Avatar

Brimp

Brimp

About

Username
Brimp
Joined
Visits
0
Last Active
—

Comments

  • Well twins just feels so bad to play with each down being an 8 second fatigue which is enough time for a power struggle flipflop gamer to get ready.

  • Eh for a casuals/noobs it can seem overwhelming but someone who plays with a hint of seriousness can pick things up really quick.

  • Eh i think blighted sadako is a miss.

  • Well not much I can take away without gameplay or screenshots of the killers build. Not that you'd have any reason to lie but I don't know how to properly address that without gameplay.

  • If you go down to DREDGE anti loop then idk what to say other than skill issue. He literally moves slower while charging power so its just a free W hold unless you zone yourself.

  • @Lobos said:

    No thanks.. Killers already have enough BHVR hand holding.

    Look at the past changes for surv.

  • @Aven_Fallen said:

    Yeah, Killers try to camp as much as possible.

    I got camped in the Basement, because the Bar did not fill up in a somewhat reasonable pace to allow me to unhook myself while I still heard the Terror Radius because the Killer was camping upstairs.

    Yay.

    Well given its anti FACE camp I say its doing its job well.

  • @GamertagNo19 said:

    Anti camp mechanic doesn´t work too in my option.. if he is running in circles a few meters away from the hook, the progress just stays at zero even with a lot of terror radius and no chance to unhook..

    Well its anti FACE camp so its doing its job.

  • @egg_ said:

    Resilience, ftp, dead hard and adrenaline are fine and need no touching

    Woo is used only by bots who cant even learn map layouts (read what xernoton said below)

    Mft and buckle up need to go

    MFT + WoO is just auto pilot. Even good survivors use the combo because it's THAT free and map resources dont feel scarce like they used to in 2020.

  • Honestly not a great addition in the current state of the game. Now if they do quick patches to make the game actually viable on lower tier killers without 2+ slowdown then it would be more tolerable.

  • Eh the core of dbd is boring when both sides play efficiently which both sides want to do now because its not fun to actually do other stuff. Like flashlight saves WOULD be fun if I didn't feel like the .4 second buffer time made it piss easy to time and i would run chase builds if I wanted my matches to last more than 4 minutes.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558663#Comment_3558663

    If killers truly believe this is impacting global statistics, then you should be giving hatch every single match.

    You could single handedly reduce kill rates by up to 25% and it's entirely in your control to do so.

    The fact that slugging for the 4k is basically meta tells me that no one actually believes either one has any real impact on the long run.

    I mean when I see people give up on hook somewhat commonly. That causes the rest of the people to give up to a game that could have been escapes or not. It DOES effect global statistics and is unrealistic to think it doesn't.

  • I mean yeah but then you got to take into account people giving up on first hook also effecting BHVRs numbers.

  • @Rogue11 said:

    Fix various Oni and Blight exploits

    Those aren't nerfs though.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558252#Comment_3558252

    Healing isn’t fast by any means or method. If you have multiple survivors healing it takes away from gens. If you use some circumstantial healing perk (like Inner Healing) you’ve still gotta account for the conditions necessary to activate the healing (in the case of Inner, finding a totem, cleansing it, entering a locker, etc).

    There are definitely some non circumstantial healing perks like botany or leader. Botany already takes away 5.4 seconds of healing and leader is 3.2 but with the upside of working on every one around you. You can say "takes away from gens" all you want but the matter of fact is people can spread on gens to make up for that time.

  • @WilliamSN said:

    Personally, the only perk that still surprises me , and doesn't at the same time, is self care, I wouldn't expect a global 15% to still run the noob trap perk.

    Its been known for quite a while that survivor meta is a MFT+Resi variant with the most popular being, WOO+MFT+RESI+Adren.

    People tried using the previous stats from april 27-august 5 to claim "MFT Isn't that big of a problem" meanwhile the perk "officially" sky rocketed to second place, only behind WOO , in the span of 20 days.

    All in all, the official stats are still relatively close to Nightlight stats and lets us know that even though nightlight doesn't include "100% of the data" its still a very good place to go to if you want to see what perks are most commonly used.

    Yeah the people that claimed "mft wasn't that big of a problem" weren't very smart and it shows since MFT released in the middle of june so thee was only around 25 days to collect data for that compared to perks at the START of the collection.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558011#Comment_3558011

    Since gen regression was gutted

    Since healing was gutted with medkits and circle.

    FTFY.

    There's literally no relationship between gen regression and staying injured. Killers complained, got healing nerfed to the point that it isn't worth the time to heal anymore, and now complain instead that survivors aren't 'wasting time by healing inefficiently'.

    That's what actually happened.

    Idk what games you get but healing cans till be VERY fast and have good gen progress. Also they only nerfed self healing speeds which were the problem about medkits.

  • That definitely is something

  • @Xyvielia said:

    ppl love gathering behind statements of others

    My absolute fav will be when DBD devs change their stance on Tunneling, publicly confirming it as, “not a viably healthy strat,” and Tunnelers everywhere, no longer having their BHVR given entitlement to posture themselves upon, actually execute their right to remain silent… 6 feet above their highest esteemed tunneling narrative retort.

    A lot of changes would have to come before anything is done to tunneling. The game isn't built to go for multiple chases on most of the killer roster at the current state.

  • They literally added an indicator that someones being chased. If no ones been chased for a while then most likely the killer is camping or if a person keeps getting chased, chase drops then picks back up you can reasonably assume they are just walking towards hook but decide to leave at the threat of an injure. Context clues my brother but you can't fix bad solo q players or players that insist on getting the save.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556744#Comment_3556744

    yes why add haste effect again and again ? people dislike MFT-hope-noed-coup, it mess with distances

    Depends on the haste. This only working on obsession already makes it better cause its conditional of finding the obsession compared to "get injured"

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556648#Comment_3556648

    I have concluded most people here don’t play Killer at all. The idea that traps are comparable to drones is absurd, but the comment gets upvoted.

    What is that even supposed to mean. Even as a killer player the trappers traps are way and I mean WAY easier to take care of compared to SM. YOU compared trapper to being another skull merchant when it wouldn't even be the case if he spawned with all his traps.

  • Didn't they say themselves that it wasn't gonna be a full blown rework? Just an addon pass and a few changes to base kit which I assume is reducing victors CD post down back to 3 seconds because 8 second fatigue is surely fun :)

  • @C3Tooth said:

    10 traps around 3 Gens, welcome to another SM.

    Traps that are way easier to take care of.

  • Still think him spawning with all his traps isn't too much to ask for. Just make him spawn with all of them but once he gets down to 2 then the hard cap sets in.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553211#Comment_3553211

    What's a softcap? I assume there is also a hardcap. Any other caps out there in DbD terminology?

    A soft cap is the soft cap to what the game matchmakes you at. So lets say hypothetically your MMR is 2100 but since the soft cap is 1700 the game will matchmake you as 1700 creating an MMR range of just random people for the sake of "queue times". When they could just remove MMR but since BHVR added something they become EXTREMELY reluctant to remove it despite the backlash from the community.

  • Ehh more of a non-issue. People saying "it makes more tiles playable" just isn't true as a good blight player can make basically any tile playable.

  • @Chaosrider said:

    You surely have proof that on those maps the pallet ratio is different than on all other maps, right?

    Played nostromo once and saw 16 pallets. Only 2 of which was from a gym and 1 edge map. Played wreckers yard 3 times and the pallet count only got up to 13 at max with 3 gyms having pallets spawned and even then 2 of the pallets were edge map pallets.

    Played garden and got 17 pallets with 2 of them being from a gym. Hell even 6-7 of them were situated at the bottom near the shack and gyms as filler/shack pallet.

  • "We don't want fomo"

    The amazon prime deal around the corner:

    image.png


  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554175#Comment_3554175

    It was fine if the gen had a lot of progress. It was bad if it did not, which is why I wanted it to have a minimum amount of regression so that it would never be completely worthless. Pop was and still is largely useless if the gen has little progress. The buff did nothing to fix that and made it too strong in its best case scenario.

    Eh the 30% was a necessary evil for having a 45 second timer, walking to the gen and hook requirement. By far more healthy than OverCrine or pain res even though that has 4 uses at most but is instant.

  • @sizzlingmario4 said:

    The Pop + Pain Res combo I’ve been seeing a lot lately is pretty ridiculous.

    The only thing Pop needed was a minimum damage floor so that it always did something (eg. either 10% of total progress or 20% of current, whichever was greater). It didn’t need to be buffed to 30%.

    Yeah but the old 20% CURRENT progress was absolute horrid.

  • Because you have to EARN pop by getting a hook. And most often then not against decent survs they get 3 gens done before you get to your 2nd chase so by reducing the amount of gens to spread pop on gets reduced so it makes it slightly stronger. Also 30% current progress is nothing because to get the old 25% base regression before the nerf requires the gen to be at least 80%. And I guess its more than 25% if the gen is 99%.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553776#Comment_3553776

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553840#Comment_3553840

    That's also what I don't get. The items and offerings took BP to earn, and you want to use a limited use consumable at its best. Camping isn't a consumable though, so only a dedicated Bubba memelord I can understand.

    Its not about resources. Its about using it in its strongest state before it gets nerfed.

  • I mean yeah its the natural order of things. Insta heals getting gutted? Every one started running syringes, hatch changing to only work when 1 person is alive? Every one brings a key. BNP is getting an adjustment to not just be an instant 25%? Toolboxes with BNPs every game. Medkits getting their rightful nerf? Every one brings their strongest medkits. Mori getting nerfed? Every one brings moris.

  • @Zraith said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752

    since we are just saying random things and pretend it is a valid argument, here is mine:

    Audio cues have no valid counter perk and are therefore are not balanced, killers should put more effort into finding survivors instead of just being guided to them right away.

    Its not really random given that hiding (if done well) wastes a lot of the killers time you know the thing that the killer doesn't have in its favor. You don't appreciate how easy it can be to hide until you play in a first person camera.

  • Sure if they would make iron will like the description implies. ONLY getting rid of the grunting sounds and replaces it with the normal breathing sounds.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553281#Comment_3553281

    If you are a variety Killer then you have learned .4m/s difference with Huntress/Spirit/etc. as well as the .6m/s difference. MfT yields a .48m/s difference, or essentially the Spirit speed with more wiggle room. 1 level of Bloodlust does essentially the same thing with a .68m/s difference, or essentially normal M1 with wiggle room.

    There are also difference learning opportunities in game with Dead Dawg Shack vs normal Shack, the length differences of LT walls across different realms (which are different, check out Mr TatorHead's looping guides where he breaks that down, good as Survivor and Killer to know what you should do, or how to counter it, also he uses no perks as Killer and Surv, and pejoratively calls 'Made for This' 'Paid for This' as a joke, I thought that was funny), Clown Yellow Speed/Purple Speed/Both Speed, Coup De Grace extra distance. Should we delete 4.4 Killers because you have to learn a different speed? Even then, 4.4 Killers have a power to secure hits. Huntress rounds the corner and clips the ankle with a Hatchet, Spirit phases, Deathslinger clips the top of the pill hitbox to negate most loops. All of which is still possible against MfT.

    Made for This is an exhaustion perk, which means it is mutually exclusive with things like Sprint Burst and Lithe, however it can be stacked with DH/BL. I can only agree with it being a problem when stacked, as that does give essentially 1 chase with 2 Exhaustion perks, then another with none.

    Also I did say in the original post as what, the second line, the endurance should be swapped onto another perk, so I already accounted for that in the second line and it appears you didn't read that. I wrote 3 sentences and you ignored 1/3rd that.

    Personally I still think Sprint Burst is the best Exhaustion perk because weaker and stronger players can make great use of it, with all weaker players needing to do is reach a pallet. MfT requires a bit of looping knowledge, which weaker players don't have. Then stronger players will be able to 99 SBs effectively, and use it mid loop on a mindgame to drop Bloodlust or swap to another tile, but MfT users still need to force the pallet kick to drop BL.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553345#Comment_3553345

    That's fair, you didn't see the gameplay, but I only got 2 uses of Game Afoot for the speed. They were trying to greed pallets and force me to whip at pallet points, so I nearly never got the haste (because I needed them to stun me with Nemesis perk to swap Obs to them before breaking the pallet with whip for the speed and downing them with the exposed Hubris, I didn't get a single Hubris down sadly). (Also to meme a bit on you, Trapper will be running 123.625 for 5s post trap, so HAH. TRAPPER REIGNS SUPREME!!!)

    How is game sense a strawman? I didn't set that up as my opposition's position so I could knock it down. I introduced it as a separate concept that can be utilized to bypass the alleged problem. It would be more accurate to claim my stance is "skill dif git gud". I use the term 'game sense' as a substitute for 'macro skill'. Macro being when to take or drop chase, which gen to defend and let pop, knowing when and where Survivors will attempt map movements, such as attempting a hook rescue, and from what direction. In that particular Nemmy game I had the game sense to recognize: "since gens 1 and 2 popped at the north and west of the map, they will focus their attention on the south and east of the map, so I should corral the current/next chase in that direction in case the 4th Surv is working a gen there. Ahh there was a Survivor on the southeast gen, so now the threat of this chase prevents them from working that gen while I am still chasing the original Survivor. Now the south east is largely free of pallets (being Nemesis), they will have a significantly more difficult match to pump gens in a deadzone."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553586#Comment_3553586

    I mean I can understand it as a nuisance factor. I just feel SB is near strictly superior in all skill brackets. As long as those 2 are mutually exclusive I'm fine with MfT.

    This game in general is filled with major nuisance factors like too juicy of healing when you didn't bring Sloppy, or bringing Blast Mine when the Killer doesn't kick gens, or bringing a heal build and rolling into plague, or bringing a ultimate rescue build and being facecamped from the onset, or getting Devour Hope cleansed 15-20s into the match when you forgot to bring the Mori offering for your daily, or people DCing on the first Doctor Blast (like really, Doctor is too much for you?!?!?!). I just think MfT isn't as annoying as the other nuisance factors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553622#Comment_3553622

    MfT's arguable greatest strength comes from tightly looping smaller loops to abuse hitbox size differences, which is also the best way to play against Nemesis, by greeding pallets to continuously force Whip attempts (especially early when he needs infection to break them). Pre-drop only works on the larger loops or god pallets, but filler pallets (which are most pallets) require the tight loop + greed pallet for generally optimal gameplay. Also Flashlights are of particular effectiveness against Nemesis in negating most gen pressure from zombies.

    As far as a normal M1 pre-drop hold W, you walk around the pallet and build Bloodlust with the time they lost being animation locked. I know some Killer mains joke about a Survivor rulebook, but tenet 374: "thou must breaketh every pallet dropeth, no mindgames or bloodlusting allowedeth" for some reason is followed by all too many Killers. You can kick it later, its fine. Safe pallets, sure, but those are few and far between. I want to say if we round up to 20 pallets per map (on average), only 5 (on average) are truly safe (forced to kick). Once they are gone, they are gone. I'm glad to break those asap.

    I don't quite understand the "you get hit, get rewarded, now you are harder to catch" complaint. START LIST*

    DS/OTR/Unbreakable/Resilience/Iron Will/Adrenaline/Aftercare/Alert/Any Means Necessary/Autodidact/Better than New/Bite the Bullet/Blood Pact/Blood Rush/Boil Over/CoH/BT/Botany/Breakdown/Buckle Up/DH/Deliverance/Desperate Measures/Empathic Connection/Empathy/Fast Track/Flip-Flop/Guardian/Inner Focus/Inner Healing/Kindred/Kinship/Low Profile/Lucky Break/Mettle of Man/No One Left Behind/Overcome/Pharmacy/Plot Twist/Power Struggle/Quick Gambit/Reactive Healing/Reassurance/Renewal/Resurgence/Self-Care/Slippery Meat/Sole Survivor/Solidarity/Soul Guard/Collective Stealth/Power of Two/Tenacity/This Is Not Happening/Vigil/We'll Make It/We're Gonna Live Forever

    *END LIST all also require a Survivor to be injured, hooked, downed, or 'fail' in some way or fashion, and 'reward' that same or a different Survivor for doing so. To be fair, not all give a chase benefit specifically, so if that was the particular pain point you can shrink the list a bit. They also (mostly) aren't mutually exclusive with the superior Sprint Burst. As long as Sprint Burst reigns supreme, I don't have a problem with MfT's speed. I did address how I dislike the 'stacking' potential with DH/BL in the above reply to Hanuka5, but I didn't get to say that yet in your timeframe, so that's fair.

    Yeah but the strict fact of "oh you injured them now they're rewarded with a 3% speed boost" is such a stupid idea.

  • @mizark3 said:

    Because no matter how much of a crutch Made for This is, it doesn't stand against a player with sufficient gamesense. Don't get me wrong, the endurance should be transplanted onto a different perk, but the speed isn't as uncounterable as people make it out to be.

    I didn't realize I still left my Anniversary meme build on Nemmy for the daily, and with Deadlock as my sole slowdown, I could still take on 3 MfTs. (No early kills either, seeing the lowest BP Survivor getting 17k.)

    https://us.v-cdn.net/6030815/uploads/F7XI3R85FLIC/madeforthisaintjackvsnemmy.png

    The speed isn't uncounterable and I haven't seen anyone claim it is. The problem is getting a free 3% speed boost which people calculated extends chases by an extra 20%. And it just allows for more greedy playstyles with no downside other than "you can't greed if you don't have the perk" like a certain other perk that went under the radar for years. Like sure its not as bad as old dh but it still nearly invalidates all mind game attempts because of the faster speed.

  • Yeah seasonal skins are kind of stupid at least for survivors because you can see your own survivor the entire game. I would get season skins because of an FPS where you rarely see your own player model in game.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551714#Comment_3551714

    Two different departments. The people behind cosmetics aren't the same doing her rework. For all they knew her rework would be positively received and the demand for more skins would be high.

    Yeah but a skin can be done MUCH faster than a rework in terms of start to finish. No stalling for months to start on it.

  • Well if there was anti ANY thing coming in the next year or two it there would have to be a MASSIVE overhaul in balance before that happens.

  • DBD players when a perk isn't just free value anymore:

  • @Nazzzak said:

    They don't create skins over night. They'd have started development on it awhile ago.

    Same with the skull merchant rework. Doesn't happen overnight and they had more of a catalyst with SM skins than making new mechanics for her.

  • RPD is by far not a favored map for any side.

  • @C3Tooth said:

    You have 2 choices:

    1. Give a strawberry candy to a good person and a bad one. The bad one doesnt appreciate your gift, but the good person is, you happy when the good person is happy
    2. Give a hot chili candy to a good person and a bad one. The bad one will insult you, while the good person feel sad, you happy when the bad person is hurt, and not caring about how the good person feels

    Im sure dont want to get punished for something other did. Do you?

    It's a pvp game you expect stuff like that.

  • @ReverseVelocity said:

    They rolled this one out quick because of the Killswitch. 3 hotfixes for a patch are pretty rare.

    Yeah but that means they had the go ahead of the hotfix from sony, playstation AND nintendo in advance meaning there should at least have been more.

  • Honestly im not so sure that new varients of macmillan maps needed to be a thing with the already horrendous map design allowing for pallet into pallet into pallet or window into window.

  • I mean a "3 gen chase" at the start of a game isn't really a 3 gen chase.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545187#Comment_3545187

    Yes, I have been there.. The reworks you're talking about have reduced the amount of good windows, removed a lot of T-L and T-T loops, but most importantly got rid of the fog and other objects that could've been used to hide the survivor.

    So.. The damage done have made the maps a lot worse for killers like Billy because he can't curve around them as well as he could've ran back then, and for a lot of other killers like MacMillan aswell due to the lack of grass. I'd take those window loops over pallet loops every single day, especially now that they've made slow-medium-fast vaults to almost share the time it takes to vault.. Which is just as hilarious as it sounds.

    You're mentioning having main buildings more accessible in those two maps, but I do disagree with that. There were no pallet-doors to have killers waste time on, and although some safe pallets were added, most of them are very unsafe after a few laps.. You just have to take some time to finish the chase, so don't expect to earn a hook within thirty seconds.. Which shall be fine, considering the fact that other killers could've done a better job there than the assumed and original M1 killers.

    The gas heaven main building and blood lodge main building literally got moved more towards the center of the maps how are they NOT more accessible? And one of the breakable walls not being there actually makes the loop better for survivors. Same how when that gen gets powered the loop becomes even better to run.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544520#Comment_3544520

    True.. But with less pallets and windows being there, maps being smaller.. And so on, it is a lot.

    Have you been in the game since eyrie released? Every map and rework since then except for nostormo has had loads of pallets. Even the gas heaven and blood lodge got so many strong fillers and made the main building more accessible.

1 … 24 25 26 27 28 … 71