BlueHorkew
BlueHorkew
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@Blueberry said:
All sounds good to me.
I’d remove the lullaby as well though, unnecessary.
Id also increase the range of his redeemers shot a bit.
Ok, what about this. I still don't like the idea of snipes without warning with simple Monitor and abuse. Do you think it solves the issue?
Also gave him part of the reload add-ons as base kit
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BT to the unhooker will just incentivize tunneling.
A trade for the killer is a fair reward, the only change the game needs is to remove hook grabs
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It's not the problem with this strategies, the problem is when they offer little to no counterplay or lead to a bad experience.
Camping and tunneling is fine, if the survivors have counters and don't feel like a cheat to the match. What do i mean, i fully expect the killer to tunnel someone after hooking like 3 survivors and there are 3 or 2 gens to be done, i think its totally fair, you spread your pressure and now can choose a weak link to remove from the game and go for the win. But tunneling the first person you hook feels horrible for that survivor and for the other survivors, because they didn't get to play the game.
Camping is fine if survivors can trade or do a double save, it can be a great way to gain pressure by forcing survivors that are playing to passive, but feels awfull if the killer power is impossible to save or doing the grab game. Also perks like reassurance made the camping thing a lot better.
3 gens are fine if you don't just sit on a 3 gen from the start and refuse to do chases, the game becomes a boring match of attrition, or if the game makes it very hard to actually progress the objective.
None of this strategies are crimes or anything, the problem is when they reach certain points.
But i will also say, some survivors do not know when things were just their fault and will start complaining about this things as an excuse
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I would love for a werewolf themed killer xD
New Killer: The Wolf 4.6m/s
The Wolf has two modes: The Hunt and The Monster.
The Hunt: The Wolf starts the match in the Hunt, in this mode he has a 16m TR and has enhanced scents. He is able to see blood trails brighter and see visual notification of survivors repairing, healing, cleansing and blessing totems within 20m of him. When a survivor finishes a healing action on themselves or other survivor, that survivor can be tracked by the wolf, when within 32m of that survivor a trail of scent will form leading to that survivor. By injuring survivors from healthy to injured he gains points in order to evolve into his monster mode.
The Monster: When finally unlocking his true strength, the wolf becomes more lethal, his TR increases to 40m and he looses all his tracking skill from the hunt, in return he gains the ability charge a Wolf, he will start running at 175% movement speed but with reduced turn speed, colliding against a wall will allow you to change quickly the direction of the run. To attack, the wolf while in run will perform a lunge attack, hitting a survivor will shove them a few meters forward and damage them, if the wolf misses the first lunge he is able to do a second smaller lunge right after, if the wolf lunges against a wall he will become stunned, you can break pallets and breakable walls with your lunge. Stunning the Wolf by any means, survivors or wolf missed lunges will reduce the monster timer, downing a survivor will replenish some of the timer.
He is a bit of mix of Demo, blight and Oni in his design xD. But i think it would fit a Werewolf killer very well. Maybe some things could be changed to make him more unique in some areas xD
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372115#Comment_3372115
You mean those small holes that don't secure downs because Slinger is not true ranged... again?
No, he IS weaker, 100%. Lower range to use his power, needs to get a close hit to down someone, has travel time like the others, etc.
And of course, the focusing on instascope because if I am complaining about current nerfed Slinger, it must mean that I want instascope back. Surely I can't want a Killer buffed without bringing back what the playerbase complained about, surely?
"Current slinger is much better."
Don't talk up a weak Killer please, it's spreading misinformation. Everything I said still stands, you just brought up the fact that his shot can go through holes and get those INSANE shots (if the Survivor isn't paying attention) that only allow for injures and don't get downs (which is what truly matters).
And it sounds reasonable because you don't see anything that could make him actually dangerous, that's all. "I can accept these changes because they won't actually buff him at all."
Which is pretty much proof of what the community sees as "balanced"... and most likely why the devs don't listen to the forums. :)
I think you are underestimating Deathslinger.
Yes, he is weaker than huntress, nobody here is trying to say otherwise.
He is good and viable, but needs a few qol changes, his kit is good.
What are his problems, he is slow 4.4 and has normal TR which makes survivors run early against him. He is punishing if you miss your shots, he has a lot of useless add-ons.
His kit is good, tons of deathslinger mains that stuck with the character also think he is strong. So no, he doesn't need the ADS change, he doesn't need crazy changes, his design and kit is solid, he just needs a few polishes to become a solid A tier.
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It's an end game perk, it needs to be powerfull.
Killers have NOED as their end game comeback perk.
Honestly, the only dumb thing about adren is the fact that counters Freddy's power just for lore reasons
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/368064/deathslinger-qol
Slinger isn't true ranged like Huntress and Trickster, he doesn't need a lullaby. He's more reliant on stealth than other ranged killers, actually, which is why he deserved the smaller terror radius.
Can we also add maybe revert the ADS readying speed nerf upon entering ADS only? And just leave the current penalty if he decides to cancel ADS. This way he can do cool reaction shots again on Survivors, but now he needs to commit to his shots.
Would you prefer a 28m TR, i just don't want him to shoot survivors outside of his TR with Monitor.
The ADS for entering is 0.4 with a 0.5 of firing delay. Comparing this numbers with other killers with similar range powers i think they are on par with them in order to give enough of reaction time to survivors. I just think that it feels bad because he didn't use to have this.
I would only give him maybe additional changes to his reload, maybe reduce the time to 2.5s (from 2.75), or increase his movement speed while reloading. One of the two.
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@Devil_hit11 said:
Lullaby is worse then normal TR. takes away perk synergy. With current slinger, you can at least use M&A to bring him back to his old self. It is just not worth it until they revert his negative changes.
Reload is small waste of time when outside chase. most irrelevant
Jay Smasher turns his basic attack which is called hybrid attack into special attack. this is another nerf because it removes his synergy on STBFl. I could definitely see further weakening deathslinger by turning his hyprid attack into special attack as a global change. I could imagine them calling it consistency pass because deathslinger is only killer able to use instant down and m1 perks with his power.
No opinion on other add-on as they are low impact. Honey locus has most potencial with green reload add-on. Hellshire iron would be better off as being reverted back to an aura reading add-on.
I never intended to turn the move into a special attack, i even call it a basic attack, its just supposed to be STBL if you speared a survivor, but not being able to stack with STBL (it would accept the highest value possible of the two).
The reload is supposed to be a small qol change to save some time not a buff to his chase.
The lullaby is just so you can't attack a survivor with your gun without any warning with just M&A, would you prefer a 28m TR instead?
About the add-ons, i think they are reliable enough to create some build variety and fun situations to experiment, but i would agree that if you want no nonsense add-ons i would still take the reload and missed cooldown add-ons. Still all of this add-ons that i wanted to change felt really uninteresting and that was the intent, give more options and utility.
For example, you can combine Hellshire iron and wanted poster, that way you remove the downside of wanted poster and are able to give reliable surprise attacks to the obsession
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It's bodyblocking, its a valid tactic.
But if you want a tip, after you injure that survivor you loose collision and can hook immediately, the only way to stop you is for other survivor to come take a hit
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I used it sometimes with Plague. I don't like that you can't control when you get the info, and the aura can be hard to see sometimes.
I would like for a small rework, a survivor looses a health state and after 5 seconds all gens being worked on become yellow for 3 seconds triggering an audio notification.
Consistent info and survivors if they want can time it to let go of gens in order to not get detected.
I don't know, it's an ok perk, just doesn't feel that good to use in my opinion
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370204#Comment_3370204
Uh yes, if the killer doesn't leave their 3-gen the entire match, then it is easy to charge potential energy from multiple people and massacre the last gen as I've stated. If you want to beat good killers, those killers are going to 3-gen because that's the best defensive tactic and you can't just bring whatever you want if you expect to beat them, just like a killer can't bring random builds and expect to beat good survivors that will try to break up and separate 3-gens.
It's nobody's problem but yours if non-sugarcoated facts about the structure of the game make you emotional.
So what, you expect all survivors to bring potential energy for every match, just in case a killer decides to do it?
Because 1 survivor bringing potential energy is not gonna break a 3 gen. It is kinda stupid that the perk made to counter 3 gen looses to the 3 gen meta, you are better with prove, deja vu or built to last with a busted toolbox
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@ButterFlee13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369587#Comment_3369587
Well well well,
Eruption die for this,
now let nerf other killer perk that I dont like to play with. Time for a new mission eh?
Oh, isnt Eruption reward from downing survivor and win chases which is killer mission? :D
What a broken record!
Ok, if you think bhvr is gonna let big streamers keep joking about 30 to 45 min games and do nothing.
Either those perks or knight and SM are gonna get nerfed.
But sure, it's easier to believe people just want to ruin killer.
The cat is out of the bag, everyone knows about this strategy, how consistent it is, how easy it is to pull of and that it works against high MMR survivors.
If you want to blame someone, blame bhvr for launching two 3 gen, stalling killers in a row
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370881#Comment_3370881
It's a problem when a perk makes an existing unfair map situation worse.
Why do you care if survivors play better on the map. The map is still the same, the survivor with WOO and a survivor without WOO but knows the map tiles and RNG will play the map similar.
Its a fun perk for survivor, helps them in chases, the perk doesn't give survivor any benefit. Leave this accessibility perk alone and you try and improve in your gameplay, because that survivor has one less perk to hit you
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@Jackal7879 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370876#Comment_3370876
Again if the killer is not camping at like 5/4 gens they won’t even notice this perk plus not all 4 survivors are gonna run this perk unless in a swf the extra 15s is mainly for solo who brings this perk especially if the other 2 are doing nothing . remember the the ptb the perk can be activated multiple times from 1 person after the cooldown was done the only reason why it got nerfed was a possible survivor holding another survivor hostage which is why it got nerfed
Still, buffing the range, i would be ok. It's kinda stupid that you can't reassure basement, but the timer is very dangerous.
Reassurance strength is in alleviating survivors pressure to go for an unhook, if the timer becomes too big, especially in a SWF with multiples, seems abusable.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370862#Comment_3370862
The perk would not be a problem if we had fair maps. We do not have fair maps and the perk therefore allows the survivor to game the system vs M1 killers.
The solution to the problem for a killer player is to only play Nurse/Blight. Is that what you want?
That's a map problem not the perk.
The perk didn't make you spawn in garden of joy or fractured cowshed.
So leave the perk that helps survivors in the most fun part of the game alone.
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@Jackal7879 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370844#Comment_3370844
You also have take in to account perks like deadlock that can slow the game down passively and noed which basically encourages killer to tunnel and camps someone out and no way out that stalls for even more time people say do gens when a killer is camping but you can’t do gens and totems giving reassurance a extra 15s and range and changing it to hook stages won’t make this perk op
You can have multiple reassurances per team, 30 seconds is already enough time for survivors to regroup and extra time.
I saved multiple games and people with this perk. It's really that good, saving someone from getting extra stages is massive
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It's amazing that a perk that doesn't actually affect killer, doesn't buff survivors and only gives info to make survivors play better.
Killers hate the perk and think it's OP. This is so sad
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Reassurance is pretty good, maybe a slight range increase.
But i honestly think it's good as it is
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When even otz is getting frustrated with SM and making jokes about the games lasting 45 min.
Yeah, this is not good.
Either she or CoB/overcharge are toasted.
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@HugTheHag said:
I might sound like a complete idiot because I've never played as Plague, but I don't really get how her not getting her black vomit because survivors aren't cleansing is in any way negative for her ? It means everyone only has one health state and can't stealth, so it's still pretty powerful ?
Kinda feels like a lose/lose for the survivors rather than counterplay... Or at least, if that's counterplay, I wish my dear Hag's many counters were of the same kind ! X)
(unless the issue is simply that it makes her less fun, which is understandable in that case)
They are both bad for the survivor, as a survivor you just have to know when and where you should do what.
It is still counter play, had the fact that she looses her power if she gets stunned by a pallet.
Simply put, she needs to get to a fountain and do her animation and has 60s of power. If the survivors are smart they cleanse on remote areas, corners of the map, areas where gens are complete and make her waste a lot of time getting her power and walking back.
Cleansing or not cleansing are relative to a match situation and plague also has to choose when to go get her power
In the ends wins the group that made the best choices, hopefully xD
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@Krazzik said:
I love Plague but I don't know how healthy it is to just completely nulify medkits and healing addons with no effort.
There is nothing funnier than a survivor constantly healing on a fountain because they have CoH, a crazy medkit and botany.
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@Phasmamain said:
Plague is probably the best designed killer in DBD (Wesker and Oni are close though)
She has a great power that has counterplay, Amazing add-on selection and good perk synergies
Yep, those are all great, wish i could be better with oni xD
Love those killers. For both sides
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@Emeal said:
More Killers like Plague? so more Killers with the second part of her Power locked behind a Survivor's action?
No Thanks.
I legit love that about her xD
I know some people hate it, but i wouldn't have it other way.
She is the one of the few characters i would be fine with bhvr to not touch
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370613#Comment_3370613
That's all irrelevant to the point I was making, but yes, SWFs would have that info. That's why SWFs practically invalidate stealth killers, but SWFs invalidate a lot of things and we already knew that.
Not like anything will ever be done about it, anyway.
2 words "game sense". Keep track of your tools and survivors tools.
Somethings the survivor has access to info some they don't. Some info killers get access, some they don't.
If the hub was supposed to help level the playing field with SWF, then balance changes for killer will happen after the killrates stabelized, just like the devs said. As the HUB isn't supposed to buff the best survivor teams. So buffing killers is only necessary if the killrates went down.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370532#Comment_3370532
But you did give survivors a notification that stealth killers aren't in stealth mode, thanks to the chase indicator, which is close enough -- if Pig or Ghostface aren't chasing someone, they're probably in stealth, so survivors know. Those are barely comparable anyway, killers bring perks and add-ons to cause status effects yet knowing those perks and add-ons are working is too far? Isn't the whole point of Exposed to go after the survivor who has it?
And a SWF wouldnt have that info?
The survivor hud is to give solos the same info as swf. None of the new HUD info give something a swf doesnt already have.
After the killrates have stabelized, we will hear from the devs changes killers might need
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I used to hate old Noed, felt really cheesy to use or get hit by it.
I think it's way more fair and it doesn't bother me as much and enjoy using it or getting the "oh no"" when it happens.
The only problem is when the killer can camp the survivor and the totem at the same time. But thats when you just have to call it quits as a survivor
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Yeah, this game is really hard when starting out, having friends to play and learn helps with the stress and makes the grind or learning more fun.
I don't think you should take those toxic comments too serious, some people are just toxic and will just try to make you feel bad regardless of what you do, don't give them that pleasure. Play the game as you wish and if people start complaining just leave, it's a waste of time.
I would also say that one good tip to improve is to play both roles, seeing things from a different side can help you learn tricks and habits people use when playing.
I don't know which Killers you play or which perks you have access, but some good general perks or beginner perks:
- Bitter Murmur
- Fearmonger
- Hex: No one escapes death
- Jolt
- Sloppy butcher
- Whispers
Some free characters perks that you can unlock:
- Enduring, lightborn and tinkerer from Hillbilly (hillbilly is hard but his perks are good for beginners )
- Pain resonance from Artist
- Bamboozle from Clown
- Overcharge from Doctor
- Devour Hope from Hag
- Nowhere to hide from Knight
- Discordance from Legion
- Corrupt intervention from plague
- No way out from Trickster
Hope you can have more fun xD
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370125#Comment_3370125
Nah, it just helps. But ofc if 4 people all take its gonna be stronger.. like come on ok.
It should help, but just can't keep up with CoB and overcharge. The perk takes 8 seconds to activate and then you have a 33% repair penalty.
Add the fact that is risky since you can loose all tokens by a skill check when leaving a gen or a hit by the killer, its too risky.
This perk for solos could be more of hindrance. Even in SWFs seems too hard to use
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Against CoB and overcharge? Can't keep up, the perk takes 8 seconds to activate and then you repair at 33% penalty (bigger than pentimento).
The idea of the perk is great, but prove is the only perk that can realistically help you on that situation.
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Sprint Burst (reliable exhaustion perk)
Windows of opportunity, utility and helps in extending chases and avoid dead zones
The other two rotate between: Distortion, Adrenaline, Reassurance, Any means Necessary, We will make it, Prove thyself. If in solo q, bond or kingdred
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/367782/ranking-the-new-survivor-perks
I consider all the perks of the new survivors to be rubbish, even to say more I did not buy the whole chapter but only the killer because the new survivors .... complete useless rubbish.
It seems to me that the developers have forgotten what good and unique perks are, and in this chapter they have outdone themselves by adding complete plagiarized perks.
They should understand that for survivors, the main thing is the quality of perks and not their quantity.
I don't think any of this perks are going to be meta or anything, and while there are some stinckers here, there are also cool new ideas and build possibilities. But if you want meta then no, nothing here
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I am going to be honest, it's not that i think that buff would be too strong, i don't think it would.
I just don't want it buffed because third seal is a perk for slugging. I mean that is kinda of the best use of blindness. So i just don't want to deal with the possibility of slugging perks or builds being popular or strong if i am wrong and this perk became viable or meta.
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You basically have a 33% repair penalty with potential energy, that is a bigger penalty than pentimento. Thats what the 1.5 to 1 means in practice. That 10% boost wouldn't really touch on the issue of the perk.
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It's toxic, so god pallets are out.
Then what about jungle gyms, then what if i set up a 3 gen and just decide to destroy all pallets nearby over the course of the match creating dead zones around a 3 gen without the survivors doing a thing, what if i hook a survivor and camp him and now decide to destroy a pallet for free making the area around the hook more of a dead zone.
This perk is just not well designed, it's really busted and abusable. Same thing would be the case if survivors could recreate destroyed pallets.
Neither one or the other should be a thing, there are certain things that just shouldn't be added.
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@SkeletalElite said:
I've tried to make this perk work for anti 3 gen
but it just doesn't
It's so bad.
Even if you run into a 3 genning killer it just isn't good at its job at all. You have to repair for 30 seconds to get 20 seconds to dump on another gen. That means youre repairing at 66% speed with the perk equipped. You literally repair faster while affected by pentimento.
Even if you spend all that time on a totally safe gen without being interrupted because youre CONFIDENT the killer is going to stick in the 3 gen, there's no guarantee that 20 tokens will be enough to make a significant impact. Like you spend all that time charging the perk up and you arrive to fight a 3 gen and put a gen that was at 15% progress, to 35% and then he kicks it again. It loses 15% in the time it takes you to your team to stop the regression. Then meg goes down it loses another 10% to eruption and youre put on 25 second time out while the gen loses another 5%
For this perk to have any use:
the killer has to be 3 genning so hard you can safely charge it without risk
your team has to be fighting it without your help well enough that getting 20 charges actually puts a generator close to complete or completes it. Something that is often mutually exclusive with the previous point because if they can do this you likely didn't even need the perk to begin with
When you arrive at the 3 gen you have to use it basically instantly or else you're just going to lose the progress and waste all that time you spent charging it at 66% speed. This is often times incompatible with the previous point since without you actively helping at a 3 gen it is difficult to get enough progress on the gen.
If you want to run a perk that makes 3 genning harder, youre far better off running circle of healing, so your team can consistently heal to avoid getting destroyed by attrition. Alternatively, Prove thyself is a consistent increase in repair speed that will add up when fighting a 3 gen. It even helps a bit against eruption, since you can stand by a gen and let it be 1 man repaired by your teammate 15% faster and take over if they get erupted.
There's so much baggage associated with this perk. There are several ways you can fix it, Ill write 3 ways I thought of. Please just let this perk be good at its niche of anti 3 gen, it just doesn't do that as is right now.
If this perk had a much larger max number of tokens, it would still be risky because you can lose it but the progress gain provided after spending a long time "repairing slowly" would almost always be significant. If this was the only change made it would need to be at least doubled, maybe tripled.
If it didn't have the condition of losing the tokens on being hit, you can get it on a safe gen and then save it for a key moment to break the 3 gen.
If it wasn't actually any slower than repairing regularly, it still wouldn't be fantastic, but it would be better. Time spent getting charges off a safe gen is time that you're not preventing the killer from regressing the 3 gens. At least using it wouldn't just be hurting your team outright by slowing progress on the gens, and it can be used as a free head start on the 3 gen.
It would probably be good with one of or a hybrid of these changes, but as is. I cannot recommend anyone use this perk as a counter to 3 gen for the reasons outlined in the begining of the post.
It is kinda sad, the idea of the perk is fun, but to many downsides. Never actually thought about that, but you bringing up that you have a bigger penalty than pentimento, yikes. No wonder this perk feels so bad to use. They literally just should give it an 1 for 1 conversion, it would be a fun utility, right now it's more of a hinderance
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369838#Comment_3369838
And you kill survivors by slowing them down to where they can’t finish their objective quickly. Can’t expect people to 12 hook without defending gens when necessary.
Defending gens, that doesn't mean kicking. You can make perfectly viable builds or play styles where you don't kick a single gen. You can have 4 slowdowns and not kick a single gen. You don't need 12 hooks to win, and i doubt most people try to go for 12 hooks. If you go i applaud you, but i don't care about it.
Besides, the biggest objective is to kill the survivor, i just don't think that if this two perks are so valuable that makes killers stop wanting to chase survivors just to kick gens, that is a problem. If the killer gets the best slowdown from chases and downs i think the game is more enjoyable for both sides. That's my opinion
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Hmm, i don't think the devs will want to introduce a perk that requires another perk to activate.
I don't know if it will be to strong, honestly it might when comboed with Jolt, Eruption, Pain Res, Ruin, Legion's Iri.
Like perk combos and synergies are cool, but not being able to activate a perk without other perk feels weird.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369587#Comment_3369587
Not well enough, also kicking gens is one of the “missions” for killer, don’t pull ######### out of your ass.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369688#Comment_3369688
Ruin still facilitated 3 gens then and it would do so now, especially if you dedicated more slots to totem perks. Someone like SM could easily use it to great success, by guarding a totem on top of their 3 gen. Costless fast regression is necessary, and with Ruin gone, Call of Brine and Overcharge need to stay.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369699#Comment_3369699
And make the maps even more survivor sided? No thanks.
You don't win by kicking gens, you win by killing survivors. That is your objective, not kick gens, that is a killer tool.
Thats like saying survivor's mission is to cleanse totems, you can do it, but nothing forces you to do it. So maybe you might want to start and read what i am trying to say instead of just being aggressive for no reason.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369628#Comment_3369628
I think they're deliberately playing it very safe with these perks, like they did with Any Means Necessary. I hope they get a cooldown reduction soon, though.
Love the new Any means necessary. Fun utility perk.
Maybe, Bhvr does struggle to launch good perks, i just think that because we had 2 survivors we got more bad perks than the last updates. At least they fixed Background Player before release
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@Aven_Fallen said:
The thing is, I am very sure that the Devs thought that they buffed Calm Spirit. Because before 6.1. it only blocked screams and removed the effect on crows.
However, they also made cleansing/blessing totems and opening chests silent, which is a Buff. And they probably thought that this Buff needed some Downside, so they reduced the Speed of those actions. Which made Calm Spirit even less used, because its scenarios are already niche, but giving a debuff on top of it was too much.
It could also be possible that they did this to have a difference between the 3 Perk Tiers.
IMO they should change it that it only reduces the Speed while in the Terror Radius of the Killer. Because with this, you would still get the benefit of being completely silent when cleansing/blessing or opening chests, but you would only get the Debuff when the benefit actually matters (since it does not matter if I cleanse Totems silent if the Killer is full map away).
Calm Spirit would still be bad, but it would at least be a bit better.
I don't think this perk needed a downside, maybe it was for the perk tiers, but for a collection of niche effects getting a permanent debuff for the entire match. Sometimes different perk seem to be made by different people
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@Rulebreaker said:
No, it doesn't block auras. If it does then that's a nice bug that may not need squashed for awhile.
Thanks, i went to test it. And yep, they don't scream, but you still see their aura.
What is the point of this perk, screaming is already rare and now that we are receiving more screaming perks they also get free aura reading, this perk really can't do anything right.
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Nerfing perks for usage stats is really dumb, i hope the changes try and change up the game, but i want the changes to have a direction in mind and not just nerfed because it's popular.
From the survivor:
- Some nerf to DH, either this or in a later update
- Nerfs to prove and COH
For Killer:
- Nerf/Rework to COB and Overcharge
I hope we see some cool and well designed buffs to some weaker perks, more options is always nice, lets just hope they don't buff like when buffed Eruption without thinking of what would happen
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While the idea is cool in concept, this perks will be destined to fail.
Why do this perks have 3 restrictions put on them, is crazy:
- The one that heals needs to be specific, so you can't use both perks
- The cooldown is way too long
- The range of 12m
This are 3 restrictions for those effects.
Big problem, survivors do not stay together that often. Survivors should always try and split up and only group up for specific situations. So even if this perks helped on those specific situations, their cooldown is in the way.
This perks will be very difficult to make anywhere close to viable, not meta, viable.
I am honestly surprised they didn't touched them before release
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CoB and OC are the perks giving strength to this strategy. Rework or nerf them so regression is awarded for chases and progressing the game and this would be less viable.
Perks like Corrupt and deadlock already passively slowdown the game if the killer isn't doing well in chases, but CoB and OC are just handholding and rewarding killers that purposely avoid doing their mission, which is kill survivors and chase them, removing the interaction between killer and survivor
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@Bwsted said:
When you can eat 5 DC penalties in a row and it's still faster than the actual trial.
BHVR peak design.
Best comment right here
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I would love for her to vault, just like Wesker. Base-kit
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@mischiefmanaged said:
It was intentional. They said in that update they wanted to encourage killers to kick generators as it would create a game where you interacted more with the killer.
Right after the change, some killers would start holding a 3 gen from the start of the match and never leave. They'd eventually lose if the survivors realized and just started always playing safe, but it took forever.
I also think the base kit 2.5% is stronger than people give credit to. The reason this used to not work is kicking was a waste of time that did nothing. Now it removes 2.25 seconds and stacks with Call of Brine to remove more.
Probably, i guess it's a good learning experience and nice to see what happens with meta shifts and little tweaks and additions make to the game.
Just hope we can get out of this.
People say they hate nurse, but i prefer to loose 4 min game than to win a 45 min stall. It's exhausting, especially because this just incentivized killers to not chase Survivor to kick gens and keep a 3 gen
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@Phasmamain said:
So with merchant’s release there’s been a lot of discourse over her ability to camp a 3 gen. This similarly happened with knight (I’m sure you’ve all seen the hens video)
But I feel like a lot of people are placing the blame on the wrong thing. The number 1 cause of this issue is not these killers but the current gen kick meta. Fact is without overcharge, CoB Jolt and PR this strategy wouldn’t really work. CoB and overcharge are solely designed for defending a 3 gen which is not something a perk should be designed around
Once the meta shake up was released we began to see complaints of killers camping 3 gens from the start of the match giving survivors no room to counteract it. These perks incentivise kicking the same gens repeatedly while not interacting with the survivors which was not true of the other metas.
These killers definitely aren’t engaging to play against but this is more an issue with current regression meta than the Killer’s designs. By creating a more engaging regression meta I guarantee this strategy would become rarer than a twins main
I agree that COB and Overcharge need to go, rewarding regression without chases or downs is just unhealthy and just promotes this camping 3-gen strategy. Still, i would say Knight's and SM kit also look to encourage and promote this play style naturally, so i don't think that their design is exactly flawless and not part of the issue.
Also, maps with guaranteed 3 gen spots, Hadonfield, RPD, Dead Dawg or the smaller maps with the right RNG. RNG is RNG, but it's kinda laughable that those 3 other maps have reliable and fixed 3 gen locations
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368314#Comment_3368314
Or... you know, while she's occupied run up and tap the generator. And regression speed caps at 200% so nice hyperbole.
I kinda love that you devalued how problematic the issue would be. Only then to give wrong facts while trying to make fun of me.
There is no regression cap, Overcharge + COB goes up to 300% at full power, if it didn't players wouldn't use it for the 3 gen meta.
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I would disagree. Myers has little to no tracking unless you sacrifice access to Tier 3 and plagues tracking unless you have her Iri add-on works best at the beginning of a match, as most survivors get broken you loose your ability to track them.
Any killer is strong at 3 gens, Myers and Plague powers are not designed for that strategy, they are a choice by the killer or mistake by the survivors. SM power seems entirely designed with this play style in mind, information and tracking by setting zones and a penalty for survivors that don't waste time dealing with the drones.