Avatar

Brimp

Brimp

About

Username
Brimp
Joined
Visits
0
Last Active
—

Comments

  • Probably not much. The slew of killer bugs still exist. Hound Masters dog just has a chance to not work. Victor has an increasing chance to just slide off of a survivors back the higher FPS you have which got worse with TWD release. I'm hearing Dracula bugs got worse, etc.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983180#Comment_3983180

    The truth is that it was a bugged item at first.

    They've nerfed the opacity and now they've made it usable twice a match.

    It's a huge overreaction, just like people saying it was OP.

    Still a strong item when used correctly. Twice a match already provides enough value.

  • Item is still viable just no longer a 10-20 second free chase extension when used correctly on cooldown. I know I'll get downvoted for this but someone's gotta push at least A truth.

  • @rvzrvzrvz said:

    "not a removal" so does that mean it will do nothing, like anticamp ? disaster incoming

    Anti face camp does do its job rather well. In fact rather too well as it can work through floors.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982362#Comment_3982362

    Not really? Any decent killer can win without tunneling. It's only killers that never built up basic skill or relies on broken killers like ghoul that will struggle once the devs remove tunneling. It'll be for the best that low skill killers get put in the correct mmr bracket once they implement the changes. That way they can go against baby dwights and megheads that are at or likely above their skill level.

    You're welcome to back those words up by playing against survivors (across several matches) that know how to do the objective while you play a B or C tier killer without tunneling. I'll tell you if the survivors know how to do the objective and have some semblence of looping you won't be winning without having to apply certain strategies or without the survivors making massive mistakes.

    Because tell me how good of a state would the game be in if you suddenly made tunneling super time ineffecient. What about the 25+ killers in the roster that cant really deal with map pressure as they have no mobility or they have only a decent antiloop power? You leave the game in a worse state as you start to see even more Ghoul, Blight and Nurse as they actually have map pressure and are some of the easiest to consistently play once learned.

  • Yeah kill the game as in people playing killers that aren't the top 10. It's a pvp A-symm it's a necessary evil for the game.

  • @Foggyguy said:

    No, we need less reasons to tunnel not more. Any suggestions that directly or indirectly buff tunneling are terrible.

    Maybe after the devs finish phase 2 and if they make it so tunneling is actually gone this could be something to consider but as it stands it's just a bad idea.

    Tunneling is something that needs to stay in the game.

  • OP no but very strong. Imagine being able to just make another potential pallet save spot especially when you spend a measily 4 seconds to build the fragile pallet.

  • It's called the pallet not instantly having a stun hitbox when you throw it. Theres a couple frames where the killer won't be stunned by it so as a by product you can still get hit.

  • One of the reasons is because EAC is notoriously easy to bypass.

  • Yeah idk when killers start getting base kit come back mechanics that isn't survivors making mistakes then I feel like we would see more variety. That or people can start playing tiles instead of pre-running because that is by far the most boring thing you can do to start a chase.

  • @Mr_K said:

    Yellow activates 1s faster and increase haste 2% more and that's enough to become brain dead. Either nobody used yellow bottles till now or everyone is just upset about the purple.

    A lot of clowns just didn't use yellows before. I'm not lying once when I say that whenever I saw complaints about clown it was "purple bottle, vision hinder and brutal strength zone", never about the speed before they did the recent changes. It just goes to show a lot of clowns just refused to use both bottles mid tile which is fair because his power was designed around using only pinks and had decently strong addons for pinks.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979688#Comment_3979688

    I'm a Clown main, yes he's OP - always has been. He's always been one of the hardest Killers to face - the only people who thought he was even remotely weak have either never faced him, or just suck with him.

    Yes the killer thats biggest weakness is being an M1 with no map pressure is OP. You pre run vs clown and that's 20 seconds minimum he spends catching back up. Any good survivors still absolutely stomp clown.

  • @kosaba11 said:

    This idea that Clown needs to be "fixed" is stupid - he was always a broken character. He's always been OP. The only difference now is that, instead of using the purple bottles to hinder Survivors so you can catch up to them, you now use his other bottle to give yourself haste to catch up with them. It's the same concept - you're using his power to easily catch Survivors. He didn't all of sudden become strong, he was always strong.

    I seriously don't get why Clown mains are complaining - he's still the overpowered, unfun to play against monster he's always been.

    OP? No. Just not. Any experienced player will tell you the same thing I said.

  • I like it because it makes you think. You know if he has the axe you can possibly make another loop. If he doesn't have the axe you probably are taking a hit.

  • So what do you mean by "fix" because I would just like a full revert.

  • @TheGoone said:

    We should ban Filters and any sort of modifications made to the game

    Quite impossible to do and not really worth it as monitors nowadays can have their own built in filters.

  • It's a great, great perk but suffers because there's no easy to tell indication its being used on a hooked survivor unless you have LOS of the hooked survivor which if you're across the map can be rare. You just kinda hope that people notice the hook bar isn't moving down. More of a 3-4 man swf perk currently but it can work with 2 solos and a dup/2duos.

  • Funny you say that because peak queue times have been favoring killers for a couple weeks now. They've been consistently like 6 seconds.

  • From what I remember hook camping clown realistically is around the same as pre patch. The only difference is now he just sits in yellow gas instead of comboing pink and yellows for nearly the same speed differential at base.

    So I ended up doing the math between pre patch and live in terms of speed difference with at least Batteries Included and Rapid Brutality both active

    Pre patch with Bleach + Gin using both bottles (115 x 1.23) - 81 = 60.45% speed differential

    Post patch with Gin + Sticky Soda using both bottles (115 x 1.27) - 86 = 60.05% speed differential

    This means post patch without using pinks you're moving only 50% faster on average which if you wanted the same speed difference as pre patch you would need to dedicate a third perk slot to either Machine Learning or Furtive Chase which on a killer that's already strong in 1v1s the perk slot would be better off spent on slow down. The people complaining about "clowns only use yellows are too fast" is the wrong complaints assuming said clowns are never using pinks. The right complaints would be they made him brainless but that doesn't mean he's some A or S tier as I see some people claim because it's really not that hard to use both bottles and you pretty much can play every tile with both bottles well of course if pink linger meant something.

    Pre-patch AND post patch always forced interactions at tiles as clown was ALWAYS good in dead zones. But pinks got designated to "use at strong windows to force medium vaults" with post patch clown because the linger is laughably bad especially with vigil in play. People just need to make some adjustments playing against new clown. Personally I would like old clown back because that was more enjoyable for me to play.

  • @nakedcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978232#Comment_3978232

    Is all the survivors are rotating in mid chase to get value out of Fog Vials who the hell is on gens??? It sounds like at that point the survivors are throwing the match and b/c they aren’t actually working on gens they’ll get those crows b/c the game will perceive them as AFK since they aren’t working on their objective. Did you forget BHVR turned that system back on?

    Oh people are still on gens and don't act like some maps don't have very common easy to reach places in relatively quick time. Plus who said they're all going at the same time to fog vial? With four people alive you can reasonably have only 2 people working on a gen at a time and still have very good chances of 3-4 outting. In modern dbd if you aren't losing at least 1 gen by the time your first chase is done its either a skill issue or the killer is playing nurse, spirit, blight etc.

    You'd also be surprised by the amount of games I've seen where people rotated in with vials and eventually won the war of attrition.

  • @fussy said:

    Iri addon should stay as it is now with reverted opacity, but other nerfs are completely fine.
    If anyone thinks that current Vials isn't just "let me press button to deny chase", it tells more about player, than about Vials.
    It reminds me Drama situations, where it's insanely strong in right hands, but most people think that this is a weak perk, because you need just a little of strategic planning to get a value. And this is where most players have huge problems.

    Yeah I don't know it's like some people need to see it in a comp like setting to believe the item isn't useless.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978208#Comment_3978208

    When I set up a build around it, dropped a flashbang to blind the killer first, then dropped fog, left the loop, took a hard 90 degree turn, and the killer was STILL on my ass within seconds (was just a pinhead, no dashes), yes the item is already weak.

    I braced myself to play killer when they came out and equipped Predator expecting to be losing chases left and right. Only to laugh at how useless they were most of the time as I continued chasing survivors through them with no issue.

    Nerfing these immediately while Kaneki is still being "evaluated" and Lightning McClown is left untouched, just WOW.

    Thats the thing. Using them mid chase is legit not a good way to use it. Or I should correct myself that using it mid chase with only one is not a good way to use it. If you have people constantly rotating in mid chase with more fog vials then its fine mid chase. The item requires positioning and timing. Putting it somewhere in the middle of a tile while the killer is already there won't accomplish much which is especially the case if you use it on edge map/corner.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978054#Comment_3978054

    There's something hilarious about someone with a blight pfp asking for nerfs to an already weak survivor item.

    I mean I don't really like current blight. I believe they made him extremely boring to play as all the fun stuff got taken out while also making his collision boring since 7.7.0. But you cannot claim this item was "weak" when it can cause so many chases so start upwards of 20 seconds later.

    Even then I've yet to see a good argument as to why these items are weak other than the survivor using them wrong.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978054#Comment_3978054

    Any stealth perk is good indoors. Even the bad ones like Self Preservation.

    But that is not the point.

    The point is that the Fog Vials are getting double-nerfed, even though a singular one would suffice.

    Like, sure, make them only usable a certain amount of times, but don't also nerf everything else.

    I feel like both nerfs are fine depending on the amount of charges they do end up with. When used correctly it still can buy a lot of time.

    I am stealing an idea from someone but personally I would have just made it a bubble where the outside wall doesnt allow you to see out of or in but still hides scratch marks and blood pools. Still strong but not obnoxious hotbox the bathroom strong.

  • @Jacknalls_Paw said:

    • They complain that no new items have been released for survivors for years.
    • A new item is finally released.
    • They complain that a new item has been released.
    • They want that item to be nerfed until it becomes unusable.
    • They will complain that no one will use that item and that the same ones will always be used.

    A continuous loop, a community base of incredible whiners who refuse to adapt to the game's new features, even the most insignificant ones.

    There was definitely a better way to make fog vials rather than "lmao robbing you of almost all your senses in a large area". The recharge was stupid and sound muffling was stupid. It's still gonna be good against killers that are walking to your area which has always been its best use case. It's still gonna be very good on indoor maps even mid chase.

  • It's still gonna be very good when used correctly.

  • Another day of streetwise/bloodrush abuse. And I'm willing to bet Twins or Hound Master wont get any substantial bug fixes whenever they do release the patch.

  • Yeah when a lot of people are saying to kill switch it to the point where even the consultants are saying it should be kill switched… Maybe we should kill switch it. Or at least give us written requirements for a kill switch because things have been kill switched for so much less.

  • Clown and Freddy aren't in some "broken" tier.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977163#Comment_3977163

    You've always been something of a sluzzy wannabe, but when you say the entire killer roster is OP, you abandon any credibility.

    That's a name I haven't heard of for a while

  • @upsideinsanity said:

    I'm just going to call out - abusing this bug is STUPID. You spend 5 minutes at a chest swapping items to increase the charges to make a gen go a little faster (no its not twice the speed of normal progress like people inferred above), but in reality you could just bypass that extra step and get on a gen normally with probably faster results.

    Some people just do not understand logic and want to do the cool new thing like the sheep they are.

    You only need to pick up the item about 10 times as it scales exponentially. Meaning each time charges are added to the item so lets say 32 for a commodious. If that gets increased by 80% to 57 charges. That becomes the NEW BASE LINE for the perk meaning the second time you pick it up its 57 X 1.8 and so on. You can get the charges EXTREMELY fast.

    I saw a friend do it like 7 times with a flashlight and he shined it for nearly a minute and the charge bar didn't even go down. Throw in the fact you can equip Pharmacy/Scavenger to get a guaranteed Emergency Medkit or regular Toolbox and the time investment becomes very VERY little.

    Also if by gen going a "little faster" you mean 66 second gens from just a basic toolbox which is 50% faster repair speed then you have very warped sense of time. Imagine that with an Engineers or you pull a toolbox with sprockets.

  • Btw Streetwise + Scavenger gives a basic toolbox which is 50% faster repair speed or in other words 60 second solo gens without killer perk interference. Totally not game breaking btw.

    So for the "time investment" thing I've seen that is blatantly false.

  • @Legendary_deedee said:

    The fact that the bug not even that good or super gamebreaking because it requires somebody to literally waste time just to do it. Hug techs (slide exploits) waste no time bump and free hit otherwise no hit at all.

    Pulling an infinite commodious/engineers or even a green medkit already saves a lot of time. The commodious alone makes solo gens 60 seconds. Forget engineers 45 seconds. Pulling a rangers medkit is just free botany on top of what healing perks you already have. You get that time back real quick.

    And no the "you could get a useless item" is not an excuse.

  • @xGodSendDeath said:

    Conviction is fine. It's basically only really powerful in good SWF, and as you know, killer players only go against good SWF like 0.1% of the time. The vast majority of games are against hapless, discombobulated solos

    Where is the data to prove most games are full soloq?

  • It was a perk that needed nerfing from the ptb.

  • @xGodSendDeath said:

    They don't work on the weekend, so it won't be killswitched til tomorrow if at all

    Yeah this isn't an excuse. This has been know before the weekend and they've been known for kill switching late on a friday night aka the invisible Wesker Bug.

  • Nerfing the entire killer roster and leaving survivor untouched? Sure I can handle the top 5-7 killers being hit but you would need to change so many things on the survivor end. And even then this really isn't the worst spot survivor has been in balance wise. This could be post 6.1.0 where all survivors really had was nerfed DS and OTR while Eruption and Overbrine was in its peak. As it is now the best slowdowns is probably Pain Res. Grim Embrace and DMS. All of which are earned meanwhile the multitude of survivor perks in the meta that require next to nothing to earn.

  • @CLHL said:

    Haste builds for the Clown were already a thing before and were just as oppressive as now, believe it or not. The problem isn't the builds themselves, but how they are played. Planning how to use your yellow bottles is not the same as throwing them at your feet.

    I myself was in favor of removing stacking (and not just for haste), but I argued that it should only be done with perks, so that the Clown, among others killers that have haste as part of their powers, could still take value from those perks.

    The Clown didn't need any changes to make him user-friendly, because he was already easy to use. These changes are clearly motivated by someone who hates Hindered effect, wanting to replace it with Haste without having the slightest idea of how powerful it already was.

    Yeah haste stacking was a thing entirely before. The only reason it's a craze now is because it's easier to active when good clowns could already do haste stacking builds effectively.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975109#Comment_3975109

    Eh, Hag is definitely a contender.

    She avoids trash tier pretty well.

    Ofc, Rusty Shackles are a must and you have to lean into one of her two annoying playstyles (3-gens or proxy-camp).

    Thats if you can avoid all her bugs thats going on right now.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975101#Comment_3975101

    I don't really see how any of those are relevant to macro skill save for the survivor UI, personally.

    Hook stages being increased, hook grabs being removed, and the AFC system were all to combat camping, not to remove macro skill expression from the game, for a start. Same with basekit BT and tunnelling, plus the gen kick limit and 3-genning. Those were flat balance changes, not aimed at making it so survivors don't need to pay attention to the macro.
    Hell, survivors still need to avoid 3-genning themselves, all the kick limit did was change the punishment from "the killer can stall the match as long as they like" to "the killer now has a serious positional advantage from the smaller play area".

    The UI did make the macro easier to engage with, but not really easier to execute on, if you understand my meaning. That encouraged more survivor macro skill expression, it didn't take any away.

    They were designed to combat camping but also inadvertently buffed the skill needed for macro. Also I said "skill needed for macro became basekit" not "all skill needed for macro". The fact is the hook state changes did NOT match the gen speed increase changes. For every 1 second hook time is 2 seconds of gen time on average especially early game. Not needing multiple people for saves means more people working on gens. Sure you can chase someone away but then they plop the unhook and heal in 8 seconds and walk across the map.

    It's undeniable macro has been overall easier for survivor over the years.

  • Trapper and skull merchant. Hag I would say is barely hanging on by a threat. Trap killers in modern dbd really aren't doing good with the addition of certain survivor perks.

  • @francesinhalover said:

    On average mmr the Perk is meh alone. You wasted time finding chests and on chests for a low quality item that might not even BE the One you want.

    So you need other perks for it to BE more consistent. And than you waste time creating the glitch...

    I can see the issue on good teams tho but again. You might just loses 40secs to even make it work or more.

    Add this to the pain res + unbalanced DMS every single game even at low mmr.

    I think a quick Patch can fix it but i also think the perk isnt really game breaking unless you get bully Squad maybe.

    You do realize even with a brown toolbox/medkit its still faster gen speed and healing speeds right?

  • @jesterkind said:

    Returning to the hook in and of itself isn't necessarily the problem, in my opinion, it's if they chase the person that just got unhooked instead of the unhooker that we see problems. While I'm not against removing the unhook notification, per se, I don't really think it solves any meaningful issues.
    If anything, sometimes the killer kinda needs that information if everyone's stealthing or their chase didn't work out somehow. As long as they're chasing the unhooker I think that's totally fair gameplay.

    As an aside-

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974714#Comment_3974714

    When you say the macro has been "given basekit", what are you referring to? I can think of a few small ways survivor macro has been made easier to engage with, but I can't think of any examples where it's been made basekit to the point of no longer needing the macro skill at all.

    70 second hook stages, free hook trades since no hook grabs so no more 2 manning a save required in a majority of scenarios, survivor UI, basekit BT, gen kick limit, anti face camp with a range that's not really face camping and more to come on the way. The game has never been more "gens before friends" than before because there just isn't that much pressure.

    That said, were all of these changes bad? No. Were all of these changes needed? No. Gen kick limit was made after the whole overbrine eruption meta was long gone.

  • Like the one thing I ask for BHVR is to change it up for one year. Instead of four chapters per year how about three. So one chapter ever four months so we have a little bit longer to flesh out the game huh? I'm not asking an entire year off of new content but its way better than just stock piling bugs at the current rate.

    Cause personally I'm tired of all my killers just either being changed in ways that make them less fun to play or bugged to high hell.

  • Yup and it's still not kill switched. There's also a bug with blood rush that just brings back the old exhaustion timer of being a cooldown but visual it acts like you're still exhausted. But I doubt neither of those 2 will be kill switched.

  • I'm sorry but I can't take "killer role is being babied" seriously when survivor skill needed for macro has been given basekit several times over the years.

  • Mhm and I would be surprised if this wasnt kill switched.

  • If the item in the chest is constantly replaced with an item and picked up again streetwise stacks

    Any platform

    Open chest with an item already in hand. Replace said item in chest with the one you currently have. Rince repeat and keep stacking charges.

    Had a friend shine a flashlight for 40+ seconds and the charge bar didn't even visually move down.

  • Its about to turn killer incentive very VERY fast thanks to this broken patch.

1 … 8 9 10 11 12 … 71