Caiman
Caiman
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- Caiman
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Comments
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Knight needs a code overhaul, his implementation is so clunky and barely functional.
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The sci-fi theme offers so much potential for creative cosmetic designs that you'd never see on another killer. Unfortunately Singularity is an unpopular killer, and popularity drives cosmetics.
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The Shard grind is disgusting, and it's shameful BHVR has done nothing to address it to make the game more accessible to new players.
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Nothing can get buffed/nerfed around here without a thousand cries of whataboutism.
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Met a Singularity doing his Adept achievement on Hawkins. Lucky him, we were all terrible SoloQ players and died.
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I would like it toned down a little, but not removed. It makes seeing Trapper's beartraps surprisingly difficult, and I presume the same for Hag's traps too.
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@Nazzzak said:
The FAQ says they'll be reverting back in a future update. So you have a bit of time to unlock them on whatever killers you want before that happens. Once they revert you'll need to buy and upgrade Demo to unlock them, but those killers who already have them will keep them.
Damn, new players will be missing some solid perks to start with. What a bunch of rubbish. I guess I better make sure I have all perks on all characters before then.
I may buy the Stranger Things pack down the line to get the characters since they're the last I'll need to complete my roster, but I may wait for a discount, like around Christmas.
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It definitely feels increased. I've had maybe four or five matches on it in less than 12 hours.
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If you look at the characters on the store, it says their perks have been made available to all characters, so it looks like they're staying universal.
I'm a little confused though because Steve and Nancy's perks were given their old names and icons back, but not Demogorgon's.
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I never got into DbD until the Stranger Things chapter was long gone and all I ever heard was "Hawkins was a terrible map", so this is my first time playing on it.
And wow, it really is as bad as everyone said it was.
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I really wish they'd include an option to select your main menu visual theme and music. They've made so many assets for chapters, isn't it a shame to see them never used again?
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Seeing Jill Valentine running from Pyramid Head is still a surreal sight for me, when I stop and think about it. But it is fun.
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Don't like Trickster and Skull Merchant, I think their visual designs are really lame and their lore is really bad. Both feel like they were made to pander to pop culture trends, without much substance to carry them.
The Twins are technically better written but I just don't like their concept. Probably the most uninteresting killer to me, they don't appeal to me at all.
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Scene Partner + Troubleshooter + Alert + Kindred / Inner Focus for constant killer aura-reading.
Light-Footed + Balanced Landing + Quick and Quiet + Bite the Bullet for being the quietest survivor to ever exist.
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@DrDucky said:
If we just got more wesker type killers with extremely high mechanical skill but a low skill floor with interesting counterplay then this problem would vanish overnight.
Then we'd have a new problem: all the popular killers feeling the same.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577527#Comment_3577527
The difference is Survivors don't uninstall or quit waiting for Devs to change. Survivors will still play.
Sure they do. Here's a thread that was made just last night:
https://forums.bhvr.com/dead-by-daylight/discussion/395917/i-think-im-finally-done
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@Lixadonna said:
When Killers can't be bothered to get good so BHVR needs to hold Killer Mains hands. They will be quick to tell Survivors to adapt if they so much complain.
"Killer mains need to git gud!"
In defense of a crutch perk that gave you a speed boost with no effort on the survivor's part whatsoever.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577068#Comment_3577068
And skins then? Skins give way more of a disadvantage than sounds.
You can choose your skin. You can't choose your noises.
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I've been given hatch a handful of times. It's a nice sentiment, but it does make me feel a little embarrassed to have the killer take pity on me, especially if they're going out of their way to find the hatch for me. But it's appreciated nonetheless.
On the flipside I rarely give hatch. I will sometimes give hatch if it's convenient or if the survivors were clearly just messing around, not taking the game seriously. But usually I just do whatever ends the game faster, be it putting them on the hook or letting them have the hatch if I catch them near it.
On some occasions I will slug the second-to-last survivor simply because the other remaining survivor annoyed the hell out of me for one reason or another and I want to dunk them onto a hook. In that case, after that's done, I'll give hatch to the slugged survivor as an apology for leaving them to sit on the ground so long.
One time as Myers I downed a Leon when he was just 5 meters away from the hatch. Decided to stand completely still and stare at him as he crawled for it. Felt in-character.
Another time a Ghost Face pretended to give me hatch, then closed it at the last second and Mori'd me on top of it. I guess that was also in-character.
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Hard to say, I manage to do it on my first try just throwing the pebble at a generator. I wouldn't be surprising if it was buggy for other players though.
It should also count for pallets and lockers if you ask me.I think it'd be pretty good if Diversion could automatically home in on gens, vaults, pallets, and lockers when used near them, to make it less obviously fake.
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Absolutely not.
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@just_one_player said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577018#Comment_3577018
I completely disagree that there should be rewards for spreading hooks. Tunneling is not the problem, tunneling without a real risk is. This does not mean that in all tunneling attempts the killer must be punished, but there is a risk to be punished, who will lead to a decision-making (who at moment, does not exist).
No rewards, only punishments. That's not how you make players change their ways. If anything, that's how you make them double down out of spite.
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Knight is so janky right now, I've given up playing him. Which is a terrible shame because I think he's really cool and I like his power, but it just doesn't work right, and BHVR is too focused on other killers to bother fixing him up.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576770#Comment_3576770
This perk is extremely strong and very unhealthy for the game that's what I meant with "OP" & "destroying the game".
They nerfed Eruption so hard and that was good decision and now this perk is just decent - nothing special.
Now they nerfed Made For This and it is a good decision. This perk gonna be still decent, because of Endurance Status Effect and situational Haste Effect. That's very good, because only strong players will get a value from Haste Effect, because they need to use Dead Hard perfectly and take a chase.
Or equip Off the Record. Or Buckle Up. Or use a Styptic. Or just use MFT's baked-in Endurance effect. There are multiple ways to gain Endurance, but Dead Hard + Made For This will be a fun combo for many players. Made For This + For The People will also work.
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People shouldn't be disadvantaged for playing their favorite survivor. I want audio more equalized.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576920#Comment_3576920
This.
MFT imo should be a perk that applies buffs (to\after) healing.
3% speed boost should be a completely different perk. Or should not be in the game at all.
Survivors holding W is strong enough even without 3%.
I'm fine with a Haste boost on Deep Wound, because survivors can't just sit around doing other things while in Deep Wound. Their only choices are to either mend and lose the Haste, or run around in circles doing absolutely nothing of value at all. Either way, there is now a meaningful limitation on the speed boost, and there are still circumstances where it is effective.
This is probably the best nerf they could have given it.
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@DBD78 said:
Would he be better on console after update? I want to finish some old Tome challanges and I think there are some Trickster challanges from before I have not done since I don't play Trickster only bought him for the perks.
The removal of recoil will make him easier to play on console. Aiming will still be difficult but not as much as before.
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They keep promising they're going to work on survivor audio but there's no news of it happening and no reports on how it's going.
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@MaddieMage said:
It was definitely over-nerfed but that’s what always tends to happen when they announce changes to popular perks. They never announce a reasonable change, it’s always taken from overpowered to completely useless and MAYBE they will walk back a few changes before it goes live depending on how vocal the outcry and opinions are.
There were definitely ways to make this perk healthier without totally gutting it the way they’ve announced it to be. But of course killer mains are totally happy with it being gutted because most don’t want survivors to have anything that helps them survive even a little bit. 🤣🤣
In the interest of fairness tho, if a perk is too OP because “all you had to do was be injured” then where is the nerf for Ultimate Weapon where “all you have to do is open a locker?”
MFT worked as long as you were injured but once you healed it was gone. UW only has a cool down for 30 seconds. Meaning once you use it, you get the effects on the survivors for 30 seconds plus info on where they are. Once that 30 seconds of effects ends, you wait 30 seconds then can do it again. In a 15 minute match that means it can be used up to 15 times and all it requires is stopping to open a locker.
If we’re gonna talk about perks that don’t take any skill to use and gives free value, we gotta talk about that one as well.
MFT worked as long as you were injured but once you healed it was gone.
Yeah, and then you're healed, so you can get injured again and get it back. How is this a point?
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576150#Comment_3576150
Disagree on the "survivors only". You're not even new to this forum and you have the audacity to say that. Like, have you read any post of the average killer player here?
I think you misread the sentence. That is not "only survivors," it is "survivors want only."
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Pig isn't the best killer but I'm not the best survivor so Pig matches keep me in a tense state of paranoia for most of it.
Unless it's going badly. Then the paranoia quickly gives way to frustration. I have had Pig matches where I honestly could not play the match at all because I would get downed early, spend the next couple of minutes running around to get the trap off, just to get downed again and killed having never touch a generator or helped another survivor.
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MFT is going to be a healthy perk after this.
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@Chocolate_Cosmos said:
Developers put out blog talking about future changes coming on test server next week, so we can test them. Everything and very likely something, will be subject to change.
Now imagine how many content creators, people on social media and here on forums start Trickters apocalypse, MFT dead etc when the PTB is a Week away from now to test. Trickster changes are huge and need to be tested yet everyone seems to allready have access to them and played like 10 games with him.
Can you all stop overreacting and wait for that PTB to show up and then you can seriously talk about this. I am tired, maybe I should take like 48h break after each blog post / major update from dbd media until you guys all chill out and it becomes old news.
It might be best to avoid the community for a while. Stay away from the forums and social media. Let people tire themselves out. See what happens.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575692#Comment_3575692
So the part that I've been hearing is completely inconsequential to the strength of the most clearly and indisputably best perk since NOED for the past 4 months is actually strong enough to carry the perk?
The "inconsequential" part is now the primary reason to run it, assuming you don't run other Endurance perks to gain the Deep Wounds effect for the Haste buff, such as Dead Hard or Off the Record. And I'd say 10 seconds of Endurance for healing someone is still a decent perk.
If there's one things these threads have shown to me, it's that people only ever cared about having a free speed buff, which just convinces me further that it deserves to be nerfed.
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I think both perks should have their regression speeds increased to 150%. And Call of Brine's other effect should apply to Great skillchecks too.
I think I'd prefer if Overcharge's skillcheck was a regular skillcheck, but the arrow moved faster, like Coulrophobia's effect. Perhaps the arrow gets faster over time along with the regression rate? So it's normal if you tap the gen immediately but if OC is allowed to ramp up, the skillcheck gets harder and harder.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575777#Comment_3575777
Indeed and I can kite the killer for all generators usually with any perks, however, let's not ignore the fact that most people that play this game are casual players. Not hardcore.
You do not want to mess with casual player base perks and "balance" around hardcore players, which are much more few and far inbetween. FFXIV is extremely successful, because it caters to the most common gamer, the casual playerbase.
This post again has rationalization. Sigh.
This forum is getting exhausting for me, it's like I keep having to explain over and over. I don't use MFT, I tried it with a healing build as I wanted to see how it worked. I don't have issues kiting, so I switched to smash hit instead. Killers on the regular rage quit against me. I don't care.
Anyway, numbers won't lie, and if this perk is now in such an amazing spot and balanced sooooo well, I'm sure the pick rate and usefulness will be as high as windows! Why didn't I think of that? Jeez.
It is so obvious it was a character selling perk, only to be nerfed later. I see this with killer and survivor alike. A fool and his money are soon parted so I'm sure this cycle will continue and this stuff will sell quite well. Kind of smart really, I guess.
But not as smart as catering to the casuals :) My Bfs gaming company does and we make quite a lot of money, the game is he the lead of makes tons and tons of money and they certainly don't pull this kind of stuff. But hey what do I know :)
Casual players were fine before MFT and they'll be fine after it.
The rest of your post is just angry ranting so I'm not going to acknowledge it.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575668#Comment_3575668
In what world do we live in where the definition of nerf (aka killing a perk and making it useless) is the same as balanced?
Eruption at first wasn't balanced, it was nerfed to the ground. Then after all the outrage of how useless it was going to be due to the nerf, they fixed it. The perk is still nothing to scoff at.
MFT is just garbage now. I never used it as I can kite good without it, but...
Balance is where something is still useful in a solid way. MFT was only picked to be used so much because most of the other perks aren't that great, it's just nerf nerf nerf. Dead perks. Perk bloat.
I'm tired of them putting perks on characters to sell them just to kill the perk later. Even if I don't use it, it's not cool to do that to people, killer and survivor alike.
There are plenty of good survivor perks. But there's a handful of the best ones, and everyone acts like if it's not as good as the best ones, it's worthless. I don't care for that mindset. You can win with any perks, if you're good enough. You can even win with no perks, if you try hard enough.
MFT was a piece of crap that deserves what it's getting. It'll be a fine, useful perk when the change hits, compared to the badly designed nonsense it is now.
It still gives the 10 seconds of Endurance when you heal someone, and now it can't be deactivated by Exhaustion so that part is even stronger than it was before. That's a plenty good effect, the Haste if you get hit while in Endurance is now just a situational bonus. As it deserves to be.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575639#Comment_3575639
No, it's because the perk is ######### now.
A perk that only activates on Deep Wounds is a bad perk.
It doesn't only activate in Deep Wounds. It grants a 3% Haste when in Deep Wounds. The part where you gain Endurance for healing another survivor is active all the time. Now the Haste is a secondary function that synergizes with itself, and is not impeded by Exhaustion anymore. And that's fine.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575046#Comment_3575046
No, they should be BALANCED, not nerfed for dead. That's incredibly lacking in any type of critical thinking to just kill perks. Zero respect for that, on both sides.
Nerfing overpowered perks is how you balance them.
Dead Hard is fine now. Made For This will be fine after this patch.
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Deadly Premonition. The Raincoat Killer as the, well, killer; and FBI Special Agent Francis York Morgan as a survivor, maybe with Sheriff George Woodman as a legendary skin.
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Nailed it.
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I bought The Ring DLC but never got the special intro movie for it. A shame.
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Pyramid Heads are extremely camp- and tunnel-heavy, from my experience, because his power lets him punish both the rescuer and the unhooked at the same time with no penalty whatsoever.
I find it aggravating that his power has no anti-camp mechanics, when such mechanics already exist with other killers like Artist and Singularity.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575348#Comment_3575348
Do you play AS him or are you simply hoping he gets no love since you hate playing AGAINST him?
I've tried playing as Trickster, but I am on console, so it sucks. Yes I do hate playing against him because I'm not the most skilled survivor and I play exclusively SoloQ so a good Trickster can be incredibly oppressive when I play against him.
But on top of that, I also just hate Trickster as a character. I think he's lame, corny, and tacky.
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@dbdthegame said:
People said the same thing about DH. And good. Toss it in the trash heap where it belong.
Ironically, now you can combine DH and MFT because they're removing the Exhaustion restriction.
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@Crowman said:
Here's how to get 5 health states:
Take a hit with the endurance off unhook.
Take a hit with OTR.
Dead Head.
You've stacked MoM and can take another hit.
We saw how awful endurance stacking was on the PTB as it allowed survivors to weaponize it against the killer, hence why it was removed going live.
Don't forget capping the whole thing off with Decisive Strike.
Imagine getting Mettle of Man powered by taking Endurance hits for other survivors all in a single chase. That would be nuts.
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Don't forget Franklin's Demise, a Leatherface perk. The survivor cannot blind you if you disable their flashlight.
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Agreed. Why Blight has basekit pallet breaking is completely beyond me.
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Trickster was already miserable to play against, now he will be even more miserable. 8 knives instead of 6? That's an inconsequential difference, especially when he's throwing so many more all the time, and at a higher speed.
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So long as they stay spooky instead of being bright colorful and tacky like the cosmetics have been lately.