Brimp
Brimp
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587830#Comment_3587830
You are not playing solo, right?
These days nobody cares about gens anymore. Or escapes in general. I am usually measure time and i promise you, in most of these games there is at least 1 person that does the first minute of the game absolutly nothing. Or in a later stage minutes of not doing anything, for whatever reason.
In my last match i played, Mikaela started her first action at 1:09 doing a chest and eventually started her first generator at 1:41! This player had 4500 hours.
In so many game, there is this one weeklings that generates a 3v1 scenario for the majority of the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588085#Comment_3588085
Imagine in 2026 when tunneling is fixed, the killer mains come to the discovery, that being good with a killer actually can win games. Cant wait for that historic moment.
A good killer takes their advantages. And taking a person out early is the best play a killer can do. Just because you don't like it doesn't make them a "bad killer".
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Because tunneling is all that killers really have left. Sure there's pop and pain res but by the time you get it 3 gens SHOULD be completed assuming the survivors are the least bit competent.
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Because buffing perks to MFT level is just making another perk that requires little to no effort to get a massive effect. Sure some perks are FINE doing that but MFT just passively allowing for a speed boost (speed should be handed out VERY carefully in games like these) that can't be countered unless a killer dedicated a build to exhausting survivors or some of the niche exhaustion addons.
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Hardly think sloppy needs a nerf. Now sloppy butcher addons for certain killers like nurse sure but the perk itself? Never.
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Yeah the sound system has been in need of a revamp for a while. I find it insane how sometimes you can hear an injured survivor through the floor of a building but put a paper thin wall between you and suddenly they'll be silent. So incredibly inconsistent not to mention footsteps don't even make a noise half the time. Hell I even sometimes hear them more DURING the chase over the chase music then just a survivor running behind me.
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Not even a few patches. Feels like the last few years not to mention certain maps being able to hide them very well.
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Some exhaustion perks namely Sprint burst and lithe are just unhealthy for the game. This game is BASED around the movespeeds given to survivors and killers but then having those 3 seconds of faster movement than a killers base movespeed is just a hinderance to balance.
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Yeah but those maps that had the ability to fast vault from a drop to ignore the drop stun just made the already stupidly strong loops even stronger.
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Some people may call it cheating but in reality ANYONE could get a cross hair and bhvr would have no way to tell. Its this neat little thing called a piece of paper and taping it to your screen.
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Big hinderance to balancing.
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@SOULWARRIOR71K said:
It’s great against tunneling too not just swfs. Until tunnel off hook is made less rewarding, this combo should stay as is.
Nah that's just a bad way to balance especially when you look at tunneling is the ONLY way to keep up with survivors that spread on gens and most of the killer roster.
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I can only imagine it was because thats how the perk worked on release then magically disappeared one day with no patch notes.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580044#Comment_3580044
Just checked the bug reports and one of them says "the black bubble overrides auras by design", so it seems BHVR shadow nerfed kindred and bitter murmur once upon a time and lots of people still believe it's a bug (including me until two minutes ago)
From what i remember the bubble ALWAYS overrided auras so saying they ever shadow nerfed it in the first place isn't correct.
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Eh kind of disappointing tbh. Its just pig but more playable with the dash and its not even like the short height helps when there's bright orange hair.
Oh yeah and he's a 4.4 with a 32m terror radius so hes quite dependent on his power to get hits against attentive survivors.
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578534#Comment_3578534
As killer you can just walk around every unsafe pallet with no disadvantage. what are you talking about?
Yeah mind gameable potential. Very good for the game because there should NEVER be an truly ultra safe pallet to just throw no matter what kind of situation you're in.
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I think the maps fine. Mostly every pallet has actual mind game potential on both sides. Very little pallets on the map are just "pre drop an go"
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We shouldn't be giving unconditional speed boosts to survivor.
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If only. Im sure a lot of people would be thrilled if DBD 2 came with actual good optimization.
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@DBDFreddyK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577704#Comment_3577704
You think so? Don't worry there are more updates on the way. We will see if the devs think it is a solo problem. I am sure they will see it our way, it might just be a little too oppressive. 😉
Just because the devs think so doesn't make it the right change or fact. You place a team full of comms against some randos in ANY game and most of the time if the comms team actually wants to do well they will do better 9 times out of 10. The only people who get the same view as you are literal greenies to the game which usually shouldn't be taken as seriously as people with experience.
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That's a solo q problem not a killer problem.
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This looks more like a server latency/player lag issue than anything. Sure the hatchet hitboxes are bigger than the actual model but in reality on the killers end it looked probably more like this. Red is your hitbox (on the killers end) and yellow is the hatchets While blue is what the hitbox for a survivor would look like normally while sprinting.
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Yeah well here's the thing. DBDs gotten to the point of survivors being to essentially auto pilot thanks to generous maps, WoO and MFT that even with a semi fast chase multiple gens still get completed making tunneling the best strategy to do for pressure.
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So the game went from being unplayble as killer to very unfun. Wow such a jump.
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Very justified. We shouldn't be giving survivors unconditional speed boosts.
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I just feel like the recoil should have stayed and I know that with the throw rate being increased to 4/s it would have made you recoil manage more but complete removal of recoil? Now before someone says something about recoil on console I highly doubt its that effective to making you miss your blades with the massive recoil reduction you get.
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Cause MFT is quite literally the same amount of free value possibly even more so than old DH for distance.
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@Blinckx said:
That's 100% BHVR fault. We have 400+ perks but only few of them are use full, all the other perks are pure trash and no one will ever use them ever. I'm not even talking about being meta perks or op or else, but the pools of viable perks on both side is very small. Why on earth i should use "territoral imperative" "Hex : Lullaby" "Deathbound" or stuff like that ? Instead of a new killer every 3 months they should rework at least half of the perks every 3 months ( but yeah no money so it won't ever happen )
Well a lot of perks are useful but in a lot of dbd's players eyes if it isn't just turn off brain to get value then its worthless.
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The game needs to be more polished in general. There is no reason why my game should drop HUGE frames when i make a quick turn with specs that are WAY above the "recommended"
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@mca240 said:
It is just as easy to avoid getting hit by flashlight by picking up in a way they cannot get the angle or not pick up straight away and taking notice of whom is lurking.
MFW backround player
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571489#Comment_3571489
It seems that map reworks are producing more dead zones and fewer safe/good pallets. What does that mean for your belief that bad or mediocre survivors can win by wasting time on loops?
The only map rework to produce more dead zones within the last year has been borgo which is getting its max pallet count increased to 18. The Gas Heaven and Blood Lodge rework just made the main buildings even more accessible by spreading out the fillers more evenly to the point where I played survivor and didn't even try because I could just W to the next pallet before a killer could attempt a mind game.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571447#Comment_3571447
yeah; that shouldn't matter though and in fact makes my point even moreso - if one of the top rated players in the world regularly goes against mediocre survivors that means an average killer should also go against mediocre survivors; the average survivor team you go against won't be that great
Yeah but the difference is you dont have to be necessarily good at the game as survivor when they just increase more and more pallets/strong main buildings or windows to waste a lot of time for the killer. Simply because spreading on gens is a thing a LOT of the killer roster can't compete with to the point where even mediocre survivors could reliably 2-3 out if they focused on escaping.
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Didnt he say himself that the survs he went against werent the greatest?
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To my knowledge it does but through so many updates it could have broken in some way to heal through without it anyone realizing because its so underused. But it did at least used to work against adren by not letting the survivor get the health state.
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@altruistic said:
How long did it take Mettle of Man to be changed?
I think they waited just long enough so people couldn’t refund the DLC.
Honestly thats also a comprehension issue with players who bought ash just for that reason. There's no way any person with a clear mind would think that Mettle of Man upon release would last long when it was just a free health state for playing the game normally.
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No because this community proved multiple times that they can't handle things not going their way.
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I mean people who want to 3-4k will always tunnel off hook because that's the only semi-reliable way to get that.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569421#Comment_3569421
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569412#Comment_3569412
The objective would make the rounds longer, but not less interesting for both sides. Survivors have a 2nd objective to do, which adds a not to complex 2nd layer on excisting one.
Longer rounds will lead to (obviously) a completly different type of ballance form. This type of ballance can only be fulfilled for longer survive time for survivors. The by far most attractive form is obviously the chase. For both sides.
I personally dont get the allergic reaction on "more pallets" because it is the logical consequence for a 2nd object.
Why are you even playing the game if more chase is such a bad thing? I am serious, what else do you enjoy in DBD? Sitting on gens? Patroling gens? Camping? I dont get it. Having more and longer chases is the best the game could offer, at least for me.
Yeah but you add more jungle gyms and you make more windows into windows which is NOT very interactive.
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Pyramid Head
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The last thing survs need is MORE pallets and gyms even with the longer gen times which can be reduced.
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Yeah this has been a thing since DBDs launch but the devs refuse to address it for some reason. And they can't just temp ban people who give up on hook because there's "no way to prove it" when you clearly can if a person plays 1 game normally hitting every skill check but then goes one game trying 3 times to get off hook then "missing" 2 skillchecks in struggle via letting them pass and then has 2 normal games after that but then goes on a streak of dying on first hook with no rescue via self unhook attempts and missing skillchecks.
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I think the 3 seconds is fine. You just cant go down in a dead zone anymore and get value from it.
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@[Deleted User] said:
I think characterizing WoO as a newbie perk or crutch perk mostly comes from a less experienced perspective, to be honest. There's nothing unskilled about wanting to account for RNG and teammate pallet usage. That's something a good player knows they need to account for. Take the guesswork out of it and make good pathing decisions.
I mean it definitely is a crutch perk for a group of survivors. The amount of times I've seen people use WoO but then get blinded and have no idea how to not get mind gamed at a loop is numerous. But other than that it does usually allow for auto piloting by not using your eyes to see if a loop ahead of you has a pallet (and other than that knowing the general location of chases taking place can help with knowing which pallets are most likely thrown) and if you can't have visual on the pallet spawn then thats how the RNG of the game works.
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Yeah well with the current meta and how efficient survivors are being tunneling 1 person hardcore is about the only thing a lot of the killer roster can do to stand a chance. As for saying "ggez" thats just someone being a jerk.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566952#Comment_3566952
Hit through pallet stun is a problem that has been in the game for ages now.
On the killers screen, they hit you. On your screen you stunned them.
Ping does it's magic and both events happen.
Well some pallet hits are legit because pallets intentionally don't immediately have a "stun box" it comes through a couple frames after its thrown.
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Eh people will say lightborn but then they realize that and then just sit on gens. Lose lose situation and if you do bring lightborn you will most likely get some messages post game.
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@JustAnotherNewbie said:
Did he have MFT maybe?
MFT doesn't allow for THAT horrendous pathing. Even with MFT he still would have been downed by the first locker in shack.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566880#Comment_3566880
I've died twice to the killer's undetectable status. I wouldn't say it's less impactful.
Eh compared to literal 3rd health state than it is.
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Because the event actually gives stuff. One survivor could just spend ~30 seconds in the void and release 2-3 haunts that give haste outside of the void. Not to mention they will walk outside the void with endurance and haste for basically 20 seconds. Meanwhile killers get a much less impactful undetectable and haste.
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@DrDucky said:
I feel like just increasing speed because you are actively losing a chase is fundamentally flawed. These killers you mentioned are all weak and need some buffs. Your point is valid, but it does not mean that there are so many better designed ways of doing it than bloodlust.
A chase is eventually supposed to be lost as survivor. And I don't think 25 seconds between hits is "losing chase".
