Brimp
Brimp
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973189#Comment_3973189
The purple bottles were not skillful neither are the now buffed yellow bottles.
Purples and yellows forced mind games. Now its just yellow brutal strength the pallet and walk down in dead zone.
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Yeah don't play any killers without anti loop right now. If you get a disturbed ward game might as well just never chase main and hope the survivors never run to it because that god awful window can easily be an infinite if the chase bug happens.
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Yeah it's like what a lot of clown mains said became true. Despite the 2% hinder that we got back on pinks it still pales in comparison to throwing yellow at feet while running double haste to get 17% with rapid/batteries included. Pinks now just fill the gap that yellows left pre patch. Throw them if you have 1 bottle left and you already have haste. No real need to use both bottles when with the linger on pinks is pathetic.
Clown setups where you rotate with haste on one side and pink in the air for delayed on the other? Simply not worth it. Even if he is slightly more powerful he's just as un-interactive to go against and play. Good clown players already had a 60/40 usage split between pinks and yellow but now its more a 80/20 for yellows and pinks. -
Miserable if I'm not playing a killer that can deal with the current fad known as pre-run shift W.
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@jedimaster505 said:
The part that killer mains are missing is that this thing game devs do called "balancing" means making matches fair by bringing kill and escape rates closer to 50%. I know they set the precedent that "balancing" meant they just hand killers easier and easier wins with less and less effort, but you can't expect that to last forever without the game completely dying as the survivor suicide and DC epidemic reaches a critical point.
Thats the thing. balancing around 50% or even 60% kill rate is flawed because that comes first. Everything else comes second meaning how fun the killer is to play against or as or how balanced they actually are. The game already got considerably easier for survivors by removing a lot of skill for the macro play.
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The thing I hate the most over the years is the removal of a lot of skill needed for macro for survivors. 70 second hook stages allow for at least 15 seconds more of gen time before someone needs to be saved. But oh wait reassurance is a thing and even then you don't need multiple people for a save anymore unless its a specific killer because they can just waltz up and 1:1 for practically free. You can't stand too close to hook anymore for pressure because anti-"face"camp allowing for easier trades. It's absolutely miserable to play an M1 in modern dbd. I was fine with basekit BT but then they just kept adding and adding.
And it's only getting worse for M1s with that one perk that allows you to vault stun that changes your hitbox so you in practicality vault faster. And then you have people still wondering why they only see Dracula, Blight, Nurse, Spirit etc. -
@jedimaster505 said:
As usual killer mains over react to every little change. Clowns are used to being lazy and only spamming pink bottles. Any clown that makes proper use of both bottles will have no problem with the changes.
Bottles used to be a 60/40 split in favor of pinks. Now I would say it's a 75/25 in favor of yellows. The change is just bad. Should increase pinks linger to 1.5 seconds or increase how far the pink spreads and cloud size.
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No fix for Twins where if you're playing above 60 fps and pouncing with Victor he has a chance to just not have a hitbox and so ends up right behind the survivor he was pouncing at for a free kick?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972401#Comment_3972401
Generally its not about placing bottles in advance, but tossing bottles in front of survivors so they have to run through the cloud or run to a less safe tile. Overall, I definitely see this change as a net buff. I feel like the ppl who are getting less value from this version are the ppl who are ONLY using pinks.
Yeah but now its just use yellows with haste perks. Nothing changed. Pinks are borderline worthless now because why not just run sticky soda and cheap gin to get 17% haste while using other haste perks like rapid or batteries included.
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Yup now its the time for Gin Bottle and Sticky Soda but we don't know how long those are gonna last before they get nerfed.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972196#Comment_3972196
I feel like the part ppl are forgetting with pinks is that timer is only for after ppl leave the cloud. The cloud time is a large percentage of the slow time and isn't affected by vigil. Freddy's snares doesnt really have a similar part since that slowdown isn't 2 parted like Clown's.
Yes but there is multiple scenarios where you can't place a cloud in advance in lets say a pallet/window vault. I've had multiple hits already not go through because the hindered last 1 second less. It also accounts for the hinder not being as long so survivors can get the fast vault more consistently.
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Trust me the 14% hindered is still worse than pre patch clown. 1 second linger is an over 50% nerf to to the power especially when Vigil is in play. The skill ceiling for clown got drastically lowered.
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Bad. Pinks remain neutered along with the addons that helped them. Magically buffing the pinks hindered from 12% to 14% doesn't make them better especially when Vigil is growing rapidly in popularity. I would go as far as to say Freddys snare is better slowdown now cause at least that lasts for a decent amount of time even though they don't work on awake survivors.
Not to mention the yellow activation staying at 1 second now is just throw yellow at feet. -
@jiogo1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971580#Comment_3971580
Of course, even because the hag takes her traps from cabinets, right? (Oh wait, start with all of them already)....
It's one of the worst suggestions I've ever seen. It's a trap killer who needs to pick up his traps to use them, not the need to remove this interaction, and I doubt the behavior would remove it.
Buffing your base kit is much easier and more logical the way the behavior works...
You can't fix a killers base kit such as trappers from numbers alone. You NEED to add new mechanics or remove certain old ones (trap buffering).
Traps re-opening after 90 seconds literally accomplishes nothing and plays even more into the RNG part of his power with how long it is between each trap opening. -
@HaliAndEx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971557#Comment_3971557
It empowers killers in a way that thematically makes sense. There's a reason why you don't see Sadako with an ability like Huntress's.
As for the topic post, I think all these changes are pretty fine but Trapper being able to step over his own traps.
Not the biggest fan of iri stone nerf. Plus trap recall could be thematic. His addons already have descriptions of iri stone being entity infused to automatically open after a time. Like how does Wraith being invisible fit his theme or lore? The bell ringing part makes sense but cloak comes out of nowhere. See where I'm getting at?
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@jiogo1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971541#Comment_3971541
It's a skill with no connection to his lore, plus the buffs I mentioned would improve his gameplay by 1000%.
But does it have to have connection to his lore? The entity empowers killers it brings into its realm. This could just be trappers special power.
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I wouldn't even rework trapper at this point. I would add a unique ability to him though. Trap Recall.
You can recall any trap on the map to put it back in your inventory at a cooldown of 30-40 seconds.
I get BHVR is not the biggest fan of trap style killers anymore but it's at least something that wont break the killer by allowing him to setup in 20 seconds and doesn't make traps in opposite side of the map with no objectives dead. -
I dont know what times you play but killer queues have been 2 minutes max at peak hours. Also the incentive is slowly starting to shift to killer getting it which I can imagine will only get worse when the Walking Dead chapter gets released.
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No it needs to be tuned down to 40% increased status effect recovery (possibly even 30%) and no stacking. You can still give the effect to other players but no stacking like Prove Thyself.
@PigWithTvs -
@Amanova said:
Survivors cant have a "good" perks is in it? Then no one will buy Quentin hun, devs won't sacrifice money for such sweats like that person on video!
Pre buffed vigil was already good but people were sleeping on it. the 110% buff it got made it over powered.
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You only get a BP cap for trial earned blood points to I believe 1 or 2 mil I forgot. If he got it from codes, daily log in rewards, weekly gift etc it ignores the cap.
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Well heres the thing. A decent amount of people play with friends. We can't really tell how much of dbd is games that are 2, 3 or four mans since the last stats we had of those are from 2017 but the only way you realistically keep going in dbd is either playing killer or with at least 1 other person.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970924#Comment_3970924
Isn't that still just defining them by the fact that they're weak instead of how their power is designed? It still leaves open the fact that killers who are designed the exact same way as Wraith, Spirit specifically, are not considered M1 killers by this definition.
Wraith can catch up to Exhaustion, too, though that's besides the point.It still feels like you could just say "weak killers" and be more accurate. Maybe "immobile killers" in this context, too. It doesn't have to invoke the way they're designed but also do it kinda wrong.
I did also say out of power options. Decent survivors will still dominate a wraith because its just spam vault window to force uncloak.
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I consider M1 killers to be ones that primarily down with M1 but have poor mobility/out of power options like Legion, Clown Wraith, Pig weak for one simple thing. Exhaustion. Certain exhaustion perks and funnily enough the most common ones like dramaturgy, sprint burst and lithe cause them to be unbearable to play as because no matter what you spend 15-20 seconds just catching back up or have them use it to get to a main building.
I still remember in the Sadako PTB I played one normal game and the first game was just exhaustion pre drop that I could do nothing about. -
@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970519#Comment_3970519
Oh no that's a full revert. That's a W actually on his purple bottles
Clowns getting an adjustment. So its not an entire revert. I assume they're gonna keep the Inner Soles base kit and make purples like 14% and 2 second linger then gut Bleach and Ether 15%.
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This right here is the reason why we need DC penalties. "I don't like X I'm just gonna DC"
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From what I heard they're back on now but there was definitely an increase in DC's. I imagine it was because they were silently turned off and only recently was found out about.
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I hope they just do a full revert honestly. If they wanted to make clowns purples less dominant they could have just nerfed the addons not the base bottles themselves. It was also the issue of, you can't force a player to use both bottles.
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Not much simply because the killers I did play just got turned into mindless hold forward and use power. Skill expression removed in return of buffing base kit or because of complaining.
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Hmm cool… now could we get back 110 trickster until the rework? So the killer can actually be enjoyable and rewarding.
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My guess would be killer hasn't chased someone for 30+ seconds.
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@SpringMyTrap said:
it's not bugged, it's just worded in a misleading way - unlike a lot of other things the perk talks about overall timer and subtracts %s from it rather from charge/second rates.
as a result, we have roughly 66% charge/second rate increase with 40% timer decrease.
40 / 1.66 = 24
40 - 40x0.4 = 24
So where is it stated by the devs that the perk description is worded wrong? Because that would be the accurate statement. Increasing recovery rate is not the same as reducing a timer and BHVR should know that.
Since I know BHVR loves their charge system I highly doubt its the other way around.
Ah so just a shadow change randomly. We love no patch notes. -
@Rokku_Rorru said:
Oh I didn't notice this, do you have any clips of it?
The Real Reason Why Vigil Took Over Dead by Daylight
You can time it. The exposed duration for dramaturgy is 12 seconds and you can see Hens recovers from the exposed in just barely after 7 seconds. If Vigil was TRULY 40% it would be around the eight and a half second mark.
The match backs it up
12/1.4 = 8.57 seconds
12/1.66 = 7.23 seconds
Just imagine 2 people abusing this making exhaustion or any anti heal go down at the rate of 2.32 a second instead of the 1.8 it should be while running around a strong main building. -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968812#Comment_3968812
press button - no skill, know when to press the button - a lot of skill.
Barely around a corner = crouch. It doesn't take a genius to figure that out. Its not some insane skill ceiling only the top 5% of dbd players can get right.
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I would love to know the killers you're using perkless to get easy kills.
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@SpringMyTrap said:
crouch tech is one of the better forms of survivor skill expression in the game adding more depth to chases.
The skill expression for crouch tech is non-existant. If you're off to the side in a scenario where you would be hit anyway might as well just press the crouch button in the off chance you shrink your hitbox enough to not get hit.
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@thighchamp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968265#Comment_3968265
What does this even mean
The killer is weak to pre-running.
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Yeah but then there's holding W.
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Yeah this map has been needing a rework for years now. Three strong buildings, strong fillers AND a shack. All within running distance of each other. Pretty sure Badham doesn't even have more than 2 bad fillers.
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@Virtualguy said:
Huh… you know what? If it gave a permanent vault speed bonus instead of the joke it currently is that would be a major improvement.
It would be overpowered if it did increase vault speed because then everyone would equip it and then just never try to stun the killer because they would have resilience vault speed while healthy.
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@ShanoaLegendaryPlz said:
Just like knock out, its intended use was to avoid flashlight/pallet saves. But again turned into a 4 man slug perk lol
So where was it stated that the intended use was purely for avoiding flashlight/pallet saves? Because from what the perk does its for information. Then you use said information according to what your killer is capable of.
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966343#Comment_3966343
True but let's also not pretend that he is "one of the best Clowns". One of the best controller Clowns, sure.
I'm pretty sure if you talked to all the best clowns he would be considered among the top especially when he is the one who made the 2000 page clown guide.
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@TheMonsterManor said:
Maybe if his invigoration was instant more people would use the yellow bottles more. But the fact they take a second to activate makes Clown need to spam his bottle throw the whole game to get any value out of his kit.
Heres the thing. You can still use yellows without instant activation. The learning curve is not that high to the point where they need a 1 second activation. If one of the best clowns can do it on controller with his self proclaimed "boomer thumbs" then most people can.
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Yeah I'm sorry BHVR but the franklins change just seems like them being lazy. Instead of making it affect certain items differently they effectively lowered the perks value tremendously when not paired with weave. But uuhhh I guess we get to keep the medkits on the floor with styptics and syringes ready to use in them now.
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965184#Comment_3965184
And gens absolutely stop if killers want to.
Half the killers in the roster can't do that.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964443#Comment_3964443
Throughout this thread we jump between 'killer should be able to abandon when the doors are open' and 'survivors in gate bagging'.
Except they are very different things. Just because the gates are open does not mean all the survivors are there and are safe. Survivors in the gate bagging probably are safe, but as discussed, survivors could just move slightly and now BHVR has to decide on where to draw the line for 'safe' and 'game is still going on'.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964456#Comment_3964456
If survivors did have agency to get back up that isn't taken into account.Out of curiosity
If BHVR changed it so that if any survivor had unbreakable or another perk that can get them up, the abandon option wouldn't appear, would you change your opinion? Because otherwise this feels like a red herring.
Yeah but just because all the survivors are slugged doesnt mean the games over for them. See where I'm getting at? You can still try to play the game but survivor just give up because they don't want to try. But if god forbid a killer wants to abandon once the gates are open is suddenly seen as a taboo.
The abandon feature was good at the start but then people started developing double standards. -
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964455#Comment_3964455
Everything I said was already stated in the thread as well as my direct replies to you.
Since you want to say that I support bullying there is no further replies necessary between us.Alright cool you to me are a person with double standards.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964450#Comment_3964450
Okay dude you are correlating two things that have nothing in common.
You seem to think that just because I dont want a give up button, that I support bullying.
This would be like saying "Well you dont want to nerf nurse, you must think survivors are overpowered"
Please come up with something related to the thread as you are now just assuming what other people are saying or thinking. I guess you are a telepath now?
I never once said Ialso supporting bullying the killer
So then please tell me. Survivor dont have to suffer a humiliating defeat by having the abandon feature but killer should suffer it? Both cases either side can come back but one gets the abandon feature. So should the killer just suffer by either wasting their time not going to the gates or go to the gates and have their loss rubbed in their face? It quite literally is becoming a double standard.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964443#Comment_3964443
They really are not. And comparing them is just incorrect.
Your second thing here though….all I can say is this is also supporting bullying the killer by just sitting in gates and bagging.
Yea everything I said was "I just want survivors to bully the killer"
not
"I dont want a button people can press to leave games they think are over"
Lets not misrepresent what people say to each other please.It may not be your actual thoughts but it is what you mean inadvertently or without intention. Because believe it or not the scenarios where people just sit in exit gates and bag is way more common than you might think.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964426#Comment_3964426
Thats not why the abandon feature was added.
The abandon feature was added because survivors have lost all basic control over their gameplay. They cant progress generators, cant open a gate, cant save one another, cant pick themselves back up, and are restricted to crawling around waiting for someone but noone can save them.
IThere is no Likely argument here. Its over. Real gameplay has halted.
Incomparably, the exit gates being powered. You still have full control over your character, you dont know where survivors are, you and them can STILL make mistakes.
Real gameplay still exists. You just dont feel like playing it.
You dont get to give up during a match because you feel like something is over.
If you do want to compare something to that logic, okay
Thats the exact same logic that was used by every survivor giving up on hook. "The match is likely over"
You want that back?
So no a 4 slug and the gates being powered are not the same.They are still the same. If you think that a killer shouldn't be able to abandon once gates are open then all I can say is this is also supporting bullying the killer by just sitting in gates and bagging.
