Coffeecrashing
Coffeecrashing
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392341#Comment_3392341
Some of the killer nerfs were reverted as well, and they didnt completely revert the healing changes. The way they did it I think was actually really smart, making altruistic healing unchanged but nerfing self healing.
DH also got nerfed even further by only activating upon being unhooked
The killer un-nerfs were absolutely useless to me. Pain res is still unusable trash, and Billy is still an obsolete Blight and still isn't worth playing.
DH got an un-nerf, because the original PTB version was a lot worse for survivors, because it meant that people that equipped dead hard wouldn't always be able to use dead hard, if they couldn't get any safe unhooks. The current version gives 2 free dead hards to every survivor that equips dead hard.
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@Technature said:
There's no way it's going to show up literally every single game.
You hit someone twice at most to trigger it.
Currently it’s usually only 3 times at most per survivor. This is getting changed to only 2 times at most per survivor.
That’s it. It’s so rare that I ever see someone use dead hard on me more than 3 times a match, because I’ll continue chasing someone that uses dead hard, so they usually only get one dead hard per health state.
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@Technature said:
"tiny nerf"
I had no idea letting the killer get closer to winning as a base requirement for the perk was so minor.
What are you talking about?
When eruption, calm of brine, and overcharge got a huge nerf, they got buried into the ground, are terrible at regression now, and I won’t ever use any of them anymore.
When dead hard gets a huge nerf, it’s still a useful perk that killers need to worry about every single game they play.
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@ShroudedGhostFace said:
Watch, killers are still going to see 3 or 4 Dead Hards in every single match despite the nerfs because it’s a free 3rd health state. So much for a meta shakeup.
Yes. Dead Hard is exactly the same, except that survivors will only use it 2 times a match instead of 3 times.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392583#Comment_3392583
You know, playing Survivor sometimes would help you a lot.
How would that help me? I literally don’t have to change any of my survivor perk loadouts, because none of them got nerfs that are bad enough for me to care.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392324#Comment_3392324
Exactly, does not even work with exposed. And some people might not get unhooked in first stage.
Even then, the Survivor cannot have DH in their first chase, which is already huge for the Killer. Because this means, before the Survivor can use DH, the Killer already had pressure because they got a Hook and forced Survivors into altruistic actions instead of sticking to Gens.
It’s “better” but not “huge”.
Huge is having to rework all my killer perk loadouts, because all those nerfed killer perks are now complete trash and need to be removed.
Meanwhile, it’s completely fine for survivors to still use dead hard, because it’s functionally just a -1 use per match, most of the time.
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@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392554#Comment_3392554
I have unhooked 4+ survivors countless times so what you're saying doesn't make sense.
From possible 6 times went down to limited of 2 if you get unhooked.
If you dead hard me, I’m going to continue chasing you until I can throw you on a hook, so you would only get 1 use of dead hard. So you’re realistically only getting 1 use of dead hard per hook state, unless you were expecting to be able to completely escape chases 4 times per match.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392472#Comment_3392472
At the very least they could have made the rule : no more than 1 player gets DH from an unhook. If two people could get it from an unhook give it to the player that just got unhooked.
For the update’s release, we have changed Dead Hard to instead activate when you are unhooked or unhook yourself. This way, the unhooked Survivor becomes less of a clear target for the Killer.
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If both survivor has dead hard equipped, both dead hard are activated. honestly the idea that dead hard change encouraged tunneling was propaganda because a killer can hit a survivor to put them into deep wound which disables dead hard. The change does nothing prevent that, so expect people to keep doing that anyway. it was mostly propaganda to get dead hard buffed. It worked so I cannot argue with it.
Before 6.1 we had people pinging the DBD server and found 45 killers in queue with 4500 survivors. That's a lot of survivors to keep happy but not many killers left who even bother to keep playing.
I have heard about that. I am not entirely sure if that is true or not, but that is a problem. Killer not having fun playing dbd makes killers not want to play killer because the experience is unfun. As I said, Killer fun is generally almost completely ignored in dbd, I think that is mostly problem for high-end killer. Most of killer are balanced around low to mid-level meaning that their abilities are not particularly effective against very strong survivors. that makes killer not fun to play at high-level despite kill-statistics showing otherwise.
I thought only the person being unhooked gets Dead Hard, it’s just an awkward wording, where “unhooking yourself” really just means “self unhook”?
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@ThanksForDaily said:
With todays Developer update BHVR just killed Dead Hard.
So now you get up to 2 uses IF you get unhooked and NOT get hit throught basekit BT because you can't use it in Endurance effect.
In the previous Developer update you could use it up to 6 times.
So now they encouraging camping instead of go to the unhooker. Good job BHVR.
Dead hard is really just going from 3 uses to 2 uses.
People usually aren’t getting more than 3 uses of dead hard per game, as killers are likely to continue chasing someone after getting hit by dead hard.
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@Emoba said:
Tiny? Did you actually bother reading the patch notes or is English not your forte?
Yes. The perk went from “worry that you see it 3 times on every survivor” to “worry that you’ll see it 2 times per survivor”
This would be a lot better if killers could get an indicator when a survivor has an active dead hard.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392342#Comment_3392342
The thing is the the perk shouldn't see much play compared to current. The fact every fresh chase can't have the perk takes a lot of the power out of the perk. If you fresh everyone first then the perk literally can't get into play until you are getting your 5th chase. That seems like a heavy nerf when SB and lithe are right there in power.
Why is it fine for killer perks to absolutely get nerfed into the ground, but dead hard is ok with a smaller nerf because “it would be used less”?
With the killer perk nerfs, it wasn’t a “the perks are still good, but we’ll just see them less”. The killer perk nerfs were a “completely useless now and not worth using anymore”
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@Mandy said:
First chase is where Dead Hard was at its strongest - as extending that chase was one of the most important and impactful in the game.
You're not likely to see it in the 2nd chase either. So we're talking quite a few chases where you're not going to be seeing Dead Hard.
You know if you've not hooked that person that they won't have Dead Hard, so that concern has gone also.
It's definitely a big change.
For me it’s not a big change, because it means I’m still heavily encouraged to hit a survivor immediately after they are unhooked, to throw them in deep wounds, so I don’t have to deal with this awful perk.
The original PTB nerf was better, because it was so bad that I wouldn’t worry about every single survivor potentially having it, so I wouldn’t have to proxy camp every hook.
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@Bwsted said:
Tiny... You literally don't have it for your first chase, hope the killer just doesn't smack you off unhooking and you still have to hit the timing. And it's usable only twice, provided you do get unhooked.
What were you expecting, that pressing E made the survivor explode in a burst of confetti and be removed from the trial?
I was expecting an actual heavy nerf, like the gen kicking regression perks got. I expected nerfs so big that the perk would be garbage…. Just like how the gen kicking regression perks are now garbage.
And yes, it means I’m still encouraged to proxy camp and immediately hit people off the hook, because that will still be the only real counterplay for most killers.
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@OrangeBear said:
I don't think it's a tiny nerf, it's definitely impactful.
It can no longer be used in a first chase which is where it's most effective, killer needs a hook asap to start getting pressure.
And now the maximum amount of times it can be used is 2. Also executioner can just cage everyone and then it will never activate.
I still feel like it will be used and will be frustrating at times but it's definitely weaker, i would not completely disregard it. Maybe it needs more but we can wait and see.
The perk itself isn’t weaker, it’s just the number of activations would be less. When a survivor has dead hard available, all the situations where the current dead hard is frustrating, will still be just as frustrating.
And it’s not like it’s going from infinite uses to 2 uses. It’s really just going from an average of 3 uses to 2 uses, since I’m still going to continue chasing someone after they use dead hard.
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@Mandy said:
This is a pretty hefty nerf tbh. The perk can't be used in the first chase, it can't be used until you've earned it - that's pretty big. Really surprised that you think this is a small adjustment.
I think I definitely have to still worry about it being in every single match still.
Eruption, Call of Brine, Overcharge, and Pain Res all got massive nerfs that are so bad that I’ll never use them again. That is what I call a huge nerf.
And how is getting unhooked “earning” a dead hard? The survivor didn’t actively do anything. This nerf just means that instead of worrying about dead hard 3 times per survivor, I have to worry about it 2 times per survivor.
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“After reviewing player feedback, we found that many of you agreed that the speed which you heal others was already in a good spot prior to the update.”
How is “many of you agreed” ever a valid reason, when the number of survivor sided voices greatly outnumbers the number of killer sided voices?
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If killers can get a separate keybind for picking up survivors, then I'd be cool with survivors getting an extra keybind.
Both or nothing though. If people don't think killers should get an extra keybind, then survivors can just deal with what keybind issues they might have.
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@Technature said:
I would be down for both.
Survivors would probably complain if it did both, and then BHVR would probably respond by nerfing the overnerfing the perk so it's worse than it currently is.
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@FootMan2893 said:
It's an OG pick that has been on the back burner for years. Despite that it still remains a favorite of mine. Could you make it an aura reading perk instead of a noise notification? With gen regression constantly getting nerfed I don't see why we couldn't get some large buffs to information perks, especially niche ones.
Aura reading would be a nerf, because a sound notification lets you know to look around for the crow symbol.
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MDR by itself is fine, because I think it causes many people to mess up phasings because there aren’t any scratchmarks. Yes, the 6,000+ hour streamers do really well with MDR, but those people can also win streak with her other addons too.
It’s really blossom that is an issue, because it patches up the weakness of MDR. Because I have watched people, where their MDR strategy is frantically sweeping an area at supersonic speed, and waiting for killer instinct to show them where the survivor is.
Blight’s addons are more of an issue, because they either don’t have any downsides……or in the case of adrenaline vial they un-nerfed the penalty so many times that it’s now a solid addon choice, and it’s actually my preferred addon choice for indoor maps because I want all those extra M2 bumps to help navigate the indoor maps. And it’s extra questionable that adrenaline vial combos so well with the addon that makes his M2 charge time even better, because that combo results in Blight having his power available almost non-stop, to the point where he doesn’t even need alch ring anymore.
And I’m really really really still not sure why Nurse got a triple nerf, and Spirit got an awful 100% crystal clear directional audio….. but Blight has been pretty much nerf free for years, where his only “nerfs” have been removing certain exploits.
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@WesCravenFan said:
So I've been paying attention to the PTB, and a lot of the posts here. And a common thread I am seeing (no pun intended) is that Dead Hard's deserved assassination will result in an increase in tunneling. But, looking at that in conjunction with the Healing time changes, and I have a feeling that won't be the case due to some factors changing in regards to "commitment times".
https://us.v-cdn.net/6030815/uploads/XYWMNQFAAZD3/theory02.gif
As the game is right now, you basically cannot drop a chase half the time. Because healing times are out of control, and Circle of Healing is everywhere. This means if I hit and go pressure gens or find someone else, you can be almost assured that Survivor is going to run off and heal - you can practically set your watch to it. It is grossly inefficient to commit to a 40 second chase that gets undone in half that, all while the other 3 Survivors do whatever they want. That's bad.
But with the new healing changes, and the rework of Circle of Healing, it's no longer a terrible idea to let a Survivor go to go pressure that gen, or swap targets. Leaving a survivor injured will no longer assure a reset in 30 seconds. You can swap targets and maintain pressure without blasting the same target out of the game. Yes, some people will do that anyway, but those types do it regardless of meta shakeups or gameplay changes.
Once killers catch on that "Hey, I don't have to stay on this guy nonstop for my chase to have value", they can mix and match chases with other survivors. That means more total chases, more opportunities for Altruism, and more value for perks that don't demand a solo-survivor vision.
If it is true that "tunneling has never been worse", I can only see things looking up from here with "hit and run" back on the table like a good steak.
We’re not even sure yet if healing will be less efficient in every game. Many people want the altruistic healing speed nerfs to be reverted, and some games are 100% altruistic healing.
And if the altruistic healing nerfs are reverted, then chasing multiple survivors still won’t matter, so killers would still be heavily encouraged to tunnel one person at a time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389398#Comment_3389398
https://us.v-cdn.net/6030815/uploads/B6KUM44QSDGS/bruh-why-png.png
Does this help with your blatant attempt to ignore everything I say?
No, that doesn't help at all. You are on a mission to nerf killers, which is why so many people accuse you of being a survivor main.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389360#Comment_3389360
Eh, I don't really have a problem with most Killers.
I think they're fine for a most part.
I'd rather see a rebalancing and a shift away from tunneling and camping being such effective tactics. However, BHVR doesn't really seem interested in that, unfortunately. It'd make the game better but I suppose it's probably too much work.
You would rather a rebalancing take place, and for the majority of the burden to be placed on killers. The altruistic healing nerfs make it so both sides can help carry the burden.
Otherwise, killers get heavy nerfs to their regression perks, and survivors get to completely bypass the healing nerfs in some of their games. The survivors that don't use medkits would absolutely want altruistic healing nerfs to be reverted, since they aren't self healing anyway, so they get a free pass on the healing nerfs if they can altruistically heal at current speed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389338#Comment_3389338
Yes?
I'd like my games to have a bit of a challenge. As it is now, Killer is boring because I don't feel like I'm being challenged or learning anything.
However, I'm not narrow-minded enough to not look at DBD as a whole. Killers seem to be dominating across the board and Survivors are getting bored of the correct counterplay to Killers being hold W and hold M1.
Making healing take extremely long reinforces gen rush for good teams and helps average Killers stomp average Survivors harder.
Honestly, this entire conversation reminds me of the people who were in support of the preposed MMR. I argued and argued against it but they were simply dead set on believing it was good.
I suspect that's the same thing here. You'll see what I'm talking about eventually.
That’s exactly the point I’m making. You think killers are too easy, and they dominate too much, so it’s your main goal to argue in the survivors interests. Your goal is to get killers nerfed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389229#Comment_3389229
Which is two people wasting 32 seconds.
How is that not good for you? That's what I want as a Killer.
32 seconds is what we have now, and it's not good enough. I want injuries to feel like they matter.... just like what was written in the dev update.
Of course that is what you want as a killer. You specifically want killers to be nerfed, because you think killer is too easy. Which means that if you want altruistic healing to stay the same, then it's absolutely in the best interests of survivors, because that is what you care about.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389190#Comment_3389190
If what I'm being led to believe is true, that's only because DH exists.
So the devs say they want to make healing take longer so injuries feel like they matter...... and you're trying to tell us "well, it's ACTUALLY DH that was the problem, so we can totally just revert the altruistic healing speeds".
What you're being led to believe is false. Taking away DH would make chases take less time, but they wouldn't cause injuries to feel like they matter, because they could still be undone super quickly with altruistic healing.
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I still want someone to explain to me what Renato's power is supposed to be, because the survey definitely has questions like "How to do rate the quality of Renato's power".
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388973#Comment_3388973
Injuries would matter if CoH and 5 heal Med-Kits were gone.
Now two people have to waste time healing.
We know that's not true, because we currently have a whole bunch of games that have zero CoH and zero medkits, and injuries don't feel like they matter in those games.
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@Toaster427 said:
Over the years of playing DBD I've seen a lot of questions go unanswered, or if they are answered, it's just a copy/paste from the patch notes or it's generic enough to not provide any information at all.
From my perspective, community managers are supposed to be the POCs between the developers and the community. But I hardly ever see them actually giving feedback back to the community.
Their knowledge and position could be used to provide the community with explanations and insight into why certain changes were made, or why things are the way they are, but that hardly ever happens. Why?
I often visit McLean (ex DBD dev) on his twitch channel and he very often answers questions about DBD. Things like why does billy have an overheat, why certain addons the way they are, why certain changes were made. I love how in-depth his answers are and it's often changed my opinion on something I initially disagreed with because he explained and a gave a reasoning to the why so well, it just made sense after he explained it.
If McLean can provide this type of feedback, why can't our community managers do the same? Is there a problem with communication between the community managers and devs? What's really the issue? Why are decisions or changes to the game so non-transparent?
For example, the upcoming change to billy's addons, I'm sure there's a valid explanation or reasoning, but I haven't been able to see that anywhere, and most of the community is left scratching their head just wondering why.
I would love if BHVR had some sort of platform where our community managers could answer questions and be transparent about changes or game mechanics. Something that allows for players to openly ask questions that community managers could be active in, then easily searchable so they are not answering the same questions over and over again (this forum doesn't allow you to search community manager responses). Perhaps a blog, or hell, just one of you jump on twitch once a week and play some matches while answering questions from chat similar to how McLean does it. That kind of engagement would be priceless and would definitely provide clarity to why DBD is the way it is.
Right now twitter is running a player satisfaction survey, BHVR always asks for feedback from the community, but it's not a two way street, where's the feedback back to the players?
BHVR already has the ability to do this, but they choose not to use it. They could easily just go through the posts in the feedback section of these forums, and respond more often. They could easily just go through the posts in the bug section of these forums, and responded to those too.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388957#Comment_3388957
Medkits being busted has been a fairly common viewpoint for a while now. I know Otz made a video ages ago showing just how insane they were.
Otz making a video isn’t the same thing as a topic being frequently brought up on these forums. We have so many topics that are very specific in what is being complained about, and medkits we’re not one of those frequent topics.
@Pulsar said:
I think the patch would be fine if they removed the Billy changes and the healing changes.
Nobody complained about base healing speeds. What people, rightfully had an issue with was super fast heals and being able to heal 4+ times. The Med-Kit and CoH changes fix that.
And if they don't, they can always add the healing changes back in.
People didn’t need to complain about base healing speeds specifically. Killers were frequently showing that they are willing to greatly extend games to hold a 3 gen, and the reason they did this is because it’s way more valuable to defend an area than chase survivors that run too far away from the defended area. That is the problem BHVR is trying to fix. The problem is chases aren’t valued. And yes, that is a problem even if it’s altruistic healing.
Chases need to be more valuable, and injuries need to feel like they matter.
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@MrPeanutbutter said:
i agree nerfing altruistic healing was idiotic. Nobody was complaining about altruistic healing. It has only been medkits and CoH that have been frequently brought up as problematic by the community. I don’t want to crap on the devs yet for another change that nobody asked for, so I really hope they reconsider this before the next patch goes live.
Before this patch announcement, medkits (specifically) were not frequently brought up as a problem. CoH was specifically mentioned.... but medkits (specifically) were not. And altruistic healing (specifically) was not frequently brought up either.
I hope BHVR actually looks at the post history of these forums before the patch announcement, and realize that a lot of the claims being made are objectively false, and can be proven to be false.
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@TigerSnake said:
I’m anticipating CoB and Overcharge to go to 150 personally as compensation for healing not getting as heavily nerfed.
I hope not. 150 isn't worth using, and uses up perk slots. Meanwhile, reverting survivor healing nerfs is a big win for survivors since that wouldn't take up perk slots.
The result would be survivors getting their nerfs reverted for free, because the killers wouldn't get anything useful as compensation.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388820#Comment_3388820
Problem is everyone will be running healing perks. If you run botany it will be 24x1.15=27.6/1.5=18.4. Mangled would add 2.4 seconds to a heal in that scenario
Yeah. We have so many people complaining about altruistic healing speeds, when there are so many healing speed perks that can completely undo the slower basekit altruistic healing speeds.
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I was hoping for game balance questions, but instead the survey showed me a bunch of Kate cosmetics, and asked me how I felt about them.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387941#Comment_3387941
Are you actually replying to me instead? The comment doesn’t make sense with the other person’s reply. Kinda confusing.
It's actually replying to you. Your suggestion means that I can chase a survivor, use up my entire phase duration, mess up and end up not hitting the survivor..... and you want me to be rewarded with faster recovery time, because my mistakes are a "good and efficient use of Spirit's power"
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@Prosecutor said:
All you see is killers breaking constantly gens, they dont even chase, feels like gen repair simulator. I thought this game was about escaping deadly killers not about running from one gen to another
That is because injuries don't matter, and chases are very low value due to healing times. And this is true regardless if it's self healing or altruistic healing.
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@Chocolate_Cosmos said:
This was probably the worst PTB (at least in recent memory) I have played. There was maybe like 1 game that was longer than 10 min. 90% of the time people DC. Tryhard killers using the most unfun things possible, etc.
There have been other PTBs with a lot of DCs. There were a bunch of DCs during the skull merchant PTB. And the Nemesis PTB had constant DCs, but I think there might have been an actual issue where the game itself was crashing for a bunch of people.
And because matchmaking is either turned off, or broken due to the low volume of players, the games can be really lopsided.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387841#Comment_3387841
That is a buff though
So basically Spirit would have way better map traversal, because using her entire phase duration would be "good and efficient use of Spirit's power"?
And if she’s chasing a survivors, uses her full phase duration, but messes up and doesn't hit a survivor, she gets her power back faster, because her mistakes were "good and efficient use of Spirit's power"?
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Spirit doesn't really count as invisible, because she has 100% crystal clear directional audio, that is clearly audible over other game noises, so she's way easier to track than an invisible Wraith.
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I'd rather there be minimum and maximum healing speed caps, than to buff self care.
For example, we could set the survivor minimum healing speed to 30% or 35%, so that self care doesn't get massively worse if killers stack healing speed perks.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387202#Comment_3387202
Survivors getting swarmed isn’t just for getting a second hit with another set of crows, it can be great aura reading as well. It helps with generic mind games too.
I’m aware of what her crow swarming does. It still doesn’t help the fact that chaining two crow attacks is way too strict and unforgiving to be fun.
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Legion’s character theme is supposed to involve running at high speeds and chaining frenzy hits, but in reality their frenzy speed is so slow that if you find two survivors together, and they immediately run in opposite directions, that you might not even be able to hit them both with the same frenzy.
Trying to chain 5 frenzy hits is so wildly unrealistic against good survivors, and Legion pretty much fails at their character theme.
Most of the time, I hit someone with frenzy, notice that no one else is close enough to guarantee a frenzy hit, so I cancel frenzy and chase after the survivor that I just hit with frenzy. Yes, that can win games, but it’s really not really the high speed attack chaining excitement that is was advertised to be.
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@GannTM said:
In terms of killers to play, Carmina Mora has flip flopped with Spirit as my top 2 favorites for a long time. I love Artist’s ability and she has potential for some of the most satisfying plays, like going for long range double hits, shotgun crows, and even hitting two survivors at once with the Severed Hands add on. I just really love playing her and think she’s cool, might even get her to P100 once I’ve finished achieving that with Rin.
This leads me to the question, why is she so rare? I feel like I’m some psychopath for maining a killer that is this uncommon. The fact the Knight and Skull Merchant are more common is a little concerning to me. I get not liking playing against her despite me also finding her fun to go against, but why not to play as? I mean she’s one of the strongest killers and like I said above has great potential for amazing plays. Is it the skill ceiling? Skill floor? Just not fun to most people? What is it?
Also please update pfps on the forums , I want to flip flop between Rin and Carmina.
It is massively unsatisfying when a killer usually needs to hit their power twice, but there is a incredibly strict window of time to do this. Artist needs to almost immediately set up a 2nd shot after the 1st shot lands, and if the 2nd shot misses, then Artist has completed wasted all the time it took to set up and fail the two shot combo.
In general, if a killer spends time hitting with a power, but the survivor easily undoes the progress, it feels really bad. Crow repelling needs to be way longer than it currently is, for me to even bother trying her again.
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BHVR might need find a solution for extreme healing speed stacking on killers and survivors, but besides that I think everything should be implemented.
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If the altruistic healing nerf happens, then I’ll just equip a healing perk. Botany knowledge undoes the altruistic healing nerf, and unless I want to specifically bring a medkit with double +charge addons, I can bring botany knowledge.
But if the altruistic healing nerf is reverted, then I’ll do absolutely nothing differently, because there wouldn’t be a need.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385679#Comment_3385679
Maybe, I'll have to see it in action over the next few weeks to give it my 2 cents. But with this change I'm not sure if exhaustion is necessary. You could synergize it for some nutty lithe plays but you'd have to remember there is now a more meaningful finite amount the perk can be used. I don't wish for the perk to be useless, I wish for it to feel fair and earned.
That is exactly why dead hard needs to keep its exhaustion effect.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385507#Comment_3385507
One more reason to not touch the base healing.
As if Slugging needed a Buff.
If recover times become a problem, then BHVR has the option to make recovery times faster, while still letting the healing speed nerfs stay the same.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385578#Comment_3385578
Does the perk still carry the exhaustion effect? I haven't played the PTB yet but perhaps they should remove it from the exhaustion category so it would feel better to run with the others.
The perk still needs its exhaustion effect, so that dead hard can finally be a high risk high reward perk.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385568#Comment_3385568
I think this firmly makes the perk not worth running over Sprint Burst and Lithe, perhaps Overcome.
I could be wrong, but perks that are reliant on the Killer's internet are generally not very good.
If they want to keep that aspect of the perk, I'd suggest adding more activation conditions. Perhaps pallet saves or flashlight saves. At the very least, make Pyramid Head cages count.
I think it would be incredibly healthy for the game, if dead hard was finally not worth running over the other exhaustion perks.
I really hope we can have a chase oriented meta, and this requires dead hard to be massively nerfed.
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This finally makes dead hard a high risk high reward perk, which is what it should be. The perk will finally have an actual risk, because if it’s used incorrectly, the survivor loses the activation.