Brimp
Brimp
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2916705#Comment_2916705
With the new nerf as balanced as it can be without nerfing the whole boon mechanic. And none of the other boons are good enough to warrant a change like that
I mean they could just do a specific nerf to only CoH by making it only be places 2-3 times per match. That way other boons don't have to suffer because of how overtuned they made CoH
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I mean anyone with a smidge of how to balance a game would see that the current biggest problem is DH and how you can just activate it whenever you want no setup. At least sprint burst if you really wanted to use it mid chase you would need to be following the killer most of the game.
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Ah yes giving free unbreakable or buffs for having your team get consecutively slugged sounds like a great and very healthy idea!
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If there isn't good tiles in the corrupted area then yes absolutely, that means they would have to walk to the corrupted area themselves then walk back to an available gen. Now if they got a T/L into a long wall I would just leave them since by the time you down them your corrupt would most likely be over assuming of course they're a competent player.
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@AlkaloidssOP said:
I will be honest, I stopped reading after the safe hook requirement. I disagree tho, that would only promote tunneling and camping. And honestly that perk is kinda situational and not really that strong. It takes 12 seconds to activate in the first place and there are much more problematic perks.
"Much more problematic perks" ah yes I win the game because they all group up and get downed but then if I hook I eventually have to go so far they just unhook and reset and possibly win off it or I go for the 4k and they reset anyway.
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Badham, ormond, and all of cold wind.
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Funny how this is one of the only communities I've seen that shames/######### talks you for trying to win on one side but if you try to do it on the other its normal. Luckily over the years its gotten a little better but it still happens.
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More entertaining to watch than to play.
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@Steel_Eyed said:
The meta has changed. We actually asked for it. It’s going to be a thing. Adapt. Overcome.
Circle of Healing, in my opinion, had two options. Reduce the healing benefit, or remove the self care option. You can see which one they’ve chosen.
We never said to change the meta by adding another busted perk. By doing that it's affectively a band aid fix because you dont maybe see iron will but then you get 10 second heals for everybody. Best way to change meta is to add draw backs or straight rework meta perks. Honestly with how powerful unbreakable can be I would say keep the self pick up with faster recovery but once you use the self pick up your team can no longer use a 2nd unbreakable.
I would say exhaustion would also need an earning requirement because just having distance any time you want when its not on cooldown is just a busted mechanic overall and is outdated.
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@danielmaster87 said:
It and the speed increase need to be basekit. We are tired of having survivors loop us, as Victor, around a single tree or obstacle. It is an insulting killer design made for survivors to be entertained.
Tbf I think toy sword there would be fine as you would use your already faster speed without the addon to put the survivor between you and the tree. 9/10 I hit the survivor that's circling the tree cause they cant run around it fast enough.
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Tbh I'd rather him just get better zombie AI than marking somewhere and having the zombie arrive there a minute later.
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There's nothing to be happy about with the MMR when the game is heavily RNG based.
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either too close to a wall or trying to drop them off an edge which you can still do but only if they wiggle out.
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Billy or blight purely for the fact that they keep making maps worse and worse for collision purposes. All thought reworked haddonfield doesnt seem too bad.
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Yeah I would say make it map wide with a reduction to how long it lasts. Maybe 15-20 seconds.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2913087#Comment_2913087
its not bad. just not worth using over
dead hard, coh, iron will, unbreakable, bt.
especially since it doesn't stop tunneling
it is a very balanced perk tho. just wish mabye after both hook states? tho they might have to cut the time its active in half
The point of ds isn't to stop tunneling, its to buy time. If it really were to "stop tunneling" you wouldn't be able to touch that survivor with a 30 foot pole. It does it's job well in that sense because countless times I needed to tunnel someone to but ds bought them enough time to finish a gen when I could have stopped it.
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@ThiccBudhha said:
Nah, just make it better again, and fix hook spawns. Win-win.
Then they would need to fix the "great height" requirement because I'm not looking to give a free 25% wiggle progress for skipping 3 steps off a staircase.
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So basically, you get free iron will for 1 slugged survivor, free lucky break for 2 and shadowstep for 3.... ngl if you're in that situation you might as well lose because if your team let a killer 3 man slug you failed somewhere hard.
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@Tiufal said:
How about we just accept that healijg is a mechanic of the game, and its fine? Its always the same with healing perks. killer prtend that healing in a fair amount of time is criminal, and at the same time killer cry about survivors doing gens injured. Killer hypocrisy at its best.
except when it just gives you slightly buffed self care for the entire team to the point where simply getting 2 self heals gives you value of it. A lot of killers might be hypocrites but the ignorance of survivors....
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Its still fairly easy to hide your aura behind a gen and there's a boon for no auras remember? All I can think of when I read the title is "I wanna hold m1 on gens all game and not get involved in chases" not gonna lie. At that point you're being a drone the entire game.
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Dont take this as fact but usually chapters and midchapters come out 3 weeks after the ptb starts so it is likely that it will release next week.
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Nothing in this game is inherently toxic. Now going out of your way to personally insult someone or message you through steam comments, xbox/playstation messages and even streams is.
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Blight because I've always enjoyed fast and precise characters (or just fast playstyles in general which is why I loathe no mobility killers) with some form of gimmick to them, that being flicks. Enjoyed greninja is smash and lucio in overwatch for the sheer speed you get.
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@realflashboss said:
https://forum.deadbydaylight.com/en/discussion/comment/2911203#Comment_2911203
A handholding mechanic? You have limited resources (very limited on multiple maps) and all killers are faster. If no exhaustion perks existed in the game there would be no game.
OH and lets not forget bloodlust that can go up 3 tiers- handheld much? And its not even a perk.
Nerf killers all to huntress speed or same as a survivor and then get rid of exhaustion and bloodlust.
Otherwise use your brain and realise maybe an exhaustion perk which can be used max every 40 seconds isnt a bad trade off for the fact that killers are as basekit faster and have bloodlust as an in game mechanic.
There plenty of problems with the game- the majority being the maps and their RNG- we all know there are very survivor and very killer sided maps which we all sigh when we see loading in as either side- this shouldnt happen!
Idk I have friends that EXCLUSIVELY don't run exhaustion except for head on and they 3-4 man escape fairly often even against killers that have a brain without full meta. So saying "there would be no game" is completely false.
Also about limited resources.... other than shelter woods and indoor maps, most maps either have tile into tile or just a busted main building. Survivors can literally control killers blood lust but killers have very little to control exhaustion. "Well just run mindbreaker or blood echo" yeah not like people heal in 10 seconds as soon as you leave them most of the time or walk for 5 seconds near a safe tile when they hear your terror radius.
Also funny how you say use your brain yet to fail to realize 4 survivors running exhaustion can easily buy MINUTES to a game overall. Literally anyone with an ounce of game balancing knowledge would know that isn't healthy in the slightest.
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@Piruluk said:
So if DH nerfed, whats next?
I guess every survivor perks needs to be absolutely useless and killer mains to get 4k all the time.
I mean... If I lost a game because dh for distance which is uncounterable kept adding more and more time.... wonder what would happen if those survivors didn't buy time because they pressed a button for distance.
Exhaustion as a whole should have never been added to the game cause it's basically a hand holding mechanic to where people don't have to actually get good and manage resources when they can just get distance to the strongest windows. But then it gets ridiculous on the good survivors where they can easily make a chase a minute long then add 30 seconds with a well times dh or 99'd sprint burst.
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@KerJuice said:
I really do believe any changes to the distance gained with DH will make it useless. The only viable solution I see is to take away its i-frames.
We already have a plethora of useless perks. We don’t want to add one more to the list.
Thats why you can't just nerf the perk, it needs a rework. But if they want to make DH the intended use of it, it would be useless against good players because dodging hits is meant to be a gimmick and gimmicks aren't meant to be good all the time.
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Not at the moment to my knowledge but they were talking about it.
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Cheaters
Perks being power crept by meta
Map sizes
Maps in general
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Me praying that they give victor back his 3 second cooldown or be able to switch anytime you want regardless of if you're in the cooldown or not.
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As a former dev stated "boons are a secondary objective"
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/2910341#Comment_2910341
The Blight change was to fixed the bugged collision from a few patches earlier. The patch that introduced the “hug tech” unintentionally changed Blight’s collision so he didn’t need need to look away from an object in order to bypass certain collision scenarios. The later patch fixed his collision so that he had to look away from an object, just like he used to.
Thats not the patch I'm talking about. Hug tech came before the patch I'm talking about which was pinheads release. Pinheads release made blight feel very wide and everyone I knew felt the same thing as going through a doorway without rushing directly at it was basically impossible.
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How about making dead hard give you a 2-3 second sprint burst for actually dodging a hit by either window faking or spinning.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2910327#Comment_2910327
You can stop the animation at most times and just hit in the first place. I dont see any issues, and to be honest, ive never seen anyone running through a trapper during his animation in 5 years. And i am trapper main too.
You don't see it because its a fairly new issue. And the issue I'm addressing if someone trapping themselves in a corner as healthy then you just lose an easy down because you get to clip through a killer (which isnt intentional).
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2910314#Comment_2910314
Mindbreaker is a pretty overpowered perk. It severally handicaps exhaustion perks. You have to remember, if someone uses an exhaustion perk, they have to stay off a gen and walk to get it to recover or get hooked.
Unless you're a stealth killer, walking for 5 seconds as soon as you hear the terror radius isn't that hard especially when you have semi safe tiles around.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2910321#Comment_2910321
Bugs are not shadow nerfs. This is why I follow up the statement that you've selectively cropped to say that if they are experiencing that, they should report it since it's unintended.
Even then for said things I never saw any patch notes for a fix. I usually read through them thoroughly especially the blight and nemesis ones where I know a lot of people who play those killers and would be able to pick up on changes instantly. And I even forgot about the second iron bar added to Autohaven short and long walls gaps. Never saw anything in the patch notes about that.
I also forgot to mention blights collision got changed again recently and wasn't in any patch notes.
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@Tiufal said:
Its probably to prevent situations you cannot escape as survivor. Like blocking an injured survivor in a corner and setting up a trap while using Bloody Coil. Or setting a trap infront of a locker someone jumped with DS (even though i dont know if the timing would even allow an escape).
Even then I have seen no trappers do that. Now it just robs you of a down on a healthy survivor that got out positioned. The difference between the locker is that its meant to push you out of the way but since trappers in an animation it locks him in place so the game purposefully clips you through the trapper.
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"We don't try to sneak changes in the first place"
*Ignores the shadow nerf to nemesis' tentacle where it locks your camera earlier and the collision change to blight when pinhead released and the shadowdance nerf to open lockers faster*
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@Whiffycow said:
https://forum.deadbydaylight.com/en/discussion/comment/2907603#Comment_2907603
IDK, we're gonna disagree on this for sure, but that's ok. I just don't find DH to be that big of an issue when I'm playin killer. Most of the time it buys the surv a few extra seconds, if they don't just DH into a rock, or it gives them a false sense of confidence. if I did find it to be a big issue for my playstyle then I'd just run something like fearmonger so the surv's are always exhausted. There's other strats of course, different builds or just faking out the DH first so you're not slowed by the hit animation, but fearmonger seems the simplest without sacking too many perk slots.
I mean even against decent survivors mindbreaker does nothing but help them if they're using sprint burst.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2909670#Comment_2909670
*if survivors *can remove it
Unlike boons, hexes can be guarded. And Undying gives an instant second life to it. Plus they have no set up time.
Not saying boons are fine as is but let's not ignore basic facts.
If a killer spends most of the match guarding a totem and a single gen and wins with it still up... your team did something wrong.
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If you could have PTB coup de grace anytime you wanted on a 40 second cooldown then dh for distance wouldn't nearly be as bad to play against.
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@legacycolt said:
CoH: Snuff it
DH: Bait it out easily
IW: Open your eyes while playing
Shadow Step: Snuff it
"just snuff the boon and bait out dh" the ignorance in those statements is phenomenal.
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~16 seconds and the wiggle starts when the killer gains full control of their movement after the animation ends.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909067#Comment_2909067
But not as strong as before. The Myers house no longer has the front windows. And the windows in the back are completely gone. All the pallets are unsafe. House of pain yes while buffed might not even be open cause of RNG. The Tommy house only has 1 window that can be outplayed. No more fences, and No more safe pallets. The houses might suck but there’s no pallets to deal with
"not as strong"... idk running windows to entity block seems really strong to me. Sure there isnt 2 pallets between houses anymore but they added so many good windows to the houses that easily take 2-3 vaults to catch up.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909050#Comment_2909050
Idk Haddonfield wasn’t just the same they completely reworked that map from the ground up and the houses were reworked. It wasn’t the same.
They reworked the map but will most likely play out the same. The buildings are still strong af with the stupid windows. The only thing they actually did well was make the map not the size of a football field but then also made a possible loop spawn that you HAVE to brute force.
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Well mothers dwelling or swamp will be the next rework but knowing this company it'll just make the main buildings the same thing to run.
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Thrilling Tremors. Personally I would like to see a slight buff to its cooldown as it only blocks the gen when a survivor isn't on the gen the frame you pick up someone, not during the time you're carrying the survivor.
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Never ever. 4/5 maps just feel horrible to play on where shelter woods seems to be the only tolerable one. No matter what people say Coal Tower is not that balanced for most killers. You just have tiles linking into tiles into tiles to the point where it doesn't matter if the map is small width wise.
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As often as I play him.
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@Zachcjjj said:
yeah but the problem is if you nerf nurse she becomes terrible but they should rework her in some way
Yeah that's what a lot of people don't understand. You can't reasonably nerf nurse anymore without her being bad. The best they can do to nerf her right now is just addons and not base power until they can come up with a rework for it.
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@WesCravenFan said:
I think the problem is the disparity gap.
At low to mid MMR killers get 4ks ALL THE TIME.
Then at at top MMR killers get rekt with 0ks ALL THE TIME.
But according to the statistics, this is fine because it "averages" out, which is garbage. It should not be a total stompfest at both ends.
Remember they nerfed twins because being able to chain slug with victor was "too strong" when it had very easy counterplay in an attempt to nerf camp twins. Then gets addon nerfs because "they were a monster at high mmr" (which I extremely doubt cause at that point it had been months after CoH was released) and very underwhelming buffs like baby teeth which the problem was how the blindness was affected, not the duration.