Astel
Astel
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- Astel
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Oh Damn
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Not really.
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Personally, I would change the position of Mind Breaker and Jolt.
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@WitchWalpurga said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590533#Comment_3590533
So the intended counterplay does not work everywhere, so it's the external factor to blame and not the counterplay design?
Of course. You should ask devs that turrets to work in Hawkins. As you know, Hawkins is the map that came back, and Xeno is released after the delete of Hawkins, so turrets don't work well in some places there. Similarly, Wesker cannot use his power in some location of Hawkins.
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@WitchWalpurga said:
@ Xeno supporters, did you play a round on Hawkins against him? I am just curious, where did you place the turrets there? 95% of the map are a turret-no-no zone. Same goes for Larry's. If the map restricts the counterplay so heavily by offering me only bad poistions for the turrets then the counterplay is not a counterplay, as it is dependent on the map. My biggest problem with xeno is that you can't dodge his tail on flat loops unlike nemesis via crouching. The Tail shoots above you,he just does some camera-magic and you still get hit while not having an animation like nemesis. Really cool.
That is Hawkins issue, not Xenomorph issue at all. I wouldn't say that was good claim to blame Xeno.
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Influential DBD streamer.
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I think it might be way too good on SWF.
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@jonifire said:
The only thing, that needs to be improved is how you get your traps quickly.
How can I change my vote.
Sorry but I don't know too... It seems changing vote is impossible.
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Is Mind breaker non-meta?
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Ignore threats and report them. You can play as you want unless you are BMing like letting survivors to bleed out.
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I think it is bad perk unfortunately. I mean, look at other perks which are that gens being completed are trigger condition. They are all not that good. I think those perks including Machine Learning could be buffed.
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Demo of course
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I think all these 3 survivor perks are fine. But Dying Light deserves some buff. Whatever, this is quite weird comparison.
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I'd like to see more zombies, but devs said that the more zombies would crash the game. The maximum number is 2.
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The Nemesis Supremacy if only devs gave him rocket launcher.
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Oh here it is.
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I think devs released top 10 killer pick rate quite recently.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588391#Comment_3588391
Distortion and Calm Spirit are coming with risks. If killer has no aura perk or scream perk, you wasted your perk slot. Distortion is limited with tokens and you need to reload them. Calm Spirit is giving you penalty for some actions. So i would not say these perks are bad design and i actually believe Calm Spirit is pretty garbage perk atm.
And again, i gave 2 options. Only one of them is suggesting remove hemorrhage. I am also asking buff these perks because obviously they are so bad right now. When Hemorrhage is one of the most popular effects in game, there is zero reason to bring one of the these perks. So i am asking to fix this problem for make these perks viable. And we can do this with 2 ways: Nerfing Sloppy Butcher or buffing these perks.
I don't know why this is so hard to understand for you tho.
Saying the way of nerfing sloppy to buff solidarity right after the sentence saying "I did not say sloppy nerf" made me think it's irony...Yes I lack comprehension skill.
I would like to see devs buff solidarity and resurgence etc to cut off heal progress bar like how does current BNP works instead of nerfing mangled and hemorrhage.
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@tjt85 said:
I think the Survivor perks are decent (maybe even especially good for beginners), but I don't think it would hurt too much to start playing now without them.
For Killers though? I think it will be rough. Jolt/Surge is still the only gen regression perk I regularaly use and one that is invaluable for basic attack Killers (which is the majority of the beginner friendly Killers). Fearmonger/Mindbreaker is also a strong perk. Very good for Wraith. Also counters aura perks, which are popular with beginner Survivors.
Sloppy is good slowdown but only if Survivors don't want to play injured (to be fair, if the MMR is working as it should this will be true of most beginner Survivors). But I don't realistically see any new player dumping all their BP into the Nurse, a very hard Killer to learn, just to unlock her Thana perk for slowdown. And Overcharge, Ruin and Pop are only available to some console players.
Pop? I thought that Clown's dlc is also not free for the console players. I am ps5 user and I had to buy that dlc seperately.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588015#Comment_3588015
One perk is destroying 3 different survivor perks atm and it's not good design. And i did not say nerf Sloppy. I said remove Hemorrhage from Sloppy or buff these perks so they won't lose progress. So my suggestion is fix problem with these perks. There is zero reason to use these perks atm when most killers are using Sloppy Butcher or add-ons which have same effects.
Distortion can easily counter aura perks and calm spirit totally blocks killer perks that make survivors scream. Are both of them not good design? And how is removing hemorrhage from Sloppy is not nerfing Sloppy? I think you are contradicting yourself. But I would like to see buffing Solidarity, Resurgence, and Reactive Healing by not being affected by Hemorrhage.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588350#Comment_3588350
I believe they refer to the fact it now takes 10 more seconds to complete a gen after 6.1.0
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588350#Comment_3588350
I'm guessing they talking about the 10sec increase they did in 6.1. The devs increase the time to do a gen to 90secs from 80secs.
Oh I see. Thank you for noticing me. But considering Ruin, Tinkerer, Corrupt got nerfed and also Thanatophobia, Eruption, DMS, CoB & OC got nerfed in next patches, I don't think that gen speed got slowed down that much...
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@So_Saucee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586777#Comment_3586777
Yall did the same thing to us with COH MFT SC DH DS and GEN SPEED
Gen Speed?
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588040#Comment_3588040
Very slow heals and if you let go the progress goes away at a very quick rate, I also think it's overtuned to be honest. coming from someone that plays both sides.
I never thought it was overtuned. In fact, hemorrhage shouldn't affect you a lot because survivors normally heal themselves in safe areas, so there should be no reason to cancel healing. Words from the player who plays both sides and even play SoloQ more.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588015#Comment_3588015
Nah, since Hemorrhage got buffed, Sloppy Butcher is overtuned. Having longer healing AND healing regression is too much for a Perk which is so easy applied. (This is also the reason why you see Sloppy Butcher basically everywhere when a Killer is mainly using Basic Attacks)
In general, aside from Gift of Pain, no Perk or Add On should inflict Mangled AND Hemorrhage.
Why is having mangled effect and hemorrhage effect in one perk is too much and overtuned?
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@MikaelaWantsYourBoon said:
Hearmorhage need to be removed from Sloppy Butcher and then this perk will be fine. Or at least make this perk don't regres your health progression.
Jill and Ada also have similar perks and similar issues. Nobody uses them for same reason.
No. Sloppy Butcher and Hemorrhage should stay same as it is. Sloppy nerf would be another M1 killer nerf again, and I don't want to see survivors rushing gens with 99% heals and resilience.
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I would like see this kind of thing to become perk. But nice ideas overall.
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I tend to take advantages in every time as I can, so it's meh to me on PH. This works same for Pain Resonance. So I use Deadlock instead.
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I think we need to rework visionary. I am thinking about some ideas for Visionary especially to benefit SoloQ.
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People trying the brand-new charcter? That can't be!
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It is differed by what map it is and who is the killer a lot.
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I think Ruin can get 200% regression rate as before, since it can't used with perks like Pop, Eruption, CoB & OC, Nowhere to Hide, etc.
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I hope devs buff the Dredge's movement speed while he is using remnant.
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Plague, because I am Self Care & Botany Knowledge enjoyer and she disables my two perks.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587372#Comment_3587372
The devs are constantly trying to improve the game, and they have been successful.
OP says “nonexistent balance”. God forbid they ever experienced old DBD. The game is incredibly balanced looking back at its roots… devs have done an awesome job.
I know that and I agree with your opinion about that, but I just think that the game is still quite far from "balanced", and I just want them to speed up little bit.
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@HugTechLover said:
That’s a bit dramatic. The game is in very good state right now.
But it can be much better
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@MikaelaWantsYourBoon said:
Like you said, it's meh perk. But i will take meh perk instead old op perk. But i won't be against some buffs tho.
Yes. I am thinking about the idea of buffing this perk, but not making it OP. So I am trying to gather the opinions.
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@AmpersandUnderscore said:
This is an easy fix, since UW has two components (blindness and the scream) it's clearly too much to have it be readily available like this.
If we're being consistent, they should only make survivors scream when in deep wounds.
What makes you think that survivors should scream when they are in deep wounds?
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Don't know about UW, but other things shouldn't be nerfed.
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@Paternalpark said:
I see pain rez, pop combo too often.
I dnt knw why devs nerf good perks then add just as busted ones to only nerf later.
The reason why you see that combo a lot is because other gen regression perks are dead.
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3 gen is quite valid strategy for killers, so it is efficient for them to make last 3 gens to become closer as possible.
As a survivor, I join game in that situation because it's not that boring for me in that situation too. I also enjoy deja vu, so it's not that big deal since I can pop important gen faster with that perk.
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@Akumakaji said:
Its like talking with wall ...
1) When Xeno released his tail strike miss was bugged, ie not there at all. When they rectified the issue, they also nerfed the whole thing ON TOP of implementing the cooldown correctly, so we never saw the unbugged version and went straight from "bugged with no cooldown" to "cooldown, but with nerfed numbers", which felt like a double slap in the face.
2) The whole design philosophy of this killer. When a power is in great parts in control of the players anc can be completely taken away from the killer, it NEEDS to be above the curve. Xeno had this for a very short time in its life cycle: the power was stronger then others and allowed them to hunt down survivors with cold efficiency, but they risked to have it taken away and being turned into an M1 killer.
It was never officially announced, but when they nerfed the tail cooldown, something broke in the Xenos DNA (code) and the tail became extremely unreliable, to the point of being useless. You could hit it directly at survivors and see the tail penetrate through their chest, only for it to not register and locking you in a long cooldown animation. This felt extremely unrewarding.
Now things have cooled off a bit, but the problem still stands: Xenos power can be taken completely away, but the power isn't above the curve anymore and feels like any other ranged power, ie clunky to use, prone to misses and utterly unusable at trash heap loops.
Bonus point: how quickly the Xenomorph was nerfed. Yes, this happened to some survivor stuff in the past, but people usually have to go back to things like MoM's release or the Buckle Up fiasco, in order to find quick nerfs to survivor perks that were really busted, while MFT stood untouched for ages. This left a bitter taste in the mouth of many killers who would have loved to sneak around as the Xeno-kitten, but felt like it just didn't cut it anymore. Also, take into account that we got two very, very lukewarm original killers with The Knight and The Skullmerchant before this, and then got promised the next strong killer in ages with The Singularity, to finally break the curse, only to have him severely neutered from PTB to live in way that can only be described as ... unfun. In this environment one of the biggest licenses ever drops in the form of the Xeno, and after feeling awesome and extremely cool, it got nerfed and broken and spit out as a shadow of its former self and that is just sad.
I agree, that Xenomorph nerf was not logical at all. Sad thing is that it seems like it would be unable to see that version of Xenomorph.
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No.
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586272#Comment_3586272
That is if gens are being done also not an EZ 5 gen chase. A lot depends on the map and map rng. Also if you're not running windows SOLOQ randoms could of dropped pallets not aware of. Doesnt matter how good you are in chase if gens arent getting done, in a deadzone especially when killer is always faster and has basekit deadhard for distance with 3 sec exhaustion AKA lunge.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586277#Comment_3586277
Rarely do I see a baby killer not get a down, by baby I dont necessarily mean it's there first match ever, just a lot of killers play like babies even if they aren't
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586278#Comment_3586278
No COMMS bro, even if they do that can easily three gen, and before you say "deja-vu" that doesn't prevent your random teammates from doing the gens they want to do.
You are comparing killer lunge to DH? That is one of the most weird analogy I have ever seen.
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Originated from Elden Ring Boss.
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@Pulsar said:
Probably tunneling.
I don't think anyone would really dispute that the game would be better if Killers couldn't/didn't need to tunnel to win, depending on how you view it.
What would be the proper way to solve tunneling issue?
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Devs are doing pretty good job so far. :)
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@HugTechLover said:
I would say quality / accuracy of matchmaking.
There’s no reason I should still be getting paired with some of the players I get matched with. The skill gap is mind blowing sometimes, on both survivor and killer.
I will challenge you though. The gap between strong and weak killers is not a problem. It’s how it should be. You cannot justify a killer such as trapper, wraith, pig, or Freddy… being as strong as blight, nurse, or wesker, simply because of mechanical skill floors/ceilings.
I agree that matchmaking is a big issue. I also get your point about the gap between strong killers and weak killers, but I think it should be less than now. It is way too wide right now.
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Why I only see 1 comment while it says there are 2 comments
