Archol123
Archol123
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570126#Comment_3570126
You realize that half the killers are m1 killers right? And they all are viable with the right build just some less than others at high level play. Saying "just don't get hit" when the odds are stacked against you on purpose is brainless response.
They all have a power that allows them to get a hit/down... They are either stealth and can sneak up or have a power... Just because they are m1 does not mean they have nothing... The odds are in favor of you if you know what you re doing... So maybe think first before you call something brainless...
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569785#Comment_3569785
It's not about "dislike" it's about balance. He has very strong map pressure, high mobility, aoe one hits with add ons and no real counter other than "heal" which has been gutted for survivor. He's really hard to loop more than a few seconds when in power and has a charge ready after every chase/hook.
That is just not true, he needs to earn his power, when played against properly he looses 2-3 gens before getting his power. His counter is looping and playing safe when he does not have his power and basically using the fact that he has limited turning while in his power to dodge it and besides that loop rather normally or in ways he cannot turn...
And healing with other people did not get touched, just healing with a med kit...
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569791#Comment_3569791
Except he gets a notification when you predrom pallets and or breaks them as he comes across them before chase even starts. Not sure how you think that's a good strat?
You are not supposed to ore drop pallets from a mile away? Serious question: Are you new to the game? Because if not how are you not familiar with what the term predropping means?
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569845#Comment_3569845
The way healing has gotten nerfed to the ground you'll never get a gen done vs oni with any anti healing perks like sloppy, thanstaphobia, etc.
I think once he hits power blood orbs on the map should all disappear and once he ends power they start pooling again from injured survivors.
If you manage to get hit by a pure m1 killer like Oni without his power that's kind of on you... Also thanatophobia does not influence heal speed does it? So the only thing is sloppy... Come on man...
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Bring back old Billy, fairly simple.
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@OrangeBear said:
Not sure if im missing something but doesn't the new iridescent videotape pretty much make her like her old version?
Basically yes, but it does not give you the 0 s teleport cd back, which seems to be his main complaint.
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@Clockwork_Enigma said:
This character is falling into decline with their playstyle now that Xenomorph exists. I think it's time Nemesis gets some love and receives what I believe would be perfectly fine changes:
General Changes
- Buff: Mutation now reduces the recovery time of Tentacle Strike by 0.25 seconds every tier.
- Buff: Tentacle Strike's hitbox is now more elaborate and accurate to the attack itself, allowing Nemesis to better hit crouching Survivors over certain obstacles where it looks like it should hit.
- Buff: Tentacle Strike movement speed is now 4.0m/s across all tiers.
Add-On Changes
- S.T.A.R.S. Field Combat Manual: Survivors being chased by zombies now trigger Killer Instinct.
- Adrenaline Injector: Hitting a Survivor with Tentacle Strike increases movement speed by 5% for 10 seconds.
- Tyrant Gore: Zombies can resist 1 pallet drop on them, stunning them for 15 seconds. The next time a pallet is dropped on them, they are destroyed. Destroyed zombies return 7.5 seconds faster.
- Serotonin Injector: Grants Undetectable for 15 seconds when a Zombie is stunned or destroyed. Footsteps are also quieted by 50% during that time.
- Licker Tongue: Reduces the duration that Survivors are granted a speed boost upon Contamination by 50%.
- NE-a Parasite: Contaminated Survivors now reveal their current action to Nemesis.
- Jill's Sandwich: After a Survivor uses a vaccine, their aura is revealed for 15 seconds.
- Iridescent Umbrella Badge: Removes the ability to mutate, but grants Nemesis the ability to injure Survivors with Tentacle Strike.
These changes would be fair to give him and wouldn't completely alter how the game is played (aside from the NE-a Parasite's effects), but would give him a significantly higher boost in what he can do in the game and fixes many of the problematic add-ons.
Give him some love.
I think it somewhat misses the point tbh... As pointed out before the reason why Xeno does better is because of map mobility and maybe a little bit the ability to hit over some things Nemesis can't, however Xeno cannot destroy pallets with his power.
When we look at this and take your change into account that the cooldown would be reduced by 0.25 seconds every tier, so I guess only 2 second attack cooldown left on t3, that would be massive. Safe the best for last with 8 stacks makes 1.62 seconds recovery out of the 2.7 seconds base (I think), 5 stacks being a reduction of 6.75 seconds, which is around the amount you get with that basekit change, I think that might be too much, you will just not gain distance at all against him.
As for tentacle strikes hitbox, I think this is more about the hitbox of the objects than the tentacle itself, but sure would be great if you could know easier whether or not you will actually hit someone over an obstacle.
I don't like the 4.0 m/s, because holding the tentacle for longer is not a good play and you get somewhat free zoning if you don't loose distance by holding it up, therefore I don't think this is a good idea.
Most addons seem to be fine, but it kind of goes besides the issues, the zombies themselves are just too inconsistant and not really that valuable over all... I would appreciate different ways to get rid of zombies, that maybe involve teamplay like some boxes you could open to get a special weapon or something with which you can eliminate/hinder the zombies. And also make them more usefull, so you can either get slowdown if people want to get rid of the zombies or they just offer more value than right now, that would help a lot I think.
15 seconds is a whole lot of aura reading, but then again you might be on the other side of the map so well...
The Umbrella Badge seems like a terrible addon, you keep 5 m ranger and don't get the pallet break ability, which is probably the most important thing about him.
The changes would make him stronger, I just think it should be done in a healthier way...
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@okaayletsgoo said:
Onis Demon Dash needs a change to it or the blood orbs that drop from being wounded need to dissipate after a certain amount of time because the infinite demon dash oni is just impossible to play against.
I think either he needs the billy treatment and gets stunned or slowed when slamming into objects while dashing, gets much less mobility while dashing or the blood orbs dissipate after a certain time and add-ons can extend that time to balance.
As it is I think oni is a little more on the busted side than the balance side but doesn't need any drastic changes just subtle ones that would make him less seemingly infinite one hit down that can cross map in seconds.
I think when he is in his power additional blood orbs don't spawn, not sure on that one... Oni is a killer that basically has no power before he gets at least one hit, just delay that one hit. His power is as strong as it is because it is time limited...
No killer should get the billy treatment, they butchered him way too much... Oni is fine as he is...
Also I don't really know what you mean by unlimited power? Because you could just heal and play stealthy while he is in his power and there is certainly much you can do against him in chase, watch some good players or guides.
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@dom234275 said:
With the popularity of the game seemingly increasing I have an idea I'd like to share. I have started recently but come from FPS games and have found DBD really fun in a lot of ways. I'd love a ranked Playlist or something of the sort, where killers are bound to certain maps and perks and items are restricted to make things as competitive as possible. I know there are a lot of difficulties with DBD ranked but I think there's a lot of opportunity for it! Thank you for taking the time to read and for the work already put into the game!🙏
I mean you could go into the comp scene to get all that, but I don't think BHVR will go into that direction so :/
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569518#Comment_3569518
For me personally the old one was more fun, I agree that she is stronger now, but the things I liked, were changed to make her stronger in a way I don‘t like to play and if you don‘t play with the condemned, she is far weaker then before.
The things that made her fun for me was that you could teleport instantly and could just switch targets as you wished.
The cooldown doesn‘t seems long, but I doesn‘t allow you to play like before also the TVs get constantly disabled, because of the condemned/tape rework.
It‘s not really that she is weaker now, but it doesn‘t feels as fun to play her anymore.
Often when I play against her she always hits me, when I got a tape and that repeats. Then I want to get rid of the condemned and she finds me in that time again and I get killed.
If you don't go for constant teleports to condemn people you still have build in slowdown, because people need to grab tapes eventually and when you m1 them gain condemn. You canno be stunned during the demanifested state which can help in chase. And your cooldown for teleporting is like around 8 seconds, that is really not that much... Even if you don't go for condemned she is stronger than before.
I mean 8 seconds is really not that much...
If someone disables a TV though you somewhat know that they are close to the tv that was there, so you even get some form of information of the whereabout of survivors...
I don't really understand the last part... Her chase didn't get much better, so if she hits you now, she would have hit you before as well... If you have a tape she hits you so you can get condemned again... Like not getting hit here is not that hard... Without a specific addon get rid of condemn is really easy, it just takes a few seconds, which is basically the goal, consistant slowdown... Just be more stealthy about the tape I guess? I don't know what to tell you there, that's a problem I never had...
I would however say that I would like it if her temporary invisibility got somewhat stronger without getting unfair, just so you can actually outplay loops with it more consistantly.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569249#Comment_3569249
"Being available to do so"
If slugged, hooked camped or maybe even in chase you would not be affected by this.
And how exactly does this prevent people from giving up on first hook? Because when they are on hook they are not able to gain further BP... So unavailable in your sense...
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568504#Comment_3568504
So did some testing with friend, to see how it really works
-when I am standing next to the hook, it takes around 20 second for AFC to trigger (after that first delay)
-any survivor (standing, downed, carried) stops AFC completely
-16 meters is max range +/-, but progress is not same on all ranges (more distance less progress), so if I just stand at 16 meters, you will definetly not get out during first stage (probably won't trigger at all)
-AFC didn't progress when I was on different floor
Yeah the last one makes basement camping still an issue, because it does not really matter that you don't need to facecamp them when there is only one entrance.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569478#Comment_3569478
I never played the condemned playstile before the rework and now if you don‘t do it. It punishes you for not wanting to tp somewhere, where nobody is.
I personally find it annoying that you have to grap a tape as survivor.
Before the rework I teleported somewhere to find people, because there was no cooldown and now most of the TVs are disabled and I have to walk there.
I liked it far more that you disabled the TV if you wanted to and then you took a tape and she couldn‘t teleport.
Also after the rework they made only the condemned playstile better and everything else worse, except of the undetectable and that you can’t get stunned in her ability
It does not punish to not tp? If people play correctly they have a tape anyway, and if they don't you still get to decide if you want to chase or condemn them.
It does not take much time, and adds some game delay, also it really does not take long, so I cannot really see it as annoying, also nobody forces you, you can just tank the condemn if you don't want to...
So you just teleported around aimlessly, and that is something you miss? Ehm... ok i guess? You can still do it to some degree, just have to wait like 8 seconds or so after you demanifested... So it is really not that big of a deal...
I mean you can still do that, so what exactly is your point here?
They gave her more overall game delay by spreading the condemn on all survivors and forcing to pick a tape to get rid of it, which gives you some slowdown, also they removed the ability to do the slugging condemn thing via the addons... I don't agree with your evaluation on what got changed. What even is everything in your mind here?
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@jonifire said:
I really liked her old kit she was my favorite killer and she was so fast and good in map control.
Now with the Tv and tape changes most of the time the tvs are disabled, so I can‘t really use it as many times like before (also longer cooldown).
I really want her old kit back!
The new condemned playstile isn‘t fun on killer and surivior side.
Her old condemn playstyle was far more annyoing, especially since all you need to do to avoid getting condemned is grabbing a tape... It is far less annoying to go against and provides some slowdown for her by affecting everyone if they don't grab tapes... Also I don't really see how a 10 second cooldown is too much here, unless you want to just tp around the map without much thinking.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568274#Comment_3568274
yeah but his stagger if he misses is short i think thats what the post maker means
Is it though?
So I guess "Final bound elapsed cooldown" means you used all your charges but did not hit anything So you get slowed down for 3 seconds to 57.5%, which is a lot...
And you have the same under "Chain bound window elapsed cool down", where you have the exact same slowdown, also 3 seconds to 57.5%...
I don't think that is short...
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568774#Comment_3568774
The problem is that isn't always the case. I can't tell you how many times Wesker has grabbed people through windows/pallets, around corners, and through walls (both as and against, I had a Dwight get hit by my power with lag hits for both hits in a row and he DCed, and I couldn't blame him for not wanting to play when the game isn't working correctly.). When you have a 4-lane as the edge-map Jungle Gym, and a VPN Wesker, you are going to round the corner on your screen, then he is going to teleport you backwards 5m into his loving tentacles, and get thrown into the edge-map wall. The Killer should have only had a wall slam on a second dash more towards the center of the map, but you get a scam hit that throws you into the corner instead, and there is nothing you can do to counter a VPN/mismatched server Killer like that. It even doesn't have to be a 4-lane, it can be certain rotations of any Jungle Gym. This was a particularly bad lag example that just shows how busted his power can be with lag, as only Huntress can reach similar heights.
As far as sound cues, similar to visual heartbeat, I think powers and gens should have an icon when the sound cue is supposed to play, that way Killers can 'hear' worked/passive/regressing gens, and Survivors can 'hear' power windups even when the sounds are bugged. That way everyone can have the proper knowledge they are supposed to. I would extent this to sound cue subtitles for everything like *locker opens* *locker closes* and so on. This would probably disproportionately help Killer, but everyone having accurate information is more important imo.
Yeah, stuff like that happens, but that's not really an issue with Wesker, but with high Ping, high ping makes the game basically unplayable regardless, with imput delay and whatnot... So I don't really see that being especially bad on wesker?
I somewhat agree but then again I like it that there is something to look out for or listen to that makes the difference in skill levels of players, it should just work all the time and not be as buggy.
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@Sava18 said:
Remove self unhook without deli(please don't mention luck builds as they are either hard throwing or strong with a full stack)
Make it so after you have 50 hours in the game, getting less than X bloodpoints after X time while being available to do so results in a penalty. EX: You have 500BP a min as a survivor at 5 min? You are not even remotely playing the game.
It's possible to make it so people can't baby rage quit the match, people just don't get it.
"If PeOpLe DoN't WaNt To PlAy ThEy WoN't" yeah no. Make them eat the mediocre DC penalty at least.
Soooo what happens if you just get downed and proxy camped for 2 minutes by huntress with iri head? Or get a lugged for 5 minutes? I don't think this idea is good... There will be games with even experienced players where you won't get enough BP for your system.
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@LatexT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568957#Comment_3568957
Hens clearly reeled in close enough for a hit, but the lunge attack itself ended prematurely. Probably some hitbox issues that have to do with the stairs, I'm not sure. You can tell the lunge is shorter than normal, and that's the cause of the miss, not the chain duration or movement.
The 2nd time is not that close to the stairs and for me it looks like a full lunge, so I doubt that..
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https://youtu.be/r-fReILflsM?t=331@LatexT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568742#Comment_3568742
Slinger can absolutely get a hit from 18 or 19 meters away, granted the chain doesn't collide. The problem arises if you get an 18m shot, and while the spear is flying, you move backwards before it hits. This increases the total amount of distance you have to reel, which, as you said, may not allow you to hit if the chain collides for even half a second.
This is the clip I mentioned before by the way, to show you bots have different reeling movement and therefore can't be used as an actual test. https://medal.tv/it/games/dead-by-daylight/clips/1z0vIXUgmXBNCY/d1337Sm9AVk7?invite=cr-MSxMeTMsODAzODQxMzUs
Also the increased range was not made solely for reeling purposes; its main draw was being able to injure someone from even further away by letting the chain break, if you have to defend generators, a hook, or if you just don't want to chase. So many shots and so much pressure I could have gotten if the chain was 2m longer.
The oblivious and broken addons are for passive pressure, not chase or stealth oriented, so I think they are fine as they are.
Video at 5.30min
So your explanation for not hitting the survivor two times despite no collision with anything at all would be he moved back to early? And that splitsecond of moving back gave so much distance? The first shot was probably not even half a meter or something small like that so I don't really believe that.
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@Vampwire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568040#Comment_3568040
You bring up a good point. I think letting those ones stay up regardless is fine. Noed already shows you where its at once somebody goes down anyways.
Yeah but what does Haunted Do? For the hex to show up it needs to take effect... Soooooo what exactly shows up for you to see that? And does only one survivor need to discover a hex?
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568531#Comment_3568531
I do consider that to be reason enough. And at the end of the day we are talking about a "Sloppy Butcher" Addon which is not too strong imo.
You consider 1 second difference enough? xD Just no buddy ^^ There is no way that is "much longer"... Not even close. Sure he has better addons, but then make a proper argument for it... It is obviously not map control that will convince anyone, if the difference is a lousy second at best.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568274#Comment_3568274
You recover the charges during the animation ending, and the CD is reduced the more people are infected. With a throw in a corner being a 5s CD where you can still move to cut them off from reaching the pallet/window with minimal slowdown, you often have a charge fully recovered by the time they reach the jungle gym (if you weren't able to cut them off in the first place which is more often the case). Also the sound cues for the cooldown starting instead of using the 2nd bound are very quiet, and knowing DBD, are bugged silent more than half the time, similar to the silent Nemmy tentacle.
Honestly the issue is more the lack of an obvious tell, than the CD itself. If they were to touch the CD though, all power CDs (across Killers) should be normalized to start recovery AFTER the usage CD. I don't know why Nurse gets to recover during Fatigue, Blight gets to recover when breaking a pallet/wall (but not normal hit fatigue or all tokens used fatigue), and Wesker gets to recover before he has even retracted his Uroborous Tentacle. Its even more odd since Killers like Legion used to not recover during fatigue, and instead of normalizing to no fatigued CD, they decided to partially normalize to recovering power during fatigue, which hardly helps a 20s Legion CD, but massively helps a 6s Nurse CD.
Sure, but when you get thrown in the corner of a map then you already played it wrong, because most corner don't have anything to loop, so the wesker successfully managed to zone you, soooo how exactly is doing good on the killer a problem with the cooldown?
Yeah most sound cues just don't happen all the time, huntress wind up noise, slingers aim down sights and so on...
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They should just stop putting all actions on the same buttons without the options to put them elsewhere, come on it is 2023 this is not that hard... It just lazy at that point...
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568152#Comment_3568152
It doesn't take more than 3 seconds to snuff a boon. It takes a heck of a lot longer to bless a totem.
Killers time is more valuable than that of a single survivor, the process of walking there however is much longer... Sure if you just happen to walk by it and are not in chase it might be worth it, but not otherwise... That's the whole issue.
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@LatexT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568478#Comment_3568478
The game currently uses "The redeemer's shots" as a shortened version of "survivors hit by basic attacks while speared", so I kept the same description.
The prison chain is a great addon. Testing on AI gave you a wrong result as bots retain full control when being reeled and therefore have different timings. Like spearing one 18m away won't allow you to reel them in for a hit, unlike a real survivor. I have a clip if you need an example but I'll post it when I get home.
The oblivious effect is so that you can come back later for that person who broke the chain unnoticed, or to gain the advantage in a chase if you can break los. It's not stealth per se.
The broken effect is to keep a survivor injured for longer when they break the chain, so most of the times when you are not actively going to chase them. And staying injured against Slinger is a death sentence.
I appreciate your addon idea, I actually had the same but ultimately scrapped it, as it would need to be an iridescent or purple, and it's not really an interesting effect.
For the reeling in at max distance, I don't think it is possible, I have seen a clip of Hens hitting someone on RPD with nothing that breaks the chain faster in between and he was not able to get the hit before the chain broke... So if that's the thing you wanted to prove with a clip I don't think that will work.
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@artblizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568298#Comment_3568298
OK, let's go, firstly, ignorance is not necessary and secondly, I am not forced to spend money on an assassin that I have no interest in playing and I already know how it works from YouTube and Twitch to show me how the character plays, and I mean, Wesker doesn't seem to have a cooldown since in the game I made him make a mistake, I covered a considerable distance and he stayed close to me, in another he jumped over a pallet and managed to damage me in time, that is, it's fair the character doesn't suffer these consequences with the power where even if it doesn't contaminate you, it can reach the right distance to cause damage to you? I already mentioned this there, I'm not a professional and maybe I could be wrong. But is this ignorance necessary?
Dude it is 12 seconds, so your feeling of a non existant cooldown does not really matter... It is 6 seconds per charge and gets decreased the more people are infected... What do you consider considerable then if he was able to hit you close after?
I don't really see what you mean there, are you saying he should be slowed down massively after missing his dash? That would basically remove its capability for map traversal...
He get's slowed down rather much, or how much do you think is a good amount?
As for the ignorant part... If you get told the concrete number and still insist on your feeling it not being a cooldown at all, that kind of fits the definition, soooo don't know what to tell you there buddy.
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@Yamigoops said:
I had a Skull Merchant hold the game for over 30 minutes by holding a 3 gen from the start. The gen rng we got was horrible and was so tight we couldn't play around it with the drones and lack of tiles. If you could do something about crappy gen placement or the fact that Skull Merchant can still hold a nasty 3 gen, that would be awesome. I really enjoy this game but still getting 3 gen Skull Merchant despite her rework is frustrating.
How exactly does she hold the 3gen other than any other killer? Her drones dont detect you when crouching or doing the gen? So you can just sneak there to do it? Seems more like a general 3 gen problem to me and not really skull merchant specific.
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/394879/deathslinger-add-ons-pass
Only Change I would make is to the Honey Locust Thorn Addon: Make it so it applied Mangled and Haemorrhage since you are a 110% Killer, that need more slowdowns in these matters. You interrupting Survivors takes much longer than the typical 115% Killer.
Big Fan of your ideas!
A 4.4 m/s killer is only 20 cm/s slower... So for map traversal to be even one second slower to reach a specific point in the map it takes 22 seconds... which is a distance of around 90m ... You can walk across the entire map, basically every map and you are only one second slower to go there than a 115% killer... So if you consider 1 second more to interrupt a generator "much longer" than sure, otherwise no... So that argument doesn't count dude.
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568335#Comment_3568335
Downed survivor only slows it down, carried survivor stops it.
But even in the slowed down version it is basically so slow you can camp a full stage without giving them the ability to self unhook...
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@TheBoop said:
New AFC feature is already quite anti snow-ball. You can't contest one hooked, one downed survivor.
I thought with a downed survivor underneath the hook the afc timer stops? Doesn't it? Did that get changed?
If not it should be somewhat possible to contest that...
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I mean adding basekit mechanics can give the game more depth, I don't think this particular idea is good though... But besides that, adding side objectives, adding basekit mechanics that get rid of unfun or too easy to do stuff on both sides seems not to be the worst idea, putting it on perks however is horrible...
I mean, why would we not want to add stuff to the basekit? There is so much cool stuff we could add to it that gives more interaction, more decision making and so on and so forth. I mean changes to the basekit of the game in the sense of new modi or new interaction are always welcome, for example this haunt world we have during the event is something that could be utilised, ofc not in the way it is currently, because it offers barely an incentive for the killer to ever go down there... But I'm sure there is a fun thing to do with the concept of having a map in the map... And in general basekit stuff that closes the gap between swf and solo is always welcome in my mind as well, a ping system, a chat wheel, a voice chat, whatever it may be... Because then we have a level we can balance around.
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@artblizzard said:
Guys, I could be wrong, but it seems that Wesker has no cooldown or punishment in his power since in my games I made him make mistakes and even made him use his power in the wrong way and even so he still managed to hit me, I honestly don't I like him in the game because the character already has the techs, the contamination, and now it seems that his cooldown is almost non-existent, in my opinion his recovery should be greater and more punishing when he makes a mistake but that's not exactly what happens
Doesn't he have like 12 seconds cooldown if both charges are used? That's not really non existing..
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@[Deleted User] said:
Boons are breakable, Shattered Hope. Unless you mean can't be used on another totem.
Base kit mechanics instead of perks... They used to put everything behind perks and that is just not a good idea most of the time... If boons were stronger than they currently are it would be more problematic, but right now it has some time...they should either introduce a cool down for booming or make it have charges or let it take longer the more you used it (on the same totem) to prevent just spamming it... Because the kler has to waste so much time to get rid of it, it is oftentimes not a good trade for him despite being valuable for the survivors.
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@[Deleted User] said:
Hexs are bad yes but I still use Ruin. To slow the game down just a little bit.
What is Monto doing these days? ^^ He was back for like a week last year and then disappeared again...
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@WilliamSN said:
https://us.v-cdn.net/6030815/uploads/X1E17J57RIOS/rdt-20231022-1351296910343722231859884.jpg
A year ago someone compiled hook and pallet densities.
If we assume the average map is 10k sqm in size and the average hook rate is 10. You get a hook rate close to 1 hook per 1k sqm.
Now if we take into consideration that edge map hooks see considerably less usage when compared to more centered hooks due to the nature of the game progressing, which results in even though you have "10 hooks to use" only 4-6 are actually valuable and usable hooks.
Id honestly argue there isn't *enough* hooks in the maps since for example, a hook on side A of suffo pit will never see use when all the action happens on side B.
A bit off topic but jesus the pallet numbers on borgo, eyrie and so on are kind of insane...
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There are already many areas where you can only access one hook and if that one is gone you basically have to bleed out people because you cannot reach a hook if they struggle... It is map dependant, but overall I don't think we need less hooks... Also I don't really see how there is supposed to be a connection between hooks and pallets that would require to add more pallets??
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@11d3 said:
Since the anti camping update and this stupid Halloween event do you guys think there should be something for rewarding the killer for killing someone on hook.
I think that if someone dies on hook, then that area around the hook up to how many meters becomes a dead zone for the survivors. All windows and pallets in that area will become unusable for the remander of the match. It will be like the entity rewarding the killer for killing someone on its hook. Kinda like the early version of this game where once a gen gets complete that map starts to clear out and you used to see lines as the world is falling apart.
Literally the killer side is laughable right now cause of all the chances that the survivors get. Adrenaline, background player, balanced landing, boil over, boons, borrowed time on top of the new anti camping, breakout, corrective action, dead hard, decisive strike, desperate measures, guardian, friendly competition, head on, hope, left behind, lithe, made for this, mettle of man, no one left behind, overcome, overzealous, prove thyself, reassurance is now useless, saboteur, smash hit, sole survivor, soul guard, sprint burst, unbreakable, visionary, wake up, we'll make it, we're gonna live forever.
Now keep in mind there are 4 survivors that require 2-3 hit depending on how they build and need to be hooked 3 times, on top of that they can bring items that can help boost their perks. The killer is just one person with one built in unchangeable special ability and only 4 situational perks that can also be cleansed if they are a hex which glows for whatever reason.
I think BHVR should do something for the killers by either having the area around the hook that the player died on become a dead zone throughout the entire match and the killer DOES NOT NEED A PERK FOR THIS TO ACTIVATE IT SHOULD BE BASE GAME LIKE HOW THE ANTI CAMPING IS, or BHVR should make hex totems look dull as well to give the survivors a second adjective, cause with this anti face camp they can gen rush all they want and not have to make a choice at all anymore.
What's your guys' opinion about this.
Are you just naming random perks? I don't think it is a good idea to make a part of the map useless with this hook feature...
Boilover really is not that strong, balanced landing did not get changed in years, so why is it problematic now? Boons are mostly not really strong, people barely even use them. Corrective Action is a horrible perk that nobody uses, why exactly is it a problem? Friendly competetion is god awfull, it saves you a maximum of like 6 seconds or so... This perk is complete garbage xD Head on also didn't get changed, maybe even at all, and it is probably the weakest exhaustion perk.. Left behind only activates when you already one, so where is the issue here? Sure we can debate about hatch being a stupid mechanic, but that perk is mostly useless... Lithe is the same for years now... I have not seen anybody use no one left behind in like ever, in more than 2500 hours... Sure its effect is ok, but it only activates when the gates are powered... Overzealous is not really the good, the additional speed it gives you is basically negated by the time it takes to cleanse a totem. Decisive strike gets barely used, because the 3 seconds is not really much, considering it starts ticking down before you can even move. Prove thyself saves you like 4.5 seconds on a gen or something ridiculously low like that... Smash hit is definitely on the weaker half of exhaustion perks. Souls survivor is similar to left behind whereas it does not help you at all in winning, only lets a single person escape through hatch, which is irrelevant anyway. Visionary is ok but nothing more. Soul guard is practically irrelevant because nobody uses hexes right now and the endurance effect is on other perks but better. Wake up saves you only a few seconds and might help in a gate standoff after hatch is closed but thats it... We will make it is really decent but barely anyone uses it. And we're gonna live forever is ok but same, nobody uses it...
I don't really see what is supposed to be problematic about all those perks? Sure a few of them are really strong, MFT is problematic for sure, but basically all the other ones are ok, the ones i mentioned before in particulary don't get used or are just bad perks/not as good as others... So I don't really see your point... What do all those perks even have in common?
Just don't facecamp someone and they still need to get the unhook, what's your problem exactly? Also yes secondary objective sounds great... Finally something else than holding m1 on a generator for 5 mins...
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@Vampwire said:
Currently, moris and hexes are kind of useless in normal gameplay. Hexes have been replaced in not only utility, but concept too by Scourge Hooks. Playing the role of a potentially powerful perk thats dictated by the risk of rng.
Moris themselves are mostly used for trolling or tunneling, since they remove the ability to save the survivor on their final hook. Leaving them in an awkward spot where they aren’t at all “overpowered”, but still somewhat problematic for the game’s health.
What I propose are very simple tweaks.
Hexes: Hexes only become visible once they activate. So for example, when Hex: Ruin regresses a generator, a totem will then light up. And as for other perks, such as Devour Hope, they light after receiving a token.
The idea behind this is to give them a grace period, and to ensure you get at least *a little bit* of value. Hopefully they will come back into play with a change like this. It’s already been shown to be possible with Face the Darkness as well.
Moris: These are suppose to be cool flashy kills. As I stated they unfortunately aren’t used in very fun ways. They still feel very satisfying regardless. For me, Devour moris are the most satisfying of all. You must work to earn them. I think this design philosophy would make them feel better for everyone.
My suggestion is to make them an incentive to spread hook stages. After about 6-8 hook stages (I can’t decide exactly how many would be best, but somewhere around that range) all survivors can be mori’d. Then, offerings would lower the number needed by a small amount.
This won’t stop people from tunneling to get it of course. But I imagine if the killer tunnels enough survivors to get the required hooks, the game is already over.
I’m thinking of going over some survivor mechanics if I decide to do this again. With a focus on maps and keys, maybe even boons.
So NOED stays activated from endgame because of the 4% bonus speed? And what exactly would haunted grounds do? Or Deathslingers Hex perk?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566932#Comment_3566932
I was more thinking about in fights, my example would have been sc2There are 3 differences between RTS games like Starcraft and DbD in this context.
1: Most RTS are generally decided by one big event (a battle, base attack, etc.). Skirmishes/intel gathering during the game are meant to sway the odds when the big battle comes. DbD doesn't have one big event, instead it has lots of chases over the course of the game. The killer winning the chase doesn't win them the game, they have to win quite a few.
2: DbD is asymmetrical as a 4 v 1. The killer has to be stronger than survivor in chase to differentiate between the team sizes. How much stronger is a balance issue. Instead of bloodlust maybe they could increase the base killer speed to compensate, but I think that would be way too powerful.
3: As the game progresses things tilt in the killers favor. Pallets are lost, fewer gens to defend, items disappear, etc. Bloostlust and windows blocking are a similar concept that reflect killers getting more powerful as things progress. It both works as a gameplay mechanism, creating situations were the killer has to decide between breaking a pallet or running around it, a balance issue, as well as being thematically appropriate, the longer a chase goes in a horror movie the stronger the killer tends to become.
Sure some games get decided by a big battle, but what exactly does that change? The work that is put in before to weaken the enemy or get a better position counts as well... And in no scenario do we have this sort of looser bonus, why even.
Nothing new on the asymmetrical part, the point stays that it is a mechanic that rewards you for playing bad/stubborn, to make you feel better about your lousy chase or the poor balance of the game, does that make it a good mechanic? I don't think so... Imagine having something similar on the survivor side... When you get hit too often in a short amount of time you get increased movementspeed... Sounds just as ridiculous...
The window blocking is not really part of that... It was introduced so you cannot vault a super strong window infinite amount of times... It has nothing to do with the "the killer gets stronger the longer the game goes" theme... That is more about ressources being limited the effective map size being reduced with gens getting done and so on. Bloodlust also does not fit in this theme, because to aquire bloodlust you have to do so poorly in chase that you're not getting any progress out of it... You're not destroying pallets, you're not getting hits on people and so on... So how exactly does it fit in the theme?
This is not about something thematically fitting or not... You can have the most fitting thing ever, and in the game it might still be terrible... Think about the first Alien chase music, it was probably really thematic, but it was terrible to listen to... The gameplay is the most important thing about a game, if the gameplay sucks, why on earth would you continue playing it? If you're interested in the story just watch a let's play or something like that...
Imagine any other game, and your opponent just gets a bonus because he is bad... Do you think that is a good concept? Like in general?
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567515#Comment_3567515
I mean it is nice to have a hex that’s ensuring gens are being regressed 24/7 until it’s cleansed but I’m still not a fan of how it self destructs when you do 1/4 out of your main objective
atp just use pain res (like yeah 4 max uses aren’t that good but atleast it benefits you for the majority of the trial) or any other gen regress perk like PGTW
That's not really accurate... depending on hook stages you are way over 1/4 of your game, also when there are only 2 people left the game is basically over already.
Sure pain rez has only 4 charges but regresses up to 100% of a generator, while ruin can potentially do even more. New pain rez is basically a more consistant variant of the old one, less max potential but on average probably more regression than before.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567248#Comment_3567248
I don’t think ruin undying works anymore especially with the nerf ruin got last year which makes it self-destruct once a survivor is dead by any means
It sure does, during chainhunt you basically cannot work on gens and if you keep it going it makes the gen regress every time you get hit by a chain, sure it is not as strong anymore, but it still works fine.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567043#Comment_3567043
No, thats .4 seconds the attacks hitbox lingers. Its why he's able to drag tech and hit around short loops by looking down after a bit
Same with Nemesis, with the exact same phrasing in the wiki, like I mentioned before, would have been my guess as well..
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@SweetLikeDonut said:
So we can all agree that cenobite has a lot of pressure, right? I want to maximize that. I dont care if its a good or bad build, I just want to build up pressure and control the game as much as possible. I want a build that irritates survivors and can pressure them to the point of making mistakes they usually dont make.
No, I do not aim for a toxic build, I aim for builds that best suit their respective killers.
And here comes my question: which killer perk pressures you the most?
I am not asking for your most hated killer perk, I am not asking for the perk that annoys you the most, I am simply talking about pressure.
Thanks in advance and have a good one.
I guess something like Sloppy Butcher and DMS? So if there is a chain hunt you cannot really do much? Maybe with Ruin undying instead of DMS? And then you need to keep the chain hunt going?
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566884#Comment_3566884
Corrupt is good, but I prefer lethal pursuer. Typically 3 people spawn together, and you can break them up easily, but lethal adds value all game. Currupt is good,and the early game benefit can snowball, but I like fast killers and dropping someone in 40 seconds makes me feel sad when corrupt ends
But then Corrupt has already achieved its purpose... The survivors moved towards the smaller part of the map where the not corrupted gens are... So even though it is limited the perk did not really get that much weaker with the deactivation condition.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567061#Comment_3567061
https://us.v-cdn.net/6030815/uploads/ZQZHIEK6GA9C/image.png
When the most average reaction time is around 200-225 ms, Im pretty positive you can react close to 3x to the xeno tail strike.
Also are you trying to imply pressing A or D to dodge is "more than a single button"? cause that has me extremely confused as to what kind of button combination you do to move sideways.
I was referring to that...
So... yeah... When I said only a button I meant that the effect has to basically take immediate without dealy to not be out of window... When you press a button to move you are not immediatly out of the area of effect, it takes some time for your character to get there...
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567030#Comment_3567030
Doing gens alone is not inefficient, its actually the most efficient way to do gens. When I started my DBD journey in 2021 a typical game would play out like this: I find a survivor, chase, I down them eventually, meanwhile one gen pops, hook. Rinse repeat. This would go on for a while and things would be rather casual till the 2 gens mark, when things got spicy: the playfield had shrunk, the survivors had accumulated a couple of hook stages each, someone might have been on deathhook or not.
But now the game is in fast forward mode, the survivor playerbase as a whole learned, opposed to a couple of "good players", that splittin up on gens is way more efficient, so most of the time survivors will look for their own gens at the start of the trial and stay there till its done or the killer chases them off.
In theory there is nothing bad about good play choices, but the game is straining under this ultra efficient gameplay. Even with Lethal Pursuer and a good first chase chances are that two gens will pop by the end of it, sometimes even three. Whats left of a trial at this point? Sure, the killer can always make a comeback, but 1 hook vs the first 3 gens done is a ratio that allows only one response by the killer: tunnel that one survivor who got hooked and leave them no chance to escape, because if they do, they can just sit on a gen like everyone else.
I don't believe that an anti-proof-thyself is the best solution, but thats why I wanted to start this conversation. Against so-so survivors you can sometimes chase them off a gen and they will hide till they don't hear your terror radius anymore, but against good ones, they will jump right back onto it the very second your back is turned. I guess that survivor mains have no idea how much pressure this puts on the killers shoulder and that this leads to tunneling.
Yes, some killers will tunnel at all times, no matter if they dominate or not, but even thouse who actually don't want to and who love the cute little interactions that sometimes occure between killer and survivor, these get pummeled by gens flying left and right and the only solution seems to be to actually become the monster that everyone despises.
The meta will always try to move towards the most optimal playstyle and right now thats the sub 6min game with half the survivor crew never even seeing the killer in person. Everyone always talks about this "we just played the best Billy player who totally tabled us and who didn't tunnel and camp one single time", yeah that can happen, I have had this kinda games myself, but they aren't the norm, they are the big outliers that only happen when the survivors somehow mess up big time, and only against killers who can get fast downs.
Everyone wants to promote the 9 hooks gameplay, but how can we get towards this? I posted a lot of solutions in the past about this, but I am no game designer and I am probably missing parts of the big picture. But right now the game is really straining under the pressure put on it, ie killers tunneling like their live depends on it and survivors efficiently slamming gens like there is no tomorrow. I am as open to a solution to this conundrum as the next guy and I am definitely not the kinda killer main who can't see 5ft beyond their own problems, but I got a feeling that this particular problem here isn't talked about enough.
Yeah but that's my point, if you make it so there is basically not really an efficiency difference between solo and duo/trio gens then people will just bring prove more even though it will not negate it completely it will probably be more efficient for pure gen time, ofc it is also easiert to interrupt two people if they work the same gen and so on ... I mean if the playerbase as such has just gotten better should that not also apply to the killer? If you don't bring corrupt you will usually loose 2-3 gens during the first chase, that's what tends to happen, unless you have a really good killer that ends the chase fast enough. So either we want to basically re-balance everything or this is what it is... I would rather take a look at toolboxes and decrease their potential in basically halfing gen time if used properly... There was the idea of an early game collapse that would decrease the headstart survivors get with being able to get on a gen immediatly whereas the killer has to find someone first to work towards his objective, but they didn't continue on that idea... However I think just a flatout efficiency decrease is not the way... I would rather have something more thought through.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566935#Comment_3566935
Glad you asked, here's a clip that shows how I dodged on visual cue
Question stays then how long fromvisual cue until the attack lands... because if it is 0.2 seconds then that's just not what happened... I don't really have the programm to go through that frame for frame to distinguish between what really happened first and so on... So can't really tell, but I will give you the benefit of the doubt.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567048#Comment_3567048
The point of the reddit video was to showcase the xenomorph tail windup animation, not showcase himself "dodging it".
Its plain obvious to anyone that played dbd for more than an hour that you should move out of a straight hallway tile ASAP , and thats what the reddit video did.
My other point stays and even then the time frame between him dodging and the attack going through is that small, that I would doubt it is humanly possible to reaction dodge the thing with something else than pressing one button, like deadhard for example.
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https://www.youtube.com/watch?v=xUnmq7z6ZvY@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566935#Comment_3566935
https://us.v-cdn.net/6030815/uploads/4JCH0RIW1D98/image.png
Its 0.2 to "pull the tail up" and 0.4 to actually hit, you have 0.6 seconds to move and dodge.
If you're telling me you're 3x slower than the average human, then thats clearly not a "xenomorph has no counterplay" issue.
That's also quite interesting to look at.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566935#Comment_3566935
https://us.v-cdn.net/6030815/uploads/4JCH0RIW1D98/image.png
Its 0.2 to "pull the tail up" and 0.4 to actually hit, you have 0.6 seconds to move and dodge.
If you're telling me you're 3x slower than the average human, then thats clearly not a "xenomorph has no counterplay" issue.
I think that 0.4 s is actually the time frame where you can pull the hitbox and stuff (If it was something like an attack delay I think it would be named that... Because Deathslinger has apparently such a delay and it is named that.)
Nemesis has the same thing with attack time, but it is 0.333 seconds as per wiki.
It is not about reacting to the tail in that sense but about ping as well and your imput actually being translated in your character moving, all that is also not immediate... It takes some time, so just because you can see that the attacks starts does not mean you are physically able to move out of its way.




