Brimp
Brimp
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@buggybug said:
But why should killers see survivors?
4 flashlighs or heck 1= lightborn
4 mix items= franklins
Ttv=dodge
Nice cosmetics = dodge
Same concept right?
Kind of the same concept. Countering the killers power will always be more value than denying items but thats where the similarities end. Not to mention if you could see the killer no one would be able to play any strong killer.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827984#Comment_3827984
So you dont understand how Hitboxes work? It’s not the hatchets that are the problem, it’s the survivors hitboxes. And when they made her hitboxes smaller her kill rate which was already one of the lowest in the game, dropped EVEN LOWER.
One of the easiest killers to loop till this day and as a result most comp players rate her at B Tier and when used in comp struggle to get more than 2 hooks.
No its both. The hatchet hitboxes are as wide as 3 hatchet models side by side (basically throwing beach balls at people). Doesn't change the fact that shes the best zoner in the game. You can even see clips online where even on the huntress players' screen they should have NEVER hit the hatchet but thanks to the hitbox size + latency it allows it. Also kill rate doesn't mean anything when you just put numbers and not on how games actually play out. Either way seeing less huntresses would be nice since shes so boring to go against. But yeah they tried to give huntress 3 shiny pins base kit in that one PTB practically everyone said it was a bad idea and is STILL a bad idea to make even one base kit.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827960#Comment_3827960
Who cares if she can zone? Pyramid Head zones better and he moves at 110 when zoning and can instantly cancel into an M1, not to mention hitting through obstacles. And while yes she can zone from further away, survivors move 23% faster than her when she is charging. If you get zoned from far away that’s on you.
Oh yeah my bad let me dodge the latency hatchet the size of mars. She still zones better than Phead because she just walks up to you while you try to dodge the hatchet because its the same 50/50 of "will they commit to throwing the hatchet when they round the corner or not". Shes literally the best zoner in the game. I'd rather go against a zoning pyramid head because at that point the m2 is at least honest in its hitbox.
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Nah. We don't need one of the best zoning killers to zone even better.
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Skilled based MMR can work when both sides have different objects… only if maps are static. Random pallet and windows counts with differing strength of tiles/main buiildings completely throw that out the window because the MMR doesn't take these into account. Also I still never want to go back to pre 6.1.0. Never in my days do I want to go against DH for distance.
Basically the game isn't built for MMR but for some reason BHVR is so insistent on keeping it. -
@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826566#Comment_3826566
30 was accepted by killers but 25 should be a fine compromise
No he just doesn't need a hitbox reduction. Any questionable hits is purely from bad ping.
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@TonTon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826548#Comment_3826548
alot of people dont agree with that sadly
I mean we can go back to 20 cm hitbox which was also agreed upon to be pretty bad then got moved to 30 cm which a lot of people agreed upon to be just right.
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Weskers hitbox is literally fine. It at most extends like .5 centimeters past his arm when hes standing idle with it.
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@BlackJimmy88 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823061#Comment_3823061
There's a small chance they misjudge, and you break out and bumble onto hatch. That's still something. Once the Mori has started, the game is over for you. I don't want to watch the Mori again. Even Knight and Ghostface's get old after a while.
Yeah but thats what a really low chance? Also if the killer really cared they would just bleed you out if theres no hooks in range. Just a silly reason for the OP to want to skip the objectively faster option.
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@MaddieMage said:
No I don’t think they need to make exhaustion further benefit the killer more than it already does.
??? It just turns off 2 perks that don't even give exhaustion. Other than that it does NOT benefit the killer. Like oh boy exhaustion really benefits the killer by preventing me from running sprint burst, lithe AND dramaturgy together(would literally be perma meta like running multiple speed boost perks back in 2016-early 2017 was). Just no, little to no benefits the killer for the survivor to be exhausted.
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@SoGo said:
I'm not a Trickster player, so my opinion doesn't matter as much here....
But why is Main Event not a thing you can start willingly once you get it? Why are you on a time limit with it?
Because main event camping hook is a thing. IDK if you played during this time but main event used to be really bad because you had only a TEN second window to activate it. It was borderline bad because by the time you got it the survivor was already 2-3 knives into going down.
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Yeah its at this point where I think the community got a little bit too spoiled. While I agree with most people that solo q is a horrible experience the final nail in the coffin IMO was no de-pips. It just further enforced the mentality "Why stay when I'm not gonna get any BP anyway?"
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Yeah idk. The perk that just removes a skillful part of the game getting buffed to have no cooldown is weird to me even to this day. Still feels like this perk was buffed specifically for solo Q and now I see teammates running from pallet to pallet isnta dropping it leaving me with nothing.
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@Autharia said:
Cause Bad killers cant 4k on hooks and cry about SWFs.
So finding the weakness in the current meta is considered a player being bad? News to me. Anyone can look at the survivor meta pre 8.3.0 and see that is has less anti-slug perks than second chance perks. So making it so people can't actively use their 2nd chance would be a smart move. Not to mention hooks just keep getting weaker and weaker.
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You would unironically spend longer going to the hook, getting hooked then through the sacrifice animation than being in a mori.
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You know a suggestion is going to be bad when it ends with "And I know the people who will disagree with me are going to be killers."
Given that this was written out of emotion it should be obvious. You still get the free trade thanks to no hook grabs so the only time it ever really prevents you to get the unhook is STBFL. -
Wow a switch of power in the event? Surprising. But either way its still pretty much value for a survivor to enter the rift. You take the killer away from the literal map for no map pressure at the cost of no exhaustion.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818266#Comment_3818266
I remember when 3% haste "completely broke chase mechanics". Oh wait that was a survivor perk. Never mind. Haste for thee and not for me, understood.
Issue was MFT was INFINITELY more available than this build. This is just a pub stomp build while MFT always got value no matter what.
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I mean i would rather face aura reading than gen slowdown. Some people complaining about aura reading just don't like to get chased.
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I still find it baffling that people are complaining about aura reading when there's far worse. Would you rather do the same gen 3 times or go against 3 aura readings that are easy to counter once you know what they are unless its specific scenarios?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815490#Comment_3815490
a lot of maps have a lot of collision and the turning helped you mitigate map rng while also landing your chainsaw right next to the survivor which played so well into his missed cooldown that was nearly non-existent in overdrive. they increased cooldown and nerfed boot which in theory should make billy less oppressive.
at least i won't get billy that zoom around the map with iri engraving and land right next to me with overdrive only to m1 or force me to win a m2 50/50 if i am in dead-zone from continuously hit & run gameplay.
Honestly if a billy is able to do that in overdrive with engravings its 100% deserved on his part. The old 15.6 m/s saw is so difficult to get around objects since it's so fast and boots only made it slightly less hard.
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@PriestessPoppy said:
Old Skull Merchant was weak and whatever, but they can't keep a killer with a 80% killrate in the game. They didn't have time for a full rework and decided to put the killer "on hold" for now so that there are no outliers in their stats. I think this was the best way of doing it. Either that or a Killswitch.
That's the problem. The killer wasn't good but had high stats. Thats not the killers issue, thats the survivors refusing to play against a killer they don't like. Nerfing the killer to put her "on hold" is honestly pathetic.
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@Laurie268 said:
Remember BHVR, the forums do not represent the majority of the playerbase. Almost everyone I know is happy with these changes and thinks you should have even went further with them. She has been so obnoxious to play against ever since her release that I feel zero sympathy for SM mains. Let them suffer the same way survivors have for the last 1.5 years
Waiter waiter more obnoxious killers to go against like basement camping bubba please!
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@strvmpet said:
sm 100% needed changes but it feels as if bhvr somehow tried to gut the killer, which I kind of get, if you basically freeze sm by making them completely useless it means that sm will be less hated, which sure ig is an option. overwatch did it with brig and she's pretty liked now despite her release state.
but the issue is they tried to strike this inbetween and it just ended up messy and gross, they really shouldve just gave her speakers basekit and the one beam and she'd be significantly weaker but atleast the players who love her arent ######### over. Hell even changes such as increasing how long drones are off for or decreasing clawtrap time would make her alot weaker but atleast that character at it's core is the same. it's upsetting to know she's gonna be frozen for atleast a year now
Oh no they didn't try they straight did with the first set of proposed changes. A trap power that doesn't work well as a trap power and blood lusting literally being better than to try and hinder the person mid chase.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814919#Comment_3814919
it is because they allowed billy to spam overdrive very easily. without the add-on, your more likely to bump into objects and overdrive farming is generally less time efficient.
I can say you did NOT need boots to farm overdrive. Simply going across the map would charge it up 75% of the way pre patch.
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Wait so where is this supposed infinite on badham?
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Most of the time its because of survivor mistake/skill issue. Whether that be not efficient enough on gens or chases going really short.
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Probably the classic "high usage so nerf it" ignoring the fact that overdrive addons just arent worth it. As for lopro I would say it was warranted.
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@I_CAME said:
It's definitely busted. I even saw Otz complaining about how broken it is the other day. He intentionally camped it in a few games to show how absurdly strong it is.
Yeah but its 1 hook on a map where most of the time you arent getting to it. Absurdly strong hook for an absurdly strong map balances it out. Also the boil over thing.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808784#Comment_3808784
Exhaustion perks are the clostest thing survivors have to an actual power and its expected that every survivor is running some form of exhaustion perk. I sometimes don't, but I also feel it everytime I don't.
But don't hate on the exhaustion perks of survivors on general, only hate DH (and MFT, may it rot in hell).
Eh the most issue I have with them is sprint burst and lithe. Just very brainless for such a good effect with the only downside being you can't use MFT or Iron will with them.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809485#Comment_3809485
I mean the game is unbalanced that ship has sailed. At this point if you gpt rid of exhaustion perks it would make it almost impossible for survivors. I wouldnt be surprised if kill rates went up to 80% or something.
I mean some people say that without exhaustion they ended up becoming better at looping so that 80% wouldn't last too long.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812625#Comment_3812625
It's obvious griefing for one.
I'm not sure if it can feasibly be bannable but it really shouldn't be possible to down a survivor and W-S on their body for 4 minutes straight. That's just ######### behaviour and they need to do something about it.
Well it's not really under the list of bannable reasons and no way to prove its "working with the survivor" so…
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So why should this be bannable?
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The chances of getting that multiple times is very rare.
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They are multiplicative. The way speed boost works is they go off of total movespeed before each perk gets applied. So machine learning would make you 126.5% from 115% then batteries included would go off of that 126.5% to make you 132.825%. This could happen vice versa because perk order does matter but only in very small and specific scenarios like soul guard and unbreakable
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@Peanits said:
Corrective Action no longer works with the build you're thinking of since it turns missed skill checks into good skill checks, not greats. This would provide no additional progress to the generator.
Wouldn't Stake Out just make those good skill checks from Corrective Action into greats when you have tokens?
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Yeah a flat mill for compensation… When people have easily spent over a mill being forced to take cypress moris… Just make it refund each one.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811872#Comment_3811872
Make it 15 seconds + increase capacity of tokens to 3, pretty please 😬
No. 15 seconds chase time is WAY too short for a token recharge.
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I would hope not. Sure the projectile sounds great but you still have to go into the void to get it to possibly pop out next to an already completed gen to possibly get use out of it.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810097#Comment_3810097
Why do you have to choose between the unhooker and the unhookee in the first place? Do you not usually leave the hook area? And, you know, go pressure gens? There are other 2 people in the match. (of course, excluding scenarios where 1 or 2 people are dead, or they are playing immersed)
Going for some person across the map every time is just not a good tactic. Plus more often than not in my games survivors either let the hook survivor sit there until like 15 seconds left on the hook timer so why would I not go back and secure 2nd stage or they save when I don't even walk a terror radius away.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809990#Comment_3809990
yes because tunneling is not a skill issue either. Nothing skillful about going for the guy with 1 health state and 1 step closer to death hook. Big strategic play here
You can't reasonably go for the unhooker every single time and expect to get a 3k or more.
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No. We do NOT need people running multiple health state builds post unhook.
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@SoGo said:
Her puke sometimes just decides "No" and she misses a perfect shot.
Any small object can be used to avoid the puke completely.
DS and Head On disable her power.
If the whole team can agree on whether to cleanse or not cleanse, she can get countered just fine.
If anything about her has to be nerfed, then her Iri add-ons and that's it.
I mean both her iris were already nerfed enough imo.
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I'd say hes gatekeeper of A tier, either highest of B or lowest of A.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808784#Comment_3808784
Well considering how high kill rates are already, if you nerf all the best survivor perks it will be too high even for Bhvr. and they will have to either buff survivor or nerf killer to compensate. Either way killer mains will complain because the game isnt tilted ENOUGH in their favor.
It's not about tilting in favor. It's about seeing the major flaw of allowing 4 exhaustion perks in a game based around the base movement speed. The simple fact of allowing a free speed boost causes so many balance issues for the game to where more killers would be added specifically to counteract the mechanic by either making them a dash killer to end chases quicker.
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I had the opposite effect. One of my killers wasn't p3 before the change and didnt have the bloody portrait at first but the next day it had it.
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Simple: Just way better to slug at the moment because a bunch of hook perks for killers keep getting nerfed. Knockout prevents the slugged aura from appearing meaning they take longer to find the slug. It actually builds up quite the pressure because you force a person to constantly follow the person being chased but be out of sight not doing a gen to make sure you don't spend minutes trying to find the slug. Way better pressure than to hook someone and get 20% current progression pop or 20% from pain res.
Also with the proposed nerf to dead mans in the ptb… yeah slugging will become a better alternative if that goes live. -
I mean yeah no mystery that exhaustion does way too much for little to no downside.
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Yeah unfortunately it seems to be getting worse and worse. What I find even worse is that people still think there should be no DC penalty.