Blueberry
Blueberry
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746783#Comment_3746783
Yeah, I'm struggling with earning BP, too, and I usually understand and maximize those things. I tried out playing killer a bit on PS4, and I did matches where I double hooked everyone as well as matches where I killed everyone, and I used event hooks and avoided basement hooks, and my BP was not much if any better than a normal non-event match. As survivor, I tried focusing on gens as well as going for the Party Totems and Chests, and I go for invites and activate Quiet mode every chance I get, and I don't get that much for it. I certainly don't profit the way I did last year.
I constantly feel like I don't know what to do with this event.
As killer you couldn't get much blood points? I'm averaging 250-350k blood points every match. Use remote hook every chance you get and use the pallet destruction when you're at a loop with survivor.
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Overall very positive from my perspective, it's been one of my favorites. I don't think I have many complaints at all.
Yes the killer powers are a bit stronger than the survivor ones but it's a 1v4, it's supposed to be that way, it's not a 1v1. If they were individually as strong powers on each survivor as the killers one that would be bad. The window block one and the Endurance one are both pretty meh to me. However the Quiet Mode, Party Pallet and Pallet destroy are all very good. If you're bad at playing survivor the Party Pallet one won't seem as good but if you are good it's very strong.
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I don't think Distortion is selfish, I just think it further limits perk diversity in a game that already has a bad perk diversity problem to begin with. Unhealthy. It's not about being too strong or anything.
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@revna said:
Honestly this kind of playstyle fits her and makes her unique. Just hope they encourage it going forward as it's really enjoyable and focuses on use of her power.
I also think brutal is overrated as well. May try discordance on her see how it feels.Yeah in general it feels every time they make a killer that has a unique experience and you have to play against her differently they end up changing/nerfing it as people tend to complain facing against it. This should be the exact goal with every killer, to make it a unique experience and you have to play against them differently. Currently like 3/4 the roster you play against nearly the same. This is how the game gets repetitive and why people think they need a new game mode. If each killer was a more unique experience then each match would feel like a new game.
I agree that while hexes in general are very bad, they fit her play style well. You've already got them on so many side quests with Condemn that adding the extra totem ones can work to overwhelm them. The aura reading is exactly what you need for knowing when and where to teleport as well. This turns information perks into slow down perks as it lets you amp the pressure hard and they start panicking and scrambling around the map for a TV instead of on gens.
Another build you might like messing with that I had a ton of success with is Undying, Devour, Haunted, and Pentimento. Sounds potentially meme'y but I actually had really good win rates with that on Onryo as well. Like 75% of the time Devour was staying up, more than you'd think. This strategy is unloading as many secondary objectives on them as possible. They're usually so focused managing condemn that Devour stays up and the Haunted gives early downs to stack Devour quickly. Then all those totems turn into Penti's which makes them scour all over the map again on top of doing that already for condemn. They basically have so much to do they never get a chance to focus gens and Penti gen slow down is no joke. Very underrated. It's good slow in general but you also get a ton of slow from the time they spend looking for the totem and breaking it. Only ever light 1 totem at a time, this is the mistake most make. If you only do 1 at a time you get multiple survivors off gens going back to check the totem they broke. So you'll get multiple wasting their time when that wasn't the one you lit, rinse and repeat.
Synergizes with her kit very well where this build would be bad on most other killers. It works for her.
Btw I looked back on my twitch vods and this time it did save a lot of them so I've got vids going back a month during the win streak if you want to see the play style.
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@revna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746544#Comment_3746544
So I've been running the face the darkness set up with undying and sloppy and the pure slowdown you get from just teleporting and applying condemn is actually nuts if you're keeping tv's turned off and getting hits on survivors.
Onepumpwillie actually has a variation of this build but he instead plays corrupt/discordance/sloppy/FTD. I'm assuming he runs discordance to remove pressure from gens being pushed by 2 people and removing undying from the build and just banking on good totem placement which is a tradeoff considering how RNG that is.
I did however find someone named Tarnished Onryo on youtube that is playing sloppy/undying/FTD/brutal and it seems he's been getting the same kind of results with high kill count games with the same build.
Willie did a video recently of a pure totem build with FTD against a P400 squad and it shows her raw power when mastered. Definitely worth a watch.
I think i've found my next P100 tbh.Yeah she flies under the radar not noticed but is low key better than people think. It’s also a very different play style from most killers. Discordance has always been a better than people think perk. Brutal I always stand by as being a very overrated perk that actually does very little. I think it’s a feel good perk. If I’m gonna run FTD I like Undying as totems are too unreliable and I’ve had many matches where the first one goes in 30 seconds and Undying saved it. Running both I find it generally stays up quite long in most matches.
Glad you’ve joined the Onryo side, welcome haha
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745353#Comment_3745353
I wonder when survivor will be able to respawn pallets in dead-zones. regenerating hook might end up showing up with regenerating pallets.
Don't give them ideas, that would be crazy.
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Feels exactly the same as it did for me years ago. I don't think there's been much change at all much less a breaking point.
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@Pulsar said:
Congratulations! Big achievement and the streak is very impressive.
I'll have to try out that build.
Thanks!
Yeah try them both out. I think they each have pros and cons depending. I don't see nearly anyone running Weave/Franklins at all when I'm on survivor but it's doing pretty well as an info perk setup + some item counter. I have a feeling we're going to see it rise in popularity very quickly as people realize how decent it can be. The counter play is really easy as survivor but on the other end Darkness Revealed is also easily cleansed, so they've both got some downsides.
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I guess I don't know what we'd call small as that's subjective.
-Show us our own mmr's.
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@revna said:
So I just wanted to double back to the post and say… I'm on a 10 win streak with this current build on Sadako.
You weren't kidding.It works! Haven't seen anyone else running either of those particular builds myself. Which one are you using?
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Yeah I agree with your points.
Also, those "supposed" longer chase times by distance will in reality never happen. This is because if you're doing those longer chases away from the Knight they will simply loop around and pick up the banner to remove it wayyy before it actually finishes the hunt since the Knight isn't there to defend it. The banner essentially can't exist or "longer" range guard snipes with increased duration without the Knight there literally won't exist.
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It still looks like a pretty bad perk to me.
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@appleas said:
Congratz OP, mind dropping your Vod link so that I could check out a few of your games?
Thanks! :) Yeah it's BlueberryCollective, also linked on my forum profile. Win Streak is currently paused as I'm doing the event for all the blood points. Once that's over I'll continue where it left off at 152.
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I mean I think they could give him enough buffs and improvements to more than compensate for bad locker rng. That downside can be outweighed with the appropriate changes in other areas.
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#1 His zombies need massive buffs. We shouldn't focus on his anti loop as that isn't what makes him unique, tons of killers have copy/pastes of his anti loop with a different paint job. The zombies are his flavor and what makes him a unique and different experience.
The zombies should be attracted in a much larger radius to infected survivors and the zombies should move 25% faster per infected survivor. This rewards him for keeping survivors infected. The zombies should be significantly better at giving him map pressure and map info than they currently are.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745490#Comment_3745490
And this kinda mind boggles me sometimes because this game isn't rocket science, I myself play onryo often and I don't feel like she's all that weak it's more of people just don't have the right game knowledge to use her in the way that suits her strengths best.
I do agree most people use her wrong, I just also think a lot of her strength comes from people not knowing what they’re doing against her as well. When people understand her counter play you can completely shut down her power with little counter play on Onryos part.
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Thousands. You basically have infinite addons.
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@fussy
Thanks friend :)My twitch is BlueberryCollective. Haven’t recorded recent ones as I’ve got a new puppy keeping me busy a lot but I’ll get back on it. Feel free to ask any questions on Onryo for your journey. I feel like a lot of people I watched to learn gave bad advice and most my conclusions I came to was just trial and error. There’s a significantly higher skill ceiling to Onryo than most people realize.
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@radiantHero23 said:
Welcome to the p100 sadako group. We waited for you!
Thanks friend! :)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745490#Comment_3745490
still hoping for a revert.
I would like that as well or just some fundamental changes. Even just tape destruction on hit would help a lot of issues so that she would actually have some control over condemn removal if you play well.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/418200/another-mile-stone-onryo-edition
congratulations!
👩🏻🫐(;´・ω・)っ📼✨📺
Thank you so much! :)
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@ChaosWam said:
That's a crazy good W/L rate on Onryo, good stuff.
Congrats on your P100! Got mine done last month myself!
Thanks so much! Congrats to you too! Yeah I was quite surprised with the results. I think I figured out her optimal play style. Most Onyro’s I’ve faced as survivor are usually really bad and I don’t think I’ve ever been condemned. I was kind of curious to see what the highest current win streak on her was after her last rework to know what I had to beat since I’ve got really high on the streak so far but so few people play her that I haven’t seen any recent win streak outside of her old pre reworked version which was much stronger. I’m wondering if I’ve got the highest one so far, can’t find anything.
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@revna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745493#Comment_3745493
Another combination you may want to explore is gearhead when you run franklins and weave if you focus more on condemn stacks. I know the passive slowdown from sloppy is amazing and I still run it all the time but the information trade off is just as good with that specific combination.
So I do like that combination and I also think gearhead is an underrated perk as well. The problem is I feel it has some negative synergy with Onryo specifically. It requires them to be on a gen firstly which with Onryo they’re usually on lots of side quests. Then I would either already know they’re there because of remote control if a TV is on or I’d know because they didn’t get a stack from my teleport and I can see there’s no TV on there, so deduction, and I can’t teleport there. So basically redundant information I’d already know. Also significantly worse the better survivors you go against since it’s skill checks and after such a high win rate I feel on average I was facing pretty high tier groups.
It does have the benefit though of eating up distortion tokens though. Even with all those negatives I mentioned I do still agree it would be a very strong alternative to consider over Sloppy. I do go condemn heavy, but not in the imo cringier way I’ve seen some play where they don’t hook at all and only slug. I still hook plenty. Idealistically though you don’t want to be hooking a person more than twice though as then the condemn is irrelevant. I would lose some slow down though from no Sloppy when I’m already running very little slow down to begin with. A reasonable alternative though for sure.
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Yeah I was thinking Resurgence should get a Hemorrhage immunity.
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@revna said:
Congrats on your P100!
Final few matches I started swapping Undying and Face the Darkness for Franklins Demise and Weave Attunement when I saw 4 items.
Super strong on indoor or smaller maps
This^^ I've been playing Vecna pretty consistently in comparsion to your Onryo and dennisreep has the game as one of his weakest maps. These 2 perks alone completely shifted that for me being able to get information from both floors. Same with Midwich. That map is already dominated by Vecna but it just made it so much easier. Gonna give it a go on Onryo and see how it feels.
happy hunting!Yeah it’s crazy good on some specific maps like those but quite weak on larger maps, which are more common. So it’s a coin flip on the map.
The good groups know the counter play and stick them in the corners but face the darkness is a hex that can be removed as well so you lose them either way. I find the franklins/weave to be more reliable overall but there must be at least 3 items minimum and really 4 is the ideal to make it better. Since weave is new there’s less people understanding its counter play as well yet. The messing up of their item use is also a nice bonus even though it’s not even my main reason for running them.
Can’t speak on Vecna as I’m not experienced enough with him to give good opinions.
Thanks for the kind words :)
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@Devil_hit11 said:
good to see that survivor are losing with 1 second interaction time TV's, 16 meter aura reading TV's and vs pure m1 killer with bugged invisibility.
Yeah she’s weak and does have a lot of design issues but the average player is still just really bad.
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I'd rather them give me an option to remove the filter.
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Yeah. I understand if they want new maps with the chapters for bringing people in but these are extra variations not for a chapter. Their focus should be on better balancing current realms that have issues first…and there's a lot of them with problems.
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Wow could you imagine respawning pallets..that would be beyond broken.
Many loops are overtuned to where there are lots of forced break pallets since you can't realistically attempt to play the loop with how overly safe it is. The only way you get through this is eating away the pallets and trying to stall the gens long enough to create deadzones. Part of survivor skill is managing that finite resource.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745109#Comment_3745109
why is killer slugging bad design?
It's not. I wasn't implying slugging is bad design, I was implying having dead zones where it's physically impossible to hook with zero input from the survivors is bad design. Slugging is fine.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745109#Comment_3745109
Likely not a "rational argument" but I can see how the threat of hook breakdowns is the killer side of, the risk of survivors 3-genning themselves. It forces you to manage how and where. There's always multiple hooks in a location, anyway. Even the loss of scourge hooks are easily avoided by remembering who is on death hook.
And as for it being "in line" with Breakdown - that would defeat the existential purpose of the whole perk…
I'd argue where you go down is more up to the survivor than the killer so I don't think that's a fair argument.
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It shouldn't break in the first place, much less 60 seconds. It serves no healthy purpose in extended death break times other than making dead zones where you can't hook survivors and forcing them to slug. That isn't good design.
Give me a rational argument why hook breaks on death are a good/healthy thing for the game in any aspect whatsoever.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745067#Comment_3745067
idk how they could fix issue 1. maybe if guard is within 4 meters of survivor when you are near a survivor as knight, the hunt timer pauses. double-tapping doesn't work because of BVHR bad balance. they're trying fix this new changes. we'll see. i suspect the double-tapping will be impossible due to 8 meter change.
I honestly don't even see why banners exist. If guards were fast enough to get hits then it would make sense as they're a safety net for the guards strength getting too much. Currently though it's a counter for something so weak it doesn't even need a counter.
no clue either. the counter-play is suppose to be avoiding detection, mindgaming knight. the banner limits his 4vs1 presence as he is unable pressure gens with his guards due to banner disable his guards. it is just self-imposed nerf. Despite this, people kept saying he was good at 3 gens… when he sucks at 3 gens because of banner mechanic renders any form of split pressure in 3 gens as ineffective.
Yes this bug has existed got ages. We've complained about it for so long and still not fixed. This bug nerfs them a lot.
well it is going to be a problem because his pincer is nerfed right? so the guard has to be able 1vs1 survivor if you do max distance hunt. if survivor can 1vs1 the assassin guard and you can't help assassin guard because of 8 meter 3x depletion nerf, than that is a problem.
I don't think they even want double tapping to be a thing.
Yeah I think his 3 genning capabilities are exaggerated a lot. Honestly after the 3 gen regression limit I don't see it as a thing any more regardless of what killer.
I agree about the guard 1v1. That's essentially my main point with the changes. Until the guards can reliably get hits 1v1 Knight will be bad.
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Honestly a button for guard return would have been a really nice QoL. The attack removal is pretty clunky.
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I needs to apply Exhaustion itself, otherwise I'm fine with it. In its current design you can still stack Exhaustion perks with it which shouldn't be the case.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745045#Comment_3745045
one issue is that double tapping is now nearly impossible because of 8 meter restriction. Sometimes you know guard will hit survivor but guard is too slow so your just waiting for them to hit survivor so you can double hit them. that is one issue with their change.
another issue with their change is banner change. The chase last longer but Banner time doesn't increase per duration of the hunt. Banners should be scaling off duration of hunt. like 50% of hunt duration.
The other issue is how AI works vs pallets. AI should be going through pallets but currently, it is not doing that and it making guards extremely useless at getting hits.
so those are my 3 concerns with their changes.
"one issue is that double tapping is now nearly impossible because of 8
meter restriction. Sometimes you know guard will hit survivor but guard
is too slow so your just waiting for them to hit survivor so you can
double hit them. that is one issue with their change."This is pretty irrelevant imo. You don't get double taps on good survivors. They have to be very bad to actually get these.
"another issue with their change is banner change. The chase last longer
but Banner time doesn't increase per duration of the hunt. Banners
should be scaling off duration of hunt. like 50% of hunt duration. "I honestly don't even see why banners exist. If guards were fast enough to get hits then it would make sense as they're a safety net for the guards strength getting too much. Currently though it's a counter for something so weak it doesn't even need a counter.
"The other issue is how AI works vs pallets. AI should be going through
pallets but currently, it is not doing that and it making guards
extremely useless at getting hits. "Yes this bug has existed got ages. We've complained about it for so long and still not fixed. This bug nerfs them a lot.
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Neither of them look that impressive to me.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744997#Comment_3744997
they're not nerfing his zoning. they're adding variety in which type of knight you can play. The jailer can still zone because if you land full distance guard, 1.5x duration add 12 seconds to jailer timer. 36/3 = 12 seconds. that is same amount of time that jailer current chases for. The 3x penalty only applies if your in 8 meter radius. 8 meter is very small radius. Play all-seeing blood wraith will tell you how small 8 meters is. So most of the time, you won't be in radius for this penalty to apply for Jailer. You can still zone but you have to use Jailer. Add-on may improve Jailer's ability to do pincers. For example, a good add-on would be that knight gains 3% haste when Jailer is chasing the survivor. He has something like that in his purple add-on but it is kinda weak. add-on may improve this play-style.
Assassin: This guard was arguably the knight's worst base-kit guard. He moved at 4.4 m/s but he could never hit a survivor at base-kit and could only barely hit a survivor at max distance with dried horse meat. with 1.5x duration 12*0.5 = 6, 12+6 = 18. He is finally going to be useful guard at base-kit. The knight is getting add-on rework, so he might get some add-on to buff assassin if you want to use this guard who was previously really bad. In practice, if your good at tracking survivors and predicting movement, the assassin can get hits on his own
The main concern for Assassin is whether they fixed Knight's bug. Currently there is bug with Knight that makes his guard go around pallets when the pallet is dropped. this huge problem for Assassin because the guard are suppose to be able to phase through pallet. Hopefully they fix this bug as this bug really hinders Assassin ability to get hits.
Carnifex: This guard is mainly used to break pallets quickly. He will still be good guard for this. He will not be good to summon for chasers anymore but his identity to kick pallets/gens will remain the same. I kinda wish that if Carnifex is used to kick gen, it applies killer gen-kick perks.
The knight will be able to played the same way. You just have to use right guard for right job.
You're basically just pointing out that the nerfs to his zoning aren't as extreme as people are acting like. I agree. However it is still overall a nerf, even if the degree is exaggerated. A lot of your improvements you're referencing are also hypotheticals on addons that we haven't even seen yet, so I think it's unwise to assume specific improvements there until we see them.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745012#Comment_3745012
Corralling survivors into areas where you can get hits is his entire gameplay. Skill isn't exemplified solely by hitting an orbital hatchet; it's expressed through macro gameplay and knowledge as well. Trying to make a survivor mess up enough to get double tapped is a good examples of it
Yes macro play is skill just like micro play. However, guard goes this way and I go that way is not macro or skilled game play. There was nothing skillful involved there. Survivor "double taps" aren't realistically a thing against any even remotely competent survivor. Getting double taps regularly means The Knight is facing very low skill/low mmr survivors.
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Unfortunately I think double chasing with the guards is unhealthy game play. There isn't skill involved in, I go this way and guard goes that way so you get a lose/lose scenario as survivor.
The main issue isn't losing that. The main issue is them not buffing him properly to make him viable and fun in the way healthier way they want you to play him.
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The change goes in the right direction which is nerfing the unhealthy(most viable) play style and pushing him towards the healthier (currently unviable) one. The problem is that they when moving him towards the healthier play style they didn't actually buff it enough to make it viable or good. It still suffers from all the same reasons it was bad before.
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An overall very hefty nerf to an already bad killer.
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@solarjin1 said:
knight changes are great as a survivor. Dropping guards to zone was mindless and two killers chasing was extremely hard to avoid. As a knight player tho....that boi got cook🤣. He kinda don't have anti loop anymore. what u gonna do place a guard on a 10m path mid chase? so the survivor can be long gone with a guard on there tail who won't get a hit. His sandwich Survivor style chasing need a nerf but the guards need more lethality. His time to down will be much longer now as a m1 killer and he wasn't exactly that fast at downing before this. Pallet breaking knight might be his go to build now idk.
Yeah I agree. The pincer play style at a loop was unhealthy game play and needed to go. However he needed to be buffed in his healthier play style of long distance guard placements to compensate, which he didn't get to any degree that's actually relevant.
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I'm actually fine with 100%, I just think it should've applied Exhausted to yourself as well though so in exchange for running it you lose an Exhaustion perk. That's a fair trade. Only not being active when you are Exhausted is really irrelevant since you can just run like DH and get the full value until you need the health state.
Just flat 100% will have it back in the top 10 meta.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744741#Comment_3744741
Well, considering its just the PTB, i want to try it out to test as it will become.
We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We need Call to Arms base kit as well. Now that is STILL a required addon…killing me here.
Yes, i wish they added full map of the realm and reworked the addon, but lets test in on the PTB to see how it will go.
About the short range and long range patrols: i still think it will be a buff overall, as you can create long range patrols circling objects and loops, maybe they change the faster deplete rate when the Knight is near a guard - i don't think that is necessary.
What we needed was a scalable increase to guard chase speed with a skill
requirement to allow guards to reliably get hits if we played wellThe devs said many times that the Knight is meant to get a hit working together with his guards, not the guards by themselves. Although i understand that some player want the guards to get hits, i still think that this can lead to some Skull Merchant situations where a Knight holds a trigen by sending guards to get them injure and send survivors away.
The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.
Lets wait the PTB and give the proper feedback to the devs in what is needed to put the Knight in a better spot.
"The devs said many times that the Knight is meant to get a hit working together with his guards, not the guards by themselves."
Then this is completely counter intuitive to their changes as their changes are saying the complete opposite of that. Also, most the community considers that to be the "unhealthy" and "unfun" play style of the Knight. Having them chase one side and you go the other isn't skillful, it's just a slow but free hit. This is worse than SM imo, the only reason it's complained about less is because SM is actually good but while Knight is really weak.
"as you can create long range patrols circling objects and loops"
While this is a positive, technically, I don't see how it has any meaningful impact on his power level.
"maybe they change the faster deplete rate when the Knight is near a guard"
They won't change this because it was their primary goal of removing that "unhealthy" game play of pincering survivors. They want the long range guard chases as his primary play style, not 2v1'ing survivors.
Of course we'll test on the PTB to see but I don't see any net positive here.
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Looks like a huge net nerf to an already mediocre killer to me. Chase time is irrelevant if they're too slow to hit anyway.
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So many confusing choices here.
Firstly, it's good they've basically removed the insta drop and pincer game play with the guards at loops. A nerf, but good for his health. I'm happy with this.
The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.
We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We needed Call to Arms base kit as well. Now that is STILL a required addon…killing me here. This was repeated ad nauseam in the Knight community.
What we needed was a scalable increase to guard chase speed with a skill requirement to allow guards to reliably get hits if we played well. Now his best play style is basically unusable, which is good since it was unhealthy, but his healthier play style didn't get enough improvements to make it actually viable.
Honestly this feels like a net nerf overall. Until guards can some how get reliable hits he will remain bad.
Also, I really hope they went harder than they normally do on addon updates since most of his addons were extremely bad. They need more than minor improvements. Still also only have 1 addon slot available as well since Call to Arms will still be required.
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TLDR: Too much focus on stats that create a false perception of certain killer strength levels. IE not seeming like they need as significant of buffs when they actually do.
Also, I think there’s some unwarranted concern over how those buffs would affect low tier survivors. This is important, but isn’t an issue when balancing correctly. AKA raising the skill ceiling if the killer. This leaves high skill killers more viable against good survivors while not hurting low tier survivors since low tier killers wouldn’t have the skill to utilize this higher skill ceiling. The inverse of this would be lowering the skill floor or just flat killer buffs which would negatively effect the lower players and is not how they should go about it.
Another side note. MMR adjusts your match ups. Meaning if you hypothetically starting losing more as survivor from a killer buff it would adjust your mmr to make you face lower mmr killers until you were winning/losing the same as before the change. So lower tiers are less effected than I think is assumed because of how mmr functions.
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Every time something even remotely usable shows up people complain and get it nerfed. Not even good, just decently usable. This is how we end up in this never ending marry go round of 4 gen slow down perks forever. If you're never going to allow other non gen perks to be good we're never going to get variety.
People complain about boring sit on gen hold m1 game play and then proceed to complain about anything that adds secondary objectives.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739078#Comment_3739078
i would be happy if the perk didn't get nerfed.
Yeah admittedly I was being a bit hyperbolic. I wouldn't say it's bad in average matches, just no where even remotely close to top 10 good. It's decently usable if there's at least 3+ items, smaller map, and the survivors are bad. If it was touched at all I'd be closer to buffing it since I think it definitely does lean weak.
However if we're talking strength "objectively", IE good vs good, then yeah it's very bad. I suppose as usual people are basing their power level of it on average matches which is bad players in general and everything's good against bad players. I tend to base my opinions typically always on good vs good. If something's good vs 90% of players but bad vs the good 10% then to me it's still bad since we measure objective by good vs good and not average matches, and I care about winning against equally good players, not winning against bad players.