Aven_Fallen
Aven_Fallen
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599091#Comment_3599091
i mean can't they add static field along with his current power or would you say that it makes doctor too oppressive?
I think if they give him a passive Madness Build-Up on top of his Static Blast, it would make it too much.
If they keep the Blast and add a separate mode like back then (which increases Madness while moving a bit slower), it would also not really be good... But also not really that useful for the Killer if they would have to move slower AND cannot attack during the different mode.
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@ProfessorDunwich said:
If anything they are going nerf his Static Blast.
Each of your posts is insanely negative. Maybe you should take a break from the game?
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599080#Comment_3599080
I just want his static field back
While in Treatment Mode, The Doctor generates a Static Field within his Terror Radius, which passively increases Survivors' Madness based on their proximity to The Doctor.
Doctor was weaker during this time. And also harder to play, because you had to switch Modes when you wanted to use his Power during the chase.
The Blast is also better at applying Madness than the Static Field was.
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You seem to like the idea of a map-wide Terror Radius:
@moulesfrites said:
Before you jump the gun, yes, there must be proper adjustments and fine-tuning made to other terror radius perks. It'd be hell if you face Distressing + Coulrophobia.
Would you be against it?
Still, the issues would be the same. You would need to rework every Terror Radius-related Perk on both sides to make this work.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599033#Comment_3599033
Make him worth using and not have hand-held counterplay.
The Turrets BARELY do anything. Xeno is still a good Killer. It is just not a braindead Killer anymore where you can spam your power without punishment.
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@NekoGamerX said:
are the dev going to fix this?
What should they fix? Should they force players to play Xeno or what?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597680#Comment_3597680
Deliverance and Adrenaline have always worked this way. Deliverance counts as an unhook. Adrenaline heals off hook. Like ???
Sounds like a Bug which is in the game for some time but never got reported.
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@Disco said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597353#Comment_3597353
The reason why pain res doesn't deter tunnelling is you're not guaranteed to be able to hook someone on a scourge hook because they can all spawn on one side of the map. If it worked on any hook i'd tunnel less
There is nothing which prevents tunneling, because it is ALWAYS the best to remove one Survivor as soon as possible. If people say that Pain Res would work against tunneling or old BBQ, they are just wrong. As long as you get those benefits after tunneling out a Survivor, the incentive is not good enough.
E.g. if Pain Res would deactivate when you hook the same Survivor twice in a row, THEN it would be an incentive to not tunnel. You can then either run Pain Res and get the benefit, but cannot tunnel or you can tunnel, but dont get the benefit from Pain Res. But currently you can tunnel and then get the Benefit as well afterwards, so there is no incentive. (Same would apply if it would work on all Hooks)
With old BBQ it would have been the same. One Survivor dead = no more stacks. But since this did not work this way, Killers just tunneled and still got 100% Bonus BPs.
Tunneling is not solved by giving Killers more and more stuff they benefit from, as long as they still get to keep those benefits after they tunneled.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597078#Comment_3597078
Why does it only expose one survivor? There's three other players, yet it's designed to only expose one player?
It should work against the scream. But I am not sure if it is good that people have to run both Perks (Distortion and Calm Spirit), because only one of them might just be the wrong one in many games...
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596900#Comment_3596900
I saw someone else say Distortion doesn't affect the aura. Can anyone confirm that it does?
It does affect it. I play it on Chucky (including the Add Ons which lower the Terror Radius and M&A, so I can get really close before people realize that I am nearby, catching them off-guard) and in one game I had a Jeff with Distortion who became the Obsession and I did not see anything.
That being said, so far the Perk is very, very good.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597053#Comment_3597053
If then, killer has to give up 4 gens to set up.
Which mean 4 gens no hook.
So survivor could easily do the last gen if they spread.
Because killer can't really chasing in that moment, just spread,do the gen , leave when killer comes ,back when killer leave.
If there is one can't really do anything,it is killer.
What does it matter that the Killer loses 4 Gens when they can hold a 3-Gen?
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Again - the narrative that it is always the Survivors fault if there is a 3-Gen is old and wrong. There are Killers out there who play for a 3-Gen from the start and the Survivors cannot really do anything about it. Because it does not matter what they do with the other 4 Gens, they can be completed, on 0% progress or on 99% progress, as long as they cannot do a Gen in the 3-Gen, it does not matter since you cannot escape with 4 Gens done.
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I played some Chucky-games today and I played A LOT of games against Chucky yesterday and today (I would guess I had 3 matches where the Killer was not Chucky). And I did not see this happen in any of them. Even tho, I would agree that he is not really enjoyable to go against, at least at this point.
However, it is kinda hypocritical to open a Thread about Survivors not participating in the game while you are doing the same - not participating in the game. You could probably easily 4K them if they dont want to play against you and move on to the next game.
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I mean, this is not surprising. I remember when people complained a lot about tbagging (what they still do, because spamming crouch is evil) - and then Ghostface was released. Guess what was the first thing Killer Mains did with him? Yep, teabagging.
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@pseudechis said:
The only change Myers needs is for stalk to slowly passively regen on survivors over time so that you never wind up without a power.
Otherwise he's one of the best designed killers in the game.
I mean, you only forgot the Tombstones. Right? Right?? RIGHT???
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595025#Comment_3595025
Nope it not right now throws at 3 knifes per sec and keep still at that speed even with main event that should be throwing knifes at hella speed.
Yeah, I read it in another Thread where a Community Manager confirms it. Dont really know why they would have changed it that it is worse than it was on Live before.
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@egg_ said:
Anyway, since I missed the stream, did they explicitly say what they're doing with DS? Did they explicitly used the word buff?
Otherwise for all we know they might just rework it into something completely different
No, they did not go into any details, it is just on the Roadmap:
No information at all, but I dont think you can nerf DS even further. (Same that it is quite clear for the other Perks whether they receive Nerfs or Buffs... except for Shadowborn and Monitor of course, but those will probably get bigger Reworks because we get the FOV-Slider)
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596268#Comment_3596268
DS got the Conspicuous Action change and 3s stun duration in the same patch.
What is this old version that you are referring to?
This is incorrect. It got the Deactivation in Endgame and the 3 seconds in the same patch. The change with conspicious actions came before that and was well-appreciated.
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@Travis_Bateman said:
Survivors should not escape a 3 gen situation. Its their fault for playing dumb and careless.
This take is so old and so wrong.
There are Killers out there who play for a 3-Gen from the start. Skull Merchant and Knight where the biggest offenders (and they still are probably the best at it), but every Killer can do that. Especially if they throw a Map Offering for e.g. Dead Dawg Saloon.
And if the Killer decides to play this way from the start, it is completely irrelevant if the Survivors repair the 4 other Gens, 99 all of them or dont touch them all. Because you cannot escape a game with only 4 Gens done, so it does not really matter as long as the Killer has a strong 3-Gen they can hold from the start.
@Topic:
I dont really know what they want to do, because it is a fine line between making sure that Killers cannot 3-Gen from the start and making sure that Survivors still have to pay attention which Gens to do.
Maybe it will be as simple as fixing Gen Spawns a bit (like they did on Haddonfield, where really nasty 3-Gens could spawn, it got a bit better) and adding an 8th Gen or something more complicated like increasing Gen Repair Speed the longer the match goes on or adding Progress Caps to Gens. (even tho the latter is a bit tricky, because it would also affect Gens outside of a 3-Gen situation and IMO it would not be a good solution because of this since Survivors would probably just repair as many Gens to the highest progress cap and then finish them rapidly one after the other)
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@appleas said:
Feels like the big changes from the “meta shake up” that 6.1.0 did are gradually being undone or scaled back.
Not sure if this will bode well or not.
The only complaint left with DS back then was that it should deactivate in Endgame. I dont really agree with that (because for some reasons Killers think they deserve a pity Kill once Endgame is reached), but it was an understandable complaint. There were not really any other things, since DS deactivated when progressing the game in any way.
The Nerf to 3 seconds just killed the Perk, because previously it was not good against the strong Killers, afterwards it was not good against any Killer. DS was one of the Perks which got nerfed heavily to remove them from the Meta and the Devs seem at least to have realized that it was the best Anti-Tunnel option (not a good one, but the best around).
@Topic:
IMO buffing it to 5 seconds and disabling the Killers power for a few more seconds would be fine. This would have less impact on the weaker Killers, but more impact on the strong Killers. A Trapper would not want to set a Trap anyway at this point, but a Nurse would instantly start blinking after the Survivor, rendering DS almost useless.
But I dont have high hopes for it. It would be nice if there would be something the Killer has to have in mind when trying to tunnel, because the current Anti-Tunnel features dont really provide this, since they all resolve around Endurance and one hit will disable all of them.
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@DemonDaddy said:
I like the fact pallets need a little thought in chase against him. Its a survivor's mistake if chucky catches up after a pallet predrop. Best counterplay so far is dont drop while he is in his power or atleast aim for a stun when you do drop it.
I mean, at some point you have to drop the Pallet and then he can just use his power to bypass the Pallet.
Its not like you will only get hit when you played badly. This would be fine. But this is also not the case.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595694#Comment_3595694
Medkits and Circle of Healing are not the only kinds of healing in the game, and healing overall has not been nerfed heavily. One could even argue that healing overall has been buffed to a small degree, considering both of the two self-heal options that were nerfed became better at altruistic healing.
It would be fair to say that self-healing was nerfed pretty hard, but that's not even close to the same thing as saying that healing overall has been nerfed heavily.
Personally, I wouldn't say all healing perks need to be nerfed heavily if Mangled is nerfed (and it's worth remembering that is an 'if', it could be a rework more than just a nerf), but it is fair to bring up the possibility that the sources of healing speed in the game might become overtuned if the most common source of healing slowdown is nerfed noticeably.
I am not talking about Circle of Healing. This got butchered completely.
But self-healing is not really viable anymore IMO. At least I notice that I lose more games when people self-heal. Which is fine, because self-healing was too strong before and altruistic Healing was never really an issue since it requires two people.
But when we look at ho easily it is to apply mangled with Sloppy Butcher... The Killer has to do basically nothing to get the Slowdown. And it is no surprise that basically every Killer who is doing basic Attacks is using Mangled and every Killer who has an Add On which applies Mangled when using the power is using this Add On.
And this is not because Mangled is fine, it is quite clear that Mangled is really strong. And Hemorrhage comes on top of it (at least with Sloppy Butcher).
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595165#Comment_3595165
If Mangled and Sloppy are overtuned, there are two ways:
- All perks for healing will nerfed along with SB and mangled, but way more harder. Cause now they provide multiple times better effect than Mangled does.
- You admit your hypocrisy and one-sided interest.
Healing is already nerfed heavily. They nerfed Medkits and Self-Healing not long ago, but did not change anything about Mangled.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595242#Comment_3595242
i played few games. it is what i expected. it is slower at base and main event is useless. the survivor goes around the corner and i am stuck in main event. if i cancel it, i get stunned. that is my feedback from 3 games of trickster. these changes do not make feel like i am rapid-fire killer.
Yeah, you were correct, I was wrong. I really did not expect them changing it in a way that it is worse than it was before on live.
@dance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595242#Comment_3595242
Hiya Aven_Fallen,
With today's update, it was changed so that he throws 3 knives per second; the ramp up has been removed.
Thank you! What was the reason behind removing the ramp up? If I may ask?
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@Emoba said:
It's Blight in general (and Nurse) that should be looked upon, not only the addons. Hopefully they don't slaughter STBFL and Sloppy, those perks really don't deserve to.
IMO they can start with Blights Add Ons. And if then Blight is still problematic, they can further change his Add Ons or the Basekit. But IMO it makes sense to first go for the Add Ons, in my opinion this is all he needs currently. My opinion might change over time, but currently (and for a long time) I think it is only Add Ons which are problematic on Blight.
I just hope they make them interesting. I dont want to see that Alchemist Ring inflicts Mangled, Adrenaline Vial inflicts Hemorrhage, Blighted Crow inflicts Blindness and Blighted Rat inflicts Oblivious. This would be super-boring.
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@Wrecked said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595264#Comment_3595264
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595265#Comment_3595265
Did you buy a cosmetic? They don’t come with the DLC, but you receive them after buying one of the new Chucky cosmetics in the store. I was also confused by this at first!
Thank you for the correction, I edited my post. I instantly buyed the stitched Chucky-Skin so I did not even realize that I got it from the Cosmetic. (Which makes the start of player cards even a bit worse...)
In general, I think they could have made quite a bunch of things already. At least something for every Survivor and Killer, as well as an Icon for every 10 Prestige Levels on the highest Character (so that P100s can have a P100-Customization, P50s P50-Customization, etc.).
I know it takes time to create them because they did not juse use the default pictures of Killers (which I really appreciate!), but I expected to toy a bit around with the player cards when they released.
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Question:
- Revert time between throws to 0.33 sec (was 0.25).
Does this also mean that Trickster will not speed up the throwing rate anymore? Because previously on Live he started at 3 Knives per second (so 0,33 seconds time between them) and increased it to 4 knives per second (0,25 seconds between them). On PTB it was changed to flat 4 Knives per second, and then reverted.
But does this mean it is the same as it was before on Live? So starting with 3 and going up to 4?
(Asking here because there is a discussion in another thread)
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I agree. I also thought that there would be customizations already ready. But all you can get right now are the two things which come when you buy a cosmetic for Chucky.
If such a feature is introduced, it should have a lot of content immediatly. The player cards basically having 0 content on release really lowers the excitement for them.
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Their last attempt to solve something was really mild (AFC-Feature). I highly doubt it will be different. I dont think their solution will change much, because they need to keep in mind that Survivors can also 3-gen themselves and should also have to think about which Gens need to be done and which Gens should be left for later while also trying to eliminate the playstyle of just picking 3 Gens from the start and never leaving them as Killer.
And while I think the latter should 100% not be possible, because it is very boring and requires little skill, I dont really see a way how they want to get rid of it and also make sure Survivors still have to pay attention which Gens to do.
They can of course work on Gen-Spawns, some Maps spawn with really strong 3-Gens. But this will not really solve that much and from how it is presented, it is probably something bigger.
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Ah yes. All Killers do is running STBFL and Sloppy Butcher and holding 3-Gens from the start. This is all they can do. There is no other chance for Killers to win. /s
I dont really know what they want to do to STBFL, but Mangled and Sloppy Butcher are really overtuned now. And deciding to hold a 3-Gen from the beginning of the game and only defending this 3-Gen is boring and does not really need any Skill at all.
But, dont worry, I dont think that their measurements will be effective. Especially because they also have to keep in mind that Survivors can 3-gen themselves (and should be punished for it), I think their solution will be very mild to not remove the need to be careful which Gens should be done by the Survivors.
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Meh.
I think phobias or really important things like Mental Health are more important than bad habits like Smoking. Yes, smoking is not good for the body and in I am always happy when I dont have to deal with someone elses smoke, but IMO there is a difference between a noose which might cause issues for people with mental health problems and smoking.
This is an adult game, after all, so in theory, people who can play DBD should also be legally able to smoke.
Also, Bill exists. For years. And he is smoking. For years. His poor lungs.
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@NerfedFreddy said:
Nothing for survivors for next 9 months
I mean, I welcome changes to Mangled and Sloppy Butcher. Overtuned by now.
And I doubt that they can nerf DS even further, so you can expect a Buff to DS. The only thing we dont know is if it will be a somewhat meaningful buff.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595045#Comment_3595045
no that what they changed.
Old trickster(PTB)
Regular throwing-rate -> 0.33(3 blades), after 8 blade thrown, you would go to 0.25(4 blades)
Main event: Increased your throwing-rate to 1.66x. What this means is that your throwing-rate would be set to max and you gain innate 33% bonus for being in main event. 0.1675(~6 blades per second)
New trickster:
Regular throwing-rate -> 0.33(3 blades)
Main event -> 0.25(4 blades) -- Main event still gives innate bonus of 33%. There is no additional 33% because throwing-rate was removed.
I am not stupid, I understand you. Dont worry. I just understand their wording different from you. Thats why I said, lets wait for the Update, I will happily accept when I was wrong.
On current Live it is 3 Blades per second and ramps up to 4 Blades per second. On PTB it was 4 Blades per second and did not increase anymore. And for me, it sounds like they are reverting it to the Live-State.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595037#Comment_3595037
there is no more throwing-rate increase. it is static rate. it was 4. now it is 3. the main event increases your throwing-rate back to 4 for 5 seconds. this was 6 knifes per second in the ptb.
You must got an early version of the Update then.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595025#Comment_3595025
where do you read that?
"First: We are reverting The Trickster’s throw rate to 3 blades per second (was 4 during the PTB)."
it is flat 3. what this does is make your main event 33% worse because... your base throwing rate is worse so to get same throwing-rate as before, you need be in main event for what was base-kit in ptb.
"reverting" reads like it is the same as before. But we will see in half a very short time.
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@Devil_hit11 said:
I still do not understand their post when they said they wanted to make trickster rapid-fire killer but he is less rapid-fire now then after changes because base-throwing rate is worse.
The base throwing rate is the same as before. Starts at 3 blades per second, goes up to 4 blades per second.
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@Clownin said:
oh you're trying to make perks viable? not on my watch
Hyperfocus and Stake Out would be very viable then.
But I am sure that nobody would actually want that.
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Lets face it, nobody would use Distressing if it would cause the Terror Radius to be map-wide. And on top of that, you would need to change a bunch of Terror Radius-Perks on both sides.
This is really not worth the effort.
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Accepting that you cannot win every game is enough.
For some reason Killer Mains want to chill and also win every game. Both is not possible.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593978#Comment_3593978
No Made For This
Exhaustion perks: Dead Hard, Adrenaline, Background Player (recently buffed)
2 Deja Vu (one of them combined with Resilience = gen rush)
2 Unbreakable
Windows of Opportunity
Off the Record
Deliverance
For The People + Buckle Up
Also 2 flashlights, an item bound to receive a nerf very soon
Everything that is gonna be part of the next big complaints by DBD players. Just wait.
Ah.
Well, while I completely agree that Killers will complain about some Perks right after the next Patch dropped, I think the screenshot shows a great variety of Perks. I personally dont think that all of them are actually good, but it shows that there is personal preference over strength. And if I counted correctly, those are 14 different Perks out of 16 Perks total. Nobody can really complain about stale Builds with this one.
@Zokenay said:
I know its not a true definition of skill but... nobody is gonna point out how its four P100 survivors against a P11 killer?
Does not really matter. The Prestige-Change was long ago, P100-Survivors are not rare anymore. Yes, it is unusual that there are 4 of them, but I am pretty sure that most players who play a decent amount of time have at least 1 P100-Survivor at this point. Killers on the other hand are more rare when it comes to P100s, simply because nearly nobody only plays one Killer.
(Let alone, if all of those would have used a different character, it would not change anything except for some fancy numbers. They would still own P100-Survivors and would still be the same players)
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A little bit of context would be nice. I just see some Killer who ragequit. Great. And now?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593604#Comment_3593604
A survivor team skill of 5 can beat a killer skill of 3 as hard as a team of 10 beat a killer of 8.
We will never know how high/low MMR of theirs, we only know survivors are better.
Yes, exactly. If person A struggles against a Team this does not mean that person B would struggle as well. Without knowing the MMR, there is not really much which can be done.
And even if we know that the MMR is working and the match was equal, this means that it is a hard match for both sides. So if a Killer has to struggle to get a 4K, this can also mean that the Matchmaking was really good for this game.
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"-Remove the overheat mechanic entirely."
Yeah, it can be removed at this point. During its introduction, I thought it was good that it was added. But it was probably enough to remove Cooldown-Add ons and remove viable Chargtime-Add On. Because back then Hillbilly was too forgiving.
And since its introduction, the Overheat-Mechanic was nerfed a lot, it is barely impactful. You basically have to try to Overheat.
"-While chainsaw dashing, increase FOV by 20%. Stacks with FOV perks."
I really dont know about this one. For me, I also need the FoV when playing him normally or when revving, because otherwise his FoV is really awkward. But I also use the Chainsaw A LOT, so I think it will be really unpleasant to play him with constant FoV-Changes happening whenever you use the Chainsaw.
"-Once per chainsaw dash, pressing M1 will increase the turning rate by 5x for ⅕ of a second (0.2s), allowing for a singular, very sharp turn. Immediately after pressing M1, your FOV decreases back to normal, a sound que is played and the chainsaw will only be able to injure healthy survivors for the rest of the dash, but will still down injured survivors."
I dont really understand this. This sounds like an easier way to curve, but with less benefit. E.g. you can press 1 to curve in an easier way, but dont get an Instadown. If this is the case, I would be against it. But as I said, I dont fully understand the suggestion.
"-Decrease the sound of the chainsaw from the perspective of the Hillbilly by 50% of what it currently is."
Yep, agreed. It is painfully loud.
"-Make the Hillbilly 20% larger."
Meh. I dont care to be honest, but would lean against it.
"-Decrease the size and shape of his chainsaw hitbox."
Yes. I feel that his Hitbox is enormous and it makes maneuvering around some reworked maps challenging, because you can get stuck on the smallest twigs.
"-Pretty much rework every single add-on."
Agreed. BUT - I dont really know what to give him. IMO he should not have any Chargetime- or Cooldown-Add Ons. And if we look at this, there are not many stats which can be improved. And I dont want boring Add Ons like "Chainsaw Hits inflect Mangled/Blindness/Oblivious/Hindered/Hemorrhage" or similar things.
I feel that Hillbilly being one of the more simple designed Killers (simple designed, not simple to play) only has limited room for Add Ons. Especially if they should not increase Chargetime or Cooldown. (The last part is totally my opinion, but I think that things like Instasaw and the fast recovery after missing made him really a bit too good back then)
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I dont really see the turrets as that effective. Yes, they do something, but more often than not a single turret is not enough to break Xeno out of his power. And his Power is really strong.
The thing about Singularity is that the EMPs have to be good. Because he can be really oppressive if there is no EMP nearby. Get chased by a Singularity while nobody with an EMP is nearby. You will notice that it is really hard to deal, because he can constantly teleport on you and you dont have much to defend at this point.
I think that Singularity is more dependent on the opponents. If those are a well-organized group, it is hard for the Killer to deal with that. But if they are not that organized, you can have a lut of pressure due to the ability.
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Sounds like a good Buff. But this does not really fix Freddys core problem, which is that he is very boring to play and play against. Strengthwise Freddy is not really in a bad spot, especially given how simple he is to play. But he is just sooo boring and uninspired. I think he should be reworked once again to have a more exciting Kit.
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How do you know that you are going against 4man-SWFs all the time? I am pretty sure you are not.
And you also dont know an MMR. You can be on low MMR. For a bad player mediocre players seem too good...
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It deserved A nerf. But the Nerf which it now got was way too much. And I hate this procedure to bring a Perk which is (too) strong and then nerf it into a state where it is barely useable.
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You are ignoring the removal of Recoil. I think even with 8 Knives needed and the old Throw-Rate, the removal of Recoil and the faster Main Event will make him stronger.
The increase to 32m Terror Radius is more consistency than anything else, since he now has 4,6m/s Movement Speed. Because most Killers with 4,6m/s Movement Speed have 32m Terror Radius (even if in general some inconsistencies still exist). But the Terror Radius is not that important anyway, because he has a Lullaby as well.
And last but not least, the reduced time of Main Event does not really do anything IMO. You get it far more often now (you will have almost 4 Main Events in the time it used to need to charge 1) and from my experience when playing Trickster, you did not really use the full 10 seconds anyway. Most of the time the Survivors go down pretty quickly and you cancel Main Event to pick them up.
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Ruin was nerfed so that it is removed from the Builds. We have a few Perks on boths sides which did either not need a Nerf or did not need such a severe Nerf. I think Ruin would have been fine if it would not be changed at all, since the main reason why it was problematic was Tinkerer. And with Tinkerer being nerfed to only activating one time per Gen, I think Ruin could have stayed at 200% Regression and not deactivate when a Survivor died.
And if they still wanted to nerf Ruin, they could have deactivate it when a Survivor is dead. Because I think this is a fair Nerf. It will not happen often, but when it happens, the Killer is most likely in a good spot anyway, so deactivating Ruin would just give the other 3 Survivors a better chance in a game they probably already lost anyway. But the Regression-Nerf made the Perk too weak.
And, as as I said, there were Nerfs on both sides which happened. But again, the main reason was to remove those Perks from the Meta. Because in the end, the Meta-Shakeup did not really happen. If I look at the Killer-Meta, it is still stacking Slowdown, just different Slowdown-Perks than before. Same for Survivor, we see the same type of Perks, just different ones.
Overall, 6.1.0 was a failure, if we just ask "Did the Devs really change the Meta?"... The answer has to be "No".
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591671#Comment_3591671
As much as I wanna say I've seen far too much Hope+Adreneline to agree that survivors don't plan for endgame builds, I will agree that killer build would be oppressive as hell, especially on high mobility killers like Wraith or Skull Merchant with enough lock ons. I feel like Batteries Included is such a weird perk to balance that they did the right thing, but it's just a weird perk to begin with.
Yeah, I think it would have been better to completely rework the Perk, because outside of Endgame, it is not really a good Perk at all, because you dont want to chase around completed Gens anyway. Or they could have removed the Speedboost from NOED and leave Batteries Included as it is.
And yeah, this Build would basically miserable for the Killer before Gens are done and then miserable for Survivors once they are done.
