DaddyMyers_Mori
DaddyMyers_Mori
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461660#Comment_3461660
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461658#Comment_3461658
The more y'all respond, the more I think you've never played DBD and only watch content creators play it.
If both of these responses are genuine, with serious consideration of the concepts I've brought forward, than MFT is just one giant skill issue.
I just like a paradox that your advice is to do things survivors hate.
Are you trying to say survivors don't cry about those things? I see multiple posts about killer defending gens and "holding game hostage".
Which is what you advised against hold W.
I play mainly Legion, Wraith, Skull merchant, Knight. Overall M1 killers, so I feel MFT quite a lot.
I got back to Oni because of it, don't really mind them staying injured...
I simply don't feel like perk that is best against weak killers is good design.
It's same as perk that focus soloQ imo. I find both problematic.
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@fulltonon said:
Let's be real, ultimately SWFs always knowing both survivors and killer locations.
It's not gonna be that bad.
Most SWF are not using clock callouts. Most players are happy if they find gen, let alone make calls about their position and killer.
What's easiest and also strong are simply call outs like I am going to unhook, I will solve a box etc.
I think simple chat wheel would help a lot.
I wouldn't go for Bond basekit, that's way to strong.
I would show aura of survivors while there is survivor on hook, so you don't have none/multiple survivors going for unhook in soloQ.
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@Milo said:
This is the reality of events in DBD nowadays unfortunately...
If survivors rewards were easier they would kill themselfes on hook. Killers play even more competetive durings the event, because survivors have to play more competetive. Unfortunately for us all.
So basically both sides tryhard, so they secure as much BP as they can.
It's some time since I have seen that many BNP as today.
I had one game out of like 15, which I would call enjoyable today. Rest was tryhard festival.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461585#Comment_3461585
For starters, don't chase them. Unless you have the mobility to catch up with them, it's fruitless whether they are running MFT or not. Follow them long enough to push them off whatever gen they were on, break line of sight if able, and then peel to another gen/survivor.
Unless they are taking you straight towards a 3-gen or an area you know multiple Survivors will be in, you're wasting your time following any Survivor holding W across the map IF you are not also using that opportunity to gain intel about what gens are being worked on and where other Survivors are located.
If they heal, they either burned a limited resource (medkit) or you just learned about the location of a 2nd Survivor--valuable intel--and you delayed them from completing the objective. If they don't heal, they are vulnerable the next time you get the drop on them. Since you're not a mobility Killer, you most likely are Stealth or Anti-Loop, both of which will allow you to make short work of an injured survivor sitting on a gen.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461597#Comment_3461597
Would fall under evolve.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461607#Comment_3461607
Okay, and? Did I whine to you about slugging recently or something? I don't get it...
So summary is you want killers do what most survivors hate.
Tunnel, slug, camp, 3-gen and play only high tier killers.
Just tryhard as much as you can to counter a single perk. Seems right...
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461496#Comment_3461496
At least 75% of the Killer roster has a power that says "so what?" to 3% Haste.
If you are someone who is struggling against MFT and you are playing a Killer that is weak against MFT, what is so controversial about advising someone to play a Killer that is less affected by MFT?
Again... if you insist on playing a Killer that struggles to catch a Hasted survivor, what is so controversial about advising someone to use a perk that gives the Killer Haste?
This isn't rocket science.
When faced with a challenge, you can either adapt, evolve, or lose.
ADAPT: Rather than learning to improve, play a Killer that has an easier time against MFT.
EVOLVE: Rather than playing an easier Killer, learn how to maximize the one you're already playing.
LOSE: Do nothing reap what you sow.
Or I can just tunnel them out... Does it count as adapt?
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they already removed RNG from her traps.
You will have a result for each outcome -> 1/2/3/4. Only order of those results is random.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461483#Comment_3461483
Not what I said, but knock yourself out with that conclusion. Misrepresentation makes for great discussions, am I right?
Oh right, because going for "don't play killer who can't counter a meta perk" is such a great point for a discussion...
"Use a bad perk to counter perk that survivors might have" Another nice point, I wish survivors knew this before Ruin and noed were nerfed.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461372#Comment_3461372
If you want to cry for free handouts instead of learning how to handle the challenges the game throws at you, you'll never be good at the game. Period.
Remind me, were we calling these "safe loops" BEFORE or AFTER the release of MFT? And if BEFORE, how has MFT made them any safer?
Have you heard of Play With Your Food? Do you know how much Haste that can grant?
Then you just go and pull out random numbers, as if pallet economy, dead zones, and mindgames aren't a thing.
...all while pretending that you are forced to play a Killer who does not have a counter to MFT.
I mean come on man... just admit that you're not that great at the game, you have no interest in becoming better at the game, and you feel you deserve to beat people who are better than you at the game.
They are better than me by using a perk? Interesting theory...
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@Luceus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461334#Comment_3461334
I'm sure those are 2 perfectly comparable experience and it's probably why they were so many complaints from survivors but 0 from killers. And that the only response to this is "just play killer / stop playing survivor"
I have seen post about survivors gen rushing like crazy during this event.
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I would guess most killers have like 2-3 main killers.
I wouldn't play killer I don't enjoy for BP.
Nah, just kidding, I do that all the time for challenges or daily.
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You know I can create exactly same post on survivors, right?
You don't really get to decide how other side is playing.
I am sure that if you were stomping the killer, you would be so nice to go cleanse all totems, so everyone has more time to gain BP. For sure.
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You can spend BP on Wesker?
Then why is everyone crying about kill switch?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461136#Comment_3461136
Isn't it like that? 0-1K loss, 2k draw, 3-4K win? That's how MMR is defined at least.
Yes it is. That's my whole point. And 50% kill rate means super-average game ends in exactly 2K. Anything about it and we are talking about 2K or more (meaning mostly draws, but sometimes free wins).
Then why ignore Nurse kill rate, just because it doesn't fit your narrative?
Nurse on average is not problematic - but as I said earlier - problem is with distribution. The killer is very tilting if you didn't master it yet (dragging killrate down) and absolutely horrendously stomping everyone if you did (making it unable to play against said killer) - that's the whole point of what I said earlier "those can be spoiled by uneven distribution".
If it really comes to it that MfT has insane impact against higher tier killers (which is the case for nurse vs survivors in top tier) then there needs to be an adjustment - the same way as there actually was adjustment for nurse (which BTW in my eyes makes her now strong, but playable against - I don't feel she's problem any more. Same way as basekit blight and spirit are IMO perfectly fine and only their addons need to be looked at).
But as of now I haven't seen such stats - so I am taking into account the only tools we actually have. And that is nightlight and their usage rate which still shows lithe+sprint are better perks (at least on average) - which BTW corresponds to my experience both as killer (I have had 0 problems with my pinhead and bubba - those 2 I am playing the most these days - in fact I get more screwed over by those other exhaustions, then MfT) and survivor (I judged the perk worse then my standard balanced landing and background player - so I am not using the perk any more).
First of all, how did we got to MFT?
MFT is stronger against M1 killers, top killers don't really care about it, that's why I don't like that perk.
Lithe will be always more used for simple reason: it's easier to use it.
How used it is, does not equal how strong it is. Simple example is WoO. It's most used perk, but it's effect is not really strong/oppressive.
Balancing with Big data was never good way. It applies for both pick rate and kill rate. It's bad to balance around data without understanding reasons behind it.
We have seen many dumb changes that were made simply because of Big data balancing.
Same for kill rate. Pig got most nerfs from all killers while being considered one of weakest killers.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461013#Comment_3461013
We are literally talking here just about stats. Sure enough even those can be spoiled by uneven distribution (which is exactly nurse's problem - it's very beginner unfriendly where a lot of people that did not master her are dragging her winrate down). But ignoring said details - 50% kill rate is the only fair outcome there is. Provided you are not one of those people that consider 2K=draw same as actual killer loss (0-1K)
Isn't it like that? 0-1K loss, 2k draw, 3-4K win? That's how MMR is defined at least.
You want to take kill rate literally to 50% without caring about context.
Then why ignore Nurse kill rate, just because it doesn't fit your narrative?
Unless you are SWF, then 0K is simply unlikely outcome. There is no way to balance this game about 50% kill rate against soloQ.
You have killers like Pig, Pinhead, or Sadako with really high kill rates. Reason is simple, Pinhead is soloQ stomper, because of his box and new players don't understand how Pig or Sadako works, so they die to their power.
So if you want to ignore bad players on Nurse, we should ignore bad players on survivors, right?
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460910#Comment_3460910
Honestly I don't need 1k endgame camp or 3k hatch escape, game becomes better without those aspect.
Hiding should be treated with different feature.
Fact that anti-camping feature is going to be disabled during endgame means they don't really mind this.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460908#Comment_3460908
Out of 5 possible states (0K, 1K, 2K, 3K, 4K) why would 50% kill rate (middle value) mean the most common outcome is one of the left states (1K is the one a little on left instead of 2K which is perfectly in the middle). This would mean said outcome would need to be balanced with large number of 4K's to be true.
Another thing - why is it OK for "free 1K" to be a thing? If it scews the stats so much, then help survivor team to balance it out with some basegame mechanics. Help survivors get 4 out more often. But I don't even think this is the case, because this one is actually balanced by whole survivor team loosing and last survivor still having a shot at hatch or gate.
To clarify - I don't care about distribution between escapes and kills. I just want them to be fair. If you say securing 1 kill is too easy and killers don't care for this - then let's ask devs to fix the issue and help survivors escape. But keep the target at 50% kill rate - which should be fair outcome for everyone - because 50% means for both sides you have equal chance to live/kill every survivor.
Stats and reality are different.
There is a simple example. Nurse has 50% kill rate, so by your standard she is most balanced killer.
If you want 4 escapes, play SWF.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460373#Comment_3460373
well, I addressed only one aspect of your reply. I wasn't interested in those other parts
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460631#Comment_3460631
drawing (2K) is not loosing. It's drawing. If you make this fine distinction, then 50% kill rate is actually fair. It's just thanks to killers convicing devs that draw = loose, that 60% kill rate "is fair".
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460708#Comment_3460708
Ah. The ultimate dream for 3gen campers. But you will loose your excuse - it will never ever be survivor's fault for a 3gen. It will always become killer's decision and spawn RNG
2k is draw, but with 50% kill rate, 2k is not most regular outcome.
Most regular outcome is 1k.
2k doesn't change % balance. If you would want 50% kill rate, then you would need also equal number of 4k and 0k, which is not going to happen.
As I said, 1k is easy against most teams. So for to lower average kill rate you need multiple 1k as replacement for few 0k. Which would mean killer is mostly losing.
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30% current is still way worse than 25% maximum.
There is currently no regression perk anywhere near close pop/ruin.
But gens are 10 seconds slower...
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@that_lich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455825#Comment_3455825
yes, it's real sadly.
"after performing the damage generator action, this perk activates. While this perk is active, the next generator you damage..."
Basically, you kick a gen which activates the perk, and after you kick a gen again the perk is applied to the gen. Not only that, but every gen you kick after the second gen, machine learning SWAPS to. So if you use this perk, you cannot kick gens anymore after the second gen unless you're trying to move the perk to a new gen.
If it needs to be this way, I think it shouldn't be a second kick that applies the perk, it should have a new interaction like the "snuff boon" interaction, where you press space bar at a generator and it applies the perk.
Why do you have to kick gen in first place?
It wouldn't be really that good even if it was passive whenever gen is finished.
Kicking requirement makes it really bad.
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@jesterkind said:
Why do people think Ormond is so big, anyways? It's gotta be something to do with the shape, right?
Maybe that main building does it? Kinda mini midwitch in middle of the map.
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@Moopuna95 said:
Just use the offering to cancel map offerings
Oh right, because I have infinite number of them and I definitely don't want to use cake each game.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460082#Comment_3460082
That would just mean survivors would always split up on gens, meaning you have multiple gens popping at once instead of 1
Yes this happens anyway but killing prove thyself would mean it would just be more frequent
That's not true.
Prove thyself is still slower than working on multiple gens.
Prove thyself only negate part of penalty you get for working on gen together.
Edit: sry wrong comment. I guess I am too tired, can't even click on correct quote...
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460581#Comment_3460581
I thought it meant that they want at least 60% of games to end with a 2k….?
They want 60% average kill rate.
Thing is 50% kill rate would mean killer is mostly losing. As a killer, it's not really hard to get 1k with camping in end game unless you give up.
So basically results of the game are not really between 0-4, but 1-4.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460412#Comment_3460412
There are abundant amounts of sprays all around the map to counter it. I've never had a Wesker game where there wasn't at least two unopened chests with sprays inside during endgame.
You use iridescent addon to waste 4 from start, then just focus on hitting your power, then leaving survivor.
You simply do this until they run out of sprays. There is 12 sprays total, which 4 are wasted by addon. It's not that many.
Thing is Wesker doesn't need to do it and it's not mainstream strategy, but it's really evil to do this.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460380#Comment_3460380
I don't think Wesker has an ability to expose survivors for simply working on gens for a couple of seconds and also gain the undetectable status effect for patrolling gens. Idk though maybe I'm wrong.
He can expose survivors permanently (for his power) and hinder them, while having ability to chase.
Merchant is still M1 killer.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460351#Comment_3460351
Any killer can but it's not as oppressive as the Skull Merchant's potential. There's absolutely no way you can deny that. If it promoted chasing as much as you think then I'm really surprised they don't chase since that's what they were complaining about in the forums when she was released and how they'll camp three gens if nothing gets done about it. They still camp so I guess the changes were insignificant. I think I can safely assume the majority camp and be correct.
It doesn't matter how much changes promote way of playing.
Bubba got whole rework that helped him in chase, but you still had players who were face camping from first hook, simply because he is good at it.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460351#Comment_3460351
Any killer can but it's not as oppressive as the Skull Merchant's potential. There's absolutely no way you can deny that. If it promoted chasing as much as you think then I'm really surprised they don't chase since that's what they were complaining about in the forums when she was released and how they'll camp three gens if nothing gets done about it. They still camp so I guess the changes were insignificant. I think I can safely assume the majority camp and be correct.
I can be way more oppressive as Wesker in 3-gen.
Skull merchant has low lethality. She has best 3-gens only on multilayer maps, which you didn't play.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460348#Comment_3460348
It's connected, because creating new "genrush" perk is the only thing that does not give them such a huge backlash as MfT did. Even though there are many perks that are used MUCH more that don't get even a hint of same backlash. So the only reasonable outcome is to pump-up more genrush perks or thrash things that nobody will ever equip.
That's somewhat connected with creating new genrush perks, which is connected with forced 3 perks per survivor/killer.
But it has nothing to do with slowdown perks, which they didn't made any new btw. Last decent perk killers got is Nowhere to hide. Rest is niche or complete trash.
Whole comment was about argument that killers should be fine when gens got nerfed to 90 seconds, but reality is clearly different.
I don't care about how used that perk is. WoO is most used perk by survivors, but it's effect is not oppressive against killer. So I don't see that perk as problematic.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460074#Comment_3460074
Did it nerf her capability or did it do pretty much nothing? Did it promote chasing after all? There was motive but it ended up a failure and insignificant.
It definitely did promote chasing, but that's up to players if they use it or not.
If I want to hold 3-gen, I can do it with many killers. But it's rather boring. I usually do it only against survivors using multiple toolboxes. They want boring game, so I give them boring game.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460076#Comment_3460076
You think we didn't try countless times? What a stupid question lmao. I shouldn't have to give up and let her have an easy 4k, no killer works like that. If they are going to be petty why shouldn't we be? If they want to do that until the server disconnects I really don't mind. Also, since I was the only one who could hit Overcharge skillchecks thanks to MMR, I found it kind of difficult rotating between each gen to hit them just for her to immediately kick it. She slugged people after death hook that tried to get hooked whilst working on gens, she was intentionally making the game miserable.
Then it's more like you were holding game hostage. You were hiding and refusing to work on gens.
This is simply not what holding game hostage means. Both sides had option to give up at any point of the game.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460235#Comment_3460235
Ofc. What else is to be done? You create single chase perk that has better numbers than dark theory and everyone screams nerf hammer - you included. It's much safer to create yet another useless "genrush" perk (scavenger) that will worst-case need to be butchered into obscurity (current version) - because the alternative (it being actually good) is game breaking (as was the PTB version of the perk).
How is that connected with nerfing most slowdown perks?
I don't want perks that affect mainly weak killers, or soloQ. Not really difficult concept. That's why I don't like MFT, that's why I considered eruption an issue and it's good to be nerfed.
Pop and Ruin were not bad for the game. Quite an opposite. Neither was Corrupt.
I don't really like their concept of 3 perks with each killer / survivor overall. I couldn't care less if they lowered it. Because of this system most perk are either trash fillers or broken. It's rare to see good and balanced perk. Sadly perks are what mainly sell DLC.
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@Phyrqc said:
They just increased gen completion time from 80 to 90 secs
They just nerfed almost all slowdown perks. While made new perks on gen speed.
Games are same or faster than before.
There is currently no perk even close to pop / ruin.
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Overcharge is noob stomping perk. Nothing new.
This is not what holding game hostage means tho. You could give up / stop hiding at any moment. She won't commit to chase, but she will kill you if you work on gen.
Why didn't you hit those skill checks and work on gen?
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459847#Comment_3459847
They fixed Doctor though to some extent. Absolutely zero changes for Skull Merchant though. 🤗
That's not true.
She got changes in midseason patch to nerf her 3-gen and help in chase.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459992#Comment_3459992
I see it as a problem throughout the entire match. The power difference between killers and survivors is too much, especially when killers use certain addons.
I can't say exactly same thing in reverse. Both sides have nuclear options.
It's not as bad as used to be, but still...
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@Gunsblazing77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459772#Comment_3459772
Bro we had 2 prestige 100 fangs going against him and we all died without being able to do anything, not just a me issue
First of all, prestige doesn't mean anything.
This game has MMR system. It's not good one, but the fact they play with beginner tells something...
Twins is not popular killer. Lot of new players have never played against them, so they don't know what to do.
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So he has no power against injured survivors and there is no reason to use his main strength: landing long path guard on different survivor.
Oh no, they are exposed 40 meters away from me...
He would be so useless.
People should really stop with reworks making killer unplayable. I know it's not your issue and you are happy not playing against that killer, but there are players who want to play it...
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Git gud is strong with this one.
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@Annso_x said:
I fail to see how a Nurse would struggle on the Game (or uh any map that isn't absolutely huge lol) ?
Also, maybe it's an unpopular opinion but I don't mind going on it as killer unless I'm playing trapper. Like, it's really not that bad for me? I also don't mind Lery's but it's probably because I don't usually play the killers that particularly struggle on it.
Does everyone really hates the Game ? I'd take it over Garden Of Joy, Borgo, Temple of Purgation, Badham and probably some others I'm forgetting any day.
It's simple.
When Nurse charges blink and survivor run towards her, then Nurse needs to look down.
Guess what's going to happen when there is another floor under her...
It's also easy to break line of sight, so Nurse needs to keep guessing where to blink.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459628#Comment_3459628
Then reread the post, because this is right at the end.
This [Trapper Cosmetic with new Mori] will ship later in the year, along with a killer update.
Oh right, my bad.
Why then write he has kill rate they are happy with?
Doesn't seem right, it will probably be just some small addon changes.
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@jesterkind said:
Not that I'm against your idea, but I'm not sure how the Reddit AMA screenshot supports that argument? If anything, that proves they are paying attention to basic maintenance and gameplay feel, since Trapper's getting an update despite being fine in the stats.
He is not getting an update. I don't know about it at least.
I know he is getting bear skin, that's it.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459223#Comment_3459223
But they gonna do it anyway, just slowly.
I'm asking for quick change instead of slow and careful change which prolongs "making killers trash" part.
It's still not really good, but it's way better than two years ago.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459245#Comment_3459245
Nope, it can be done. Or they can be put into their own matchmaking pools that Killers can opt into for a 300-400% BP incentive.
Good luck with queue times
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Sure, just expect way more tunneling.
When killer gets low on gens, their option is to tunnel someone out of the game, or hold 3-gen to have good chance of winning.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459213#Comment_3459213
I don't know, if it actually makes killer trash then game would quickly crumble down into trash because survivors NEED killers too, and I don't see problem in there because BHVR tend to act against those kind of problem rather quickly.
We can always play any other games if they are so slow and incompetent, something radical and more fundamental is needed if we actually want to change the game.
I would rather they don't break it at all instead.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457495#Comment_3457495
Wrong again, Skullmerchants immediately hold 3 gens. The moment they spawn in they find it and set their drones.
It's simply anecdotal, not a fact. Learn difference, you are not even talking for yourself.
Show me gameplay since CoB nerfs where merchant didn't commit to single chase.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457759#Comment_3457759
Yes, and the part you're forgetting is when you hold W away, she returns to the generators and the match lasts an hour. The issue is right in front of you yet you just refuse to see it. You'd rather pretend like you know who I am or how I play and assume beyond belief that everyone who brings up an issue is a cry baby survivor main on the forums. If you'd like me to list some assumptions about you let me know.
Game will take longer than if killer let you win and escape. Is it an issue tho?
Alternative is to tunnel someone out of the game.
3-gen is equivalent and answer to genrush (actual using genrush perks). If killer lost 3 gens before second hook, they can tunnel or 3-gen. Not hard concept. Unless it's Oni, or some snowball killer.
With perks and toolboxes you can finish your game under 5 minutes. And they keep creating more perks.
Survivors have things to make game faster, killer have things to make it slower.
I realize game is going to take longer, but with what I wrote, you are going to win anyway. I simply don't consider it an issue.
It used to be an issue with CoB build. Even tournament level squads had hard time beat that. But they were nerfed hard. It's not that hard anymore.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458799#Comment_3458799
I mean, if BHVR hates 3 genning that much, we should just buff this perk or even make basekit to the point last gen always gets done within a second.
So they can finally balance the maps/games without so swingy gameplay, at least it would be consistent.
Oh right, because everyone believes they are able to do it in one patch and it wouldn't make killers trash for over a year.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458799#Comment_3458799
the perk has drawbacks. you repair gens at 0.66 c/s conversion with the perk. you get double punished currently for using the perk. The perk is ok at transferring progression on a corner gen to a more centralized gen but I think the 0.66 c/s makes the perk not attractive to use.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458911#Comment_3458911
dark theory+made for this is 5% speed. wasn't one of your suggestions for dark theory to buff it to 4%? you can technically buff it to 5%.
It takes longer on gen where you are in perfectly save spot.
Then you basically get BNP you can use multiple times on gen in deadzone or 3-gen.
It's not soloQ perk, but we had players using. Not that much anymore, because there is less 3-gens after CoB nerf.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458552#Comment_3458552
I see no reason to lose stacks at all. The perk is not strong. It mostly counters 3-gens or helps finish a gen that's repeatedly "harassed" by the killer. You sacrifice 10% of gen worth of time to get 20 stacks. I barely see anyone run this perk as it is.
It would be kinda busted if you couldn't lose tokens.
Start of the game is safe time for survivors, everyone would simply charge this perk on 5-gens.
Then you could basically skip almost whole last gen. Last gen where it's sided towards killer.
Perk that allows you to skip this without drawback, or counterplay would be too strong.