Aven_Fallen
Aven_Fallen
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"Is change really necessary?"
It really isnt. To take the two example Perks (Coup de Grace and Any Means Necessary):
Coup de Grace is visible once the Killer did his lunge with it. At this point, the Survivor knows that they have CDG. Before not, which is totally fine. The Killer got value from their Perk, they deserve to get value from it. And afterwards, the Survivor has to play with CDG in mind. And if they decide to be greedy and make the extra Loop and get hit by CDG again, it is their fault.
Same with Any Means Necessary. It is a Perk you rarely get value from, but if the Killer decides that they do not kick a strong Pallet immediatly, the Survivors deserve to get value. This happened to me a few days ago, I tried the 4K Clown-Challenge (and got it in this game) while being sent to The Game by the Survivors. I had Hubris, Enduring and Spirit Fury, so I thought it will work out. And well, I did not kick a Pallet immediatly in my first chase and it got picked up (at least two Survivors had AMN). Was I mad? No. They got value out of their Perk. And I made sure to kick Pallets to avoid that they can pick them up again.
It is totally fine that some Perks are unknown to the other side.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519724#Comment_3519724
with my ticket on the same topic i was told that this is not griefing.
It should be IMO.
I dont think it is that different from Mori-spamming (back in the day the Killer could stop the Mori and just spammed it for the time it took the Survivor to bleed out... Imagine a Legion doing this to you and you get the constant camera spins). It is not 100% compareable, because Mori-spamming prolonged the Bleedout-Timer (since it stopped when the animation started) and I think Unhook-spamming does not do that.
But the general concept is the same. Also not really nice to look at in second stage when you switch from being unhooked to the characters screaming because of the Entity Claws.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519663#Comment_3519663
Oh, I agree that healing time is pretty bad. It's made worse by the fact that medkits are useless if you want to use them on yourself (and, honestly, why? None of them are even unique anymore because nobody uses them to heal other people, so it's the exact same time to heal with a brown as it is a purple.)
I think that one period a while ago where survivors could heal in literally 6 seconds if they had the right items and perks was ridiculous, but I also think that they went too far with how ineffective self-healing is now. They did the same thing to healing as they did to regression because of a few nasty strats (healing in chase/3-gen skull merchant, just for example).
Overall, I think the game is somehow in a better and worse spot depending on which issues/topics you're looking at.
Yeah, there is not really a point in having different Medkits nowadays. Especially because even when you heal someone else with them, the difference is not that big. But self-healing is rough with 24 seconds and if you put Sloppy Butcher on top of it (or Mangled in general), you are really in for quite long heal times.
IMO it would have been better if they would have kept strong healing methods and good Medkits, but limit the speed that can be gained. Because healing was not a problem and self-healing was not a problem either. Self-healing in way under 10 seconds was a problem. And that could have been solved with implementing a minimum time which it takes to heal, lets say 10 seconds. With that you could keep certain things strong, but they would not have been busted when combined. The problem was people stacking stuff like green Medkits, Botany Knowledge, Speed Add Ons, Circle of Healing... But removing the synergy by capping Heal Speeds would have been enough and the better solution IMO.
In general, I am a fan of having strong Perks which are good on their own, but dont work well with other Perks to avoid them being busted when stacked.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519663#Comment_3519663
It will continue to remain that way. Not equipping Sloppy doesn’t mean that Survivors will also not equip mft especially for those who are used to looping with the perk. The same applies vice versa.
You would probably have more people who heal. I used to heal all the time, but now, when the game is close to being finished (aka Gens need to be done because the Killer has way too much pressure or the last Gen is being worked on), I stay injured. Because it is not worth to spend the time to heal, when you can sit on a Gen. Especially if multiple people are injured, if you heal someone and they heal you afterwards, you have around half a Gen of time wasted. (With Sloppy Butcher)
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519662#Comment_3519662
Sweeping statement much? OP didn’t mention what Killers they were, the maps or items/addons/perks each side had and you automatically chalked it down to the Killer playing bad?
Yep. But it is this forum as usual - Survivors DCing is the worst, but Killers DCing...nono, the game must change, Killers are DCing!!!1111
(But the reality is - neither side should do that. But for some reason, in this forum, it is fine if Killers are doing it...)
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519535#Comment_3519535
This is the issue I have with the current meta. I don't mind that survivors have strong perks, but I do mind that they have strong perks that take the risk out of being injured. With the haste from MFT, the speed from Resilience, and the countless ways of giving yourself or someone else endurance, there's no reason to heal when you can tank two hits while injured 3/5 times anyway.
The thing is, in my games I see Sloppy Butcher on every Killer who relies on basic attacks. Since Nurse has an Mangled Add On (which almost all of them use, great idea btw to give her an Mangled Add On.../s), I only see Blights and some Weskers without Sloppy Butcher. The rest of Killers I face all use Sloppy Butcher.
And at this point, if you want to heal, it takes so much time that it is not really worth it. Standard Heal time for another Survivor is 16 seconds, but I guarantee you that this is not the average Heal Time you will see in matches.
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Maybe if those Killers would improve instead of DCing they might not want to DC in future games.
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Na, it shouldnt. But good vaults are not allowed here.
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Not really sure about the easiest. I think the easiest was when Eruption/Call of Brine/Overcharge was around. Losing as Killer during these times took more effort than winning.
But it surely is easier to win than most people claim it to be.
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@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517891#Comment_3517891
Let me ask you one thing. What do you think is better, a SWFs with or without Kindred? Ofc free auras will make a difference!
Not really.
Its funny, in this forum every SWF is a Comp-Team, but when it comes to Kindred, they are all so bad that they need Auras. However it fits the narrative I guess.
Kindred shows two things:
- If the Killer is camping
- If someone is going for the rescue
A SWF needs to communicate two things:
- "The Killer is camping"
- "I go for the Unhook"
Both dont require an Aura. The only thing that MAYBE can be relevant is that they can see who is the closest. But this is also really basic communication.
A SWF on Comms will not have any significant benefit from Kindred. Which is why you dont see it when there is a 4 man-SWF.
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@Grigerbest said:
For killers are: Corrupt and Shattered hope.
Survivors already have some perks as basekit.
Who cares about Boons in 2023?
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517850#Comment_3517850
Yes, I did consider this. Surely appropriate nerfs could be made to the stronger regression perks to balance this out?
The problem is more the combination of Slowdown-Perks which prolong the game + the mandatory Job of cleansing 5 Totems on top of it. Plus it would make Pentimento a real pain to deal if the Killer can count on Survivors breaking Totems. It can already be strong, but only with a Dedicated Build. If I know that I would get built-in NOED and that the Survivors are forced to cleanse my Totems, I would run Pentimento in every game.
And nerfing some Regression Perks is not the way to go IMO. This would also hurt those who only run one Regression-Perk.
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@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517879#Comment_3517879
Just run Kindred, were is the problem? You need to realize that it would also be another buff for SFWs, be it with or without comms - SWFs with Kindred would have free auras on top.
You know, throwing in some buzzwords like "SWF" wont really improve your reasoning.
Auras would not do anything for SWFs. They know when the Killer is camping and they also know where everyone is. But it would certainly help Solos and people who are not 4 man-SWFs.
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@Sackboy123 said:
It does say "Great Height" tractors/hills etc don't count
2nd story buildings and drops always do
The problem is that Balanced Landing has the same wording, but not everything what triggers Balanced Landing also triggers a point for the Challenge.
@Topic:
I recommend to just burn Haddonfield with Balanced Landing. I do this every time and get this Challenge done pretty quickly.
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"Anything that adds something to do for survivors other than holding M1 on generators might make it so M1 killers don't feel the need to run 4 regression perks every game."
They would still run 4 Regression-Perks each game and because Survivors have to cleanse 5 Totems on top of doing 5 Gens, they wont even reach Endgame.
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@ShinobuSK said:
What makes you think blight isn't next?
I mean, while it is a running joke, it has some history. I think every Killer got Add On-Nerfs since Blight got released...Except for Blight.
Remember that time when they announced a bunch of Add On-changes? And Blight was on this list? Everyone used Alchemist Ring because they knew it is busted and they expected it to be nerfed. Turns out, they buffed Adrenaline Vial, his worst Add On to one of his best Add Ons.
In general, the first 3 Midchapters after Release, Blight received a Buff in each of them.
He is also the only Killer who has several Add Ons which warrant a Nerf (C33, Alchemist Ring, Adrenaline Vial, both Spedd Add Ons). Usually Killers MIGHT have one or two Add Ons which warrant being looked at. Blight has several, and they are quite obvious IMO.
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226/230
Currently missing the last 3 Adepts (Gabriel, Cage, Singularity) and Skilled Huntress. I will probably do the Adepts soonish and then all is left is Skilled Huntress. Which will take some time, since I am no Skilled Huntress at all.
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@Zokenay said:
Larry is a good killer, but not an easy one, hes one of the hardest killers to learn and master, so yeah, not many people will play him.
This summs it up perfectly. Singularity is a good Killer, far from being weak. And IMO also quite fun. But he requires a lot of effort, especially when being learned. And even if you play him, you need to do things constantly, it is not with usual Killers where you move from A to B when you are outside of a chase or use your ability and mindgame inside a chase. You have to check the Pods constantly, try to manage them, the aiming can be a bit tricky when you try to teleport to the Survivor...
I dont really play him. I will do the Archive-Challenges, but for me, he requires too much effort. If I am good with him, I will probably win most games, but if I want to win, I will just play Nurse who is easier and stronger. But other Killers are more fun than Singularity because they dont require that much effort, even if they are weaker.
(No mistake, he is not a bad Killer and he is not unfun to play... Just too much to do when I play DBD mainly to chill)
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Yeah, the Bots are only a tool to feed the Killer some more BPs and let some Hook-Perks still be used. As predicted. It was crystal clear from the start that the Bots will not really help the Survivors, you just need to look at the Bots in Custom Games and you know that there will not be much help from them.
I would honestly rather play a 3v1. Your team is not stronger with the Bots anyway, probably even weaker and the Killer at least does not get some PGTW or Pain Res-uses from the Bot.
My prime example of a Bot was one Bot who REALLY, REALLY wanted to heal me. I unhooked it, I was injured, 1 Gen to go. The Bot healed themselves with their Medkit. And then it wanted to heal me. And it was an endless cycle - Bot goes next to me, stands there, teabags once, stand there, goes to the gen, works on it for like 1 second, lets go of it, stands there, teabags me, etc... I had Resilience and Adrenaline so no point in healing for the last Gen. And this Bot keeps doing the same stuff and because it let go of the Gen so often it got Skill Checks which were auto-failed, making it even harder to complete the damn thing.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517260#Comment_3517260
Again, why are we having this argument?
Can't they just go "I wish the weaker killers got buffed" and that be enough? Why the need for detailed explanations on this?
Do I really need to have the better option planned out before saying "we should improve X"?
What's your goal here? Just to go "still not as strong as wesker!!!" After whatever suggestion?
But to actually answer, I would give all his traps to him basekit.(I believe max is 8...)
thick grass or equivalent spawning on every map when you play trapper, basically everywhere, with the color of the traps almost matching it to camouflage.
You no longer step on your own traps. They just get disarmed if you do.
Picking a survivor from a trap resets it.
Escaping from a trap now takes a set amount of time, let's say 30 seconds base. 20 if another survivor is saving you.
Trapper can recall disarmed traps from anywhere by looking at them and pressing the ability button (Think thor and mjolnir). If he holds it for a bit, all the disarmed get recalled but takes a bit longer. (As in, more time than pulling 2 one at a time, but starting at 3 it's faster)
Change bag add-ons to affect the time it takes to escape the trap.
Maybe other add-ons would also need change but they aren't coming to me rn.
And there. Trapper is much better while still remaining an easy character to understand for new players (which is important to trapper in particular).
You do not need to walk around to pick your power accross the map, the traps can be hidden in more than 4 or 5 maps, no more trap rng(which makes things simpler), and you don't need to go back to collect or reset old traps.
But only the disarmed ones, if you put a bad trap in the corner and no one interacted with it, that's on you.
Don't know if it reached wesker but I think it reached a good point.
See, those are solid ideas. Way more than usual in Threads like this which are just "Buff Killer X". Those changes would not make Trapper A-Tier, but would help him. I would not agree with all of them (being stuck 30 seconds in a Trap sounds awful, it would not be much different from Honing Stone to be honest, because Trapper would be able to get you from anywhere on the Map. And basically giving him one of his best Add Ons as Basekit... I dont know.
Other things like resetting Traps when grabbing out a Survivor or calling them back sound nice and useful. Especially the latter one, you dont need to walk into corners anymore without a Gen or anything to get a Trap.
I think some solid solutions. And again, more productive than just saying that every Killer should be like Nurse.
I also dont see any problem with some Killers being weaker than others. Especially not if those are the more simple Killers. E.g. I think the powerlevel of Wesker and Wraith is fine. Even tho Wraith is far weaker, he is also way more simple to play and easy to understand. So it is fine that he is weaker than a more complex Killer like Wesker or Blight.
(Of course there are outliers... E.g. Nurse is too easy for what you get. Singularity is too hard for the reward. Just two examples)
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517256#Comment_3517256
Is it their job to come up with it?
This feels unnecessary.
Do you disagree with buffing trapper to as close to wesker as possible?
Why even have this argument?
How would you do it?
EDIT: The thing is, it is so easy to say "Buff those Killers". But the reality is that it is not possible for the majority of Killers to be buffed to high A-Tier without removing the initial concept of those Killers.
Sure many Killers can be buffed. But saying "Buff those Killers" as if it would be an easy thing to do is just wrong.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517239#Comment_3517239
I don't understand why Trapper can't also get his traps from lockers, it wouldn't necessarily buff him but you could play him way more efficiently. Besides you have lockers everywhere on the maps thanks to Dredge.
Cool.
Is he Wesker-Level then? Nope, he isnt. More ideas?
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It was only mentioned during the Anniversary-Stream. They did not give any ETA.
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I mean, Blight and Nurse 100% deserve to be nerfed. Which is not happening somehow. Not at all for Blight and at least not in a good way for Nurse.
And if we look at Wesker for example - I think his powerlevel is good.
And now, since you want to buff other Killers... Please tell me how would you buff Trapper, the Killer who needs to pick up his power from the ground so that he is at the same powerlevel like Wesker.
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I think Dredge will get the Malthinkers Skull nerfed. Because, you know, it is more problematic than Alchemist Ring apparently and used a lot.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517096#Comment_3517096
You know this how? I'm not saying that's not why they played that way. I'm just curious how someone would know unless they talked to the person after.
Only a small amount of people do it actually because they have a challenge. I play this game for several years, I know my sweaty DBD-players.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516369#Comment_3516369
well if they had a challenge to get a 4K it doesn't matter if it's a bot or not.
We all know that this Plague did not have a challenge, but is one of those "If I dont 4K I did not win"-weirdos.
Probably even at 2 or more Gens left where it is very clear that they won. But need to assert this dominance.
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EU-Server is usually 100% on Survivor the whole day and evening/night is Killer 100%. This has been the case forever, same with queue times. If you play Survivor during the day, you have instant queues, as Killer you have to wait. And vice-versa in the evening/night.
The incentives did not really change anything in that regard, at least not really noticeable.
(Personally, I play even less Killer during the day now due to the incentive. I dont play Survivor, since I would need to play Solo, but having a visual indicator that my queuetime will be long is not really motivating me to play Killer during the day)
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515332#Comment_3515332
I think the literal OP of this thread would know the point of his own thread. Maybe it's you who missed the point. XD
Nah, OP complained about Survivors not staying at the Gate if they 99 it. Because while 99ing Gates is smart, it is not smart anymore when nobody stays there to open it.
The quoted responses are those which would belong in one of the 500 "Wääh, Survivors are not under pressure during EGC, because they 99 the Gates"-Threads.
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@Sackboy123 said:
I just want the gates to have base kit Ruin, that way you have to open them.
So many times I die, because Survivors just do this all the time
@biggybiggybiggens said:
Shouldn't even be possible to 99 the gates anyway. Devs should've taken this out a long time ago. Gates should slowly and automatically regress if the switch isn't held. 99ing the gates isn't a good idea most of the time. Just open the gate.. -_0 This is the type of stuff that devs leave in which give Survivors an inch of freedom and they take a mile instead just because they can. If this game had more structure stuff like that wouldn't be possible.
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515277#Comment_3515277
Agreed. Have gates automatically regress if not fully opened. The whole points of the closed gate is the time pressure of having to open it. Opening it when there's no risk essentially eliminates that entirely. Commit to fully opening it, or not touching the gate should be the options (I suppose you could "babysit a gate and keeping it topped off", but considering you have to dedicate someone actually being there, I don't see an issue with it).
Congratz, you are completely missing the point of this Thread.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515228#Comment_3515228
I’m just voicing my frustration, is that not allowed?
Why not use the Thread you already created? More Threads dont make your opinion more valid.
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I mean, to the question in the title - because making the Add Ons Basekit would be the complete opposite of what the Devs want to achieve by nerfing those Add Ons.
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Two threads about the same topic?
@ProudRinMain said:
It’s safe to say that these are ######### now, like seriously ?why punish long phases ? It takes almost 30 seconds for the power to recharge when running the amulet….-_-
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514920#Comment_3514920
I think map-wide spammable wallhacks was widely considered his best addon the second it came out. Who was calling that weak?
He did get a buff to his stealth at the same time. He should be able to traverse a considerable distance while undetectable with the right addons moving forwards
Not weak, I said "weak" in a sense that it was too weak that it needs nerfing. Someone on this Forum said this, I dont know who to be honest.
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514920#Comment_3514920
I think you might actually confuse it with oni aura reading add on which is not weak or strong in my opinion. But demos iri is 100 times better.
Nope. I can see the difference between Oni and Demo.
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I dont think we will see many Leatherface-Skins, at least for some time. It would be better for the License Holders to promote their own game, releasing Skins for Leatherface will help with that. You might be less inclined to play TCM when DBD has some cool new Skins for Leatherface. (If you like the character and/or main him)
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@Ayodam said:
Not always wise to heal under hook. 2/3rds of killers will return to that hook when they hear the loud noise notification. And your We’ll Make It doesn’t always guarantee you get the heal off in time for the survivors to reach safety.
While you have a point, I see Survivors running into an open area with not protection at all where they want to be healed.
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No, I want to run full map and get healed behind a rock, which is way more unsafe than just healing at the Hook. Please follow me.
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Nah. The best about her is her visual design. Otherwise, she does not contribute anything to this game, neither for Killer nor for Survivor.
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Otz makes a video and suddenly it is Demos best Add On. After Otz called it that. Before that, it was considered a "weak" Add On which did not need nerfing.
This community is gold.
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Made For This can gets its Endurance removed. Other than that, nothing on Survivor-Side.
For Killer, I think Deadlock should be looked at because it is free Slowdown without any Input from the Killer. Especially annoying in camping scenarios, you will not complete 5 Gens in 2 Minutes, with Deadlock this gets even worse.
Sloppy Butcher should not cause Hemorrhage. It was fine when it was weak, but both Healing Slowdown and Healing Regression are too much for a Perk which just requires to hit a Survivor.
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@rvzrvzrvz said:
I like how everyone complains about resilience injured meta 24/7 but always ignores SLOPPY BUTCHER, 2nd most popular perk totally OP after heal nerfs, if you try to heal against that you just lose the game
if bhvr nerf injured meta they better nerf sloppy too, stop making solo q more miserable than it needs to be
This is a very good point. You see Sloppy Butcher in almost every game, I would say that the healing speeds are more often than not affected by Sloppy Butcher. Every Killer who relies on basic attacks runs Sloppy Butcher and even some Killers who dont need to rely on basic attacks do so (I see a lot of Weskers running it). Even Nurse has an Add On which inflicts Mangled and I see it on almost every Nurse I face. (I dont really know who had the idea that she should have such an Add On. Removing the Synergy with Sloppy Butcher was good, giving the Killer who does not need Add Ons in the first place a Mangled-Add On was not really a smart move)
So no wonder Survivors prefer to be injured if you heal for such a long time (a discussion which was around since the Healing-Nerfs in 2018).
Granted, the only thing I would nerf on Sloppy Butcher would be to remove the Hemorrhage-effect. It was fine to have both Mangled and Hemorrhage when the latter was only a bad tracking tool. But nowadays a Perk or Add On should not inflict longer Healing and Healing Regression.
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This "rewarding for mistakes" has always been the most dumb argument I have ever seen.
As long as Bloodlust exists I dont make an mistake if the Killer decides to bruteforce Bloodlust. And this is just one example.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512831#Comment_3512831
you cannot m1 a well-placed turret without yellow helmet add-on. the killer has add-on dependency to counter something that does not need to be in the kit. if those turret were any stronger, they'd be bully simulator like ptb singularity emp. if you use m2, you get significant cooldown allowing survivor to run forward. you do not need add-on for turret to get rid of turrets but turrets are like free mini-health states.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512790#Comment_3512790
singularity is war of attrition emp for the killer. you squeeze camera infection hits to attempt to make survivor waste emp's. it is really annoying gameplay. it is like passive secondary slowdown objective for killer like reverse wesker infections. survivor can tap crates to speed-up emp process to spam emp's but that means that they are not on generators so you get a small amount of gen defence for large killer effort. tendency killer gameplay is unlikely to be popular because there are killer with higher reward with 0 drawbacks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512848#Comment_3512848
disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun.
"disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun."
I mean, we can remove them and make those Killers weaker. Fine by me. But you cannot remove EMPs and let Singularity run around like it is.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512848#Comment_3512848
Wdym, you can undo GF's powers by just looking at him from behind a bush or literally anything, and it requires nothing time-consuming from the survivors either. My point is, countering a killer's power is nothing new.
While this is true, this allows Ghostface to be different from Myers. If there would be no way for the Survivor to break Ghostface out of his Power, his Power would need to be weaker and it would be way closer to Myers.
And my point was just that sabotaging Traps (which is not possible anymore) was nothing which was in Trappers Kit, but something the Devs thought would make sense back then. And this is different from e.g. Singularity, because this allows the Killer to have a stronger ability because of built-in counters. Singularity would be a lot weaker if there would be no way for Survivors to get rid of the Pods.
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Because this is information which is available to SWF-groups on Comms, but not to Solo-Survivors. This is to bridge the gap a bit between SWF and Solos.
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@RichardCarter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512846#Comment_3512846
It's actually a really good idea, making the odd bulb remove the flashlight. Maybe like after you blind the killer, it consumes the Flashlight. But then it'll need to do a WAY stronger effect because just one slightly longer blind isn't a good enough reason the consume the whole flashlight. Good idea though!
Here, I think you need one of those:
Or mine is broken.
IMO it is totally fine if Survivors have SOMETHING to gain in their Bloodwebs. The Survivor-Bloodweb has 3 times as many Items than the Killer-Bloodweb and contains huge amounts of Junk because stuff has been nerfed and is not really useful anymore (looking at every Flashlight Add On except for Batteries... Same with Keys) or was never really useful to begin with (most Map Add Ons).
And as long as BHVR refuses to clear the Junk, the goal should not be to make everything useless.
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@Phantom_ said:
I mean they already could by sabbo-ing Trapper's traps? How is it something new?
This is different, because Sabotage is not a built-in counter to Trapper. The mentioned Killers have built-in counters in their Kit. It would be the same if the Survivors can find Metal Detectors against Trapper.
@Topic:
The thing is, counters make it possible that the Killer abilities are actually strong. Singularity and Alien would need to be much weaker if you cannot use EMPs or Turrets.
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Dont forget that the Odd Bulb also needs to consume the Flashlight. You know, would be fair, since Styptic Agent, the Syringe and, according to you, the BNP would also consume the Medkit and Toolbox.
Question - if it would consume the Toolbox and shaves off just a little portion of the Gen... What would even be the point of bringing a BNP?
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@RpTheHotrod said:
This is why killers are complaining. It's making playing as killer unviable. You're only looking at it from a survivor's POV, but with latency, it's a two sided coin. This is how it looks from the killer's POV:
https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/
and another
Killers absolutely have a reason to be upset about this. survivors are literally immune to damage when at a window.
While those two situations looked really bad (btw why has this Demo Dead Hard?), I couldnt stop myself from laughing a bit when you mentioned latency. Because usually the Survivor is ######### over by high Ping Killers, since the Hit Registration is so lenient because BHVR cannot provide Servers to e.g. Russia or other regions.
So kinda funny to see Killers getting some of their own medicine.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512337#Comment_3512337
The only but i thought they really needed to fix was male survivors for some reason could vault further? As shown in another otz video.
from a "survivors are only skins" perspective thats kinda weird lol. But dwight does it with such grace. He's going all the way.
Yeah I know. Would also not be a reason to revert the complete feature. (And to be honest, Claudettes vault looks more bugged than Dwights. Maybe the Bug is that she got caught?)
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I have a love/hate-relationship with Billy. I used to play him all the time before they butchered his animations. This was even before they nerfed him. But ever since then, I have the same loop - I play Billy and hate it. Then I get a daily or have a challenge where playing Billy is nice, so I play him and have a lot of fun. Until a few games later and I hate Billy again.
Overheat is not really a problem and was not a problem (since it left the PTB). If you missed your Chainsaws a lot and were really overambitious, you could Overheat, but that is on the player. Nowadays Overheat does exactly nothing. They can remove it at this point, because it has no purpose at all. Before the purpose was also questionable considering that it was so lenient, but nowadays there is no purpose.
When it comes to Add Ons, I think they are more on the weak site, but I dont really know what to do with Billy Add Ons. Because honestly, he should not have Chargetime or Cooldown Add Ons, those were really way too strong back in the day.
But I have to say, my main problem with him are still his hitboxes and his FoV. I run Shadowborn, this helps a lot with the FoV, but I did not need to run Shadowborn before they changed his animations. But nowadays, I feel it is a must to have a decent FoV with Billy. And you still bump into stuff you cannot see.
And when it comes to Hitboxes - his Chainsaw Hitbox is comically huge, which is nice to hit with it, but it is not really needed. And it also causes you to bump into little twigs and other stuff.
But they announced they will take a look at Billy, so I am curious what they do.
