Blueberry
Blueberry
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Definitely do not want just a tweaked/buffed version of what we have now. Current Freddy could be S tier and he would still be boring and unoriginal. Get rid of the puddles and fake pallets concept and go back to original Freddy design. That design was unique and had flavor, it just needed tweaks.
OG Freddy was a macro killer while current Freddy is just another anti loop killer with some map mobility on top of the other dozen killers we have with the same concept. Macro Freddy was way more interesting trying to juggle all the survivors with aura reading.
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754161#Comment_3754161
But the Dream Projection with using Fake-Teleports is a unique thing that I would miss if we go entirely back to OG-Freddy.
For me, OG-Freddy without Aurareading, but with the Teleport seems fine. In addition, in Dream Transition survivors should become Incapacitated, so they cannot finish gens in your face while you look at them.Im VERY curious to see what they will do with Freddy. VERY CURIOUS.
The aurareading was THE component that made it so interesting. That's nearly the entire reason for going back to OG. It made him a macro killer with juggling the team in the 1v4. If you remove that he's entirely no longer a macro killer, it just makes him another anti loop micro focused killer like the other DOZEN we have already with a different splash of paint on it. No uniqueness.
Incapacitated on transition does sound like a good fix for the old issues that version had.
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I'm hoping for OG Freddy with tweaks and improvements. There's nothing fun or original with Dream Snare/Pallet Freddy. It could be S tier and it would still be boring and unthematic. Hope they leave that Freddy behind.
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This feels like it's over complicating simple changes. You have some good ones in there though.
-Remove stalk limit per survivor.
The whole point of how Myers works is using the weakest links to bring down the better players.
-Swap the distance penalty of stalking. Slower stalk up close but much greater further away.
He shouldn't be punished for long range creeping
-Some built in Endurance/Brutal Strength in T3
-Slightly smaller TR T2
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I really hope it's a full on rework and not just tweaks/buffs. His current kit could be S tier and it would still be boring and unoriginal. His original version had much more originality and depth.
We also all remember when his current kit was actually very strong and people still disliked it, hence the rework need.
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@Laluzi said:
It's understandable in the event queue. Killer gives way more bloodpoints, match control, and feels really good to play with the instahooks and pallet breaks. If you're trying to cram cakes on the last day, I imagine you'd want to play killer - I know I am.
That said, I'm getting fairly fast killer games right now, so it looks like a region or MMR issue.
That whole explanation doesn't make any sense as a source as we've had near instant killer queue times for the entire event up till this very end. If that was actually a reason we would've seen long killer queues way before now.
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Gen rushing is also ignoring other game points of interest and "tunneling" the gen. IE leaving someone on hook to stay on the gen, ignoring healing and staying injured or doing a gen in the killers face even if it means you go down. You're essentially ignoring everything but rushing your objective. The same as the killer ignoring everyone and everything but their primary target they want to remove.
People tend to be much more aggressive on calling out the killer tunneling but are totally lenient on the survivor rushing their objective as well.
I don't like tunneling of any kind. However to me you lose the right to complain about tunneling if you're doing your sides version of "tunneling" as well. Like if there's 2 of yall siting on a gen pumping it while injured instead of healing, that looks no different than a killer tunneling someone out to me. You're not looking out for anyone's fun, you're just wanting to win.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754028#Comment_3754028
I play only event so yup. But before queques were much faster that I only had to wait 1-2 mins.
Yeah same. My killer event queues for the entire event so far have been near instant to like 1 min. Now randomly on the last day it's crazy long for some reason.
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It’s usually instant for me but just now this morning crazy queue for some reason. Thought there might be an update or something
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Dance with Me is another fun perk that I'd like to see buffed. It just feels a tad underwhelming.
Either do the easy buff and cut the cooldown in half to 20 seconds or make it also hide blood or footsteps. It just needs a little extra oomph.
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I wanna see Dora the Explora first. Swiper would be terrifying.
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Not enough people run Weave since the counter play is so easy. So the whole OoO thing is never going to happen.
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There isn't anything wrong with slugging. It's fine.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753505#Comment_3753505
There are different form of tunneling than just hardcore tunneling. If you camp hook get trade hook them instantly and go after unhooked it's tunneling you chased no-one else and the intention was always to go after unhooked.
It just worth to hook the traded if you have pain res and grim embrace. What you suggest would just nerf soloQ even further swf would coordinate saves to keep ds activated and normally they do that anyway.
"There are different form of tunneling than just hardcore tunneling. If
you camp hook get trade hook them instantly and go after unhooked it's
tunneling you chased no-one else and the intention was always to go
after unhooked. "I don't think that's tunneling. It also gave you lots of time to get away and lose them. That scenario also does not prove their intention was always to go after the unhooked.
"It just worth to hook the traded if you have pain res and grim embrace.
What you suggest would just nerf soloQ even further swf would coordinate
saves to keep ds activated and normally they do that anyway. "Let's be totally honest here, almost anything is a nerf to solo queue. I'm really tired of that being a counter argument because it nearly applies to like 99% of anything that would be good for killer. The list of things you could realistically do that would ever be positive for killer in any way that does not hurt solo queue more is nearly non existent. Everything is gonna hurt solo queue more.
I don't like tunneling and I'd even like it totally made impossible if it were up to me. Make DS 10 seconds I don't care. I just don't want to be eating "anti-tunnel" in my face when I'm trying not to tunnel. In the games current state of "anti tunnel" I'm forced to be hit with many of them when I'm not tunneling and they're used aggressively. Your changes without additional limiting factors does not improve that and even potentially makes it worse. I would even say there are significantly more games where "anti tunnel" is abused to body block than there are games with actual tunneling. It's misused more often than it's used for its intended purpose. They're currently just used as extra health states to pass around the team.
So if you can make it so people aren't hit with "anti tunnel" like DS when they're not tunneling I'm in favor of whatever buffs you want to it, but I haven't seen that yet.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752584#Comment_3752584
So, how do you locate the item in question if you did not drop it by yourself?
Look at the ground?
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Next killers getting reworks?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753469#Comment_3753469
Well there is one problem trades otherwise I could agree. It would have to be new chase after unhook which would result in down and hook but could game calculate that. Well maybe the new hook could tune down it back to 60s timer.
If he downs someone after unhooking you, hooks them, then proceeds to go find and chase you, then you have plenty of opportunity and also weren't tunneled. Tunneling would be either not even hitting that guy at all or at least leaving him slugged.
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Those scenarios happen more often than actual tunneling.
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Make it 80s but turn off if the killer hooks someone else.
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People complain it happens way more often because the average persons definition of "tunneling" is wildly exaggerated and not actual tunneling. The average person calls it tunneling if just the same person got hooked twice in a row, regardless of anything, which isn't tunneling. I always rewatch matches when there's a streamer and I see people say I was "tunneling" all the time, and I even literally go out of my way to not tunnel. People just want to make excuses why they lost rather than own it. "Actual" tunneling is rare.
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Tombstone Piece only looks strong when the survivors are really bad and have no idea what they're doing, but that's anything. It's not even strong. It's so easily countered.
If I was on survivor and playing for a million bucks I would rather the Myers run Tombstone than even a normal build as that's an easy win. It takes forever to reach tier 3 and he gives up all his map pressure since he's not injuring or hooking anyone. You're literally just left to pump gens.
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I was wanting this as well. It doesn't have to have a purpose, I'd just like to go as high as I want.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752713#Comment_3752713
No you only need to be 1 meter from a pallet to order carnifex to break it and he's actually stronger now cause pillage mead makes him break faster and battleaxe head reworked makes him come back faster.
Knight contract also makes guards linger for 8 seconds so has even more anti loop potential
Scamper knight looking meta folks
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752389#Comment_3752389
So anti loop is still possible using CTA you can reach the 10 meter requirement in 1.5 seconds works great on loops and Jailer is best anti loop cause he last 24 seconds even drained at 3x he lasts 8 seconds which is enough time to pincer survivora
I was never implying he can't still do his anti loop, he can. What I am saying is that it's weak on live and still weak in the PTB. It can get you guarenteed hits on both versions, the problem is how long is takes. It's not time efficient. You'll when the 1v1 eventually, but you'll waste too much time that it will cost you the game. This isn't even getting into how boring it is for the survivor, we're just talking strength here, not fun.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752538#Comment_3752538
Hm, ok - agree to disagree.
I don´t see the silent mode or pallet as counterplay to that.
I don´t know if you play killer too. The fact i can just turn to the next survivor and hook on the way without fearing any rescue attempt or needing to go to a hook felt really stong for me.
"I don´t see the silent mode or pallet as counterplay to that."
I never said it was counter play. I said it was a counter balance. Two different things.
"I don´t know if you play killer too. The fact i can just turn to the
next survivor and hook on the way without fearing any rescue attempt or
needing to go to a hook felt really stong for me."I do play killer as well. I very rarely fear a rescue attempt. Those are almost never realistically successfully happening bar a very organized 4 man sweat squad where I'm already doing poorly. I do agree the time efficiency save is strong in general, but I don't see how it's like "a problem". It's just a time efficiency bonus they got for the event in the same way Quiet Mode and Party Pallets are extra time efficiency for them by extending chases.
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@vol4r said:
Nobody likes remote hooking but killer mains. We should never have such thing in a game, period.
It negates too many survivior tactics.
I've yet to hear a single good reason why it's bad and shouldn't be a thing.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752792#Comment_3752792
Agree. At same time, i think survivors should have a risk to being bleed out every match if the killer slugs. there should be an alternative win condition for killer especially with survivor perks like Decisive strike.
Yeah I agree. I have zero issues with the killer slugging when I'm on survivor. The hate of it is irrational in my opinion. I think the real reason people dislike it even if they don't want to say it is that they just want the ability to remove themselves from the game when they want. IE they can do that on the hook but not on the ground. I think getting slugged is also an ego hit to many.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752713#Comment_3752713
No you only need to be 1 meter from a pallet to order carnifex to break it and he's actually stronger now cause pillage mead makes him break faster and battleaxe head reworked makes him come back faster.
Knight contract also makes guards linger for 8 seconds so has even more anti loop potential
Scamper knight looking meta folks
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752389#Comment_3752389
So anti loop is still possible using CTA you can reach the 10 meter requirement in 1.5 seconds works great on loops and Jailer is best anti loop cause he last 24 seconds even drained at 3x he lasts 8 seconds which is enough time to pincer survivora
yeah I’m not arguing you can’t still do the pincer play, you can. That’s just irrelevant to my point is all.
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@jezebelthenun said:
This is absolutely wild. Reading so many of these and I'm just flabbergasted.
The og definition of gen-rushing, and my current definition still, is multiple survivors using builds, equipment, and add ons to literally "rush" the gens. Usually more than one survivor to a generator. Rushing = hurrying with urgency.
What it's not is one person doing a gen with a BNP or a toolbox. It's not 2 survivor doing a gen normally. It's not just playing the game. It's build and purpose.
Tunneling is purposely chasing the most recently unhooked survivor with the intent to remove them from the game as quickly as possible. Intent is a big piece of tunneling, but it's almost impossible to accidentally tunnel unless the survivors all dress alike, which they sometimes do.
What's not is happening to run into the same survivor after they've gotten away, or after you've chased someone else, or attempted to play the game in any other way besides chasing them off hook.
"What's not is happening to run into the same survivor after they've
gotten away, or after you've chased someone else, or attempted to play
the game in any other way besides chasing them off hook."This happens a lot. I intentionally don't pay attention to how many hooks people have and just going after whoever I run into or I see out positioned. The amount of times I just happen to run into the same person twice in a row somewhere else on the map and get called a tunneler is wild. These days people stretch the definition of tunneling to basically "if the same person goes down a second time in a row" regardless of anything. Which I wouldn't consider tunneling. If I just happen to run into the same person out positioned I think they expect me to literally be like oh my bad and just leave him there on the gen and go randomly looking around for someone else.
To me tunneling would be like 3 hooks in a row on the same person where I'm literally walking around other survivors completely ignoring them and seeing nothing but that person until they're dead. It requires intent, as you said.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752799#Comment_3752799
I think it could work. After all, in a game which balanced around 45 seconds chase, slugging definately is killer's problem and they should be punished for survivors mistakes, it's fair.
Oh exactly XD
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@fussy said:
My suggestion about slugging:
1. Survivors now can 95% themselves in dying states, so they could be picked up instantly.
2. Survivors now try their best to not go down every 10 seconds, so slugging do nearly to nothing.
3. We should have some perks which help with slugging like 1 time pick up without any help or maybe Boon with something like that.
What do you think?Lol. That got me.
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I'll throw you the opposite, slugging shouldn't be punished. It's a means of map pressure and is high risk/high reward. We shouldn't be punishing the killer because your team is being bad and not picking you up.
If anything we should incentivize hooking more. There's currently no reward for hooking unless they're on death hook and pick up, carry, and hook animation wastes a ton of time. You lose more than an entire generator worth of time just in locked animations from hooking during a match.
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If it was easy to acquire BHVR wouldn't make money. They're a company with expenses and employees to pay. The fact that Iri Shards exist at all I think is pretty generous. All things considered I think DBD is pretty cheap to play.
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It’s if you have a full build set for it or you ignore anything but gens. IE doing the gen in the killers face even if you go down for it or leaving the guy on the hook to just keep doing the gen. It’s essentially tunnel vision on the gen, pun intended. Same as tunneling for the killer, which would be him ignoring everyone and everything but the one guy who just got off hook, tunnel vision. IE just gens popping fast in general or the same person just happening to go down twice in a row does not imply tunneling even though many in game will say it does as they’re salty and want to make excuses.
I’m not saying they shouldn’t be trying to play as efficiently as possible, but I will say it tells me what kind of game they want to play and I match that. Like if I’m on killer and playing chill but I see them doing that, that’s fine, but now they shouldn’t be angry if tunneling shows up as they set the kind of match they wanted, and vice versa.
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752113#Comment_3752113
Maybe I misunderstood what you meant by balanced around. I took it as you saying "in favor of", which is wacky. Because it's definitely in favor of swfs.
Oh, maybe there was some misunderstanding. I'll rephrase in another way.
The game is balanced so that a "fair"(as fair as DBD can be) match is solo queue. If running in a SWF, it is an "unfair" advantage as the game is balanced around expecting random people, not cherry picking all good teammates, syncing builds, and potentially in coms which pseudo adds many extra perks.
So you agree with my point? Or saying you disagree with that?
"Because it's definitely in favor of swfs."
I agree. Basically what I was saying in my original statement.
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@Archael said:
I have a question.
Does weave attunement warns survs it's in use?
Personally, I think that survs should know if killer is using aura perks.
Every perk should have some kind of counter play, and you cannot counter aura reading if you don't know there is aura reading, and it's the perk that should provide way to counter itself. Like hex perks counter is to cleanse a totem, and whenever hex is in play, survs know they should look for totems. This is great and I think because of that hex effects should be more powerful, even to the border of overpowered.
"Does weave attunement warns survs it's in use?"
It does.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744001#Comment_3744001
Its a difference if something is "remotely usable" or plainly overtuned. This combo is entirely overtuned. There is no legit counterplay unless everyone has 180 IQ.
Weave Attunement just has to go. There is no way this perk fits well into the game. You wopuld have to make so many prerequisites to make this perk not overtuned, that it would be barely even niche.
"There is no legit counterplay unless everyone has 180 IQ."
Pick up item. Walk to map edge. Put down item.
That..is 180 IQ? Really? If the bar is that low then everything is OP.
"Weave Attunement just has to go. There is no way this perk fits well
into the game. You wopuld have to make so many prerequisites to make
this perk not overtuned, that it would be barely even niche."It's a perfectly designed perk. It has very clear and easy to do counter play. The combo is barely good enough. The slightest nerf and it goes into bad territory.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752112#Comment_3752112
Yeah - you said it the other post.
At this event it is incredible strong because you can get it on every killer.
I was often on death hook - picked up and boom - dead, remote hooked.
There is not the slightest chance anymore that i might wiggle out, the killer find no hook or i get saved anyhow.
Just pick up, dead.
At the moment i can not really imgaine a new killer who has this ability but lacks in other ways therefor.
If they want to make this i guess as some kind of perk.
"At this event it is incredible strong because you can get it on every killer."
Well that was speaking in a vacuum. I don't think it's "too strong" when there are many other things the survivors are getting to help them during the event as well as a counter balance.
"I was often on death hook - picked up and boom - dead, remote hooked."
Let's be real, the likelihood of remote hooking affecting or not affecting your outcome there was largely irrelevant. The chance of you surviving from a body block or sabo is low.
"There is not the slightest chance anymore that i might wiggle out, the killer find no hook or i get saved anyhow."
That very, very rarely happens.
None of this seems like reasons it's too strong.
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While not necessary, it's also never happening unless y'all are severely outmatched and the team plays badly enough to set him up for it. You typically don't just "decide" to slug, you do it from the opportunity presenting itself. IE them slugging at 5 gens is more a result of the survivor team playing bad than it is the killer choosing to do so. Meaning it wouldn't make sense to blame the killer for slugging at 5 gens. It would make more sense to blame either your team or yourself for making a lot of mistakes.
Like if the killers got 1 hook at 5 gens and then someone goes for the save but messes up and gets slugged in front of the hooked person I would expect him to proxy camp to some extent. I personally would just pick him up and be chill, but I wouldn't blame the killer for not doing so. Him slugging there would be a smart play capitalizing on our mistake.
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Definitely some better addons, but nerf for his base kit imo.
They made his healthier play style better, but it's still bad and not viable. Nerfed his strongest(but still bad)/unhealthy play style though in return.
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I'm spreading them over a few characters. I've got roughly 1000 on 3 atm.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/419116/remote-hooking
It would surely increase the preassure, but it wouldn't be something new because pyramid head already can do it and I'd feel it is a very boring way to make him stronger.
I'd rather have a interessting ability you have to use well to get good preassure than just some kind of remote-hook.
In the end it will probably drinking/absorbing blood to get stronger and maybe activate some kind of bloodmagic, maybe even different ones.
I don't think remote hooking in itself would make them boring. They could have tons of very engaging game play for both sides in their design and the remote hooking is just a side feature for their personal time efficiency. Even potentially some interaction where they have to outplay to earn some kind of tokens to allow the remote hook as well, see PH Torment.
I think people are looking at this in too much of a vacuum rather than in the broader scheme. Rather than a killer designed around it they're just picturing the event where you take a random existing killer and just slap an insta hook on that, which is not what I'm talking about.
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@katoptris said:
Im pretty sure this is from pyramid head's cages being done similarly. They probably just moved it to transferring the hooks.
That could be the case. Seemed different enough I was wondering if it was a new design.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752278#Comment_3752278
Sorry to hear you feel my summary of what you said is inaccurate. Could you please find a better summary of the phrase "Except the difference is all the slow downs don't leave the meta ever" in the context of our discussion? Preferably one that relates to the point that I'm making, which is that pointing out that slowdown perks haven't left the meta does not debunk anything I've said and in fact is one of the premises of why I felt your original point is wrong.
"Anything that is even remotely decent or requires changing their normal play style is immediately bad and must be removed"
That is what you meant to quote but rephrased. That is me pointing out many players point of view, not a monolith of what happens as you rephrased.
""Except the difference is all the slow downs don't leave the meta ever"
Slow down has in fact never left the meta. Ever. A couple perks here and there, but slow down as a whole never.
The actual context of my points is that survivor only players tend to try and force anything out that's decently good or makes them change their play style. Of which they succeed in almost everything other than slow down because it is required in the game. This is why the meta ends up stale for everyone. That's my point.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752137#Comment_3752137
you: "things that survivors complain about get forced out of the meta"
me: "but survivors always complain about stacking slow down and it hasn't been forced out of the meta, therefore that's wrong"
you: "but that's because it's never been forced out of the meta"
??? I know, that's half of the point I was making.
I'd rather you not put quotes around something I did not say. You took what I actually said and rephrased it as you heard it. What I actually said and what you rephrased it as are two different things.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752118#Comment_3752118
That doesn't make sense since survivors complain about 4 slowdowns harder than they complain about any other perk build. If complaints are driving the killer meta by Discouraging killers from using those builds or Causing those builds to be nerfed, why is the most complained about build still the most popular, and haven't slowdowns been nerfed into oblivion?
"That doesn't make sense since survivors complain about 4 slowdowns harder than they complain about any other perk build."
Except the difference is all the slow downs don't leave the meta ever. They are still kept good enough because they're required. The slightest nerf and the Weave combo is dead as it's barely viable.
"haven't slowdowns been nerfed into oblivion?"
Because they are required and also because slow downs require nearly zero counter play from survivors, they get to still play the same way they always do.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752120#Comment_3752120
You're right. There are other trade offs that would negate the need for it to be the absolute furthest hook. But it should probably still be either a decent distance away so that the killers efforts to pressure the hook are reduced, or alternatively the opposite, you can only remote hook to hooks within x meters, so that you can't always instantly remote hook but instead need to make some ground/time carrying first.
Why do you feel it needs to be further away to reduce killers pressure at the hook? How's that any different than normal hooking? Normal hooking you're even closer to the hook he's on that the remote hooking. Essentially my point is the only reason you've given as to why the hook needs to be further are the same issues with the normal hooking we have right now, nothing unique to remote hooking.
Why do you feel the need to add any hook travel time? I'm referencing a new killer balanced around that time saving. So for example, if we took Demo and removed his portal mechanic entirely and gave him remote hooking then you wouldn't say that's saving him too much time because now he lost all his time efficiency of map traversal and info. His kit would be made to be balanced around that hook carry time removal.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751869#Comment_3751869
I actually had a case where I was just outside the TR (32m) and the killer remote hooked right next to me. I instantly unhooked and we both managed to run away and completely lose the killer by the time the realised what had happened.
But yes, any killer power that uses this will have to be comparable to Pyramid Head in some ways, but the benefit would be that hook/unhook/sabo perks on both sides would still work.
Well I will say to keep in mind that the reason PH's ability goes to the opposite side of the map is a very different case than remote hooking. Remote hooking is still a hook and activates all anti tunnel perks, cages do not. So hypothetically if cages activated anti tunnel perks then the cage spawning furthest away from him would no longer be necessary as that's the entire reason they do. So while I wouldn't necessarily care if the remote hooking did that as well, I really don't think it's needed or matters.
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I think the amount of people complaining about this is a good demonstration why the game is just stacking slow downs. Anything that is even remotely decent or requires changing their normal play style is immediately bad and must be removed. No one wants to have to do any counter play and wants to play exactly the same as normal.
Honestly, the counter play this this combo is ridiculously easy, fast and simple. As soon as you see it's in play you just pick up the item and drop it in the corner to pick it up later at the end of the game. Now you removed 2 of their perks with a short trip. That wastes barely any time at all for removing 2 of their perks. That's less than hexes which are honestly too easy as well at the moment.
I would rather the killer run this combo over stacked slow downs any day. I think people are crutching too much on items.
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751487#Comment_3751487
Lol what? Have you ever played soloq? Are you being ironic?
I play solo queue almost strictly. Anyone that thinks the game is balanced around SWF I don't think understands the games balance very well. The game is not balanced around bypassing matchmaking much less having coms.
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@Marc_123 said:
The remote hooking is really strong.
I think too strong. Maybe as a Hex. As perk it has to be balanced in some way.
I agree it's strong, but what would you say is making it too strong? Elaborate