Annso_x
Annso_x
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472877#Comment_3472877
You shouldn't be able to pull double iri addons from the perk. This would mean survivors could pull BNP as well.
Also just a fun meme thing you can do is that you can deactive corrupt at the start by using No Mither and Plot Twist.
Med-kits are the only items with 2 iri add-ons.
Unless my math is embarassingly wrong (which I admit is very possible) The probably of this happening are 1/4 perk effect * 1/5 item * 2/13 add-ons (for med-kits) = 0.00769. Otz just got very lucky.
And BNPs are getting nerfed, so getting one because you got lucky using a perk that risks you getting exposed is really not that big of a deal. It's a meme perk anyways, it's not like people will run it to try to get an OP item when they could just bring one.
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He obviously just got really lucky with the add-ons...
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I genuinely don't care about Nic Cage (respectfully) but holy ######### these are fantastic??? I always get bored out of perks and end up using none but these perks are the best thing to ever happen this is going to be fantastic
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The previous answer explains it well, I just wanted to add that because OoO was broken, killers tunneled out survivors who had it, which was obviously made easier because they could the survivor's aura. The "bait" effect of OoO made the survivor more likely to be tunneled (which wasn't nearly as common) and facecamped, which made the stats look like it was balanced because OoO players' escape rate was low, so it took a long time before it was nerfed.
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Dead By Daylight is as scary as it ever was, there's a reason newbies hide everytime they hear the terror radius. If anything, with the animations and map reworks the game is more immersive and therefore scarier.
I remember being absolutely terrified of Hillbilly, now I just get excited when I see him, but he's not any less scary, it's just that I'm used to him.
I sometimes see people complaining that the only scary thing is stealth killers, but even then they just jumpscare you, you're just surprised and even if you want to assimilate that to being scared the feeling doesn't last more than a few seconds. Fear fades, DBD is as scary for newbies right as it was when for us when we started, and it'll never be as scary for anyone who's a bit experienced no matter how many horror elements gets added or how much killers get buffed.
The recent gen regression meta was one of the most killer sided meta we'd ever seen, but survivors weren't more scared. With the healing changes coming after the killer is more risky, but survivors still aren't more scared. Even in the PTB for the healing changes survivors weren't scared, they were just severly annoyed.
Unforunately, I don't think anyone who's used to playing DBD could ever get back to being as scared as we used to be when we started playing.
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If this was the only way they could implement bots I don't think they would even consider doing it tbh.
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Have we considered the fact that if MFT stats are "lying" about it being fine because survivors who use it are more likely to be tunneled out it means that killers have no problem killing survivors who run it and therefore the stats aren't actually lying ?
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471746#Comment_3471746
Nope. I'm tunnelling because I play to win. Telling me not to use the best strategy just because I'm winning is like telling players in other games to go easier on their opponents because the enemy team is getting stomped. In games like CSGO, LoL, and Dota, the enemy team will NEVER go easy on you if you are getting crushed. They will just keep pushing their advantage to maximize their odds of winning. It's not toxic in the slightest. It's just playing to win.
The main reason to tunnel a survivor out as early as possible is uncertainty and maximizing odds of winning. Say you have 2 hooks on a survivor and 1 gen is done, it's completely possible that you never see or catch that survivor again until 1 gen. Against coordinated swfs, this is a notable risk since they often split themselves up to hide survivors on death hook and and force the killer to chase survivors that haven't been hooked yet. A killer wouldn't know whether they were playing against a swf or not, so the only way to minimize that risk to do it always. Even against solos, it isn't a certainty that you will catch or find that survivor again, especially on large and strong maps. The play that maximizes odds of winning is tunelling them out at the first opportunity. Also, waiting longer to tunnel survivors out defeats the purpose of tunnelling. The point of killing a survivor early is reducing their gen and healing speeds. The longer you wait to tunnel, the less value you get from tunnelling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471751#Comment_3471751
They mention as being a potentially effective or viable strategy but they've never outright mentioned how effective it was. It was more so them acknowledging as a strategy but not commenting on its strength.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471770#Comment_3471770
"The problem isn't for those strategies to exist, is that any killer can do them fairly well that they can be super strong against a lot of survivor teams. (not just baby survivors). Imagine if everyone who picked up Nurse or Blight could play them half-decent from the get go."
I don't see why tunnelling being easily accesible is a problem. I also disagree with your argument since tunnelling effectively is closely related to a killer's chasing skills. For example, tunnelling is easy for anyone to do but if a unskilled killer tried to tunnel a survivor much better than them, they would get looped for multiple gens.
"If more killers played in this way every game, then those strategies would be addressed a lot sooner."
Tunnelling is one of the most prevalent strategies in the game.
"I don't think survivors want to remove the effectiveness of those strategies, as people who are not heavily biased know that against strong survivors you need something other than Nurse/Blight/Spirit, but them having no difficulty to do makes them accessible to every skill level and tunneling/camping are a lot more intuitive for players than looping is."
Fairly sure most survivors would want tunnelling completely killed off if possible. Like, do you see any other comment in this thread from a survivor supporting tunnelling?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471865#Comment_3471865
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472182#Comment_3472182
There's actually heavy hyprocrisy in your comments. You mention that tunnelling is a "legitimate strategy" but go on to say tunnelling results in the killer in the killer being boosted in MMR. Why would I be boosted if I was using a legitimate strategy? The reality is that you don't see it as a legitimate strategy. If you really saw it that way, you would treat it like any other skill or strategy and see it as a normal skill in the killer skill set. Think of it this way, looping is a legitimate strategy. Now replace everything you said about tunnelling with looping and it's clear that you don't view tunnelling as a legitimate strategy.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472041#Comment_3472041
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471981#Comment_3471981
I've never hated or blamed survivors for running strong strategies and perks like gen rushing, pre-nerf Dead Hard, and pre-nerf DS. I've always blamed the dev for making them strong and not fixing it. It's the same argument I'm making here. Killers shouldn't be hated for tunnelling since they are just playing optimally. It's the dev's fault for making it strong in the first place. If you've ever played any other competitive game, like LoL and Dota, you would think the same way. You don't blame a person for picking a strong Champion/Hero. You blame the devs for making it strong and ask them to fix it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472045#Comment_3472045
You're missing the point here. As you've said, it is difficult to further disincentive tunnelling. What they need to do is incentivize not camping, e.g. giving bonuses to a killer for chasing a different survivor, something like Grim Embrace. This brings the power level of not tunnelling closer to tunnelling and makes it less necessary for killers.
There's no hypocrisy, tunneling is a legitimate strategy that has its place in the game (alongside camping and slugging), but it is absolutely a slippery slope that brings a lot of killers up in MMR when they don't have the skills to keep up without using those strategies. Killers who don't rely heavily on tunneling won't have this problem, but killers who constantly hard tunnel at 5 gens are most of the time out of their depth.
Even on this forum you can see the number of posts calling the game survivor sided or asking for survivor nerfs solely based on the fact that the person who made the post can't win without tunneling. These people go against opponents better than them and demand everything gets balanced around them so they can keep up, and it's one of the reasons tunneling is bad for the game.
And although much less popular, an other questionable strategy is a survivor equipping a stealth build with Wake and/or Sole Survivor and stealth until they can escape through the gates. It's not against any kind of rules and is therefore legitimate, but it's not enjoyable for anyone and the survivor's MMR go up until that's the only way they can survive because they don't have the skills to keep up everyone else.
Obviously tunneling is way more popular than this, but it doesn't change the fact that it's really weird how anyone would tell off a survivor who do this and comes complaining about how the game is killer sided bc hiding is the only way they can survive but somehow we're supposed to listen to killers who have been tunneling until they can't keep up and suggest we nerf survivors so they can keep beating people who are better than them.
TLDR: Tunneling is a legitimate strategy but the majority of the time it's not needed and most killers only do it to get easy wins until MMR kicks their *ss and they come crying about the game's balance when really it's just a skill issue.
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@[Deleted User] said:
he have also gotten this outfit (and i havent bought anything for him).
https://us.v-cdn.net/6030815/uploads/C3VTG5FBJD82/rgoyppf-5b1-5d.png
That's the one he got when he was revealed gay, he hasn't gotten anything since (and it was a year ago)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472577#Comment_3472577
What do this even have to do with hes sexual preference??
Saying "David hasn't had a cosmetic since his coming out" is the same thing as saying "Wraith hasn't had a cosmetic since the last anniversary", it's just to say it's been a long time.
I promise you using the words "gay" or "coming out" really isn't that big of a deal. As you can see per this discussion there's way more people crying about "what do cosmetics have to do with him being gay" than they are people actually making it about him being gay. Y'all just freak out whenever something reminds you gay people exist.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/382002/davids-outfit-situation
Why do you think it is related to hes sexual preference?
- why do this need to be mentioned at every post about him?
- we know hes gay and thats fine.
It's mentionned in every post about his lack of cosmetics because the last cosmetic he got was for his coming out tome, it's literally just a landmark stop trying to make it weird.
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David used to get more skins but he's never been one of the Chosen Ones who get featured in every collection. Him being gay and not getting cosmetics is only related by the fact that he dropped in popularity after being confirmed gay. More popular characters get more skin, he was more popular before people knew he was gay, so now he doesn't get as many. It's disappointing but not really surprising tbh.
And unrelated but I love how you said "since he came out as gay" as if he became sentient and said he's gay out of his own free will
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I went against Artist like twice in the past two days, which is a lot more than usual, and neither those games were fun.
Because she's an anti loop killer the only thing you can do to counter her is holding W. If you stay at a loop she just puts down a crow and that's it you gotta leave. So yeah, just holding w and predropping pallets until she inevitably catches up isn't exciting at all.
When she came out she made my game so laggy I actually had to take a break until she was less popular, but now that the issue seems to have been fixed I still don't feel like trying to play her. I have played her a couple times for the adept but I don't remember it, I know it's not because I don't have fun against her that I wouldn't have fun playing her but it's certainly a deterrent from trying.
In any case, if you have fun playing her don't feel bad because a lot of survivors you go against won't like it, just do your thing. Also she's not fun but she's not the kind of killer who makes you want to sacrifice yourself on hook either, and killer diversity is always welcome.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471885#Comment_3471885
Nah. Multiple perks have been nerfed because they were extremely unfun to play, against, e.g. Boil Over, Decisive Strike, and Eruption. I see not buffing an unfun perk as a valid pre-emptive measure to avoid similar scenarios.
Boil over was nerfed because killers couldn't hook survivors, DS & Eruption were nerfed because they were deemed too strong, fun was not the priority
Otherwise, basically every slowdown, regression and anti-exhaustion perks and add-ons would be shaking in their boots alongside second chance and exhaustion perks.
Hell, even Diversion would most definitely be considered unfun if swf suddenly decided to popularize it and spam throwing pebbles at the killer.
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471885#Comment_3471885
Honestly, niche perk that doesn't do anything while being actually infuriating to other side, might as well not exist.
Blast Mine absolutely has its uses though, i used it a lot before it was nerfed (and not even with repressed alliance), I always activated it before going for a save, it wastes the killers time, let me know if and when the killer went to kick my gen or offered me an opportunity to disappear if the killer was near but decided to kick the gen before chasing me.
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471885#Comment_3471885
I don't mind Blast mine and it's fun perk imo.
but "fun" argument is valid, at least based on past changes.
Many perks were nerfed, because they were unfun. DS, NOED, Eruption etc.
You even had whole killer nerfed for not being fun to play against -> Deathslinger, Freddy
I agree fun absolutely has a place in discussions, but it should not be the sole argument against a buff to a perk which needs it. Blast Mine isn't OP or meta or whatever, its nerf basically killed it and refusing to buff it only because some don't like going against it is not enough in my opinion.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471895#Comment_3471895
You can have Endurance while healthy. But it will not prevent you from becoming injured, it only prevents you from being downed. But that can still be used to counter Exposed/other instadowns, you just go straight from healthy to deep wound instead of being downed.
Ooh yeah I completely forgot about that. I figured because you get injured anyway it was basically inexistant/useless, legitimately forgot it countered insta downs
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I unironically love going against Nurses. If it's a baby to average Nurse it's really enjoyable to loop her and if it's a good to God Nurse it's either a good challenge or impressive to witness (and quick lol)
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@Rogue11 said:
Is there going to be a change to this to account for the possibility of using this and For the People to insta heal and give both survivors Endurance? If they do make an adjustment, I hope they don't ruin synergy between For the People and WGLF. That combo is harder to set up and only the slugged survivor gets Endurance from it.
I would suggest adding a stipulation to Buckle Up, that the healing survivor only gets Endurance if they are injured. Something like: "Upon healing a Survivor from the dying state,
both you andthe healed Survivor gains the Endurance status effect for 6/8/10 seconds. If you are injured when completing the heal, you also gain the Endurance status effect."Isn't that implied? I don't think you can get endurance if you aren't injured
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There's been lots of complaints since around the beginning of the event but BHVR hasn't acknowledged any of them (to my knowledge at least).
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Saying we shouldn't buff a bad perk because it's unfun to go against is a terrible argument considering 99% of them are unfun to go against.
It's a niche perk that, as you said, isn't really useful, suggesting we should keep it in a barely viable state because you don't want people to use it is silly.
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..what are you on about ?
We've known tunneling was the most effective killer strategy for years. It doesn't take a genius to realize turning a 4v1 into a 3v1 makes things much easier.
Also, no one has ever said it wasn't a "legitimate" strategy, survivors and killers alike complain about tunneling because it's an unfun strategy that should not be the most effective one.
"It's not the killer's fault if they tunnel" yes it is, no one is forcing you to do it. If you do it to go up in MMR until you can't win without it (and inevitably start complaining about the game being survivor sided because you can't keep up) no one is stopping you, but you can't stop survivors from complaining about it.
Finally, if you can't win without tunneling and camping it just means your opponents are better and you should get good.
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@Mikay said:
There are many interesting changes announced for the upcoming update and one of my favourite change is the adding of DC-Bots, but there is still a thing I'm struggling with.
Getting a bot into the game when someone dcs is a good alternative, but how about implementing an option for accidental dcs (like game crashes, internet connection loss, ...) to rejoin the match? There are a lot of games proving that it can work. I'm sure there is a way to detect if the game was closed due to frustration or losing connection due to technical issues.
Oh and concerning frustration dcs.... the penatly should be much higher :P
Unless the game itself crashes (with the full on error report and everything) it has no way of knowing if your connection crashed or if you unplugged it on purpose, which would be very common if it made it possible to avoid DC penalties (and there's surely ways to make the game crash on purpose)
As for a rejoin option, I'm not against it but I don't think it would be very used considering DBD games are pretty short, and unless you crashed right at the beginning it's unlikely you'll be able to fix whatever made you crash, restart DBD and join the game before it ends. Like, it's not a bad idea at all but I don't think it'd be worth the ressources put into making it happen.
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That particular update seems to be killer sided, but it's just one update. Also, everything seems fine tbh. Coup de grâce is nothing to worry about and I think the only things Coulrophobia & Hex: Crowd Control will do is make a bunch of Lithe players use Sprint Burst instead (or the newly buffed smash hit).
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@DBDxxxxD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471379#Comment_3471379
Moris are fine? Have u ever played as a survivor in a match against mori? Camping, tunneling and sweat. No mori in my matches.
I'm a survivor main with over 1500k hours in the game. I was playing when Moris activated after one hook. Current Moris are absolutely fine. Tunneling, camping and sweat are very common regardless of moris or not, and because you can only Mori survivors who are on death hook it doesn't change anything whereas you hook or mori a survivor. The only thing it does is forbid a survivor from using DS (assuming they didn't use it already, which they probably have if they were tunneled), and considering DS was nerfed and barely anyone uses it anymore i'd say currently Moris barely impact games at all.
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Hangman's Trick 🤝 Calm Spirit
Getting "buffed" to the ground
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@DBDxxxxD said:
Remove Mori and NOED in that case. Relic of the past.
Moris are fine and are probably going to be completely removed at some point to be replaced with "finisher moris".
A NOED rework i can get on board with though.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471327#Comment_3471327
I play basically only 2 builds. Both have saboteur in it. One is more soloQ-like where I run balanced landing, saboteur, inner healing and adrenaline with brown medkit. Second build is only viable in SWF - breakout (now RIP, the perk is a trap now), bg player, saboteur, inner healing with alexis and double speed addons. And yes - having both saboteur (see auras) and quick toolbox (for actual speed) does make sense.
You have no idea how many sabo saves I have got. And how many I was unable to complete, because I needed a fraction of second more. Believe me, those 0.2s counts very much. And if you can convince someone to take leader for you + you are healthy, then you can guarantee rescue (provided it's not saloon - a map where it's always possible to hook someone)
I used to play a lot of sabo as well, and again I agree the 0.2s is good, but I still don't think the perk is worth bringing over a toolbox or without one, which makes little sense to me. If you use a perk slot to do the same action as an item you shouldn't need to bring said item to make the playstyle viable. Obviously a buff is better than no buff, but considering what everybody's been complaining about is the 1min cooldown triggering everytime you tap a hook, the buff not adressing that at all is disappointing.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/381887/the-saboteur-change-is-so-underwhelming
Oh. you have 0 idea what you are talking about. Those 0.2s are huge. I play the perk nonstop the way it already is and the amount of time where I had 99% of sabo but didn't make it is insane.
But there's another thing I would like more then those 0.2s. If they actually fixed the timing to be true. I already mentioned it in several other threads - sabotage speed with saboteur is in fact 3s right now instead of 2.5s. If they fixed it to real 2.5s, the perk would be OP strong. But giving it 2.7s would make it hell of a lot better (so I need 0.3s instead of 0.2s to allow me trades under hook for tunneled survivor).
I didn't say 0.2 was bad, of course it's good, but a good toolbox with add-ons is still quicker than the perk, and doesn't have any cooldown issues. The only advantage Sabo has over a good toolbox is that you don't have a charge limit, but even then you don't get that much value out of sabo anyway and you can bring Built to last to fix that issue.
@Iron_Cutlass said:
I think it would be amazing if this perk showed the Killer's aura while they are carrying a Survivor, to be a reverse Hangman's Trick. It would also just benefit the perk since you know exactly where to go to get into position.
Yes, I don't why they made the perk show Scourge Hooks instead of the killer. I've seen people assuming it's because "in swf the person with sabo could tell the position of the kliler", but the person who's being carried can also do that so i don't really get it.
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@DaddyMyers_Mori said:
There are new dev notes, or where was it announced?
Yep! Dev update just dropped : https://forums.bhvr.com/dead-by-daylight/kb/articles/397
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BHVR just tweeted that they're sorting out paperwork stuff before they can announce the winners, so it shouldn't be too long.
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Isn't that just a typo ? If the winner is contacted within 30 days of submissions closing that's already July 12th
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add Loona to DBD
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I think it'd be a bit weird to have every single character labeled tbh. David was the first gay character so I understand BHVR made a statement with him, but I would personally prefer we learn characters' sexuality casually (like Felix's wife being mentioned in lore) rather than have a whole official announcement for every character.
If we get to the point where we have enough lore to know about everyone's sexuality then great, but adding it for the sake of adding it would be weird tbh.
Edit: also, i'd rather have most characters without any implied sexuality and be able to identify with all of them rather than being stuck with "here is the only asexual character in the game, no one else is like you, not our problem you don't like them"
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@Nun_So_Vile said:
Here are some of my builds for Dredge
Lights Out! Build: Knockout, Third Seal, Lethal, Sloppy (flex slot)
Add-ons (A few different ones for this) Broken Doll/Malthinker's or Field-Recorder/Tilling Blade
Aura! Aura! Aura! Build - Lethal, BBQ, DMS, Discordance or STBFL (flex)
Add-on Worry Stone/Lava Mic
Bronco Buster Build - Hubris, NTH, PGTW, ML
Add-on: Haddie Calandar/Boat Key or Otto
Not From This World Build - Bamboozle, Plaything, Pentimento, ML
Add-on Boat Keys and Field Recorder
Thanks, they all look nice I'll try them (and read what add-ons do for once in my life lol)
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@nars said:
For dredge, I dont have a specific build. But I highly recommend sloppy butcher! Nightfall gains charge much faster for survivors being injured, so playing hit and run with sloppy is very efficient for nightfall chaining.
Thanks for the tip ! I'll switch out brutal strength for it
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I think it'd be worse if they only gave him a cosmetic every time pride month comes around tbh. It would give big "token character we don't care about the rest of the year" energy.
I assume he didn't get anything because he dropped in popularity, but I wish that wasn't the case because I am so tired of the same six survivors being featured in every collection. I love Feng Min but I've stopped buying her cosmetics over a year ago because she's got more than enough and there's no point buying stuff I'm barely gonna use.
And tbh the existing cosmetics for David aren't great. I don't like any of his head cosmetics besides the default one and its blond recolor (which was also free i think). Hopefully he gets some good stuff this year.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469036#Comment_3469036
As killer it happened to me on several occasion that people just "gave up on hooks" an ran to me to die because of a misplay and at the 4K victory screen, I de-piped.
can you imagine being De-piped because you WON TOO HARD!?
this game is dumb.
Exactly. The number of times I let survivors reset instead of ending the game because if I don't none of us are getting BPs or safety pip is silly.
Safety pip should be ensured for survivors who escape through the gates and killers who get a 3K. Being punished because you stomped your opponent(s) makes no sense.
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@Jay_Whyask said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469012#Comment_3469012
You're not being punished for doing your objective, you're being punished for doing half of it.
Except it's not the survivors' fault if there isn't anyone to unhook or heal, or enough for all of them ?
If survivors all escape obviously the ones who only did gens didn't need to do anything else and they shouldn't be punished for it.
Survivors should automatically get the safety pip if they escape. It's not their fault the killer is bad or afk (and running after the killer to get hit and prolonging the game to get BPs is vividly complained about)
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Wraiths waiting on the hatch so they don't have to bother chasing you is deeply annoying and one of the many reasons i hate going against them, but unfortunately it's not a reason to nerf him.
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If we pretend such a system wouldn't be a terrible idea I'd pick Wraith without hesitation. The other two would be Ghostface and Clown.
(But considering Nemesis, Cenobite and Knight make my game lag they would also be prime choices if I see them a lot)
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Yes. Not soon but eventually, either when BHVR decides to kill an other batch of popular perks to "shake up the meta" or when they get tired of people complaining about it.
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I think is Trickster is one of the saddest examples of killers in the game. There's many killers that are unfun to face but to be unfun to face and to play as is quite the feat.
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Honestly I used to play a lot more survivor than killer but since the last chapter came out I played a couple killer games and haven't gone back to survivor. Even with the BP incentives I play one game of survivor before switching back to killer.
I don't even care about tunneling, but even the games I win are just boring. Either survivors slam gens at the beginning and it's an easy win or the killer gets an early hook and we all die.
I know it's an exaggeration but it really feels like either you never live past 2 gens done or you get to the endgame without having being in chase once.
Anyways, my brain has finally caught up to the fact that waiting longer and gain less BPs for games that are fun is actually worth it, so I don't know when I'll play survivor regularly again.
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"you did this to yourself survivors"
lol I promise you we see enough Blights that your threat isn't gonna change anything.
Also, I'm not gonna vote for Pig because lots of people are already voting for Blight. They're voting Blight for a reason, he's been needing an add-on pass.
And although at this point idc about hug tech I just wish BHVR would say it's gonna stay a part of his basekit instead of saying "oh yeah that's a bug, don't worry we'll remove it" before never addressing it ever again.
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Unless there's a bug as long as you have the challenge equipped your progress will count towards it.
I think this one is particularly slow because a new tome just dropped and a lot of people do the individual challenges before the community ones. Also, there's like only 2 or 3 players who get a gold lightbringer / gatekeeper emblem per game, so maybe the devs overestimated how quickly we'd get it done.
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@Ghoste said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467348#Comment_3467348
Eh idk about that. Sure, it takes a lot of hours to "get good," but if we compare to actual competitive games like LoL or any shooter, DBD is laughably easy by comparison imo.
Nah, the amount of stuff there is to learn is ridiculous enough that people with a few hundred hours are still considered newbies.
DBD is only less competitive because MMR is unreliable, its ceiling is low, and there isn't any indication of your skill (SBMM value is hidden, we don't have any stats), and all of that means a lot less people are playing it in a competitive manner.
However going from newbie to average player is much more difficult in DBD, you'll probably reach a thousand hours before you're familiar with all the perks and most add-ons and you need to basically learn the mechanics for two games (killer & surv), and that's without taking into account that all killers play at least a little differently and there's really not that many people at all who are good at playing them all.
It's not because it's less competitive that it's easier, shooter games are easy enough that if you put a couple hundred hours in one of them you'll basically be fine playing all of them.
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5 perks would most definitely be too strong, but I'm too lazy to read add-ons and use them lmao
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No one can even agree about what's a win and what isn't, so I don't know why some try to argue about which role is easier when everyone's experience is different and a game's outcome depends on many things.
If you're playing survivor, the game will be much easier if your teammates are efficient but the game will also be much harder if the killer tunnels someone out. Even those things don't matter one bit considering matchmaking is an absolute mess and we don't really have any way of proving we're against people with similar skills. And it'd be silly to claim a role is easier because you get matched against people you're better than, or to claim the game is obviously X role sided because you got stomped by someone that has a couple thousand more gaming hours than you.
Until matchmaking is good arguing about which side is better is a waste of breath. Everyone's experience is different, for the past couple weeks I've only been getting 4Ks without regression perks or sweating but I'm not gonna argue killer is easy because I'm very much aware it's because I'm matched against very casual survivors who are probably only playing for the anniversary.
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The problem with NOED isn't that the effect is too strong it's that it shouldn't be this strong considering you earn it because your opponents completed their objective. Instead of nerfing the effect itself I suggest it's made into a "stacks" perk instead of a Hex: Each time you hook a different survivor you gain a stack, when all gens are completed the perk activates and each time you hit a healthy survivor you use a stack to get an insta down. The speed boost effect remains the same regardless of hooks.
@Aurelle said:
It already has a lot of downsides + Adrenaline exists so... NOED is fine how it is.
The Adrenaline comparison is nonsense. Adrenaline rewards survivors for completing their objective. NOED is a safety net in case you lose. They're absolutely not equivalent and a 2nd chance perk shouldn't have an effect as strong as a reward perk.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467059#Comment_3467059
well you're being petty, because blight isn't the only killer this affects.
OP suggested we should "look at each of the 3 killers individually", I suggested we don't touch Blight, it has nothing to do with other killers.
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Not to be petty but considering Blight's hug tech is still in the game I don't see why we should remove a tech that counters him.
As for Demo, I main him as killer and didn't even know this was a "tech", I do rarely see survivors crouching when I shred but i always hit them anyways so I thought it was just "giving up" gesture lol.