Archol123
Archol123
About
- Username
- Archol123
- Joined
- Visits
- 4,490
- Last Active
Comments
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706490#Comment_3706490
Erm... why does it matter if you filled part of the unhook meter, after you failed to interrupt the unhook attempt due to auto aim? The survivor is getting unhooked… so what difference does it make?
I've also said that charging the unhook meter while a survivor is nearby definitely shouldn't be a thing, and explained in detail why... so I don't know why you bring that up... it wouldn't be a factor and is irrelevant...
There is maybe some comically unlikely scenario where the Killer has camped to fill a hook to say 75% (which is already rare), a survivor goes for the unhook, the killer swings and gets autoaimed to the hook, the survivor panics and cancels the unhook attempt, and now the unhook meter is filled so the hooked survivor unhooks themselves... but we're talking about a scenario that would be so rare, you can chalk it up "bad luck"... and tbh if all of that happens, there is credence to saying there was a reasonable amount of camping or greifing to warrant it anyway...
I'm not overly passionate about the idea, but it's not a bad idea, and this super specific highly unlikely scenario is not really good cause to shoot it down...
It is an additional unnecessary thing on top of being able to get auto aimed to the hooked survivor.
I think the second part was aimed at someone else and I didn't make the paragraph, but overall just the combination of why both together are an even worse idea.
Let's just say when getting auto aimed towards the hooked survivor is not a thing anymore, then we can talk about the first part again... But even then I don't think minor bms need major consequences like that... (depending on how much the meter fills up by doing that in addition to the amount it already fills because the killer is right next to the hook)
-
@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706465#Comment_3706465
while i do think its bm when a killer is hitting a hooked survivor multiple times could we also lower the freaking scream some survivor do when hooked? its so loud it hurts. i started to hit them cause that cancels the scream but i didnt wanted to be seen as a bully so i actually made myself a mute shortcut so i just mute the game for a hook
Fair it is either tab out or hit them. Also despite being bm I don't think it needs to be punished further, bm battles are so petty it is actually quite funny...
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706440#Comment_3706440
Hmmm… I'm not sure auto aim hits happen enough that it would be a problem. Most of the time when it happens is when a survivor is trying to unhook anyway… and this WOULD be a pretty decent mechanism to at least discourage hitting a survivor on hook. Realistiically I don't think it'd make a difference, you're still probably not get the unhook becuase of this… but what it would do, is psychologically make a survivor less upset about being hit on hook… it would make a purely negative thing a potetnially good thing… which would be a positive for the experience.
@DrHyk - For the second part, there is a good reason why this mechanism exists, and was a major factor in the design on the AFC. Just so you are aware, the reason this happens is this is not the first time BHVR have tried to make a system like this. In previous iterations of the AFC, good survivors would abuse the mechanic and deliberately/constantly run towards the hook and force the killer to have to run by the hook to chase them and it would build up the anti-camp mechanism or drop chase to avoid building the anti camp system.
You can basically put the killer in a catch 22, where they need to go under hook to chase you, but they can't chase you without building the AFC, and if the killer takes too long downing the other survivor, then the hooked survivor gets a free unhook… the killer is punished for not camping…
So I'm afraid thats a no my guy, that pause when orther survivors are running under it is a very important mechanic that can't be removed.
The issue is when it happens in this situation not only did you not get to interrupt the unhook, because it auto aimed you on the hooked survivor, it also made it so you gave them an extra portion of a self unhook, in combination with unhook meter not stopping when a survivor is around the other survivor does not even need to unhook anymore, and suffer the loss of a health state, best case scenario is the guy can now just unhook themselves... Auto aim is bad enough as it is, no reason to further punish the killer by giving him a disadvantage for this happening. The survivor on hook already gets an advantage because his meter fills up... Why would you get mad about the killer basically helping you out?
-
@DrHyk said:
If a survivor is hit on hook; it should fill up a chunk of the anti camp system.
If a survivor is being chased around the hook; it shouldn't pause the gauge, I'm a killer main and even I think it's dumb that it does.
Sometimes you get auto aimed into hooking the survivor... So I don't think that is necessary...
For the second thing, that is just a survivor error making it so the unhook meter fills would be equal to punishing the killer for survivor missplay, therefore no to both of these.
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705613#Comment_3705613
Bhvr made it match the hatchets model, or very close to it at least. I believe survivor hitboxes were made more realistic as well. So yes, I believe my change is small enough it would nerf the Huntress without destroying her, since it's just a slightly smaller hitbox which is very different from what bhvr did back in the day.
I don't know about that... If they wanted to make it less big of a change they could have already done it back then instead of just reverting it entirely… like I said before, I don't see a reason to nerf Huntress in the first place, she is in a food spot.
-
@Vindictus said:
She needs to have a longer cooldown after throwing a hatchet, she can throw a hatchet and instantly m1 you. She can spam hatchets on you and you cannot make enough distance at all. She needs her movement decreased too when holding out a hatchet. Please reduce her hatchet hitbox too because I'm getting damaged when the hatchet is nowhere near me, she is quite impossible to dodge. Either that or reduce her movement speed. She is unbelievably broken and unless you are a 24/7 sweat, casual players cannot counter her. Every game it's a 4K before a generator can get completed. She is impossible to play against because her hitbox is broken, and I have 15 ping every game, no packet loss. I played as huntress and I can see the hitbox is broken. I don't understand what buff they did to her but she was nowhere this broken last year, so I am not sure how twin's buff was reverted but her one is still in the game.
She is completely fine, and if you manage to get into meele range for a double tap you already messed up to begin with.
A not fully charged hatchet is rather easy to be dodged so you should have some time and gain distance in that time.
I think Huntress is one of the most fun killers to face and she is actually really fair to go against.
-
You bump way to easily on everything, just playing around shack or up and down stairs is such a struggle. The same goes for playing cow tree… not being able to slide on anything is just such a huge downside... Also collision on some maps is even worse and you bump easier than you did before.
-
They feel better to play as, because the transitions are way smoother and so on. However they feel horrible to face, it is quite easy to just 4 men slug everyone, so this problem just stays and now they are way stronger... I'll give the changes the benefit of the doubt and wait a few days/weeks for a final opinion, but the first impression is not good...
-
@Chocolate_Cosmos said:
I think we need to give devs credit where credit is due.
Twins changes are pretty cool and also quite a big buff. But most importantly than just buff, they feel much better to play and that's big deal.
I think I will be playing Twins more thanks to this update. They feel less clunky, they feel faster, less cooldowns, less limitations. Very good!
Good for the killers, bad for the survivors.. Twins are way stronger than you would at first expect and for example Hens already calls them OP as you can basically easily 4 men slug every game.
The devs did really great in getting rid of that aspect of twins' gameplay xD (Well to give them some credit, I guess after not going through with the intended changes you can't expect those numbers changes to fix that...)
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705608#Comment_3705608
No, I meant in total, so it would be about 5% or 7.5% reduction on both sides depending on if it's 10% or 15% in total.
Well that's a little bit less drastic I guess, but still. Do you think something changed since the last time they did that? In case you don't know in patch 2.2.0 they already did "rework the hitbox of hunting hatchet to more closely resemble the props actual shape to allow for more accurate shots" and then in patch 2.2.1 they reversed it because "the resulting changes were unsatisfactory".... So I don't really assume your changes would be better than what they already did... So the question, why are your changes different than those they already did?
-
@ChainsLogic said:
I proposed a decrease of anywhere from 10-15% not 20-30%. That would indeed be a bit too much of a nerf to the hitbox most likely but again, I proposed smaller number changes.
You phrased it as 10-15% on both sides so 20-30% in total?
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705594#Comment_3705594
You don't present estimates as facts though. Also the wiki is one search away, so no excuse to spread misinformation in order to portray Huntress as a weak killer. "I think" is used when not sure of something, yet you stated incorrect things acting like they're facts. Phrasing is very important when discussing things.
Generally yes, but the wiki has also errors... For example the distance you get from old dead hard was incorrectly stated there... So I would not take it as absolutely correct... Like I said before, I will quickly test it out in game.
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705289#Comment_3705289
Do you actually play this game? Huntress's wind up is 0.9 seconds and it takes her 1 second to fully charge a hatchet. So both together take 1.9 seconds.
I see that that is what the wiki says, but I think the other guy is correct... Because the phrasing in the wiki is really weird... First of all the basekit change should not have affected the max charge time, but the windup, but for some reason the wiki phrases it differently in the changelog and for second I don't think you can throw the hatchet that quick and pretty sure not that quick with max charge... Will need further investigation here though...
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705317#Comment_3705317
Irl hinges don't activate bear traps, the game's trap hitbox is the same way, that's why survivors are able to squeeze past them due to their smaller hitbox.
Hatchet hitboxes are the opposite being bigger than the actual hatchet, which is fine, just how much bigger is not fine imo. It would be both a minor balance change and minor visual improvement because ridiculous looking shots would be less frequent because the Huntress would need to be slightly more accurate with her hatchets.
I don't think it is necessary to balance huntress hitboxes, she is fine as she is. And the visuals are not important enough to mess with them, neither is the small balance... A decrease of 20-30% in total to the sides is quite massive, more often then not you barely get the hit on someone rounding a corner, it would be a quite significant nerf to her, which I don't think is needed.
-
@DefJukies said:
People are turning it off in game files if I recall correctly
That does not do anything though.
-
@weekendguy said:
Hillbily has the skill that immedietly breaks pallets and walls with short cooldown, Insta down survivors on loop, control the whole map with chainsaw. I understand that hillbily requires some skill and practice but once you adapt his turns and when to unleash chainsaw when survivor tryna juke, he becomes unstoppable. I'm really bored of repeatedly going against hillbily and seeing 2 downed survivor (mostly dc right after) 30sec after game starts. Its only playable if survivors goes against hillbily in low mmr cuz most of the time ppl rightfully dc after a surv downs in 10sec of game started . Please nerf him at once and dont buff him again
He is in a good spot, he is strong but still loop able, playing against a curve Billy is awesome and overall if you do poorly against Billy that just means you need to learn how to play against him. Go to some decent players stream or some comp streamer and ask for tips. Billy is great design because on every loop your decision makes an impact whether you get hit or not.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705319#Comment_3705319
it is like small game. Small game used to detect trappers traps. a very narrow use for a perk. almost nobody ran small game to counter trapper. BVHR still removed it. they should remove the -50% missed skill-check and build-in doctor passive and just focus on giving a more simple 10% skill-check chance increase.
Jop, perks that only do something against one specific killer are just not good design. But since that is a side effect to the increased skill check oddsbit is not exactly the same as small game used to be...
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705037#Comment_3705037
the main effect for increase odds of skill-checks is not very relevant even for intended autodidact purpose. the main good aspect of the perk is last line. the reduced 50% penalty for failing skill-checks. it counters skill-check builds by significantly reducing the reward. this indirectly counters doctor's madness power. I agree you can counter it if your good at skill-checks but this allows bad players to mitigate the effect.
Lightfooted has injured condition because it counters spirit's power. Iron will+lightfooted vs spirit would be survivor being a ghost. i would buff the perk by making adding new effect that increases killer footstep sounds by 30%/40%/50%.
MoM: I believe this perk used to prevent you from going down even from exposed. it got nerfed at some point to do not do that. Presumably, it counters exposed killer such as Billy, Myer's and Bubba in some instances. Again, the perk countering killer powers.
Overcome: This perk used to work against Nemesis's infection where you would get a 4 second speed boost when you were not infected. This is increases drawback power-level of the killer power. That is why they nerfed it. This does not counter killer power but it buffs downside. Endurance hit speed boost & nemesis hit speed boost are connected.
the first 4 perks affect killer powers. that is why they have those negative conditions to reduce popularity/reduce power-level.
I mean if someone wants to run a perk specifically to counter one niche build on an average pick rate killer sure... I don't think the perk is good if that's its main usage...
I mean fair, but then again the perk only really hurts one killer... Which is sub optimal design.
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705119#Comment_3705119
So you have pretty much the same idea as me, except for the meters where the hatchet is an instadown being 30 or more meters vs my 25 or more meters, and I guess hatchets stay regardless if the shot was an instadown or not vs my losing hatchets and having to reload on instadown?
I am aware of Trapper's and killer's hitbox being bigger than survivors. The reason I mentioned him is that the traps hitbox is realistic to avoid survivor frustration and affects Trapper badly, but Huntress's hatchets are unrealistic and easily lead to frustrating shots on the survivor side for the easier convenience of the Huntress. Both are bad design choices imo, just for different reasons.
Again, it's a very minor reduction, so all that good Huntress players would have to "learn" is to aim their hatchets slightly more to the left and slightly more to the right if they want to hit the survivor at the edge of their hitbox. Also aim dressing is meant to make your m1 attacks make more sense visually (while ironically bugging out at times and robbing you of a hit) but I fail to see how it relates at all to hatchet hitboxes.
Basically to the first paragraph.
I don't know about the traps hitboxes being realistic ^^
I mean it is still muscle memory and takes a lot of effort to get it right again. Those two things relate to each other because the reasoning behind your idea and behind aim dressing was to make it look like the hit connects, not to make balance changes...
-
@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705051#Comment_3705051
So you would keep Huntress with 1 iri head and 30 meters of minimum distance for an exposed hit? That's bad, would make iri head borderline pointless to have in game. My idea makes it less frustrating for survivors, because they are more likely to dodge the hatchet at longer distances, but also not super punishing for the Huntress player, who'll still be able to deal normal damage if not that great at long distance shots.
As for the hatchet size hitbox, I'm not sure why you think I don't know how survivor hitboxes work. The 10-15% reduction of the sides of the hitbox is mostly to slightly decrease the frustration of bizzare looking shots you can get playing vs Huntress especially when ping comes into play. It would require slightly more accuracy when playing Huntress, cause slightly less frustration and make those strange looking hits slightly less common on the survivor side.
The fact that Trapper's traps don't have a hitbox on the hinges because of realism, often causing him to be unable to squeeze by his own trap, while the survivors can, while the Huntress throws a volleyball at you (there is a picture of hatchets hitbox online) is almost funny.
I meant more like you keep your hatchet amount, or maybe lose some, but the one hit only comes into account in super long range so you don't need worry about it when actually looping the huntress.
So your reason for the change is not the balance but the visuals? And that's why you want to basically make it so every good huntress has to relearn hitboxes, just to get to the same goal as aim dressing? Nah man, how about we fix the survivors posture or hotbox instead of huntress hitbox if it is only about the "bizarre looking shots"? Reaches the same goal doesn't it?
As far as I am aware trapper can get caught and survivors can't in this situation is because killers hitbox is bigger than the survivor ones... So ofc he cannot squeeze through such a tiny spot...
-
@ChainsLogic said:
I think Huntress's hatchet hitboxes should be a bit leaner. Take away 10-15% from the sides so it's more of a rectangle, and less of a volleyball that you are throwing at the survivors.
Also iri head should be changed up. You start with all 7 hatchets. If you successfully hit a survivor that's 25 or more meters away from you, you get the insta-down effect and you lose all other hatchets until you reload.
On the other hand, if you're unsuccessful at this you still have a normal number of hatchets that deal one health state worth of damage, so even if you are not that great at long distance shots you won't be overwhelmingly penalized for it.
No to all of that... What could be done about iri head however, would be to make hatchets only instadown when thrown from 30+ away or so, to make orbitals more effective, but other than that I think Huntress is fine, at least in consideration of those changes.
The hit box of her hatchet is Allright, some hits that seem very far off only look like that because either a. There is some form of ping issue or b. The hitbox does not match with the survivors model, it should be very obvious to everyone after that many years that the survivor model is not congruent with the hit box, the hitbox is a bit behind the actual model.
-
@Devil_hit11 said:
deadline has -50% penalty to missed skill-checks. that positive warrant the injured status.
People who run that perk probably will not miss skill checks on a regular basis anyway, I don't really see that as a benefit to outweigh the injured status... If you are bad with skill checks, why exactly would you want more of them? (Other than for learning purposes)
The only reason to run it is probably either a hyper focus resilience build to do gens faster or one with autodidact, but the second one will suck anyway and most people are not good enough to make use out of hyper focus builds anyway...
-
@nsok615 said:
When a survivor gets out of a bear trap (whether by themselves or with help), they are hindered (20% slow) and hemmoraged (leave lots of blood) for 10 seconds after they exit the trap.
Let Trapper have some reward if he traps someone but is unable to get there in time. It's also thematic, I mean the persons leg did just get crushed by a bear trap.
20 % slow for 10 seconds is almost a guaranteed down if trapper is somewhat close, while I agree that he needs some buffs I don't think that this is the way... Mangled and haemorrage on base would already be nice... Maybe we could do more about getting traps. Being able to remove them from a distance and have them either all in your inventory or being able to grab them from lockers or something like that would be great.
-
@ProudRinMain said:
I feel that these add-ons should stay and so I have two ways to make these add-ons feel fun for both sides in more “healthier” ways :
Judith’s tombstone’s slight rework :
- Make it so that Myers can actually pull survivors out of lockers or off generators, Totems, healing animations , etc… but create a unique animation solely for this add-on where there is a very brief random QTE for both Myers and the survivor ( it would never be the same pattern of a QTE so that the kill or escape feels justified as players would need to be really quick to hit it ) and during the animation , the survivor would be seen struggling to get off of Myers’ grab and also trying to push his weapon away from them and if they succeed, they break off from his grasp and Myers would be stunned briefly while they make a run for it and if they fail, Myers would proceed with his current standing mori animation. i’m sure BHVR is capable of creating a unique animation for this add-on since there are various unique animations in the game, E.G. : Survivors on killers’ shoulders struggling to get off them , struggling against the entity’s claws during the 2nd hook stage , etc… but since it would be a QTE for both sides, i feel it might be tricky to say the least.
- Tombstone piece, slight rework:
Since this add-on has no downside to it other than an increased stalking time, it should only work on a fully stalked survivor and obviously BHVR would then have to make it so “ Myers’ evil “ would replenish over time ON the fully stalked survivor so that there wouldn’t be the annoyance of “ his power is at 99% and there’s the fully stalked survivor but he can’t activate his power, so he has to find someone else, stalk them, activate his power and then find the fully stalked survivor again.” not to mention , Myers would still be unable to grab survivors out of lockers and pull them off gens, totems , etc… to mori them.
Overall, this change would fit a lot with Myers’ way of playing and toying with his victims and instilling fear in them until ultimately they get killed. it would also keep the theme of the add-on while making it more “fair” since only the survivor who allows Myers to get a lot of stalk from them would get punished for it and not someone else.- In the condition that these add-ons are to be removed from the game…:
Simple make them base-kit but create a unique status effect called “Fear “ where if a survivor builds up enough “Fear” they can be outright mori’ed in tier 3, whether they’re healthy, injured or on the ground. I don’t know how this “Fear” mechanic would work and what it would work off of. Something similar to Pyramid head’s special ability within his main power, “Final Judgment .“
Myers being able to kill survivors without any prerequisites is honestly an integral part of his identity and it’s what makes him unique and so this distinctive part of his ability should stay in the game.
I guess almost anything is better than what we currently have, but I am not really a fan of insta kill options in this game. If it needs to stay then at least bind it to an interactive mechanic like the condemned on Sadako where the survivors are able to get rid of some of the progress.
-
@LeFennecFox said:
Honestly a good idea, but it’s already not exciting to see multiple map offerings, bnp, styptics, and syringes every match
I don't thing that would change in any way though... For example I just play whatever survivor still has BP offerings, what keeps people from just doing the same for bnp map offerings or what not? If they reeeeally wanna win they will either have an unlimited supply of those things anyway or just swap to whatever survivor still has that stuff..
-
@Mag1cian said:
This is obvious feature that needs to be added for SoloQ players and I'm surprised they not added this when they implemented this system. This pathetic excuse "We don't want to give survivors too much information" is just sad, people don't want to bring additional perks as every damn slot is important and when SWF basically have all of this info for free and even more. You don't want to add basekit Kindred (or at least parcial version of it) which players asked for years, fine… At least add this. Some indication of player being able to unhook himself with Deli / Wicked would be also appreciated.
Should have been done already and I don't see a negative to it, it is not like you can abuse getting facecamped as survivor...
-
@JamJam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704166#Comment_3704166
I'm excited to play a functional killer where their power doesn't bug out half the time and slide off of an entire main building.
I mean I don't know, it was functional in the sense of people were able to figure out how and where you can collide and where not. So he was functional before, he is just more beginner friendly now, but has less depth, which is kind of sad.
-
@Anonyshadow said:
Not a killer that kills vikings specifically, but a killer that happens to be.. well.. a viking. We have a Knight and Samurai as killers, but why not a viking? We have to complete the Trifecta.
Joking aside, I think a killer that is a viking would be an excellent addition. Old Norse Mythology is steeped in mystery given most of what we know was passed down via oral tradition or the old sagas. There is so much opportunity to draw comparisons to the Entity's domain and Hel, for the unworthy. From cursed warriors, to Draugr, and more there is a whole mythos that can be corrupted and twisted by the Entity.I mean I got quite excited over the Knight announcement, but how he played was completely different to how I expected. And I guess most people are not happy with his design. So the question is not the visuals of a viking killer, because that can be done with a cosmetic as well but what his power would be... Something with godly powers would be neat guess like in the sense of having different modes for a certain time, similar to knights guards but not as seperate characters but just time limited buffs for the killer, no clue what they could potentially be, otherwise maybe just different weapons to use, a spear, a great axe a sword something along those lines.
-
@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704166#Comment_3704166
I'm sure a lot of people are excited to play Blight after the changes. He is still going to be a strong killer, so I'm not sure why people shouldn't be excited. His power should be more consistent and that's a good thing. Hug tech was never intended and should have been fixed years ago.
It is just that the variety of how to potentially play him got limited in the sense of bump logic or sliding. I think that is rather sad that some tiles cannot be played anymore unless the survivor really messes up. And especially because the collision makes you bump way too easily, getting completely rid of sliding is just a bad move.
-
@jamally093 said:
SImple question....why do you stand right neat hatch? Why do you just stand there you found hatch just go in. "Because I won and you lost." You were hooked, you've been injured and barely tried protecting your own teammates you rescued them but while I was like not even two centimeters away(for the American readers you don't know that's extremely short) so why are you teabagging hatch I'm not bothering to go near you because guess what I don't care this more me asking why not just go in. "Because I wanna give you BP." Hmmm doubt definitely doubt your going to go in by the time I make it to hatch no survivor ever just gives the killer BP. I won't lie...I would enjoy if they brought back the grab animation for hatch just so those way to overconfident players get their dreams crushed. I won't lie I only made this because I had to wait about four minutes while an Ada stood on hatch I broke some walls and pallets and just remained on the edge of the map your not really wasting my time but also yours and your SWF if their wanting to move on the next match.
I could understand it if the killer already knows that the gates don't favor him and therefore he wants to spot the survivor before closing it. Otherwise I don't see a reason to just wait there, other than trolling on wraith xD
-
@Error_Social said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703680#Comment_3703680
DS was 2 seconds at its peak (3 seconds - 1 second with Enduring) and it was the most balanced version of Decisive Strike in my opinion.
Also, the Twins were not the strongest killer to ever exist, 7 blink nurse beat them by a landslide, and you could even argue that Original Legion was better than them. The Twins were the strongest killer of the current game, and to that I say, is that a problem? Is it a problem to have that powerlevel? Because I don't think so, honestlyWhen you say before you meant like waaaaay back and not the way it was before it got changed during the PTB?
Old Legion was annoying, but he wasn't strong, he just downed you after x time but that was still enough to get gens done.
I don't know about that, PTB twins had probably the fastest time to down...
-
I don't know if he is worth playing then, I would be more in favor of a rework, because despite being slightly better than he would still be quite boring to play as and against.
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703794#Comment_3703794
So you want to nerf him even more?
So the change you want:
• Better teleport
• Slightly harder exiting out of the Dream
• Has to pull you in before he attacks.
With most of his traps being very meh, you would just make him worse imo.
I guess he means pulling in dream as well as hitting to enter dream so you don't have to hit them before they can be affected by your power...
-
@Applejutsu said:
It worked before in the past, so why would it all of the sudden not work today? It 100% would work with proper tweaking and balance while keeping the fun in the game. Yes, it would be op and it would be random pitting someone with 200 hours up with/against 30k hours.
The only queue related fix should be a "new player grace period" where they get paired with as many other new players as possible who are queuing for so many matches/days. After that period, they join the casual queue.
But don't unranked queues use some sort of matchmaking as well? You don't get completely random enemies even in unranked games in dota or Starcraft... I think some use hidden mmr, others just use less restrictions.
-
@SoGo said:
Hello, Freddy mains!
This is my attempt to buff Freddy to make him more fun, powerful and interesting. I'd like to hear your thoughts on this, so feel free to comment.• Freddy is invisible to everyone who's awake, and his terror radius is replaced by his lullaby for the awake survivors.
• When coming close to a Survivor, he can pull them into the Dream World. They can intermittedly see him during this process.When in the Dream World:
• Survivors suffer from a 25% action speed penalty.
• Can see Freddy.
• Can hear Freddy's terror radius.
• Can see and be affected by Dream Traps.
• Can see the Dream Projection happening.Freddy's abilities:
• Dream projection
• Dream Snares
• Dream Props - this includes Dream Pallets, Totems, Chests and Breakable doors.
These act all in a similar way, they can be put in spots where they could spawn naturally, and interacting with them makes them dissolve into blood and alert Freddy, with the exception of Breakable doors, which Freddy can walk through, making them dissolve and survivors can't walk through.
• He can create up to 25 Snares/PropsWays to wake up:
• Getting woken up by an awake survivor.
• Waking up with the help of an Alarm Clock
• Failing a Skill Check
(Not by getting hooked anymore)Stronger for sure, and maybe more interesting to play, however I don't think he is gonna be more fun to play against or have a better skill expression.
Also I think you did not explicitly mention that you cannot get hit by Freddy when not in dream world... Which I assume is the case?
-
@dweetboi said:
kate dc's when she goes down under my hook during endgame collapse close to gate
kate bot uses unbreakable
drops toolbox
does not unhook me
runs awayPretty please behaviour fix dc bots.
I have to say I would rather have dumb stuff like that happen instead of bots that work, because that is just way funnier xD And I don't think the issue is the bots, but the pre historic way of having several actions on the same button, because a keyboard totally does not have enough keys to not do that...
But then again... Drop item and unhook are not the same key on pc... Is it different on console? Well maybe it is in deed the bots being a bit broken... Not saying that putting several actions on the same key is a good idea though.
-
@Error_Social said:
Title. PTB Twins were fun to play, now they are not, simple as. Also, reduce stun duration of Decisive Strike to 2 seconds like it was before
DS was 3 seconds not 2.
And God no, they were the strongest killer to ever exist in the game, there was just nothing you as a player could do to prevent getting hit. The twins still need a rework, but at least we didn't have to suffer through that abomination on live servers.
-
@JeanGreyarea said:
seriously these time periods of no new content suck. A few bloodpoint codes wouldn’t hurt😭
How are blood point codes doing anything about the non existence of content ^^
-
@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/411433/twins-are-still-super-sluggers
First, the devs said the rework was scrapped except the quality of life number changes, so invincibile Victor is no more.
Second, I think its time for the community to be mature about this and accept that Twins and Oni and the slugging killers. It's how they were designed and its not going away. Some killers are better at some things then others/ The twins just happen to be good at slugging. The only way to prevent that as a whole is to forever remove slugging from the game, and that simply isnt ever going to happenIt is not about the community accepted it... When they talked about reworking twins the dev update said they wanted to do something about the slugging playstyle... And in that case the community ofc can expect the update to actually do what got promised.
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703256#Comment_3703256
It is. Try to use "White Nit Comb" addon. I use it more often than other her addons, precisely to learn how to perform precise blinks. And for the most time i do precise blinks.
As for stuns. Nurse power allows her to regain distance made by stun extremally fast. Making her lost all tokens while stunned would make great counter play for her. Especially for Nurses that was so reckless they got pallet stun.
I don't know, maybe against far worse players, but not against equals...
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702866#Comment_3702866
Lunge is a problem playing as Nurse I often hit survivors I should not because of poor blink, and yet I do because of lunge. As surv I often see that I outplayed Nurse, and yet she hit me with this extremally long lunge. This also compensate for their suppoused weakness - movement speed. She suppouse to move slower than running survivor, but lunge compensate for this, it's like third blink.
As for stun. Yes, this should be a thing. Lot of killers powers are reset when stun, yet she is not affected. Also, dropping pallets on her wastes more time than gives distance, even if she is in fatigue.
And those suggestions will not affect experienced players that already makes precise blinks and don't need this lunge after using power. While less experienced survs will have more opportunities to escape if less experienced Nurse misses her blink. Especially if they managed to stun her which is difficult task.
She has the normal lunge that every other killer has as well as far as I know, at least without the addon... So I don't know about that.
As for the powers getting reset, during charge or after a blink sure I guess, but usually stuns don't remove all power tokens.
Even the best nurses rely on the lunge to correct the blink, I don't think it is humanly possible to be always so precise that you don't need to use the lunge and I don't think that should be expected of players.
-
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702919#Comment_3702919
The reason is that the duration is obviously too short for a recently unhooked survivor to escape. This is obvious to anyone that runs the perk.
Moreover a demand would be "Babysitter needs buffs now!!!". This is just floating an idea. If hurts nothing.
Sure, but you are not trying to convince me but BHVR and I guess if that statement was true then they would have already buffed it years ago... So at least to them it is not as obvious.
-
@Ohyakno said:
Why would anyone play ranked?
Maybe for rewards or to make their mmr go up and be proud of achieving that?
-
@Ohyakno said:
Increase the duration to twelve seconds.
Give a bit more of a reason maybe, instead of just demanding stuff... Like the perk is weak and very niche, maybe some numbers buff what make it more attractive?
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702891#Comment_3702891
It's overall, as she lacks consistency, tracking or mobility (beside capability to go up/down freely), I don't believe she is that high tier unless for wallhacker nowadays
Pretty sure this is not a major opinion tho
This is a really hot take xD She is probably still the strongest killer in the game.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702883#Comment_3702883
I know, It's me saying current nurse is pretty mediocre
For Nurse at least, not overall ^^
-
@Neaxolotl said:
To be honest, she isn't even that strong without range addons, especially indoor maps
She is not fast, and pretty bad at tracking survivors, and it's 100% guesswork when there is LoS blockers
Range addons don't exist anymore for quite some time now.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702870#Comment_3702870
Because even though it's rather unlikely survivors match with efficient survivors in pub matches, killers will still match against efficient survivors plenty of times, and there is many perks that just outright unusable thanks to the system
It's only a problem when both side knows what they are doing, if survivors are lacking teamwork they'll be demolished either way
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702875#Comment_3702875
And what's the problem
You can just make 3gen happen and spam them until 8 kick limits wear off, it'll take some time but not extraordinary
It's not like killers can chase and protect generators at same time anyways, as they are not the old skull merchant
But for example the Gen kick perks could just get reworked to solve this thing? Besides they were bad perk design anyway. Other than those I don't see how other perks are unusable... For the get undetectable perks for example you can kick whatever gen and won't get affected by it probably at all.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702861#Comment_3702861
I don't really think a problem when it's about public matches, it's not like they can survive until killers burn the all 8 regression limits most of times
And even if it's "hard to break", it's not "outright impossible" like old 3 genning, ultimately I don't really care if it takes full rework of maps or even killswitches to make it happen
If you don't think the regression limit will come into action anyway, why do you want it to only kick in when there 3 gens left?
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702848#Comment_3702848
I would make that all stuns on her, removes her blink tokens, and adds to fatigue duration instead of... Being ignored (if surv was able to stun her during fatigue). I would also reduce her lunge.
As for multiflor maps. Yes, in terms of map traversal, it's great, but go and try to hit survivor on upper floor if they know what they are doing.
I don't think the upper floor is much of an issue for a good nurse, but like I said a mediocre one will have issues.
I don't think reducing the lunge is a good idea, I don't like the addon that increases it either, but by the nature of a survivor able to bodyblock a blink location you need to be able to have a lunge, otherwise you will just increase her skill ceiling without changing her strength much...
I don't know about the stun stuff, playing pallets against Nurse already offers a play with the before mentioned body blocking, maybe a slightly longer stun duration, but taking all her tokens away would be really annoying.