Avatar

BritneyMitch

BritneyMitch

About

Username
BritneyMitch
Joined
Visits
245
Last Active

Comments

  • @Triforcer said:

    The other 3 have helped me out a ton, but I've never hit this once - since all you have to do is crouch. I read somewhere the devs are specifically dead set on crouching negating this - why?

    when used in a situation when the survivor cannot see you cast the spell its exceptionally hard to counter/react to.

  • Very mid, I woulda liked them making the map playable instead of changing the colors lol. There's tiles that spawn without a pallet or window, they are just walls made to think you have a jungle gym of some sort there. I have no idea how it could have possibly be thought up to include a jungle gym without a window or pallet. Literally just walls.

  • @Unusedkillername said:

    I just thought I would give a PSA that since the last update weskers hitboxes are smaller than they should be right now, his slaps over vaults are less lenient and none of this has been mentioned in the bug fixes in the upcoming patch, and based off the fact that recently plague was shadownerfed until the community outcry reversed it i can only assume this was a shadownerf or it would be in the bug fixes.

    I have not seen any content creators talk about it in a video like with plague but I've heard it mentioned here and there by some weskers and a good friend of mine so I thought I would mention it so you know why wesker may seem a little easier to play against right now and a bit harder than usual to play, he is just a lot harsher with hits than he use to be.

    Damn, so is that why Weskers actually enjoyable right now. He actually has to be on the same screen as you for bound to hit lol.

  • @ChainsLogic said:

    Sabo could already be tricky to deal with before, but was still in a tolerable place. Buffing it and not reverting it before live is a mistake. The speed I saw in just one video is ridiculous. Denying the killer a hook this easily shouldn't be a thing.

    Background Player's unnecessary compensation buff also shouldn't go live. While I don't think it will make as much impact as sabo buffs, it still makes the nerf much less impactful. At the very least with perks like Smash Hit you need to stun the killer making the 20 second exhaustion more understandable (though the seemingly shadow-buffed pallet hitbox could warrant a nerf in the future)

    Honestly, after waiting for months for Made For This, Ultimate Weapon, and now Ftp+Buckle Up to get nerfed I'm highly intolerant to things like this coming to live, seemingly without any critical thought from the devs on how it will affect the game. Dbd will definitely be a game I might play once every 2 weeks or so, from now on.

    Hey sometimes its good to take a little break from the game. I am not a fan of the sabo buffs, but I also do not believe they will make as big a difference as you think. 99% of the time there are 3 hooks within range of carrying a survivor to, assuming all 3 survivors are saboing you likely cannot get that hook, but that also means nobody is doing gens and everyone is in close proximity of you. The strength of sabo is not in how fast it can be done or how long the hook is gone, the strength of sabo is in hook placement. Since they changed how the hooks spawn its extremely rare to not have at least 2 hooks within range of hooking.

  • They kinda cant remove them until they do a ton of map balancing. The majority of map offerings are for auto haven or mac because those maps are the only maps in the game that are fairly consistently even for both sides. People run them more because of the risk of getting a horrible map than trying to get an advantage.

  • Honestly let her keep the hatchets, hell give her more. The problem with her is holding hatchets for extended periods of time. It would be awesome to see a limit put on the time huntress can hold up a hatchet.

  • Consistent flashbang saves really only happen when there's a large skill discrepancy between the survivors and the killer. They are pretty dang avoidable and honestly often result in extra injuries or slugs.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724241#Comment_3724241

    You said they got rid of her cooldown when she’s had the same cooldown for years lol, that’s all I’m saying. Also, low skill floor? Her skill floor is higher than half of the roster lmao. And her skill ceiling is the highest in the game. I could make a full 2 hour video on it lol.

    And I would say Trickster has the easiest “2 Tap” because if you hit a survivor with 7 knives and activate main even you can actually down them before there on hit speed boost ends lol. Kinda insane.

    You’re getting super caught up in semantics here my guy. I said cooldown you call it wind up. Same difference it’s quicker to use your hatchet again. Huntress is one of the easiest killers to grasp as a new player and get average results from. After 100 hours of gameplay you can already be developing enough skill to win most of your games. That’s why 99% of new players learn the game on her. She does have a skill cap that is high, but far from the highest. Billy, nurse, blight are dramatically higher. I’m sorry she’s your favorite killer and you don’t want to hear this, but she was made for the new player experience. Landing orbitals and cross map trick shots is not her having a high skill cap. There’s very little complexity to the killer and no techs or mechanics you need to learn. You ignore my point which is rapid brutality would be problematic af on huntress because her recovery is already almost half as long as an M1 and her hatchets are far easier to land than most of the rosters abilities. She doesn’t take long to get a hang of, but has a decent skill ceiling that can take time to learn.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724032#Comment_3724032

    aim not sure what you’re talking about because her cooldown hasn’t changed for 7 years. Her windup was increased by 10% but that’s nothing insane. The on hit speed boost lasts 1.6 seconds and her recovery time is 1.75 seconds. So they do in fact make all the normal distance as they would against an M1 killers hit.

    Well considering a normal successful attack cooldown is 2.7 seconds and this 1.75 is approaching half that I would say that’s a considerable difference. Huntress already has probably the easiest to pull off two tap in the game and it’s attached to a pretty low skill floor ability.

  • I actually think the recent buff to huntress insanely increased her strength. I would easily put her on top of the ranged killer list and its by a considerable margin. Artist and plague are probably in A tier if they are played optimally and deathslinger and trickster are probably in B tier. I would not put huntress in S tier, but she is definitely in the top 3 of A tier imo. If they fixed hatchet logic she would be lower, but its hard to play vs as survivor because you actually have no idea what is going to hit you until it does. Sometimes you can be completely around the corner and your lag or the killers lag gives the hatchet the hit validation it needs. This weekend I had a hatchet go straight through some of the crates on the game and got a down from that. The survivor dropped pallet thinking okay I am hit, drop the god pallet and make some distance, but I already had a second hatchet pulled up before they could even drop a pallet LOL.

  • Huntress is already so very strong in chase right now, especially with her two tap potential. Currently with the removal of the cooldown when a hatchet is thrown survivors already make 0 distance before another hatchet is ready. This specific interaction is a major problem in my opinion even without rapid brutality.

  • he’s stronger In the hands of a good killer and weaker in the hands of a bad killer imo.

  • @HexHuntressThighs said:

    Is there any reason why Surge is basic attack only? Especially with the 8 gen regression limit. Why is Rapid Brutality an M1 perk only?


    What killers are stopping these perks from being available to all attacks. Is it because Trickster would get 5% haste for every knife he lands? Can’t it be made to activate when taking a health state? I’m not saying exposure perks should work with hatchets but just that some perks are M1 only and don’t need to be.

    Surge I can agree with, rapid brutality and save would be horribly overpowered if they were given to huntress. Many of them I could agree could be looked at the be on m2’s, but save or rapid brutality would be horrible for the game.

  • Honestly its pretty degrading to the gameplay loop. If I am the last survivor and the killer is slugging for the 4k I just vault a window until they find me. Waiting for 4 minutes hiding in lockers and walking around in circles is just a waste of time to me. I also value the slugs time on the ground, so rather than make them bleed out for 4 minutes I figure get myself and them out of the game asap. After 2 are dead and 1 is downed the killer already won the game by bhvr's and the majority of the communities definition, so if I get hatch I am not like omg I won and out played the killer! I do enjoy the 1v1 for the hatch, but if the killer needs the 4k to be happy, I would rather just give it to them and go on to the next game. The 2nd to last survivor should be able to dc without penalty/keep their BP from the trial if they want to. That would solve the problem entirely, if the last survivor and killer want to play the waiting game they can with the bot on the ground, the slug can go on to the next game, and if you don't want to hide in a locker for 4 minutes as the last remaining survivor you have the agency to just vault a window until the killer kills you.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720098#Comment_3720098

    So you prolong things as long as possible since the other side can't end the game without just DCing.

    Even if yours is not a winning plan, doesn't make it less incredibly annoying. It's the equivalent of punting a football into the parking lot anytime you get the ball. The other team is going to win... but they didn't show up to play fetch.

    I mean if you literally have 0 ability to chase and catch survivors I do not think practice chasing is bad for you. It is a game and head on is a total meme, not some super strong uncounterable perk.

  • @Chocolate_Cosmos said:

    "Fixed bug that…." its a thing that was here for years and it become a feature at this point

    Bumboozle gets nerfed because suddenly after years of working with powers now it can't?? why so suddenly? This is a nerf btw and should be in perk changes, this isn't a bug. Same goes for Plague getting stunned from everything suddenly, "fixed bug" what? Plague is from 2018 btw and just because you change how these things works years later doesn't mean its a bug anymore. Its a feature. If it takes years for you guys to take action its a feature by this point and yet you never talked about if its a bug or what else.

    Stop shadownerfing things that you suddenly decided to change and calling them a bug, because its not. Its rlly annoying and if someone else didn't post this I wouldn't even notice bamboozle is getting nerfed. What the hell is this, its not fair.

    So if they still make the change, but dont call it a bug would that make you happy? Cuz thats the thing, they want to make this change.

  • @Rythoriak said:

    Wasn't sure if I wanted to make this public or not, but ran into a 4 man SWF where all 4 ran head on. They stuck in pairs the entire match (all 4 with flashies as well as flashbang). If one was about to get downed they'd both run into a locker. You take one out, head on stuns you from the other locker. They did this the entire match. They'd also make sure to do protection hits so they could make it to lockers. This is a unique build that can be countered by not having two lockers sideby side which some maps do not, but I got sent to a map that would for sure have these. Not sure if this is intended gameplay as the only counter is to drop chase or keep track of 4 head ons so you know who is exhausted or running a perk like Mindbreaker not knowing you are going into this.

    I mean you might find it to be a frustrating playstyle, but it rarely wins. 99% of the time when my swf and I do this we dont touch a gen. We are just trying to play for chase and laughs.

  • @ays12151 said:

    I just want to share with my ideas to change Oni's Add-Ons and his base kit a little bit.

    https://us.v-cdn.net/6030815/uploads/L4B0M2TYIBYN/image.png

    Oni already has a great killer rate and in comp is expected to 4k2 or 4k1. To see these buffs they would need to be compensated with nerfs.

  • @Callahan9116 said:

    Why are there so many killer nerfs? I've not touched the game in a week and I see that trash changeling and won't touch it again for some time.

    Balance, they found kill rates higher than they would like them with the exception of the killers getting buffed. Its all data driven.

  • basekit unbreakable in the 2v1 only would honestly make the game better. Slugging for the 4k is just being annoying for the sake of being annoying.

  • @Marioneo said:

    in this video Otz calls out Survivors who give up for every small inconvenience its gotten so worse 9/10 games has someone Dc or give up on hook and Devs aware of broken maps and exploited Perks but refuse to killswitch.

    https://www.youtube.com/watch?v=1kqWbP64FX4

    Its time that Devs make drastic changes to the game to stop players from ruining matches everyone is sick of this.

    Developers should make it so taking a chance on hook no longers drains the time on hook you just get 2 4% chances and then it disables or take a chance removed in general. 2nd stage on Hook Struggle is removed.

    Honestly a ban system would really help this, If you could just say I dont wanna play into this killer, or even these 3 killers dodging would decrease astronomically.

  • @GaunterODimmDBD said:

    I thought it was pretty fun to outplay as a Survivor like it's one of my favorite back and forth or is expecting Survivor to have killer knowledge too hard nowadays?. The only reason it was busted is because of speed add ons which makes getting tinkered down slowly anyway.

    The game is better without hug tech

  • @rororoxor said:

    Before 30%, pop was at 20% current regression which everyone felt was too weak. It was buffed to 30, after which it's being reverted back to 20%. Why not keep it at 25%?

    No

  • Yeah believe it or not no Killer abilities that injure in 1 hit go through walls. Pretty crazy stuff.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715090#Comment_3715090

    myers and ghostface literally have to look at you to use their power.

    They have to land a hit as an M1 Killer, generally considered their biggest weakness. Theres a reason m1 killers struggle in this game.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714978#Comment_3714978

    the hinder only happened if you didnt cleanse+wesker power isnt easy to land unless the survivors let it be

    Name 1 killer power easier to land than weskers m2. There isnt lol.

  • @VadersRage6 said:

    Overall I think the wesker changes are fine this coming from someone who has put alot of time into him but I feel like gloves should be basekit and hindered should be 5 percent and then I think he's fine I always said wesker is perfect accept the tunneling aspect which needed to be changed

    I think the hinder aspect was also a pretty bad mechanic. If we are going to say mft was too much speed for doing nothing then 4% for landing one of the easiest to hit abilities in the game is more than reasonable.

  • @woundcowboy said:

    If it weren’t already clear, the 700th round of gen defense nerfs makes it pretty clear: people don’t understand why killers run gen defense. The base speed of the game is nearly impossible for killer to win against good survivor groups. Nerfing these perks only further incentivizes camping and tunneling, which I guarantee will get worse after this update.

    Camping and tunnelling being more common is a trade off 99% of people in the game will take if it means not having to play into pain/pop every game. especially in solo que having to do 9 generators to escape is way worse than any camping or tunneling that can be done.

  • @Devil_hit11 said:

    this is the perfect change. i wish they did this change on BT and base-kit BT. it would improve tunneling issue and the camping issue alongside body blocking endurence.

    Best change they have done in a while.

    Not sure if you played before basekit BT, but I promise you the game was worse. 10 seconds endurance of the hook is pretty necessary or the gameplay loop of the game just falls apart.

  • @Royval said:

    as a blight main since release if he gets nerfed again I’m gonna quit. He’s becoming a joke of a killer I’m actually tired atp.

    These kinds of games need meta shifts. It is very healthy to have a flow of what killer is strongest and which is weakest. Blight sat at the top of the food chain for years and years, the entire community got so bored of it so moving him to a play into it once or twice a night instead of every 2 games is important to keep the greater player base playing. He has other add ons that are still more than sufficient to 4k every game.

  • @Chocolate_Cosmos said:

    Great killer changes maybe except the Hindred on Weskers power should be bit higher (5-6%).

    Perk changes are kinda wild. Gen slowdown across the boad nerfed but that just puts weaker killers into worse situation. DS nerf is lazy and they should just add "If killer hooks someone else, its disabled." and keep the 5 sec stun. Wawing spiders might legit be overpowered, 60 sec (can be faster) to get every gen -10sec perma is busted. Background player didn't need buff to compensete insane speed boost. Grim doesnt need nerf. Pop was before 20% and was buffed back to 30% because it was weak, then why not try 25%?

    No changes to bad perks except for overbuffed Spiders.

    Toolboxes don't need sabo buffs. This just puts killers into slugging which is never fun for anybody.

    Borgo change is great.

    Naw, Wesker hinder is a no skill mechanic. 4% is a massive slow amount. Remember how much mft broke the killer communities brains with 3%?

  • Pop/Pain res nerfs have been needed. Thank god this is finally coming to light.

  • @IamFran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711301#Comment_3711301

    There are a good argument. It is one player against four, killer need some pre game advantages. And the reason why survivors can't see the killer is pretty obvious, Survivors would make builds around the killers they're going to face and that would be unfair. For example all survivors equiping Calm Spirit if they see they're going to face the Doctor.

    The entire game is balanced around it being 1v4. The fact that there is 4 survivors and only 1 killer is the weakest argument this forum may have every seen.

  • Yes, they can assuming all 4 survivors brought offerings then they are in the same order as the survivors on the hud. For whatever reason behavior wants one side to see offerings, items, and prestiges in the pregame and the other side to not. It is more of a they never thought to fix it situation imo. There is no good argument a killer can see things like items in the pregame so they can counter them with perks.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709835#Comment_3709835

    THATS the hottest take I’ve heard imo lol. Anybody who suggests she should have a holding limit fundamentally doesn’t understand her or her power. She moves 23% slower than survivors when holding allowing for massive distance gain by survivors so every time you ready up you are taking a chance at a huge waste of time. Not to mention she is 110% so catching up takes even longer if you accidentally hold too long which is a huge punishment. Not only that but she is one of two killers that have to reload so she has to make every shot count. On TOP of that she is a HUNTRESS, Hunters are patient and the key to being a good Hunter is such. If survivors knew you had to throw at a certain time it would be abysmally easy to dodge what’s already an easy to dodge ability at long range. There is a reason why she is in the bottom 3 for kill rates at ALL levels. Imma have to make a video about this lol, thanks for the idea.

    I mean it should be a reasonably long amount of time, but you surely cant disagree that holding hatchet so the survivor cannot leave the loop and chase until you get a guaranteed hit is poor gameplay.

  • @jamally093 said:

    What happened? Hooked? Tunneled? gasp a hacker?

    Nope basically really poor connection and constant rubber banding I got a 3k last person got the exit gate since they were really far apart from eachother. I checked mid-match everyone minus me(killer) had about 120 pin. Here's the kicker...it's only when I play killer. "Why not play survivor then" because I only get killers using the meta and that gets boring...really quickly. It's weird did this update just destory connections during matches?

    Thats odd, my survivor games have had way worse issues than killer matches.

  • Distortions not a problem and neither are DS or OTR would be my controversial opinion.

  • @HexHuntressThighs said:

    I’ll die on the hill that The Huntress should’ve kept her hatchet holding speed buff and they could’ve just reworked shiny pin. People blew it out of the water like it made her above Nurse or something when it really didn’t. It definitely made her stronger but not unbeatable. It honestly felt nice being able to use my power at small rock loops and not be forced to M1 nearly as often. Still the killer who is punished the most for using their power and even more so when missing.

    lol thats one hell of a hot take, I think it was such a bad buff idea. I actually take it the other way and think they should add a maximum duration she can hold her hatchets. Holding hatchet just defeats the point of the whole gameplay loop that is enjoyable about huntress on both sides.

  • @Manslaughter said:

    As a killer main, I personally feel like the gen repair speed is to little. One person on a gen is like 90 seconds I think. Plus you got perks like prove thyself and Deja vu to help lower that, and you got people bringing tool boxes. I hate it cause by the time I got 3 knocks all the gens are done and the gates are open. But I know people got their opinions so let me know yours.

    With pain res and pop right now, gen speeds are definitely not too little

  • Gotta be honest, there is not really a place on this map that feels playable from the survivor side. It is probably the strongest map for the killer side in the game right now.

  • The were all good changes, I think ultimate weapons future update will get it into an even better state.

  • These changes made the game better.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704566#Comment_3704566

    I think you missed my point.

    Here is a question for you.

    At low MMR who has a higher kill rate Nurse or blight?

    At a high MMR who has the higher kill rate, nurse or blight?

    The obvious answer to this is At a low MMR, blight most likely has a higher kill rate, this is shown by the data CLEARLY showing that nurse has the lowest kill rate of any killer in the game every time BHVR releases data about it. And at a higher MMR, it is pretty obvious that the entire community will agree, that nurse is the strongest killer in the game. So it stands to reason that at high MMR she's probably the highest.

    So now, based on that.

    Why are they nerfing blight? The only possible reason one could determine is that blight must have too high of a kill rate at lower MMR. But, at lower MMR, blights are not utilizing hug tech in a way that is making him have a high win rate at that MMR. So why nerf blight in this way? Why take away something that actually makes the killer interesting to play at a high level, and give players something to practice and aspire to that isn't affecting low level play, and obviously isn't affecting high level play (because if we are fine with nurse being what she is in her current state then why nerf blight?) Because certainly at a high level blight does not have a higher kill rate than nurse.

    Nobody is really fine with Nurse being what she is in her current state. Her play rate is just so low it is not a big priority for bhvr to fix. Your point is pretty contradictory, you say blight in high mmr has a high kill rate, then suggest that we shouldn't nerf him in high mmr?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703414#Comment_3703414

    Right, but nurse is still allowed to exist in her current state. Why is that? When only top tier blights were using hug tech, it isn't affecting the "average" survivor player. So why remove it?

    Saying hug tech is something only top tier blights can do is pretty far off. Hug tech really does not take a very long time to get a hang of.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703421#Comment_3703421

    Pop and pain res are inherently anti-synergistic. You pain res a gen, it gets knocked off 25% of total progress. Then pop it after for 30% of CURRENT progress. Because pain res happened, pop gives less value.

    and even with that anti-synergy it is the strongest combo in the game. Which is pretty impressive to be honest.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703414#Comment_3703414

    But people with 12,000 hours get flashbang saved even when facing a wall because they can go into your model when picking up.

    I mean if that didnt exist they can still just drop it on either side of the killer against the wall and it results in the same thing. I think your complaint is more with flashbangs than a "tech.

    "

  • Pop/pain res alone are not problematic, together they are disgustingly strong. I do not think anyone in their right mind could make a coherent argument against this fact. I would like to see changes to them. I have a suggestion that would help the game, but it is far too much work to actually see light. I think gen rush and gen regression builds are both too strong. I would like a world where things like bnp, streetwise, built to last, etc did not exist, but in turn gen regression was heavily nerfed. This obviously can't happen due to the work it would require, but having to do 8 gens per game is just awful and boring. If you do well in chase, the killer just chases one of your solo que teammates and then they get their pops/pain res procs. Since it is a team game, you can't just "get better." This is a massive factor contributing to the swf experience being 100X more fun than the solo que experience.

1 2 3 4 5