Blueberry
Blueberry
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@jezebelthenun said:
I feel like remote hook would have been far more balanced if it teleported to the hook farthest from the killer.
I would probably stop playing if there was a killer who could remove hook to the closest hook with every down, ngl. It negates so many things that give survivors a fighting chance.
I'm not opposed to furthest hook but I completely disagree on it negating so many things for survivor. It literally negates sabo and body block, that's it. Also, this is talking a new killer, so in exchange for that time efficiency he may not have map mobility or anything, so it could be his only time efficiency he has. So stop playing just because of that does not make any sense to me.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751822#Comment_3751822
I'm not entirely sure but I think I've gotten away with more than I should have, personally. But you may also have a point.
That said, in perk form, it may need some kind of drawback to make up for the time saved.Oh I mean we could do a perk form, I was referencing a new killer.
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@wakesafe said:
it’s pretty boring and promotes sitting on gens. you can’t really interact with a teleport to hook ability so I’d rather not see it at all
It does not promote sitting on gens. The literal only thing it prevents is sabo or body blocking. You can still get flashlight or pallet saves.
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@ChaosWam said:
I like the idea of remote hooking being a perk, but unlike the anniversary it should have a windup timer before you can use it to allow survivors to get the pallet/flashlight save. Like, a second before you can activate it?
I've had zero issues getting saves or having saves done against me so I have not seen this issue at all. I think this is more user error on timing than anything.
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@indieeden7 said:
I certainly hope not, the main problem with this event is the fact that killers have no time sink, they don't have to spend time breaking pallets or breakable walls, and they don't have to spend time hooking survivors, meanwhile survivors can, be quiet for a bit, spawn a party pallet, which can only be considered good if you place it right next to a normal pallet, or...block a window for a few seconds. So unless the killer that has this remote hook mechanic has one of the weakest chase powers we've seen, it'll be infuriating to play against.
I'll reiterate again. I said for a new killer built around that as his specific time efficiency, not referencing all killers for the event that aren't balanced around it.
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Implementing MMR. The vast majority of the community does not like it and wishes we’d go back to the old rank system.
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The game is currently balanced around solo queue, not SWF.
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Well the game is balanced around running some variation of slow down. It’s not balanced around zero slow down. So in the current state it’s required to varying degrees depending what killer. To even consider the game with zero slow downs the game would need drastic changes. Most slow down with any meaningful value requires skill for hits or down so if they’re getting tons of value from them then they’re playing well, it’s not free.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750962#Comment_3750962
i'd say racid abbatoir and haddonfield suffer from pallet density. they should add 5 extra moderately pallets on the map.
5 seems like quite a bit, I was gonna say like 2-3. Even said, I don't think it's that far from being one of the more balanced maps comparatively. Like if we're gonna call that killer sided, what would we consider balanced? I'd say Coal Tower and I don't think Coal Tower is that heavily far off from Rancid.
In general I don't have an issue with adjusting some more killer leaning maps. My main issue is that I don't understand why those should even be looked at until we bring more survivor sided ones in check first seeing as there's at least twice to three times as many survivor sided issue maps as there are killer ones. Like the likelihood of rolling a bad map as killer is significantly higher than the chance of rolling a bad map as survivor.
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Sabo requires very little skill and realistically has no counter play right now, but that's fine and Franklins is an issue?
The game isn't balanced around stacked items. You can also just pick it back up.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750801#Comment_3750801
The thing, when we talk about stuff like Tier lists and which sided maps are, is that the strength level of maps is decreasing for a very long time already. So there won‘t be any time where maps will be balanced and not survivor or killer sided. So obviously there will always be survivor sided maps, but the difference is that you can have current haddonfield as survivor sided map in a few years or current badham. I will gladly take current badham as balancing stand point for both sides instead of haddonfield.
It’s obvious that people will complain about badham, when it is stronger than the other maps, but it is a fair map. Not like haddonfield. On haddonfield it doesn‘t matter how well you play, same on rancid, Borgo realms and temple of purgation.
As killer you can always improve and get better, but as survivor you are pretty limited. At a certainty point it only comes down to maps and perks, but we all know behavior won‘t give us any good survivor perks in the near future. Then they should decide either to buff killers or rework maps to be easier for killers, but not both. This just makes the game unfair. From what I‘m seeing they will overbuff Singu next update and for knight, I don‘t know wether it is a buff or nerf. Shure there are killers that currently suck compared to the others, but even they are performing pretty good currently.
I fail to see what is skill about the new maps:
- getting hit at a rigged 50/50 pallet, where the killer got nothing to do besides waiting for the pallet drop or hitting you through pallets, because of bad internet. New maps mostly only got rigged 50/50 pallets and not even enough of them.
- Then the new maps got almost nothing to work with, because simply nothing spawns. What are survivors even supposed to do, when there is nothing. Am I only loading in a match for the killer to have his fun or to be bored as killer.
- Weird maze tiles, which are so different to all others, that you can‘t know where the pallet/window is (Borgo/Garden of joy), if there spawns a window at all. This in the end forces you to play windows of opportunity to even stand a chance.
- Maps got so small, that you can‘t work on gens or hide from the killer. Besides that they don‘t look good, when they are too small.
- Too little/less bushes or grass to hide in is a problem, when they remove them alongside all recourses
Yeah we fundamentally disagree on a lot here.
"The thing, when we talk about stuff like Tier lists and which sided maps
are, is that the strength level of maps is decreasing for a very long
time already. So there won‘t be any time where maps will be balanced and
not survivor or killer sided. "Yes I agree the strength of maps has been decreasing over time as historically they were wildly too strong so we've been on a constant path towards evening them out. Obviously perfect balance would never happen, that's a given. However we can get the game to a state where that balance discrepancy is significantly smaller, as we have been working towards.
"It’s obvious that people will complain about badham, when it is stronger than the other maps, but it is a fair map"
Yeah this is just completely not accurate. Badham is not a fair map, even remotely. Even the majority of survivor only players that have a heavy bias would still agree Badham is not a fair map at all. What is generally considered by most the community to be one of the more fair maps would be Coal Tower.
"Not like haddonfield. On haddonfield it doesn‘t matter how well you play, same on rancid, Borgo realms and temple of purgation."
I do think Haddonfield is too heavily skewed towards killer. That said, there are so many more survivor sided maps that touching this one first doesn't make sense until we even out more of the other maps. Rancid and Borgo are more balanced maps than killer sided. New Borgo variant is killer sided though. Temple of Purgation is a very survivor sided map.
"As killer you can always improve and get better, but as survivor you are
pretty limited. At a certainty point it only comes down to maps and
perks"You have this backwards. Replace killer with survivor. At the higher tier skill levels of good vs good the game is very survivor sided. This is agreed upon by most the community. You even see this is comp with many, many restrictions put on the survivors in an attempt to artificially balance the game. For most the killer roster you reach a point where there isn't much more you can do and you're just losing from killer selection and map rng. Survivor has the most agency. IE if both sides play perfectly, you lose as killer almost every time. Whether or not you lose depends how many mistakes the survivors make, it's reliant on survivor mistakes for the killer to win, that is agency. Killers are vastly more reliant on perks than survivor is. If both sides are playing with no perks it is handicapping the killer vastly more than the survivor. You can afford to run meme perks on survivor, but you generally can't on killer.
"Then they should decide either to buff killers or rework maps to be easier for killers, but not both."
I agree here. The fundamental issue is map balance. Either fixing all the bad killers to handle the skewed maps or fix the maps. Seems they're heading in a direction of a blend of the two.
"Shure there are killers that currently suck compared to the others, but even they are performing pretty good currently."
The killers that suck are not currently performing good.
"getting hit at a rigged 50/50 pallet, where the killer got nothing to do
besides waiting for the pallet drop or hitting you through pallets,
because of bad internet. New maps mostly only got rigged 50/50 pallets
and not even enough of them."What's wrong with a 50/50? That's balanced for both sides. Most maps in general have too many loops that the pallet is forced break, encouraging boring/no counter play pre drop game play. Many loops once the pallet is thrown makes like a 70/30 skew in the survivor favor where the loop is generally unplayable as killer and forcing a pallet break unless the survivor just plays ridiculously bad. We need loops that are more realistically playable once the pallet is down.
"Then the new maps got almost nothing to work with, because simply
nothing spawns. What are survivors even supposed to do, when there is
nothing. Am I only loading in a match for the killer to have his fun or
to be bored as killer."While I agree with your premise, the way you feel on those maps as survivor is how killer feels on many more maps.
"Maps got so small, that you can‘t work on gens or hide from the killer.
Besides that they don‘t look good, when they are too small."There isn't a single map that is currently too small. Most maps are way too large. Coal Tower is the perfect size and what most maps should emulate. Small maps encourage player interaction. Hold W is such a boring and zero counter play interaction that is encouraged when maps are too large.
"Too little/less bushes or grass to hide in is a problem, when they remove them alongside all recourses "
I agree. Most maps need a lot more bushes/grass ect.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750801#Comment_3750801
issue with saying x map is killer side or survivor sided is that each side can turn a map into killer sided or survivor sided based off how they play the map.
Forgotten ruin is great example. it has whomping 68% kill-rate. It used to spawn infinity windows with portals however you have consider that killers can hold 4 gen at the top side and never enter dungeon.
The killer that do enter dungeon can make dungeon death sentence. Just play hag, trapper, leatherface camping or dredge to understand this.
Many maps in dbd are survivor sided when survivor uses loops correctly and killer blindly plays the match as hooking game game to race to 12 hooks but when killer starts using gameplay strategies.
I mean this all just boils down to "yes maps are survivor sided if the survivors aren't bad and the killer doesn't tunnel at 5 gens". I don't want maps balanced around hoping survivors are bad and tunneling at 5 gens. I want things balanced around skill. Yes, Forgotten Ruins is one of the few killer sided maps.
Anything that removes skill from the game I am not a proponent of.
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The reason you see more survivor sided maps being pulled the other way is the fact that most maps are survivor sided. Very few maps are killer sided.
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@loreaccuratenemesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750108#Comment_3750108
I'm not really noticing any significant differences in anything besides your Perk builds being different from mine. But the Survivors I get seem to be excessively coordinated, like they are full SWFs every time. My position is constantly known, Condemned is constantly cleansed, I am looped perfectly, body blocked, flashlight saved, pallet saved, sabo'd, everything. And I don't get this with any other Killer I play, just her. I really think Sadako 2.0 boosted me because of how overpowered she was. Honestly I prefer that version of her over this one, all they needed to do was tone her down a little bit so she wasn't so overpowered. I even found her funner to play against as Survivor too in that version, because she actually felt like a threat. Her new version feels like such a joke that it doesn't even feel exciting to play against anymore.
It's true some players can still get value out of her and win but it requires waaaaay too much effort to do so compared to almost any other Killer. Too much investment with not enough reward to justify it. I hate when I end up stomping casual newer players with her because it doesn't feel like I earned a win at all, they just died because they don't get how the tapes work, but then my MMR gets boosted thanks to those wins and it's back to sweatville. It's a nightmare.
So you’re just saying she’s too difficult to play at the level required to beat the better players for you?
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@loreaccuratenemesis said:
Just had another extremely aggravating match as Sadako, I really can't stand playing as her. I play as every other M1 Killer and I don't seem to get bullied anywhere near as much as I do when I play just her. I cannot get a single down before the Survivors pop three gens and swarm me with perfectly coordinated body blocks and loop me perfectly and win every mindgame. I'm starting to think playing Sadako 2.0 boosted my MMR so high that I'm trapped in high MMR hell as her, because my matches are nothing like this as any other Killer. She is so miserable to play compared to playing as a Killer like Chucky or Hillbilly. It makes me want to quit the game entirely.
Watch my matches I was telling you about and it will boost your confidence about her. I definitely feel like the power role and I regularly get comp players in my lobbies. It will help you see what you may be doing differently than my matches. Alternatively you can also post a recording of your matches for us to critique. I’m working my last 12 hour shift for the week tomorrow but after that I’m more than happy to hop in the discord and go over everything Onryo for you.
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I’m all for anti tunnel perks completely. I just don’t want the same problems the rest of the anti tunnels perks and features have which is it being used offensively when I’m trying to go after the unhooker.
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The bugged desync portion has been fixed in the PTB! Awesome!
However, the duration of her intermittent invisibility is still bugged and not lasting its intended duration! As seen in the example videos she is getting roughly .78 duration instead of the intended 1.2. Quite significant of a discrepancy!
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P100 Onryo main. A lot to type from my phone but on my profile there’s a link to my twitch with recorded streams on my way to P100 you can watch and see my play style to get the idea. I only lost like 9 matches out of some 521 games on the way to P100 so it’s pretty effective. I give commentary on quite a few things during the matches as well.
I’ll be able to type a lot more once I’m at a computer.
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Better than people think? Yeah
Still bad though? Yeah
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I actually feel like this event has been overall pretty positively received. I have very little complaints.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748182#Comment_3748182
Bro really be like "I know there's counter play that makes it completely useless but that requires I do something that's not the norm so it still should be nerfed". Just say you don't want to have to do any counter play.
This is how I feel with a lot of things in general that are complained about. People don’t like to have to adapt. Speaking in generalities for dbd here.
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@Deathslinger1of2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747860#Comment_3747860
Aren’t they already map pressure + information? They hold up their hands when they see a survivor and abuse me trying to fix a gen or stay up in chase.
Emphasis on “good”. Yes they do it, just barely past useless at the moment.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747740#Comment_3747740
The whole point of hooks is to give survivors a chance. Killers are already overpowered, with most of them being darn near impossible to face as is. Slugging is a sign of a terrible player - nothing more, nothing less. If you were good at playing killer, you wouldn't need to slug, or to tunnel, or to camp.
These are just factually wrong takes.
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His main issue isn't the tentacle. I think zombies are the main problem. If they were buffed properly they could be good map pressure + information.
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I really like playing Dredge. He just feels so unnecessarily hindered by maps though. So many are just near auto losses from how bad locker placements are and how few lockers there are. His other main issue is that non nightfall teleports and locker exits are just way too slow. Mid chase teleports to try and cut survivors off are what make Dredge fun, but this play style isn't viable from map design and how slow those teleports are. This is what makes Haddies Calendar and Boat Key basically required just to make this play style "semi" passable, but not even. Dredge actually is one of the few killers that has a lot of interesting and viable addons, but you're just never able to utilize that from the required ones.
- More lockers and better locker spawns at gens
- Faster teleport and locker exit base line (Haddie's Calendar/Boat Key) and please not a portion of the addons baked in, we would still need them. Even with their full version the teleports mid chase aren't really viable. These aren't "flavor" addons like Demo's were, they're required for function.
- Quiet Dredges sounds. You can hear where he's at the whole time in Nightfall. Defeats the point. He honestly shouldn't even be highlighted for that matter.
- Remove the thud of locker teleports.
- Fix the double locker lock bug that's existed sense his release.
I could even go on for more things such as how trash and uncreative his ultra rare addons are and other things but that's the priorities above.
The biggest must have is #1 and #2. Everything else would be nice but those are a must and are his biggest issues.
I can't remember where I saw it but someone had a good idea on fixing some of the locker issues. Essentially when you play Dredge add an extra locker at every spot an Onryo TV would have spawned. This wouldn't totally fix the issue, but would help a lot and would be very easy to implement since it's already programmed in.
The Video:
Honestly this guy gets it. I agree with most all his changes bar a few like some addons and the locking during nightfall. He wanted more passive Nightfall recharge and less on hits, whereas I think it should be the total opposite. Instead of just flat increasing how fast you get Nightfall we should just increase how much progress you get on hits. This means you only get the Nightfall faster if you're skilled, not for free. I also don't think he baked enough Haddies Calendar into base kit. Overall though great changes, he actually buffed Dredge more than I was aiming for. With his changes Dredge would be so much stronger, healthier, and have a higher skill ceiling.
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@Valuetown said:
I'm not going to sugarcoat it: this combination needs a nerf. Franklin's in and of itself is already such an unfun perk to play against, but Weave Attunement takes it 100 steps too far.
Please stop giving killers aura read for almost 0 effort. The aura range needs to be cut in half at least. It provides too much coverage at loops. Oblivious needs to go. Either that or have there be a cooldown on the perk. Better yet, make Weave Attunement only activate within the killer's terror radius AND have a cooldown.
This game is balanced around killers using addons and survivors using items. I would much rather play against 4 slowdown with an item of my choice over 2 slowdown and no item because of this awful combination. Too much information for free. Unnecessary status effect. Zero cooldown. Terrible design.
"Franklin's in and of itself is already such an unfun perk to play against, but Weave Attunement takes it 100 steps too far."
Unfun just because you lose an item?
"Please stop giving killers aura read for almost 0 effort."
How is a hit zero effort? If that's zero effort, give me an example of what would be effort. That's the epitome of earning it.
"The aura range needs to be cut in half at least. It provides too much
coverage at loops. Oblivious needs to go. Either that or have there be a
cooldown on the perk. Better yet, make Weave Attunement only activate
within the killer's terror radius AND have a cooldown."This would make the perk trash and no one would run it.
"This game is balanced around killers using addons and survivors using items."
The game is not balanced around stacked items.
"Too much information for free. "
Again how is this information free? If hit's are free, what would make it not free?
"Terrible design."
It's the epitome of good design. Requires skill (getting a hit), requires them to have an item, tells you they have the perk even, and is very easily countered by just putting the item in the corner and now 2 perks are turned off.
"I would much rather play against 4 slowdown with an item of my choice
over 2 slowdown and no item because of this awful combination. "These types of posts are the reason all we ever have is just stacked slow down, because every thing else gets complained.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747740#Comment_3747740
Remote hooking isn't very balanced. Killer has a higher chance of finding the hatch than the survivor does. The survivor has to avoid the killer while also trying to find the hatch.
My point isn't to add remote hooking. My point with mentioning that was that most people want slugging removed, but only in a way that essentially nerfs the killer. Those same people generally wouldn't want slugging removed if it was done so by incentivizing the killer into hooking or giving them an alternative to accomplish the same thing that wasn't nerfing them.
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I did read it as my comment was relevant.
" (because for some reason you have to defend everything Killers do)"
My opinions are actually rational points based on countless hours of experience, not bias. Maybe you have some incorrect opinions. No need to be condescending.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747740#Comment_3747740
This has nothing to do with slugging for the 4K.
In general it does. At end game with only 2 people I agree.
Slugging at end game with 2 people isn't a slug issue it's a hatch design issue.
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Pick up, carry, and hook wastes a ton of time and map pressure. If you want to be able to get out of games sooner would you be in favor of adding insta hooks then? Similar to the event ones. Then you get your hook instead of slug and the killer won't mind doing it since it's now time efficient.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747722#Comment_3747722
I want that BP incentive. Killer is my preferred role but I generally play whichever side has a 100% incentive in place. I like playing survivor, too, but survivor really hasn't been much fun this event.
Well if you're mainly focused on the BP incentive then you should ignore the higher bonus on survivor for the event. Even with survivor at 150% and killer at 50% I average at least 100-200k more BP on killer.
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@Zakon05 said:
This has been the least fun I've had playing DBD since I started playing in 2021.
The real problem is that they made the event opt-in this year.
Which means an almost constant 150% BP incentive for survivors, since no survivors want to play a mode which makes it harder for them to win.
I've barely gotten to play killer all event, which is my preferred role.
Worse, for some reason all of the killers in this event mode play way nastier than in the normal mode. I actually never thought tunneling was that widespread, but oh god is it ever in this event. Plus killers going out of their way to be as mean as possible.
Like I played vs a basement Trapper today who didn't bring an event offering. He slugged for the 4k at 4 gens, and once all of my team mates DCed because nobody wants to willingly subject themselves to that, he just went afk and let the bots bleed out, which meant he only signed up to make human opponents miserable and didn't actually care about BP or grades and lost interest once he no longer had anybody to frustrate.
That's the most egregious match I've had, but man there has been a huge amount of early tunneling this event. I normally bring DS or OTR as a precaution as survivor and usually end up not needing it, but I've DSed so many killers this event it's insane.
Are you saying you can't get a match for the event as killer? My queue's are nearly instant at any time of the day as killer for the event.
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Honestly while Freddy does need buffs I think he's flawed in base design. It's boring and unoriginal. Even if his current kit was made S tier he wouldn't be more fun or interesting.
I think he needs a ground up rework. The snares and pallets thing needs to go.
Think more in the direction of original Freddy. That was unique and interesting, it just needed tweaks.
Freddy needs more than buffs, he needs fundamentally different design. The issue isn't just him being weak.
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Base kit Unbreakable is never going to be a good idea. The entire point of slugging is for pressure. If they can pick themselves up why wouldn't I just stay on the gen since my help is unnecessary?
Slugging for pressure is fine. There's no rational reason for this change.
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Probably more likely as another skin.
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747168#Comment_3747168
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747190#Comment_3747190
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747195#Comment_3747195
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747212#Comment_3747212
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747245#Comment_3747245
For those interested here is the footage from my Nurse game, and yes I'm aware these aren't the best survivors but its still nurse and its still me winning, each game I played I simply took the result of my first game played. However the game did this multiple times to me during my games where it ended the game for me, but it ended right as I picked the final survivor up so it's a 4k.
I will post each of the 36 games in this thread, they will be going live on my Youtube once a day at 1pm EST, so if anyone is interested you can see the games here.Yeah if this was even mid mmr level this wouldn't have even resulted in a single injure much less a 4k. I think this would only work if it's people new to the game and didn't know what was going on.
I don't like when people tunnel at 5 gens either, but I don't think this proves any of the points you were trying to make.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747074#Comment_3747074
It does counter, and it also bugs the game
I mean all my matches during the event run contrary to this. I haven't had a single save or DS not go through from remote hooks, not one.
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Any particular reason why it should be nerfed?
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@YayC said:
As of the Vecna patch, the bug still exists. This time I managed to get someone who owns Sadako to help me record this one so the quality should be much better since I'm the survivor and I run at much higher resolution than the initial footage I got.
https://www.youtube.com/watch?v=Wf-tcToHtx0
https://www.youtube.com/watch?v=f_dQ24Jbe6U
Both of these are from the most recent patch on different invisibility while demanifested cycles. Can include full commentary for these video too if these small videos aren't long enough to give full context.
Appreciate the videos and helping me bring light to the bugs!
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I cannot understand the amount of hate this combo is getting. I've yet to hear a rational argument from anyone as to why it's a problem.
You place the item in the corner of the map and now his two perk slots are useless. How hard is that? It even tells you he's running it so you know! With how easy the counter play to this is I'd be closer to buffing it than I would nerfing it if we were forcing a change.
This nerfing of every single decent synergy that exists on killer is why every single killer just stacks quad slow downs. I would rather the killer run this combo every time over stacking slow downs.
" it shouldn't read above or below people on two story maps or parts of maps like Badham houses."
So it shouldn't have better maps? Should we buff the aura reading on it by 50% if the killer is unlucky and gets a super large map like Red Forest since it's bad on maps that big? The killer running Weave risks getting a bad map for it just like he has the chance of getting a good map.
"Weave Attunement should only work when the survivor item is depleted by
or dropped by the survivor. If Franklin's is used it should just
depleted the item and not activate Weave in anyway unless someone picks
it up then it will make them oblivious."This would make Weave trash. If you did this change the perk would never be ran by anyone.
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I would say the event is more killer sided, but is it that wild a difference that it ruins the experience? No, it's not. I think people are downplaying the effects survivors get because most of them actually require skill to utilize and most survivors on average are bad. If someone is bad at survivor then Quiet Mode and Party Pallets are going to seem bad when those are both actually extremely good on good players. If you try to make things that are good on bad players you end up with actually good players completely breaking the game with them.
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She doesn't need nerfs, she's not too strong. What she needs is a rework to make her more healthy design. The vast majority of all the suggestions I see are just to nerf her, not make her more healthy. Focusing on her kill rates as a point for needing a nerf is flawed. I did 100 matches on SM and had a whopping 67% (DC or removing themselves from the game) rage quit rate within the first 30 seconds of the match. So not based on my play style, perks or anything other than the fact of being SM. So those kill rates are ridiculously skewed and inaccurate.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747481#Comment_3747481
NO Tunneling on highest DBD level? And no SWF? It doesn't make sense. You just would create strong soloq…
I don't like anything that the game is either not balanced properly for or removes skill. Tunneling and SWF removes skill and the game isn't balanced around SWF. If all those limitations were in place with more accurate mmr matching solo queue would be a balanced match.
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Well for me to take comp seriously you'd have to have a lot of things filtered (however that would happen).
-No tunneling
-Balanced Maps Only
-No syringe/styptic/BNP
-Item limitations
-No SWF
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747276#Comment_3747276
your making me laugh. deception? really? shrug. You would be better off with lightweight.
I run it for the meme's. You'd actually be very surprised how often it gets me value.
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Iron Will, Light Footed, Deception, Distortion
It's all for fun mind games and actually works a lot.
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So you walked around as an m1 with no addons and using those perks as Nurse and got a 4k? Or Huntress, Chucky ect? All the slow killers basically.
Against even remotely below average players they would not go down to that. Do you have a rough idea on your MMR for this?
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Huntress is one of those killers that I would put in most overrated. I think she's generally much weaker than people think. She's extremely loopable and has no map pressure.
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@OnryosTapeRentals said:
Mixed opinions:
- The event abilities are too skewed in favour of killers. The survivor ones — particularly window block and party pallets — aren't useful in the average chase. Quiet mode is nice but doesn't compare to remote break and remote hook. Remote break is basically a free hit at a lot of loops, and remote hook was poorly implemented. It shouldn't counter saves or DS.
- The cosmetics — as usual — are great. Really nice that we got some licensed outfits too. I'm a big fan of Pig's masquerade outfit.
- Tryks is cool! I really like her dialogue and seeing her in the match.
- Tryks's tricks (that's a tongue twister) range from fun (I'm quite fond of the haste one and party totems) to just being a nuisance. The heal and exposed one is particularly annoying and often changes the entire tide of the match.
- The Bloodpoints from all the Cobblers are great.
Remote hook does not counter saves or DS. I've been regularly doing all of them on pick ups. If you're missing them, then your timing is off. Once the remote hook animation has begun the save will not work.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746910#Comment_3746910
I just did a match as Doc to test this out. I used remote hook every time, and they always went on an event hook. I used remote destruction for every door (I was on Midwich) and every pallet they dropped. I grabbed invitations constantly. I killed three of the survivors. I maxed out Deviousness and Hunter, altogether I got 34,200 in normal gameplay points… and on the end scoreboard it showed 43,475 Bloodpoints. So all that event stuff I did earned me a little over 9k in event points. That's pretty crap. (There were three Screech Cobblers, so altogether I earned 171,383. Not a great result.)
Just before this I had a match against Legion. They single hooked me, double hooked another survivor, and triple hooked the remaining two (and those two were the only survivors who died). They weren't running Distressing and definitely didn't use their power enough to max out Deviousness. They didn't get a single party totem when those went up. They didn't use remote hooking. I saw them kicking pallets, I didn't notice them using remote destruction. And they ended with exactly 80k on the scoreboard. The killer definitely didn't max out the gameplay Bloodpoints (40k), so more than 40k of their total score was event points… but from where??
And this more and more has me thinking there is a visual glitch somewhere, because I cannot make sense of these results.
I just had a Ghostface game where I 4k'd them at 5 gens, so extremely fast match and I still got slightly over 250k. 4 Cobblers and 1 Streamer. The longer and more normal matches get close to 350k.