Aven_Fallen
Aven_Fallen
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511780#Comment_3511780
yep , as someone who plays m1 killers a lot I gotta say hits were sooooo easy to cheese if you were actually looking for them.
my average ping is 60 - 90 ms Tho , but damm totally hitting the air and somehow that connectiong while the survivor is 99.99% on the animation , best example of this.
Trapper doing a last second baby lunge and still lands the hit due to latency - skill issue from the jake i guess
https://us.v-cdn.net/6030815/uploads/WVY0N1A83P5Y/window-hit.gif
people say hey , "I should get the hit just because it barely connect" and thats a terrible argument if we are taking latency in mind where on reality the 0.5 sec animation where the survivor can still be hit , is even more due to latency adding a extra 0.2 or more seconds of delay where the killer can still hit you , (and as you can see as survivor looks totally BS because the killer has priority)
so people got used to how janky the hits where as killer and when they got fixed , they are now having trouble timing their lunges.
like myself am currently missing some of my lunges by really barely but it feels responsive am not getting those 1 pixel hits that where like "he surely make that vault *swings anyway * *BS HIT connects* WOOOOW , how did i hit you , okay , ill take it" Killer POV
I 100% agree. I also have a collection of Screenshots on my PC of Hits which were REALLY questionable. Where I was far away from the window after fast-vaulting it and still got hit. With under 40 Ping. And I also know as Killer that some swings should not connect, but I try it anyway and it works more often than not. And Killer mains do the same. See here:
https://twitter.com/OtzdarvaYT/status/1686534140680609792Yes, the fast vault looked goofy due to the Drop. But the swing was way too late, but Otz knows that this would have hit. The Nea would have bin hit while being quite far away from the window. Which should not have happened.
And I have seen Killers adapt to the new vaults already. Sometimes I still get hit, but this is because I was not far enough away. Which is fair. And I dont see many Swings at Windows anymore which means they adapted and know that not everything which hit before (and should not have been a hit) does not hit anymore.
However, soon we will have the joyful experience of getting hit miles behind the window. So that stuff like this will be more common. Yay. :)
Meanwhile, this is fine (Screenshot from yesterday, this Nurse really did not take well that one Gen got done...):
But god forbid vaults are working. :)
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@ElectricSweathog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511248#Comment_3511248
Ok well that’s something at least, thank you. Hopefully they’ll add some way to finish the rest some other way in the future.
Nope, this will not happen. The Backgrounds are the reward for people who prestiged their characters before the change.
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@MangoSsk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511547#Comment_3511547
I don't think you played this game very long.. Or if you did you would realize the old ranking system actually made sense but just needed tweaking not to be obliterated and replaced with the new SMMR. The old ranking system allowed for random matches because people didn't play everyday and they decide to play near reset as a top tier player. When they fly threw the ranks it becomes more and more competitive and more challenging or they find a few lucky matches where there is still competition but can be overturned with a switch of a lightbulb. You can't stop toxic/try hard/sweaty players yes I understand this but it beats playing against them 90% of the time. If you like playing 100% sweaty all the time by all means play your Ranked Matches. I will relax and have fun and sweat from time to time on Casual but not enough to say I'm uninstalling this game.
Yeah, I am brand-new to the game.
Jokes aside, I was only talking about a casual and ranked mode. Not about the old Ranking-System.
When it comes to the old Ranking System, I agree that it was better. But only with the big Rank Reset (from Rank 1 to Rank 10 or 11). But since this will not return, it is pointless to talk about it.
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@MangoSsk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511530#Comment_3511530
Let them sweat. At least it will be an even fight. 50% win or lose not 90% lose all the time.
MMR in casual could be a balance everyone needs to have "fun" where top tier doesn't always have to go against top tier but like the good old days of we don't know if the killer is a baby or a pro or if the survivors are swf or if they are random people paired up.
What I mean is, if someone plays casual mode, they expect the game to be more chill. But what hinders the 4 man SWF with 4 BNPs to queue in this Mode? Or the Alchemist Ring-Blight or 3-Gen Skull Merchant? So either both sides start to bring their strongest Builds because they expect the other side to do that as well (which would render a Casual Mode obsolete) OR one side is going in casual and gets stomped by the other side who does not want to go casual on them.
(And I know it will come up - yes, you can ban certain things in this mode. And while this would solve Items and Add Ons, it would not change playstyles like 3-Gen Skull Merchant or stuff like this)
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511169#Comment_3511169
I guess the solution would be locking lobbies and not allowing players to dodge them.
This would totally be fine by me. Way better than having a poor low-hour Killer getting backfilled into a lobby because the Killer who would have been a suitable match chickens out.
This would actually be worse. When I play the role which does not have the incentive, I have around 2-3 minutes (as Survivor) or 3-5 minutes (as Killer) when it comes to searching a Lobby. And I dont really want to go through this again because someone dodged.
The one good thing about Dedicated Servers is that you dont get thrown out of the Lobby anymore when the Killer quits out (I think as Killer you stayed when a Survivor left, but I dont know anymore...).
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@saym said:
I think casual matches and ranked matches should be separated. Unfortunately MMR is a joke these days and both players are complaining.
What would prevent people to sweat in Casual Matches?
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No, there is no way to achieve the backgrounds anymore. However, I think (not 100% sure on that) you can disable it so that none of your characters has the background.
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Cannot say much about the majority of his Add Ons, need to actually play the Xenomorph on the Live Server for that.
However, since its buff, it is totally fine that Hemorrhage is not paired with Mangled anymore. Back then when Hemorrhage was just a (bad) tracking tool, it was justified that Mangled was a strong effect which is paired with it. But nowadays Healing Regression and Slowdown should not be tied to one Add On or Perk anymore.
So it is good that they are two separate Add Ons.
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I think her reputation is beyond repair. Yes, you can play her like that. And yes, it requires more effort than just going for the 3-gen from the start.
But I think many people just give up once they see a Drone and dont want to deal with Skull Merchant at all. Especially because often enough players try out the Build from the game against Eternal.
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@Nirgendwohin said:
Quitting the game early could lead to a depip for the killer in some situations. this should be changed before ending the game prematurely. Otherwise, I agree with you.
You wont depip with Bots. They will provide you with Emblems.
@Topic: Skull Merchant, eh?
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509353#Comment_3509353
It wasn’t used because it was the worst vault point in the game. Running a killer around a z wall or a rock will be more effective.
While it is true that this vault is not good at all, many players also simply did not know that it existed.
@Dreamnomad said:
I'm good with it. I do think they should make an effort to make the markings map thematic though. But clarity is important.
@Sharby said:
I know the point is for visual clarity but tbh obscuring what is and isn't a vault would be way cooler and reward map exploration.
If the tap is going to stay I wish they'd at least theme it after the map.
Making it themed for the map is usually not what is done with stuff like that. It should be clear what it is, once a player noticed they can vault it, they know it on every map. It would not be the same if it differs from map to map.
(Another example for this are breakable walls. When they were introduced, the Devs said they want them to be themed for the respective Map and they did not do that. Same reason - players should see it is a breakable Wall, it should be easily identified... Same why Pallets all look the same on every Map. So vaults should stay like this as well)
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509116#Comment_3509116
My point is just because something should or shouldn't take long to rework, doesn't mean it isnt gona take long to rework. The example being DH.
Ok, this is actually valid. Knowing this forum I expected something like "DH was around for X years, so Alchemist Ring should be around for the same time".
You have a point, but I would say that Add Ons are easier to nerf than Perks. Especially on such a strong Killer like Blight. You can basically make Alchemist Ring the worst Add On in the game and it would still keep Blight viable. When you nerf a Perk on the other hand, it can still be too strong, perfect or too weak, which has a bigger impact than one single Add On. (Even tho, Blight has a bunch of Add Ons which deserve Nerfs)
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And? What is your point?
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@corpseblooming said:
looked like standard MFT gameplay to me. it's especially tedious on doctor since you lose bloodlust every time you shock
I dont really understand how someone can really think that this is Made For This. She is not much slower than the Doctor while being healthy.
She is clearly cheating.
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@lifestylee said:
No not bannable, not holding game hostage etc.
Thats just playing smart and outplaying them.
I would call that a dickmove, but you do you I guess.
@Topic:
Not bannable. The Survivors in the bathroom can even try to get out. Either they can repair the Gen or Pinhead hits them while they try to repair the Gen and then they lose collision and can escape the bathroom.
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Because for some reason Killers think that they dont win hard enough when they dont get a 4K. Even if the Survivors dont manage to do a single Gen, it is not enough to get a 3K, nope, it has to be the 4K. Even if the Killer has any advantage when it comes to finding the Hatch (faster and no need to hide, the Survivor usually can only find it by pure luck).
Personally, I dont really slug for the 4K unless I see the 4th Survivor when downing the 3rd OR when Number 4 pissed me off OR when Number 4 was completely unhelpful for their team. In the last instance I rather give the 3rd one Hatch or when I take too long to catch the 4th, I also give the 3rd one the Hatch for wasting their time on the ground.
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In some japanese Q&A they said that they wanted to keep some Skill in the Grade-System so that is why Depipping is a thing.
Personally, I think this is pure nonsense. Grades show Playtime and nothing more. And in Iri-Ranks, on both sides, you already have to do well to pip up. You cannot just dangle around or do mediocre to pip up (eventually, everyone would end up on Iri 1, this is true, but how fast you can be there shows how good you are IMO).
But depipping does not really make sense. Especially because, at least for Survivor, it can be out of your control. As @humanbeing1704 mentioned, you have to rely on the Killer being decent, but not as good that they stomp the team. But if the Killer is bad, they wont get downs so there is not really anything to get in form of Altruism. AND you compete with other Survivors.
As Killers you have more control, since you are the only person on your team. Still means that a bad game can make you depip.
And I think removing depipping would remove some frustration. Sure, you still lose games and some of them might be really hard losses. But at least you dont depip.
Like, I have had times where I pipped 4 games in a row, just to depip 4 games in a row. Sometimes with things out of my control (e.g. when Nicolas Cage was released, I had to of them in my game who farmed the Achievement to get picked up... They used Plot Twist to down themselves and picked each other up... So the game was a 2v1 and obviously I depipped in this game. Frustrating, but would be less frustrating if I would not have depipped)
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508002#Comment_3508002
My favorite thing is that when things like double locker flashlight got nerfed because people were abusing it, that was actually justifiable. I blame the accusing survivors for that one.
But when things like the CoBruption meta was holding games hostage for an hour, it can't possibly be the abusing killers that got that nerfed, no. It's the survivors fault apparently.
You touch some, not even all regression and it's 'everything got nerfed'. Change healing, chase, gen speeds, anti tunnel, anti camping, and utility for survivors and apparently that's 'nothing'.
Yeah. Especially the term "gutted" is used a lot. Basically when a Killer or Killer-Perk gets changed, even if it is only slightly, it is suddenly "gutted".
And how "gutted" things are is visible when you look at Nurse. Every Nerf to her and she was "gutted". But somehow Nurse and Nurse-players did not get the information that she is "gutted", since she is still without any doubt the strongest Killer in the game.
Same with Perks. Like, I see Pain Res in almost every game. And according to Stats Jolt is the most used Killer Perk. Would be strange if those things happen if the Perks would be "gutted".
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508002#Comment_3508002
Ruin nerfed, pop killed, overcharge killed, Brine destroyed, eruption barely useable on most killers, pain res only benefits the high tier killers. Jolt, the most popular killer perk, does a laughable amount of regression. That should tell you all you need to know about the current state of gen perks.
PGTW made its comeback with the most recent Buff. How is Pain Res only good on High Tier Killers? Even a Clown can get value out of it. Jolt is decent and the most used Killer-Perk for a reason. Deadlock exists as well. And you have general Slowdown like Sloppy Butcher which is very present in the game.
You can still stack Slowdown as much as you like and it is (sadly) still as good as ever. Saying that it got "gutted" is really wrong, but not unexpected from this community. Only because you cannot win games by default anymore with Eruption etc. does not mean that Slowdown-Perks are gutted.
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@Beatricks said:
It's really funny to see when a content creator's preferential matchmaking lets a good team slip in and everyone can see the reality of balancing in DBD.
Ah yes. First people claim that Otz is lowering his MMR off-stream, because he does not get strong opponents all the time. And at this point people realized that it is dumb to think this, now it is "content creators preferential matchmaking"...
Do you have a reliable source for this? Just a hint - a reliable source is not a Youtube-Video or Reddit-Thread from a random person.
The truth is that even people who are at very high MMR dont get strong Survivors all the time...
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Looks good. My Trapper-Build is more chase-orientated, but I think the combination of Terminus and No Way Out is a good idea since you (sadly) will reach the point of 5 gens being done many times.
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Ah well, Otz not winning 1 out of 100 games. Guess make a forum thread about it, because it clearly shows that playing Killer is miserable.
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@woundcowboy said:
You can thank the survivor mains for the current state of the game. They cried and cried to get gen regression gutted, and this is what you get. Killers have to play optimally to win. It doesn’t matter if chasing is the most fun part for you; winning is fun for the killer.
This gutted gen regression... Is it currently in the room?
Unless you mean that gutted = Eruption/Call of Brine/Overcharge is not a thing anymore...
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507678#Comment_3507678
Doesn't function half the time as killer.
It works perfectly fine.
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@RpTheHotrod said:
I personally think it should regress. Survivors just 99 it which makes it pointless for killers in the EGC to even try chasing towards a gate. They 99 it to bypass the timer but still have the benefit of an "open" gate. Defeats the entire purpose of the timer pressure since it is entirely bypassable.
Open the Gate yourself if you want the timer to start.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/386806/egc-timer-3min-gates-regressable
I don't think the timer has ever been 3 minutes?
It was 3 minutes on the PTB back then.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507209#Comment_3507209
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507213#Comment_3507213
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507242#Comment_3507242
Well, yeah, you guys are probably right, on more then a casual read, he comes off as pretty condescending. BUT (you knew that there were going to be a but) I have witnesses this same behaviour on much more humble posts. Peeps on this forum have a thing for humble bragging on how much noone knows about the game and that "your oppinion is worthless, because..." Especially newer players could use at least some positive feedback. Oh well, still, I half messed this one up ^_-
I disagree.
If someone comes across as the all-knowing or is inexperienced, but only complaining instead of acknowledging that they are inexperienced - yes, the forum is not nice.
But if someone is genuinely looking for help, I see mostly (like, almost all of it) helpful responses.
Sadly those are in the minority, most people here just want to complain and dont seek for any advice because they think they did not do anything wrong.
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What a logic - Cheaters exist, lets nerf a Perk.
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As long as it is fun, I dont care too much. You can win most of your games with every Killer and he would need to be impossible weak that this is not the case with Xenomorph. So even if he turns out to be the weakest Killer in the game, you can still win. And if it is fun, whether you lose or win, I dont care about the strength to be honest.
Also, I dont think we had 3 awful Killers in a row, Singularity is really strong. Skull Merchant and Knight are clearly misses, but Singularity is a strong Killer, just with a high Skill Floor.
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@Akumakaji said:
Empathy lvl 100 in the comments again. Yeah, lets not try to show some compassion to a struggling new player, grinding through the really steep learning curve of this game, but just hammer them into the ground, just to push our egos a couple of inches higher off the ground.
People would show more empathy if OP would not think of themselves as the god of the game.
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It is more the community than anything else. Many players in the community claim that they want to chill and just have fun, but on the other hand they want to win every single game. I have seen Streamers get REALLY upset when they dont win a game, even if they win around 98% of their games.
And then the same people claim that they are "forced" to play a certain way to win or to have fun. Nope, they are not forced, they want to play that way. I mean, I play Wesker the same for a long time - Nowhere to Hide, Lethal Pursuer, Brutal Strength, Dissolution. And I have fun. Do I win every game? Hell, no. Would I win more games if I would play 4 Slowdowns? For sure. Would I have less fun? For sure as well.
But I cannot complain that I dont 4K every game if I run a build which is weaker than stacking 4 Slowdowns. And if I stack 4 Slowdowns, I should not say that the game forces me to do that.
And then you have stuff like Killers slugging for the 4K and Survivors trying to get everyone out. And both sides are upset when it does not work. I mean, if you play Killer and the Survivors barely get 1 Gen and you just downed the third guy, two already dead... Just hook them. You won. You dominated them. No need to waste time, no need to make it even more unfun for the guy on the ground. Same as Survivor - you got 3 people out, one person is camped. Just leave. You won this game. You dont need a 4 man escape. And IF you try to rescue, dont be upset if it does not work and the Killer gets more Kills. (e.g. yesterday, game against Deathslinger... He facecamps my SWF-Mate (1st Hook he got), then the two randoms trade... In the end, 1 random on the Hook, all Gens are done. second Random gets downed via NOED and the person on the Hook was REALLY upset with us leaving... Dont be that guy, really)
For some reason, this community is unable to accept that they cannot win every game. And on top of that, they are unable to accept that it might have been their fault that they did not win. Instead, everything is blamed on the other side. And it is just sickening.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506727#Comment_3506727
You go on a rant about "good perks that got gutted" Name the most problematic perks in DBD'd existance and somehow I missed the point.... makes sense....?
Survivors do get good perks, but the problem is, survivors only classify perks as good if they turn the game into easy mode.
MFT shouldn't be strong to the point of making exhaustion perks not worth using, balanced perks force you to choose which one suits your playstyle the best.
Theres a variety pick between SB, Lithe, DH, and Balanced because they offer benefits on very specific scenarios.
do you often not notice the killer aproaching your gen until its too late? well SB is for you.
Would you rather have a triggerable speed boost on vaults? Lithe is for you.
Do you enjoy making a clutch parry/dodge? you got DH.
Do you find yourself often ontop of buildings or tall structures ? Balanced has you covered.
Then theres MFT, a generalist 3% speed boost perk with no activation requirement besides being hit. Said 3% allows you to be 0.6m ahead of where you would normally be every 5 seconds, (1.2m after 10 seconds , and so on). and cause an undeserved chase extension because you made a pallet or window you wouldn't have made otherwise, Multiple times per chase.
Atleast the other 4 exhaustion perks only work once per chase with varying effectiveness.
You cannot name DH and BL in the same category as Sprint Burst and Lithe when it comes to their power levle. Yes, they are all Exhaustion-Perks, but people will almost never use DH or BL over Sprint Burst or Lithe, unless it is personal preference.
This is like saying that a Killer might want to use a Perk which is weaker than PGTW, but does the same over PGTW. Not gonna happen.
IMO MFT is not that strong that it makes Exhaustion Perks not worth using. I mean, this is true for the majority of Exhaustion Perks, mainly because they are so much weaker than the rest. But at this point, certain Exhaustion Perks amke other Exhaustion Perks not using. And Made For This HAS to be strong to be an alternative to Exhaustion-Perks. Otherwise it would just be a Perk which is around and nobody is using it.
I also dont really get why Exhaustion-Perks are now defended and once Made for This is nerfed (we know, Killers will get their will with their mass-complaining), Exhaustion-Perks are again the Number 1-Talk for Nerfs.
But yeah, Survivors dont really get good Perks. They get fun Perks. Or situational Perks. But not good Perks, at least not compared to the amount of Perks Killers get. This time was an exception and Killers riot, because suddenly they lose games because of Made for This (yeaaaah, suuuure...). And I wont change my mind on that one.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506364#Comment_3506364
Your opinion was already pretty silly, but it's automatically invalidated seeing that you're trying to defend launch MoM. That perk was ridiculously busted.
Which I didnt.
If you dont have any real argument, dont make ######### up. I always say that original MoM was a Cashgrab and will never change my opinion on that. Saying that I defend it is just made up nonsense because you want to say something which just istn true.
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506364#Comment_3506364
”The last good perk before Made For This was CoH”
Windows of Opportunity was buffed in the same patch CoH was added and is now the most used perk in the entire game.
Reassurance is still a good perk. It’s biggest issue is that it’s tied to a licensed character and should be a universal perk.
Dead Hard is still a good perk and synergies well with MfT.
Off the Record was buffed to be a pretty good perk.
Deja Vu was buffed just recently to become a very good solo queue perk.
And now there’s Buckle Up.
Saying survivors don’t get to have good perks is just wrong and saying that they haven’t gotten anything good since CoH is also wrong.
There’s a difference between good and overpowered.
I was mainly talking about new Perks, aka selling points for new Chapters/new Survivors. But even if you bring up 5 Perks which got buffed over years (!!!), this does not really change the point that Killers get useful Perks far more often than Survivors.
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Personally I would be happy to see actual chapters, however, I think Anime-Chapters are really difficult to create since you also need to stick to the Anime when you create a Killer Power. And I am honest, I would have loved to see an actual Attack on Titan-Chapter, but on the other hand, the Titans mainly have their size in the anime which makes them somewhat of a threat and you cannot really bring this to DBD.
So Skins are probably the easier solution. And will also be quite profitable. (I mean, imagine One Piece-Skins for the Survivors... BHVR would drown in money)
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@Ayodam said:
I don’t understand the filters or censorship for a game that’s rated 18+. It’s really strange. Are they worried about kids sneaking past the age requirement?
You can easily be over 18 and still get hurt by certain words. Mental Health is a topic which is quite present and it does certainly not only affect Kids. I mean, I dont care what people call me online. Others on the other hand might have problems when they get called the F-word, R-word, N-word or whatever. And it is good that those people are also protected by the filter.
That being said, it should be optional. But it totally makes sense to censor certain words (even if it does not always make sense what gets censored).
@Topic:
I mean, what do you want to hear? There are ######### people on both sides. I just hope that this Ghostface is nobody who complains about Survivors teabagging...
Personally, I would have probably spent the time with something else while bleeding out and let him teabag. In the end, he has to be in the game to continue with this while you do anything else.
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@humanbeing1704 said:
Straight up just make it a perk where being in the terror radius drains item charges no item using required
the ultimate item deleter build
Nah. I get behind the idea, but it would be free value without anything to do for the Killer. With Franklins they at least need to M1 the Survivor.
I also feel it would be only used during events so that Survivors cannot use their Event Items. (Same like Franklins which I see pop up more during Events)
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For me it looked more like Katana-Man from Chainsaw Man than anything else. I dont really think it hinted at Alien, quite a stretch IMO.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506364#Comment_3506364
Lets go over the perks you've mentioned....
COH - Allowed survivors to set up an infinite reset camp , butchered Hit n run playstyles since injured survivors would just retreat to COH and heal back up. No counter play besides searching the entire map for a totem and snuffing it, just for the survivor to reboon it 15 seconds later essentially making finding the boon worthless. - Perk was busted.
PTB Reassurance - stopped the hook progress for 30 seconds, with a cooldown of 40s instead of once per hook state. it allowed 2 survivors with the perk to keep someone on the hook forever, or it allowed for multiple pseudo saves incase you missplayed and got hit before unhooking.
Not only did PTB Reassurance have a MASSIVE griefing potential it also allowed survivors to get away with blatant missplays with no punishment. - Again, perk was busted.
Mettle of man - Allowed you to be damage immune on every 4th hit , there was no "protection hit" requirement to gain that effect, just literally getting hit at any point during the match 3 times was all it took to give you an uncounterable damage immunity on the 4th. - Perk was busted.
DS - Allowed you to get away unpunished for bodyblocking off hook , either killer picks you up, eats DS and you make it to the other side of the map. or he leaves you slugged for 60 seconds / allows a revive. But again, the slug "punishment" could be countered by literally just running into a locker and forcing a DS activation - Perk was busted.
DH - Perk was so common to the point of forcing all killer players to assume everyone had it and play around it. it forced every single killer to sniff a survivors hair for 10 seconds in an attempt to bait out DH even if they didn't have DH. and its not over yet....
Old DH allowed you to Dead hard for distance , allowing you to make pallets and windows you shouldn't have and extend chase for an extra 20-30 seconds just by pressing E. - This perk even had survivor players AGREE it was busted.
The fact that the only time you consider a survivor perk to be good when its an absolutely busted mess of a perk to the point of being an "I win button" makes be believe you're not someone whos opinion on perk balance should be taken into consideration at all.
Nice talking, but missing the point.
I only talked about WHEN those Perks were released. I never said that the Nerfs were not justified. (Even tho, the last DS-Nerf was not justified and the last CoH-Nerf was not justified as well... IMO letting it only work on one floor would have been enough as a Nerf in its state before the nerf that made it useless).
My point was just that it is very, very rare for Survivors to actually get good Perks. And a Perk is also not good if Killer Mains cry about it in the Forums pre-release and then notice that nobody is using it, because it is bad.
And the thing is - something like Made for This HAS to be strong to make Survivors not use Exhaustion-Perks. Killers complain about Exhaustion-Perks and Made For This is an alternative which has to be strong. Otherwise there would be no point in using it. And IMO, the average Survivor will probably still get more use out of Lithe and Sprint Burst.
(Killers on the other hand usually get at least one decent Perk per Patch and sometimes a Perk which can be good on certain Killers. Maybe End Transmission might be an exception, but I have to say that Forced Hesitation is slept on)
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So many buzzwords to explain your skill issue.
Haddonfield is really not that bad anymore. The houses are strong, yes, but the rest of the map is pretty much garbage.
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@Yippiekiyah said:
It’s not even the fact that’s comms is insanely broken it’s when four strong loopers pair up and abuse the broken maps the killer just can’t get downs quick enough
Which has nothing to do with Comms.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506112#Comment_3506112
When there are literal hook dead zones on some maps, I'd argue that this is a poor excuse.
Which I also addressed in my first post. Areas with too few Hooks or too many Hooks should clearly be addressed.
But if the Killer messes up, it is on them.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506332#Comment_3506332
"Survivors are not allowed to have good perks" as if survivors don't have a bunch of strong perk options, but people only run the most meta out of all of them. MFT is free value for getting injured that changes how long you need to chase people at every single tile in the game. New fast vaults + MFT = extra 30s chases on any m1 killer it's very boring/uninteractive with little counterplay besides forcing yourself to run the few pretty bad exhaustion perks.
I mean, if Killers would not think this way we would not have several of them throwing a tantrum whenever a good Perk for Survivors is released. The last good Perk before Made For This was Circle of Healing and while this was too strong on Release, it got nerfed into uselessness over time. Reassurance did not even leave the PTB because suddenly Killer Mains were worried that
they cannot camp anymoreabout Survivors being held hostage by other Survivors...And before this we have Mettle of Man which was released long ago... And before this, basically Dead Hard or DS (I dont know which one was earlier, I think DS was earlier, so DH was released later). Both of them also nerfed quite heavily and not really useful anymore.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506112#Comment_3506112
and what if survivor "comp corners" you before dying and you have only 1 hook, that you're able to reach? You shouldn't hook him so you don't lose that one hook?
I mean, usually you will still reach a Hook.
But even if not, there is 0 issue with keeping someone slugged who runs into a corner. It is the same amount of map pressure - one person not on a Gen (the one slugged in the corner) and at least one person going for the pickup.
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Because Killers always think there is a "thing" which results in them losing games. You know, all Killers here on this Forum are absolute Gigachads who never make mistakes during their games. So there needs to be something that makes them lose games.
Currently it is Made for This. If Made for This would get nerfed, there would be another "thing" that results in them losing games. Because, you know, you dont lose games because you miss 60% of your Hatchets as Huntress. Nono. You lose games because your opponent had Made for This and you are only a 4,4m/s-Killer.
Survivors are just not allowed to have good Perks, according to Killers. But on the other hand they complain about the stale Survivor-Meta. Guess what, the Meta is stale if the majority of decent Perks got released in 2016 and 2017.
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100% sure that there will be other characters in the future. The only question is the "when".
And IMO they did a good Job with David, so I dont mind if they take their time with another character (either already one in the game or completely new), as long as it is a fleshed-out character and you know they put time and effort into it.
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You have to be on the Gen when it is finished. So 1% is completely enough to get the Bonus BP.
That being said, if you do 99% of a Gen and get chased away and someone else finishes it, you dont get any Bonus BPs.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505459#Comment_3505459
Ok, but I didn't understand why you disagreed with the idea of not being able to leave the Lobby when there are 15 seconds left to start the match, when there are 15 seconds left to start the match the option to be ready is deactivated, not being able to cancel it, however the option to leave the lobby is still active, my idea was that this option should also be deactivated, if someone leaves the lobby before that, the option will remain active, maybe you did not understand correctly or I did not know how to explain
I also think that the problem of some unbalanced games is due to excessive lobby abandonment, it's hard for me to see a lobby where someone doesn't leave, in fact that was one of the reasons I created this post, there are lobbys that take too long
Because it would still happen that people quit out with under 15 seconds left. They would just close their game. At this point you can also just keep the option, because it would just require a little bit more time for the one quitting out and would be the same for the rest.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505834#Comment_3505834
Sacrificing 1 survivor = Killer being super-dumb with hooking??
The broken hooks from sacrifice are known to the survivors. They can see the broken hooks. Survivors can simply choose to run to the corner with a broken hook and get picked up by someone else later if the killer leaves them, and they can repeat this for as long as they have bleedout time to spare.
Imagine if finishing ONE gen, and it being the wrong gen, meant the killer could easily lockdown the remaining gens.
Sometime all it takes is bad RNG since hooks don't spawn near the basement, regardless of where the entrance is or how long it would take to get into the basement.
"Sacrificing 1 survivor = Killer being super-dumb with hooking??"
If you go for the first Hook you see - yes. Killers are totally fine with going for other Hook when they reach a Scourge Hook, but suddenly it becomes impossible to use anything else than the nearest Hook when there is no Scourge Hook nearby?
When you play Killer you can easily go to 3 or 4 different Hooks when you pick up a Survivor. If you always pick up the nearest Hook and create a Deadzone, this is your own fault as Killer.
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Because confirmation bias and a very whiny community.
They only keep in mind the games they lost, not the ones which were close or they won. When I play Killer, I rarely get outplayed so hard that it is frustrating. And when I play Survivor, I dont get tunneled every game either.
And I highly doubt I am the odd exception. Let alone that those players always claim to lose most of their games, but also claim that they are high MMR. Does not really add up.
So if someone is saying that they get tunneled every game or that they go against 4 man SWFs every game or that every game has full Meta-Builds with Toolboxes and BNPs... Take it with a grain of salt.
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Spawns with too many Hooks or too less Hooks in one area should not be a thing. But Hook Deadzones if the Killer decides to be super-dumb with Hooking should stay.


