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Archol123

Archol123

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Archol123
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  • Not necessarily weaker when faced. I think his potential has decreased, because you could always just use bump logic, however by trying to hug tech you are risking more than you gain most of the time, especially when still learning, while bump logic is more consistent. What will happen is people will rely more on bump logic and therefore potentially achieve better results than before.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687574#Comment_3687574

    So you're saying Blight is a boring killer then.

    That's all I get from this response

    If some people think a bug was the only thing that made Blight fun then idk what to say that's hilarious.

    Then you are purposefully misunderstanding it, Blight is not unfun, but using techs such as hug tech give the killer more depth and stuff you can experiment around with, whereas Bump logic just works and will more often than not put the survivor in a spot where they will get hit regardless...

    It is not that he is unfun, but some things on him are just more fun than others.

  • @Brokenbones said:

    People claiming to be Blight fans defending hug tech by saying "normal" blight is boring/too easy

    lol

    Not really, the argument is more along the lines of bump logic being more reliable but less boring, the argument was also made by Lilith Omen, one of the most experienced Blight players out there.

  • @Choaron said:

    Blight undeniably needed basekit basekit nerfs but certainly not that type of basekit nerf. Now Blight players have no reason to take any risks, they'll just fully embrace the pinball life and monotonously collect their 4ks.

    It is almost as people liked Blight because you could play in a suboptimal but fun way and when you change that, they will just stomp you even harder, by playing less fun but more safe.

  • @Yharwick said:

    Does this bump Blight from S to top of A tier do you think?

    I still think Blight will be the 2nd best killer in the game but this might make them not entirely busted anymore.

    I think it will do very little about his strength to be honest. He will still be just as good, only more reliable.

  • @Rumble said:

    Seems hypocritical ruining one killers playstyle because of "anti fun mechanics" for survivors. Yet slugging is a major strategy on Oni

    Because Onis power is time limited? Like what do you want him to do? He already gets parts of his power removed when downing someone.

    To compensate Oni for not slugging you would need to make it possible to enter and exit power on command, which would be quite the buff. Or otherwise he would be way weaker. I think Oni is fine as he is.

  • I mean... You might want to wait until it is out, how does the saying go "don't praise the day before noon"? We don't know how his collision will get affected by all that.

    And even if hug tech is gone entirely Blight still be able to get hits around most of the tiles he hug teched, he just needs to use bump logic then. Just as LilithOmen said in one of his videos, hug tech only gives the killer another layer that has counterplay, but bump logic is the way saver method to go, which is also why you will barely see Blight players go for hug tech in comp.

  • Fair, but then again Wraith is also a bit of an exception, because he gives of a warning with the uncloak anyway... Unless you run a certain addon. I think the stealth killer noises are there to prevent Gen grabs without any warning, and that is just not relevant for Wraith (Unless you run a certain addon).

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685887#Comment_3685887

    The animation is faster but the little bit of movement Nemesis gets after breaking a pallet makes up for it. His zone is also really good at keeping distance, even with the reduced range compared to shred. It's a monster of a zoning tool AND it can hit over things which Demo can't do.

    The hitbox is extremely forgiving. The strafing is enabled by the fact that the hitbox lingers for like a full half second after you've thrown the whip out. Like I said, a huge portion of my hits come from smacking a wall and then walking around it and murdering the survivor with, I don't know, the T-Virus infested air molecules.

    Making up for the faster shred is not the same as being much faster is it?

    Sure but it can only zone within its range, which is rather limited compared to all the other range killers. I wouldn't call it a monster of a zoning tool.

  • @haktas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684195#Comment_3684195

    so thats why swfs using coldwind offering? dont lying to me this map good for survivors like most maps. all coldwind variants has good spots and god pallets

    I don't know, most good players tend to use McMillan, Azarovs and coldwind because the realms are the most balanced out there. If you look back at the feedback for coldwind you can see that many people deem the maps to have huge dead zones sometimes.

  • @Rumble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685916#Comment_3685916

    The steps is inconsistent amongst killers. Nemesis stomps, the clanking of the twins.....it punishes you for already playing weak killers. Make it fair across the board

    I mean it is somewhat fair that a huge guy like him has stomps for footsteps, however I agree that it is weirdly inconsistent.

  • @Rumble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685916#Comment_3685916

    The fact you can hear a stealth killer defeats the purpose though.

    You can oftentimes barely hear, and in most cases don't notice it fast enough to avoid the hit... It is rather faint and over the generator noises barely audible, I don't think it defeats the purpose of the stealth killer.

  • @Rumble said:

    What I mean by audio hints it's sound queues that alerts survivors of killer presence. Some examples are Myers Breathing, Wraiths gurgle and ghostfaces sash sound. This punishes those with hearing impairments because there are no visual queues for it like thevisual heartbeat(that most players use). This puts those players who truely need audio help at a disadvantage.

    Also, I suggest they reduce the walking audio from killers like the twins, nemesis and the dredge. Even with undetectable status any decent survivor will hear them coming from a mile away, often defeating the purpose of running stealth oriented playstyles on them.

    Like why have this on a select few killers Anyways?

    As some said before you cannot really make the experience worse for everyone by just removing the ability to hear the killer specific sounds like that. But on the other hand you also cannot give visual hints that the killer is approaching because then as a stealth killer you cannot sneak up on people anymore, as they will know by that visual indicator so not only would you need to not get spotted, you would get revealed if you get too close...

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685816#Comment_3685816

    His chase power is incredibly strong. One of the best zoning tools in the game, very good at maintaining distance even when you mess up, counters predropping and god pallets much MUCH better than Demo's shred, and by a landslide the most forgiving hitbox in the entire game. I swear I've gotten more hits by whipping a wall and then strafing around it than actually whipping survivors.

    I don't know about that, I think Demos shred with barbs glasses is most likely faster than Nemesis tentacle when destroying a pallet... And his zoning is not that good either, demos shred is probably better at zoning. Overall Nemesis is a really average killer.

    The hitboxes is not really forgiving it is more about how the strafing works.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685133#Comment_3685133

    And what's the problem? better higher than lower, in a horror game after all.

    Less counterplay means less interaction and depth to the gameplay, which is in general not something you would want.

  • @Princesse_nico said:

    I didnt even noticed the dash buff😅

    But i noticed the crounch buff!

    I wish they removed they the dash and buff her traps a lot making them very dangerous and afterwards a basic m1 killer. You win or you die!

    That just sounds terrible to go against and boring to play as xD

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685073#Comment_3685073

    I just mean it‘s less likely that someone has a flashlight than someone wipping the traps off.

    Good players will probably still just trigger the traps, because wiping aways takes quite some time...

  • @MikhailVictor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685082#Comment_3685082

    "It's not as common, so it's not problematic". Sir, your logic meter is faulty I'm afraid.

    If you wanna talk maths, you do realize that even green addon makes det. delay shorter than old purple one? And you claim it was possible to deny unhooks even before the buffs. You can guarantee to keep one survivor locked in an endless shock loop even if they try to dodge and depending on map geometry, sometimes even two - I was able to do it easily and that prompted me to post this feedback.

    That was not my point, but easy and toxic strategy often happen frequently, which leads to the conclusion that it either is not easy or consistsant to pull off.

    Yeah sure it does more, the question however is how much more... You are telling me 0.06 seconds is that big of a deal?

    I claim if it is possible now, it was also before. Besides that if you just stand still in front the hook ofc it is, considering your cast time is shorter than the shock effect duration, so what? You are not standing still on a spot though.

    Casting shock therapy takes 1 second and disables the survivor for 2.5 seconds. Then there is a 1.5 second cooldown duration for m1 and interaction, which I think also counts for initiating another shock. Even without addons you can prevent survivor interaction forever if you look at those numbers.

    That is my whole point if you just stand still and let yourself get hit you don't need and never needed addons to prevent an unhook... You need to dodge the shock and then swoop in...

  • @MikhailVictor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685076#Comment_3685076

    Maybe with two old disciplines but nobody ran those since range was (and is still) a must. Now it's achievable even with one discipline.

    I mean think about it... Base shock delay was one second, addons were 30 and 20 %, using both resulted in a shock delay of 0.56 seconds.

    Now it is 0.8 seconds base and the addon values are 20 and 15%, resulting in a shock delay of 0.544 seconds... So the total difference is 0.016 seconds... That's basically nothing.

    If we however look at the value of only 1 addon used we get 0.7 seconds before and 0.64 now, so a difference of 0.06 seconds, which is still really minor. Are you telling me that this is such a huge difference? No offense dude, but this is just so minimal in comparison, I would be really surprised if that is a time difference you can in practise work with and get the unhook. We are talking about fractions of seconds.

  • I mean no offense guys, but her other addons do nothing for her playstyle basically... So if you want to go for chases you just use those two addons, and since they are yellow you should have enough to run them every single game... Don't get me wrong I would like some more addon variety, but at least the dash is viable now.

  • @MikhailVictor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685076#Comment_3685076

    Maybe with two old disciplines but nobody ran those since range was (and is still) a must. Now it's achievable even with one discipline.

    So what? I think even without it the window is short enough to prevent an unhook if the survivors just stand in front of the hook like scarecrows, you can still run in and out to get the unhook...

    Also you do realise the value on the addon got nerfed? Basically making it so the difference with one addon before and one addon now is really not that much? So just from a mathematical standpoint your argument does not work.

    Besides that if it was impossible to prevent an unhook he would have been a great facecamp er, but nobody played him that way, so I don't think it will be problematic now.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685066#Comment_3685066

    Oh, yeah, of course, depth. You know what added depth in the game? Old Eruption. I'm sure you liked it a lot only because it added depth to the game. Who care how broken it is, if it added mythical "depth". Like should someone complain about not able to do anything within 25 seconds because killer bring perk? Of course no, it added depth. Should someone complain about not able to use his power because someone can deny it by clicking on it with flashlight? Of course no, it added depth. Strong argument, you make me change my mind.

    (But Nurse interaction should have stayed, no jokes)

    Let's say it had the potential for depth, but not in the way it was introduced back then. Because in Hags case you really only had to use the flashlight for fractions of a second to remove the trap and perform well in that sense, whereas against Nurse for example you needed to be good with the flashlight to achieve something... I have nothing against killer specific items, but they should be done well and offer some learning experience so you need to learn how to use it properly, like flashlights against Nurse, and not just be a button to disable a killers power.

  • @MikhailVictor said:

    Blight's double iri was already ridiculous at 2 charges, why it got buffed? What is the mental process behind nerfing speed addons just to bring another one that is arguably stronger by itself and beyond stupid with another iri?

    Doctor can make unhooks impossible by spamming even with a single discipline addon, nevermind two. The detonation delay part of this set should be reworked into another effect.

    Demo still needs a proper addon pass

    The patch did nothing to doctor that was not already a thing before.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685035#Comment_3685035

    I hate when playing her that I have to set up traps all game and then they just get swiped away :(

    I actually think she is pretty strong, but I don‘t like placing traps. Bringing back lightburn instead of the swiping of traps would make her better I think. I also don‘t think she needs 4,6m/s, but it would be interesting if they test 4,5m/s.

    People can also just trigger thr traps on the edge, fulfills the same purpose only faster... It is not like this action that was introduced hurts Hag that much.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684961#Comment_3684961

    I'm didn't say people don't play her because she is weak. So many players hate playing her for a reason. SM has some fans, mains, enjoyers, Hag just doesn't exist at this point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684956#Comment_3684956

    As i said above, with 4,6 and some another buff, i agree. With 50% of her strength in camping (what doesn't work against swf and good players anyway), it won't be enough.

    I think Otzdarva likes Hag actually, don't know often he plays her, but as far as I know he put her up on his tierlist of "like to play as". Then we have Supaalf I think it was(?) who did a chase Hag win streak with the movementspeed addon. And then is this German Hag main Michi I think, no clue if he still plays though.

  • @fussy said:

    I can say for sure: no buffs helped her at all. She will still be 100% the rarest killer in the game. Yes, it's not so easy to bully her with traps now, but the rest of the gameplay has remained literally the same.

    Hag my least favourite killer in the game, but i keep giving her chances from time to time. And every time i have the same question in my head: why i keep trying, if she is THAT awful. Yeah, i know what some of you can answer, like "her strange is not in chase", "she plays differently", but i don't feel like it's true.

    The only way to play this killer is control small area with 3 gen and hope for the best. And with anti-3 gen mechanic It became significantly harder. So devs says that you can't hold gens/territory anymore. But what the hell should i do with Hag? So i should place my 10 traps across whole map, keep them fresh after every disarm or use, hope these 10 traps will be in right plays, so i won't be just 4,4 killer without power. How should i pressure 4 survivors on gens across whole map without anything? It's just sound anecdotal and impossible even on a paper.

    Hag is extremely outdated killer imo and even make her 4,6 won't be enough, i think. BHVR, please open a twitch and watch how every third DBD streamer has "Hag only for 500 subs" in description. Then open your own stats and watch on least popular killers. Maybe there is a reason for that besides "she doesn't put traps fast enough"?

    People have the 500 sub thing for hag because they hate playing her, not because she is weak... Many people also have that for skull merchant, despite that killer not being weak, they just don't like the playstyle the killer supports, which is fair. I never particularly like playing her or playing against her, but she used to be super easy to win with when I started playing the game, you could even run her perkless, just because nobody had a clue what do do against her, but when you do the same as with trapper, dedicate one person to disarm traps, she is somewhat alright to deal with. It is just that every Hag you will encounter just plays the same boring playstyle as basement trapped.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684595#Comment_3684595

    Also following that misunderstanding @LazyClown, your argument makes a little more sense! Apologies my guy!

    I've provided a revised version with this in mind!

    I mean it is still a buff in that regard, because once people realise you cannot be blinded they won't try anymore, whereas with this version they might not notice it so quickly... So I would say it is still an improvement.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684502#Comment_3684502

    I‘m all for making this killer perk basekit as soon as boons are finally good/strong again. I never thought this thing should have been a perk, it‘s so useless. The reassemble totems ability could then just be a bit of slowdown and negative if the killer destroys it. So it wouldn‘t just be reblessing, you still would need to reassemble it before. That was one complaint I heard before, when COH was good, that you just had to rebless it.

    If they really wana keep the perk like it is, the totems are permanent broken with this perk.

    Shure my ideas are strong, but I don‘t think behavior will do something and they don‘t have to put all ideas into those perks. I already would be happy if they do something.

    That killer perk was just the typical band aid fix they tend to do instead of taking care of the issue by introducing basekit mechanics, or balancing it out within the perks limits.

    I would like something in the direction of it takes longer every time, or maybe even has charges, so you cannot endlessly spam the boon on the same totem.

  • You would still have vision similar to survivors during nightfall, so like 16 m radius or so... And you don't drop survivors when blinded as you are still immune to the effect of that... So how exactly is this a nerf? You don't drop the survivor and can still hook him. And if you got blinded at a pallet you get the aura reading and can go after them. And the only downside is the disabled lunge for a few seconds, which is irrelevant anyway because it will run out when you reach lunge range...

    It is all written really clear, if only you took the time to properly read it before throwing a tantrum.

    And on top of that, if I understood correctly, you get synergy with the haste effect of shadowborn, which currently does not exist because light born makes it so you cannot get blinded and shadowborn requires you to get blinded.

  • @LazyClown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684491#Comment_3684491

    You cannot distinguish the antidote if they go back into the purple, this leads to heinous body block plays or unneeded longer chases. Remember we are trying to stop camping and tunneling and achieve cohesive 12 hook gameplay. With this horrible feature you cannot do that still.

    What do you mean by distinguish? They have different colors you can tell them apart pretty easily? And what exactly has that to do with body blocking?

  • @jonifire said:

    First of ever since COH got gutted all other boons became irrelevant, because they were only played with COH (the only strong/good boon).

    So first of all boon perks should get a new ability, because it‘s just sad that you can‘t do something against teammates constantly sabotaging you by distroying all totems.

    • Therefore when you equipped a boon perk you can repair distroyed totems (in 16s)

    Then boons should also be made a lot quieter, you hear them from a mile away.

    The range of boons should also be increased to 32m.

    Boon perk changes:

    • Exponential: Gives you also the effects of Tenecity and flip flop and/or you see all hook auras in range of the boon.
    • Shadow Stepp should also give you iron will and not showing blood pools (and maybe light footed)
    • Dark theory should get 3-4% movement speed and (maybe light footed)
    • COH should either get 45-50% self heal back (maybe it unlightens after 3 self heals) or +200% healing speed, which should also work with self care

    Depending on whether COH gets self healing back, killers should be able to distroy boons (basekit) through kicking them and then survivor would have to repair them again and bless them afterwards again.

    I know many killers will now say op, PLEASE NO!!!

    I just think boons in general are way too weak.

    I mean sure, most boons are rather weak currently... But those versions are beyond busted.

    Also by being able to re-assemble totems you full counter a killer perk especially designed for that... So either the killer gets that perk basekit or the reassembling time needs to be longer, because otherwise you will just have the same issues again as before, that it is way too time consuming to kick a totem, if it is out of your way.

  • @LazyClown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684484#Comment_3684484

    If you can get blinded it's a nerf. We are not going back to that.

    But you don't get blinded though? Did you even read what he proposed? Your vision gets dark but you get aura reading on the survivor... You might want to read that post again buddy.

  • @LazyClown said:

    So ever since you have added the antidote to the kit a while back, he has had a main disadvantage to his antidote power. Clown throws an antidote cloud followed by a tonic cloud, survivor makes it through the antidote cloud and gets the speed up (this is fine and makes sense) AFTER that though, goes back through the tonic cloud and STILL retains the speed up (this is wrong). Now, back then this part of the power was fine since the good Ol tonic was far superior back then. But now it's completely gutted, and I don't think this feature mentioned above is even necessary anymore. We have more bottles but no way to distinguish the antidote? That's just silly and makes the power almost useless. He's a strategic killer, let's allow this killer to actually have a strategy during chase instead giving survivor free and full strategy for gens and now the chase.

    I don't understand what you mean? You can simply throw another pink bottle to remove the speed up cloud before the survivor reaches it, how exactly is the survivor in control here?

    Is the thing bugged in the sense of refreshing the speed despite not being there anymore? And even if it was like that can't you just remove that by removing the speed up cloud earlier? So the survivors don't get speed up in the first place?

  • You do realise that what he proposed is actually a buff compared to the current version right? ^^

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684319#Comment_3684319

    The game is nowhere balanced, killers are constantly favored by the devs. Balanced would mean both sides would have the same chances to win that‘s not the case and making everything balanced in a boring fair way isn‘t fun. Both sides should have good things not only killers.

    I don't think one side is favored over the other and there is a difference between stuff being good and being busted...

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684296#Comment_3684296

    You shouldn‘t have to bring a perk only against tunneling. The current ds should be basekit and the perk should be without the conspicuous actions. A perk should never deactivate only by doing what you are supposed to do. At least conspicuous actions should only be gens. It‘s just dumb that this perk deactivates through everything. I saw so many people do stupid plays only to get value from it. It shouldn‘t be that way.

    It‘s so dumb that I‘am not allowed to heal or do anything if I don‘t want to lose it. Therefore this perk actively punishes teammates by design and people who play it, often refuse to heal teammates or do gens and then again they do stupid plays.

    I wouldn‘t make it an anti tunnel perk, I would let it be active during the start and then put it on cooldown for 8min after a use.

    The perk deactivates when you progress the game in any way, which is kind of fair... You need to make a decision whether or not you are in a risky position or somewhat safe to once again focus on objectives. You should not be able to just stun the killer without thinking about priorities or the right thing to do. It only punishes people who mindlessly do things without considering the consequences...

    I agree that if tunneling is an unwanted behavior it should not be defended only by perks but by basekit mechanics.

    I think ds used to be similar to that, without the 8 min cd, but that is just way too strong, a safe stun and a second chance simply by equipping a perk is really broken... That would the same as the killer just pressing a button and all survivors lose a health state on 8 min cd... Does not sound balanced either.

  • @jonifire said:

    Remove conspicuous actions!

    No, they got introduced for a reason,it was quite annoying to have someone working on a generator and you just could not hook that person without getting ds'ed... You had a full minute of invincibility and that was just terrible design, it did not even fulfill the anti tunnel function because you could just go back on the generator and you couldn't get hooked for the duration of DS.

    Unless you can bring up some good arguments against it, I fully disagree with you.

  • I mean technically even 3 is enough, just because you are not getting tunneled when you bodyblock the killer after getting unhooked when he tries to go for someone else. And even if not, let's say he just does not get a down from other people but didn't chase you for like a minute or so, I still don't think you are getting tunneled, you are just the weak link, tough luck.

  • @Yoshirama said:

    Title

    So who is the killer supposed to go for if both people can have OTR or DS? How is it even tunneling at that point? (Because if it isn't then why should anti tunnel perks be active?)

  • Not even close my man ^^ Some of the coldwind maps have huge dead zones.

  • @Commander_Nefarious said:

    i think the perk would be so much better if hooked survivors didnt trigger it, meaning that if its off you can safely leave the hooked survivor but if its on then there is a survivor waiting to save, i dont think this change is too strong and promotes not to camp, thoughts?

    While I would like a buff, I don't think this one is a good idea, as this just sounds like a proxy camp perk if I have ever seen one... It is on? Don't leave the hook and look around, it is not on? Draw wider circles until it turns on and then go back to hook or so...

    I would rather go in the direction of getting directional audio cue from time to time where survivors are, but really low volume so you only get an idea of a direction. Or something else, could be up for debate.

  • @haktas said:

    please rework coldwind because when i playing killer i cant see survivors because of corns. a lot of killers struggle because of this map. example slinger, huntress, trickster, blight, billy, demo, oni, wesker, chucky

    Have to say it has gotten better since they reworked the maps and put more gaps in the cornfield.

  • @darkshadows8326 said:

    Can you killswitch Wesker until you fix the collision boxes on his throw so people don't get downed from colliding with air?

    Why would you killswitch a killer if the maps have faulty collision? Shouldn't you instead killswitch the maps instead?

    I mean on a side considering yamaoka has branches hanging down from above that get you stuck as well or make your chainsaw bump, this sounds more like a fix map issue than a fix killer issue...

  • @Aven_Fallen said:

    Reasoning?

    I dont really think it is hard anymore with just getting a 4K. Getting a 2-pip was hard (even tho, still manageable when you wait until Grade Reset). But getting a 4K is not really that hard IMO. Might not work in the first game and you sadly have to slug, but not really something which needs changing.

    A good reason would for example be that you would not need to slug for the 4k anymore, which tends to makes a lot of people angry and does not really have much to do with something skillfully... You basically need to bleed someone out, hoping the other guy makes a noise or something and be lucky to get to the hatch before the survivor gets it... I don't really see how that is skillful? The survivor can literally hide in a corner of the map until his mate bleeds out and there is basically no way to find that person.

    And on the other side is not really that nice as the killer either, because you can still lose the whole thing due to being unlucky... I would even say there is no reason for it to be a 4k considering how luck based it is due to hatch and after that gates existing...

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682988#Comment_3682988

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682994#Comment_3682994

    To be fair, many Weskers like to tunnel, simply because the Infection makes it easy to do so. Once fully infected it is very easy to down the Survivor and Wesker-players know this, so coming back to the Hook means they dont have to chase that much, even if the chase goes bad for them, it will be rather quick.

    Personally, I prefer to get rid of the Infection before actually being healed, because I can loop while injured and non-infected, but I can loop less good if I am healthy but fully infected.

    @Topic:

    I would agree. For some reason the Devs think that every Killer released for quite some time needs some form of Killer Instinct, either basic or available via an Add On. Stealth is already not that viable and releasing more and more Killers with Killer Instinct which cannot be countered by any means makes it even less worth to run Stealth-Builds.

    Generally speaking many killers like to tunnel, but I admit that it is a bit easier on Wesker than on others.

    I mean sure, but it is probably safer the other way around. Especially if you don't heal directly under hook. Due to his huge terror radius you should get a fairly big warning that he is returning.

  • @Royval said:

    The perk is a shell of its old self 100% but I feel like it’s pointless to ever run it anymore.

    It still does it's job? It pushes survivors towards you, it does that now just as good as before... However I do agree that the change was not really necessary though.

    Corrupts job is just to make survivors walk towards you in the first few seconds of a match, and that purpose gets full filled just as good now as it did before.

  • @NovaKane said:

    How many times have u played against a Wesker that immediately came to u after u were unhooked and used a vaccine? Remove his killer instinct, he is perfect without his...I gotta win no matter what.. mentality. Killer instinct is making him tunnel far more then the Nemesis meme. He doesn't need killer instinct for vaccines

    I mean maybe don't just use the vaccine directly under hook? But go away from the hook heal and then use the vaccine? No offense but if you give him information about an injured target that can tunneled that easily you really cannot complain if he does.

    I dont think the killer instinct is that much of an issue.

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682274#Comment_3682274

    Whatever you say champ, drop it. The billy buff was a dumb move.

    Sure buddy... Let the hardest killer in the game be below average... Sounds like a way better idea :)

  • @GeneralSkien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682275#Comment_3682275

    Once you know the killer has it, you can use the speed boost to go to a zone with a good amount of windows, by the time the killer catches up, dissolution is gone. 25 sounds like alot, but 20 seconds is absurdly short.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682477#Comment_3682477

    The idea of the scream isn't to hinder the survivors, but rather give Experienced Solo Que survivors, a slight warning that the killer has it, while allowing the killer to get value from it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682525#Comment_3682525

    Its like if Spirit Fury has a warning. If it did it would be absolutely useless as everyone would pre drop. The counter for dissolution, is to wait out the timer, which is very short, and very difficult to get value from since you can just hold "w" and ignore the entire perk. Even Killer, like deathslinger, and wraith which are really good at zoning struggle to activate it due to the warning.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682537#Comment_3682537

    I meant to say 25 amound all levels, I worded it incorrectly, only the buffer changes per level.

    I dont think most maps even offer such parts where you can just loop the killer for almost half a minute without using a pallet.. I don't know, I really don't like the idea of being out in lose lose situations...

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