Aven_Fallen
Aven_Fallen
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610531#Comment_3610531
People are different. The fix to appease one person isn't going to appease the next. If you look at each member of the killer cast, you will find survivors who can't stand playing against each of them.
This is true, but it is quite clear that there are things which lead to more Hook Suicides or DCs than others.
E.g. Skull Merchant. E.g. Blights who now use all of their OP Add Ons.
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@Sunbreaker7 said:
The bar is a complete joke in its current state. As long as there is survivor there nearby trying to unhook you while the Killer facecamp, the bar moves almost nowhere, thus completely destroying the point why it was implemented in the first place.
To be fair, this aspect needs to stay. Because otherwise the Killer might be punished for camping while they are not camping, but chasing a Survivor nearby. The person to blame here is the Survivor who thinks the Killer will suddenly stop camping so that they can get the Unhook.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610589#Comment_3610589
So they bypass the anti-facecamp mechanic by not facecamping. I understand, this is terrible! How can this be a thing?
Your point about basement is valid. But if AFC would prevent killers from securing kills in basement, there would be zero use of that place, as hooking there takes more time than anywhere else. It would render it a hiding spot for survivors with a guaranteed chest spawn. At this point it would be more beneficial if you just asked the devs to have basement removed entirely.
I personally feel that it's fine that there's a single spot on the map that is more dangerous, and trying to avoid going down nearby it adds an extra strategic layer to survivor play. Also don't forget that the old counter to camping still exists: three survivors can do two entire gens / hook-state.
Basement - When the feature was on PTB and it was obvious that heights would also influence the meter, I already said that Basement should be removed. IMO Basement does not really serve a purpose anymore aside from camping. Most of the time it is not worth to go to the Basement, when you want the Survivor hooked next to Gens which still need to be done (aka shrinking the area you have to patrol as Killer). Let alone that Scourge Hooks exist and those are probably also more beneficial than the Basement...except if you want to camp, as I said.
The removal of the Basement would also allow the vertical aspect to basically be removed from the meter. This would help with Maps which have two layers. It would STILL leave some spots where the Killer would be able to camp above or below a Hook, but IMO Hooks on upper floors (e.g. Thompson House, Eyrie Main Building) should not be a thing anyway.
When it comes to Survivors countering camping - even before the Devs increased the Gen-Timer it was not really possible to complete all Gens in two Hook-Stages. It got even worse with the increase to 90 seconds/Gen, since they did not increase the time it takes for a Survivor to die on the hook (aka buffing camping). Also Perks like Deadlock exist, which give value without any input from the Killer.
I would guess, with NOED, you will be guaranteed a 2K if you camp, possibly even a 3K. For basically not moving away from a Hook. Camping is just too beneficial and the feature does not really do anything against it. I am fine with camping just existing, but camping should not guarantee a 2K on its own.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610560#Comment_3610560
How do people abuse this feature? Are the killers making it somehow worse than it was before it was introduced?
AFC is meant to counter the most egregious cases of facecamping. It does that. All I see is some players wanting more, while the devs consider hooked survivors the killer's objective, just like gens. They made camping more difficult, but it was never the goal to eliminate it entirely.
It is way too easy to bypass the feature.
And while I would not say that it can be abused, it is more frustrating this way, because the Killer is still camping (and as I said before, there is 0 difference between camping above the Basement and actual Facecamping) and the Survivor gets taunted by a small bar which does not fill up at all.
In fact, the Devs wasted their time with this feature. All the Development Time they spend on it could have been used elsewhere. I cannot really imagine how a Dev can look at the feature and say "Damn, we did a good job with it."
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610563#Comment_3610563
5 m from hook isn’t proxy camping; it’s face camping. And face camping itself is just sticking to one area without moving. Proxy camping is wandering back to the hook then leaving again then coming back.
Just dont bother to discuss. It is pointless.
I remember back then people said that face-camping was gone, because the term referred to a way of camping where the Survivor would not get a prompt to unhook.
It is all semantics.
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Yeah, the mechanic is garbage and made camping even more frustrating. Especially in the Basement, because the meter barely fills up and you are technically getting facecamped, because there is 0 difference between the Killer standing in front of you or above you in the Basement.
IMO the mechanic is too watered down from the PTB-version. And especially without the removal of the Basement, it is a free pass for camping. Even really blatant Camping situations.
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Or, we can start removing all the things which make people suicide on Hook. Yes, this is impossible. But they can start removing the things which are obvious reasons, e.g. Skull Merchant needs a proper Rework. You will have people who will suicide when they are first downed. This cannot be prevented.
But at least the most frustrating things can be solved at some point.
Regarding your idea - wont matter. If someone does not want to play, they wont play. They might just eat the DC-Penalty or will AFK for 5 minutes.
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Introduction of Bots. They are not helpful at all and just point pinnatas for the Killer. The Killer already has a huge advantage due to the DC, they get even more of an advantage for having a Bot which triggers Perks and provides them BPs.
Thinking that BHVR is most likely working on Killer Bots just shows how disconnected they are from their own game.
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Aside from the one which makes the map darker (I hope they are talking about more fog and darker and not Nightfall-dark), they all read pretty bad IMO.
I am honestly more worried about their thoughts about dividing the queues into event and regular gameplay. I dont think they put much thought into this.
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Ah, this explains why I saw three or four Killers yesterday running Plaything but no Pentimento.
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Sounds like the Knight had a lucky guess. Was a Hatch Offering involved? If yes, this would make the guess less lucky and more predictable.
But happens, the Knight-player can just put the Guards to a random spot without having to stop camping. So you either got unlucky or should not hide next to the Hatch if a Hatch-Offering was used.
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You draw the line at... snowballs being thrown at you?
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Now, this is a surprise. Over years Exhaustion Perks have been nerfed. First Balanced Landing, then DH, then MFT. And other Exhaustion-Perks introduced were just bad (aside from MFT, obviously).
And then the Survivors use the last remaining good Exhaustion-Perks? What a surprise!
Guess what, if they nerf Sprint Burst, you will see way more Lithe.
And why people dont heal... Because it might not be viable anymore. If the Killer brings AT LEAST two strong Perks which regress Gens (Pain Res and PGTW are probably in every game I played yesterday) and tops it of with some form of Mangled (Sloppy Butcher, if M1-Killer, Mangled Add On, if available), you reach the point where healing is not really an option anymore.
Yesterday against a Sadako, I did three Gens (2 alone, 1 with another Survivor) while injured and on Death Hook. I HIGHLY prefer to be healthy, but it was just not possible. So I rather have my 9% Resilience and try to rush the Gens to get Adrenaline. (I did not survive the Match, but two Survivors got out and I like to believe it is due to me being efficient on Gens)
And you can expect more of this gameplay if the Devs dont look at stacking Regression Perks or Mangled. There will be a Mangled-Update (thank God), but stacking of Regression Perks is still as miserable as it was for years. And if this is the case, you will see more Survivors just focussing on Gens.
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I mean, nobody is stopping him. And most people would probably not care either.
I mean, who would stop playing DBD or anything when Otzdarva is not a Fog Whisperer anymore? Or would not play DBD anymore?
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@Xyvielia said:
Was wondering when this started. Haven’t seen anyone mention anything on it.
Played a handfull of matches since early August and was anticipating hopping back on for some wintery Bone Chilling DBD.
Can’t be toooo bad tho, right?
It is not bad at all.
The main point of criticism in past years were the Snowmen, but since Killers and Survivors can throw Snowskulls at them, they can easily break them with that.
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@pizzavessel15 said:
so onryo is being reverted back to a weaker state since survivors complained and killers KICKING GENS are going to be nerfed. not survivor sided at all
They even write about enhancing the old Kit.
I mean, can you guys at least stop only reading the parts which fit your narrative?
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@jesterkind said:
...Eh?
Isn't it pretty commonly stated that people don't like playing Twins because they don't like feeling forced into slugging as often as they kinda have to in order to utilise that kit properly? Wouldn't BHVR pretty obviously also be replacing that need to slug with other options, thus improving the killer experience substantially?
Also, what're you on about by saying they "don't care" about Twins being bugged, too? This question wasn't about that, and we already know they've been working on the Twins update for over a year now. Every killer update so far has had bug fixes in it too, if I remember correctly, and there's no way on this earth the most bugged killer in the game won't have at least some of those bugs addressed in their update.
This is a giant reach, you're taking a question very specifically about just the slugging aspect of the Twins update and you're trying to make it sound like slugging is the only thing being addressed and the only reason for the update.
^ this.
Twins are very unpopular, despite being a very strong Killer, simply because most people dont want to play them in such a way. It is boring to slug Survivors for so long, because you basically have to play this way, since switching back to Charlotte after downing a Survivor with Victor might result in the Survivor already being picked up.
And while it is true that slugging with Twins is not a playstyle Survivors enjoy, it is quite clear that it is also a playstyle Killers dont enjoy. Because otherwise Twins would be seen more often, especially because they are far from weak.
That being said, OP has a history of being overly negative. Just look at OPs post and you see that they are all negative.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607516#Comment_3607516
It's a known fact that communication such as "Discord or skype or whatever" is a key component for survivor's success.
You can clearly see how SWFs can deal much easier with certain killers like Hag, Singularity or Trapper, Pinhead or even Xeno.
Calling out the trapped areas, emp-ing friends mid-chase, the box, calling out the places with double turrets.
Saying that SWF and soloq are on the same "level" is so wrong in many different ways.
Saying that this is due to communication is wrong. It is because an SWF can filter out bad players. The game is a 4v1, so you have to rely on 3 other players as Survivor. And it is more likely that you can rely on the other players, when you play in an SWF with them (at least if all of them are decent).
You can put the same good players together with and without comms and you would have almost the same results. And you can also put the same 4 bad players together with and without comms and also would have the same results.
Comms dont suddenly make bad players good. There are certain areas which make Comms really useful, you name a few. However, a good player would not really need those in the first place. E.g. if I run towards a teammate with an EMP, if they are good, they dont need me saying that they should use it while I am nearby so that I get rid of the Pod.
And while Comms make it possible that I can a bad player this, who might then realize that it would be a good play, I think the impact of comms is really not as big as people like to claim it to be.
(E.g. I play only in a 2 man-SWF. Sometimes a friend of my SWF-Mate joins, they are a streamer and so they are not on Comms with us. However, this person is a really good player, so we win more games with simply him being around in our games, even if we dont communicate)
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It is not an illusion. It is bad Killer players thinking they lose due to SWF and not because of their own mistakes.
Does not help that there are certain very vocal streamers at giga MMR and in the sweatiest region who advocate this opinion.
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I am fine with players who want to sweat getting harder opponents.
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@solarjin1 said:
whatttttttttt! no way.... how???
some of the vet forum users was telling me it was stronger than before. How is it not stronger with it highly situational activation requirement?? topsy turvy man
Exactly my reaction. There were users here who were even questioning if it is a Nerf to MFT. And yet, nobody plays it anymore. What a big surprise.
But you know, if you have the right build, at full moon, during the 29th of February, after offering your first born to the Entity... THEN you will get value out of MfT.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607219#Comment_3607219
Saw a video of a streamer who would report people for "abusing looping mechanics". It was literally just looping. He'd file a report like EVERY MATCH.
I dont really know how people like this can actuall get viewers. When I watch DBD-Streams (and I rarely do this), I only watch chill streamers who dont complain or at least are only upset about their own mistakes.
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607219#Comment_3607219
I've been reported for all sorts of things - mainly the things you listed - but it was all years ago. I guess I just assumed people realized that reporting that stuff didn't work.
I dont see it as very common. But people like this exist. And I can only imagine that they are doing this for years. Most people will porbably have realized that reporting this does not do anything, but there are still some who do it.
I have screenshots of a lovely conversation with a person I downed as Knight who DCed right after being downed. I let the other 3 Survivors farm, because of the early DC. And the person who DCed stayed around the entire time, just to tell me that I got reported for "you know what you have done". They were also saying that my Steam Profile is not legit and other things like that.
whenever you think you found the weirdest DBD-player, you will find someone even weirder.
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@NomiNomad said:
This still happens? Damn.
Of course. There are some weirdos out there who report anything. Tunneling, camping, bodyblocking (both sides btw.), using strong Loops (got once reported for using Balanced Landing on Disturbed Ward...) and many other things.
For some the Report-Button is just some form of frustration release.
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@jamally093 said:
If I remember it was a typo because original since going by both word of mouth and memory on stuff like Steam grind achievements were higher no idea why. So when Huntress came out she was 20 downs on Steam and was supposed to be 10 due to the game not having a big player base on playstation at the time but what happened was BHVR made a typo which caused it to be 100 so in the end it became 100 downs while its a bit easier to do now because Cross-play it still should be fixed in some way since it was a typo they haven't fixed. Your probably better off not focusing on the achievement and just have it randomly pop one day while playing.
This is incorrect.
It was 100 on Steam as well. At some point it was changed, however, Console (or maybe only Sony is the reason) really does not like changing Achievements when they are still obtainable, so it stayed at 100 because of this.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603093#Comment_3603093
"it'S yOur FaUlt!" fIX yoUr inTerNet!"
Some people don't have the luxury my dude...
As harsh as it sounds, then they should not play Onlinegames.
The other 4 players in your game dont care if you ragequit or just DC frequently due to poor internet. The result for them is the same.
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Yeah, Perks should be visible ingame. Just by pressing ESC (or the respective button for Console), next to each name should be a list of Perks.
It would bridge the gap between Solos and SWFs, because sometimes it can be important to know what Perks others are having. E.g. if I know that someone has BT or We Will Make It, I would probably let them do the Unhook. Or if I know that someone else is being chased and has Adrenaline, I would focus even more on Gens. Obviously Devliverance and Unbreakable are also important things.
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If someone decides they want to bodyblock with BT or any kind of Endurance, it might be a good play by them. But if they then get tunneled, they should not complain.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602159#Comment_3602159
Don't do it, my friend.
This isn't a hill to die on.
The thing is, Overheat does not do anything. It barely did anything on Live anyway, it was only really a thing on the PTB back then. And it got watered down a lot.
They can remove Overheat at this point, because it does nothing (except from removing a Meme-Build, see @Xernoton below).
BUT - even if they remove Overheat tomorrow, it will not change anything for Billy player and it will not really lead to more people playing him (aside from a spike after the Overheat-removal), because his issues are elsewhere. E.g. his awful PoV, which basically makes Shadowborn mandatory to use and his general clunkyness, which was added when they changed his animations back then.
People who complain about Overheat and think that this is actually a reason holding back players from playing Hillbilly just have no idea what they are talking about.
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602149#Comment_3602149
Ahhh, ok. Sorry, I misunderstood. I thought you actually wanted to increae the charge time by lowering the charge speed. Kinda like the Engravings do. And yes, Crouch Tech is unacceptable. It's becoming more common and it really makes me question why I even put up with this. I could just play a stronger killer, put less effort into them, win more and not have to deal with this crap.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602159#Comment_3602159
I do. Because I want Driftking Billy back. The overheat has only 2 effects now.
1) It's something to design addons for. But when overheat becomes irrelevant, then the addons become irrelevant too. I mean, which one is your favorite? The Junkyard Airfilter, that is useless because you don't overheat without double turning addons, the Punctured Muffler, that is useless because you don't overheat without double turning addons, the Big Buckle, that was useless before somehow got even worse, or the Pighouse Gloves, that you will not activate a single time throughout the match?
2) It arbitrarily hinders his map mobility, which isn't really needed because his mobility isn't that great anyway by today's standards. This is what killed Driftking Billy.
At this point, it has no positive effect anymore. I could understand when they used it to limit him in camping situations but now that's no longer the case and we also have the AFC, which should do that just fine. So, why do we keep a mechanic, that they try to make irrelevant instead of just removing it?
I mean, yeah, Drift King Billy is hindered by Overheat. I agree, but this is more of a Meme-Build than anything.
When it comes to Overheat itself, I used the Junkyard Air Filter back then, but since the latest changes it is not needed anymore. So yes, Overheat is pointless, but as stated above, it is not the breaking point why people dont play Hillbilly.
I also think that the Nerfs back then were justified, even outside of camping (I think it is a narrative to just focus solely on camping when it comes to his Nerfs). Because you had a Killer with a really strong mobility and quite an easy to use Instadown. And the game got easier for Killer over time, so it is quite sure that a Killer which was strong and fine in 2016 will have to be adjusted later on.
That being said, in retrospect I think it would have been enough to just remove Chargetime- and Cooldown-Add ons from his Kit. because those made it possible that you can use the Chainsaw right after a Sprint and made missed Chainsaw Attacks too forgiving. Also, with Blight in mind (that his Add Ons got to stay here for way too long) and with Nurse not being nerfed in any significant way while being stronger than Billy, they messed up back then.
But I still think that their intentions were justified.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602160#Comment_3602160
How is being forced from animation into another my fault? I clearly hit space then the prompt says break pallet and open locker and get forced into the pick up animation just cuz a survivor manages to cancel my action by vaulting or exiting a locker.
You can just not press Space. This is a easy Health State gone or even a Down if the Survivor is injured.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602118#Comment_3602118
What about the Cj tech and pallet vacuum why are those not fixed? Oni is a bad killer overall if you can't flick with him cuz nobody is stupid enough to run in a straight line vs a Oni in his power.
If someone manages to do a CJ-Tech on you, this is 100% on you. It is one of the most obvious tricks Survivors can do and if someone really falls for that, they deserve to lose.
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@ProfessorDunwich said:
They cannot even remove Overheat, I suspect because that would be admitting they were wrong.
Who complains about Overheat in 2023?
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601859#Comment_3601859
If Trickster was extremely oppressive in chase and got downs no matter what, ask yourself, would his kill-rate and pick-rate have been so far down the toilet that Behaviour felt the need to make adjustments to him ahead of numerous other Killers? The only issue PTB Trickster had was his add-ons, the only issue he has now is the fire-rate. If Trickster was downing Survivors no matter what, then no matter what they must have been running in a straight line.
Honestly, the Trickster-Changes came out of the blue for everyone. Nobody can tell me that they expected the Devs to work on Trickster.
And it is not like he was one of the Killers who really needed adjustments in the first place. I never, and I mean seriously never, saw his name when it comes to the question which Killer needs changes.
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As others have said - Nurse. Her difficulty is really exaggerated, 50 hours are plenty of time to be good enough with her to win almost all games.
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I always think that the Survivors just want a "normal" map. So they dont want to play on RPD (or any indoor map) and also dont want to play on crap like Borgo.
MacMillan-Maps are considered the most balanced Maps in the game (even tho I really dont like the recent additions, they were unneccessary and I dont think the additional maps are really balanced), so you have the best chance of having a regular game on these maps.
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@UnusedAccount said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601506#Comment_3601506
That seems like an overreaction to a Killer taking someone out early...
Its like if the Killer DC right after 2 gens popped and they had yet to hook anyone.
I mean, there is not much there to play when there is an early DC. Yes, the Survivor gets replaced with a Bot, but the Bots are only a little plaything for the Killer. They give him points, Perks which are related to Hooks and Downs and thats it. It is still a 3v1, probably even worse, because in a 3v1 the Killer does not have some extra provider for their Perks.
So I cannot really blame people who give up when there is an early DC. The game is basically lost, you cannot win a 3v1 at anything but 1 Gen left, because the Gen Progress basically goes to 0 at this point, unless the Killer is way weaker then the Survivors.
And some Survivors would rather play an actual game than staying around, providing points for the Killer.
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@ProfessorDunwich said:
I expect the distorting/slowing aspects of his gas to get nerfed because Survivors don’t like it. He will receive something minor that qualifies as a “buff.” Maybe faster bottle throwing or an extra bottle with base-kit.
Likely will remain trash-tier, but be sure to buy his cosmetics.
And another overly negative post for no reason.
@Topic:
Clown is actually on the Roadmap for future changes:
This is all subject to change and will only be a thing in 4 months, but you can expect some Buffs to his Kit. The last Changes he got were really underwhelming. I also expect that they finally nerf Pinky Finger for good, but I also expect some Buffs to his Kit.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601418#Comment_3601418
She only gets notified if the trap actually gets set off.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601432#Comment_3601432
If traps around a hook disappeared upon unhooking then I don't think the notification would be an issue. And I'd actually agree with that suggestion, never liked how much she can benefit from that type of strategy.
True, then the Survivor would not even need to wipe the Traps around a Hook and would just crouch, but every other Trap will most likely be wiped, alerting the Hag.
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@sizzlingmario4 said:
Being able to remove her traps without triggering never should’ve been exclusive to flashlights tbh. It was a good change, though I agree there could be addons that interact with it and she should get notified like Trapper does when a trap is disarmed (this should be basekit and not an addon).
Nah, she should not get notified.
Hag is already really good at camping from a distance (with the Traps, if they get triggered she either can get back or simply teleport). Trapper cannot do that, the Hag can spam multiple Traps around a Hook and Survivors would need to wipe all of them away to be able to get away. Buf if she gets notified, she would return immediatly, meaning that the Survivors either have to try to wipe them all away (and risking the Hag arriving at the Hook) or try to run away (which triggers the Traps).
Trapper would waste a lot of time if he wants to trap a Hook in a way Hag can do that. It only takes seconds for the Hag to do this.
(In general, I think all Traps around a Hook should be removed once an Unhook happens. This would still mean that the Survivor has to waste time to get to the Hook, but it counters her camping-playstyle)
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Today I had quite a bit of variety when it came to Killers. I had 1 Chucky, 1 Twins, 1 Knight, 1 Demo, 1 Artist and 3 Blights. Sure, the last few days were a lot of Chucky-players, but it got less.
And IMO a prevention-system would just hurt the game. Because you have to consider that a Killer can be blocked for up to 4 Lobbies and up to 4 Survivors can block a Killer with this. Queue times would increase. Especially on Release Days.
I mean, even IF the Devs would add such a system, they would basically be forced to disable it when a new Killer is released, because you cannot really afford that people buy your chapter and then dont get to play with the new Killer.
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600596#Comment_3600596
yeah, I've felt this way for a long time, but i'm happy the devs decided NOT to go with the version that was tested.
I specifically wish that moris were based on how much a survivor aggravates the killer; e.g. chasing a survivor raises your "mori meter" with THAT specific survivor, and if they stun you it raises it more. So if and when you DO finally down them, you have the satisfaction of mori-ing them. And also as a survivor you have to balance being "the runner" vs the threat of getting moried.
This would be terrible.
This would mean that the better the Survivor, the more likely it will be that they are dead once downed. And since Bloodlust exists, at some point, a Survivor WILL go down. Let alone that a Killer does not need to hit a Survivor, so if they are close before filling up the Meter completely, they can just wait, then when it is filled, down them and kill them instantly.
I also dont really get the "balance" you mentioned. Should the Survivor think about playing badly to not get killed? Let alone that it would be in the Killers control if they actually fell for it or not.
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- Back to 5 seconds
- Disables the Killers power for 10 or 15 seconds
- optional: Let it deactivate in a Locker.
Back to 5 seconds should be clear, 3 seconds is not enough when you spend almost half of the time in the animation. Disabling the Killers power would make sure that a Nurse and Blight cannot just ignore DS like they used to do it when it was popular. But it also does not weaken lower Tier Killers that much, because while a Nurse would instantly blink after the Survivor, a Trapper would not instantly set up a Trap after getting stunned by DS (as an example).
Last part is optional, I never really cared about locker DS. But it can be frustrating for others, so I would not mind it being gone.
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There are currently no Killer-Bots. And while I know that BHVR is working on them (mainly for the Custom Games), I dont think that a Bot will EVERY be somewhat as good like an actual player. At least for the more complex Killer. Sure, a Bot will be able to play Trapper or Wraith, but I dont see that a Bot can play Blight or Singularity (as examples) in a way that it might actually be interesting to go against.
Also, the game ends when the Killer DCs. And I would rather have that than having to play against a Bot.
(But in general, my opinion has always been that Bots dont belong in Public Games. Especially the useless ones we currently have)
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@Marc_go_solo said:
Where a lot of the proposed fixes for tunnelling fall is that it results in a lose-lose for the Killer. That's to say they make it so the Survivors will benefit, no matter which Survivor the Killer targets. Punishing the Killer will not work and just push plyers away.
The "Borrowed Time" effect from being unhooked that was granted felt like the best thing for it at the time. However, strong anti-tunnel Perks such as "Decisive Strike" were nerfed in the wrong ways and Killers now just wait out the Endurance.
However, likewise it's questionable in many cases why a Survivor still decides to unhook under the Killer's nose in the first place, when it's not a mad dash to the Exit Gates. Of course a Killer would have a high probability of tunnelling then if it's handed to them on a plate. The Survivors should be punished under that level of stupidity.
If anythingbis to be done about tunnelling, it should be to incentivise the Killer. "Grim Embrace" is an example of this, which rewards spreading the hooks with a mid-trial "Corrupt Intervention". Granted, it's currently not a fantastic Perk, but it is a great way of giving the Killer a reason not to tunnel. Another Perk - "No Way Out" - also rewards the spread.
If tunnelling is to be countered, incentivising is better than punishing a Killer.
"If anythingbis to be done about tunnelling, it should be to incentivise the Killer. "Grim Embrace" is an example of this, which rewards spreading the hooks with a mid-trial "Corrupt Intervention". Granted, it's currently not a fantastic Perk, but it is a great way of giving the Killer a reason not to tunnel. Another Perk - "No Way Out" - also rewards the spread.
If tunnelling is to be countered, incentivising is better than punishing a Killer."
The problem is that incentives would only work if they would not be available if the Killer is tunneling. But this is not the case currently. In another thread someone said that Pain Resonance is a good Anti-Tunnel incentive, but this is not true if the Killer can tunnel out one person and still get the Scourge Hooks on other Survivors. If we look at Grim Embrace, it is the same. It is a really well-designed Perk (from the design perspective), but not really good. And even if they buff it to be strong, it would just end up oppressive if the Killer is tunneling, if they still get the benefit after they tunneled.
Basically, incentives would need to deactivate once a Survivor is dead or maybe hooked two times in a row. Because then the Killer has to decide if they want to tunnel and not use the incentives to not tunnel, or if they want to make use of the incentive, but cannot tunnel while doing so. Because currently, removing a Survivor from the game early is always the best thing to do for a Killer. Anything else is currently Bonus.
@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600549#Comment_3600549
I'm interested to see what they do with Grim Embrace....I'm assuming it will be buffed....maybe they'll let it trigger 2x per match and/or increase the duration.
It will most likely be buffed, as I said, the general design is great. BUT - it has the potential to become a really dangerous Perk. A Mid- to Lategame-Perk helps out at a time where the Killer is already becoming stronger, since Killers usually get stronger during the match due to the removal of ressources and health states/hook states. (This is also one reason why Corrupt Intervention is popular, but Grim Embrace isnt...)
So I dont think that they really can increase the duration, if we assume that the game might be a 3v1 at this point, blocking the Gens for a long time can really win a game on its own.
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@TheGoodGuy said:
Add all the survivor BP together and they are severely out earning Killer in BP every match. More proof that Survivors are the Golden Child.
#SaveFreddy
Your post is satire, isnt it?
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@Iron_Cutlass said:
Making them Purple would help me so much, I really struggle with Scratchmarks due to my Colorblindness, I do use the Colorblind settings but they only help so much.
I use to have Filters but people got upset at me over it so I stopped using them.
Why should people get upset about Filters? If you are not streaming, nobody will see it anyway that you are using Filters. I mean, there has been a small outcry about filters recently, but the person who was causing that is known for stuff like this, but other than that, Filters are usually fine.
And IMO as long as they either are used to make the game actually look better or for accessibility....
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Yeah, it is stupid. It has always been the case that Killer Challenges are "Play the game" and Survivor Challenges are "Do anything except for the Objective". But this Challenge is just stupid.
I dont mind challenges being...challenging. But if we look at the current Tome Level, there is a big difference between getting to Saves (or blinds while Hooking) in one game and hitting 8 different Survivors. The former one can take some time AND requires the Survivor to throw the game while the latter is just playing two games.
I would honestly not mind if it was one time per game or if it would have to be completed in multiple games.
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@NerfDHalready said:
because it's comfortable. i never thought it's a strong perk, i don't find perks that doesn't provide anything you wouldn't have without the perk very strong. woo, spies, sadako's comb add on etc.
That is also my take on it. I dont run WoO myself, but I can understand why people run it. And I am pretty sure I also got downed in situations where WoO would have helped me, but I am also very sure that the Perk I took instead of WoO helped me to survive in other games.
And I never was really frustrated when going against someone with WoO. And since it is a Perk which bridges the gap between Solo and SWF a bit, it is a good Perk overall and it is great that it is in the game.
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I have played against a Blight yesterday who also had the background (the skull, not the campfire). But they were not on Steam (Crossplay-Symbol).
Maybe there is something in the Epic-Store to get this or something like this?
Otherwise, yeah, most likely a Cheater, because they showed these things previously, so they might be in the gamefiles, but not accessible yet.
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Yeah, she needs a complete Rework. I dont think it is possible to nerf her, unless they would nerf her in such a extreme way that she is the weakest Killer in the game.
Everyone knows that Nurse is busted, she would not be released like this anymore. She is from a time where a lot of broken stuff was in the game which got removed, yet Nurse is allowed to stay and the changes she received were simply not enough to make her not be the best Killer.
Given how easy she is compared to some other Killers and what results she gets, she really deserves a big rework. Like, Blight is the second-best Killer, but Blight is way harder to learn overall. The learning curve for Nurse is really steep at the start, but once you got the muscle memory, there is not much else to do to win most of your games. With Blight, you have an easier time at the start (you can use his rushes just for mobility), but the more time you put into him, the more complex it gets. Other examples are Billy, Huntress or Oni, all are easier to pick up, but when it comes to mastering them, they are way harder than Nurse.
Also, all of those actually play the game.
It just shows how busted she is when she was nerfed 3 times in the past and there was never a question that she is the best Killer in the game.
