BenZ0
BenZ0
About
- Username
- BenZ0
- Joined
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Comments
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@Labrac said:
Do you have any sort of video?
Just a screenshot of the endgame chat if you wanna see it? I thought it doesnt really look like much, I just made it cuz it was so funny how obviously fake those sentances are.
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@brokedownpalace said:
Wouldn't there be evidence of this in the files if that were true?
Idk when you ever saw 4 survivors writing a full sentence in the first second the ending screen loaded in.
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@Myla said:
That's pretty wild actually no way BHVR created a bot that advance if they can dodge killer powers or run tiles. They couldn't even program their stupid zombies to not get stuck in a generator...while a survivor is repairing it. I'll be pissed off actually if they can do this with survivor bot but they intentionally let zombies be dumb af.
Ye I wish I recorded that match so I could post it here, if we will get another one of these I will make sure to record it!
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Hawkins will be missed <3
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@Phasmamain said:
It’s a perk that encourages bad gameplay. I don’t like it and am worried for future brainless perks like this
yup same here
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@Labrac said:
Devs again not knowing how to design perks. I thought we were heading in a good direction when I saw Smash Hit, an exhaustion perk that actually rewards the survivor for playing well, and then they come with this one "hey have this extra distance after you got outplayed by the killer".
Where do you see that "they dont know how to design Perks"? In the past few chapters they have created impressively good perks over and over for every single character. They are all very fun and overall balanced, overcome is the only exception here ofc.
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@Yamaoka said:
Extremely unhealthy design. Rewards failure as its activation requirement is getting hit and promotes hold-W gameplay thus further punishing killers that don't have:
- an instadown.
- mobility to close distance quickly.
- a real ranged attack to ignore distance (i.e. Huntress).
How are you supposed to have fun playing non-mobility M1 killers?
I agree that the perk is unhealthy, however it is not really a failure that is getting rewarded.
Getting hit does not mean you failed, getting hit on purpose is a strategy sometimes to gain extra distance in ceratin situations, think about the Chainsaw bros for example, you want to eat the hammer of them.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2630090#Comment_2630090
OH!
I didn't even think about that.
Does it activate when he infects Survivors?
Description wise not, it says when you get "injured" but who knows, I also didnt try it in the ptb yet
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@Pulsar said:
It exacerbates an existing issue, which would be holding W.
Seems right up BHVR's alley.
Yep agree
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The Artist is 1 day out, why dont you give it more time and decide then how fun this Killer is? Why do ppl keep doing the same mistake over and over with every Killer? xD
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2621997#Comment_2621997
Yeah, they're situational too.
But not Repressed Alliance situational.
EDIT: They also all have considerably greater pay-offs.
Head on that can literally save someones life or prevent a down is also a huge pay off, just use your brain to pull it off. Same goes to the majority of the other perks.
*Edit: I am not saying you have to play windows of opportunity but perks like Camadery, Inner streangth, leader, deception also have very powerfull pay offs.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2621820#Comment_2621820
I mean usable. Vast majority of survivor perks are garbage, either having no output value or being so damn situational that they hardly ever fire.
You mean just as DS, Adrenaline, Unbreakable etc? They are also situational just like the other 70% of the perks.
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Haddonfield or RPD
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@Pulsar said:
Badham. Most unbalanced map and most common.
not really most unbalanced but it is pretty strong
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Sprinting or jump ability to travel across the map faster just like in RE3 Nemesis should be able to catch up very quick but should be rather "slow" with his swings which means reducing abit the efficiancy of the tentacle by making it whip slower abit so survivors can dodge it easer on windows and pallets to balance the high mobility out.
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I can confirm as an Oni main that this doesnt work like that and no its not an exploit.
Turning your camera has nothing to do with your amount of the flick, its not like blight. Your camera turn has a hard cap that they implemented shortly after the PTB. How you actually 180 and you can even 360 like that is by using your keyboard movement buttons. You have to kind of do a side steb with either D and W or A and W and swing at the same direction.
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@Firellius said:
There's like 4 survivors that actually have more than one usable perk, this change would just reduce the game to Dwight, Claudette, David and Bill all the time.
Good luck selling skins for Zarina, Ash, Elodie, Yun-Jin, etc.
by "usable perk" you mean not absolutely busted that carrys you every single game?
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@MrDardon said:
Yeah because increasing the overall volume apparently only makes breathing louder.
In his brain probably yes
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Darn next post is gonna be: Killer player uses his hands to control his mouse to hit me.
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@SkerpiTwitch said:
https://forum.deadbydaylight.com/en/discussion/comment/2619804#Comment_2619804
Strange, why dont we have insta down killers beeing S tier?Exactly
exactly what?
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What? Having injured survivors is a huge advantage for every killer...
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@Cinnamonbat said:
https://forum.deadbydaylight.com/en/discussion/comment/2595291#Comment_2595291
Hello BenZ0 unfortunately your Discord invite is not working :(
lemme send another one, this one is already disabled: https://discord.gg/w9dFYWgC58
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hey I am a dbd tournament host, I do host also smaller tournaments for new comp players, if you want get in the server and take a look, you can also dm me there if you want ofc. https://discord.gg/jHrQv3aB
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Hey I am a tournament host and would like to talk with you about some things, but first would you join my discord first so we could write there in private? https://discord.gg/jHrQv3aB
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2590026#Comment_2590026
but NOT doctor shocks, huntress hatchets, clown bottle gas, trapper traps etc.
This is a nerf.
However, if you just want to "change" it, then why? If it's not outperforming or underperforming, why would it warrant a change? You don't randomly just "change" perks.
No reason to repeat myself just read the post and if you still dont get it not my issue tbh
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2589567#Comment_2589567
You're the one wanting it nerfed. I'm not asking for a buff or a nerf, I'm asking for some type of data showing that it needs nerfed, that shows it's outperforming the other exhaustion perks in extending chases.
I never asked for a nerf lol you should read my post again
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I made back then a killer concept with a killer that could fly. My idea was to use the fly just as mobility and a view on top and then the killer would charge a slam to the ground that has a roughly 8 meter range around him. But ofc the slam charges up slowly and indicates on the ground where the killer is gonna land to give the survivor a chance to dodge.
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@Munqaxus said:
Survivors have only 2 mechanics that allows them to reach their objective. One is reducing the amount of time it takes to do something. The other is increasing the time the Killer does something.
Dead Hard is a park that increase the time a killer does something. Basically it extends chases. If Dead Hard is a problem, then it would need to extend chases more than other exhaustion perks. Has anyone that has complained about Dead Hard shown any proof at all that it extends chases more than other exhaustion perks?
Since Lithe, Sprint Burst and Balanced Landing all give survivors 3 seconds of speed, instead of 1, then I don't see how it's possible that Dead Hard is a problem. Can someone show some data proving it's a problem?
How about you show me data proof of how dead hard is fine as it is?
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@Harold_Shipman said:
Dead Hard shouldn't be able to dodge traps and certain powers, agreed. I think this change would be fair without buffing it elsewhere tbh. Considering the biggest problem most people have with DH is using it for distance, i think too many people would lose their ######### if you increased the distance further.
Maybe but also nerfing dead hard straight up would be too much too, thats atleast what I think.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2588222#Comment_2588222
While it does that’s the main root of why the perk is complained about cause People use dead hard for distance not to open evade hits and it’s annoying when your about to down at a loop then they dead hard and drop the pallet and then go to the next tile that’s why this perk is so good by eliminating that issue it makes the perk more fair
Keep in mind by adding more distance to the perk you have to aim the dash more accurate and dead hard way earlier which is pretty bad on some loops.
Most of the loops are not straight and do have roundings which can make it very difficult with a increased dead hard. So your effect is kinda implemented with my idea.
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@Chilli_man2400 said:
It only needs one simple change and that’s you cannot preform certain actions for 2 seconds after dead Harding
- Repairing gens
- Dropping a pallet
- vaulting a window or pallet
- unhooking a survivor
- opening a exit gate
I have to disagree there. I like the idea to chaining dead hard into another action, that adds some extra charm to that perk.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2588204#Comment_2588204
you're suggesting trapper to place trap instead of m1. please stop
um what? Idk if you are trolling but if not go watch some guides or watch otz or any other good trapper player.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2588148#Comment_2588148
it sucks in a deadzone where it gives survivors maybe 2 more seconds to live, but it is OP in a loop/pallet dense environment. Just played Wraith this whole evening and the amount of "DH to pallet/window" i've seen was insane. It gives them an extra loop, then they make it to the window/pallet they otherwise wouldnt have reached and now the survivor holds all the cards again. I use it myself when playing survivor because it feels like otherwise chases are sometimes way too short for my team to have a chance of winning (i mean exhaustion perks in general are kinda necessary when playing against good killers) but i can fully understand why killers are pissed off by it.
https://forum.deadbydaylight.com/en/discussion/comment/2588169#Comment_2588169
Thats not working in practice. There are many situations where i with Wraith, Ghostface, Myers or Pig wouldn't stop that survivor from DH'ing to the next pallet or window. Sure i can block it with Wraith but first you have to cloak and then reaching it faster which is often not possible in smaller maps with a lot of pallets where survivors just hold W to the next ressource.
myers and Ghosty boy can both insta down, even if they extend the loop with dead hard like that you simply leave them and prepare a stalk on them or do something else.
ye I do agree that pig also kinda would suffer in a way like that, but I think there is not much you can do for her there.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2588197#Comment_2588197
And as a killer I always bait dead hard because I know how annoying it is in certain situations. Window grabs are a thing, and forcing a pallet drop means one less pallet. Never lunge.
And meanwhile you play your little things there to bait pallet drops the other 3 slam those gens.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2588171#Comment_2588171
what about trapper, wraith, billy and bubba, plague, nurse, Myers, hag, doctor, freddy, pig, ghostface?
They're basically m1 killers against injured survivor
Also often or not, every killer m1s. this change is bad
Trapper can shut down loops completly by placing a trap there earlier or just place a trap mid chase in the pallet. With my change they cannot dead hard over it. If the survivors leaves while you place just cancel and continue the chase.
Wraith can uncloak and use his boost to catch up on the loop and even then wraith is not a chase killer mainly, wraith's main streangth is to suprise survivors by coming to them when they are off guard or out of position.
Billy can curve around loops.
Bubba can do the same.
Plague can use red vomit and simply hit them over that loop or at any other given open area.
Nurse can teleport? You know.. just blink?
Myers can insta down survivors with T3.
...
I dont think I need to explain to you the basics of all killers do I?
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@Dumpstick said:
That works for me. But then.... I don't actually use Dead Hard so I'm not exactly affected.
Hell yeah I am a lithe gamer personally.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2588156#Comment_2588156
Let's say im a Legion main. [BAD WORD] me i guess. Because dead hard got stronger against him. That's not how you nerf perks
Yes Legion is the only exception and we all know that Legion sucks ass in 1v1 thats why they are in desperate need of buffs or a rework since years.
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@landromat said:
This is just a buff. Dead hard already destroys m1 killers and now with 30% more distance it sucks even more. Perk sould be completely reworked. No dash, no iframes. Something different
All m1 killers aside from Legion have a way to stop survivors from reaching their loop. Since my dead hard version doesnt dodge abilities anymore they cant reach their pallet or window without getting hit.
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@MrCalac123 said:
The distance is what makes the perk good. An on demand chase extender to save you reaching a pallet or window in time to extend the chase for 30+ additional seconds or more is what makes it so oppressive.
A proper change would be for the distance gained to not be immediate, change it so that it no longer gives any i-frames and instead ramps Survivor speed up slowly but consistently for like 2-3 seconds, and this makes them hindered after, shaving off 10% movement speed until no longer exhausted.
Still useful, still on demand, still gives big distance, no longer instant or capable of dodging hits, and has a proper downside for being an on demand exhaustion perk.
Tbh what you described is exactly what my suggestion counters.
Since you can now be hit OR stopped like a trapper trap or shock from the doctor would you not be able to reach the window or pallet at all.
However I also like your idea, sounds interesting!
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@Veinslay said:
Dead Hard is not high risk high reward, it's just press E to make it to a pallet or window you otherwise wouldn't have. It's also just given to you for free by way of being injured. It's the most OP perk in the game and it needs a hard nerf badly. An extra 30% distance crazy.
A better suggestion would be for any exhaustion perk to require a safe unhook to activate so it can't be used in the first chase when a killer needs to build pressure and slow the game down
I think that would be way too much
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@landromat said:
This is just a buff. Dead hard already destroys m1 killers and now with 30% more distance it sucks even more. Perk sould be completely reworked. No dash, no iframes. Something different
the numbers can always the tweaked but I do believe that not beeing able to dodge killer abillities is a massive nerf so the 30% trade off seems fair imo.
Keep in mind that Deathslinger and Nemesis are crazy if you cant dodge their hits, not to mention plague or huntress.
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@GannTM said:
Dead Hard has been my crutch lately please don’t nerf it 😩
haha I understand you well tbh I wouldnt really consider it a nerf the way I suggested it, 30% extra distance is a big change you know.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588098#Comment_2588098
Interesting. I think it worked on me the literal first time I saw that, and after - unless I'm stretched for time on the hook - I'll probably just swing the second I can't hook.
Ye I get ya :D Same with flash light saves, if that happens to you once you get more cautious so the chances of that happening to you are drasticly decreased. Its a thing of expecting or not you know.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2588100#Comment_2588100
I would rather have to reload twice than be down on purple any time I want to TRY to use Yellow. As it stands, Yellow is super crummy BECAUSE it takes away from your purple supply.
yes I agree with you but reloading twice would hurt Clown WAY more than it would help him. With your reload idea there would be even less reasons to use yellow bottles than there are atm.
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I do think that Doctor itsself is not the problem, he is probably the most balanced Killer in the game.
I think why he is that "weak" is because of the general game problems like Gen speed (if all survivors play very efficiantly and spread on gens) and other things like perks (dead hard) do really hurt him in many ways and thats why he appeares "weaker" than he actually is.
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@Adjatha said:
He really just needs 4 of each, baseline. There's no real reason why they should share the same counter. Then, just make reloading only affect the type you have selected.
meh the reload like that would suck imo
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588090#Comment_2588090
I don't follow.
Pallet saves work, or they don't work.
The crouch/body block...I don't see how that would ever work, unless the killer is blind.
I managed to to save like that some teammates with that move by hiding right out of their FOV or bodyblocking enough to let them wiggle off. That even works on higher skilled killers sometimes, not always but sometimes.
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Here some tips and answeres for you:
The bottles fly faster if you hold the bottle just like Huntress.
You can look down abit to your feet to adjust the arc so the bottles fly's faster and more straight even.
The white smoke is the sole reason why the yellow bottles are good, its hard to explain how to use them correctly but you should maybe play more Clown to get a understanding of how to play him and especially the Yellow bottles.
Buffs Clown would REALLY need would be 2 things:
Increase his bottles to 6 at base line OR make the yellow and purple bottles seperate so 3 yellow and 3 purple and you ofc would reload both at the same time.
Also just like Pinhead stop survivor from fast vaulting pallets if they are intoxicated.
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I mean yes if you see them then it seems dumb from your perspective.
Just as it seems dumb that if the killer picks up a survivor in a pallet and you pallet save then as survivor.
Some moments do look very goofy and silly from one's other perspective but think that way. If that works and you didnt saw the survivor and would leave the hook they could immidiatly go for the unhook once you are out of range. Idk for me this sounds very logic that would save alot of time?
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Blight or Nemesis
Both powers feel amazing to use and even more satisfying if you land a very well hit.
Same goes for old Legion but well since its gone not anymore.