm, not much to say about it besides it's cute and i love collection crow charms.
The Clown outfit is good as well, but I'm surprised it won because Clown already has a community cosmetic and my bet was on one of the Dredge ones, also I'm surprised it took a community contest to have this specific concept added because it's quite a popular clown design, but oh well at least we're getting it.
For the survivor cosmetic, no hate to the artist but I don't really understand why the Yun-Jin skin won. Like, the art is cute and the design is nice, but it really doesn't feel original enough in my opinion, it feels like a bunch of female survivors already have similar outfits.
As for the killer charm, I also like the concept and the art (and the wordplay :p) but it feels quite redundant with the already existing pustula flower charm.
In any case, all of this is still better than what I submitted and my opinion ultimately doesn't matter, so congratulations again to the artists and better luck next time for everyone else! Participating and seeing everyone's creations is always a blast, so I'm already waiting for the next edition of this contest (and I hope we don't have to wait a year for it pretty please)
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I'm gonna comment on every post about this because it seriously needs to go.
Keep the mechanic for the first survivor & killer a player prestige if you must, but otherwise there's no point besides being super frustrating. People who want to read everything carefully can still do it because no one is forcing them to use to auto-bloodweb feature, but people who don't want to bother, either because survivors are literally all the same or because they read killer add-ons from their inventory shouldn't be forced to stare at the bloodweb everytime a new chapter comes out.
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Favorite design & concept: Dredge
Favorite to play as: Demogorgon
Favorite to play against: Nurse
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To get a licence we just need the devs to want it and a successful deal with the licence holders. Both of those things are beyond our control, although I assume BHVR is more likely to consider getting a specific licence if they see a lot of people asking for it.
And I guess there's some limitations to who can be implemented, for example Chucky seems unlikely because he's too small and Godzilla seems unlikely because he's too big.
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There are absolutely people who DC because of unsportsmanlike behavior, but there's also a whole lot of people who DC just because they rage quit, and there's even some who DC to try and deny some stuff their opponent(s) might get (Bloodwarden, rewards, adept...)
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I've personally been enjoying Dredge a lot. Maybe you would enjoy playing it because it's not a stealth killer but it has a similar suprise effect as them when it jumps out of lockers and during Nightfall.
Also Wesker is apparently very fun to play, I haven't tried him yet but he's popular enough that I believe it.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475636#Comment_3475636
I disagree about maps. They’re great to pair with Detective’s Hunch especially when it comes to finding totems. I would still rework them but not just do away with them outright.
Fair enough, there's plenty of totem perks so I never use maps to find them, but also I have a serious tendency to not use any item ever lol.
I think they should delete keys and give their aura reading effect to maps because finding gens & totems with the current maps' restrictions isn't worth it in my opinion.
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They've been training hard to replace solo q teammates and give us a realistic experience
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I think the only sort of correlation between BP incentives & getting rolled is just that matchmaking is worse, there's not enough survivors so you're matched against whoever and therefore more likely to go against someone out of your skill range.
And unless the killer is literally afk they usually get more BPs than survivors no matter how the game plays out anyway
@DemonDaddy said:
Just my personal observation and maybe conspiracy theory, but whenever I see Survivor incentives I think it's to incentivize solo players to fill the gaps for all the Swift teams. I find it's quite common for me to be placed on teams with 2 to 3 man swf playing on a different platform.
I have a hard time believing there's ever truly a shortage of Survivor players.
You need 4 survivors for every killer so it's really not that surprising tbh.
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Yeah, I'm not usually one to complain about free stuff (even if it's just BP) but like.. 400K BPs is about one third of a single prestige.
It's even more ridiculous with the bloodhunt + anniversary offerings that let you make over 500K BPs in two games.
I don't mind not getting an exclusive cosmetic or charm but if you're gonna give BPs at least give us enough for 1 prestige, or add some iri shards to the reward
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@NotSpectral said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475686#Comment_3475686
or maybe its because killers are leaving en masse and there is shortage of them... so match making use lower tiered ones.
I wish there was a killer shortage lol currently I always have to wait at least 5min to find a game and get BP incentives once in a blue moon.
The issue here is just that matchmaking is a mess, and there's more veteran players than newbies so newbies & average players are bound to be matched against people they can't beat at some point.
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I promise you if you're getting matched against people who have played over 1000 hours more than you the issue isn't that the game is survivor sided or that M1 killers are too weak.
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Horror Movie: The Shining, Misery or more generally a movie where the killer is human (or human-like at least). Only exception to this would be Alien.
Horror Series: Would love for Stranger Things to come back and a new chapter with Vecna + Robin & Eddie.
Horror Book: It by Stephen King. A licence from the movie would of course be fine but the book would allow a more "original" approach (similar to how Yoichi was adapted for example)
Horror Game: A Plague Tale. Idc if it's not super popular, Amicia would be an amazing survivor and I would love more characters that aren't from modern times. Also I think Vitalis would make a great killer.
Non-horror but please: Borderlands 2. I need Hansdome Jack with voicelines (and Butt Stallion skin for Maurice).
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Honestly, I think they should delete keys. The survivor bloodweb is cluttered enough as it is and I think buffing the aura reading until it's viable would be too strong. Also, the hatch mechanic is criticized enough that survivors not being able to escape through it after it got closed wouldn't be a terrible loss.
(and they should delete maps as well, they were only useful to find the hatch or against specific killer powers and neither of those things are relevant anymore)
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I've been enjoying playing it a lot, but although he can be really strong on a few maps he's not S tier material. I'd say he's B tier.
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@LeFreezy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474720#Comment_3474720
For some context, I've bought 14 non-licensed characters with iridescent shards during this sale and it was hell a lot of pain and took a lot of time to prestige them to at least P1. This kind of experience is very common for F2P players in many games. P2P, players, on the other hand, commonly spend money to skip the most boring and obnoxious part of grind. Is it fair? Yes.
If buying DLCs provided me with characters prestiged to at least P1 I wouldn't have spent these 60k shards, I would've bought DLCs instead which would've saved me dozens of hours. I know how boring the progression is and thus I wasn't eager to spend real money on a non-licensed characters. But let's imagine a random newbie who just bought a game and also decided to buy several DLCs. From now on, they'll be forced to play in such games as "node selection simulator" and "get 10-20k bp per match". This isn't kinda customer friendly, is it?
I'm just venting after all the suffering I went through and I definitely know that they won't add neither autoprestiged characters nor the autobloodweb on P0 characters. They just took the BP bonus from a F2P prove thyself making the things even more complicated so good luck grinding without 5 people bringing cakes :')
The game absolutely has a horrendous grind issue for newbies, along with the P0 problem and BPs from games aren't enough (mostly for survivors), but making people pay to bypass those issues instead of fixing them would not be any good in my opinion.
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@LeFreezy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474351#Comment_3474351
Everyone has their own favourite characters so prestiging new characters to P3 and then leaving them in the dark isn't something new for the DBD. Yeah, at the start most ppl will choose to play new characters but instead of playing you'll have to sit and manually choose nodes on a several characters which kinda sucks, especially considering that you've paid with $$$.
And how exactly is it p2w? You'll just skip needless grind, that's a normal practice in many games.
I absolutely agree P1 sucks to get through and I still don't get why they won't add the auto bloodweb to it, but it absolutely doesn't suck more because you paid money to get the character. Like, that's not an issue specific to people who spent their money.
Ultimately i think it's kinda weird that you think you deserve more than other people because you made the decision to use your money on the game, knowing exactly what you're getting.
If you decide to spend money on stuff your reward is to get said stuff, simple as that. Why should you get more stuff because others grinded enough to get the same thing for free ? I really don't get the "I didn't grind to get the characters so I deserve to skip the prestige grind altogether" argument.
Also, it's P2W because the bloodweb isn't free. P3 costs over 3M BPs per character (about 3.5 M I think), and in a way it would also allow you to ignore the BP cap.
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Auric Cells are bought with real money and Iri shards reward players who play a lot. If anything people who buy characters with Iri shards are probably more deserving than people who just pull out the credit card.
Also with the bloodweb rework only P1 is annoying and getting characters immediately to P3 would mean you wouldn't need to touch them ever.
Finally, PTW bad
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That's really baffling, maybe try to contact the customer support about this ? I don't know if they do tech support but it's worth a try: https://support.deadbydaylight.com/hc/en-us
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Nerfing an add-on is obviously much easier than nerfing a whole strategy (which they want to nerf considering the basekit unbreakable PTB), and I think most people don't have a problem with Tombstone and kill rates with it are probably terrible, so it's not surprising it's not getting nerfed
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472926#Comment_3472926
...i feel that you might be correct.
In my defense, I just woke up?
haha it's fine, I was just taken aback and thought I said something very stupid for a second
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472919#Comment_3472919
BNPs are getting nerfed, but the change is that they remove 10 seconds of progress on the gen. If survivors can farm BNPs off this perk, they can in theory reduce gens to have less than 30 seconds of solo repair to be completed.
I think allow iri addons from this perk is going into danger terrority for a perk that comes off as memey.
Chance of getting a BNP is 1/4 * 1/5 * 1/11 = 0.0045
How would anyone "farm BNPs" off a 0.0045 probability ? Not to mention it causes the exhausted status effect and can't be used while injured or exhausted.
Like there's no way you actually think that's a viable strategy, even if you're always healthy and hit the jackpot everytime you still need to wait 40s between each BNP, so no even in the most crazy scenario you can't possibly do a gen within 30 seconds.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472719#Comment_3472719
Fantastic, you want to win.
So do I. Do I have to tunnel and camp to win? No, I do not. Do I do it anyway because it's easy? Yes. Do I recognize that makes me an #########? Yup.
You cannot give bonuses to not tunneling. That's been tried, it doesn't work. Eruption, PR, CoB + Overcharge. 4 exceedingly strong regression perks.
Guess what, still massive amounts of tunneling. I genuinely thought it'd reduce it at the time. I was wrong.
We've tried the carrot, I'm interested to try the stick.
..was this meant for me ? I feel like maybe it really wasn't