Brimp
Brimp
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3204488#Comment_3204488
Nahhhh, shadowborn is just sickness waiting to happen
Base fov is also sickness waiting to happen. I do not enjoy playing through a magnifying glass all the time and being forced to use a perk slot for FOV alone which should be a QoL setting (not a perk) for any role in first person.
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I wish i could just have shadownborn base kit
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Every time I went against a huntress I felt like grabbing a pillow from how bored it made me.
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People that claim something is useless after a single nerf. Saw it with ALL of circle of healing nerfs before the 40 perk re-balance and was still incredibly busted until then. The only thing I will agree that was useless after the nerf was ruin. A perk that you can destroy AND destroys itself after a killer for only a base regression speed.
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I mean I guess towards the people that slug from the start of the game? Other than that the base kit unbreakable really isn't that healthy considering you can reduce the 45 seconds to 22 with just unbreakable alone.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3201821#Comment_3201821
But it's even harder now, since the (granted, minor) killer buffs
You asked for a reason why it should be changed (or toned down), I think that's a good one.
It still really didn't change much. Only really helped m1 killers and m2 stayed basically the same. You save maybe 2 seconds with the basekit cool down reduction and post hit sprint burst reduction.
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You misread their post. Its a flat 45 second duration from being downed. It doesn't let the recovery system fully complete until the 45 seconds are up.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3201784#Comment_3201784
I can give you a good reason
It turns camping from a risk vs reward scenario into a turn your brain off scenario
It was... always like that? If you hit the survivor at least 4 meters away from the hook the travel time would be too long before they could unhook to trade.
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Still see no reason why it should be nerfed. Maybe cause you can't just hold W anymore for over 5 loops after being hit?
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I misread it the first time too. You actually have to be downed for 45 seconds to use the base kit unbreakable. It doesn't actually reduce the base "recovery" speed from 0.5c/s (I think recovery takes around 30 seconds to max out?) to 0.35c/s.
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hag and spirit cause i genuinely enjoyer killers like clown more.
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There's really no good reason for it to be nerfed. Even then after the 9 seconds are up the perk is literally useless unless they bring another aura reading perk. Not to mention buffed distortion.
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Good addon but some others are genuinely more fun to try and get value out of... or were cause they buffed adren vial to be where it is now. So in that case I still rarely run it despite having a decent amount saved up. I more play with slam duration and fatigue reduction even though it literally only affects fatiguing out of rush and not swinging out of rush into fatigue which I commonly do.
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@OpalescentHare said:
https://forum.deadbydaylight.com/en/discussion/comment/3194659#Comment_3194659
Do you seriously think it usually takes that long to hit a survivor one time off of a gen? Or to kick a gen and patrol them so that no one can stop the regression? Seriously?
That can be done in 10 seconds tops, assuming the killer goes for the hit instead of just pishing a healthy survivor off and kicking the gen. They usually only take the hit if the survivor stays on the gen, so there's barely any chase. If you run off the gen once they are close but not on you, they kick the gen but don't hit you.
My problem—which a lot of price seem to not be getting—id that the match doesn't end with sacrifices. It ends with survivors killing themselves since no one enjoys spending over an hour in a single match if the killer refuses to down survivors normally and refuses to hook survivors. That is not normal gameplay considering that the goal is to kill survivors. It should be considered "valid" to make the match go on for long enough that everyone quits.
So... then you would have 2 other people on the farthest of your gen so if the killer was really hell bent on kicking gens they would immediately go to kick the other one. That gives you enough time to slowly gain progress on the gen if each one has 2 people working on it. Because what you described literally keeps the game in a winnable state for survivors unless lets say its a hag.
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@versacefeng said:
If the killer isn't making an effort to kill survivors then it's bannable.
This situation is rather a gray area. You could say defending a 3 gen can be an effort, a boring one at that but and effort to kill survivors. They're waiting for the opportunity to capitalize on someone getting too close while injured. I like to see it as old hatch stand offs where you could sit there for half an hour before eventually someone gets bored and lets the other persons survive/escape. In that situation they are technically both trying to further their objectives but how that scenario plays out can usually end up in stalemates until one side gives up. This 3 gen scenario is not much different to that other than its with more people. Either way 3 gens are still beatable.
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I think the punishment is fine. You lose out on like 2% regression then after that you cant gain progress on that gen for 2 seconds.
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How are addons a weird game concept. Its legit the same concept of attachments on guns for CoD. You lose out on some stats with some while gaining in a different category then there's just other stats that provide small boosts with no downside.
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@PaintedDeath said:
It pains me to say, but if The Twins did get a blighted skin, it wouldn't effect Victor. Remember, Victor is technically a power, and tampering with the visual effects of powers is a huge no-no
Victor literally wouldn't change. They said when the twins released "we do not plan on adding skins for victor" and wouldn't seem to change anytime soon.
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Last I checked victor was at least 8 years old so not a fetus.
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@NerfedFreddy said:
It's the common killer flex "My role is so boosted so i don't even need perks to beat you" and devs just can't stop pumping killer side and their egos
Don't act like its not on both sides though. If anything I've seen more survivors have an ego than killers. Like how they ask for a 1v1 and call someone ######### for taking advantage of situations where they should.
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Just because a killer can 4k with 1 perk doesn't mean its powerful. Like you said "Im not high or low mmr" meaning most likely you're mid range which even then mid range MMR is a mixed bag of teammates.
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The weaker roster needs to be buffed but I would say re-balance maps first to mostly all be around the same level of strength. Not just mothers dwelling and eyries requiring 2 brain cells to run compared to something like sheltered woods.
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@Mister_xD said:
Hillbilly should absolutely not get his old Add Ons back.
These were utterly overpowered accross the board (e.g. Spark Plug, a common Add On, charged his chainsaw almost 20% faster) and desperately needed the changes.
Overheat is way too punishing and needs to be reworked, thats the problem.
And hey, if overheat goes that inevitably comes with an Add On pass, given he has so many Add Ons now that are directly linked to it.
Honestly the only problematic addons today now would be double charge cause its not pallet city on every map now. Other than that just nerf spark plug to 10-15% and make it so you can't stack charge addons. Oh yeah also make it so one addons doesn't reduce everything by like 10% or at least make it a purple.
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Doom and Death engravings increase charge time and speed of how fast the saw goes. Billy goes 230% base, 264.5%? (+%34.5) (somewhere around there) with death, 275.5% (+%45.5) with doom and if both stacked, to 310%. He also has a very sharp but short period at the start of the saw where he turns, I would like to say ~250 degrees per second but on a 0.75 second duration so in total you can just barely get 180's
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Killer is still the more stressful role. It has always been and 6.1 didn't change that. Personally, I don't like how much resources survivors are given on certain maps to make it so every chase could easily be a 2 min chase if the survivor has someone of a brain on how to loop. To make real perk balance changes I say maps come first, somehow change how camping and tunneling works, buff/nerf killers accordingly then touch perks. Not "Oh we changed 39 perks here you go".
But yeah I agree on the medkit part. Having 2-4 medkits in a lobby with not even decent addons can lead to just very unlikely odds of winning especially on larger maps with how efficient you can play with them.
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@Hensen2100 said:
Prolly missing DPI flicking or turning addons.
Not sure about the second one, I feel like the attacks I do with him are fine.
Half the battle of learning blight is learning all his exploits. When I learned hug tech it was like night and day what you could do with him after
"learning all his exploits"... hug tech is only the last bug on him that you can use consistently.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190058#Comment_3190058
And if the devs really remove Blights Hug-Tech, which is considered as a bug, he will fall in the tierlist anyway. So Nurse is everything then, considered your post.
If Nurse, who completely ignores the rules of the games like walls, windows or pallets, is the only killer for staying competetive in highest mmr, what is this saying to us?
Blight was S tier before hugtech even existed.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188799#Comment_3188799
If the survivors know how to play, that the key, just like if the killer knows how to play, that's the whole point, having skills should reward you, but camping and needed no skills at all should not give you such a big reward
You don't understand this game then. This game isn't just skill, its also RNG and actually how strong a killer is. Clown is NOWHERE near the strength of nurse of blight. Blight cant travel from one edge of the map to the other in 5 tokens. Nurse is just nurse ending chases in 15-20 seconds. Then there's clown.... 15% hinder but he has to catch up to you first or else you can just easily dodge the bottle to avoid the hinder.
To make it easier to understand, blight just gets pressure easily for using his power well because its double speed and a health state. Meanwhile clown has to slowly walk across the map giving survivors 2x the amount on gens. You see where this is going? Clown gets little to no pressure while blight gets tons.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188784#Comment_3188784
They still not completely helpless, they still can fo well and get kills with no need fot camping.
Seriously doubt that. If the survivors know how to play, 4 outting vs a clown on mothers dwelling is still extremely easy.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188746#Comment_3188746
Not the same thing, killers with actuall skills still do very well in any map, while there is nothing survivors can do witj a fave camper that needs 0 skills and just stands there waiting for his reward for doing nothing
Ok so place clown, trapper or sadako on mothers dwelling... gl getting a 2k at most because that map is just so giant that even sadakos mobility doesn't help much.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3188738#Comment_3188738
In this scenario there was no winning option. All 3 gens were super close to each other. That's a forced 3gen with no counterplay.
Funny how all the NO comments are from killer mains.
No its because it literally doesn't violate any rules? They're playing the game and aren't afk'ing if you're trying to do the gens and they chase you off and are constantly patrolling them. Being a main doesn't have anything to do with it the response.
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I mean I could say the same thing about how easy survivors have it on maps like mothers dwelling, disturbed ward, rpd, haddonfield etc. Even coal tower with ridiculous setups where you don't need a brain to run them.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3188730#Comment_3188730
Again,
care to explain how are survivors suppose to complete one of those gens then if they can't counter it from the start of the game? She literally dropped every chase from the start once someone left the area.
I doubt they were so close that all 3 gens was within a plagues puking distance if she stood in the middle of them. Its just a cat a mouse game of 2 survivors continuously run back and forth between the 2 farthest gens. Plague on her own isn't much of a threat but if you guys cleansed near there giving her red puke it becomes much harder but then you can wait it out.
Either way its not completely unbeatable considering people have won 3 gens vs a hag which is arguably better than plagues at 3 gens unless they have a pool nearby.
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Nope not in the slightest. They aren't preventing you from progressing the game (like body blocking the final 2 survivors in poorly designed corner) and vice versa. They just have an extremely advantageous area that spawned while they played plague. Now if either of your teammates, you and the plague did nothing to progress the game then I guess it could possibly be taking the game hostage.
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I mean... Demo and Dredge is there. Blight and Nemesis could be classified as inhuman at this point.
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What next... the next thing is to get an actual Q&A team so maps like Garden of Pain and RPD don't get passed.
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/3187924#Comment_3187924
My issues isn’t the 10 seconds, it’s running him for like 30 seconds+ then suddenly hindered indefinitely to no fault of my own.
"then suddenly hindered indefinitely to no fault of my own" that's... literally how killer applied negative status effects work.
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@Lochnload_exe said:
I havent ever been ddosed and I didn't even know it was an issue, that is probably why it isn't being talked about.
Choy is a great source that usually talks about compromises like IP issues. Even then I still don't remember reading them fixing the previous IP issue, that or I missed it.
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@Slingshot47 said:
An FOV change is significant enough to change how easy or hard both sides are to play, similar to how stretched-res gave survivors an enormous advantage. Shadowborn is a perk because giving the FOV increase is an advantage.
Still... accessibility options shouldn't take up an in game perk. Still insane how we don't have visual heart beats yet, and we JUST only got color blindness settings last year for a game that was out in a time... WHERE THE ENGINE COULD IMPLEMENT IT IN THE GAME FOR THEM.
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His "anti loop" is legit just hold W when he uses the remnant...
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1v1's dont work in this game. If the maps actually had set seeds it could but even the "most balanced map" comp tower really isn't as balanced as people say it is. Too many times I have seen setups that just run itself for you on tower.
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So true, I only have fun when the killer can do literally nothing but hold W at a loop while i mindlessly run around it.
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You see this is why we can't have DC penalties disabled because of people like you. "I don't like this so ima dc". Either way you aren't really "playing" the game if you are constantly giving up against one killer aren't you? Also the fact that in the EULA or TOS which ever, you agree to accept any punishment given by the game itself which is the DC penalty.
So you can still play how you want but you agreed to accept any punishment that is given to you.
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FOV slider for killer so people don't have to waste a perk slot to not get motion sick.
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I was gonna say a reality check but this also works.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3181768#Comment_3181768
He can swing around corners. This is flat out wrong. You can't just juke the hit. You need a big, open area and plenty of distance already in order to turn and avoid a hit.
But I don't expect anyone on this forum to be anything but severely biased in favor of killers. No one will be happy here until survivors spawn on hooks.
If he lunges around a corner you can 100% juke a hit and has been done in comp matches which is a joke of a community but still shows you can juke a blight.
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@Rudjohns said:
Okay guys, what about this situation:
2 survivors die at 5/4/3 gens, it doesnt matter, the game is already lost for the survivors. So the killer "befriends" one of the 2 left and hunts the 4th one. The killer downs the 4th survivor and hook them, only for both the 3rd survivor and the killer farm the 4th survivor out until they are dead, and the killer let the other escape. Is this considered "working with the killer" and is it bannable?
PS: I has happened to me, I was the 4th
Tbh personally I wouldn't consider it "working with the killer" when the game is already lost. Now if its at the start of the game and someone is intentionally refusing to do gens and is body blocking all their teammates in chase.. yeah I would consider that working with the killer/sand bagging.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182129#Comment_3182129
I play solo q. It happens the majortiy of my games. I wouldn't make this thread if it happened once every 30 games. Don't pretend like I'm exaggerating, it's frequent.
I find it hard to believe its "frequently". Even then that sounds like it happens more at low mmr with casuals. And you don't sound like a casual if you're complaining about it.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3182115#Comment_3182115
Refusing to kill a survivor and working with them so they can escape, is not within the rules of the game. You're not supposed to work with survivors. You're actually breaking the rules.
Idk I pay no mind to it. It happens what... once every 30 games if you're lucky? Either way I don't get how someone gets mentally touched because they died once from other players.
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Sorry but I'll play how I want. I purchased the game I get to choose what I do that is within the TOS of the game.