Brimp
Brimp
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@GannTM said:
This wasn’t something I necessarily cared about when it existed but it still shouldn’t come back. It had counterplay but it wasn’t intended by the devs.
Yeah but the "its unintended so it must be patched" philosophy is just flawed. If that was the mind set for every developer we would have really boring games especially the whole fighting game genre being dead where (if it was patched out) the only thing you could do was hit them once or have the built in mash combo.
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@HugTechLover said:
You can still hit 180 flicks on both.
The OLD 180 flick on blight was a lot of fun though. Or the true moonrush… good times.
True moonrush my beloved
https://clips.twitch.tv/OpenStrangeCurryJonCarnage-AvLzxPS_UNGgFdd9
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You can do a poor mans 180 on blight but straight up the first iterations of blights flick (Japanese Flick) was unironically fair despite it being classified as an exploit and people complaining about it being "uncounterable". Compared to the first "patched" version then what we have now is more fair because you cant just do a 180 then instantly turn back out 90.
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@BougieBlackChick said:
People were literally complaining about the new killer needing buffs because they weren’t able to get 4Ks immediately when it had only been released for 2 hours and now this. Do y’all actually take the time to LEARN how to play new killers and counter perks, or do you just think you should able to instantly cakewalk to 4K and if you can’t, then everything needs to be nerfed?
I mean the emps are still very oppressive and the hotfix wont really do anything either as long as EMPs can still fully self print. Like it should reward you for teamwork and not just running to a box and holding an emp charge until you get a pod on your back.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456851#Comment_3456851
If 3% speed is such a game breaker, then why is 5/10/15% not a problem. It’s also related to the fact that OPs argument is that you shouldn’t be rewarded for being outplayed
Because the ways to get haste as killer is extremely limiting or downright not worth it to get unless you want to do a gimmicky build like tombstone myers. You can get rid of the current progression to max blood lust by going to a strong pallet which definitely seem abundant nowadays especially with the maps since eyrie.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456891#Comment_3456891
You need to stun a killer with a pallet to disrupt bloodlust (not prevent it, it can’t be prevented). And the easiest counter to that is just respecting. Lol. I can’t remember the last time I was stunned with a pallet unless I allowed it (farming).
Making a killer kick a pallet gets rid of their current stacks of blood lust. And if they decide to T3 blood lust each pallet then thats guaranteed minute chase at the least compared to extra 1-2 loops from the 3% haste boost MFT gives you thanks to smaller environmental collision box.
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You can prevent blood lust really easily with the amount of pallets maps have and you can shift tech it. More reliable ways to extend chase time than a killer vs MFT.
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Blood lust really isnt a comparison mechanic.
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@GrimReaperJr1232 said:
Wait, why Victor? Little guy moves at 6m/s
He slows to a crawl when charging pounce and the extra 3% really makes a big difference even with toy sword.
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Well since it sounds like it was a 3v1 situation it was deemed to lose because no matter what there would be 2 people downed even if you chain picked up.
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The problem is that you just get it for free. Sure you can't use it with 2 out of the7-8 exhaustion perks but still doesn't matter when you basically have old dh for distance because of the way surv collision boxes are smaller. And killer exhaustion perks are hardly a counter to it with mind breaker being the best of them because it doesn't have some wacky requirement or is just plain bad because it needs fear monger to be good and thats 2 perks just to counter 1 set of perks where you don't even need exhaustion to do well in chase.
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Honestly all they needed to do is make it so the emps can only self print to 80% and the last 20% had to be done by a player. Idk what they're thinking with reducing the boxes even further and making them longer to charge when that wont fix the glaring problem with them.
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All they needed to do was make it so the EMPs will only self print to ~80%. The biggest issue with them is just being able to grab them mid chase along with the smaller of the two issues, the availability. Basically gutting grabbing them mid chase will also slightly nerf availability because you do have to wait to print the rest by yourself.
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@nars said:
bhvr was on something when they fr went
"lets make 2 killers in a row that hinge entirely on zoning with 0 counterplay in chase, even though the game is built on conserving resources by staying in an area and countering the killers power with your own skill!"
Trust me. This game currently is not built to conserve resources against most of the killer roster.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453934#Comment_3453934
Yes it is?
Not being able to synergize with Exhaustion perks is HUGE
dh, smash hit, head on, whatever the other one that gives you a sprint burst when someones picked and in occasions lithe. There's still plenty of exhaustion perks that work with it. The only ones you can't pair it with is sprint burst and overcome which are the strongest exhaustion. Overall exhaustion as a mechanic breaks dbd similar to nurse. Enabling W is just very unhealthy and each anti loop killer with no mobility that comes out just enforces that even more.
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Because most killers literally cant capitalize on the information or they have to over defend one gen causing others to be done.
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@Phyrqc said:
He's trash because... Adrenaline exists?
No because you can just grab an EMP mid chase with really no downside most of the time and deny his power. Like even if you're about to go down literally just grab an EMP and another one will print and you will still have yours after you're unhooked.
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454003#Comment_3454003
If survivors are so bad, you shouldn’t have a problem playing and winning as the new killer then. 👍🏼
Yeah but pub stomping isnt always fun. Playing against good people though should be when its mostly fair. The way EMPS are now do not allow for that. But why does it have to be a "i have to win 100% of the time" thing huh?
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453940#Comment_3453940
I’m sure if you keep crying they will nerf the EMPs, it’s only a matter of time. Killer is too easy already, gotta make it even easier. 👍🏼
Killer is only easy in most games cause most of the dbd player base is actually just bad but the few good players are actually challenging 👍
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453855#Comment_3453855
I don’t think you understand how oppressive slugging, tunnelling and face camping can be.
And no, a survivor shouldn’t have to slow down or walk in order to charge them. That would make no sense at all. The killer can just pop another one on anyway.
Maybe you would like them to become incapacitated when they get used also? Or maybe just stand there so it’s an easy down and hook? That is, if they are going with the “play style” of downing and hooking, instead of the “play style” of slugging.
Slugging, tunneling and camping are oppressive yes but really only for soloq which shouldn't be a reason why emps are as strong as they are now. Cause actual good survivors can outplay singu to high hell even with getting spammed with overclock. There's literally no reason why a survivor shouldn't slowdown while the emp is charging simply because it has a giant range so any bio pod in range is disabled making the singu have to replace it if they're in range and then they can go back into the cam and LOS'ing the pods is incredibly easy if you can already guess where optimal pod placements would be.
People saying emps are fine as is have never played against good survivors and having those games where you don't get good survivors is not a valid reason to keep them as is.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453853#Comment_3453853
Like not being exhausted?
Thats barely even a requirement.
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Literally any killer can three gen and singu is by far only mildly around the same strength as skull merchant.
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453821#Comment_3453821
So is queuing up for a game just to be slugged, tunnelled or face camped.
Using an EMP is a real strat, trust me. It’s a survivors right to be able to play however they want. My suggestion is as a killer if you don’t like it, play some survivor.
I don't think you understand how oppressive emps can be if they have just a single person harassing the pods. Picking them up and being able to charge them mid chase is worse despite it being a "playstyle". The biggest issue in the ptb was the availability of the EMPS and being able to charge them while running. The emps are less available but doesn't mean they're fine and you can still run with them. Just force survivors to at least slow down while charging and able to go full speed after the charging sequence.
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Should at least have a requirement other than "be injured".
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@Mockingjay_S451 said:
Shock. Horror. The Audacity. A survivor using the tool available to them to not allow a killer to teleport directly to them.
Will it make killers more comfortable if we call it an EMP strategy? You know, kinda like the slugging strategy, or the tunnelling strategy or the face camping strategy that survivors get told to just suck it up and go next?
I mean picking up an emp mid chase to just deny the killers power is kind of stupid.
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I still think emps need to make you stand still/walk while charging but the singu could have just teleported to the person through the window by aiming at them. They might have been able to get hit before their adren to a fully healthy state for an extra 1.8 second speed burst. Its a killer you have to have a good early game with which the one purple addon thats makes emps generate longer at the start of the trial and they start slip streamed helps with.
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@Aurelle said:
It's not. 3% movement speed is nothing. It's a weak and situational perk.
FAR from situational. Literally makes mind games with basically any m2 that slows you down just disappear unless the person is extremely bad.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452683#Comment_3452683
You need to stop.
I'm not wrong am I? It being able to be activated THROUGH floors and 30 seconds even with having to have someone run up and just being able to loop around the hooked person.... Like on bad survivors its whatever but when you talk about how good something is you can only use people that actually know what they're doing and are playing the objective.
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I mean even with the stronger EMPS in the PTB he was still oppressive and I played in a custom with people that actually felt like playing. It's just his most effective playstyle is chasing with overclock rather than setting up multiple cams around the map but might have changed with the EMP changes. I still think you shouldn't be able to run while charging and emp and go from there.
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MMR soft cap strikes again.
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@MikaelaWantsYourBoon said:
Is anyone knows why he disabled? What was the bug they mention?
The dredge bug basically where he would just go invisible. From what I've seen it would be after he vaults a window at the least havent seen anything else yet.
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His 7 minutes was up.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452357#Comment_3452357
Of the last four chapters, only Reassurance is even remotely relevant.
Yeah and reassurance is still very powerful despite it only being ables to activate once per survivor.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451770#Comment_3451770
We can’t just keep nerfing / removing the fun aspects of the game for the sake of balance.
The game is in its most balanced state ever yet there are constant complaints that it’s the most miserable it’s ever been.
Balance does not always equate to fun.
I only find bad players to find it "fun" for holding W for 3 second to a strong tile to pre drop. If this game was truly in its most balanced state than gens wouldn't fly because you can just hot drop pallets across most of the maps and not be punished for it.
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Not really a nerf anymore when they buffed the buffer timer to .4 seconds to make anybody able to hit one.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451114#Comment_3451114
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451151#Comment_3451151
i mean, you are expected to get some value of the perk you spent a slot on.
Extending the chase for an X amount of time is the whole purpose of using an exhaustion perk. It's a brief burst of speed in which you can gain distance by being faster than the killer for 3sec.
and all of them already have a trigger requirement to meet (running, fast vaulting, be injured, drop for a high place).
and all of them leaves you exhausted for 40 sec so you realistically only can use it once per chase, you cant spam it like years ago.
what are you expecting exhaustion perks to be? a perk that is always under the killer control? Then nobody would use them because they wouldnt help you at all.
You fail to understand that even 3 seconds is a lot of time for a killer to catch up and the "requirement" for sprint burst or lithe aren't even requirements. Exhaustion perks like nurse, just kill all balance because you cant buff or nerf them without making them completely useless or broken. Better off just completey reworking them/removing them.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451033#Comment_3451033
The drawback of exhaustion perks is you can only use them once per chase. Plus, they are affected by all perk/addon that trigger exhaustion.
What more drawbacks do you need?
As the other guy said. Simply extending a chase by 20 seconds for EACH chase is insanely strong. Plus it inadvertently leads to more camping when I see juicer meg try to actually get my attention for a chase but then lithe/sprint burst to main. Plus the fact that most exhaustion perk/addons for killers are just horrible or are just not needed for that killer.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450985#Comment_3450985
How is that any different from killers Bloodlusting at every pallet turning every interaction into a diceroll?
I'm not talking about blood lust rn. I'm just saying that exhaustion is a bad mechanic because it has virtually no drawbacks except for 2 perk interactions with it.
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Exhaustion as a mechanic is a boosting mechanic. Sure good survivors still use exhaustion because its extremely good if not busted but the majority of times where I lose a match because exhaustion just enables holding W to pallets or super strong windows is numerous.
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@HexBazinga said:
Weird that Any means got Killswitched instantly over a specific map bug. But merciless, sloppy etc all get abused nearly every match for over a month each and don't get kill switched.
They're so weird about how they use the kill switch.
AFAIK nothing is wrong with sloppy
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Yeah now look at the fog on eyrie with a mist thickening offering
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449652#Comment_3449652
nurse with extra FOV isnt "fine" am telling you.
blight with busted addons + shadowborn basekit isnt either.
thats what am afraid off...
They are fine, people really overexaggerated stretched res with blight or nurse but actually looking at it for more than 2 seconds... Its blight and nurse that extra bit of fov isn't gonna help them, and people already play blight and nurse without shadowborn and are good so...
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448923#Comment_3448923
thats the thing "its a fov "SLIDER" people that want that advantage can just set 120*" "
meanwhile people that enjoy the current FOV will not bother to increase the FOV...soo idk how I feel about giving sweatier players even more power on their hands on the already S/A tier killers - higher fov can easily make mindgames on nurse and blight waaay more to their side when mastering their new but bigger FOV.
https://us.v-cdn.net/6030815/uploads/EYKP5ZLVYVF8/image.png
like I said , not complaining BUT yeah ....I can see this being a problem in the future if those 2 killers do not get changed by that point.
Game balance should never be brought up in the conversation of accessibility. Every killer will have access to it as does every survivor the heartbeat visualizer. It is fine.
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Lets hope more than half his addons will be worth using and not for a gimmicky purpose (double iri).
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I mean if you bleed out for 4 minutes it can be better than hook states cause you can actually crawl away to somewhere more window/pallet dense or less gen dense. Plus bleeding out takes longer than the 2 minute hook timer.
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Yeah it sucks. I get licensed survivor sets but at least allow us to unlink the non-licensed sets like scarecrow billy or ferryman blight. I personally would like to have their weapons on other cosmetics.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446490#Comment_3446490
Precisely.
We don't know how good basekit Blight is because WHY would you run that when he has all these crazy addons?
Base kit blight is still good. Just makes a blight play much more safely because of no speed/ring.
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Yeah well with the current state of the game its kind of the only thing lower/mid tier killers can do. Given how Windows of Opportunity just allows people to go mindlessly comp drop AND have it still be super effective is a massive issue that only got more solidified with the gas heaven and blood lodge reworks.
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446466#Comment_3446466
Dew it,without any regrets.
Licensed killers beign strong/balance are as bad as Mettle of Man or DS back in the day..
No its not? There's plenty of strong un-licensed killers. The only good weskers are the ones that actually use his power in chase and not zoning.
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Because a noticeable majority of this community hates putting effort into actually trying to win.