Aven_Fallen
Aven_Fallen
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And despite them having "insane" Builds, you got a 4K? Wow.
Why dont you show us your build? Any counters against the "Healing Meta"? Or do you even win without counters?
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I mean, yeah, when you are Solo, it is fine. But they changed it years ago because you could give the Killers Build to your teammates. They will not bring it back and spectating the Killer would be even worse when you are in an SWF.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960151#Comment_3960151
I disagree with WGLF and BBQ being bad ideas. I think losing them was honestly, subtly, some of the biggest damage done by 6.1.
These perks had secondary conditions that increased BP gain, which wasn't just good for the BP gain, it was good because it added a win condition that wasn't contingent on the other party losing. Got 4E'd? Doesn't matter if you have 4 stacks of BBQ. Got killed? Doesn't matter if you got your 4 stacks of WGLF.
This made the entire game feel so much better to play, taking a lot of pressure off and boosting morale, and these alternative 'victories' absolutely have to make a comeback.
Yeah, no.
WGLF was not really used that much in the first place, since it was harder to get 4 Stacks on it compared to BBQ. And it was also bad because for some time people were screwing over their teammates to get Stacks… Either by farming them or by taking unneccessary protection hits. Sure it got better when they added that it had to be safe Unhooks, but WGLF was never as popular as BBQ.
And BBQ was popular because it was easier to get the 4 Stacks, but it also made it that everyone thought they need to run BBQ because otherwise they were missing out. And while I somewhat agree that it helped to get a personal win condition, that people felt forced to use a Perk which might not even synergize at all with their Killer (like, what should a Clown do with BBQ? They would never really get value out of the Aura Read) was worse than removing the personal win condition IMO.
@Topic:
As already written, it would just be a Perk which people would feel to run it to not miss out on things. BP-gains are completely fine nowadays, in fact they Devs added things like automated Bloodwebs and Bulk Spending BECAUSE players get so many BPs that it takes long for them to spend them, an issue which was not present when BBQ or WGLF gave Bonus BPs.
There is not really a need for a BP-Perk.
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They tried it in a PTB and went back on it. Yes, this was basekit back then, but having it as an Add On would just mean that every Pyramid Head would equip that Add On and run it every game. And I dont know about others, but I never run out of my favorite Add Ons, because all BPs I gain from a Killer go right back into that Killer.
If it would be an Add On, it would need some big downsides and then we are at the point where it is either still too good if the Downsides are not big enough or trash because the Downsides are too impactful.
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In general Perks nowadays are too convoluted. Restrictions, conditions, etc.
But the Walking Dead-Perks are prime examples for that. I dont really see any of them being used outside of Adepts, since there is just too much which needs to be fulfilled to get value out of them.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959300#Comment_3959300
So id say the broken aspect is worth it for sables invocation as its like bringing 8 brand new parts, for the price of the person having to be stealthy (and probly use an injured genrush build).
You don't get the benefit from three of those though, and they can't stack like normal ones could. They're spread out, making them less impactful. The time it takes to undertake the ritual makes it flatly inefficient, as it's 60 seconds of work for 50 seconds of value. You're just wasting time and getting perma-broken on top.
Invocations just need to be scaled down, in both price and reward. High risk, high reward stuff is just a balancing nightmare and is never going to fly, either pissing off the killer players or ending up uselessly undertuned like they are now.
+ due to the broken status you basically cut the Chase Time in half for that Survivor.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959073#Comment_3959073
Tbf there were alot of comments in that thread. It would be easy to miss that clarification.
Yeah, but you dont have to read the comments to find that part. But IMO this just shows how unpopular Maps are, if people dont even know about this interaction.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959198#Comment_3959198
the 3 highlighted gens from deja vu are applied to maps and they are removing that since maps are getting reworked. basically nothing is changing gameplay wise about deja vu unless u ran it with a map consistently for some reason.
That one player who used a Map with Deja Vu all the time is in shambles.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959073#Comment_3959073
well i really hope you are right
I mean, maybe they will remove the faster repair speed, because DBD-people are bad at math and think that it is in any way significant, but nothing more.
But it is most likely only the interaction with Maps and it should not be more of a Nerf (and a Buff is also not needed).
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Reading is key:
"
In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes."Those Perks not only get Buffs, but if they interact with Items, they will be changed to be in line with the changes they do to Items. For Deja Vu, Maps will track the Gens which are highlighted by Deja Vu, they will probably remove that. I dont think they will do many more changes, at least they should not do it, because the Perk is in a very good Spot right now.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958941#Comment_3958941
xD, I repeat do NOT nerf the Clown's purple bottle… I will not use yellow I refuse to switch bottles mid chase
I mean, this is up to you if you want to play a Killer worse than he is… Go for it. I also dont use Blinks for Nurse.
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958831#Comment_3958831
True but purples objectively are the most fun and skillful part of Clown's kit and those changes are clearly dumbing him down by putting both bottles usages in competition with each other. 1 yellow should not be worth 1 purple by default. People who love yellows more already can give the edge to their yellow bottles via addons, there's no need to reshape his default ecosystem like that.
I dont think that they are the most fun and skillful part. Fun is subjective, I think using the yellow bottles in good ways is more fun than just using the purple ones. But as I said, it is subjective, so I can see people think otherwise.
But saying that the purple bottles are the most skillful part… No, not at all. Purple bottles are the absolute baseline. And all skill you use for those can be used for the yellow ones to more extend. IMO using the yellow bottles well is more of a skill expression than using the purple bottles.
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@JohnVelma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958826#Comment_3958826
think you're confused. The "Regression Event" I'm referring to is the Blocked State that happens after a generator has been kicked 8 times.
Having regression after kicking a gen (from 2.5% → 5%) is a good thing. But the real question is: what’s the point of having regression after kicking a gen (2.5% → 5%) at all, when there’s a Blocked State that stops the generator from regressing after it's been kicked 8 times?
In my opinion, the limit on the number of times a gen can be kicked should be removed. Regression should remain active at all times, including the 5% value.
No, I completely understand what you meant. And you were talking about Compensation and Killers got Compensation in the same Patch.
They removed the ability to kick Gens an unlimited amount of time and as Compensation, Kicks were made stronger and Survivors cannot tap the Gen to stop Regression (something which you ignore btw., it is VERY impactful that Survivors cannot tap the Gen mid-chase anymore to stop the Regression, they have to repair at least 5% to stop the Regression).
So you were asking for Compensation, but you already got it. And the Compensation was better than what Killers actually lost, since the Regression Limit is completely irrelevant most of the time, unless you go for heavy 3-Gens from the start.
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I dont use Items in general, but I would say No. Healing yourself is strong. Doing Gens faster is strong. Flashlights are fun to use. So I dont see the Smokebombs being that popular. They will probably be more used than Keys or Maps, but
a) this does not mean anything since you almost never see a Key or a Map and
b) this might not even be true, depending on how much people like the changes to Keys or Maps.
And personally, I did not really find the Smoke Crystals in the Halloween Event really exciting, they were rather boring to be honest. Also I am against more Clutter in the Survivor-Bloodweb and that certainly sounds like more clutter. -
@JohnVelma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958787#Comment_3958787
I think it's quite funny that you talk about "Killers getting a regression buff after kicking a gen (from 2.5% → 5%)", when in reality, it has almost no impact on the game. It doesn’t provide any real advantage or benefit to Killers. It's the Regression Events that truly have a significant effect on Killer gameplay.
Are we really going to talk about the past, when it’s clear what's happening right now? Survivors are getting benefits like anti-camping, anti-slugging, anti-tunneling, and more all of which put more pressure and restrictions on Killer players. Survivors are constantly getting QoL changes that make things easier and easier. I can literally play Survivor while listening to a podcast it’s that chill. Meanwhile, when I play Killer, I can't literally play killer while listening to a podcast. And even if I win with a 4K, I have to stay so focused the entire time that I hardly even feel like I'm having fun.
Yes, the increase in Regression is more impactful than the Regression Event-Limit. It happens every time that Killers kick Gens, but you almost never reach the Limit in regular gameplay. I have not seen my games being impacted on either side by the limit. And the removal of Gentapping was asked for a lot.
But we can also revert the changes - Kicks do 2,5% instead of 5% and Gentapping is possible again, but the Limit is removed. Would you like that? If you think, this would be better, you are so wrong, lol.
And to the last paragraph… Why is it that Killers have such a victim mentality?
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@Skillfulstone said:
As I understand it, the Déjà Vu nerf will be related to it's aura-reveal of 3-gens and interactions with map (likely making it time-limited or a revert) and...why? It's a good perk to know where gens are (especially good for newcomers/casual players that don't know the spawns) and good for preventing 3-gens before they happen, but it's not a problem...
Nobody knows so far, but I would assume that it mainly implies that it does not add Gens to Maps anymore. And IMO this is the only change which is needed, because the Perk is completely fine as it is.
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@JohnVelma said:
Even though I appreciate the effort to buff some Killers, I really want the Devs and everyone to stop misunderstanding what Killer QOL (Quality of Life) actually means. Buffing or nerfing a character is not QOL. Buffs and nerfs only affect that character, not the overall gameplay. QOL changes are those that directly impact the gameplay as a whole such as Regression Events for generators or the Anti-Camp system which Survivors already benefit from. I hope Killers receive something in compensation too.
The Executioner
- The rework of Pyramid Head's Add-Ons is a really great change and should’ve happened a long time ago. Most of his Add-Ons were completely useless, with only a few actually viable in real gameplay.
- Decreased Rites of Judgement's movement speed I disagree with this. Even now, using Punishment of the Damned already slows him down significantly (Survivors have too much time to react). And now they’re reducing his movement speed even further while using the power?
- Added Haste and Endurance effects to Survivors saved from a cage This is the worst part of the update. What’s even the point of using Cages of Atonement anymore if Survivors now get Haste and Endurance just like they do from a normal hook? If that's the case, then Pyramid Head should also gain the benefits of Scourge Hook: Pain Resonance when using cages like every cage should count as a Scourge Hook. Or at the very least, if he uses Cages of Atonement, he should still be able to trigger perks like Pop Goes the Weasel as if they were regular hooks.
The Clown
- The Devs want players to use yellow bottles more. What they should do is buff yellow bottles that would be enough. But instead, they nerfed the power of purple bottles. That doesn’t encourage players to use yellow bottles more; it just discourages them from playing The Clown altogether.
The Pig
- Everyone in the world knows that The Pig’s biggest weakness is her Reverse Bear Traps but somehow the Devs seem oblivious to this. They keep going in circles focusing on Ambush Dash. In high MMR, let’s be honest which one is more useful between Ambush Dash and Reverse Bear Traps? Stop catering to casual Survivor players with poor skills and start actually looking at your own game to see what really needs to be buffed or not. Focus on the real problems of each Killer and fix those.
Thank you.
"QOL changes are those that directly impact the gameplay as a whole such as
Regression Eventsfor generators or theAnti-Camp systemwhich Survivors already benefit from. I hope Killers receive something in compensation too."I think it is quite funny that you talk about compensation for the limit of Regression Events when Killers got a Buff in Regression after kicking a Gen (2,5% —> 5%) and the removal of Gentapping. Both things which are far more impactful in regular gameplay, while the Regression Event-limit almost never comes into play. Killers won on that one.
In general, there have been patches which featured only Killer-Updates in the past. And general QoL-Changes for Killers are hard to do, since they benefit every Killer. It is far better to buff individual Killers than give overall Killer Buffs, since what helps a Trapper in an overall Killer Buff will probably benefit a Blight way more.
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I will never understand why people rate Strength in Shadows so high, especially compared to Self Care. I think both are not really good, but the time you spend going to the Basement to heal yourself with Strength in Shadows (which can also be quite risky, since you are moving across the map while injured) and then to go back to where you have been before is long enough that you can most likely just heal with Self Care.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958508#Comment_3958508
so it doesn't prevent you from playing in the same map twice just because u switched killer….?
what's the point then lol, the only reason people played the map back to back was map offerings which are dead now…bruh
You cannot get the same map back to back in a row, this has nothing to do which Killer or which role you are playing. You were just unlucky, happens.
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Agreed. I completely understand the change, but it does not make sense to have to fail 5 Skill Checks in second stage in a 2v1. This is the point where one Survivor HAS to let go so that the other person might find the Hatch to get at least one out. And I dont see any reason why this should be made harder.
And I am pretty sure that they can easily code it in that with 2 Survivors left it only takes 2 Skill Checks to fail, should not be that different from allowing the Survivor to do their 3 attempts when it is a 2v1.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955000#Comment_3955000
Yea i loved playing marco polo with the debuff icon trying to figure out where Timmy dropped his medkit, all the while giving the killer aura reading. And by the time I've found it and moved it away from shack, Timmy has looted something else and dropped it near another important area.
Yeah, some people really thought back then it was fine that you had to perform some triangulation to find an Item dropped by your SoloQ Teammate. Even without having to do that, playing against Weave Attunement is such a timesink if you want to do it properly, because you have to carry the Item to some corner of the Map or so. All while the Killer sees your aura twice while doing so (one time when obtaining the item, one time when putting it on the ground again).
@Topic:
Since I wanted to complain about the event somewhere anyway, I can do it here, lol. I would agree that it is one of the worst events.
- Cake Spawns got lowered. I dont know WHY they made this decision, I always thought that during events you should get showered with event items to make them feel special. But this does not happen. For some reason they think it is bad if players have too many cakes…
- Event is completely recycled from last year. This is really bad, because this means that it is not only more boring for players who already played it last year, but it also means that all the imbalanced stuff is still in the game. The remote pallet break was a huge issue last year and is this year again. And my main problem with this is not even that we go against Springtrap quite often, but Ghoul. Ghoul is way more annoying and strong than Springtrap, but also does not even lose tokens when doing the remote break. In general, I dont play the event queue anymore as Survivor unless really needed (for the Quests), since I have a better and probably easier time in regular queue. As Killer I play the event queue because it is easier.
- We dont even have a event lobby. This is probably what stings the most - they probably decided against it because 14yo players will not play if they dont see FNAF in the Lobby or something like that. There is no real reason why they would not give us an event lobby.
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I dont see any issue here? It only prevents you from getting the same Map back to back, which did not happen.
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How do you even know that you are high MMR?
And well, you will probably tunnel way more often than you actually need to tunnel.
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@Coffeecrashing said:
It’s always interesting that lots of people will demand anti-slugging…. But when killers get remote hooking (which is anti-slugging), then that is a problem too.
You confuse remote hooking with auto-hooking. Remote hooking does not prevent slugging at all, the Killer is still free to decide whether they want to slug or not. Most excessive slugging is not because hooking is so difficult or so time extensive, most excessive slugging is done because it is so strong.
@Topic:
Yes, the event is clearly killer-sided with remote hooking and especially remote Pallet Breaks. Honestly, I have more fun in the regular queue without all the event fluff as Survivor.
As Killer I play the event queue, since I have an advantage.
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I dont know why you need an answer from someone from BHVR when you can see the terms yourself:
- The winning Outfit cannot be a linked set, so be sure to avoid having connected cosmetic pieces. (e.g. A hoodie with the hood up, a dress that cannot be split between the torso and legs, etc.)
A different Killer Power means that the set is a linked Set. So having a different Dog for Houndmaster will not work/would not be accepted.
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I mean, every P100-Bloodweb is the same when it comes to Event Items, since you get one of each. So spending your BPs manually or via Bulk Spending will give roughly the same number of Event Items, with slightly more if you spend it manually.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957651#Comment_3957651
I mean… we used to have ping in the lobby so we could avoid these people but it got removed. Clearly something's going on.
Never understood why they removed the Killers Ping in the Lobby. You saw your own ping, now you only see it when it is very high, but your own Ping as Survivor was not as important as the Killers Ping. It does not matter that I have 30 Ping when the Killer has high Ping, I will get hit over windows like there is no tomorrow.
@Topic:
Agreed. At some point it should not be able to play the game. I can understand why they are lenient with it, since not every region has Dedicated Servers, but 700 Ping means the person is VPNing, there is no way that 700 Ping is the closest Server for them.
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@Marc_123 said:
From the discovered Anniversary stream hints they should be from Walking Dead.
To be more precise, the hints read as "The Ones Who Live" which is the TWD-Spin Off with Rick and Michonne. So it is most likely those two.
I guess there will be quite a potential for Legendary Skins as well. I would be very surprised if we dont get Daryl or Negan, since those are very iconic characters.
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Dont worry, people wont get tired to point out it should be Anti-FACE-camping. It is not supposed to be useful. It only works against something which barely happened anyway and it did not really change anything since the Killer can still camp close enough to be back at the Hook in no time.
But you got a cool bar which does not fill up while you see the Killer camping.
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@OmegaXII said:
Instead of nerfing killers, how about we buff the rest of the D tier killers?
We only have a handful of S tier killers, but there are over 10 or even 20 killers that desperately needs help. They need the attention much more than everything else.
It's the same for perks. It's better to buff the 50 useless/niche perks to usable, rather than keep nerfing the better one.
Sure, I want to read your concepts of how you buff Killers like Legion or Trapper to S-Tier.
It is always the same, when someone complains that BHVRs balance decisions are sometimes questionable because they clearly more often decide to nerf mid-tier Killers than the strongest ones, someone comes around and says "How about buffing the rest?"
You will never achieve that. Dont get me wrong, the weakest Killers need to be buffed, but the strongest need to be nerfed. You have to do both, because you cannot just buff the bottom line and keep the problematic top line as it is.
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@UnicornMedal said:
It's always wild going from any other PVP game where you eat scheiße for the first day or two but then you get the hang of it and hold your own, back to DBD where it's commonly accepted that you need what, 500 hours to reach that same spot. It was rough when we joined. Idk how anyone manages to stay anymore.
Yeah, it is amazing that you need so many hours in DBD. You see people with 800 hours and then you can think "Yeah, they are quite new, no wonder they played like that". And it is also not understandable for those people either.
I played against a Killer with like 250 hours or so a few weeks ago (somewhat after Ghoul-Release, since he played Ghoul) and they were VERY VERY upset that they lost. They felt like they did not have a chance at all and I had to explain to them that they were just new at the game and that it takes a few hundred hours to fully grasp the game and that it is totally fine that they dont play that well currently. They did not believe me.
In general I feel that the game is a lot harder to learn nowadays than back then. As Killer it is roughly the same as before, unless you start buying all Killers and dont focus on a few select few, because then you would just not really get good with any of them for quite some time. But as Survivor, I cannot really imagine learning to play against Killers nowadays since you can play hundreds of hours before you faced every Killer at least once.
There is just so much more content in the game which makes it harder to learn.
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100% agreed. While I am of the opinion that problematic Add Ons should be nerfed even on mid-tier Killers, I dont understand their priorities most of the time.
Like most Killer Nerfs are somewhat of a Joke if Nurse can exist like she does.
Blight is also a perfect example, at some point I was convinced that John Behavior is a Blight-Main. A few years ago the Devs announced Add On changes to a bunch of Killers and Blight was mentioned. The weeks after this announcement, you would only face Blights who use Alchemist Ring, since everyone knew back then (actually since day 1) that the Add On was busted and needed a Nerf. And when the changes rolled out, they just buffed Adrenaline Vial from his worst Add On to one of the best and this was the only change (in general, for a time every Patch included a Blight-Buff). Alchemist Ring only got nerfed years later.
Meanwhile while some Killers and Add Ons are allowed to exist, some Add Ons on mid Killers get nerfed, even if they are not even problematic. And I dont really know why - if we look at Blight, I am pretty sure that you can see that he is way better with the Speed Add Ons used (even in their nerfed state), yet they dont really receive any changes.
That 3-digit Killstreaks are possible with those Killers should also not be a thing. Because you dont get those Killstreaks only because you are good - it is a factor, but the Killer has to be absurdly strong to achieve those. You might reach those with Nurse, Blight, Twins or whatever, but never with Wraith, Springtrap or Unknown, even if you are very, very capable on those Killers.
And I feel that this is also the big balancing issue. They need to bring some Killers down and some Killers up. The gap between Nurse, Blight and Trapper, Clown is just too big to make a good balance. It is fine that not every Killer is equally strong, but the range is too large. And this results in overall Killer Buffs and overall Killer Nerfs to be a balancing nightmare. Something which really might help the weakest Killers might make the strongest Killers even more busted. And something which nerfs the strongest Killers in a significant way might destroy the weaker Killers.
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Yeah, this sounds like a backfill. Some Killer who would have been suitable for your game dodged (or you filled a spot, but then the other Survivors would most likely also have been new) and that poor Killer got backfilled into it.
I really hope they change it at some point. It should not be the case that someone checks the profiles, sees that the Survivors have a more than 5 hours and dodges and someone else has to play against opponents which are far above their experience level.
I gladly would like to wait a bit longer instead of having a player in the game who does not know if they are playing DBD or Minecraft.
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No, the Mechanics Toolbox is always worse than the Commodious Toolbox. The Commodious Toolbox is the best Toolbox.
And if you want a faster speed, you would rather go for the Engineers Toolbox (the purple one), which has the same charges like the Engineers Toolbox, but is a bit faster.
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Sadly I think it is unlikely that it will be fixed. Hotfix 2 went live today without any fix and we usually only get 2 Hotfixes after a Chapter-Release.
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@MoZo said:
it seems the devs went back to their old ways and just nerfed all his most popular addons (bonnie’s guitar strings, streamers, and security badge) and did a small buff to 3 addons that won’t do much. I understand bonnie’s guitar strings getting nerfed but the other 2 make no sense.
To be fair, they also completely failed with the Bonnies Guitar Strings-Nerf. Nobody cares about the Undetectable as long as this Add On provides perfect Gen Progress information with a map-wide teleport.
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@killer_hugs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955998#Comment_3955998
this is simply not true. this is my first time playing ada wong and plus you can see the amount of bloodpoints she earned, over 200k average over 100 games.
This is what is in the FAQ:
What matches are being included in the stats?Only regular 1v4 matches are currently counted toward your stats, with aggregated results for Seasonal Events (e.g. Blood Moon, Winter event, Anniversary, etc.).
I am not a native speaker, so I actually struggle why it is stated that there are "aggregated results for Seasonal Events", if they are included normally. Because I would believe if would be redundant in this case.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/449934/is-the-event-really-killer-sided-doubt
I'm sorry to tell you, but as far as I know events don't change your stats. Correct me if I'm wrong xD
Nope, you are right. The Stats provided by BHVR are without any events or modifiers.
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This is sarcasm, isnt it? I am really not sure.
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@SoGo said:
For me, it's the opposite.
Survivor is much more stressful for me.
Because as killer, you can only let yourslef down if you fail. Survivor? You have 3 other people potentially blaming you for losing the match.
Same here. I would not say that I think that Survivor (or any side) is stressful, but Killer is not stressful for me because I am alone.
I can totally stomach my own mistakes and lose, this goes for both sides. But what you have on Survivor what you dont have on Killer is simply that you messing up can mean that up to three other Survivors might die because of that. Whether I made a big mistake like doing a stupid safe or accidentally bodyblock someone or if I am just not looping good enough.
And it also goes the other way around - as Survivor I have to rely on 2 random Teammates (since I only play in a 2 man SWF). And if those two are inefficient, it is more annoying to lose because of that than to lose as Killer. Classic example is if one of those people is someone who likes to run after the Killer with a Flashlight. At this point there are 33% less people doing a Gen when the Killer is in a chase and the Killer is chasing two people at once.
As Killer I dont have to rely on others and I also dont have any responsibility for others.
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This has not really much to do with the separate event queue, there are just not enough Survivors playing. Part of it is because Survivor is currently in a rough state. Another part is that the event is really killer-sided, so this adds extra in the event queue. And the biggest part will most likely be that we just had a killer-only chapter, which means that many player want to try out Springtrap.
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The problem is that you cannot clearly proof that it was because of the charm or because of anything related to hate on LGBTQ+ people or their supporters.
I would personally say it is likely that this was the motivation of the Killer, but a Ban is a serious punishment and I dont think they can really enforce it without absolute clear evidence.
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The initial Idea was that those missed Skill Checks also count towards the penalty. But this was disabled and I dont think they reenabled it.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955493#Comment_3955493
Yea except you won't because weeping wounds isn't a good perk lol. there's a reason no one uses it.
Its fine, we wont agree. Lets just see in a month if healing is such an issue or if it was the usual overreaction.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955477#Comment_3955477
It's the same thing as survivors who just said "oh if boons are a problem bring shattered hope".
"Bring this niche perk to only half counter this one thing"
It's silly.
Yeah, but you will always get value out of Weeping Wounds. Even more so if Resurgence is not in play. This is really a bad comparison.
But I will save you the grasping for straws and just offer you that you can tell me in a month that I was right and Healing is not as bad as you thought it would be once Killers moved on to the next >current thing< which makes them lose games. (We get two new Survivors, with probably 3 Perks each - there got to be something which will ruin the Killer experience and makes them quit!)
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955480#Comment_3955480
The same way you'll probably tell me to bring niche killer perk #142 to barely counter a strong perk survivors have. Don't try to be condescending with me.
No, because I dont think that Desperate Measures is a strong Perk. And since I have never seen it since its buff, I think I am not the only one who does not really see the strength of this Perk.
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@Mr_K said:
I wouldn't go calling botany top tier but players calling current healing super fast must not been playing for very long.
IMO Botany Knowledge is solid, but I think We Will Make It is better for altruistic Healing, because most of the time you heal after Unhooks anyway.
But yeah, even if we ignore the complete nonsense in 2016 DBD where you were able to heal with Self Care during the Weapon Cooldown of the Killer, not so long ago self-heals with Green Medkits were possible in like 6 seconds or so.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955446#Comment_3955446
It's not just botany, it's also desperate measures. It's healing buffs in general. Though I do think y'all downplay the botany buff to an egregious degree.
And I guess you only calculate Desperate Measures at max value to prove your point?
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955456#Comment_3955456
Pain res is 100% the only good regression perk because every other gen regression perk has been nerfed beyond belief. Even pain res has, but at least it retained SOMETHING.
You're turning this into an us vs them argument, that I don't really care about because I'm not here to do that. My point and opinion is simple, a 2-3 second heal, is egregious. No matter what way you spin it.
I'm not saying weeping wounds should remove all progress, I never said that. I'm saying the amount of progress resurgence gives for free off a hook, is too much for weeping wounds to even matter. And yes, hook rng does affect things. To say you've never had a problem finding a scourge hook, I believe is a straight up lie.
My point and opinion is simple, a 2-3 second heal, is egregious. No matter what way you spin it.
But Weeping Wounds makes the heal take longer than 2-3 seconds. Hemorrhage drops the heal charges done by Resurgence to 8, so 8 charges are still left. Those are done with 1,2 second/charge, so it takes around 9,6 seconds to heal from 50% to full. Big difference from the 2-3 seconds you are complaining about.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955444#Comment_3955444
It's not an excuse and that isn't comparable.
Here's the big difference! Pain res, is the only good gen regression perk left and it ALSO has the downside of hook rng, but at least the effect it causes is worth the risk. DUH people will use it. The effect is 10x better than a perk that will only counter a singular other perk and even then isn't guaranteed and even THEN the other perk can activate 8 times in a game, and even THEN it really only counters it slightly because it's not actually removing all the progress, only some of it. You are not going to be reliably stop it all the time.
You will always find some excuse to try and make it seem like people don't want to adapt while you suggest poor counterplay, eh?
No, it is just that Survivors have to adapt according to Killers. Yet, if something is bothering them (even if it is a non-issue like Botany Knowledge buffed a bit so that you dont need a brown Add On anymore…), they demand changes.
Pain Res is not even teh only good Gen Regression Perk, this is just you claiming something. Hook RNG is no problem at all, I never have an issue with finding a Scourge Hook, it almost never happens that I dont find one. And I highly doubt I am the outlier.
Saying that Weeping Wounds should remove all progress and is bad because it is not doing it is also a bit strange. That it is not worth it, because it is not possible to reliably stop Resurgence all the time is also… odd. This would mean that we should gigabuff a lot of Anti-Tunnel Perks, because they are not reliably stopping tunneling all the time?
Really, you reduce the Progress done by Resurgence from 70% to around 50%. On top of it Weeping Wounds applies Mangled, meaning that the Healing is slower. And IF the Killer comes back to the Hook, they will most likely either have at least a Health State of Damage if the Survivors commit OR the Healing Progress gone completely. It takes like 3 or 4 seconds to remove that 70% with Hemorrhage, it is absurdly fast.
And even IF the Survivor is fully healed you:
- Made the healing take longer due to Hemorrhage
- Made the healing take longer due to Mangled
- Have a Debuff on that Survivor which lowers their Gen Repair Speed
I dont really see how this is not value.