DaddyMyers_Mori
DaddyMyers_Mori
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It doesn't need anything.
It's effect is not oppressive towards killer. It's just kinda QoL perk, similar to Bond.
Both of those help soloQ a lot, why the hell would you nerf it?
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@Khastrx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458416#Comment_3458416
It really depends honestly, sometimes queues insta-pop, other times they take a while. Never claimed them to be short though, just a little variety in killers would be enjoyable once in a while that's all. It just gets boring when we have like 30ish killers and we might get the same ones multiple matches a row. I'm not bothered either way, just a suggestion.
They could simply look at pick rates on give some QoL changes to killers with low pick rates.
So players actually play different killers, not force it with match making.
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Thana:
Gain 1% movement speed for each injured survivor
If all survivors are injured, you gain extra 2%
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Oh right, because queue times are too short, right?
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They are going to:
-reduce the EMP crates themselves to 4 per map
-the generation time increased to 100s (currently 90s)
-survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.
-duration of the pod disabling from an EMP will also be decreased down to 45s.
-score changes for deviousness (increase)
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They also get speed boost and slow progress of your power by doing this.
It's really annoying.
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Skull merchant, Singularity, Demogorgon, Hag, Trapper, Plague.
Are quite decent for hex perks. This would be actually nerf to them unless you makes it only visual and killer knows which totem is hexed.
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I prefered rank based matchmaking.
It simply made sure you are not going against new players, that's basically all we needed.
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"with no collision" is very important part.
I wonder why they stopped using bushes like Saloon has.
Instead they put useless trash everywhere, which just annoy both sides.
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I am killer main btw.
This post is screaming git gud issue...
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This would give it an actual requirement, so sure.
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@AMOGUS said:
-sighs- The DBD forums never changes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457533#Comment_3457533
No, the actual issue is that M1 Killers, which are a minority of the Killer roster, "can't handle" plenty of perks in DBD, and everything needs to be balanced with them in mind. It's quite obvious that they're the problem and they need to be adjusted going forward, because there are plenty of insta-downs or anti-loop Killers in this game where perks like MTF are much easier to shut down consistently or just straight up invalidate.
This exact logic is used for justifying Nurse and Blight nerfs, as they are the strongest Killers and perks being nerfed due to them, is something people complained about. I still remember how Awakened Awareness, Wesker's perk, was nerfed before it went live because of Starstruck Nurse. You should have no problem with buffing M1 Killers so they are closer to the large amount of anti-loop and instadown Killers.
"Killers are already tunneling out anyone who doesn't run it to get a chance, it happened last 5 survivor games I ran."
Killers are apparently, according to the community, camping and tunneling every game regardless, I'm pretty sure MTF isn't making a difference.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457089#Comment_3457089
Because those "bad players" are the MAJORITY of the playerbase and community. Solo queue is also the majority, stats were posted on these forums over the years. Nurse was nerfed because it's easier than people think to get results as Nurse, she has a low kill rate because she's free and takes a few hours to learn her. So people go plenty of games before they begin to really shine as Nurse.
Also, I know you specified "perks", but let me go ahead and make something very clear: Not giving even a single ######### about bad players is how you end up with games where the weak majority needs to be playing PERFECTLY in order to beat the power role. Which is exactly how games die; because it becomes too difficult for casuals to get any kind of result. And casuals are the majority of players. They are the spenders.
Solo queue Survivors are the majority as it is, if the game was balanced to require all 4 Survivors to be gods to win, then basically everyone would switch to Killer or leave, because then you'd need a 4 man SWF to win, and solo queuers do not have that 24/7.
funny you are using this for bad case and can't even realize it.
You should care about bad players and soloQ. Sure, that's why eruption and CoB were an issue and it got nerfed.
But you are doing opposite here. You are saying perk is fine, because bad players can't use it. I couldn't care less they don't know how to use it. That's not how you balance the game.
You want to ignore weak killers, but then try to be white knight for bad survivors. Someone is biased here...
This perk is not good in hands of weak survivors, so it shouldn't be an issue to nerf it, right? They won't notice a difference.
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457721#Comment_3457721
manly it is, but it helps against survivors who run to a gen mid chase just to tap it for a second to stop the regression.
this is not really case in 3-gen situation.
Survivors keep coming back when killer leave to other gen, so you are not really under pressure of being in chase.
1) work on gen
2) prerun if killer is going for you gen
3) go back when killer is going to different gen
4) repeat
Merchant can't really do much to stop this, that's why other killers can have better 3-gen results.
It can take long, but it's hard to screw it as survivor. She simply has low lethality.
Against merchant you can just hold W away from gens and there is nothing she can do about it. That's not really case for some other killers that are good at 3-gen.
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457671#Comment_3457671
but you did not use my build
Overcharge is the counter to tapping the gen, they get a skill check as soon as they do it.
Well if 4 survivors are still left when you only have 1 gen left its not a good place to be, for every build.
So yes, holding a 3-gen with 4 survivors may be not possible. But like i said previously, works only 9/10 times.
Overcharge is the counter to tapping the gen, they get a skill check as soon as they do it.
what if they can hit that skill check? Overcharge is basically noob stomping perk.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457636#Comment_3457636
Which killers would MFT ONLY by itself effect not counting stacking haste like with BP or hope
Mainly Legion, Plague, Hag, Doctor, Huntress, Trickster, Sadako
to some extent any m1 killer
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457538#Comment_3457538
Ya just like how killer pov perks don’t stack neither should haste perks the only haste that should stack is bloodlust and that’s 5% per tier so can a survivor loop a killer for a little longer ya but if the killer is good then MFT won’t be a problem MFT on its own is a problem for trash killers
It's not about player, it's about specific killer.
Blight, Nurse won't care that much about MFT, but many lower tier killers do. They are not supposed to be one to get worse.
Perk that makes weak killers worse is not well designed perk.
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@jeffkillsyou96 said:
Well the perks aren’t the problem it’s haste perks in general stacking with each other haste perks shouldn’t stack
haste perk = problem
perk gives movement speed = haste perk
perk give movement speed = problem
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@uganda_calm said:
If you dont want to read the whole post you can just jump to the section were a answered your comment.
@Havocus :
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456215#Comment_3456215
Other killers can't hold a 3 gen even remotely as well as SM can. You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure.
i just want to tell you that this statement is just wrong. I myself as killer main played 3-gen for a bit (not proud of it and there is no excuse for this) and with the build i used, every killer can hold a 3-gen.
Call of Brine - Overcharge - Merciless Storm - Jolt/Eruption
With this build and by just patrolling the gens and not committing to chases, every killer can hold a 3-gen without breaking a sweat. So 3-genning is not a Skull Merchant problem its a mentality problem. If a killer wants to 3-gen, they can, no matter what killer they can or want to play. (and yes, SM is the "best" for this, but not by much)
Either they change something in general about how gens work in late game or it will be a problem forever. Just reworking Skull Merchant wont get rid of this.
But the problem is not just with the killers but the survivors too (not every one of course). In the current toolbox meta, many killers feel like they have no chance outside of 3-genning. If 4 gens pop within the first 1-minute-chase, you have to understand that this is really frustrating for a killer. And if this happens 3 or 4 times in a row, you have to think of a way to work around this. And 3-genning is the easiest solution for this.
So gen-rushing and 3-genning are just two sides of the same coin, you cant have one and then expect to get rid of the other one.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457168#Comment_3457168
Yes I've faced a 3 gen Wesker, once, at the peak of eruption gameplay (and when I say 3 gen in this context I mean the full sweat lords that go into the game with the intent to hold a 3 gen for an hour and a half if they have to).
Btw, it is highly possible that this wesker was me, so sorry for that if this was the case.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457094#Comment_3457094
Cant fix something if you take it out as soon as there is a problem with it. You need a lot of player data to re-balance a killer.
@DaddyMyers_Mori :
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457111#Comment_3457111
Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash.
This is just wrong. regression perks were not nerfed from balanced into thrash, they were nerfed from op to balanced. CoB is still a good perk for regression and also for in-tell. And overcharge, too.
It is possible to break her 3-gen. It used to be near impossible, but that was nerfed.
In my opinion a 3-gen is not breakable for casual survivors. If a killer is intending on a 3-gen from the beginning there is no way to work around it. 3-gen is only breakable if the killer is highly incompetent or the survivors are experts in the game.
In a match were the killer and the survivors a on the approximately same skill level, there is no "breaking out of a 3-gen".
If you had 1 hour long game, then it simply means you didn't even try to break her 3-gen and were hiding in corner of the map, which I consider another issue.
If you dont want to die and also want to repair the gen, what else can you do except sitting on the gen and hide as soon as the killer comes near you, repeating until they get you/until the gen is repaired? For real, tell me what a survivor is supposed to do in your opinion to speed this up and escape?
In a lot of answers, people like you always say that it s possible to break a 3-gen but no one ever writes HOW to do it.
(I am a killer main, never playing survivor and have for real no idea how this should work)
@tubalcane :
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457186#Comment_3457186
Wahhhh 3-gen: Don't leave the last 3 gens close to each other.
Same as i said previously, if a killer is intended on 3-genning from the beginning, this does not work. If a killer WANTS to 3-gen, he can and will do it.
(but you first 2 points a true)
i also think survivor mains complain a bit to much. Some killers are just extremely weak and this since there release (myers, Freddy, Trapper, Pyramid Head, clown). And none of them got changed a lot. Just recently seen with the planned pyramid head buff. While survivors get a new anti-(insert problem)-mechanic/perk almost every season.
@YOURFRIEND :
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456255#Comment_3456255
Nothing in this comment is true, not one single point, bro. Activate your second braincell for just one second, please. You would do every one a big favor. The way you wrote your comment, you never got 3-genned for real in you entire life.
In a match were the killer and the survivors a on the approximately same skill level, there is no "breaking out of a 3-gen".
That's not true. Thanks to your wording I can use tournaments. They break 3-gen easily.
Any decent SWF is going to break 3-gen.
Issue is soloQ unless you got lucky on at least two other survivors know what to do. Well, for that you need to know what to do.
Since CoB nerfs I have yet to see any killer going full 3-gen without any commiting to chase.
Most killers try to hold 3-gen, when 3 gens are finished. Alternative is to tunnel someone out.
Most survivors just finish first gens they see and then cry on forum about 3-gen.
If you see killer that is good at 3-gen you better try to break it fast and don't chase killer around that area.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457111#Comment_3457111
Yes I've faced a 3 gen Wesker, once, at the peak of eruption gameplay (and when I say 3 gen in this context I mean the full sweat lords that go into the game with the intent to hold a 3 gen for an hour and a half if they have to). You know how many 3 gen skull merchants I've faced? All of them. Literally every single one. There is a fundamental flaw with the killer that you can pretend isn't there all you like. And to reference what I've already commented: You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure.
"Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash." Blatantly false. They were just so strong you now think they're trash. In what world is 100% + regression trash, when you can just set up a drone to watch the gen regress for you? OH someone tried to get rid of the drone, let me drop this chase and head back real quick to reapply the regression and drone. Oh look at that they got exposed and I'm faster, well I guess I'll down them rq because all of the pallets in this area have been used--or they're a good survivor so I'll just return to my gens and watch.
Wesker is better at 3-gen, but you are less likely to see it.
Same for Blight and Nurse. Reason is simple, they don't need it.
If you are losing against merchant with CoB build after nerfs, it seems like git gud issue.
And I highly doubt you see that many of them anyway. Merchant is not popular killer. You got destroyed by one and just exaggerate.
CoB in reality regress only few seconds from full gen, nothing worth talking about it.
So you probably just are not able to hit Overcharge skill check.
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@mca240 said:
Trapper main here as well. I would go even further. I feel Trapper should just spawn in with all traps in hand. I also feel iri stone in some form should be basekit.
Iri stone effect would have to be nerfed a lot for this.
For example it wouldn't trigger if there are 3 or more active traps on map etc
That addon makes trapper good.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456559#Comment_3456559
but you do not benefit from both. you benefit from MFT when you have not used an exhaustion and after you use exhaustion perk, you benefit from using the exhaustion perk and no longer benefit from MFT. I am confused about whether your complaining about exhaustion perks or MFT. you sound like your complaining about both.
MFT works really well with Dead Hard.
At point you get exhausted, you are supposed to be dead anyway. All that time before it, you can get value from MFT.
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@DrDucky said:
Survivor has more skill than you would think (just look at comp, even though they are swfed you can defo tell the survs are comp level in chase).
Anyhow, you say its super easy to beat but "stressful to keep up" which is literally contradicting yourself. Just enjoy the wins?
I kinda understand it, I used to have same issue 2 years ago.
Basically taking DBD too seriously and it wasn't enjoyable. But it's not issue of the game, it's issue of player's mentality.
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@mca240 said:
I have run the perk as survivor the last couple of days and played against it as killer.
Yes, it is an unhealthy perk in its current state. Being injured making you 3% faster is huge.
Almost every survivor runs it because it is that good. It makes you loop a loop a couple of times more. It makes you reach other loops, you otherwise wouldn't have made.
It extends chases significantly in a game that is already plagued by overtly survivor sided maps and generator rushing.
What I consider best build currently was used by Ayrun:
Iron Will, Resilience, Made for this, Dead Hard.
It's just evil and lot of killers are not used to Iron Will anymore, so you can just leave loop while they mind game and you get more distance, because of MFT.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456205#Comment_3456205
I've yet to play a skull merchant that "want's to play fairly". I know they exist, but it is a tiny, tiny population. Other killers can't hold a 3 gen even remotely as well as SM can. You actually have a chance vs a knight, doctor, artist--as they do not have drones capable of watching all 3 gens for them, that also give them haste/stealth/exhaustion/exposure. You have zero chance against a skull merchant unless your team happened to be prepared and are in comms with brand new parts etc to bust the 3 gen.
I play mainly skull merchant since last month and I prefer playing totem builds with her.
But you are wrong if you think noone has equal or better 3-gen. There are many killers I can hold 3-gen with and most survivors won't break it.
Issue got way better for survivors with how much CoB build got nerfed. Skull merchant is nowhere near as good as she was at 3-gen. She is holding 3-gen using passive regression, but those perks got nerfed hard. They are trash.
Her changes made her 3-gen worse (for her) while buffing her overall chase potencial, which is good.
What killer can I hold 3-gen with to win most of my games?
Wraith, Hag, Legion, Demogorgon, Blight, Nurse, Artist, Knight, Wesker
Currently best killer for 3-gen is Wesker. (you can't play him right now, but otherwise)
When you use Iridescent Uroboros Vial to waste spray on start and just focus on using your power on survivors while defending gens, they will run out of Spray sooner or later, then everyone is slow and you can insta down them.
Skull merchant is better only on some maps, not overall. Midwitch and The Game are kinda end for survivors, unless it's some really good squad. Thing she doesn't have high lethality, she is similar to Legion in this aspect.
It is possible to break her 3-gen. It used to be near impossible, but that was nerfed. If you had 1 hour long game, then it simply means you didn't even try to break her 3-gen and were hiding in corner of the map, which I consider another issue.
3-gen is more of a map issue, Saloon and RPD can be defended with most killers.
But then you have maps like Groaning Storehouse where are two gens impossible to defend for most killers.
That's just overall map design.
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Nobody in the community was asking for this perk, but there are people defending that perk...
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456917#Comment_3456917
The solution is to adjust the M1 Killers, not listen to pathetic fearmongers and get rid of perks that can cause them to scratch their brain and think on how to counter this in the future.
Majority of users of this perk will be bad at looping, you will see no common difference in your matches as a result. Feel free to keep focusing on minority situations where M1 Killers are EXPECTED to be bad (like against smart loopers), and therefore you should stop playing them or run perks to help.
Something tells me you're going to focus on whatever's convenient so you can double down again though, you're not open to changing your mind and you know it.
This perk simply is not well designed, not really complicated topic. It's stronger against weaker killers, how is that good system?
That's why Eruption was an issue, it was stronger against soloQ, but not really good against SWF.
Why would I ever focus how good perk is in hands of bad players? I couldn't care less.
Majority of Nurse players are bad players, why was she nerfed? She has lowest kill rate, so she should get buffed with this logic.
There is no point in caring about soloQ players, right? You should just expect games will suck for them.
This just doesn't make any sense.
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@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453881#Comment_3453881
"wouldn't that mean they don't escape often -> their MMR is low?" - No. If you think this is the case, then you're misunderstanding MMR. MMR is just a rating as you compare to other players within the game. ALL survivors are bad at the game, since the role itself involves no skill, which therefore means that even top MMR survivors are bad at the game. Use your brain.
Hours played does not necessitate skill, but usually indicates it comparatively, especially when its presence is so consistent. You aren't going to consistently see 15,000 hour teams at low mmr. if you consistently see 15,000 hour teams every game, then you're undoubtedly at high mmr. Use your brain.
How MMR works:
you escape -> you gain MMR
you die -> you lose MMR
I am not misunderstanding MMR, you just don't know how it works in DBD.
MMR used to be more strict, people hated it, so it's way less strict. There is even cap, when you are above it, it doesn't matter how much MMR they have, as long they are above that threshold, you can play with them. They made it because high MMR players had insane queue times.
This game is not really good for MMR anyway. It's not symmetrical game focused on E-sports.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454493#Comment_3454493
I mostly used that icon because Legion was originally my favorite. I play Slinger atm.
And yeah, Legion will kinda struggle, but that's the case for any M1 who has to play the M1 looping game. They need to run Bamboozle to deal with good loopers who don't allow red stain mindgames to even have a chance of confusing them, as Survivors can position themselves at every loop so they always win every interaction (EVERY loop has 1 of these positions), this has been the case since the beginning of DBD.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456311#Comment_3456311
You can try actually doing red stain mindgames, running Bamboozle (which is mandatory on M1 Killers anyways to deal with good loopers, don't try to ignore this and go "I SHOULDNT HAVE TO RUN A PERK-" no you KNOW what I mean)
- M1s have weak anti-loop, but not none. The first 4 have ways to interact with loops slightly, Legion and Onryo are the only true M1s. Knight and SM can use their powers, and SM can use insta-downs or insta pallet breaks to force hits (although she needs Bamboozle imo)
- Uh, Freddy and Doctor can do both? Freddy has dream pallets and you position snares around loops, not next to pallets.
- Slinger can shoot through cracks, Huntress can throw over objects, and Trickster is awful anyways???
And LMAO, Slinger having great 1v1 (and the ability to counter Haste people by just shooting over and through objects lmao) and Huntress being ######### god, yet being "weak" is hilarious.
This is the average reasoning + misinformation of DBD forums posters and DBD fearmongers rolled into one, and this is EXACTLY why the devs didn't listen on MTF; they knew you all were overreacting, as usual.
Survivors can position themselves at every loop so they always win every interaction (EVERY loop has 1 of these positions), this has been the case since the beginning of DBD.
Sure and this perk makes it even worse for M1 killers
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Damn this so broken...
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Neither should have boons do it, but here we are...
You went from "this map is killer sided for this killer" to "this map sucks for this killer".
You would need to make a lot of buffs in her kit to make this nerf fine. It hinders her gameplay quite a lot. You always want to use your drone from different floors (basement, main buildings etc.)
I don't think you have any idea how big deal this nerf is.
It's understandable you don't like some killers, but she is not good enough for straight nerfs, especially this hard.
BHVR wants to nerf 3-gen, which is going to affect her a lot too.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456456#Comment_3456456
Keep in mind that the devs are focusing map balance this year and that SHOULD mean removing a lot of pallets. If that's the case, someone going over BL1 should be kinda crazy.
Not really.
Map balancing doesn't mean result will be good.
Pallets are not an issue, god windows are issue, there's where you have to bloodlust. You almost always have some.
Your version on Garden of Joy would be hell to play against. Making already strong loop even more broken.
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That perk is in fine spot only if survivor is bad.
Not really good balancing model...
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Sad is this is still anti M1 killer, which I don't think is good thing.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454573#Comment_3454573
I like the idea of a limited duration like lucky break.
Sure, that would basically prevent it working with Hope.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456107#Comment_3456107
So basically a niche perk nobody uses?
How neat
if they allowed interaction with For The people, that would be fun. But I think they fixed it.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454573#Comment_3454573
???
That literally just sounds like WGLF but worse
not really, WGLF protect others, this protect you.
Best outcome is having both.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455153#Comment_3455153
Why do people call him Larry again?
Singu (Larry) Ty
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Larry's worst map is Lery's map...
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Nope, medkits are still good.
If you need to find teammates to heal, try Bond. I never play soloQ without it.
It's good that you also never bring killer to your teammates unless you want to do it..
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455386#Comment_3455386
If 3% conditional haste is such a game breaking OP advantage, surely 5-15% is worth 2 perk slots and a little work to activate, no?
Then why did CoB, Ruin, Noed an every other perk got nerfed?
You just needed exact perk combinations and work to counter it. The hell is this argument?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455674#Comment_3455674
I ran it with infinity tier 3 Myer's with similar perks. the perk is pretty bad just how I expected from the PTB. I also tried it with Legion using mural sketch and mischief list. it works for legion if you want a perk that specializes in 5 hitting and sort of punishes staying injured in soloq. I think if the perk was more simple like kick a gen, gain haste for x time. the perk would be more practical to use on killers. current version is too much work for not much gain.
Thing is that for this to work you actually have to let survivors finish gen, which is not really good concept.
If survivors work on multiple gens, which they should, then this perk is complete garbage.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455436#Comment_3455436
I get what you mean but 3% is pretty much useless if you can't loop to begin with, sure it extends chase a bit but it's still much shorter than if they had brought SB or Lithe for eg.
I saw someone say than for MFT to give as much value as SB you need your chases to be about 30s long or something, although I have no idea if that's true it's obvious that the survivors I go up against gain much more benefit from one speed boost from an exhaustion perk than they do with MFT, so although they do technically get value it's not nearly as much as they would with an exhaustion perk so it's easier to go against (for me at average MMR)
It's easier to get value from Lithe or SB, because it's burst of movement speed.
MFT is kinda snowball effect. If you know how to loop close to objects, then you get way more value from those 3%, because your hitbox is smaller than killers. Suddenly those rock loops are really strong against 110% killers. They were already pain for Huntress, but it's on next level if you have MFT.
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I have tried it with Bubba using machine learning, Tinkerer, Bamboozle, Deadlock.
I can't think of better setup for this, but it's still bad.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455263#Comment_3455263
I think pwyf is best counter to the perk if you want to counter the perk. noed is also good counter but only in the end game.
Pwyf is not really good perk on most killers.
Noed is not really good counter. They are probably injured if MFT work and also combine it with Hope. I would say MFT is counter against NOED instead.
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That's bad and so much work to implement.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455263#Comment_3455263
Read carefully am talking about overall killers like to justify and tell survivors run x perk for this and that and do this and that, yet killers hate when survivors tell them to do the same. Fear monger is hella annoying and useful, annoying not seeing where a person downed and I that like using lithe cnat use it if am already push in a chase.
Fearmonger is annoying for survivors, but mainly for SoloQ.
It makes 99% SB super easy, so this perk can backfire hard.
5 seconds is not that much, you can easily get rid of it during chase.
Blood echo is just bad. You need injure multiple survivors, you need to hook someone and it has high cool down on top of it.
Using totem hunting perks was suggested for new players, who don't know totem spawns, otherwise it was simply cleanse totems.
What exactly are killers supposed to do against this without using bad perk? Don't injure survivors?
If you want to go with advice playing only top tier killers, then sure, that works.
3-gen defending is going to work too. Tunneling so you can take your time in chase is also good idea.
I wonder how survivors are going to like that...
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@lifeisstrange said:
Bias Bias and more Bias as much as I say hate repeating myself 1 million times, killers have adds ons and perks to counter made for this and if they dont wanna run them, that is their issue and ill use my favorite example of noed before its slight nerf of showing where its at, its always=do totems, use maps use detectives. So survivors are to run perks to counter something we hate of killer and its not a problem for example run ds/otr(but they are so bandaid and does nothing now with their limiation. Yet when we say things like use fear monger/bait out dead hard its a HUGE problem and we arent suppose to say oh just run x perk and our stuff as usual should get going lol
Well, they didn't use it, did they?
Both Noed and Ruin got nerfed quite a lot.
Survivors have 16 perks total, killer has 4.
Increase number of perks for killers and I will gladly play fearmonger each game.
Fearmonger and Blood echo are very limited perks, they are bad for most killers. Fearmonger is basically buff for SB.
So basically your comment: "we didn't want to do something and we want it from other side now".
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@fulltonon said:
Sorry, no excuse will in any way makes literal subtle speed hack "fine".
BHVR shouldn't try to mess with survivor movement speed unless that perk is extremely limited, hell they are extremely cautious even when it comes to killer too, game isn't made to tolerate those kind of ridiculous perks.
I wish BHVR to work ASAP and not make old DH shenanigans once again, taking literal years to fix extremely problematic perk.
They don't have to fix issue with cheaters (haven't seen any for a while tho), when normal survivor can look like cheater.
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@sizzlingmario4 said:
That's the problem with the meta though, because the meta has been too strong for years so every perk that has been able to change it has done so because it's overpowered. Just like Made for This is. It was the same thing with Circle of Healing. The meta was the same for forever until that perk got introduced and it completely warped the meta because of how strong and busted it was. It made healing the most efficient it had been in a long time. The only other thing that has changed the meta is the meta perks being nerfed directly, several of which have been.
Anyways, no, MFT is completely unfair. It's fun to use, sure, but it's because it's completely broken. Either one of its two effects would be a really strong perk on its own and this perk gives you both.
As far as counters go like Fearmonger, Blood Echo, etc., you shouldn't be expected to HAVE to have a counter to a perk in order to outplay it. Counters should be nice to have and something you bring because you want to, not something you bring because you feel like you HAVE to. It's not good design and it's not a good argument as to why something isn't overpowered. This is why BT is basekit now. It's ridiculous to expect your opponent to bring a certain perk, killer, item, or addon just to counter something that you may not even have. And that goes for both sides. Before Eruption got nerfed I used to see some killers say "just run Empathy to counter it so you can let go of gens" (which wasn't even a consistent strategy) and it was one of the silliest things I'd ever seen.
Let's make Blood echo basekit, sounds fun.
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@Mandy said:
Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.
Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.
How do those sound?
seems good enough
It is fun killer otherwise, so this might get Larry into decent spot.