CrashMADDS13
CrashMADDS13
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@AngyKiller said:
Oh, they're well away the CoH nerf does nothing. The whole point was to make it LOOK big (A whole 25% sounds like allot!) but ensure it did nothing to weaken CoH.
This way, Survivors could claim 'The devs majorly nerfed CoH by 25%! Killers need to stop complaining!' while full knowing it was only 4 seconds of nerf, and in no way affected the perk's usability. This way, they could continue to enjoy a broken perk while telling Killers to stop being upset about it.
Pretty much
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@SkeletalElite said:
I would prefer an invert rather than a toggle, so holding shift causes you to walk and the default movement is running
This would be so so so nice
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2769357#Comment_2769357
No charge
He has to cloak, which takes time
No cooldown.
He has to cloak, then uncloak, both of which have charge bars, before he can even get the attack speed buff.
I'm aware of the cloak uncloak. Hence the quotation marks. There is still no cooldown on using his power nor is there a limit to how long he can use it.
But we should take that away too right? Along with lightburn?
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@hiken said:
the rest who did all gens are the skilled ones and will go up :(
Isn't it great how the game considers you and only you skill-less even though you singlehandedly won the opportunity for the escape of your teammates
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Because wraith has an easy to use, unlimited no "charge", no "cooldown" speed stealth combo.
Although he's awful in high MMR and outright countered by coh, lightburn is a mechanic that keeps his easy power in check.
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@GannTM said:
Spirit is a great killer that is fun for both sides. So why doesn’t anyone play her? Like I said, she’s fun, fair, and has interesting add ons that change up the way she plays. Her kill rate and pick rate has dropped significantly in this most recent killer stats chart which is saddening to see.
I guess I kind of do understand why people don’t play her anymore, it’s because of the nerf that barely impacted anything except the stand still mind game. It’s been 3 months since that nerf hit live and I still am doing fine with her.
I had to post this because I don’t think I’ve seen Spirit as survivor in like a month and that’s not ok.
Is this like your tenth thread about this? They nerfed her, she's not as fun to play as anymore when you give survivors so much information.
Everyone moved on to other killers that they have more fun with. Get over it already.
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I can understand bubba hate. It introduces some wicked stress that your (probably long que) survivor match can be ended with a boring 2 minutes of the hook with.
Playing against is thrilling because of it so I tend to enjoy more than hate it. It depends on your teammates ability to assess the face camp risk accordingly
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2767649#Comment_2767649
I understand what you're saying, I'm not convinced the perk would actually be overpowered with just the distance though. I'm had a bunch of games where a given survivor uses the perk at one or two points in a match to dive for a pallet, for example, and in that same match also uses it to dodge a swing and extend the chase that way too. The distance is the more frequent use but the invulnerability is still a significant part of it.
Well, i could put it this way.
If a survivor brought "dead hard distance", they would use it for distance in every chase.
To me it would be worse than normal dead hard, because the survivors running it would be starting every chase with that perk in mind, so it would get more use.
Similar to how when you run lithe, you run loops a certain way so that you always get value out of it.
"Dead hard i frames" would only be used to avoid a hit, with a small amount distance awarded from the miss. It's more skillful and has more counterplay than "dead hard distance"
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Join a swf.
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I think they did it for the timer of the personal chain hunt that the circle provides more clearly for your teammates.
I agree the original graphic looked way cooler though.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2766104#Comment_2766104
I think the issue is that it does both distance AND has i-frames. Either effect would be a decent perk on its own. If they completely took out the i-frames it would still be pretty popular and a good perk but would lose that in-a-pinch effect to dodge attacks by reacting to the animation.
Of course, both effects are great, but the distance alone on it's own perk would still be an issue, if that makes sense
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@cutiekiller said:
https://us.v-cdn.net/6030815/uploads/OXRJMOHT2NWK/that-was-easy.png
One of them had 5K hours, and I was in lery's hospital.
Perk are an issue, but they can only carry so much if you aren't good
and before you ask, no I haven't tunneled anyone, first one simply went down quickly and they got him at second stage. found them healthy later and went down quickly again.
No need to be rude in the endgame chat. Unless they were being toxic little shits. But running meta perks in no way makes a killer or team of survivors toxic.
Hate game not the players
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@Astral88 said:
Crying at another level. Goob job killers who determined their life to eradicate every Survivor Perk what brings any function to their users. In your best case scenario, you just want survivors movement speed reduced by -100% once they are in a chase with you cause you are too sad of losing a single hit. I know that being Killer is definitely a hard role, but the effort you guys put into the forum for crying could've been used more efficent, f.i. try to improve your killer skills. :)
Lmfao
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@Top_Secret_117 said:
Easy fix, make dead hard auto dodge swings, but have zero distance gained. Would fix the weird false hits on both sides, and would fix the dead hard meta as being able to make the last little bit of distance is where dh shines anyways.
I like this change too, but it also strips the skill from the perk. Not a horrible tradeoff though
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I'm sure they understand skill. The issue is they need a simple way of calculating MMR. The system works great in guessing the outcome of matches with the parameters it measures, but it needs more players to make those correct matches reasonably fast, otherwise it makes lesser quality matches for the sake of que time.
The issue is a player base shortage.
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Eh, cool idea but not very feasible. I don't think AI legion members is the way to go.
I think they just need to balance frenzy to be both useful in the first injury, and still capable of downing, but in a non-oppressive and unfair way.
I'm sure there's a way to do it, maybe his speed is back to 115 while chasing an injured survivor, but maintains vaulting ability?
Let him down in frenzy if two/ three survivors are in deep wounds?
We have to be reasonable with the devs, they won't be able to magically add something new like AI legions or a clone/disguise mechanic. They need to fix frenzy into something good
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@SilentShepherd said:
It's become abusive at this point to go Bubba and then ruin everyone's day with toxic gameplay. Every single Bubba I see, is an abusive toxic player. Face camping, etc.
I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again. So Bubba's can stop spamming it. Or, if not a cooldown, then change it from AoE, to you can only down 1 person at a time with it.
There is no looping when it comes to facing Bubba. Every single one of them just do their special ability and get to lunge forward with an insta-down AoE (area of effect) attack that downs everyone and anything in it's path. It's easy to control, unlike Billy, who has to charge in 1 direction. Bubba can change directions during the entire special.
Why does it last so damn long? He gets to swing about 10 times with that thing and insta downs everyone.
And forget trying to save your teammates. He can facecamp everyone 1 by 1 and even if you come 3 strong to try and get save, he will just AoE everyone in a couple swings and insta-down EVERYONE from healthy to dying.
Bubba needs a nerf bat. really hard. Shorten the time his special lasts.
I'm at the point now that if I see another Bubba, I will intentionally kill myself on first hook and move on to another match.
Kindred, vaulting, well timed pallets.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2765884#Comment_2765884
I have to disagree. The i-frames aren't that big a deal, they're usually manageable and most of the time they're not that good
I wish everyone could agree that the free distance at will is the issue, not the i frames
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Because they can't handle losing
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How would you suggest they change it
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@OpenX said:
Is it just me? Or are we not allowed to talk about this? Someone trying to make money off beating me in a video game disgusts me so I always put on the sweatiest builds available and tunnel/camp them out.
Don't listen to anyone else keep doing what you're doing lmao
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2763750#Comment_2763750
Why should DH require Skill to use? Out of all Perks, why this one? No Perk requires Skill to use, Perks are basically "slap them on, use them".
Exhaustion perks are like killer powers. They require skill to get the best use out of them. Dead hard isn't necessarily skill-less, but the way it's currently used just to make free distance at the press of a button? That's skill-less.
Changes like this one bring it more in line with the other exhaustion perks
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@SuzuKR said:
BHVR has specifically acknowledged the design issue is distance being unintended/too much benefit, not the i-frames (beyond just making validation less confusing/weird interactions with specific powers).
Peanits: "What aspect of Dead Hard are we really thinking about changing? Are we thinking about changing the way people use it for distance, or are we thinking more about the way people use it to dodge a hit?"
Patrick: Yeah I mean on the technical side, we're definitely looking at the hit dodging, how that functions, how the players experience it, how you get feedback, how you know that that hit got dodged, stuff like that. There's already some changes coming I believe in the upcoming patch touching on the validation of it, it was in the PTB. From a game design side, we're definitely looking at it specifically in regards to the speed boost and how that can activate regardless of you dodging a hit. It gives it a little bit too much utility beyond what we want Dead Hard to do, so that's another aspect. I don't have anything specific to say about what we're doing there but those are the high-level aspects we're investigating right now.
Yes, it's exactly what killers want. Not to nerf into the ground
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I think a better option would instead of giving survivors an outright aura of nearby teammates, they should get a subtle, well, "aura" of the direction and distance of their teammates map wide. Maybe 3 HUD arrows that change size and color depending on distance, health state?
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@WeenieDog said:
I'll celebrate when I actually see something. They also said that they were looking into adding an early game collapse like what... 2 years ago? And it's still not in the game.
Though in their defense, I remember they said they scraped it because it seemed like too much when people stacked slowdown perks on top of it ( something that would absolutely happen if made live).
I'm sure the "bhvr never nerfs survivors" rant is more hyperbolic than some people in this community make it out to be.
This is one of the first times we've heard the devs outright agree that dead hard is op, no?
I have faith they'll be looking at it. I can be patient at least knowing they're aware of how busted it is, rather than them being silent about it.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2763688#Comment_2763688
Dead Hard for distance was also the OP part of the Perk. The invincibility frames are actually pretty meh, I wouldn't mind them getting a buff if the distance was reworked to require dodging a hit. I've seen the concept of Dead Hard giving the Survivor a 2 second Sprint Burst if they successfully dodge a hit using the i-frame, I quite like it
That's a great idea actually, I've never heard that one. So you're saying dead hard gives no distance, only i frames, and if the survivor dodges a hit, they get small sprint burst?
That's a really cool idea.
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I totally get where people come with this. Noed is mediocre and not that great, but it feels like actual ######### to be hit by/ be forced to prevent every game.
They really need to rework it in a way that buffs it but doesn't make it awful to go against.
Why not remove it being a totem, and have it announced to all survivors upon completion of the final gen? Give it a timer of 2 minutes and 3-4 unique survivor hook requirement and bam, i feel that addresses it's fairness issues while making it still powerful.
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@ThatOneDemoPlayer said:
I'm just hoping they'll nerf the distance, not the invincibility frames
Same, that's the perfect nerf in my opinion. Though, i have no idea what i would give it in return, if it deserves a buff in return.
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Hm
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Bait
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What's the problem here? Did you run into comp players? Because if you did, you had to have been sweating as hard as they were to get that level, and you seem to be hardcore criticizing sweaty players.
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Dead hard, noed. I can still play when they're present, i just hate them both
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Seriously? Vault validation too?
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You know the community is desperate for changes in the game when stuff like this bothers us. Where did bhvr go wrong. Oh..
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Classic nemmy would he great but i REALLY want is a stars Jill from re1.
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I hope @MandyTalk passes this to the team. Thanks dude
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I mean the gen slowdown from getting a hook rewards the killer and discourages tunneling and camping, while encouraging aggressive snowballing.
I like this idea, if it were looked at I'm sure it could be made balanced.
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Eh. Nemmy has a ton of drawbacks. His power is still be mindgamed even without the extra health state.
Missing his tentacle is also pretty punishing distance wise.
I disagree, but people here think this is bait so...
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2759392#Comment_2759392
i don't think most competent killer players can be 360'd unless you're @ScottJund, they're just really easy to avoid and are pretty much a desperation move by survivors with no resources
I love how nobody gets the point that the tiny fov is dumb for this game, when compared to the survivors fov and the bright red light of the killer. It should be increased and customisable.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2759395#Comment_2759395
Even though it can be countered. Even though it's not always strong. It should be nerfed because Survivors find it unfun?
Yeah, sure, ok. 🤦♂️
Lmao read. I said "not nerf, rework". Narrow minded and biased. That's what you people are
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It should be reworked. Even though it can stopped before it activates, even though the effect isn't always that strong, it still sucks to go against and should be changed accordingly.
Not nerfed, just entirely reworked.
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@DatFastBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2758474#Comment_2758474
Who tf even gets 360’d in 2022 anymore bro 😭😭
Maybe you just suck at spinning killers, doesn't mean people can't and don't do it
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I kinda wish that all characters were forced to use at least one of their four perks on their original teachables, with the other 3 being whatever they want. Killers included.
Or, 4 perks like now and one 5th weakened version of one of their 3 teachables. I thought it would be cool and make your character choice a bit more impactful.
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I hate to downplay a survivors bad experience, but the only thing you seriously need to do to remedy this is join a swf. Coordination with your teammates solves all of your problems here.
You can be protected from tunneling, your team will always win if youre hard camped.
And yes, I'm aware its unfair for solo que but that's why the devs are working on buffing coordination with teammates for solo survivors.
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Lmao, original undying would be an actual counter to boons. Can't have that at all can we?
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Because hiding that long is boring. Interact with the killer. You're not always meant to win in a 1v1.
Survivors always forget that they are a team of 4 versus 1 player, and they want to be able to win every situation against that team of 1.
Most of your team was hooked in the basement and killer chooses to camp them.
So you're entitled to never be caught in the locker you're hiding in? It's a lost scenario.
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See the real problem is if you gave killers a greater fov, it would reduce the chance that survivors could spin and humiliate them, and BHVR will have none of that.
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I don't get it. Survivors get a massively panned out camera with a giant red light out of the killer for 2 huge advantages in chase, but killers can't even SLIGHTLY increase their 1st person fov without bringing a perk that still doesn't over any customisation other than it's tier?
It's so so so outdated.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/305596/q-a-stream-thursday
Wouldn't it be funny if I didn't write a summary 🧍
Please don't skip it. The only news outlet i trust
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754626#Comment_2754626
It helps Survivors with accessibility issues.
You have an issue with that?
Obviously referring to the speed buff, not the accessibility change 😑
