Brimp
Brimp
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I highly doubt that people who played from day 1 found the game easier now than back then with literal infinites at basically any window and double pallets everywhere.
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Please this. People get their free DC way more than they try to actually clutch up a game.
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Eh ive started playing around the end of 2019 and I will say depending on "old" dbd I will not go back to those days unless it's for billy. Every iteration of the game has had some very annoying perk combos but back then it was even worse with the old maps.
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4 Seconds is the most I would go. It's still a very good perk at 3 seconds people just complain that they can't make a tile in narnia when they use it anymore.
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I see people say the slinger nerf was justified because of insta scope. But in reality the situation is still very much there. Now its just hold M2 as the survivor looks back and zones themselves or you get the shot for a slighlty quicker down time.
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I mean yeah with more and more maps coming out with loops that you can just see the killer the entire time it does make the red stain start to feel just like a novelty thing. Even sometimes like a disadvantage from a year or two ago where people could use configs to let the stain bleed through walls basically knowing where the killer is mid chase.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629967#Comment_3629967
This is how we know that the mechanic is under tuned, because the common response to 'this doesn't seem to do anything' is always 'well, the mechanic doesn't change that killers stand still and don't actually participate in normal gameplay, the *real* problem is how close to the hook they do it'.
Well face camping was basically already dead with the removal of hook grabs allowing for free trades against anyone without an insta down. It's just BHVRs way of not making people totally AFK or a poor attempt at trying to make people chase.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629967#Comment_3629967
Not necessarily targeted at you... but where gameplay and player experience is concerned, what is the difference between face camping and proxy camping? 16m?
Functionally, they are the same.
Are we really to believe that a Killer pretending to engage in chase is BETTER than one that telegraphs their intentions?
Proxy is at least an attempt to pressure people nearby the hook meanwhile still putting pressure on the unhook. Face camping is just standing there mostly securing the hook. Or if you want the more accurate explanation, face camping isn't playing the game as much as someone actually moving around.
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Its anti face camp and sounds like the killer is proxy camping so everything is fine.
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@Config said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629737#Comment_3629737
And this is terrible game design, I’m blaming the devs and if this comes live, blame the game not the players.
Well time will tell but as a comment before specified like dribbling the gen seems totally wrong as the notes state "At least 5% of the Generator’s total charges must be repaired to stop regression"
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@Config said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629731#Comment_3629731
Perks shouldn’t be required to fix basic game issues
Thats literally what a lot of games have. Don't like this mechanic? Use this character to counteract that. Its only really bad when the base game mechanic is THAT strong.
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@TSQuint said:
Nothing they do is going to work until they implement a point deduction for every 1-5 seconds spent inside 16m and not in a chase or using insidious. With kindred, you can see when some goober stands still before they fade. Even if you don't have it, when it's been nearly a minute and no one else is in a chase, if should be assumed the killer is being lazy.
There's really nothing that needs to be done for proxy camping until chasing is actually rewarding whether it be increasing the power of 115s or making maps actually balanced.
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I mean if it becomes wide spread enough then overcharge comes back into play.
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I mean its a cycle. More people use FTP buckle up and more people slug. Slowly more and more killer playstyles are being negated by changes to the base game. Whether it be new perks or perk combos.
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Yeah people don't really like twins because its the same loop of someone gets downed, an injured person goes for the pickup then gets downed by victor etc. I still think a button to make charlotte slowly walk towards you while you control victor would be a great change for the twins as the biggest issue is just someone holding W away after getting hit then having to walk anywhere from half to the entire map away.
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Its because along side these changes killers are getting little in return. Sure the 10% faster kick speeds and hit cooldown reduction is cool but it pales in comparison to someone having 10 seconds of endurance and haste off hook. They try to address all these problems without addressing the biggest ones being map design, exhaustion perks and nurse.
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You are the reason why we can't have a DC penalty free game.
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I would say its a failed concept. Purely because it became the band-aid fix to bad mad design. Examples being cowshed window, garden of joy main window and the one window in the backyard on reworked haddonfield because if I recall correctly there wasnt a breakable wall during the PTB for it.
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I used to like to go for chase twins but ever since the nerf to victors fatigue that has become less and less viable as those 2 seconds on top of a 6 second fatigue do eventually stack up.
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I would say make his chainsaw hitbox extend down a bit further so you don't have a chance to miss anyone simply going down a set of stairs and so you slide off them.
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There's a lot of things that cause me to tunnel. Mainly because a part of the survivor community is horrible at macro play so when i try to leave hook to find someone they exhaustion to some sort of super strong tile thats guaranteed to waste a lot of time. Which if I want to get a 3-4k playing more efficiently is then needed after that.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612602#Comment_3612602
So instead of searching for totems, spending time blessing, traveling, and bringing a nearly useless map...
You've now got survivors spending 100% of that time on gens and bringing toolboxes.
I'm not arguing that being healthy is helpful, but the trade off with the healing changes was that all that time that used to be spent healing is now just spent doing gens. Especially at the start of the game, that time was absolutely beneficial for killers, and it was traded for even more time later in the match as people ran around trying to heal (and still not doing gens).
The healing nerf is directly responsible for quite a lot more gen efficiency. The one thing it didn't do is make survivors 'waste time healing', which is what killers were hoping for with the nerfs.
That's not how healing nerfs like this have ever worked in this game, and banging out gens with resilience and adrenaline was literally meta before coh came out. We're just back to that again, which was honestly the obvious result of the healing nerfs.
ETA: it wasn't normal healing speeds, this is a very common misconception. There was a 50% bonus to healing, but the self care effect has a built in 50% penalty to healing. The net result is that survivors spent a bit over 21 seconds self healing in the boon, since the total bonus with just circle was 75%. That 21 seconds doesn't include any hunting, travel, or setup time.
Yeah but OG was 100% which 200% healing speed divided by half was 100%. They can implement boons but not the way COH was done.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612420#Comment_3612420
You're completely disregarding the setup time.
The 14-28 seconds of blessing time, hunting for a totem, and the travel time to and from the boon were all time spent *voluntarily* not doing gens at the very start of the game. Usually with multiple survivors doing this instead of gens.
Killers demanded the healing nerfs, and fully expected survivors to waste time healing each other. Instead survivors recognized that it's a waste of time, and have all this free time saved by not blessing towns any more. All that extra time is spent on gens currently.
The self heal at normal heal speeds made spreading apart even stronger. And people would bring maps with totems on different levels so the killer would also have to go up meanwhile they could self care on the base level.
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@MikaelaWantsYourBoon said:
Killers wanted this meta. They wanted every side objective survivors have to be nerfed: CoH, medkits, chase perks etc.
Now survivors have no reason to leave gens.
CoH wasn't even a side objective. Being able to self heal at the speed of a normal heal was just busted and even with the 50% nerf to it before the SC nerf.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610166#Comment_3610166
In my experience, Billy is literally just spam rev chainsaw around every loop, survivor either predrops or billy downs them with a curve, rinse and repeat.
I never saw it as adding more depth, if anything i'd call it boring and one dimensional, same reason why i hate engraving billies.
Ehh those are some bad survivors then. People were dodging curves all the way back when he was getting popular but I guess years of rarely anyone playing him and suddenly people don't know counterplay.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610039#Comment_3610039
Hot Take, but i never found Billy fun to go against in anyway and the curve-able loops was one of those reasons.
I'm genuinely happy he got reworked, as it means i only get to face Billy once in a blue moon.
Kinda weird given that curveable loops added more depth of "is the billy gonna go wide or hug it tight". It removed the whole just hold w and drop pallet when you know you can't get another rotation.
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Yeah I'm getting the same vibes of launch day dbd to before myers released. They never expected it to be very big so they just kinda give less than half the effort to address things (which is kinda wrong cause shack double window existed for only around a week). The fact that their response to holding off on giving more communication for soloq is "soloq doesn't like to work together" is straight up embarrassing.
Like billy and blight addons (billy in all aspects like collision and addons) have been in the state of they need changes for YEARS and yet they're finally getting addressed now.
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Its not even about playing something else. Its about the company themselves just refusing to have good communication or flat out making the wrong statements. Its not really something that screams "we're gonna fix this so you can come back later"
Edit: The comment this was quoting got deleted which was just the video of Cote saying "go play something else"
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Still waiting for the day that DBD players dont call bug fixes buffs or nerfs.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/399805/why-do-we-use-such-stupid-logic
There's no such thing as 'tunnelling gens'. Stop misusing terminology for false equivalence.
And what else are survivors supposed to do but gens?
I mean there quite literally is tunneling gens by leaving people to die and ONLY doing gens. Since tunneling comes from "tunnel vision" which that fits EXACTLY with slamming gens.
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The only good way to improve tunneling is making most killers around the same strength or making chasing with weaker killers actually rewarding THEN nerfing tunneling a few weeks later depending on how well the chase incentive equates to gameplay.
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I see you're trying to loop chucky like a normal killer when hes not.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602143#Comment_3602143
Engine limits, spaghetti code, maybe they did not find way to fix bug without breaking power etc. A lot reasons.
Also i doubt you know about Nemmy and Xeno techs lol. You can drag whip and tail a bit after used power which gives you some good hits. Here is some videos:
You can't possibly think a lingering hitbox is a bug? When the devs have stated themselves that the "Hitbox moves with the nemesis" meaning it lingers and can be active for a while which is the case with xeno as its modified nemesis code to actually stop when it hits something.
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Well it is anti FACE camp not anti camp so.
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Yeah despite the game originally being for console it has some terrible customization for controllers. The amount of times I've seen someone spam the button to drop pallets or vault windows but either get spam locked in a heal animation or vacuumed to a locker nearby is probably somewhere in the 4 digits at this point. The fact that you can't remap the enter locker/heal button from the vault one is baffling.
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I don't think the speed addons are bugged. Reasoning being because it increases each consecutive rush by a %. Never stated specifically if it increases based off of the BASE speed (230% or 9.2 m/s) or the speed of the previous rush.
Using common sense if it was additive why wouldn't they make the description like "Increases each consecutive rush by X m/s" instead of a percentage.
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I mean you play during the week of a hyped license. You have no one to blame but yourself if you're not enjoying it.
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@Spare_Them_Mori_Me said:
Map offerings being hidden would be SWEET
Back 2 queue :)
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Its 10 seconds bro. Why take the penalty AND lose whatever BP you got?
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600009#Comment_3600009
Dont insta throw. Don't wait to throw.
Talk about not being able to make you happy. What did you want them to do? Avoid pallets altogether? Please say yes.
Thats not the point i was making. The point was play boring means you will most likely get boring in return. Just a shame playing boring is effective in this game.
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Except tunneling doesn't need to be fixed at the base level?
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It just sounds like they were returning the favor to some people. Because pallet camps are very boring to go against as its the least engaging thing a survivor could do at a pallet next to insta throwing.
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@Seanzu said:
Not that it's an excuse, but maybe they're just bored of playing against Chucky every match?
I know there's a new killer released and everyone wants to play him, but VSing the same killer 10+ times in a row can get a little boring, it sucks but it's the truth.
Yeah but even then if you know chucky is coming which is a pretty big license you can expect the same result as wesker. You just do it to yourself then punish other people.
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I'd say too soon. My thoughts on how strong chucky is from the ptb is unchanged. Still is very weak against good survivors.
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No because its not fun for myself when I purposefully gimp myself for a few extra points. People want to make stupid plays I will absolutely punish it to either make them learn or remove them from the game.
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The 3 seconds is still good. The 5 seconds allowed someone to run to a deadzone and still get rewarded despite the bad play.
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Its a 6 meter long hitbox that can be dragged. AKA it always has the hitbox active during the whip even if it hits something before hand or the animation doesnt funny show it. Oh yeah and his whip works like a kit kat bar. So if you are crouched under a window he cant hit you because however many layers of the hitbox get stopped at the window but if you stand the top layers can still hit you but due to server lag can vary.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588873#Comment_3588873
But the thing is, Gens completed dont make the Killer weaker (some Perks even make the Killer stronger). A Survivor dead certainly makes the Survivor-Team weaker.
Tunneling is way stronger than Gen-Rushing, because it does matter if you remove a Survivor very early from the game, but it does not matter if you do Gens fast (unless you do all 5 fast, but anything below 5 does not win you the game, regardless if the Survivors complete 0 or 4 Gens before the Killer gets a Hook).
It can make the killer weaker. Simply by making the gens completed the furthest possible distance making the killer walk across the map just to patrol effectively making it the same time sync as patrolling more than 4 gens.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588544#Comment_3588544
You cannot even compare this.
First of all, Survivors have to do Gens to escape. Killers dont have to tunnel to get a 4K.
Second, a 3v1 at more than 1 Gen left is basically a loss for the Survivors. But losing 3 Gens before 1 Hook is not a Loss for the Killer.
Eh it kinda is. Popping 3 gens by first hook is the most efficient thing survivors can do while killing a person early is the most efficient and best thing long term for killer. Not even about the 4k since the killers goal is to kill.