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Bwsted

Bwsted

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Bwsted
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  • @SuzuKR said:

    If you get a down before Corrupt ends, you already got value.

    Yep. When you get your first down, that's when you start your snowball cycle and when survivors cannot apply split pressure as effectively. At that point Corrupt is redundant.

    What the nerf does is that allows survivors to have access to problematic gens that might have stayed blocked. But still, they have to pick which gen to attack.

    True. I would argue it's still good on fast killers too as a safety net if you happen to get a bad start. But probably most players would switch to Lethal Pursuer on S killers. Unless they're comfortable in spawn knowledge.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052844#Comment_3052844

    If you still get dmg but grabs arent possible, there is no risk in a save in the killers face while being healthy, you save against any m1 killer, the unhooked person bodyblocks with bt/otr, what the killer gonna do?, get dunked thats what.

    Altho tbf they deserve it for selecting an m1 killer anyways.

    If you wait to injure them, then yes, they could get away with it.

    If you just swing right away, then it'd be the same as it is currently. They can't regain control of their character in time before the unhook is completed to avoid the second m1, unless there's Desperate Measures or Leader in the mix. It's a guaranteed trade.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061004#Comment_3061004

    There's certainly some things that should be nerfed. Booba is always the gold standard(his saw just needs to stop after he puts a single survivor in the dying state...Well see after the update though with the speed boost from BT....I'm pretty sure you'll be able to outrun his saw now.

    Its fine to advocate for one side or the other. But a touch of realism is neccesary. You want it punished...But how exactly do you punish it. How do you define one situation game wise compared to the other. Where it's fine to camp and tunnel in certain situations, but not the other.

    You may not like it and want it punished. But you have to be realistic...If you have a team mate that messes up trying for a flashlight save and gives someone 2 hooks in close proximity. That is strictly on the survivors end. The killer should not be leaving the situation you afforded them. Why should that be punished ?

    Bubba can down through BT+SB combo. I've done it without add-ons, which requires a little better timing. With chili and/or marks it becomes much easier to pull off.

    Maybe stacking 7% on top of SB might be just enough to tip the scale, but I feel add-ons would still trump that, from personal experience of how much difference they make.

  • Venting is good. Nothing wrong with taking a breaking. I'm taking one indefinitely. So, I understand.

    I suggest trying some single player games just to decompress a bit.

  • What if you GG = git gud without Blight. See what I did there?

  • By that logic, we can just (mis)construe anything and everything as something that doesn't matter.

    Why does it matter actually? Very naively, because those people are customers.

    Why do they have an argument? Because the original purpose of prestiging was bragging rights. You pay a hefty ingame price to get a cosmetics to show off.

    With next update, the cosmetics can still be gained, but the price will be gone. And those who paid it will have nothing to show for it. Despite being promised they would have been given their bragging rights back.

    I don't see their grievance as controversial or entitlement.

  • Neither are survivors. Yet, half of the post sof this forum are about neon Neas being war criminals and hurting feelings because they spam ctrl.

    The circle of life.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058827#Comment_3058827

    Is reduce Medkit efficiency 20%. Means Medkit charge lose 20% (as you can only heal 80 with 16 charge), or speed is 20% slower?

    Item efficiency refers to charge consumption. They basically added a mini Overwhelming Presence effect when you use Botany. Yeah. Remember jokes about Self Care being a killer perk? Bhvr actually took offense with that and wanted to show us how it's actually done and made an example out of BK.

  • and no she wasn't bad not in the slightest, you literally just need to double back when she blinks a second time no dead hard or any fancy perk needed

    Agree. If that was working she wasn't bad. She was literally atrocious. That is day-1 Nurse tutorial 101 i.e. use your first blink to get close, not on top of them.

    nurse blinked twice and my dead hard didn't work, BROKEN MUST NERF, how about learn to play without dead hard or BT or any perk that makes the game easier

    Disparages players for using DH and they should learn to play without it. Literally admits to using DH in the same sentence. Says DH makes the game easier. Literally admits they got downed because the perk that makes the game easier didn't work.

    BROKEN MUST NERF

    Well, that worked for complaints about DH, didn't it? Why wouldn't it apply to range add-ons? DUCY?

  • "Because we just put it there without having a single good reason for it and now we can't just backtrack and save face. So, pay up and shut up."

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057463#Comment_3057463

    Competition, what kind of competition? ( compititive diibiiidii? 🤣) .... People stress out and Meta you have everywhere. It's just like in other games. I'm not interested in the meta level (in any case no longer). But this is just my opinion

    I suppose you quoted my post by accident, because I never mentioned competitive.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/333923/the-new-meta-after-the-update

    META when I hear that...... I would suggest focusing on the fun and not looking at the MMR that no one can see anyway

    But if people want to sweat pure, let them.

    This update is EXPLICITLY aimed at shaking up the meta. That's the devs's declared intention. Of course, meta is being discussed in the contest of the update, whether you care about mmr or not.

  • They don't just remove something brand new like that. They can tweak it, but not completely remove it after they just added it. That would be like them admitting that they were wrong and there was no reason to put it into the game to begin with.

  • I think breaking a pallet should actually ADD a tier of bloodlust. Think about it. If you're kicking a pallet, you're losing distance. So, it only makes sense that the game plays for you while you go watch youtube or something.

  • @JaviiMii said:

    I agree with BT still being meta (maybe even more so than before; precisely because of the end game rescues.) and with DH being dead to many players; given unpredictable ping (which might depend on your region. But man, on Frankfurt servers you can make a good guess just how far east the killer is depending on what registers as a hit...) it's near impossible to time reliably (emphasis on reliably).

    That being said. Personally, I think a "Houdini-meta" is probably gonna emerge on the survivor side. With the basekit changes to killers and no realiable way to "make that vault/pallet" at will a majority of chases won't last as long. It's w all the way for killers; eat that pallet, vault that window, just keep w-ing no matter what. For survivors that means either lose the killer within ~30 seconds or get downed. The Lucky Break & Lightweight changes also seem to play into that.

    Ok, sorry, I don't have too much to add.

    I just wanted to chime in on that server comment because that resonated so much I got a good chuckle for 5 min.

    I too play(ed) on Frankfurt server and I literally do the guess-the-Eastern- longitude game every time I get a bullshit hit. That was too funny to read about someone else doing the same.

    As for the Houdini builds, I think they're gonna be too unreliable unless you bring a map offering. With Iron Will not working when exhausted, shorter attack cooldown, shorter speed boost, too many things have to go well to get value. I guess we'll see.

  • @dspaceman20 said:

    I say healing is also going to be meta so I say circle of healing.

    Also prove Thyself too

    True, I kinda felt I was forgetting a perk. Good catch.

  • They don't get any i-frames. You can notice because if you whiff the first time and then aim at the same spot, you'll keep missing.

    Their model gets hunched over when they start healing, but the hitbix doesn't move. Aim not at their torso, but further back.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055125#Comment_3055125

    After watching GTVel for so long(probably the best Billy main I've ever seen) I'm not so sure Billy needs buffs. He's A-Tier if you have rediculous game knowledge and skill. I'm just not sure how they could buff him to make him EASIER to use(there's a difference between needing buffs, and just needing to be easier to use)

    If we're talking about a buff more in the flavor of being easier to handle rather than straight-up stronger, there's probably a simple way.

    With a caveat: purist old-school Billies won't like it. But let's be honest, there's fewer of them than Twins mains. And we're talking about making the power more palatable to encourage more players to try it out.

    What I'm alluding to is to change how 99'ing works. Basically remove the necessity of tapping to keep the chainsaw at 99. It would work somewhat as crossover of Plague/Huntress/Demo.

    You just charge up by holding down m2 and when the bar is full the saw stays at 99. Want to start a sprint? Press m1. Want to de-charge instead? Release m2. Want to sprint as soon as the saw is ready? Spam m1 while holding down m2 to charge.

    Want to keep the saw charged at a lower percentage. Well, you're out of luck there, you will still have to do it the old way by fast tapping. But that won't be that big of a deal.

    This will remove those awkward situations where a sprint accidentally goes off or the bar is not actually 99'd and it takes that extra millisecond to start sprinting.

    That's what I can think of.

  • Good on Scott. I don't think jack-of-all-trades killer mains like me needed anyone to spell that out for them. As for your appeal to authority, maybe you should try to look at evidence collectively and then form your own opinion, instead of blindly relying on someone else's.

    Regarding Nurse. She's got a higher skill floor than Billy. But Billy has a higher skill ceiling (not to be confused with effectiveness). I.e. there's a a lot more depth to managing his power that sets apart the various degrees of mastery. Nurse has her fair share of skill requirement, but she becomes more straightforward past the entry barrier. But she will always be the more effective one, no matter how skilled the Billy player is.

  • It's very very simple. Not necessarily perfect, but I'd call it a 95% solution.

    Remove hook grabs and hook interruptions. Once you get the prompt and press the key, you're locked in animation (same like when the killer picks up). You still get damage. So, the killer is still free to get the trade.

    But they can't just stand at the hook and camp 2 people by playing the grab game, or force an additional person off gens, or simply get guaranteed kills via facecamp and passive slowdown.

    That, and the hook timer per stage needs to be increased given the increase in gen time.

    There. You can still camp strategically. It's the mindless standing at the hook that is nerfed.

  • @fulltonon said:

    It's quite interesting how dev repeatedly said they are acknowledging facecamping as a problem yet haven't done anything to bubba though, like it's not uncommon to gut killers because of absolutely unwarranted reasons, why not nerf/destroy him when there is absolutely valid reasons?

    I don't want him gutted. As for why they haven't addressed it? Maybe partly because he's an old licensed character and partly because he has BBQ, which might factor in into sales.

    Now, with bp bonus gone from the effects, maybe something will be done. Although, personally I don't really believe they'll do anything in Year 7.

  • You could. But it's gonna be much easier and viable with the next update, as PR won't push you off the gen. So, survivors will be stopping the regression just because they're on the gen.

    Why though? Because there would have to be too many stipulations in place to avoid it. That would be my guess.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052254#Comment_3052254

    Yes it’s getting a buff next patch and that makes me so excited. The only true counter he has was deliverance and ds in the endgame but now that’s gone. I just really find him unfun to play against because of the camping. I have a couple of videos vs bubba. One specifically where he is doing the basement bubba tactic. Horrible

    That too. I forgot about DS getting nuked. Back in the days you could try (stress on the word try) go for a yolo unhook against Bubba and hope to break the cycle of hook trading via DS.

    That was already gutted when DS was made to deactivate on just tapping the unhook (not even completing it). Which means you can't even try to bait a grab unhook and then DS into the actual unhook. Still it was a low percentage play. But at least it was a glimpse of hope.

    Now DS is going to be obliterated in endgame. Even more useless.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052168#Comment_3052168

    Yes but we couldn’t counter noed because of him camping the feng and she left with a lousy 5k points. Not to mention that he had dead lock

    I mean, we might as well ask the devs. Let's pick their brains on this one @Almo @Peanits

    Personally, I don't understand why certain killers have intentional limitations for camping (Artist, Dredge, etc.) but the King Facecamper himself is good to go.

    What it's certain is that it definitely won't change (at least not for better) next patch, with the extra gen time. You get a glowy aura of the noed totem, though, that you won't have time to cleanse through a facecamp anyway. Deadlock is untouched, but even if it was longer gens would offset that. Mini bt is irrelevant, Bubba can already double smack through normal bt and that's assuming he royally messes up and allows the unhook.

    I saw one suggestion saying that his saw should stop the dash when hitting someone with endurance. But that doesn't change the fact that the unhook is impossible (yeah, the tantrum meter mechanic is DOA, it never worked against his camping, as even minimal testing would have immediately revealed).

  • It's toxic to tell others what words they can use 😉

  • It's not intentional for the killer (any of them really, since their collision box is the same) to be able to completely bodyblock any basement stairs.

    However, it's a bug that exists on a few maps when basement is at main building, despite patches were it was sparsely fixed. Resting Place is another one such examples.

  • Cheerful Draga fact. If there are two lockers and a survivor is interacting with one, the teleport will prioritize that locker, regardless if the other one is open or closed.

  • @[Deleted User] said:

    If you’ve played a lot you know where the hatch spawns are, so you just wait near a common spawn when you know the other survivor is gonna die

    This^. The combine is also a common hiding spot for survivors. Just a coincidence really.

    Unless, let's say she had a green map with silk cord and no range addons nor twine and she noticed map scout events at the combine. Then, deduced hatch was at that spawning point based on number of nearby gens and score events.

    Very long shot, but possible.

  • 5 slowdowns. Hell yeah! That's gonna be epic.

  • You can't drop if there's no free space to your left. It won't drop also while you're being swayed to one side by the wiggle effect. Only when the momentum stops.

    Stay clear from walls and spam the drop key. That'll do the trick.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047867#Comment_3047867

    I don't disagree with you. Also I didn't switch for it yet after that game :D

    The way you worded this thread title made it look differently. That's good for you if you didn't let them affect you though.

  • You can play 'fair', 'unfair', or however you want.

    Trying to justify switching to play in a manner that you personally perceive as 'unfair' against people who did nothing to you, just because you had run into a childish person over the Internet, doesn't make you more mature than the player who provoked you in the first place.

  • I'm more than ready. My last trial was about a week ago. I'm enjoying the forum drama and other games. Life's good.

    Partial disagree on the second part. DS needed to deactivate when working gates. Other than that, it didn't have endgame issues. At least, no more than camptunneling in endgame are an issue. But that's just an exercise in conversation at this point.

  • When interacting with an implement with a channeling action, it is intended that whoever started the action first takes priority and excludes the 'enemy'. Sabo is another example.

    The only exception that come to mind is resetting a pallet and kicking a pallet. And it didn't work like that in the beginning, they actually had to make it work differently.

  • It's been like that for months. Nothing has been done.

  • @anarchy753 said:

    Because without it there's nothing to scale with perk tiers, so naturally a terrible perk gets an extra downside JUST to make it have tiers which nobody likes anyway.

    The range could scale across tiers. Just like other aura reading perks did since the inception of the game, such as Bond or Empathy.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045266#Comment_3045266

    It is supposed to be an anti tunnel perk.

    You aren't being tunneled in the end game.

    Simple as that, DS in the end game was not fair.

    Tunneling is an action. It doesn't change name whether the killer has other objectives or not, or whether it's the optimal play or not. Those situations aren't mutually exclusive. The very fact that they could not tunnel in endgame by going after the unhooker highlights the point (see what I did there?)

    There's no need to be that insecure by making up bogus notions by playing around with words. If I'm in endgame and I decide my best bet is to camp and tunnel, I'm gonna do just that. I don't need to invent new names for those just to feel validated and better with myself.

    @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045273#Comment_3045273

    Isn't it when the gates are powered? Yeah, sure, that situation can happen, but it doesn't always. Now the solution is to guarantee anyone hooked after completing the generators to a death sentence? It's funny how people are against a guaranteed escape but are ok with a guaranteed kill. And then there's the situation of BT "guaranteeing" escapes, so should BT also not work after the gates are powered?

    Unironically, after the DS change, it's already been suggested that all other anti-tunnel mechanics deactivate in endgame. I'd have to dig through my comments to find the conversation. But yes, it didn't take long. In the end, it's a continuous hunt. One perk gets taken down and then switch to the next target.

  • It's not a bug. Sloppy applies a beefed-up Hemorrage that regresses healing progress at an additional 25% per second when not actively healing.

    Meaning, you lose your Resurgence progress almost immediately if you don't start healing right away.

    Conclusion: don't use Resurgence. It's a dead perk.

    Further conclusion: pretty good job so far.

  • Let's say this change takes the good ol' "if you didn't escape, was it really a skilled play?" to a whole other troll level.

    @Hilidaris said:

    DS get deactivated in the EGC because you could litteraly end in a situation of someone getting downed and crawling to the door without the killer being able to pick him up.

    @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045266#Comment_3045266

    All this change did is make 99 gates even more important. If you open a gate too early you could just be killing your friend who had DS. If you wait to open the gate until that person is literally standing in front of it, they will make it out. But, in the event he gets pulled off hook and tunneled, he still has a chance if the gates clsoed.

    It gets deactivated when gates are powered, not at egc.

  • Sometimes, there's a visual bug with pips in the post match screen. When you get back to killer main menu, you can hover over your grade and check how many pips you actually received (if you remember how many you had before the trial).

  • @ChurchofPig said:

    If an Executioner is within 5 meters for 3.5 seconds, then it'll relocate. So yeah you can literally be facecamped by a Pyramid head without being teleported because the range is insanely close. That is so stupid.

    The range for his attack is larger than the relocation area. Yeah, someone probably thought they were very clever when they came up with the relocation mechanic, then they literally botched it. HJe can literally just stand with his attack ready for as long as he wants and ship it as soon as the uncaging is complete. And BT won't work.

    Pretty good job so far.

  • Because if revenues from micro transactions remain steady, then devs have no incentives no reasons to change their maintenance and update schedule.

    In essence, it's an issue caused by customers (i.e. us) not voting with their (our) wallets.

  • It's better against most m2 attacks (provided those initiate at range). It is much worse against m1s. It'll probably still be run a lot, but there's no question that SB is the more consistent alternative now.

  • There's a 100% chance that I say no to this suggestion.

  • Doc used to have two stances, one for attacks and one for shocks. You had to manually switch between the two and there was a little delay to complete where you could just move.

    In treatment stance, he'd move at 110 and it would slowly build up madness for survivors in TR (there was no static blast). Another peculiarity was that he could perform grabs from treatment stance, meaning that he could effectively make unhooks impossible. You would just need to quickly spam tap the shock button, that would initiate and cancel shocks. If a survivor even just faked unhooking for a millisecond, they would get instantly grabbed. That made him the second-best facecamper in the game, only surpassed by Bubba.

  • I've never seen it. I've never even seen it start the grab animation and get rejected.

    It might be one of those things that are intended to be possible in theory (only the devs would know), but they never happen in practice because of coding.

    The 0.5 sec animation is not that fast reflex-wise and it's plenty reactable. It's not that different from reacting to it with a ranged attack and that's done in normal practice.

    I backpack survivors all the time and wait for them to be in animation lock to avoid a clench tech. The outcome is always the same. You swing and they go through the whole animation.

  • @_VTK_ said:

    Peanits said there are no solo buffs planned for this year, but the plans are not scratched.

    I think instead of postponing the buffs for the next year, which is really gonna hurt soloQ if we have to wait for so long, they can just slowly introduce small soloQ buffs. There's nothing wrong with giving us chase indicator for all survivors for a start. That's not a massive update, it doesn't need much time to implement or test. And then slowly release more updates and tweak the general killer vs survivor balance if needed.

    I have little hopes that it's gonna happen, but who knows.

    The chase indicator would be incredibly easy to implement, considering the code already exists for the obsession. Just copy -paste that and make the claws smaller for the other survivors.

    Which means it will take bhvr at least 2 years to make it happen.

  • @GoshJosh said:

    Every scenario you mentioned above would be something I would immediately dodge, if I were given the foreknowledge. All three of the most boring killers DbD has to offer. Why they are buffing Thana on top of base gen times is beyond my comprehension.

    They wanted to change the meta because killers tend bring slowdown perks. So, they buffed other slowdown perks.

    I'm sure that makes perfects sense in one of the worlds of the Entity's multiverse. It's beyond the comprehension of us peasants of this particular universe.

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