CatnipLove
CatnipLove
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- CatnipLove
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500134#Comment_3500134
With the way the board game is, it is technically possible to play with just 2, but one person will need to play as 4 survivors at once which could get overwhelming.
That's interesting. I might give it another look.
Thanks 👍️
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The Doctor is the sole reason I run CS as basekit. If he finds me and spams his power my brain will begin melting. I barely encounter him, but it's just too risky to take the perk off. I don't like that I need to run a perk 24/7 to avoid having sharp noises spammed into my head from all sides, but at least it's an option. I don't blame people for DCing against Plague if hearing that watery vomit sound actually makes them feel sick. It's unfortunate, but I can't get angry at them for it.
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I look at DBD like a game of four player Smash. I could target the dude who has one stock whilst everyone else still has three, but that would put the guy out of the match whilst everyone else gets to keep playing. Doing that just feels... anti-social to me. There are times where it may be necessary to tunnel to get a win, but I personally don't care enough about winning to do it. Fun is always more important.
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I was going to order one, but it requires 3 players and I only know one person who plays board games lmao
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I'm old school. To me, broken means SF2 Akuma or SF3 Gill. I'd probably use overtuned and OP interchangeably for things that are too strong and need nerfing to some degree.
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@Chordyceps said:
The devs have stated that the being injued is a very important part of the perk, because there are perks that focus around being injured and No Mither allows survivors to get these benefits immediately instead of waiting to get injured.
That's a shame. It would be nice if you could run No Mither without making yourself a target straight off the bat.
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@Meepy13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498979#Comment_3498979
You can't just say 'I had bad survivors on my team so therefore body blocking is bad'
I didn't say that. I'm not sure what you're on about.
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I'd love for BHVR to add some anti-bm hook technology. Something like, if the killer hits the survivor on hook whilst no teammates are nearby, it stuns the killer. It would send the bm right back.
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Nope, that's counterplay to his ability to get a free hit in most situations.
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If it happens rarely then it's likely not much of a problem. I can't imagine a game where everybody is throwing themselves at the killer is going to go very well for the survivors lmao
Just played a match where all three teammates had flashlights and threw themselves at the killer. All three were down in under a minute. Classic.
2nd Edit: After looking at the footage, I realised it actually took them 2:13 to all get downed after the start of the match. I apologise for besmirching the reputation of my teammates.
https://youtu.be/vITlu2NuPjY -
It shouldn't have the ability to nullify Corrupt, so that should be changed. I hope it keeps it's ability to deny certain interactions, like avoiding Eruption from activating. It adds some fun depth to a perk that will likely become pretty niche after the novelty wears off.
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Huntress has a lullaby specifically so she's not a stealth killer. Otherwise she could see you across the map and hatchet you without you having any idea she's there. The lullaby just let's you know she's in a range so you have a heads up.
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Where are these legendary bots that can loop a killer? My experience with them is so bad that as soon as I notice there's a bot on the team, I already know we are screwed lmao
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Honestly I think the game would be better if it was just randomised. Even if it doesn't occur all the time, avoiding sessions that have the same maps clustered together would be nice.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498877#Comment_3498877
MFT isn't fine on its own. You're also missing my point entirely. I'm not arguing that it shouldn't do its job as a Haste perk, I'm saying that it shouldn't BE a Haste perk, because Haste is simply too strong. If it will have a built in Haste effect, it has to be conditional somehow. I wouldn't be opposed to seeing it provide something like a 5-7% Haste for 10-20s after finishing a heal (pairs with the Endurance you get) and removing the Endurance from picking up slugs (as it overlaps with BU). In this configuration, the perk is balanced and still interesting, but still strong. You can use it on a medic build and essentially guarantee a heal+a hit if killer is pressuring a reset.
My main point being: Haste should NEVER be given unconditionally (to either survivors or killers).
It's not unconditional. You have to be (and) stay injured. Meaning you're not gonna be healing mid chase. You may disagree that it's not restrictive enough but it is conditional. BHVR could add more requirements to it and it would still be a good perk though.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498765#Comment_3498765
I'm actually the person that said the roles aren't created equally. I didn't say survivor perks needed to have downsides, I said MFT shouldn't be as strong as it is. It provides too much upside, which is true, with the only downside of needing to be injured when doing so. The downside to activate the perk is negligible, and the effect it gives is extremely powerful. That's been my entire argument this whole time.
I personally have no strong feelings about MFT. I don't own it and I have no interest in it as it has no real interesting applications for me. I like things such as the pebble or Plot Twist (Become as Roadkill). It's a perk that does help you reach safety in situations you would otherwise get downed in. It should do that as otherwise it's completely useless as a haste perk.
I can agree that the perk should not have any secondary functions. It's a good perk with only the haste effect. The secondary function also overlaps with other perks, making them somewhat redundant. That shouldn't occur so it's removal seems uncontroversial to me.
I really am against BHVR's strategy of nerfing whatever is popular. It results in a bunch of watered down perks that leave gameplay feeling stale on both sides. I'd rather other playstyles were buffed so running other options felt appealing. I'm all for busted stuff going. BU + FTP is kind of stupid to the point I would 100% support BHVR if they decide to remove it's synergy. The 3% haste by itself I don't see as an issue, although I'm less sure about MFT + Hope. In isolation, both are fine. But I can see an argument for the removal of it's synergy, despite Hope being an end game only perk.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498795#Comment_3498795
You can play map offerings as well. I’m sorry you don’t like them but I don’t think there’s good grounds for removal.
How about because it's boring? I don't want to have to bring an offering each match just so I'm not stuck playing the same two or three maps constantly.
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BHVR is ultimately responsible for leaving his insane add-ons intact for so long. I'd like to think it's because they are thinking incredibly hard about how to change them, but they make changes to synergy, that with a small amount of playtesting they would realise is going to be problematic. So I have no idea what's taking so long.
Nobody should be disrespectful to Blight players who run these loadouts though. As soon as you do that, then you are the a******.
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I'm almost 100% certain this will get patched out. My gut says you probably won't have to wait long. But I haven't eaten in a few hours so it might be lying out of spite.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498675#Comment_3498675
Common consensus doesn't matter when it comes to balancing. Game shouldn't be balanced around mob rule because there are far more survivor players than killer players. If a perk is objectively broken, it must be nerfed. The COH nerf was unpopular, as were both DH and DS nerfs, as is the current MFT nerf proposal. The perk is beyond broken and provides far too much upside for far too little downside. It is strictly superior to almost every one of its alternatives, making it objectively overpowered.
Why do survivor perks need to have downsides? Like I said to another person on here, the roles for killers and survivors are different. The majority of the players are solo queue survivors. That role requires a bunch of skill that the killer doesn't need to have. As survivor you need to be able to work with and around your teammates with limited information. You can't do the gens and escape unless the team is somewhat coordinated and their actions can often lead to your death. In that environment there's a lot things that require skill so it isn't necessary to bog survivors down with a ton of perk requirements. When I play killer at least I don't have to account for anyone other than myself. That's a massive part of the game I don't need to deal with (requires less skill). But that's fine as I will be utilising skill for other aspects of the match.
The role of both sides feels so different that I don't think you can make a comparison between perks requirements, as skill expression occurs in different aspects of the match for both sides.
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Couldn't you have just complained about the synergy of FTP + BU instead of throwing a fit? You had plenty of time to reconsider whilst loading up the website and creating the thread. Storming out the house probably isn't even necessary as I'm sure it's synergy will be removed.
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I agree. It's boring even on the survivor end. Playing on the auto wreckers map three times in a row gets boring af. Just remove all of them and make it random.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498594#Comment_3498594
Ah yes, the daily "I can never get value from this perk so it sucks!" post. If you've never run into someone using MFT that gave you problems, then you're playing against bad survivors. And if you've never gotten value from MFT, that's the opposite of a brag.
There's plenty of killer mains who are playing against the perk and have no issue with it, and they aren't just using the top tiers. Telling people who disagree with you that their opinion means nothing because *insert whatever excuse you feel like* is an incredibly dishonest way of debating anything.
Your experience of the game is not the only one. Even if you find 20 players who agree with you on here, that's still not a representation of the overall player experience. Maybe instead of telling killer players that they are playing against bad survivors when they disagree with you, you might want to consider the possibility that you are getting outplayed. That's also a possibility.
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I guess having them blow a gen sometimes is simulating real players. But sometimes the timing is so bad it costs you the match.
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I keep saying Wraith players are toxic. I continue to be correct lmao
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The match should definitely end when there's no human players left. It's weird that it keeps going.
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At least you got 3 killers in a row that are so boring to play against, survivors keep DCing out of matches. That's a buff.
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I can confirm that the bots do not understand what a reverse bear trap is.
RIP Bot Laurie
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@[Deleted User] said:
I really hope they don't nerf it. It's like one of the only fun survivor perks.
It's fine. It's stupid, whilst still having some legit uses. It's better than No Mither at least.
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@o7o said:
Running Calm Spirit when the perk already basically gives you basekit Calm Spirit cause of a bug is strong.
Calm Spirit is a basekit perk for me. I run it on every class and never take it off.
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The main drawback of solo queue is the bad matchmaking. Don't get me wrong, not being able to coordinate perks and not being on coms is a detriment. But the mysterious way the matchmaking chooses players is mostly to blame.
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It made me laugh so hard when it happened. Felt worth sharing.
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@1ettuce said:
You're joking right?
Yes.
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What if they changed it so you look healthy despite being injured? Maybe just make the survivor play with exposed the entire game. That would solve the issue of the killer knowing who has it from the start.
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Just follow someone around as they get chased and do nothing for 2 minutes. That's what I did and it only slightly cost us the match.
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Hag doesn't deserve nice shoes. She eats people.
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If survivors can't hold tapes to avoid getting condemned then she can just spam teleport until everyone is ready for a mori. You really need to think about the implications of what you are suggesting.
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I really wish we had options for matchmaking. Just let us choose whether we want the matchmaking to be fast or good. I'd rather wait longer to get a decent solo queue team and a killer with decent ping, rather than get a match quicker and it be an absolute s*** show.
At a certain point, fast matchmaking isn't a positive when you have multiple matches in a row that are a complete disaster.
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I don't care about a killer's power. I only care about whether there's gonna be a bunch of BM or not.
Plague is rough to play against, but people who play Plague are chill, so I look forward to the match.
On the other hand, Wraith players are so consistently toxic that as soon as I hear his cloaking sound, I immediately want out of the match lmao
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Why do some killers on this forum refer to survivors getting hit as them making a mistake? The only time a survivor can avoid damage for the entire match whilst looping is if the survivor is infinitely better than the killer they are playing against . The killer is not on par with one survivor.
In regards to requirements. As killer, my perks just enhance whatever I'm already doing to make the match easier. The only requirements you can really put on a perk for survivors is to do gens/totems and rescue and heal teammates. Neither of which are suited for someone who is focused on looping the killer. They could change MFT so that after you have successfully looped the killer for 30 seconds the survivor gets a speed boost, instead of needing to be injured. It would be a conditional speed boost, but it would probably be even stronger than it is now.
There's no point in doing a straight comparison between the two roles as they are completely different. Pointing out that survivors have different requirements for using perks doesn't mean survivors are playing in easy mode. Survivors have to account for things that the killer never has to, and the same is true for playing killer.
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Every time I try to use a tape to reduce my condemned stack I can't cause she's always teleporting and the TV's are all off lmao
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@GannTM said:
You’re right about Knight and Skull Merchant. Not Singularity though.
Every Singularity I've met so far plays like Hag. They place pods on a 3 gen and place pods next to hooked survivors so they can tunnel off the hook. The experience of playing against all 3 feels roughly the same so far.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494540#Comment_3494540
I asked him if i tbagged him and the bubba said “no but the previous group did”
At least they are honest about their disfunction. Shame you had to deal with it though.
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I dodged a hatchet with PT last night. The Huntress looked so confused, it was hilarious.
I'm loving how stupid these perks are.
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@EmmaFrostyEyes said:
https://us.v-cdn.net/6030815/uploads/H2SVXLIM3Y2S/img-3212.jpeg
Very fun game. Camped tunneled and hit on the hook repeatedly because apparently this guy got “bullied” last game. Thats what the bubba said. And im the one that gets punished for it. Hook grabs are gone yes but killers like this still can just confirm kills. I looped him for basically 3 gens. Death after
I genuinely don't get the bullying thing for killer. If I'm playing as killer I'm invincible, the worst survivors can do is teabag at me. How do I get bullied? I don't get it.
That player isn't treating you badly cause they got bullied, they're just making excuses for their anti-social behaviour. You outplayed them and that was enough to trigger them. I bet they didn't get "bullied" last game, they just lost casuse they suck. I'm sure they have excuses for all of their failings.
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Do survivors get notified if someone DC's now?
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@Leon_Scott_Kennedy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493529#Comment_3493529
1 second of full immunity is a lot higher than you think, 0.5 is fine, it doesn’t need to be changed
I think it's fine too. I just wouldn't be opposed to them building perks to account for realistic playing conditions.
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@Leon_Scott_Kennedy said:
https://forums.bhvr.com/dead-by-daylight/discussion/384605/1-sec-dead-hard
Skill issue, it’s been 0.5 forever and it’s easy to get the timing down
It's not the timing that's the problem, it's accounting for the ping you encounter match to match. Increasing the window slightly would just help account for killers who have higher ping.
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I guess they could increase the invulnerability frames on it to make it more consistent without it becoming popular again. Seeing as ping varies alot it wouldn't be a bad change.
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Whilst the SM isn't bugged, she is so badly designed that if players use her most basic strategy they can win matches just by stalling out till the server dies. That may not be bugged but it is busted. The only reason this isn't a major issue is because nobody plays her.