Brimp
Brimp
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446364#Comment_3446364
Even his weak add-ons are strong than most of killer add-ons. And Blight's basekit is already so strong. It's weird to leave this killer without touching for years.
They are nerfind Dead Hard because it was " op " , fair. But then why they are not nerfing this op killer?
Ok you're putting op in quotations when it was legit OP for the longest time then got nerfed to be a little less strong until its in the state it is right now which is pretty much fine.
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You do realize making wesker 1 charge would literally kill him right?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446015#Comment_3446015
I’m disengaging from you. Please don’t tag me anymore. Thank you, good day.
Ok but we'll see if "dead" scavenger is really dead when it releases.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445828#Comment_3445828
Its drawbacks have been explained to you. Crowman did a thorough job of this.
Drawbacks = not worth using lul. You dont HAVE to hit the greats if you get chased off a gen and come back with 4/5 greats hit while the gens 60%. If anything you could get more value out of this perk than 90% of other survivor perks.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445353#Comment_3445353
Nah, it’s a net loss at any point in the match. Built to Last outclasses it.
How does built to last out class it? Maybe after the first recharge with a double charge addon commodius but the 2nd and third uses are still a net loss because then its just 34 charges which is still under 14 seconds of "time saved". Plus I find it curious how you call it a net loss as its a fact when there's legit no testing available.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445309#Comment_3445309
It’s not even a high-risk, high-reward perk. As @Crowman pointed out it’s just a net loss.
Yeah a net loss if you just use it at the start of a gen its the matter of when you use it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445321#Comment_3445321
what are you talking about? your description of how your using the perk makes no sense. let me pull up description.
https://us.v-cdn.net/6030815/uploads/2P9ZCMJYCN89/image.png
you need to use toolbox fully and carry the empty toolbox while repairing a generator. After that you need land 5 great skill-checks(was 4) and after you land 5 skill-checks, you suffer 50% repair penalty for 30 seconds. you do not refresh toolbox while using toolbox. So in your average match, you use a toolbox, finish a gen. you work another gen, let's say you get 5 skill-checks at 80% of the next gen, then you suffer 30 second penalty. You get net 0 value because if you go off gen, your wasting time but if you do not go off gen then you suffer repair penalty. Sometimes you might repair a gen fully and not even get 5 skill-checks so then you need to go next gen and get 1 great skill-check to suffer penalty. The perk makes no sense. It kinda what @Crowman said. you get no value from using the perk. The perk defeats itself.
Yes im saying wait until 15-25% to star using the toolbox where by the end of the tool box charges you still have 40-50% of the gen left to go which not getting at least a couple skill checks is just very rare.
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@Devil_hit11 said:
https://us.v-cdn.net/6030815/uploads/TV6IOR5PXQY2/image.png
The perk sounds counter-productive. the entire point of the perk is to gen-rush and complete generators as fast as possible but the perk punishes you for using it to gen-rush. The last part of the post is confusing. If someone running this perk, they do not want to spend time healing, unhooking or doing totems, they want to do gens as fast as possible. Efficient survivor do not spend time doing these actions. they spend time... rushing gens like what. confusing post.
Basically at the start of the game and you're not first found, use up the toolbox at around 15%-25% of the gen (still needs to be tested to accurate gage when to use) and by the time the double charge addon commodious runs out you will most likely get 4-5 skillchecks and be a near completed gen.
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444840#Comment_3444840
"You've got bad internet get off my game no fun for you!"
Like it or not that's what you should do. If your internet is THAT unstable then you will just constantly accumulate a dc penalty and ruin yours and others experiences.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444977#Comment_3444977
So like I said, the gameplay loop isn't a static thing you can plan around, which includes skill check counts and the gen regression that might be in play from game to game. It's very rare that you're working on a straight up 90 second gen from start to finish without any interruptions or alterations to the repair time. Planning around skill check RNG to avoid a massive debuff is not good design.
I mean gens already fly fast enough as is in lobbies that actually know what they're doing and the 2nd part of this perk helps prevent that. Having perks that just legit enable faster gen speeds is not good design itself and now this perk actually offers a trade off to make it more balanced despite intentional design or not.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444950#Comment_3444950
Perk was not as good without those "comp banned toolboxes" for people who aren't the top 1%. This perk is definitely dead because now you can't commit to gens while using this perk, which is what people should do in general. This perk IS dead because they listened to the community... as usual.
The people here making pathetic reasoning like "yOu CaN Go Do aN UnHoOk!!!1" like that's too situational to merit running this perk, are the type that overreact to every single new thing, so their opinions are invalid.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445037#Comment_3445037
This is the DBD forums, "good players" go here to whine about every single thing that they think prevents them from killing "that 4 man SWF they see every game", they're just happy that their fearmongering worked and are trying to defend it.
Eh time will tell. Claiming its dead without even having a ptb to test the new changes is just silly. This perk is still gonne be most likely strong especially for just holding it for the final 2 gens.
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@[Deleted User] said:
The problem with this nerf is the idea behind doing something else while you have a repair speed debuff. That's not how the survivor gameplay loop works. You don't just do things. You repair gens because that's what you should be doing, or you heal because that's what you should be doing, save because you're in the best position to do so, etc. Good survivor gameplay at a high level is a flowchart, not a planned series of actions.
I'm never going to go for a save because it's something I want to do or feel like doing. I'm going for the save because I'm closest to the hook, the only healthy player, have the fewest hook states, least gen progress, etc. I'm never healing just to heal. I'm healing when the health state outweighs the concern for gen progress at that moment.
So the logic of "find something else to do" is a bit flawed. I'm not trying to be overly critical, it's just not a winning mindset on survivor. It's more flowchart oriented and less "pick a thing to do out of these options".
I absolutely thought Scavenger was too strong. Don't get me wrong. I just think the nerf follows a train of thought that doesn't really exist in good survivor play.
Thats the part that requires a brain. Use the toolbox once you reach around 1/3 of the gen done. Then by the time you complete the gen you most likely would have gotten 5 great skillchecks by then so you only spent a little bit of that gen with the repair speed penalty while you go run to find another gen effectively nullifying the penalty
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No it just required a brain to get value out of now.
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Both require you to just spend time holding W. So both are boring.
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@Cyber686 said:
40 min against 3 gen killer? no thanks
Knight literally isn't even that good of a 3 genning killer lol.
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@burt0r said:
While my opinion might be less useful since i don't play anymore actively, i don't really see a problem with the presented anti-FACE- camping mechanic.
16 meters don't seem that bad and would still allow for proxy camping.
Even bubba can rush in with his chainsaw and down both unhooker and unhooked, just not at point blank range. And even when the unhooker aborts, the bar won't fill up since killer and unhooker will most likely be in chase at that point.
Its not a bad mechanic but it doesn't actually affect the good campers. Blight, Nurse, Bubba or spirit? Wow they stand 16 meters away and when you get in the hook animation that get a little closer while you're close causing the meter gain to be (assumingly) way slower and you keep backing away until you're forced to save in before 2nd/death hook. Still resulting in a trade which they can still snowball off of.
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"Its not entitlement. you can play what you want but i dont have to play it"
That is PEAK entitlement. Further a reason why kermitting on hook should just be disabled/reworked all together.
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Cause they need that glorious red carpet.
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The main problem is trying to make SBMM in a game that doesn't have the playerbase for it. If there was actually 4 survivors per killer than sure but we all know that will never be the case. And well SBMM in a game which is largely determined by RNG.
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Yeah people are definitely underestimating Made For This. The power of just 1-2 more rotations at tiles still adds up. But as long as you can brainlessly drop pallets and escape people wont see that value of it.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440321#Comment_3440321
Most killers here would say a 20 second gen is a unwinnable situation
Yet like you said.
2k on Leon, 6k on Claud, 8k on Yui
The 20 second gen didn't matter in the slightest. You can snowball out of control at any time
Yeah unwinnable against good survivors which these clearly.
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Old ruin was just a noob stomper. It didnt effect people that can hit greats.
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Nah keep the DC penalty.
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Are you talking about how they can just clip through your model? No. The only time survivors should be able to clip through a killers model is after a hit or in the killers case vaulting from a window with a narrow passage below like the boat on pale rose.
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Big, extremely easy to immerse on and they added windows to pallet walls so...
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@Ayodam said:
How do you know they’re ‘impossible’ if you can’t see them from the survivor’s angle?
Idk I dont even see the outter cone of the beam? I'm literally blinded by nothing.
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I think he could really be solid if EMPs weren't so oppressive honestly. The fact that there's SEVEN boxes around the map and each just keep spawning them so as you run to the next gen/unhook you can easily grab an EMP on the way.
I would honestly take the emp having to be an action you stand still for to use over being able to run with it if they made it so when you teleport to someone with a biopod it would make it disappear off their back.
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@bm33 said:
Pop got buffed to be better than pre-6.1.0 Pop that was 25%.
Well its only better than OG pop if the generator is 90% or above. OG pop was TOTAL progress so it was a flat 25% progression on the gen instantly gone while current pop is well current progress so if you kicked a gen that is 60% then this buffed version of pop would only remove 18% (not accounting for the 2.5% of a normal kick) for a subtraction to 42%. Old pop would have made that 35% because of the flat progress it removed but overall this 30% current progress pop is actually worth using now.
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Thats what bhvr should try to aim for when making a killer minus the broken addons. Wesker fits this ideology very well because he has a very strong base power with only like 1-2 addons that would be considered "very good" and actually threatening map pressure because if you just allow yourself to fully infect you're 8% slower and insta downable.
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Basically huge/pallet loaded maps and survivor split spawns mixed with a little bit of perks even though you don't really need gen speed perks.
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@[Deleted User] said:
They did - it's called +10s extra gen repair time and 2.5% progress loss on kick
If you can't stop gens, im afraid that's a you problem and not a game problem
The extra 10 seconds and -2.5% on gen kick is actually worthless lol. Like wow you spend a 1.8 second animation for only barely over TWO seconds to be regressed on the gen...
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No I don't think so. The perk allows for way too much efficiency for it to work 2nd hook.
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My only problem with the anti face camp measures it that it doesnt really effect the best campers. Sure they can be a decent amount away which i presume the max range is 16 meters but then bubba, billy, blight, nurse and huntress still guarantee trades if not no trade at all while making m1s even weaker.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432322#Comment_3432322
? Tunneling is not fine
It is very much fine. You make it impossible or significantly harder to tunnel and every m1 killer suffers to the point where if they do get buffed its just as annoying to face them as compared to them tunneling. Or you know just them not having enough pressure. At the current state of the game tunneling is fine as is because maps are so huge or are just loaded with pallets that you can just comp drop and win even though you dont preserve resources.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431948#Comment_3431948
Not true at all.
If killers underperform, they will get buffs too. Like how they got before.
Face-camping was very boring and unhealthy game design for years. It needed to go. Tunnelling should be next. And toolboxes & gen progression perks also needs to be gutted.
Unhealthy mechanics should not exist in DbD anymore.
Tunneling is fine.
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Honestly sound needs to be fixed as a whole as well. The amount of times I can be behind someone and I just don't hear their footsteps is amazing. Like even before chase music kicks in it doesn't even play.
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Surely I won't take the prompt seriously and ask anything unrelated to the knight.
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He'll be a stand alone survivor most likely like Ash and Mikaela.
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@Liljay09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429426#Comment_3429426
If it was meant for actual reasons then there shouldn’t be a punishment because you had to go take care of something
Nice try trying to turn that around. If you have to dc because an emergency you will 9 times out of 10 will take longer than to wait out the DC penalty.
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Because the DC button is usually meant for actual reasons not "oh im not having fun" but no way to check for that so.... Also the fact that if someone gets face camped first down and dc 20 seconds in that just blunders the entire chance for their team to actually get some people out.
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Because map offerings just aren't healthy for a game. I can get past randomly getting the map but when i see an offering I KNOW the only thing people on those maps are just gonna set up camp at main building or have a sprint burst to go to main every time. The only map offerings I would be ok with is Macmillan or Autohaven.
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Well compared to hatch grab it was legit an indefinite waiting game because killer couldn't close hatch back then so if they hit the person they would get hatch.
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Can't happen won't happen.
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Well here's the problem. Most of the killer roster doesn't have an incentive to not tunnel because their kit just doesn't allow for map pressure. Sure clown might have antiloop and OLD wraith cloak movement speed on a worse cooldown, but it's still better to just patrol areas around the hook than go cross map for a different 2 hit chase that's probably gonna end up comp dropping pallets.
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Only bring back nurse light burn as it was the only one hard to light burn.
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I do believe they should have some sort of requirement but not the same as DH. People underestimate just how powerful running faster than a killers base movement speed is, even for a couple seconds.
And before the "well if you nerf exhaustion killers like blight and nurse" well that's also a stepping stone to make them more balanced. You can't just nerf one thing and leave the other untouched.
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Because things don't need to be removed because someone's feelings got hurt over some virtual killer slashing them on hook or a survivor quickly crouching.
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People that only used it because it provided a 24 second self care. Now that its gone the people who used it for that reason think its "useless". Its not a useless perk until the players themselves make it useless by giving it no value.
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Nah wraith is still Mid-low B tier that's semi reliant on addons.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424558#Comment_3424558
15 minutes is too much for someone who dc'd because of an internet blip. The system is designed to take that into account so anyone who legitimately has an issue shouldn't really notice. The tiers are for those who are more persistent.
Still, I read somewhere it resets a tier every 24 hours, so maybe this could be looked into so if someone dc's once every day as a habit is picked up on.
1 to 15 isn't that bad of a jump. If you DC because internet issues twice in less than 30 minutes you should probably take a break until you can see it settle down.