BearMerchant
BearMerchant
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@4thdslip said:
Springtrap's doors are intended to be near both generators and exit gates. However, there does appear to be a bug in which Springtrap can get stuck between his door and a wall when interacting with totems, so I'm going to upvote in hopes of getting further eyes on this.
I'm aware they're meant to be next to gens but I think it's a bit unfair considering he's invisible coming out of the doors for a solid 2-3 seconds. It doesn't give survivors much of a chance to react unless they're really listening closely to his footsteps. I'm not saying all of them need to be placed far away from doors but I find it a little annoying myself lol. That being said, didn't know about the bug. I do think even if they don't move the doors around they definitely need to change the totem spawns to be more viable for both sides.
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I'm watching one of my favorite streamers have an absolutely miserable time dealing with this exact strategy. I know you guys can't put in any significant changes right now but please destroy this strategy as soon as possible. It's horrible watching people that usually uplift the community have their soul drained by this abomination of a killer and the awful people that play her like this. Do whatever you have to.
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Seriously why did they make her condemned work like this. They made it so the best way to play her involves not getting into chase with anyone, just following people like a murderous puppydog to ensure you can't ever put away a tape. You can't even get away from her either, because the TV's are spaced so close together she'll always be able to teleport to one next to you. It's a lose lose either way.
Why didn't they buff her actual chase powers and ambush capability? Why did they REMOVE BLOODLUST while demanifested, discouraging you from using her power in chase? She feels awful to play as and against.
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and that exact same page if you scroll down a little bit.
they provide the same total repair progression. the only difference is the consumption rate, which is why commodious is still the best one.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491515#Comment_3491515
hyperphorus and toolbox allows you to make a gen solo in 40 seconds
how many people are you seeing with hyperfocus in your matches? because I see it very rarely — and to get full value out of the build, you have to consistently hit great skill checks, which is hard to do for the average player. even if you pair it with stakeout you're not up keeping the bonuses all the time
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@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491054#Comment_3491054
Yes, I started playing DBD when was about 6 or 8 months pyramid was released and in that time, I don't know but, gens was not fast as is now
gens take longer than before to do. they increased them from 80 to 90 seconds and gutted self healing. if your gens are still flying then there's clearly other factors at play.
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@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491063#Comment_3491063
Well let see something that is happening a lot.
Deja Vu - 9% repair speed on three gens
Resilience - 9% repair speed
Prove - 15% repair speed
Purple tool box - 100% repair speed (addons not included)
MFT to combo and maintain the build for a long time
Well expecting that the survivors are not receiving any debuff on repair speed they have the normal 100% repair speed, with making then with this build have 233% repair speed on a gen, is more powerful then ruin, call of brine, overcharge, before nerfs (using them alone), I seeing a lot of this build, in one of my matches I believe that was against a SWF because they're using the exactly same build, I was playing legion, there's nothing for me to do, they pop all gens in 3 minutes, it was the fastest match of my life
your math is just straight up wrong lol deja Vu is 6% and a purple toolbox without add-ons is literally no better than a brown. they both give about 18% reduction in gen time.
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were you here before they nerfed dead hard, circle of healing, and BNP's? current day dbd's meta is incredibly tame in comparison. deja vu and prove thyself save less than 10 seconds on a generator.
also, your experience isn't universal. i'm a casual player and that brings non meta builds on killer and i've been perfectly fine. you're not meant to win every single match.
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@Jhei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487220#Comment_3487220
I was going to apologize for phrasing my post in a way that came off as a strawman. However, you just compared disconnecting from a match of Dead by Daylight to someone murdering their neighbor and I honestly can't take that seriously. Like. My dude. Holy crap that's hilarious. Thank you for the laugh, I needed it, and that was far crazier than anything I could have told you.
This dude is out here unironically believing disconnecting in a videogame is an actual crime. I can't, this is too funny lmao
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Yeah, they need to make it so that Victor dies if you get hooked near him and it takes longer for him to respawn. Charlotte can spam him like crazy and it encourages slugging to an awful degree. If they did that and then lowered her fatigue time swapping back, I think it would help how they feel to play.
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Everyone that comes at this from an angle of punishing people that they perceive as immature or being a baby or whatever is completely missing the point. There are multiple studies confirming that negative reinforcement is, at best, ineffective. If someone doesn't want to play out a match, they won't play it. Your opinion on their character or who they are is ultimately irrelevant.
What matters is how that consequence impacts the rest of their team. With a bot, that consequence is significantly reduced. Not completely mitigated by a long shot, but far less damaging than before.
This is what will happen: people will do what they've always done. They'll give up on hook, they'll die, and now it's a 3v1 anyway — because they don't want to deal with the DC penalty.
Again, anything you feel about them is not going to change that outcome. You can't change the behavior of complete strangers. They don't know you, you don't know them, and they quite frankly have zero obligation to listen to you berate them or chastise them for throwing. All you can do is offer a reduction in frustration by removing the incentive to give up on hook and deny your team the bot they'd otherwise have at their disposal.
So yeah, get rid of the DC penalty. I'd rather someone DC with no cost, regardless of their reasoning, than watch someone give up on hook and deny the rest of their team a chance at escaping.
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His chase potential is fine barring unfair hits thanks to his hitbox, but yeah, they should pause the infection timer and remove the killer instinct when you cleanse. He already benefits from the slowdown with the boxes, I don't think he needs access to that information for free on top of everything else.
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@JdoHybrid428 said:
I understand if a player is new it can seem like not enough and even overwhelming not achievable with all of the different characters in the game now but overall currently you can earn between 40,000 and 250,000ish points in each game. I understand you won't always have lot of blood points offerings being sacrificed by teammates every game, along with people sometimes forgetting to equip new things when they used all of a certain offering in this case. But between 1.5, 2, and 3x blood point weekends, and weeks sometimes, you can grind them pretty easy if you set your mind to it. Recently they also decrease the cost of things in the blood web. Even though it can seem like a hassle and people don't want to realize, a big part of enjoyment for the average person in games is the "grind".
this isn't a good excuse to keep participation points low overall -- and no, i'm not new, i've been playing since like 2021. 40-250 thousand is not a realistic number for most games as survivor at all unless you have 100% incentives along with multiple party streamers and/or cakes. players shouldn't have to rely on offerings and events to maintain a steady supply of blood points in a game that is constantly bloating from new perks and characters.
i'm not even asking them to raise the bp cap per match. i'm just asking for the bar to fill up a teeny bit faster so i'm not dying with 8k points by the end feeling like i've wasted my time.
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I play with friends and we don't ignore Plaything all the time. there's certain situations where it's best not to break it and I'd be doing that regardless of if I'm in a group or not.
there's always going to be advantages that come with being in comms, and unless BHVR adds an in depth ping system, the gap between SWF and solo queue will likely remain large.
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Please god no, traps are miserable enough to deal with. They don't need a buff, her base kit chase power does.
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I had a similar idea: haste for 60 seconds if you've been hooked twice in a row or reach second stage. disappears if you interact with a gen or something. I could see maybe an swf abusing it but honestly the number of swf's bullying killers these days is much further between. it's much more common to see tunneling.
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Horrible patch. There's only about 2 perks from both characters I could see myself ever using consistently, Fogwise and Nowhere To Hide. The Knight might be one of the most skilless unfun killers they've ever created, which is saying something when Hag and Nurse exist. The design of the Knight is cool, don't get me wrong, but the various bugs and horrendous color scheme on the new map have made this a solid 0/10 for me.
They need to reassess their whole content cycle. 3 months is clearly not enough time for them to push out quality designs.
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Yeah I actually kinda like Midwich but the hook spawns are SO BAD. I've had far too many situations where a hook is just out of reach and someone wiggles out, it's miserable.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3287307#Comment_3287307
It has been explained multiple times, but the outrage is due to the predatory marketing tactics being known to prey on a particularly vulnerable demographic, paired with the fact that they werent in place for 6 years and were not only applied now, but done so retroactively to affect items that were available at all times.
Ask yourself: Why would any company remove potential sales for digital items with absolutely zero overhead once already created? They don't need to worry about the pixels used to make the skins running out or anything. Its very specifically done to exploit those who they deem "whales".
It's incredibly scummy and predatory, yeah. As someone with ADHD, these tactics target people like me and other individuals with gambling addictions and impulse issues. It makes me regret buying the rift pass for this season at all. I wanted to get the second RE chapter but now I hesitate wondering if this is going to further incentivize BHVR to pull stunts like this.
Also, hoping the game doesn't go F2P to avoid cheaters isn't a good reason to keep it at 20 bucks. The base price doesn't deter cheaters from getting new accounts -- they can easily buy new ones for a handful of dollars at most, or just get a new free one themselves. And "it's just cosmetic" is ALWAYS the trojan horse companies use to start shoving more and more aggressive monetization tactics into their games.
Cosmetics matter in a game as repetitive and simple as DBD. People want customization. Otherwise BHVR wouldn't be pouring so many resources into creating so many of them every month.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286978#Comment_3286978
I meant “you” as in you’re the teammate who can see the aura (not the one who has the perk equipped), sorry if that wasn’t clear. It is giving the teammate that information (or multiple teammates).
https://forum.deadbydaylight.com/en/discussion/comment/3286679#Comment_3286679
That would be a nerf. Just give it more range and keep the heal speed, that wouldn’t be too strong at all.
Oh, okay.
Still, I don't think any perk should be kept as is just to benefit another perk, especially one as niche as Autodidact. I think we're just gonna have to agree to disagree on that part.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3286406#Comment_3286406
Honestly, a good buff to empathic connection would be to remove the healing speed bonus and maybe more range instead?
10% isn't amazing, but it's actually hurting you if you're playing an autodidact build, because 10% less QTEs is very bad.
Nerfing a perk that already does almost nothing for you because you might want to take it with another bad perk is...not a good idea. I'd prefer they make it synergize with other heal perks instead.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286383#Comment_3286383
Because the additional heal speed isn’t really the point. The point of the perk is the information it provides. While you absolutely can use that for healing (and if you want, you can bring another healing perk with it, that’s what I often do), it also tells you for example which gen that teammate is on or where the killer is chasing them so you can stay away (which in turn also gives you a general idea of the killer’s location). Regardless of what your teammate is doing, it’s giving you valuable info. I do wish the range was 128m like Empathy though instead of 96, the smaller range cap is unnecessary. At 128 it would basically work all the time. But Empathy has no heal speed bonus at all and is still good. This perk is similar, it just functions the opposite way.
Empathic Connection provides zero information to you and simply lets an injured teammate know where you are. It's an entirely altruistic perk and it's not even good at being an altruistic perk because unless a teammate knows you also have other healing perks with it, they usually have zero incentive to go to you for healing. If they knew "oh this person has Empathetic connection they can clearly heal me much faster" then maybe you'd get more value out of it.
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@sizzlingmario4 said:
I get a lot of use out of Empathic and I don’t think it needs a buff, however I like the idea of showing the survivor when their teammate is benefitting from their perks, especially with stuff like Leader. You could show this by putting a small icon of the perk near the other survivor’s portrait on the HUD when it’s actively doing something. This could be a nice addition to boon perks too.
BTN should be 20% and exit gates, unhooking, and sabotaging should be added to it. Just heals, chests, and totems aren’t enough interactions for that perk to be worth it.
Why do you think Empathic Connection doesn't need a buff? 10% is not enough for someone to go out of their way to get a heal from you IMO.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/357107/buffing-altruistic-builds
I agree with buffing empathetic connection as right now it's hardly worth running over something like empathy since the bonus is inconsequential, making it 25% would actually give it nice synergy with healing builds
With better than new I think that while healing a survivor or yourself with the perk equipped, ignores Mangled for the duration of the heal as well as extending the after effect to unhooking, sabatoge, exit gate opening and possibly pallet drop speed (these bonuses still do not apply to self healing however)
Oh that could be an interesting buff to it! Probably not pallet drop speeds but exit gates would be nice.
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"it's funny how people say this thing is bad but THIS thing exists" is not a good argument to make. both things can be terrible and they are, just because you enjoy holding W against this killer doesn't mean other players do lol
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@[Deleted User] said:
I struggle to fathom why this killer was made. They're only good at the least fun playstyles this game has to offer. I know that's an opinion, but Hag/Twins/etc don't exactly have a high pick rate on killer or win popularity contests on survivor. It's easy for me to armchair quarterback and I'm not a dev, but this is mostly a solved problem in 2022 DbD, right? Players historically don't like area control/game stall playstyles, so why make a killer based around it in 2022?
The main problem is that many area control/macro playstyles rely on the player vs the environment rather than the player vs the killer. I know many people don't like Plague but she is probably the best designed macro killer they have -- and it's because her macro control is tied intrinsically into her power. There's a level of decision making and control that's in the survivor's hands. You choose when to cleanse and where. There's actual risk and reward from a properly timed cleanse or a poorly timed one.
Hell, as much as I hate Pinhead, even his box fulfills that to an extent. There's always the risk he'll teleport directly to you when you solve the box, but if you escape that chase and/or do solve it in time, he loses a lot of his mapwide pressure.
The reason these killers feel frustrating in solo Q is that the game completely fails to provide the critical information you need to make an informed decision, which means you feel like you have a major loss in agency. But with proper communication, at a basekit level, I'd argue both of these "map control" powers are pretty well designed.
And then you get killers like the Pig, or the Knight. Neither of these killers have kits that encourage engagement or provide interesting decisions for the players to make. Doing the trap boxes on Pig is just as boring as dealing with a Knight slapping down a guard next to a gen you were working on. They're afterthoughts to their kits, grating slowdown for the sheer purpose of grating slowdown.
TLDR; it's not that the concept of a macro power is bad, it's that the implementation with the Knight is really, really bad.
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@Gandor said:
Personally even if knight did not come out yet, I can't wait for his remake already. It's such a shame and wasted potential that this killer has now :-(
If optimal playstyle of this killer is let guards patrol your very nose just to disable this loop, the gameplay will be boring very quickly. All the pathing and all the fancy things that guards have with 3 different types that have their own strengths... And it will all be wasted, because optimal play is to waste 0s by defining their pathing. Real shame. Huge missed opportunity.
Buffing guards patrol/interactions was good move, but it's like doing a correct step when all you have is 1 leg. Adding minimal pathing time would make the killer so much more interesting (even if it meant decreasing guards timers even more).
Overall huge disappointment :-(
this is the main issue with the knight right now. his power is interesting and in theory could be really fun for both sides, but as it stands the way it's designed removes most of the potential strategizing you could do with his power. if you try to play into the macro aspect of it, it usually fails to work out, and you lose.
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Okay, so a few things I've learned after talking with some other people:
You do not actually have to deposit rift energy to get credit. You just have to stun them. It apparently (?) still counts even if you lose the energy. However, I had no way of knowing that, because I never knew when the killer had energy or didn't.
The key problem with this challenge is the total lack of information and complete RNG. I didn't know when a killer had energy or didn't, and it took me over 10 matches to finally get this one done. Whether that's bad RNG or killers simply depositing energy immediately after hooking, I have no idea, but it needs to be adjusted to be clearer if they design something like this again. Some sort of indication to the survivor that a killer is carrying energy would be nice.
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/3242107#Comment_3242107
I don't think you have to deposit it thou I think you just have to get it from the killer.. could be wrong thou
You definitely have to deposit it, I would steal energy and get downed and at the end of the match I'd get no credit.
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/3242000#Comment_3242000
When I play with challenges I bring builds that specifically map for what I'm trying to do. I got the sacrifice 4 in basement in tome 1 a couple of weeks ago, with agi+iron grasp my second try with huntress bringing a dead dawg offering. It would have been the first try if people didn't constantly dc against my hag. And that is just by forcing that tome too, I've sacrificed everyone in basement many times just.. with normal gameplay through snowballing.
In the grand scheme of things it's REALLY not all that difficult - the sacrifice 4 people in basement, or stun the killer to get void energy, nor are they like, close to being as hard as the hardest achievement (one being maybe evil incarnate, and the other one being the last survivor, completing all gens and escaping through gates). The hardest tome challenges imo are stun the killer 4 times in a single trial, or finish 4 generators in a single trial.
I don't think a tome that is up for a limited amount of time should have challenges that are all that difficult to begin with. This isn't the hardest one by a long shot but it's convoluted and poorly explained.
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@Seraphor said:
Every time... they're called "Challenges".
Every challenge is possible, in fact I don't think there's been a single challenge since about tome 4 that I haven't been able to do, baring the odd glitch.
Please don't dumb down the challenges for this lot.
Where on earth did I say it was impossible. It's not about dumbing it down, it's about designing challenges that are at odds with the game's primary objective that come with weird caveats that are unclear and frustrating to deal with.
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@Remedicist said:
It'd be a lot less frustrating if we could steal any amount of energy from the killer, not at least 6, and didn't have to deposit the energy into the rift. Most killers will end up chasing and downing the stunner and usually deposit all of their energy.
Yeah I think even just changing the requirement to deposit the energy would've saved me most of my sanity lol
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@Mechanix82 said:
This is the problem people have. I did all the challenges organically and got them all done. There is plenty of time to get them done, but people insist on doing the challenge on the first map after selecting it. Just play the game and these challenges will do themselves.
While most challenges can be done organically, this is not one of them. Stunning a killer can already be a difficult thing to do depending on their skill level and ping. You're required to not only stun them but successfully get away without getting downed, which is another level of unnecessary difficulty. Is it impossible? No, but there's 100+ reasons someone wouldn't be able to pull this off, or get interrupted depositing energy, etc etc. It's got too many caveats and layers that aren't defined clearly to the player.
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@neb said:
wait... sadako is actually good?
No, it's more likely that the people that do play her already know what they're doing. Or cheese with the Ring Drawing addon condemned strat.
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Matchmaking incentives are bugged. I have to restart my game after every match to see it and even after a match it doesn't apply to my score. It's immensely frustrating and definitely busted.
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I think they need to remove the killer instinct when cleansing with a spray, yeah. He's way too good at tunneling and he does not need the benefit of free information when he's already a hyper mobile killer.
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"fairer for both sides" you are missing the point of incentives, which is to make someone hop into the less played role. survivor is often the less played role because solo queue is pure misery. this is not a game mechanic affecting your match, there's no such thing as "fair" when it comes to BP incentives.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/344858/bring-the-5-second-stun-back-to-ds
DS stun time never should have been 5s, it was like that because of Enduring (killer perk) and than Enduring got nerfed to only effect pallets, and Nurse is also the reason why it got buffed to 5s.
2 reasons why I think the 5s stun shouldn't come back.
1. You bring back the 5s and you might as well undo 6.0 update and the game might as well be boring with a stale meta.
2. I don't like talking about this because the community is too far gone, but the game is 4v1 and not 1v1. Killers shouldn't fear a perk. They should fear survivors working together.
this is a bad take considering how powerful tunneling is right now. you SHOULD be disincentivized from tunneling out the first person you see in the early-mid game. saying things will go back to the way they were before the patch is disingenuous at best, considering all the other buffs killers received and the most problematic survivor perks got nerfed hard.
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funniest post on this forum
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no. the perk doesnt need a nerf, it saves a lot less time than you think.
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@Mandy said:
I've always seen the reason that it builds up so much is to give the players a chance to cool off.
For sure, we don't want games ruined by players leaving mid match - when you ready up in the lobby you are committing to playing that match.
While I understand why they do this, it is IMMENSELY frustrating to get penalties for connection issues or other pc related problems. I had a nightmare the first few months playing this game where I got constant crashes due to a faulty motherboard (that I wasn't aware of at the time). It took me nearly a year of back and forth between the company I purchased the PC from, and during that time I received matchmaking bans that meant I had to sometimes stop playing for days at a time. I literally could not play the game I paid for and it wasn't even my fault.
I was told by BHVR support that they essentially have no control over lifting bans, even for cases like mine. It soured my first impressions of the game as a whole.
TLDR; I get it but they are a double edged sword and I wish BHVR would look into finding a way to lift bans if you send in a support ticket.
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@GravelordNito99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162211#Comment_3162211
No, it absolutely needs to be 30 minimum. Currently, it's almost impossible to hit against survivors who dodge. It doesn't need a slight increase, it needs quite a bit. They should try it at 30, and even consider trying moving it to 35, along with a few other buffs to his charge times.
I mean 30 is fine too lol, I don't object to them upping it that much. I have no idea how much a single unit affects his hitbox in practical situations.
Why a buff to his charge times though? While playing against him his power feels pretty strong but you at least have a chance to react to it. Does he feel clunkier when you play him or something?
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no player — no matter how many hours they have in the game — is going to hit great skill checks every single time. even with Stakeout, Hyperfocus is going to get reset. i do think there's a few problems with it but i don't think it's necessarily widening the gap between skilled and unskilled players by all that much. 10% would make the perk not worth running at all, but i think there's definitely a way they could fine tune it so it's not so crazy with certain items/builds.
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yeah i agree they should up it to 25 and see how that feels first. if it's not enough try 30. i'm sure there's a sweet spot in there somewhere where it feels fair to get hit but can still somewhat be dodged. it's fun dodging his leaps but i don't think i should escape being grabbed point blank lol
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10 seconds is fine. it's not enough to completely dicentivise tunneling but it's definitely better than 5.
the biggest issue right now is the lack of a proper ping system to tell your teammates if a killer is camping or not. at least then a team could play around it and maybe get a 3 man escape.
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imo they should increase the bonus to 25% since it's for such specific things now and it doesn't affect repair speed. that way if you take with leader, it increases outgoing action speed bonuses to 50% so long as you're within range of your teammates and healed them. it would still be a niche build but it would at least be a little bit less useless.
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I think reducing overall costs is a step in the right direction and the incentives will stack nicely on top of that but yeah, they need to speed up your overall BP gain in certain categories. in a full match I'm lucky if I hit 20k on survivor over half of the time.
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what specifically is making it not fun for you? you said what you feel but do you have any examples of what exactly has made it harder, I'm confused
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3147551#Comment_3147551
CoH is still a problem for 90% of the killer cast and encourages camp/tunnel playstyles so yes I am still asking for a nerf.
"oh no instead of the entire team self healing in 16 seconds like on release they now only do it in 24 the HORROR"
I play sadoko and while this perk makes it harder for me it's not nearly as strong as it used to be lol, especially when it's paired with sloppy butcher. I think it's fine as is. the only nerf I'd maybe call for is an internal cooldown if it gets snuffed, but that's really about it.
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@Mandy said:
With regards to the point about hook timer being paused if the killer is nearby. This was something that was tested some years ago and found to not work - it's very easily abusable. A survivor running in an area around the hook, killer chasing - that would pause the timer for example. Which is something out of control of the killer.
Whilst I completely agree that players should be encouraged not to camp, I do not feel that punishing for camping should be the route we go down (please bear in mind this is purely my own opinion here)....it should still remain player choice whether they wish to camp or not.
the best counter that still allows a killer agency is information -- we need an indication that a killer is near a hook for a period of time or proxying near it to be able to play around it. we need to know if someone is going for an unhook and a way to tell if that person got intercepted. this would make a huge difference without touching the hook timers.
