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Brimp

Brimp

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  • He would be fine if he had 6m base and had t3 changed to something else entirely because changing range mid game from almost unusable to useable is very fun.

  • Pretty sure this is how it was supposed to work as the gen regresses and you're kicked off of it. But I guess since the same frame they apply incapacitated and regress the gen (every form of blowing up a gen other than skill checks causes the gen to regress normally) I guess it considers you still "repairing the gen".

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276775#Comment_3276775

    The way it works is also tied to flashlight stun range. So, increasing FOV (or allowing increased FOV) also means leaving people more susceptible to flashlight saves unless they changed how those work. TBH, I think it's entirely possible that there'd be no safe way to look.

    I already get blinded from nothing on my screen so it feels like I already have shadowborn without the FOV.

  • Yeah idk why the fov is so low currently. Like they try to make a trade off with M&A but you lose the extra FOV while in chase so that doesnt work. And as for the whole "it'll give an advantage" argument is just very silly. Like yes it CAN give an advantage but most people look over the fact that the more information to process the more chances to gloss over some survivor in the middle of the screen because you're trying to look at the edges more.

  • yes the 107.5% chase hag will truly be the pinnacle of dbd.

  • This seems like a redundant question... they already know the general location of the hook and can see the status icon go from hooked to injured.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274239#Comment_3274239

    Teabagging at the exit gates also isn't holding the game hostage. You agreed to play the game in how it is from the EULA which means you agree to the fact that you might spend part of the end game collapse waiting for survivors to leave with your only options to hit them out or wait less than 2 minutes.

    It's almost like the "bannable offences" and the EULA don't cover what is generally considered crappy or unsportsmanlike behavior.

    Yeah but why would either be bannable offenses? So I don't get the point you're trying to make because there will always be a way to be unsportsmanlike in games and people need to accept that and not cry "ban for them doing this".

  • Yeah they had this model for months but still couldn't change the fragments to resemble the current fragments. Still crazy how they had this model for so long, accidentally leak it themselves in a patch, then couldn't even change the fragments from the old pallet to be the new one.

  • @Roaroftime said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273962#Comment_3273962

    Yes but you as the killer can push them out of the exit and end the game. Survivors can't end the game when the killer is holding them hostage on the ground and ruining their game.

    But slugging isn't holding the game hostage. You agreed to play the game in how it is from the EULA which means you agree to the fact that you might spend 4 on the floor with the only option being to crawl around.

  • The same update where we get base kit blood warden when every survivor is just waiting in the exit gate for longer than necessary.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273716#Comment_3273716

    My first game on that map was literally a 4K bloodbath. It is not unplayable for killer, despite a few balance issues. (no map is)

    Jesus this playerbase is so melodramatic.

    Just because its not unplayable doesn't mean its not miserable to play on. Its like they claim to have a QA team but somehow still manage to have bugs where the map is having more pallets than intended and lets not forget haddonfield having near infinite houses.

  • @Rudjohns said:

    Wraith is invisible, indetectable and fast whilst cloaked. There should be a counter to this, and it's not even base kit.

    The counter is to keep spam vaulting the same window/pallet so hes forced to uncloak. If you just keep throwing and W'ing against an invis wraith then thats just bad gameplay on the survivors part.

  • I think the more appropriate question is why do survivors lose collision with you after you hit them. I'm specifically talking about the scenarios where they completely corner themselves and they still get a 2nd chance even though they made a major misplay.

  • I dont usually play survivor unless its friends cause its boring to solo q and sit there for 8-10 minute matches in a multiplayer game with at least no base communication method.

  • Tbh it seems logical to only have to fill out 1 report if you got video of all 4 players and their gamertags. Other than that I can't say for sure if you need to fill out 4 reports or not.

  • @Levitika said:

    If people genuinely believe that having an FOV slider will boost kill rates 10-20%, they're severely overestimating what the ability to just see more will do.

    Being able to see more doesn't make your hatchets into homing missiles or your chainsaw into a laser cannon. Killer players have a right to be able to play more comfortably. It may affect kill rates positively. But it would be nowhere near significant enough of an increase as it would be a positive change to allow players to play more comfortably/without having to rely on perks to alleviate physical discomfort.

    Yeah but the more information the more you have to process it so you can gloss over some survivor sitting in a dark corner compared to lower fov where you dont have to look as much.

  • If hes hitting you on hook and not stopping... you could always just turn down your volume.

  • @Emeal said:

    Flat disagree, Show us a loop or a part of a map and then give us your arguments for why its poorly designed?

    At least then BHVR has a chance of picking your brain on this and solving the issue if they agreed.

    The entirety of cowshed... dont forget suffo pit, the entire realm of badham, new haddonfield houses, RPD etc. Actually... better yet the busted setups that can spawn on coal tower that go from main to jungle gym to jungle gym then to shack and back.

  • Far from OP

  • @Lynxx said:

    I've seen clutch grabs off injured survivors with it, but that's about it.

    Maybe so he doesn't just fly out the gate with the survivor and escape too - now that would be funny.

    Yeah but thats a grab. What OP is saying is even if you throw them against the gate they cant leave for a second or two while they have free movement but not long enough for you to down and then pick them up/

  • I think what holds this game back is nurse and exhaustion perks. Two horribly designed mechanics that some people think is fine because "you rarely go against people your own skill level".

  • @Cleverotter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258326#Comment_3258326

    doesn’t blight counter literally every speed burst perk in the game

    can tunnel very easily also

    I mean... exhaustion is already the strongest category of perks in the game and almost every other M2 power killer can already tunnel very easily other than maybe demo.

  • Exhaustion perks and nurse are the reasons why such imbalance exists. Nurse just stomps on anything while exhaustion makes every chase 20-30 seconds longer for free if you can use your brain and not run yourself into a dead zone.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258292#Comment_3258292

    How is S-tier killers are balanced?

    The exact "S-tier" is just screaming the word "Unbalanced" to me.

    Because exhaustion perks exist that throw off balance for MOST killers.

  • No... its not? Other than nurse and blight with alch ring killer is generally still very weak against survivors that can do gens efficiently. Then you stack up perks like exhaustion on it to add 20-30 seconds to chase and OTR and maps then suddenly as m1 you just can't compete anymore. Like I don't want to be forced to run 4 slowdown to have a somewhat reasonable length of a trial.

    Like I accept the fact that some m1's are just weak but even some mid tiers feel like matches end within 3-4 minutes.

  • Bro even with spawning in the gate area... there is def enough time to run into a different room or be on the guaranteed pallet that spawns there. Either way blight pfp = blight main totally.

  • Impressive that you got hit 10 seconds into a match against a blight on lerys.

  • Yeah dude just chase the first survivor that will pre drop most pallets/live at a main building, realize you need to leave, then have the next survivor and so on do the same exact thing.

  • I mean no one would choose jailer because carnifex is better for pallets and assassin goes 110 and applies deep wound.

  • Yeah no I don't take kill/escape stats as seriously anymore since survivors can just decide to leave the trial early by purposefully being sacrificed (and to a small extend killers letting survivors go).

  • No you will break a total of 50 totems for this tome

  • State of the game rn. In those scenarios there's a 50/50 chance of people bragging at the exit gate and needing a red carpet escort out of the match.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255129#Comment_3255129

    This is what I thought happened, so checked for the add-on but the killer only had the break a pallet when you vault it.

    No its apart of legions base kit after the rework. He can down on a 5th frenzy hit.

  • If they put 4 survivors in deep wound (can be the same survivor if they mended) then the 5th hit can down someone.

  • @SunsetSherbet said:

    Why would there be a slider? That's like having a slider to make your killer slower. Why would you ever do that? Higher FOV gives a massive advantage, so who would ever have it low? A slider makes no sense at all. Might as well have a slider for how often your killer M1 works.

    If you just increase FOV overall, it will be a buff. Which plenty will be against. I'm not against increasing the FOV, but a slider is pointless. It would be a slider to handicap yourself.

    Still don't see a reason not to add it.

  • If you crouch on the lower side you can 100% still be hit. On the side thats higher up the nemesis has to angle it a bit more.

  • The knights could use a few number tweaks to be a bit better like removing the path visual that survivors can see when you place it down and remove the endurance you get for collecting a banner.

  • Yeah they're adding so many maps that it seems like they're making them for looks instead of actual balance.

  • Yeah I'd say that. With the current default look it just looks like a discount blight.

  • Perks that arent just recycled.

  • @Regulus47 said:

    Exactly. No reason why it should be as fast as it is with how game breaking blinks are. They should make it like weskers charges, like 6-8 seconds per charge. Would actually give some penalty to missing her blinks.

    yeah but you do that and you suddenly enforce even more of a range recharge meta with her.

  • Well the why isn't really a question as BHVR has to ask and pay the license holders for the rights to make a character in their game which they have every right to refuse.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249661#Comment_3249661

    I think the main issue is if a plague is right on you then you get infected nearly instantly. one full puke basicly injures you so not to much time is wasted by the plague.

    https://forum.deadbydaylight.com/en/discussion/comment/3249666#Comment_3249666

    Wish people would stop just saying nurse and blight are the strongest. They may be the strongest in "top mmr" but because of the high skill cap required to play them efficiently they are not overall the strongest killers. For example i could play 10 nurse and 10 nemisis games and i would most likely 1k or 0k all nurse games but 3 - 4k most nemi games purely because of the difficutly difference. How strong a killer is isn't dependent on just overly skilled players its an average from new to veteran players.

    Well because nurse and blight literally ARE the strongest. MMR or Difficutly doesn't depict the fact of their strength. Sure certain killers might be the best for you, but the fact nurse and blight can end chases in seconds reliably and with good map mobility is what makes them the strongest. Which is why killers like dredge are so bad in comparison because no chase power with map wide pressure.

    Or think of it like this.... the best billy or bubba player vs the best nurse. Obviously the nurse is gonna win because even though they have an insta down people can throw pallets extending chases while nurse ignores basically everything and has to make the survivor mind game the nurse.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249043#Comment_3249043

    It USED to make a ton more loops playable using curving. These days a lot of newer maps and tiles have just the most bizarre geometry and tend to catch the saw with their forcefields.

    Have you watched a Hillbilly try to play Hillbilly (as opposed to M1lly) on Eyrie of Crows?

    Saddest thing I've ever seen.

    Personally I find the jungle gyms fine on eyrie but not the random bushes you can collide with.

  • @Steel_Eyed said:

    Engravings are bad, too. Each adds 0.35 seconds to the charge time (.7 combined). Might not sound like much but makes the saw unusable at certain loops.

    Yeah but makes MUCH more loops available to play if you know how to curve. If someones not pre dropping every pallet and actually tries to loop it will catch them.

  • Was blight until nemesis released.

  • yeah just ignore... crotus prenn, gideons, swamp, most of the cold winds, 3 of the macmillans.... Oh yeah cant forget badham and RPD being inherently survivor sided :) but 2 images of bad RNG = extremely sided.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248091#Comment_3248091

    BT is a game health issue because it addresses a hard design flaw. Objectively it makes sense to go for someone with half the health, and far closer to death (hook states), so there needs to be a buffer to prevent abuse. If you are hard tunneled off of hook you typically don't have a chance to have fun playing the match, making the game bleed players as seen on the steam charts. Anecdotally, I have a friend new to the game and surprise surprise, the Killer turbo-tunnels him like the Killer is playing for money, and as a result he is losing interest in learning to play the game. Facecamping is another hard design flaw that has no basekit fix yet either, as you can more or less guarantee a minimum of a 2k facecamping when done 'right'. Also it is important to keep in mind, that before that patch, you could have 0-3 anti-tunnel mechanisms (3 if you count Dead Hard used for anti-tunnel), and now we have a minimum and maximum of 1. DS might as well be hard deleted, and you can only have 1 endurance effect per recovery. Since they moved all anti-tunnel effects into endurance, combined with being unable to stack endurance, we are left with a horrendous state of the game in the extremes of bad matches. It is only because those games are rarer for some, that I believe they haven't been addressed.

    Basekit Shadowborn is more of an accessibility vs inherent difficulty/designed aspect. If we design a game around vision, we can't expect blind people to participate at all, no matter how much we want it to be 'accessible'. Whilst most games are designed with sight in mind, DBD is also designed with a limited FOV in mind for Killer, in order to emulate the Predator/Prey relationship. The intended difficulty is tied to the limited FOV, and as such, it may be harder to determine which level should be accessible. As previously mentioned in the thread, we don't allow chase music to be turned down for Hard of Hearing players, and similarly we don't allow FOV for motion sickness players. Sound is something shared by both sides, so I would argue that should be higher on the 'accessibility' list.

    They added partial Brutal Strength and STBFL (and reverse Overcome) to raise kill rates. Game health could be argued here since 60% is the target kill rate. If the kill rate is too high, more Survivors won't play. If the kill rate is too low, more Killers won't play.

    Finally, the 'accessibility' fixes have largely been mixed to bad, and by that I mean usually 1 good thing with 2-5 bad things. They didn't want Spine Chill as a replacement for hearing, and then was buffed against Stealth Killers, who it wasn't supposed to nerf, and the change was intended to help instead. Flashlights didn't have an auditory and visual slowdown without also changing functionality, so they got nerfed out of being able to readjust a save. Readjusting a save arguably taking more skill than getting the save in the first place, since you need to both recognize when to release, and for how long. So in each case of these 'accessibility' changes, we are losing more than we stand to gain. I would argue the steps backwards are far more damaging than the 'fixes'. Note that I am not saying they shouldn't be worked on, just different execution. For Spine Chill, I would simply have it not work against undetectable Killers (or only work when you are within range of their sound cues, eg. Ghostie's cape flapping, or Myers' breathing). For Flashlights, I would have the visuals and sound of the current Flashlight, with the mechanical functionality of the old. That way it wouldn't mess with people who have the conditions affected, but still allows the same mechanics such as readjusting a save or changing direction during movement.

    So playing efficiently as killer (aka tunneling) is considered a game flaw? Also playing efficiently in a PVP game is always gonna lead to the other side not having fun so calling that a "design flaw" is just not logical.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/352804/why-do-people-think-an-fov-slider-for-killers-would-be-unfair

    The thing is, stealth should be a survivor strategie in this game. There are killers and perks that can handle stealth easily, but for others, its a good counter, and should be a thing.

    In basic design, stealth was inbuild in this game, but it got nerfed more and more because for a lot of players, the game just resolves around one aspect of the game, chases. However, not for all of us.

    So i am not really opposed to a basekit shadowborn, but noone ever answered me what they would offer in return to keep stealth play alive.

    Optical things like the fov, dark corners in maps and stuff are made to balance and give survivors options beside chasing. But people use brightness filters, so playing with a killers fov is one of the last things left to juke a killer in a chase.

    No compensation would really need to be given. Stealth is still very much affective against killers with shadowborn.

  • I never said it was bannable. I said they can do whatever they want with the game even if it results in a ban. Like how you could do whatever you want in a store but can get kicked out because policies.

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