BattleCast
BattleCast
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1675623#Comment_1675623
Yup and add another 20 bugs to the game
BHVR also has a team dedicated to fixing the bugs in the game. If a particular bug is annoying you, then do your part and report it to the devs so they're aware of it.
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/1675630#Comment_1675630
That doesn't really take skill, it takes the survivors making mistakes. Nothing to do with the skill of a killer. You could make an argument for Trapper and running people in a specific way to get them to go over your trap in a weird spot, but that's about it. M1 killers require the least amount of skill out of every killer by virtue of being M1 killers.
Maybe below red ranks, but at red ranks survivors make little mistakes during a chase so you have to induce them into making mistakes. Basically M1 killers require you to be skillful at mindgames if you want to play them at a high level, and that's why I believe they require a lot of skill.
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OK HEAR ME OUT!
Killers that require you to get M1's without using their power take a lot of skill. Against good survivors getting an M1 takes SOOOO much effort. Therefore I say Wraith, Michael, Pig, Plague, Legion, Trapper, and even GF to an extent require a lot of skill IMO.
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They can do both at the same time. They have a team for new content and a team for re-balancing old content.
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Surge. Its gotten to the point where I just ignore generators all together and just assume Surge will take care of them for me.
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3 weeks after PTB is supposed to end, but this PTB was shorter so the wait is going to feel a bit longer.
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I don’t see a difference between the survivors builds and the Legion’s build. They’re both running the best add-ons and perks
It would be quite hypocritical of someone to call out someone else’s build for being meta when you yourself are doing the exact same thing.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1673331#Comment_1673331
Forces a survivor into a dead zone, makes his real shot more lethal and unexpected when the survivor is injured
If he’s aiming to force a survivor into a dead zone couldn’t you just M1 them instead for a guaranteed hit? No need to use your power after you’ve forced the survivor into a dead zone unless the survivor still has significant distance.
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My question is, why did he not just fake his power if he wasn’t going to shoot instantaneously? What’s the point in trying to aim and giving your opponent an opportunity to dodge when you could just shoot so fast they have no time to even realize you’ve shot your weapon?
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I never got the opportunity to play old Freddy. I don’t mind bad killers (I mained clown for 3 months before moving on to legion).
I would love to play pre-rework killers.
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Favorite to go against:
- Billy
- Demo
- Huntress
Favorite to play as
- Legion
- Clown
- Wraith (specifically when using “The Serpent” -soot with “Shadow Dance” - blood and BS + Fire Up)
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Some Feedback:
- Deep Wounds should not be depleted by Feral Frenzy. We can’t risk having old legion.
- Fatigue addons should just be reworked into something else if fatigue is going to be 3 seconds baseline.
- Blade addons need be nerfed a bit. Imagine combining these two addons with Thana and Dying Light. This would be a worse version of Forever Freddy. I suggest you make them not stack and the action speed debuff be 3%/5%.
- Fuming Mix Tape would be abused because it’s tied to the chase mechanic, but I don’t it’s effect is unhealthy. It just needs to be changed so it can’t be abused.
Overall, I like these changes. A few things just need to be changed and it would be perfect :)
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New mindbreaker might be good on Wraith. It would help massively to get hits in while your sneaking up to generators because survivors won’t be able to use Sprint Burst.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1656455#Comment_1656455
- stop running your second chance perks and get something that actually tells you if the killer's approaching, be it spinechill, ooo or anything like that. run kindred
- pay attention to your surroundings.
- stealth. seriously, show us your sneaking skills.
- know your gens. genspeed/strategical gen popping IS counterplay against low pressure/mobility killers.
to argue 'but the game rewards chases' is faulty logic: by now there are perks that work against the current 'rewards' (e.g. PWYF) so the statement is outdated
If that’s what you consider the counters to Deathslinger, then I don’t see how you wouldn’t know why he’s boring to play against. I don’t think anyone with more than 500 hours enjoys stealth.
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What? How did you get all that from “earn 3 devout emblems of iridescent quality”?
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1641950#Comment_1641950
Why would they change any means necessary? That perk is in a pretty good spot right now.
It was listed as one of the perks they would be looking at in a QnA a while back along with Vigil, Slippery Meat, Cruel Limits, This Is Not Happening, and Technician.
I agree any means necessary is fine atm, but I wouldn’t doubt the devs would want to buff it in some way because it’s usage rate is extremely low.
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This is what i'm expecting:
- -1 second to Clown bottle reload, and reload add-ons nerfed to compensate.
- Additional gameplay mechanic for clown that makes his bottles sort of a multi-purpose tool instead of just slowing survivors down (bottles regress gens when thrown at them possibly?)
- Some add-on changes for clown (feather add-ons, extra bottles turned into something more useful, reload movement speed).
- Perk changes for Cruel Limits, Vigil, This Is Not Happening, Technician, Slippery Meat, Any Means Necessary, and maybe a couple more.
- Macmillan graphics update.
- Bug Fixes and new annoying bugs as always.
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The exact same thing just happened to me, but with 2 toxic nea's and they escaped through the hatch after about an hour (or so it felt like).
This is truely the most painful experience you can have with killer.
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Agreed. Also, can we talk about those accuracy addons that do so little that it’s basically the equivalent of not using an addon?
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the entity does punish camping and tunneling through the emblem system.
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While I agree The Blight didn’t need any changes, let’s just see how this feels to play with/against before we come to a conclusion on wether it is op or not.
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That window at the bar is actually a god window btw. it’s One of the very few ones left in the game, and not many people know how to run it. I actually think if you get blessed with all 3 bottom floor windows then it actually becomes an infinite when run by a very skilled survivor, but I could be wrong on this as I haven’t seen all 3 bottom floor windows spawn in a while.
There isn’t much you can do when a set-up like that spawns other than just hoping nobody on the survivor team actually knows how to run it.
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Legion :)
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I just wouldn’t change unrelenting. Unrelenting exists solely to help out new killers ease into the lunge mechanic, and it does a pretty good job at accomplishing that task.
Unrelenting was never meant to be useful for killers who already know how far they can lunge.
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Regardless of the genre, you should always care for your opponent. They have feelings just like you do, and just because they’re on the other side doesn’t mean you shouldn’t care for them.
At the end of the day we all just want to have some fun, and I personally don’t find enjoyment in knowing that I ruined that for them. There are boundaries though, if you go into a match trying to ruin my experience, then I won’t care for your experience either.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/191792/some-ideas-for-a-legion-add-on-pass
Susie's Mix Tape - I really like what you did to this addon!
Never-Sleep Pills - I would remove the downside, because if it had one, nobody would use it... You can also give it a secondary effect, because only aura reading isn't good, maybe it could make all vaults while in Frenzy silent, like if you had Q&Q for Killers.
Friendship Bracelet - Yes.
Cold Dirt - I like this one!
Joey's Mix Tape - Sounds good, but I would personally never use it. :p
Julie's Mix Tape - I think this would be a downgrade kinda, because with this addon Survivors could hide in Lockers, or if they have something like Distortion...
Frank's Mix Tape - Sounds ok.
Stab Wound Study - It's ok.
Glad you liked my suggestions :)
Also, Never-Sleep Pills reduces the time it takes to vault in a Feral Frenzy, not increase if thats what you were thinking.
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I have played for nearly 2000 hours on PC and have never encountered a hacker (at least that I remember). This is unusual, but sorry you had to go through this.
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I'm actually happy to see Hex: Undying and Hex: Ruin. Beats PGTW/Corrupt Intervention for the 100th time in a row.
Edit: Cool stats btw.
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The only reason it has a cool-down on top of it being a hex is because the effect is unhealthy for the game. Blocking pallets should never be a thing, and will still never be a thing due to this perk having 3 restrictions on top of it.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1610496#Comment_1610496
Not really, if a gen is not making any noise, but the killer can clearly see that the generator is active, then they're going to know someone is working on it. The whole idea with the buffs we're suggesting is to turn it into a stealth perk so the Killer might not check the particular gen you're working on. Making it a really useful perk for indoor maps. That's why it would need to be a shared perk in order to work, otherwise another survivor will start working on it, discordance goes off, or they fail a skillcheck and it's all over.
The effect itself isn’t too strong, but to attach it to a perk that already has 2 not too terrible effects AND it being passive would probably be too much.
Maybe if you had to work to make the perk activate, like for example, having to avoid co-op actions for 120 seconds, then it might be balanced. Confusing because it would have 3 different effects, but most likely balanced.
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/1610389#Comment_1610389
it's should silence the gen completly as well. Now it is good.
Probably too strong/impactful of an effect to put on a passive perk.
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Feng Min having an ally buffer perk wouldn’t make much sense because she is supposed to be a lone wolf type of survivor. I’d much rather them just buff the effect to be much better, but have it deactivate while near other survivors.
for example:
The noises made by your generator repairs are reduced by 50%/75%/100%.
Failing a generator skill check will not alert the killer to your location.
Deactivates while within 8 meters of other survivors.
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That’s probably a bug. I didn’t see anything in the patch notes indicating this would be intentional.
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As a legion player I’d like to add that the best way to avoid getting stabbed by Feral Frenzy is to avoid being near allies whenever possible and to hold W and run when he does find you and is chasing you down with Feral Frenzy.
hope this helps :)
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@BitingSea said:
https://forum.deadbydaylight.com/en/discussion/comment/1609414#Comment_1609414
Yea, if you mindgame at like a pallet and you do a pre lunge to connect it right at the pallet, you can get the hit. Legion's chase potential thrives off of your mindgames, that's what M1's are after all, either mindgames or guranteed
Yup.
But mind games are too much work for some people. When they play a killer (like legion) and actually have to put in some amount of effort in they just panic and conclude that the killer is bad.
It’s really sad, and I’m seeing it happen with The Blight too.
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People have to actually try to get M1’s on him and according to some people on the forums that’s literally impossible.
Legion is not low-tier. I’d say he’s somewhere in the middle.
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@MrPenguin said:
Because survivors cried and once upon a time Legion lacked counterplay. They weren't strong mind you, still a horribly weak killer, but they had no counterplay.
So the devs hit them hard with the nerfs and never looked back. He could really use having some restrictions lifted.
https://forum.deadbydaylight.com/en/discussion/comment/1602503#Comment_1602503
Run in a straight line away from him, if you're a killer shack or more away when he starts chasing you you will get away 100% of the time. If he has both duration add-ons, about a killer shack and a half. He's really not that fast, pretty easy to avoid if you know what you're doing even a little.
Also drop a pallet on them. "Basically no way" is not even close.
I meant when he's caught up to you, and dropping a pallet on him isn't exactly a viable option in most scenarios. Plus the legion could just fake out the pallet or stab through it because the lunge is extremely fast. I don't think I've ever actually been stopped by a pallet as Legion.
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To reward the survivor for successfully dodging a Feral Slash. A 4 second stun can be a bit harsh, but I think it's fair considering that fact that there is basically no way for a survivor to counter Feral Frenzy other than trying to dodge and hoping you miss.
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I'd like a recap of the entire game on the ending screen. It would show stuff like who was doing a generator or totem and when, who was chased for the longest, who completed the most generators, etc etc.
If i'm not mistaken, White Noise 2 had something like this.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1597270#Comment_1597270
why run surge? 8% for a down that may not even proc, or 25% for a hook?
Surge is actually quite underrated. Sure, PGTW is 25% and Surge is only 8%, but Surge can proc on multiple generators and it saves time having to go kick them yourself. On newer maps and smaller maps Surge can actually outperform PGTW (at least from my own personal experience).
Plus, Surge is a much more enjoyable perk to go up against and to play with. I highly recommend it on killers who primarily use their M1 to down if you haven't tried it out yet.
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Permanent BP modifier would be really nice. No reason why a person with devotion 12 should have to grind for 60 hours to P3 characters in a new chapter
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You don't need many gen slow-down perks. I just either run PGTW or Surge and im perfectly fine thanks to the many gen speed nerfs lately.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1596088#Comment_1596088
They cant and haven't done this since the game released on console because it takes time and effort to get updates approved on them
As usual console is holding the game and pc back
I don’t think console is the thing that’s preventing them from making regular balance updates. It’s probably something to do with the fact that a simple minor number change to a perk could cause 20 new bugs to appear.
It probably has something to do with a bad spaghetti code, but I don’t work at BHVR nor am I a programmer so I don’t know exactly why.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1596055#Comment_1596055
I was counting that into 1. should have added it
Ah I see, then disregard :)
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Replace #4 with regularly occurring balance updates, and then I will agree.
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I just think the killer should be more motivated to leave the hook. Like maybe built in BBQ or they get bonus hook points for leaving the general area of a person they just hooked.
The camped survivor should also be compensated for being forcefully put out of the game with minimal points and 10 minutes of their life in queue wasted.
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more Jigsaw boxes are a good thing. It means more chances for survivors to fail each time they search a box for a key.
Amanda's Letter reduces Jigsaw boxes which is a bad thing, but in return it gives you aura reading while crouched.
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@AhoyWolf said:
I think that Poised would still be useless, it's nice that you buffed the duration, but what is the point of it showing you when the Gen pops? I think that this change wouldn't make a difference, it would still be too situational.
Maybe if you could somewhat hold the activation, maybe when the Gens pops and you start or are running Poised starts to remove Scratch Marks?
I like the Lucky Break change, but maybe 14 seconds is too much? I think 8/9/10 seconds should be fine.
I like the Up the Ante idea, does the bonus stay if all Gens are completed? if Survivors didn't even touched the marked Gen and they finished every other Gen the Gens get blocked, so I'm not sure, also if it doesn't work when all gens are done, what's the point of increasing the exit gate opening speed?
The bonus that Up The Ante gives will not disappear if it is not one of the 5 completed generators required to power the exit gates.
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I’m tired of all the threads complaining about certain perks or killer powers. We have an outlet to explain our worries or concerns for DbD’s health and we use it to complain that we got hit by a 59 second DS that one time 2 weeks ago. Why don’t we talk about the fact that with each new chapter release the new player grind increases drastically. Or the fact that 90% of perks are doomed to never be used and the meta will always be the same 4 perks on both sides. Or the fact that DbD is potentially still using Unreal Engine blueprints which could be why the game is extremely buggy (I don’t actually know anything about coding but from my understanding blueprints are terrible for big games like DbD).
I simply want to see more threads actually addressing issues that could literally kill this game if ignored. I could always make these threads myself, but I don’t put in the effort or time required to deem worthy of posting.
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We need patches inbetween chapter & mid-chapter releases solely dedicated to balance. Something like the League of Legends patch schedule would be nice. They have big releases 2-3 months apart and every 2 weeks there is usually a new balance patch.
It takes quite a lot of work on the balance team to keep the game updated, but it is well worth the effort.