Brimp
Brimp
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Yeah this perk just got worse for no reason. If you're at the gate stage of the game with 3-4 people you're already doing extremely well and don't really need the extra opening speed. But now if you're the last person left its now nerfed by half of what it was before the update.
Perk went from niche to a proposed good then proposed win more perk that gets worse if you're the last one left for gates. -
yeah I've been looking at games over the past weeks and I can say roughly 50-60 percent of them contained map offerings. Still think it would be better to remove map offerings overall as all they promote is just bringing the strongest stuff. You see a killer bring gideons? 100% a nurse. Survivors bring crotus prenn? They are 100% sitting at main building offering the most boring chases.
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Ah yes I move the last 3 generators to the safest parts of the map so its genuinely impossible for lower tiers to do anything. Also yeah what Singularity said with trolls moving the gens closer to each other to troll.
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As barely legible as it is… If a killer is camping hooks because a survivor is willingly being chased around the hook that is on the survivor. No need to pause the hook timer because of your teammates mistake because that is also survivor induced camping.
And no the range of anti-FACE (big emphasis on face) camping doesn't need a range increase. It does its job. -
Well its more about all the things slugging ignores. Survivors bringing unhook perks to extend their chase time, basekit BT, basekit anti camp, the basekit extra 20 seconds on hook, spending time pickingup/walking to hook, pallet saves, flashlight saves etc. Like sure you don't get access to pop pain res but they've been nerfed to a point where Eruption and Surge are unironically around the same level of strength while ignoring the stuff mentioned.
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Honestly I think midwich should be down in awful tier. That map is the definition of trapper syndrome. If you don't have a great early game the only thing you rely on afterwards is monumental mistakes from survivors. Plus there's really any spots at all where you can see the same gen with multiple cameras without getting single EMP'd.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872823#Comment_3872823
So you're saying it's totally alright to make one person unable to play the game in the expected way because that should be expected?
By that logic, we could justify bully squads because a group of survivors are stronger together and could punish the killer for trying to kill them. Obviously in a horror simulation, four people would work together to fight against the killer, not drop blocks of wood on their head and run circles around a table for a while.
The problem is that both of those playstyles try to prevent someone from participating in the game in the way they expect to play. We can't justify being rude to someone by saying 'it's an asymmetric game.'
Once again it's a pvp game. I don't have to be nice to you if my objective is to kill.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872779#Comment_3872779
Of course it is. If you tunnel someone out early the rest of the survivors have essentially no chance to finish all the gens because even if you don't tunnel another survivor, once you hook one more person, they'll have one person on hook, one person going for saves and healing, and another getting chased.
And that's a basekit ability of every killer. And all it requires is to tunnel out the first person you find who you think won't last long in chase. And when it's done, that player will have been unable to play the game other than to be chased the whole game, most of it in an inured state, and the other players will be unable to do the gens. How is it okay to make someone unable to play the game, and as a result render their entire team unable to win?
By the time you tunnel out a survivor 1-2 gens should be remaining. The first chase is always the easiest for survivor so they can basically run the entire map/main building to waste a boat load of time. And if you don't like that in an Asymm, a game built to be unfair, you can have games where you don't get to play much then an Asymm isn't for you. You're playing the simulation of being in a horror scenario and people do die fast.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872754#Comment_3872754
But that won't happen if you don't tunnel. Basekit BT only gets used if you're hard tunneling or they do something dumb. Off the Record is designed to keep people from tunneling and encourage going after other survivors. Also, all of those are perks, meaning that if a survivor brought them, they might only have Bond or Flashbang or sometbing left. These aren't a similar scenario to tunneling or camping or slugging for 4k. They don't keep the killer from chasing survivors. With the exception of DH, they just keep a survivor from getting tunneled, and this all requires using up multiple perk slots to do it.
Yeah but for survivors the best thing is the killer not tunneling. Going for other survivors with no hook stats is just inefficient unless they just hand them to you.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872737#Comment_3872737
Tunneling only wins the match for the killer when you target the right survivor. But it's extremely rare for a survivor to be able to last an entire match when a killer is tunneling them; it's practically a guaranteed kill. The reason it's a low-skill strategy is that tunneling to enable a win (e.g. a 3k or 4k) requires picking a survivor who's done poorly in chase and then eliminating them, generally straight off of the unhook when they haven't been healed and the killer knows almost exactly where to find them. They do not get to play the game anymore once that happens, and instead only get to be chased from a weakened state and then get forcibly eliminated without being able to participate in normal gameplay.
As far as survivors having four health states, that's generally not true. I guess you mean something like running DH and DS? But DH can be played around by the killer and takes some skill to time well or play by the survivor. DS doesn't take much skill, no argument there. But those are perks. Tunneling, camping, and slugging for 4k are all basekit for every killer. Also, people running DS and DH together won't make the killer unable to participate in the game. For a talented survivor, DS can extend the chase for a while as long as they can get to a new good loop in time, but the killer still gets to chase survivors and defend gens. There's a balance issue if DS is extending chase too long too often, and if that's the case, it should be addressed. But unlike with DS, tunneling and camping are basekit abilities for every killer that prevent the targeted survivor from doing anything other than getting chased and eliminated.
4 health states off hook, first right off hook, 2nd from OTR, 3rd from DS, 4th from DH. Sure it only works once but once is all you need. And a majority of killer powers are very easy to DH and only gets weaker against M1s which should already be a free 2 out at the very least. Like if everyone just does gens the 2 outs are incredibly easy to get against the majority of the roster.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872697#Comment_3872697
Tunnelling, slugging, and camping are reasons why a lot of people don't want to play survivor. With the exception of slugging, those are all low-skill strategies that pay off most of the time and make the game feel pointless for the players being targeted. Slugging a whole team is generally not viable against talented players except with high mobility killers, hence the exception there. But even then, slugging for 4k falls into that category of low-skill strategies that pay off well.
We see these things complained about a lot while not seeing similar complaints about survivor behaviors as much because survivors need a somewhat reasonable skill level to even try to bully the killer. And even then, bully squads tend to lose matches since they don't do enough gens.
That's the issue here though: there are things that both sides can do to try to make their opponent unable to play the game as they should expect to play. The killer just has a very easy time doing it unless they pick the wrong target to tunnel. And I fully understand the challenges faced too; if my first chase goes poorly, I might struggle pretty hard in the rest of the match. But that's because of my performance vs the survivor when we're both playing the game as we expect to do. If I then proceed to tunnel someone out because I can't win otherwise, that's just me saying "me winning is more important than you getting to play the game."
"Slugging is generally not viable against talented players except with high mobility killers" Well yes. Yes not for the reasons you think. Talented players will win regardless because lower tiers are that for a reason, they are weaker. Also you call slugging and tunneling low skill strategies when survivors can have a build to have 4 health states off hook. All of those require nothing to earn them so is that also low skill? Most of the time tunneling and slugging working is a matter of survivors allowing it to work.
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@Nocturnum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872697#Comment_3872697
I never said it was scummy to want to win a game. I said that exploiting/breaking the game is scummy. And it shows you're willing to do anything to win, including making the game miserable for others just for your own enjoyment. The type of attitude that makes no one want to play with you.
"It leaves you with 2 slots left" Do you hear yourself? No one, NO ONE should be forced to have to slap things on just to deal with the possibility of someone tunneling/slugging. That's the whole point of a CUSTOM build.
Just like I told the other person, put yourself in others shoes once in a while. It'll do you some good.Its not exploiting or breaking the game to win in ways you don't agree with. Also what you said is literally calling it scummy to win the game in a way you don't agree with. Also apply that perk logic to killers… If I don't want the game to end in 5 minutes I basically require slowdown on a majority of the case.
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@Nocturnum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872425#Comment_3872425
That's kind of the point? Everyone is here to play, not have their time ruined by being stuck bleeding out for 5 minutes just because a crappy killer wanted a win and was willing to make the game miserable for it.
It's not about "giving everyone a chance" I want to play the game how it's supposed to be played, using perks, killer power etc. I can still get points by not being a jerk and ruining it for others. I don't need to tunnel to win either.
Tunnel/slugging can be done without perks. Camping can be done without perks. While for survivors they have to sacrifice their builds to always bring Unbreakable, Decisive etc. or be at the mercy of a crappy killer where they don't get to play. Again, where's the fun in that?It's a problem that people can throw the core gameplay out the window, not learn how to play, and still win. It's clear it was never meant to be a thing, people just abuse it for their own means and the devs have needed to do something about it for the past several years.
Also if you're willing to resort to doing scummy things just to win, you do care more about winning than having fun. You are the sweaty killer.Ah there it is the "you're scummy for doing X". No it is not scummy to try and win in a PVP game. I also don't see the problem with "sacrificing your build to run DS and unbreakable"…. Those are very strong perks on their own and still leave you with 2 slots left. You have WAY more build diversity as survivor than you do killer. Also tunneling, slugging, camping etc are ALL core gameplay of DBD according to the devs themselves as they are not reportable options. If they werent you would have anti slug, tunnel and camp perks. Also if you throw core gameplay out the window and still win… is that not a survivor skill issue?
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@Nocturnum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872362#Comment_3872362
Thanks for reinforcing my previous statement and showing you don't understand how a group activity works.
You are literally part of the problem this game is having, has nothing to do with being a "babysitter". This is exactly why BHVR needs to implement fixes for things like this because slugging/tunneling aren't how you play the game. It never was supposed to be. People just took advantage of it because they never did anything to fix it.
Sounds like you don't want to have fun, you just want to win. And if you step on people's toes while doing it doesn't matter to you. The game ain't just about you winning, everyone's here to play. Don't be surprised when people don't want to play with you if this is what you do when the fun is supposed to be shared.You can't just call it "group activity" like this game is something one off special. EVERY PVP GAME IS A GROUP ACTIVITY. No fixed need to be made because tunneling and slugging is only as powerful as the survivors let it be in a majority of cases. Also interesting how you say slugging and tunneling aren't supposed be how you play the game… when its literally the killers objective to kill. And playing by that rule book of "give everyone a chance" like a lot of people suggest is what will kill the game. Also the ONLY thing dbd really needs is an actual communication system for solo Q because survivors have more than enough tools to not go down in chase.
Also I do like having fun but fun is subjective. Winning is fun for me especially after when I'm constantly getting out perked instead of outskilled. If survivors are clearly meming around sure I will join in but survivors playing the game is also me just playing the game when I do what I need to win. Or is it just uh "survivors just trying to survive" and "sweaty killer". -
@Nocturnum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872354#Comment_3872354
Okay…I don't know what you're on about but thanks for letting me know you're one of the people I don't want to ever play with.
Sounds like an excuse just to play how you want regardless of other people. Half the time, I just let people go when I get 8 hooks and then mess around so everyone gets to have some fun. Even if I'm adepting/playing more seriously, I've never needed to tunnel just to win.
If everyone has to slap very specific perks on their build just to counter a certain thing, that sucks out the core fun of getting to make your own build in the first place. Killers don't need perks to tunnel/slug—they can have NO perks and still do it. Going out of my way to tunnel/slug destroys the game for everyone else. It's taking the experience hostage in favor of only my experience which isn't fair. Where's the fun in that?
These things are NOT the same.Its because you let people go and don't play to win which a lot of the community does the opposite of. You get 8 hooks then the survivors escape lowering your MMR. Also you talk about fair in an Asymmetrical game. The very definition of "fair" in a game like this is very VERY loose. It's a 4v1 where the people in the 4v1 usually equate to the 1 person. But in my experience its more like a 1.5:1 because of how efficient survivors can be. Also why are we using the phrase "Sounds like an excuse to just play how you want regardless of other people"? It's a Player vs Player game my own fun comes first which fun is subjective sure but I ain't no babysitter.
You find tunneling and slugging (efficient ways to play) to be miserable to go against as survivor while I find Exhaustion and 2nd chances (also efficient ways to play) miserable to go against. They quite literally are the same.
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@Nocturnum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872252#Comment_3872252
Those are….not the same at all??
I'm talking about people that are taking the game hostage and ruining the experience for others on purpose. People that want to make the shared activity miserable can do so without penalty (since the devs haven't bothered to prevent it). That's completely a separate thing than bringing perks.But I call going against second chance perks miserable and even then if I don't tunnel the games are 5 minutes which are also miserable. As I see it they are the same. Its just survivors have better counters to slugging compared to most of the killer roster vs second chance and exhaustion. Also slugging/bleeding out is not holding the game hostage.
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@Nocturnum said:
I feel for you OP, the game has gotten so much worse with killers who dismiss the fact that it's a group activity and don't care the least bit about anyone else's experience. It's appalling selfish behavior.
Plus if they're so skilled, they shouldn't need to slug in the first place. Just slows down the game and makes everyone miserable.
Between this and how the devs are treating people after the Junji Ito fiasco, makes me not want to play anymore.Honestly I could say the same thing about survivors in that 2nd part. If survivors are so skilled they shouldn't need to run exhaustion or 2nd chance perks. But the reality is people still do because of the huge advantages it provides. Now obviously not all this is possible in Chaos Shuffle but thats the point of an Asymm. Some things are possible no matter what.
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@CLHL said:
In 2020 I used to watch a Fog Whisper that whenever he played The Wraith he would slug everyone and let them bleed out in the floor. To this day he is still Fog Whisper, but apparently slugging is now a problem for some reason.
People are only really having a problem with it now because people found out slugging is just way more valuable than hooking from the basekit mechanics they added to hooks and the amount of super strong unhook perks for survivors which slugging all bypasses. If only survivors adapted to it by idk running MFT and good positions on the slug…
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Slugging isn't a low skill tactic huh? I thought being skillful implies being smart and avoiding unnecessary risk which slugging removes a lot of the risks there is to hooking or even trying to hook.
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You can make the stun as long as you want but the matter of fact is you increase the stun timer, the more you see killers that can immediately make up the distance after being DS'd. Three seconds was already strong because it's a literal extra health state. You bring one perk to extend a chase by 15-30 seconds against a majority of the killer roster. Now imagine if it was 5 seconds against an M1 killer. An extra MINUTE at least because that just allows you to W across the map. Four seconds is fine where it is and increasing it by one seconds will do nothing against nurse, blight, billy etc.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871624#Comment_3871624
I did no such thing. I put them in quotes because its the 'go to' reason. So much so, there's no way to argue against it. Like adding emphasis. At least that was my aim. Ah well lol
Anyway, of course its the best tactic. For all the reasons you named and more. Still a terrible mechanic that i would love addressed. Lets go over a few more things I'd love to be addressed:
Gens being less than 1 dimensional while repairing.Being slugged, on the ground, with absolutely no game play. Just… on the ground.
Killers having to deal with bugged mechanics, like inside-the-killer Flashbang 'tech'
Matchmaking and being more transparent with information, like MMR.
All these things are just a few. The are mechanics that I feel are not fun and/or engaging as part of the gameplay loop controlled solely by the developers. I really hope people read this part. Its not discounting the reason for slugging, it's focusing on the fact its a developed mechanic(s) that go against what a game is supposed to be: fun.
Well its a PVP Asymm. Fun logically is one of the least occuring factors. If it was same side same objective PVP sure you can have fun no matter what usually but Asymms don't allow for that. Also being slugged is no different to being hooked other than it takes longer to die while slugged and you can crawl to wherever you want. What can you do on hook? See your teammate run around doing nothing until stage 2 then you get skill checks which still aren't that interesting.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871020#Comment_3871020
Unfortunately, the curtain of 'I want to win' will veil anything said about it as the 'reason' to slug.
BHVR needs to intervene, and better than the AFC system. I've moved on from playing solo'Q to playing Satisfactory. Much more entertaining currently.
You put the word reason in quotes as if its not an actual thing when it is. You ignore a multitude of game mechanics and perks by slugging which if you want to win is the best way to play. Lets go over just a few of the reasons slugging is better than hooking right now:
Avoid anti camp
Avoid basekit BT
Avoid flashlight, flashbang and pallet saves
You get into chases quicker
You can still use other gen regression
And thats only to name a few. -
Slugging and bleeding out are different things. Slugging is done because its genuinely better to do at this point than to hook because it counters so many of the survivors unhook perks which you see in probably 8/16 total perks per game at the least and then the killer starts hooking once all survivors are on the ground. Bleeding out is just done to bleed out.
What you're seeing now is just killers adapting to the several strong unhook perks survivors have and are choosing to play around it because they want to win. If a killer didn't care about winning as much you would see them hook. All this generally boils down to BHVR failing to balance correctly by nerfing the hook perks killers have while buffing base kit hook options survivors got. I guarantee if BBQ got its BP bonus back you would see killers hook WAY more.
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Are truly safe pallets even healthy for the game? I would rather have a majority of unsafe so you actually have to critically think of when to throw the pallet rather than "haha lmao you have to walk 20 light years around the loop so no matter what im safe".
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871335#Comment_3871335
Then we should have a list to ban 5 killers too so you all start to play with normal killers and actually get better with A/B/C tier killer
But I thought people like agency with what builds they want to play with? How come we can't ban perks for killers to use?
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You remove tunneling then people shift to slugging. You then remove slugging then you only get nurses, blights or billies or no killers at all.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870871#Comment_3870871
https://us.v-cdn.net/6030815/uploads/5H345G5OBIHB/image.png
Technically yes they could balance it fix it work on it and test it for a while just so huntress hatchet hitboxes look a little better in one of the two regards but it might take weeks to months, they probably won't because its a lot of dev time for very little and you won't get rid of ping issues till you remove ping completely you can't expect a real player to want to aim where the survivor sees themselves on the survivors screen so hits will always look off, a total of 120 ping will still see you hit by a hatchet that can be up to 0.4 meters away from you and if there dares to be a bit more, it will still look EXACTLY the same so it will feel like "wasted" dev time for people who want other changes.
I wouldn't consider it wasted dev time for making something look like its in the realm of possibilites because hits like those still occur on low ping for both sides. Even myself I've thrown a hatchet 10 lightyears way too far to the left or right and it still magically hits while both players had good ping.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870835#Comment_3870835
Yeah but when you throw it 40m/s ask a server to interpret it with 60 ping from the killer 60 ping from the survivor, and the fact the running hitbox looks like this
https://us.v-cdn.net/6030815/uploads/TWJS7ZLXAFRG/image.png
Its not gonna look right, in that 120 ping of time between the killer and survivor and server, it can hit a survivor who moved a half meter from it on their screen and not on the killers screen. Combine them all together and.
https://us.v-cdn.net/6030815/uploads/3MQQBO44YWK6/image.png
comedy
Yes but the hatchet itself is still beach ball sized in hitbox. Of course most of this could be alleviated by just reducing the hatchet hitbox size by about a third and adding actual hitboxes to the survivors while making the pill the actual environmental collision box that has nothing to do with taking damage unless its something like traps.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/436749/huntress-hatchet-aim
I used to swear she was tossing around homing beachball-sized hatchets with GPS, but when you see it from the killer's perspective it's ping & latency mostly. Same thing with being hit once you've vaulted and taken a step or two.
Nah the hatchet hitbox is also genuinely that big. Its a sphere where the the width is actually like 3 hatchets lined up next to each other.
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I could say the nearly the exact same you said for a couple of survivor perks. And even some of those straight up counter N.T.H.
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I still consider pre nerf distortion to be one of the unhealthiest perks for the game. Enforced stealthing therefor I go back to hook because clearly you or your team doesn't want to be chased and want it to be a 3v1 asap because I'm not gonna spend 30 seconds at each generator trying to look around while others are being progressed.
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So would you rather go against full slowdown or full aura reading? Because you can do A LOT more against full aura reading than you can slowdown.
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@foods said:
have you considered survivors dont like losing so a killer being borderline useless is actually good for the game
If they don't want to lose they can get friends in a lobby and 4 man. If you play solo q you willingly accept the fact that a lot of the times your randoms get 4k'd is because of their own skill.
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Yup and you still see people go an say "just remove the DC penalty so I can give my team a bot" acting like a bot isn't already just as bad of a hinderance to the team.
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@OnryosTapeRentals said:
His strength has definitely gone up, but his faithfulness to the source material remains poor (and that's the most important part of adapting a licensed character IMO).
I don't get how he remains unfaithful to the source material?
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@Jackal7879 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868187#Comment_3868187
but then he can just immediately down again and go after the healer and we also need to take parks and into consideration
Its not like he instantly teleports you get time to body block/run to something if you just crawl near a tile.
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If the freddy leaves you on the ground for that long you should be at 90% recovery progress. The freddy would have to be really fast to hit that teleport even with sloppy.
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Well dbd doesnt use canon characters. You think Myers wouldn't take the chance to just insta mori every survivor he gets his hands on and not caring about the entities consequences?
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865943#Comment_3865943
Letting your deep wound timer get that low is often a correct play though especially against Legion.
The point of deep wound is to buy time for the killer and serve as a drawback to endurance (and to prevent endurance stacking), and the dark screen filter just isn't really necessary at all. It's fine for a mild screen filter to be there as a reminder to mend, but having it get extremely dark and difficult to see through is just more frustrating to play with than anything else. It doesn't make deep wound that much more dangerous nor does it make deep wound a more interesting status effect for either side.
You can just 99 the mend while still having 19 seconds left.
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My guess would be a visual change to make the bar in the center of the screen so you don't how to look on your left (even though it takes half a second) to see your remaining time. Hopefully nothing done to the screen getting darker as your deep wound goes down because that's on the survivor for letting it get that low.
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Fun is subjective. People like being the powerhouse some like to mess around sometimes. Also 2 sides with completely different objectives. Also it's a pvp game you are meant to really only make your own fun when both sides want to win.
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865523#Comment_3865523
If too many people are giving up then yeah nuking is good option. This game has 2 sides after all.
Its not a good option. Its people refusing to learn the counterplay of skull merchant and whining about it. I guess by that logic I should never learn how to counter certain survivor perks and go AFK as killer until it gets nerfed without giving constructive feedback on why something is bad and not a petty reason of "its unfun".
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@DancewithmeKate said:
Because people have not too much time after work / school. They probably want to use this limited time for fun matches.
The real question is why BHVR is not fixing the issues which makes people dc / suicide. Skull Merchant is good example here. She was dc monster and they finally fixed her. Now people are rarely dc'ing against her.
If gutting a killer is "fixing" I dread to think what you would do to other killers that are mildly annoying.
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You don't wanna play the game to completion by BHVRs terms? You get the DC penalty.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863332#Comment_3863332
Exhaustion perks don’t seem difficult to balance. They are just perks that give a speed boost for X seconds in exchange for performing some action… then they enter cooldown. It’s arguably more difficult to balance boons, anti tunnel, anti slug, healing, and pretty much every other survivor perk type. And if we’re being honest we don’t get many of those types terribly often either.
See you underestimate the power of each survivor running faster than the killer each chase. That little speed boost can easily cost 20-30 seconds across each survivor. The time wasted by them is tremendous value.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863322#Comment_3863322
Dead Hard isn’t really relevant as an exhaustion perk and I suspect it only has exhaustion as a function because otherwise it could have the endurance effect on top of synergy with (another) exhaustion perk. As for the true exhaustion perks minus Head On, which also shouldn’t count here… fortunately for killers who are M1-reliant for downs maps are trending toward small, barren, and bright.
Thats why I said DH for distance specifically before 6.1.0. They're a nightmare to create as proven why we only get like 1 per year if we're lucky.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863316#Comment_3863316
I guess this is some sort of joke?
Nope. Exhaustion power creeps M1 killers to the point if they get buffed to specifically counter it they become obnoxious to play against without it. It's in the same tier as nurse where they have to be extremely careful when making new exhaustion perks because they add one too powerful then we have DH for distance all over again.
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@Ayodam said:
Nobody tell him. It’ll be the next thing forum killers complain about.
I mean exhaustion is already a huge issue so.
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@fixblitzskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861855#Comment_3861855
Doubt it. Recent Rework have all been a bunch of small changes. Trickster rework was just a bunch of small changes. Only time a killer really had a rework that changes the power entirely was Freddy but that was long ago. At most we’re getting snares + pallets and teleporting to completed gens
"Small changes" if nearly gutting a killer counts as "small changes" then I dread what would be considered major.