Brimp
Brimp
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Mobility of nurse... Nurse using blinks perfectly across the map is still just as fast as a 115 walking across the map.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661
Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.
The whole point of the perk is to give more time to react because of the bigger speed boost. So mind gaming some tiles just becomes harder and harder especially when a lot of tiles nowdays you can just directly see the killer. And if the killer goes for a mind game on a loop with LOS breakers... most maps can just support holding W to the next tile. There't not much even a "skilled" killer player could do as trapper or ghost face in that situation.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477918#Comment_3477918
This reaching and stretching when it comes to SWF is not even funny anymore.
Now we have people who win consistently against SWFs and the reason is...the SWFs dont want to win. Yeah. Cool.
No the reason is either skill issue or something extremely strong at play. And most of the scenarios is just not the latter. You get a team that has 2 good loopers and a gen jockey that can hide well and suddenly the game becomes hardcore for any m1 that isnt running a strong build because most maps just support players that much. Then you add the basically unconditional free speed perk and suddenly its 2-3 more rotations perk tile or making it to a tile when they normally wouldn't.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477845#Comment_3477845
And then still win an overwhelming majority of their games.
So where do we go from here?
Where we go is that the average players skill is that of a 12 year old. So trying to gage a perks strength from those bad players just wont work. And the good teams that do have mft and still get 4 outted usually make tons of mistakes that the killer can captilize on. If people REALLY wanted to escape in a swf they would get consistent 2k's at the least.
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@Aven_Fallen said:
Yep, this is what Blight needs. Another Buff.
Eh more of a side grade to adrenaline vial. Adren vial would always be better than it because the serum actually increases the power cooldown if you used all the rushes for less distance. All though a adren vial and blight serum would seem to be a fun combo.
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@JonOzzie16 said:
This is getting ridiculous. I want video proof. Not only of this rock scenario but shots of the end game screen showing "multiple survivors running made for this every game". I am still barely seeing this perk in my lobbies.
Higher MMR streamers literally see the perk at least once in every game.
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Both metas have been insanely boring to go against.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477088#Comment_3477088
You are acting like killer can't defend gens of outside main building.
They just can ignore main building and defend only outside. I don't even remember to lose on this map. But probably survivors were unskilled, map is alright (?) .
You can defend other gens yes but with how efficient survivors can be and should be used when saying some map is "x sided" just doesn't work as an argument because it will always boil down to how efficient the survivors are. Sure you can TRY and apply pressure to multiple gens but with each chase usually leading to a corner of the map you make the killer walk for a really long time.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476694#Comment_3476694
Oh yeah, everything is player's fault.
Nurse is so strong in chase. Get good baby survivor.
Blight add-ons are op. Get good baby survivor.
Spirit has some problematic add-ons. Do you know? Get good baby survivor.
So from now, we should not change anything in game.
Is Trapper performing so bad? Get good baby Trapper.
Are some maps favors survivor? Get good baby killer.
Can you see how bad your argument? I hope so.
I said the average skill of a player is bad. Spreading out still works extremely well against most of the killer roster on dead dawg, and if they leave a gen in main as one of the final gens its just free because chases take so long at main when played right.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476620#Comment_3476620
If that's true, how killers are performing well on this map?
It's on killer anyway. If killer give up with main building gen and defend other areas, it's really not hard to win. Even for Trapper.
Because the average skill of the player base is astronomically bad?
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Saloon is an overrated "killer sided" map cause in most cases the only killers that do well are killers that can already do well on larger maps. M1's still suffer on it because main building being accessible from basically any point from the map if you run at the first hint of a TR.
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No.
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Being a paid game has nothing to do with a DC penalty being in place.
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Well people did testing and on average it extended chase times by 20% then you could stack something like balanced on top of it..... yeah starts to get up there.
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Woo free 1-1 hook trades with no mind game... surely this will be a healthy design.
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@Laurie268 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470900#Comment_3470900
Yeah just stop looping and give the killer a free hit, great game design
Better than getting 1 shot downed? You forget that there also bamboozle for survivors and just able to set pallets around the map. Both suirvivor AND killer have to go out of their way to get the invitation but killer is usually impacted more because its the more time risky role.
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You could just... start walking once you realize the killers going for the expose.
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@Ayodam said:
I don’t think it’s specifically Wesker having a quirky hit box; it’s also ping. And that’s a real problem.
Well here's the thing. Weskers hitbox doesn't even extend that far out in front of him and on the sides its literally the same as the survivors pill box.
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Well at the time he was actually good you didn't have overly long/round obnoxious loops on 50% of the map that made it really easy to play around a curving billy. They just keep adding maps/tiles that feel impossible to curve because its just a square or its so long.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469603#Comment_3469603
You should look up some pictures of old stretch res
You could 100% see more then usuall and not by a small margin
You could even reveal ghostface from behind cover with it
Oh I've seen pictures of old stretched and its very exaggerated the advantage people were trying to claim it gave. It didn't allow you to see over loops you couldn't see over previously as that would require the camera to actually be farther away from the survivor model.
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@nars said:
The fov slider is being added (mostly) as an accessibility feature for those with motion sickness. Plenty of people could not play killer without varying levels of nausea because of the FOV. Since thats an entire 50% of a 30$ game they are locked from, it was only fair to add FOV features.
I doubt survivors will have it. Stretched res was basically the same thing and was just unfair.
Well tbf stretched didn't allow you to see more than you already could. It just made it easier which I think is what people who were educated had the problem with.
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The only FOV slider surv would get is to decrease it. The way it is right now should be the highest it ever goes.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468752#Comment_3468752
Ah yes, the "fun" perk argument?
There are a lot of "fun" perks. Diversion? Hope? Blast Mine? Smash Hit? No Mither? Object of Obsession? Soul Guard? Red Herring? For The People? I can list more.
Notice how all of those perks have fun and interesting effects. Notice how you never see them in public matches.
The truth is that most people dont care if things are fun or not, it's the same reason why you see the exact same builds from Survivors and Killers every match, because people care more about winning than using "fun" things. You can cut the BS because it's really easy to see through.
And what about interacting with the Killer? Old Dead Hard created mindgaming, new ways of playing with and against the perk. I was fine with Old Dead Hard, now we are stuck with this Made For This meta which is arguably more boring (since it promotes holding W), less interactive (since the perk is just passively giving extra distance with minimal downside), and stronger than what we had before (no need to worry about timing or precision, you just get the benefits for free).
Oh yea, what about "fun" things from the Killer's side?
Scratch Mirror, one of my favorite addons in the game, is completely useless in this meta. You move 5% faster than Survivors in Tier 1; MFT makes you move 3% faster while injured; you are 2% faster than Survivors... holding a loop tightly is already enough to not be caught by this, now you can actually gain distance. Oh, but I guess you wont care about that?
Or my main Killer, Billy, yes they have an insta-down power, but curving requires insane precision, and even with Double Engravings, you BARELY catch Survivors, once Survivors know that you use your chainsaw a lot, they stay injured because there is no point in healing. 3% is enough to make the difference between a down or not. Prior to Made For This releasing, I played Billy a lot. Now they are basically unplayable because they are a glorified M1 Killer in the current meta. But I guess you wont care about that?
The "fun" argument goes both ways, people having "fun" is nice, but your "fun" does come at the expense of effectively removing and punishing players for picking certain Killers and addons. Your "fun" makes people not want to use other "fun" things that exist, because it effectively punishes people for wanting to have fun and forces them into strict playstyles.
Gotta say the most painful thing as billy is when survs intentionally stay injured to use any versions of DH (OG, 1 second endurance, .5 second endurance, etc.) against curves.
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@Rulebreaker said:
While we agree that m1 gets abit harder, there somethings we'd atleast like to point out:
1: Survivors tend to hold m1 against anyone without mobility anyway (atleast 60% of our games).
2: Exhaustion removes the speed part of it (which is what we see most complained about). Theres a good amount of add ons/perks that give exhaustion to survivors.
3 (personal observation): If you can tell they have it then you also know they likely have dh. If your using something from point 2 you just effectively removed 2 perks off them.
If you want we can also debate some the points of yours but the above (especially 2) generally makes us not give a **** about mft
Yeah but most of the anti exhaustion perks have some ridiculous requirement
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@LeFreezy said:
Didn't they mention Coldwind map rework on the anniversary stream?
Only for Cowshed
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The maps definitely do not need more pallets since the maps themselves are on average bigger than others.
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@MikaelaWantsYourBoon said:
It's not surprise. Perk is not problematic, it's just fine. If devs see any issue with it, they will just nerf it. They are more brave with nerfing things lately.
So if they did not nerf MfT, data just shows perk is fine. Just deal with it.
"the data shows" the data is only part of the balancing for something. This perk makes playing m1's miserable which is the same exact reason old COH had but even then old COH was still very strong despite only being a 50% increase in heal speed.
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So what Im seeing is Larrys are just gonna run kid ball glove still + buffed family photo.
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Because survivors also make mistakes? One of the biggest being too altruistic. Also at a decent level of play most killers just aren't viable. But you know most of this player base is casual and the average skill of the dbd player is pretty bad unless you're EU where you can find better people more often.
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Something tells me this is your first time playing during an anniversary event.
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MFW im just trying to play the game. I do not have to partake in the event and do not care what others say or think about me doing so.
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Holding W was still very viable especially with maps since eyrie.
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Rotten pumpkin for demo can be used viably IMO. But most of the time its better to just use other addons.
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Hes still pretty fine. Any killer will just slaughter a low efficiency soloq team.
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Oh little one... You think holding W would be less effective but they made up for that by adding tons of pallets everywhere. I will say bout time for accessibility feature like killer FOV not being tied to a perk.
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It felt like an acid trip playing on it even without shader sin the ptb.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463075#Comment_3463075
So this is nerf for luck offerings and luck builds.
Do we really need to nerf survivors more? Are not survivors weak enough already
Well having a free dc is not healthy for the game.
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@drakolyr said:
Its not abusing.
But the event abilities from killers are way to OP and from survivors way too weak.
No way do you think being able to spawn a dream pallet that can actually stun/blocking a window from a killer is weak.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463305#Comment_3463305
That’s only against bad killers, just like how bad survivors have no chance against a good killer
Oh no even good players using lower tier killers just suffer against any squad that can be efficient if the killer wants to play nice and not use some super strong addon.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463068#Comment_3463068
No, it isnt. It works for top tiers since they have a reliable way to get downs paired with good mobility which most anti tunneling methods cant do much about.
And if you use tourneys as an example it ain't a good one. They play for points and tunneling is without a doubt the safest way to secure points.
Its not even comp level survivors. People that have a brain and know how to play against a killers power just make it very unreliable to play in a nice way if they also want to win.
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Well other than against nurse and blight the game is SWF sided.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462718#Comment_3462718
Its still very much possible to do so without playing in a boring way, in fact just focusing on 1 Survivor after 2 or 3 gens pop just guarantees your loss further becuase they would still have access to at least half of the maps resources (whcih are across the map from the remaining gens if the survivor running is smart) and now you have 3 survivors that you're leaving alone to do 2 remaining gens. I have seen so many games where a killer would of still very much had a chance, but they think they HAVE to tunnel to be able to turn the game around. And that is so far away from the truth, but its such a common misconception that I'm not even going to try
I mean against efficient survivors that's legit all you can do. Using bad survivors as an example is just a bad example. Like sure you can still do well with a top 5 killer but the rest? Not so much.
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@versacefeng said:
All iron will needed was a number change. The exhaustion bit was uncalled for.
Or you know, devs could’ve fixed the fact that it caused some of the noises survivors made to be completely silent.
Yeah that was my main issue with IW. It just turned sounds to 0 instead of just replacing grunts of pain with regular breathing noises like how it would insinuate. Like "oh cool no grunts of pain while injured for a less trackable noise like breathing" but nah just sound = 0% while injured.
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Idk defeats the whole purpose of the mask when you cant even see half of it. At least with ghost face the hood stops a tiny bit after his mask (just his default) begins. With blight its like its an entire archway and its inside it.
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MFW I see someone with an EMP 30 seconds into the match despite it just starting.
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@Jylppy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457112#Comment_3457112
Like "just disable skull merchants drones by doing some veeeryyyyyy difficult sequence of keystrokes to make her power melt"? I can feel that you have hard time to know how to play against skull merchant.
But anyways thats how I feel about the new killer and I don't actually like his power. Again boring to play against and boring to play as. Like you said, very easily countered by survivors EMP spam. Or the killer is hard tunneling and slugging peace of something. Way too fun!!
EDIT:
Counter question. How is placing drones around gens any different than placing biopods around gens?
Because disabling the pods are far easier to do than skull merchant and the Larry doesn't know his biopods disabled until he walks near it or looks through it meaning he will basically take longer to reach that gen. By far his best playstyle is just full on chase early game compared to gen defense then a mix between both mid/late game.
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Ehhh hes countered by just hold W and pre drop. Unless its tp during nightfall then trying to cut someone off just isnt worth it.
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Basically any haste on survivor thats accessed with relative ease will always be very strong. Dark Theory is a decent perk for the speed alone but for a boon slot definitely not. Now you add MFT and you just get a free 3% boost for simply getting injured and you cant use 2 (sometimes 3) out of the 7-8 exhaustion perks. Thats either barely enough distance to make it to a pallet window, or an extra loop or two entirely because of survivor vs killer environmental collision boxes.
This is all not mentioning the fact that you move even faster now vs an m2 killer like demo, nemesis, huntress and doc.