Brimp
Brimp
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@sinkra said:
He's an EX-dev for a reason. Also confirmed killer main lmao.
He willingly left to pursue his own goals? Also "killer main" "survivor main" is such a nothing burger nowadays. Was he the greatest killer? No but he at least had some understanding of dbd compared to some of the balancers nowadays.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996896#Comment_3996896
And you'd rather maintain control over what constitutes a 'good' survivor so you can instantly dismiss any survivor team that loses any match as 'bad' and therefor not representative.
I never said that close games can't happen. But said close games will then MAJORLY be in the favor of the survivors at that point if these were to go live the way they are. It's like the elementary school girls vs boys tug of war in gym class but the girls get the gym teacher at this point.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996839#Comment_3996839
Didn't they? High MMR 4-man swiffers were the only ones getting close to 50% escape rate, every other category was statistically very underpowered.
Lets be real. "High mmr" in dbd is a joke. You can NOT have an mmr system that's soft capped and try to use said stats to make arguments. There's a reason why I use the term "efficient" or "good" survivors because good survivors is what I care about with changes like these.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996839#Comment_3996839
Soo the most important person? Why would you balance around try hard ? That's literally what kills games and makes them super unaprochable to your average player. The game is riding high from FNAF and TWD they need to keep these people to secure a bright future.
A person that understands how dbd works and plays it that way =/= a tryhard. If anything survivors dont even need to try that hard to consistently escape.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996692#Comment_3996692
You mean it was obvious that at some point Survivors would also need some love after years of killer-sided Updates? Heck, I remember Patches which only featured Killer Buffs, e.g. the Chucky Patch and the following Survivor-only Paragraph which, aside from the Survivor, only featured things which benefit Killers.
At some point Killer is good enough that Survivors can receive some Buffs too.
Except… survivors didn't exactly need buffs. This update just goes to balance around the average person trying dbd for the first time and it shows.
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@tjt85 said:
I feel like you could tunnel at 5 gens even with the penalties in place and still win a majority of your games. I'm not able to test the PTB and I don't know if any content creators have tested this theory out (I hope so, since this is what the PTB is for). Maybe they would conclude that because there's no MMR on the PTB and the Survivors were "bad" or not the usual super SWF bogeyman that they typically get in all their public trials, that it wouldn't prove anything. I have seen some prominent streamers struggle to win with the new systems in place against Survivors from their community, but this is not really a fair test either, because they're not going to pick average Survivors to demo/create new content with.
I personally think the only way to really test the new systems to destruction is if they actually go to the live servers and I can't see that happening with the overwhelmingly negative feedback they've received so far. The backlash would be huge and not worth the damage it might do to the game.
On paper, a 25% boost in repair speed and no ability for the Killer to regress gens sounds really strong, but it's not a magic bullet for the Survivor team that's now a man down. Could an average Survivor team win with the odds so clearly stacked against them if the Killer is able to keep the pressure on? I'm not so sure. But I do think that the new systems will make games like this feel more worthwhile to play through for the Survivor side, since they have a chance to win, however small that chance might be.
With respect to Almo, I've played enough "samey" early 3V1s as Survivor to not want to play any more of them. They all end the same way. So what's the point of playing out a 3V1 at 4 or 5 gens in the current state of the game? An no, it's not hatch, because Killers often prevent that from spawning.
If you are able to tunnel at 5 gens then that game is already lost. That screams "I got downed instantly and farmed off hook when you walked 2 feet away."
Either way that 25% is huge despite a player being down. Against lower tiers you arent getting kills until 1-2 gens left with 4-5 stages against efficient survivors so having 72 second gens helps massively especially when you consider the fact gen progression perks and even toolboxes. That one barely 60 second chase? Last 2 gens are done because of the 25% repair speed bonus + hyperfocus. This update is legit just a buff to higher tiers and a punch in the face against most of the playable roster. -
Yeah my biggest issue with it is the fact survivors just become invincible at 1-2 gens left against weaker killers. Because even though you can make it a 3v1. A 3v1 at 1-2 gens it isn't nearly as worth giving the survivors 25% faster repair speed and possibly losing your regression/blocking.
You slug them then you proceed to give the survivors a better option of just leaving the slug and sitting on generators because they will pick themselves up anyway while crawling at tenacity speed after a short ramp up. -
@jesterkind said:
I don't think it's fair to say all regression perks were killed. Eruption does look pretty useless now and Pain Res might be questionable, but Pop is now stackable with a basekit version of itself and they outright buffed Ruin and Oppression.
Slowdown is still in a really good spot overall at the moment on live servers, I think we can handle two perks getting nerfed in exchange for basekit buffs in theory. It's a matter of whether the effectiveness of the new stuff is high enough.
Though as an aside toolboxes really do need to be nerfed soon now. They're the one remaining problem with gen speeds and it's well past time it was fixed.
Ok but lets be honest. How many killers will actually make use out of buffed ruin and oppression? And the basekit pop is honestly not too great. Sure it has no limit… but how many killers will actually get use out of it in the situations they need it most? That and got the new bardic inspiration like perk that makes gen efficiency better but at least for a cost and good positioning for it.
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I've seen haddonfield and the church… main building on haddonfield has pallets all around it, the street alone has 4 pretty strong pallets and chapel…. there was 6 pallets around shack not including the shack pallet. This was not really a good change for some maps.
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I mean yeah. The update to "lessen deadzones" by changing pallet spawns or increasing… ended up making you able to chain the entire map if you really wanted to. Throw in a bit of greed on the pallets and suddenly even though the maps got a little smaller it doesn't matter because they ALWAYS make another pallet.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994623#Comment_3994623
It is way better to have a good incentive and nerf Perks instead of having a bad incentive and stronger Perks. Makes you less reliant on Perks, which is overall a good thing.
I'd still rather have the prior especially when this update is increasing pallet counts.
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@Aven_Fallen said:
Easy solution is to not tunnel. You even get a Bonus to Regression when kicking after hooking unique Survivors.
If other regression needed to get nerfed to make the incentive worth it… then was it ever good to begin with?
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Because some people like to have more than 4 chases in a match. With how a good chunk of survivors play they just play in the most boring and uninteractive way if you're not playing a killer that actually punishes pre run shift W.
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I just hope the anti tunnel thing is moved down to 3 hooks to give a repair speed bonus because that is what actual tunneling is and was conceptualized as.
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Because there is MMR but the game does prioritize queue time after a while so sometimes it will just randomly back fill you into a lobby regardless of MMR range.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991940#Comment_3991940
Don't you know? Killer queues (except for 2v8) are like TWO WHOLE MINUTES!
Killer queues pre 2v8 were borderline instant and killer had the incentive for like 80% of the day and night in NA East. Survivor queues on the other hand were climbing to the point of being nearly two and a half minutes on a friday night. Like the absolute PEAK of gaming time of the week and survivor queues were long. I even queues a couple times and my queue times as solo q were like 1.5-2 minutes.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991497#Comment_3991497
Or I could just look at my ques before 2v8 to figure out what your saying just is not based in reality.
I mean I queued pre 2v8 as soloq and was getting nearly 2 minute long queue times. As soloq mind you. Meaning it should have been the fastest it could have been while I also got basically instant killer queues.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991406#Comment_3991406
Or I could just look at my que times to figure out what your saying just is not based in reality.
I said pre 2v8. Of course during 2v8 its gonna be majorly affected.
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I just think its a slap in the face to a lot of the killer roster. Ghost Face was already really weak. But then you can't make it a 3v1 early or else you're SUPER punished because believe it or not making the kick 7.5-10% while getting 5-10% haste for unique hooking is NOT enough of a catch up for a killer like that. You have to play around so many base kit mechanics already and even more are being added for killers to get a slight buff for unique hooking when multiple killers simply can not go for unique hooks. Even Otz has said there simply isn't enough time on certain killers to go for 6 hooks before sacrificing someone.
You get people saying "this can lead to certain killers being buffed!" the problem I have with this is that you can't exactly buff a lot of killers without making them severely annoying to go against. Imagine if doctors static blast was suddenly a 15-20 second cooldown and his shocks hindered you by 5% oh and his movement speed during shock is now 4.2 m/s. These would just make going against doc very unfun.
Also the fact you can probably run Breakdown with the offering that increases the distance between hooks and force unfun scenarios where you pick me up after tunneling me and I wiggle out or you leave me and I get base kit unbreakable for the rest of the game. -
It's been survivor sided for a long time. Its just a majority of survivors just kinda… suck at the game.
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You can ask a lot of people on NA east pre 2v8 and they will tell you killer had incentive a good majority of the time during peak hours. Or are you just gona say "Lol, sure" without any form of disproving me? Because then I'll take that as me being right.
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@Foggyguy said:
Lol nah, it'll probably be what saves the game. Unless you've been living under a rock killer ques are abysmal because fewer and fewer people play survivor and if anything could kill this game it's waiting a long time to actually get into a game.
Idk where you are but killer queues have been borderline instant before 2v8. Survivor queues were actively climbing in fact at least on NA east even during weekends. I can only imagine what survivor queue times are gonna be like after 2v8 ends and ESPECIALLY when the anti tunnel and slug measures release.
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I mean yeah kinda accurate. If those proposed changes go through we can welcome a bunch of killers into D tier simply because of base kit mechanics.
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Remember you are never actually hit through a wall by ghoul on the technical level. Visually yes but from what the server sees you were 100% within LOS of the ghoul when they clicked M1.
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Like I said in posts prior. Clown could always achieve these speeds its just the effort required was massively reduced. A lot of the hate you see and feel now is simply because it was always there and you see it every other game.
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Yeah my biggest issue with these changes are. Low-mid tiers can't reliably hook multiple people even with proposed changes to going for unique hooks. This means more often than not they get 1 kill before 6 stages happened meaning they then get a repair speed bonus and if you so happen to find the person on death hook that is your most recent unhook you are now FORCED to leave them alone on the floor if you want value out of your regression/blocking which with any semi-efficient team that's a lose-lose situation.
In order of events I personally would have went with maps, survivor perks/basekit then suggest a tunnel change like this. -
@GuardianoftheCrystal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988903#Comment_3988903
I'm just so tired of 2v8 right now, its fun as killer because you get to play with another, but at this point? Its unplayable and unenjoyable when seven gens pop off before you get like 2 people second phase. Its heavily survivor sided whether anyone wants to believe it or not.
Yup. literally everything was doubled in 2v8 BUT generators. For some reason they still are only +3 needed to power the gates instead of 5.
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I guess it's too hard to make it not affect vault speeds and make you invulnerable.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987018#Comment_3987018
Idk why they're downvoting this like its not factual information. Even the main game is survivor sided, 2v8 is even worse for killers
Because people don't like the truth.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987011#Comment_3987011
BHVR apparently still not noticing that survivors need more incentive to play 2v8, not less
2v8 is and always has been in favor of the survivors:
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985797#Comment_3985797
I come probably late
The biggest problem people have with clown now is… he run always as if he was on bloodlust 3, (so instead of 115%, he is at 130%) and it's more oppressive with some of his add-on where he can have this speedboost for almost 20 seconds
Add that with the cloud who hinderd survivor for 14%, and there's just a rocket who can almost bypass any looping tile without thinkingSomething clown could almost always too. If clowns wanted to learn angles to where they would always run with haste pre patch they would have learned.
I've constantly heard this song and dance of "oh hes always fast now" when pre patch clown could always do that. He could always use haste across the map and he could always get the best out of haste perk stacking. The difference now is pinks are very terrible without ether 15% so most of the time you only really use them to force medium vaults. -
I'm seeing most games be 6 outs.
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@NerfClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986072#Comment_3986072
You are in the minority with this ######### take.
Him having the extra haste from the update is a bit annoying but the worst part is that his bottles pop in 1 second. If Clown throws a haste bottle you don't have the time to react to get to a new tile, he just has haste and will beat you to the next tile. Clown no longer has the wait for haste to proc, hell he doesn't even need to aim his haste at anywhere but his feet. Not only that but it gives him much better map pressure since he can just spam haste across the entire map.
There is no argument here, brain-dead haste bottle Clown is not to be left in the game. Behavior letting him stay in the Live game until the end of next PTB is insane when the easy & obvious answer is to just revert the changes.
If Behavior's code is so absolutely ######### that they can't change a couple of numbers back to the numbers they were before, then they should consider getting out of game development or hiring some actually competent devs.
Clown could always spam haste across the map. Clowns could use a pink bottle first and then haste after so you would be hindered first and more inclined to stay at the tile. What's happening now is what clown could almost always do but skill floor is 6 feet in the ground. Good clowns already placed their haste when you're making rotations to the point where they weren't standing still for 2 seconds waiting for it to activate giving you a window to run to the next tile.
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Dont forget the aura reading addons being 1 second.
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What clown is doing now is something he could nearly always do. Clown is every so slightly stronger in chase than pre patch. If his pinks were still 2 second linger and 15% it would have definitely been a substantial buff.
Like I do agree reverting clown would probably be best. But not for some of the reasons you provide. -
Pre infection nerfs mastermind. Post infection nerfs ghoul.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985083#Comment_3985083
Like what? I hear this parroted a lot but what does swf give you that the UI HUD doesn't already? Maybe if the killer is tunneling or camping. Or if they are slugging but two of those can just been seen in the HUD. So it kinda just stops camping
Where people are which basically bond, somewhat object by calling out where the killer is at all times on a good majority of maps, half of windows of opportunity by saying which pallets are down, up or broken, which generators are actually high in progress so you aren't stuck guessing which one, etc. I would post the video of all the thing comms give basekit but I am having trouble finding it.
But basically a LOT of information perks just come with a group on comms. -
@cogsturning said:
Why does everyone think party = quality? Just because four people are playing together doesn't mean they'll play well. I play in 4-mans and we're trash. We're also usually not on comms, and we never play strategically. If this happened we'd just be standing there pointing at stuff or hitting each others butts. Then we'd die.
Well swf still inherently has a massive advantage over people that can't communicate. You get so many perks just base kit in a swf with comms.
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Clown isn't exactly overtuned. Just in an unhealthy spot.
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Not that bad but not unplayable as 6.1.0.
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This had been known for a while. Unlike Last Stand this only works until downed. While yes it should still be fixed its not as busted as what Last Stand was.
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Yeah I don't see any reason to play weaker killers at this point. The amount of basekit mechanics survivors got literally feels like you have to baby sit a sibling and make sure they have fun meanwhile any low tier just gets left in the dust. The build agency on low tiers is so obnoxiously bad if you don't want 2-3 gens popping by the end of first chase.
The only thing you can hope for is that they run to a resource dead zone but with like 50% of survivors running WoO its pretty much never gonna happen. -
Because Iri addons at least originally was meant to be a play style altering addon type like how with Oni's bloody glove you can lose out on blood orbs but you get aura reading on the survivor so I guess the idea was to let survivors bleed for a while then pop your power to use the aura reading to the fullest. Now most iris are just straight up buffs to the power.
Wish they kinda kept up with that thought process but eh. -
@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983690#Comment_3983690
no no they have lots to do with topic you are asking for something that was good on survivor to be nerfed and defending a item that is garbage now is good. you clearly Play blight so you must lose a lot vs survivors right? id like to know your stats, especially if you play survivor. Please share. Let us see how much survivors have won against you, for you to ask for them to be weaker.
and honestly i think this should be the way moving forward when killers cry over survivor changes. on a pvp game.They really do not and as seeing as you aren't going to have a constructive argument there's no point in furthering this because I can already guess what you're gonna say to outdated stats and act as if they're current because the last time I seriously played blight was before 6.1.0 and have only really played at most 10 blight games between then and now.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983259#Comment_3983259
Share your killer stats
Those have nothing to do with the topic and even then I'm stating that Fog Vials are still viable. Just because some people can't brainlessly pop one mid tile and get a free 20 second chase extension doesn't mean it's suddenly useless.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983180#Comment_3983180
Says the blight player with 80%+ killrate
Well what does that have to do with anything? Cause this doesn't mean anything.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983425#Comment_3983425
Dude, just look up any streamer who plays killers like that. I'm not going to do your homework for you.
Yeah I have and once again I could point out major screw ups on the survivors because they just didn't play smart vs a myers.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982549#Comment_3982549
Just got a 4k, 3, and 3k, with Myers so yeah it's really easy to not tunnel and win playing lower tier killers. He's got no mobility so yeah, what arguments do you have left?
And where's the videos of this happening? Cause I can critique what survivors could have done better 100%.
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@nakedcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983194#Comment_3983194
why is your profile private? I was curious about some of your other opinions on game balance
Because I made my account years ago and haven't touched said settings in years. But if you're wondering. I think exhaustion is an inherent limiter to game balance mainly sprint burst, lithe and dramaturgy. I also think that survivor is not nearly bad of a state as some people claim.
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I'm pretty sure a lot of people didnt want fog vials either way because of accessibility issues like them giving people headaches. But like I said in other posts I've made there was a better way to implement fog vials.