Bwsted
Bwsted
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- Bwsted
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What was the point of the overkill Billy nerf announcement then?
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Bubba. I remember videos of those mods and as a survivor he was the cutest thing ever.
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I'd like to say it's a bold prediction, but in reality the writing's on the wall.
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I called it on day one. I know these thingz.
Don't worry though, it's ok because nobody is responsible for anyone's fun here, just entitled to make the game more miserable for everyone.
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Alright. I saw the light now. E-sports ready game. It's done.
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and if overheat is essentially a non issue now-- then get rid of it?
On that subject, we'll have to see exactly how it is in the ptb. However, the being a non-issue part was specifically referring to feathering at loops. According to their wording, overheat will very much be a concern when going for map traversals. Which in turn means, that if you use the chainsaw to travel around and are forced to overheat constantly, then that is indeed an issue because you won't have your power at loops.
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@GannTM said:
I see absolutely no one complaining about these add ons, so I just don’t understand why BHVR even considers nerfing them.
You see, stats say we 10 Billy mains out there were using engravings in the 2 trials we've won in the last two years.
Diagnosis: those addons are overused.
Solution: nerf engravings and buff alc ring.
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tl;dr
Killer:
Facecamp with Deadlock.
Corrupt, Sloppy, NWO, Jolt, Franklin's, NOED, STBFL, Fearmonger.
Survivor:
Staying injured and gens before friends.
SB, Adren, Resilience, PT, Reassurance, Kinship. Spine Chill might enjoy a comeback with the resurgence of stealth hit'n'run. Medkits in solo, toolboxes with bnp in swf. You will also see a lot survivors just give up on team survival and run Sole Survivor builds.
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Healing getting nerfed is a massive buff for Twins. Not only you can keep them injured, but it takes longer to pick up slugs and you can free up the perk slot from Forced Penance.
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I think someone in the dev time got slugged to death by a Billy and didn't recover ever since.
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I'm praying the mods dealing with them Asap.
Mods are there to moderate, not for censorship.
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Long story short: yes. Facecamp, that's all the chainsaw is good for now.
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I read only until "all of these dependent on killer" but I agree. There's a clear direction where this patch is headed to in the meta.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379271#Comment_3379271
If you bring self-care after this patch, I am reporting you.
Unless I'm the killer. In that case, the self-carer gets a thumb up in the tally screen.
Actually, who am I kidding. I will be the killer. I'm not masochistic enough to play soloq when this patch goes live.
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@Pepsidot said:
Meta is going to be Wraith with:
Perks:
- Sloppy, Nurse Calling and Infectious Fright/Corrupt Intervention and... Knockout/Jolt, or maybe Deadlock.
Addons (could be a combo of any of the below):
- All Seeing Spirit (Keep track of gens survivors are on)
- Silent Bell (Sneak up to survivors)
- Faster movement speed (Keep up the pressure)
- Faster breaking pallets (Keep up the pressure)
- Seeing survivor auras (you can't hide)
Going to suck especially for solo q. Add an indoor map for a 100% win.
Personally, I can't wait for Legion with Defaced Pin, Filthy Blade and Thana. Or Plague. Mmmmmh tasty.
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It could've been adjusted in a number of ways if they believed it was too powerful.
However, it was assassinated to be hard pushed out of the meta. That's the new philosophy since mid 2022.
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The healing changes just encourage facecamping and gens before friends, because resetting to save takes longer.
16 sec was in a good place, barring current bonus from CoH and medkits. Nerfing the last two was enough.
More holding m1 simulator is not what this game needs.
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@Bleydoka said:
Can this finally be disabled. Skillchecks doesn't work correctly, so you'll explode the gen. Exploding gens lose all progress instantly. I'm pretty disgusted that it was enabled with these bugs being known.
Especially, considering that it's the patch notes that they fixed a bug related to missing a MS skill check. Which presumes they would've tested if the fix worked by... well... missing a skill check..
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@oxygen said:
At the very least make the 3 seconds actually 3 seconds of time where the survivor has control of their character and the killer is stunned. At the moment I think about 1 second of that is eaten up by the "getting off the shoulder" animation, so to have a 3 second stun distance-made wise it would actually have to be around a 4 second stun from the moment the skillcheck is hit.
This was the case when it was a 5 second stun too, but then it was ~20% of the total stun duration, now it's more like ~33% of the stun duration so it's much worse.
OTR anti tunneling is a placebo. The perk value comes from being used aggressively against non-tunnelers. Tunnelers will just smack you off unhook (they can even tell you have the perk because you're silent). It takes like 5 more seconds to catch up and you're defenseless at that point.
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@sizzlingmario4 said:
Keep it as a punishment for DCing and remove it otherwise.
It made sense when ranks were used for matchmaking but now it doesn't.
I subscribe to this suggestion.
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@OrangeBear said:
This is unbelievable. Did they not even test the fix that they did...
First time here?
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Did I mention that I told y'all so? Because, you know, I told y'all so.
Start by removing the unhackable status if a claw trap is near, which makes exactly zero ######### sense if you're trying to tone down her 3'genning and proves they don't playtest correctly, if they sign off to such an counterproductive feature which is already illogical on paper. Then give her whatever else to buff chase. Then we'll talk.
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The 36m indicator is the intended effect of the perk.
The TR indicator was a temporary band-aid until an accessibility option was implemented.
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@bruhbba101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376380#Comment_3376380
Since when? spine chill will light up anytime the killer is within 36m, stealth or not.
This is correct.
But it's balanced. The counterplay is to approach the gen from an unlikely angle. Survivors trying to sneak away will often run into you. The perk is just a generic alert. It doesn't tell them if the killer is actually coming for them nor where from. Survivors need to make judgment calls every time or they'll waste a lot of time.
And tbf, it's not even worth playing around it in the first place. The perk is just not commonly used anymore.
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What you're suggesting is nowhere comparable to the terror radius indicator and it's something that would enhance killers beyond simple accessibility gaps. Survivors won't get cues for other killer-related audio event, for example.
A better equivalent would be visual cues for loud notifications outside fov, which would have to differentiate between directional and non-directional.
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If I let survivors go because there's been some accident like bugs or DC's, I've got people offering to sacrifice or even staying until egc end fairly often. I don't really keep track, but it's often enough that it's something that doesn't come unexpected.
When I get stomped, I'd say it's much more rare they offer. But I understand it, because survivor bp are ass and escape points are a big swing. Plus, from personal experience by offering a kill, the killer then bm'd and trash talked me and others might have run into the same issue.
Regardless, I don't accept the handout if I can avoid it. I appreciate the spirit in which it was presented to me, but I can live with the poor results of my performance.
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You can only answer that for yourself. Different people will have different metrics. As such, there's no right or wrong answer, as long as you stay within game rules.
And, as such, you'll get flak regardless of the answer you choose. At which point, you can always use DbD's get-out-of-jail card: you're not responsible for someone else's fun.
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It's a VIDEO game. People don't play it to not see #########.
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@HugTheHag said:
Hope not. I really wish they'd just drop the idea.
It doesn't look like it, although I hope so as well. They briefly mentioned it lin one of their posts not long ago as if it's still in the works.
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373792#Comment_3373792
If you only have 1 or 2 drones at gens your leaving 1 or 2 unprotected and the survivors won't bother messing with the drones because you can do the other gens for free. Sure you can patrol them yourself but then your a m1 killer with no power at base speed. Remember survivors have to have a reason to break the drones and if there's a free gen they will always go to that one so you might not even get the haste the majority of the time your trying to patrol gen and most of the time you'll only have 1 or two survivors with a claw trap so you won't be getting the max stacks anyway.
I don't understand your argument at all. Of course, you're patrolling the 3 gen. That is already the case. You can't hold the gens if you leave the area and commit to a chase. That's what SMs do right now and is tbe source of the complaints. That will not change.
And you get haste also from active drones, not just traps. The cycle will be hack drones--> deploy drones. You'll keep stack fairly easilg and you're staying in a relatively small are where you hit'n'run.
@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373792#Comment_3373792
Ehh she’s no more oppressive than a knight or plague tbh.
It’s really a perk issue now as it always was
Debatable on the first statement.
Hard agree on the second one.
@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373792#Comment_3373792
I like using Skully to find people to chase. This incentivizes that. She is the bane of immersed Survivors. These changes will result in a constant sense of being watched and if you will be the one she comes after.
Survivors already have that sense. Being watched while being 3 genned. How you use SM =/= how the majority does. Giving her more chase potential doesn't mean players won't default to 3 genning. Look at 6.1. All the killer buffs didn't discourage tunneling in the slightest.
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@GannTM said:
I might give her another shot. I really hope this can tone down her 3 gen potential but make her stronger in other aspects. Seems like they will, I like the changes.
She will still be oppressive in a 3 gen, just different execution.
You put down 1 or 2 drones. Replace when they're hacked. The claw traps need to w key away, otherwise they render nearby drones unhackable (yeah, I bet someone at BHVR didn't thonk that one through). The haste effect makes patrolling the 3 gen and hit'n'running even easier. I'd say sloppy becomes meta on her now.
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They 'nerfed' her 3-genning just like they 'nerfed' Knight's. I don't want to say I told ya. But I did.
They simply made her even more braindead hold-w in chase.
The pallet add-on basekit is ######### stupid and unhackable drones if a claw trap is near just forces hold-w away, not committing to chase.
This changes nothing, you simply hold the 3 gen by dumping a drone at a time once another gets hacked.
I guess this just gets swept under the rug as if it was a success and on to the next batch of cosmetics and new chapters.
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@cannonballB said:
As survivor I almost never dodge unless I see a big streamer, even though I'm in anonymous mode. As killer, I dodge constantly. Or "lobby shop" as someone else put it.
But now with bots that are vaguely good, I just play against bots. Then I don't have to worry about the "survivor rulebook" I'm supposed to follow.
Wdym exactly? Survivors typically complain about camping and tunneling primarily. Are you implying that you play AI matches so you can tunnel the bots off hook?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372464#Comment_3372464
It's unfortunate.
I've noticed my Survivor games are a complete crapshoot after the first dodge or two. We got someone with less than a day played on Killer the other day, which was very unfortunate.
Backfills are essentially everything goes. Queue time becomes the leading factor in matchmaking and the mmr range widens so much to be essentially meaningless.
The little time I play survivor, I play soloq and my prestige is never above 10-11. I rarely do more than a handful of trials, but I'm confident I see at least one dodge almost every session. I can't quantify further though, because I don't keep track.
Anecdotally, it gets worse in high prestige lobbies.
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There are 228 perks and content updates are every month and a half.
Changing 2+2 perks at a time is unfortunately nothing at that pace.
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I think I see it almost every trial maybe? But again, I don't keep track, I just play around it.
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@solidhex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371543#Comment_3371543
a lot of these things are just banned because they force boring playstyles, other things (for survivors) are banned because they can get abused in a team to get points, which doesn't matter if you just play solo or with a friend.
That's why I stated that I look at what's banned and ask myself WHY. The answer to the latter is just as important as the former.
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I open DbDLeague Discord and head over to the balance sections. Look at what is banned and ask myself why. If there's something that can be exploited, comp players will find it.
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When the gens finished, they all left.
That's absolutely outrageous. How rude of them. I demand the Supreme Court of the Entity to dish out proper punishment for such a disgusting act.
They didn't care about me or my fun... Why the fog are they asking that killers respect theirs??
This is the only community where I see this nonsensical argument made over and over. You don't have an obligation to cater to your opponent. Like duh. But making suggestions hoping to improve the enjoyment of the game for all parties, well, isn't it normal?
Playing to win is a separate aspect from caring. They can coexist. You can still play to win all you want, but also recognize there's something that should be fixed about how the game works.
If you don't care about anyone but yourself, that's perfectly ok. But don't fool yoursel, you lack self awareness, because now anyone else can apply that same standard to YOU and disregard your self-centered feedback about your game experience. If you don't care about anyone else, no one else cares about you. Shot yourself in the foot. DUCY?
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If that's the case, your friend needs to seek assistance from a healthcare professional to avoid self harm. This is a serious issue that shouldn't be exploited for us-vs-them drama.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370351#Comment_3370351
Yh i think you'd have to run it as part of a dedicated 4 man team. 1 solo q player would probably just pop the farming gen.
Yup. PE is too conditional to work in soloq and it's crap shot even in a swf. You need people to leave a gen to farm stacks, more than one person must run the perk, the push to break the 3-gen must be synchronized and you have to pray you don't lose a health state before you can dump all the stacks.
And in all that if the killer can interrupt the gen then CoB will obliterate any progress that was achieved rendering the whole ordeal a big waste.
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@Bartlaus said:
You're absolutely right my friend, but you're fighting windmills here. People tell you it's impossible to beat 3gens because they don't have the skills. People refuse to adapt because they wanna play with their fun perks but expect an ez win at the same time. And if they have a match that lasts longer than 10 minutes, they're mad because they want to get back into the lobby simulator asap. People act like they're playing every match against a hardcore 3gen enjoyer. Then they should have learned by now how to counter it, right?
By the way, you forgot about Blast Mine and Prove Thyself. A 3gen can also be broken very well with this. BNP isn't even necessary, I never play with it.
I'm a Solo Q veteran and strangely enough I don't have any issues with 3gens either. The only thing that kills me is incompetent mates, but I've gotten used to that now.
When people say it's impossible to beat an SM or a Knight, I can't take them seriously. The truth is that a lot of people don't like the gameplay of these killers per se, and that's a point. If you don't like 3gen tactics, that's ok, complain. But don't pretend these tactics are op and not beatable.
Very well said 'soloQ veteran.'
I am the perkless Clown who 4k's every match on Mother's Dwelling and I can't take any complaint in this game seriously.
It's most definitely always a skill issue.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369731#Comment_3369731
“Survivors only makes the game as long as they want them to be”. In other words, if you don’t want to be stuck in an infinitely long 3-gen standoff match, you either have to give yourself up to the killer or DC.
ok got it - thanks for the helpful advice
"Just lose, 4head" /s
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Remember when we asked for this? Remember when we asked for that?
Ok. Try this one out instead: rembember when we asked for another 3-genning stalling gen-kicking bot? Because I don't.
I don't care about the aesthetics, or the lore. BHVR took their chances. Fine by me, you can never please everyone.
But what the ######### was unclear about the last 6 months of complaints about the gen kicking meta and trials lasting forever, that they still make this killer power the way it is and nothing goes through their minds other than "Yup! Ship it! Pretty good job so far!"
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When you can eat 5 DC penalties in a row and it's still faster than the actual trial.
BHVR peak design.
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I sign this petition.
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May I tell y'all I told ya?
Here's the second part. She will get changes, but those will be minor buffs and her game stalling ability won't be addressed at all (something something Knight).
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363279#Comment_3363279
Nah it was actually 5 years. Remember 5th anniversary? New DH was literally that but minus the endurance
Wait, was that the time when old DH was bugged and gave no distance (on top of the usual exhausted on the floor)? That ######### was hilarious.
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It's true that you can hold 3 gens fairly well with current perks. Even something as little as CoB+mangled can stall the game a fair amount if the killer doesn't over commit. Perk stacking obviously makes that even worse.
The problem is compounded by those killers having a territorial, or by those adding a second objective (Pinhead box, for example), or by those that spread injury fast. That's a god chunk of the roster.
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In soloq it's bound to happen, not necessarily with ill intent.
Bond is the best soloq perk, but you can't expect people playing for fun in their spare time to be optimal.
And sometimes, it's better to interrupt a gen if that means you can avoid getting downed, rather than run to a weak area and give all sorts of slowdown procs on possibly multiple gens.