DaddyMyers_Mori
DaddyMyers_Mori
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And what was that "fun" build.
Drop a guard and bodyblock survivor to get hit?
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@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410189#Comment_3410189
No. Maybe you should just get better. I see plenty of killers get 4Ks without slugging or tunneling. You're never going to get better if you only slug or tunnel. Sometimes survivors are better than you. Its ok. Also. theres nothing wrong with them getting hatch either. It's a part of the game. Stop trying to circumvent it. You got a 3k already... why do you have to force the 4k? The killer almost always finds the hatch first anyway. You can walk around uninhibited where I as a survivor must sneak and look for it.
There are reasons for 4k.
Challenge, adept, they pissed me off...
Maybe you should get better and learn how to deal with slugging and tunneling?
It's not really hard to deal with slugging, just survive in chase longer than 10 seconds so your team can recover.
If you down a survivor and there is another survivor nearby on gen, you better slug and push him off, maybe get hit or another down. That's how you play better, learn how to get some pressure on survivors.
If you regularly get killers who 4k you on twelve hooks, then it says more about you imo.
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@jkingwallace123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418655#Comment_3418655
Not really because she can’t attack if she’s manifested she’s invincible
It would still be way faster to go through and demanifest. Process would need to be nerfed a lot.
And she would be new killer that ignore pallets and windows, because everyone likes that.
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@jkingwallace123 said:
Your right I guess but they need to buff her chases when manifesting she should be able to phase through windows and pallets just like she can phase through survivors but can’t attack while manifested I think that’ll be a good buff for her to help her in chases
would be kinda broken if she could ignore any pallet and window. You would have to increase her manifesting time like double.
Basically making Nurse 2.0, I don't think this is the way.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418272#Comment_3418272
I prefer Thrill because the slowdown buys time to interrupt a cleanse if a defending drone is taken down, which is your warning a totem is in danger.
A variation I haven't had a chance to try is totem defense with trap totems (Haunted Ground, Retribution, Undying)
I have three builds:
Devour, Undying, No Way Out, Deadlock
Plaything, Pentimento, Jolt, Ruin
Superior Anatomy, Bamboozle, Dissolution, STBFL
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@Zeidoktor said:
For myself I adopted a totem defender build with my SM. Instead of defending gens I defend 2 totems (Thrill and Devour). I've dodged the issue of 3- gen games lasting forever as the games I've played with it were average length (~15 minutes)
I play that a lot too, I prefer devour with undying tho.
Don't really want another hex, I wouldn't know what is devour...
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417993#Comment_3417993
Yeah. Either way, it doesn’t feel fair for boons or for drones imo
Sure, but it seems like their current code doesn't allow this.
Spaghetti code power
But it's true this is not an easy feature. It's kinda difficult to define how it works on stairs etc.
It's simply way easier to define radius and make it work on all levels.
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@FootMan2893 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418016#Comment_3418016
He has plenty of counterplay. Spine chill (or just aware survivors) destroy his stealth mechanics. And thanks to the lunge nerfs he's pretty much just an M1 killer at loops. Other and much stronger killers have pallet destroying mechanics without wasting time on mind games or the same kind of "counterplay". So why is it that an M1 killer whose sole strength is stealth map traversal has to suffer more at loops than arguably the majority of the killer roster? The only one I can even think of that doesn't have anything to counter loops (or at least assist in chase potential) is sadako, and she still has passive phasing which can result in hits if played by a skilled player. Meanwhile wraiths ability to shut down the loops isn't even basekit, it's a addon.
Because he is stealth killer with fast mobility.
He is not supposed to be antiloop killer.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417767#Comment_3417767
Again, you didn't read!!! I said the drones could attack and follow the survivor. The only bit you've answered with any merit was about bad AI. Stationary drone guarding a gen detects survivor and then follows the survivor. What part did you not get??
It's clear you're not bothering to read the post I put, so I don't feel like bothering to debate further with you.
That's stationary guard -> worse knight.
Guards can follow and attack survivors. Only thing different is guards patrol, drones would be stationary -> worse.
Knight can actually pressure multiple survivors at once, with sending his guards to far gens.
Merchant wouldn't be able to do it, she needs to walk there, drop drone and then hope someone will trigger it?
It will follow survivor for what? Survivor will have to be able outrun it. Knight can drop guard in a way where survivors can't avoid it for hit.
This is not possible with drone, either survivors can outrun it -> useless, or they can't and every trigger is hit -> broken.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416690#Comment_3416690
It doesnt bother me much, i just think to my self how stupid can you be to believe this lie that you are telling yourself.
That GG can be meant for other survivors...
Maybe some of them did good play.
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Why can't people think a little about their suggestions?
It's not that hard. There is 0 attempt for balancing.
"Hey, I don't like this killer, so what can be changed so noone wants to play him ever again."
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@FootMan2893 said:
Survivors can counter the addon too easily by just spam vaulting pallets, forcing wraith into mind games around his uncloak or just accepting the loss by uncloaking and forcing them off the pallet. Either option leading to the survivor wasting his time for free. For a killer that's not particularly strong it feels like needless counterplay that shouldn't exist. Just like the light burn effect.
No, he doesn't need it.
Vaulting is counterplay wraith has. That's not a bad thing.
Light burn was annoying, I am glad it's gone. But spam vaulting is something you can do against Wraith, it's not random item effect, it's reliable counterplay. Wraith can play around it, if survivor guess wrong, you can either destroy pallet or get hit.
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I can just use insidious to do exactly same thing.
Dredge is not even good at camping, he is M1 killer. So what's the issue again?
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It's definitely not what we need, it's simply what you want.
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@NotJared said:
Returning to address the comments: While I think the perks are still decently strong when a killer is attempting to intentionally hold a 3-gen, I'm less concerned about the perks' strength and my main argument has been overlooked, which is the gen-defense passive regression playstyles they encourage by design and the perks should have an entirely reworked functionality.
These complaints, which have overwhelmingly been the top target of complaint about the meta for the past 8 months, still persist as the perks are currently designed: they reward kicking generators, and when the killer is successful in using these perks it is not fun or engaging to go against as a survivor, in a very similar fashion to old Dying Light, old Ruin, and old Thanatophobia.
3-gen strategy is still a thing. It always was. It's simply weaker, because CoB + Overcharge were so good for it.
I have been playing 3-gen Legion build 2 years ago.
It has nothing to do with those perks. They are in trash bin. No killer (reading patch notes) cares about them.
If I want to play for 3-gen, I am going to use completely different build.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417828#Comment_3417828
The problem there isn't the addon, it's that drones can go through multiple floors in the first place which is dumb.
Like every radius mechanic in DBD.
That's code issue, not killer.
There were complaints on boons working exactly same way, but they still work like that.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417504#Comment_3417504
As later on in my post said, the drones could be in a more attacking capacity. So it won't just be a killer knowing where I am.
That's basically worse knight.
Instead of patrol, it would be stationary.
It's so bad idea... I am not sure you even tried to think about it.
She would be so useless. Basically putting trap, who is knight's soldier. You can outrun it. You can easily see it and it's possible to disarm after some time.
It would be triggered whenever survivors want (or never) so unlike knight, merchant wouldn't be always in position to follow up based on it.
Better tracking? When you have claw trap, I can see exactly where you are, how is this any better?
If you didn't notice, DBD AI is not best thing in the world. Both Zombies and Guards can be so stupid with their tracking. We really don't need more of that.
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I wouldn't do any basekit changes, but some of his add-ons are kinda broken...
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@Wilx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417317#Comment_3417317
I don't really see the comparison. Clown can't teleport from one side of the map to the other in an instant, he can't place fake palllets etc. He has nowhere near as much map pressure as Freddy.
Honestly, if you put enough time and effort in to playing Freddy while using the right perks and add-ons, he can become a strong killer. I wish I had some videos from when I mained Freddy, but I was more often than not getting 3-4k. The only reason I left Freddy was because it started to feel easy and stale.
Why play Freddy and not Dredge? Except you like franchise...
Both can teleport
Both have antiloop power
Dredge has extra mechanic, where his power gets way better and annoy survivors
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It's exactly same as before for altruistic healing.
Only M1 killers can effectively use it.
We finally managed to bring back playstyle other than tunneling and you want to nerf best perk for it?
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@Marc_go_solo said:
The exposed status needs to go for a start. That's why people are wary to go in there for any length of time. The fact the exposed status is gained so easily and stays for a ridiculous amount of time is very unbalanced.
If they were to make minimum changes, they'd need to remove the exposed and perhaps even the undetectable status and have it so the Skull Merchant can only detect survivors using her tablet thing (no killer instinct or otherwise. Undetectable could be an add-on perhaps.
Also, if the drones wanted to be more of an attacking ability, have them follow a survivor once they detect one and as long as the survivor is in eyesight of the drone it can maybe try to attack or continue to trace, allowing the killer to have a better idea where survivors are, in exchange for no 3-gen.
Finally, for the love of god fix that walking animation. No two-ways about it, it's absolutely terribly animated.
Then I can just ignore drones?
We already do it when we stay injured. It's an option, but risky.
Without exposed status, we would just ignore it. So what she know about me being there? She is M1 killer.
If I remove her drone, she will know my location, if I don't, she will know my location.
Removing exposed status from her is simply bad idea. She wouldn't work at all.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415456#Comment_3415456
They said that basekit unbreakable would not be launched last year after its ptb, the game was clearly not ready for it because killers like Twins for example would underperform massively. They need to rework such killers in order to launch it, so once that happens it would be good to go.
That system is unlikely to ever see live servers.
It was mode with Mori system to balance it, but both had mostly negative feedback.
Issue is that Mori system helped already strong killers, but weak killers had little to no benefit.
Mori system would create a new challenge, where basically killer is going to only slug and try to trigger automatic Mori in time.
It's not really fun to play against that.
Basekit unbreakable would screw Plague, Oni, Twins, Myers a lot.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417197#Comment_3417197
No it actually only slowed down 3.75%(0.25*0.25*60)
which is 3.375secs.
Funny to see an argument about how much trash perk it is
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Should soloQ get a buff to have more information? Yes
Should game be balanced around soloQ?
No
It's not really a difficult concept. You need to pay attention to what is strongest thing players can do with any feature. It's really bad idea to care only about what an average player is going to do with it.
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Forever Freddy was so annoying BHVR overnerfed the hell out of him.
I don't think anyone had issue with his basekit, but they nerfed it anyway. If they just removed slow add-ons, he would be fine.
But he is so bad now, I feel sorry for any killer that got him for daily.
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Free? It's perk slot and they have to kick a gen...
And it's trash perk. So we can agree it's an issue, but for different reasons.
Those perks are useless, any nerf that makes perk unplayable is an issue. If you don't want to see that perk, then rework it. It's not good to add another useless perk, there is enough of them.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/374303/have-you-ever-got-40k-bp-as-survivor
Although I don’t personally like matches against some killers that draw the game out by 3 gens or slugging - it does ironically ( - sometimes - ) work out for me bp wise due to the nature of my build (well, pre-update anyway). I used to run:
CoH, Boon Exponential, For the People, We’ll make it/Built to Last/Streetwise
The amount of value I got from CoH and Expo as well as my ability to self heal to apply for the people numerous times meant I would sometimes get a decent number of bp - above 35k on some occasions but now there near 40k.
I’ll just say that in the matches above, the killers were probably not as experienced so kept trying to slug and not realised boon expo. So probably not a high tier killer - which is fine cos I’m not a high tier survivor either! So this isn’t a brag, just context that at my MMR level, I’ll be stomped 29/30 matches and have a wonderful and epic escape on the 1/30.
off topic, but I really used to love that build! I still partly use it! When all the stars aligned, I have the ‘full combo’ special move of my build which I’ve only done a handful of times:
A team mate on hook, another slugged at the foot of that hooked survivor and another being carried by the killer. I’ll go for the unhook making killer come toward the hook to put them on it - unhook, drop a flashbang so it blind saves the carrier survivor and the quickly apply for the people on the slugged teammate and then scarper the heck ouf of there!
Btw high tier killer doesn't mean high skill player.
When we talk about high tier killer, it's about killer as a character -> nurse, blight, spirit
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@GolbezGarlandGabrant said:
I've come close in an extremely long, drawn out match against a Legion.
I think I heard Otz say yesterday that the closest he got was just 300 points shy of the 40K which I think he said was the equivalent of 1 more self heal.
He managed to do it today with survivor (against Nurse).
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@Seraphor said:
Getting 40K as killer isn't really easy either. You can get close to 40K very easily as killer, but in order to hit 40K, you need to score all 12 hooks and have two of those during the end game collapse... That's not easy, and if you're in EGC, you're not likely to score those last two hooks.
I haven't really tracked my games BP, so I am not sure I ever had it even as a killer. I know 30k is not an issue tho, can't say same for survivors.
It simply seems weird to me, they increased maximum BP, but it's near impossible to get it, what's the point then?
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@Carth said:
Survivor depends on the killer to get many of their bloodpoints. Healing/unhooking/chase/pallet stuns. Almost everything outside of gen repair is really tied to the killer doing something, and if you stomp the killer/get stomped/the killer is tunneling/the killer is camping/the killer is afk you will unfortunately be in a situation where you probably max out bloodpoints for gens and have nothing elsewhere.
Perhaps a system where points aren't as reliant on killer actions? I'm unsure how such a system would work or if they could just buff BP acquisition for survivors across the board but it wouldn't help in a situation where you find yourself mostly doing one thing all hame. Also to answer your question I dont think I've broken 40k on survivor
I think issue is that when you play efficiently, you don't get to do every action. You often either have more chase, or more gen time. Other survivors can be in better position for unhooking etc.
Killer simply has to do everything. There is no another killer to "steal" your BP.
I think some sort of hybrid system, where you also get BP in "assist" actions as survivor would be nice. Basically make it so you don't have to do everything yourself. It kinda doesn't make sense. I wouldn't go fully for team based BP, but some hybrid system would be nice imo.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416142#Comment_3416142
Well the point of the post was more that items by themselves are pretty meh outside of medkits and flashlights. So you need good addons to make them good not even op and thats the case for toolboxes, keys and flashlights. On medkits you basically have to use rare/ultra rare addons (because everything else doesnt change much)
I simply use brown medkit...
one heal is usually enough for me anyway.
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415591#Comment_3415591
Topic was what items are good for survivors...
Have you ever tried Blood Amber with key? It's really good
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416553#Comment_3416553
And... I'm not saying that should be possible either lol. If they don't rework him by then, I feel like they should give a special locker mori with those add-ons. Yet that didn't happen which is kinda dissapointing.
However, this is about killer adepts and dcing shouldn't rob you of your adepts nor Evil Incarnate.
achievements should not be possible to get for free.
if DC did count, then it would be so easy to get. Just shamelessy tunnel from first hook and you will get it. Wow, so hard.
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416470#Comment_3416470
Okay.
But they shouldn't be gatekept by people dc'ing.
You think this is hard? Try Evil Incarnate, where survivors can simply jump into locker and you will never be able to mori them. That's gatekeeping. I had to wait over 20 minutes before he got out of that locker.
So what some survivors DC? It depends on your playstyle. Adept is easy when you tunnel from first hook, but there is high chance survivors will DC.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416513#Comment_3416513
Tbh we already have a lot of chase killers
So what? You just need to add some cool gimmick to it. We have killers for all possible categories:
movement: Hillbilly, Nurse, Spirit, Blight, Wesker
stealth: Wraith, Shape, Pig, Ghost Face, Onryō
chase: Cannibal, Demogorgon, Oni, Twins, Knight
ranged: Huntress, Deathslinger, Plague, Executioner, Trickster, Nemesis, Artist
anti-loop: Nightmare, Clown, Cenobite, Dredge
tracking: Doctor, Legion, Skull Merchant
defensive: Trapper, Hag
some killers fit into multiple categories, which is where killer design start.
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double pip adept got easier with resets, but 4k is way easier than red ranks adept before. You had to basically get 4k without using your power for iri chaser.
Achievements are not supposed to be easy.
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are you speed run dying on hook? What's your record :D
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410904#Comment_3410904
Even when I'm in a 3 stack and we get a miserably terrible random we usually average at least a 2 out. It's very rare that we get 4kd, even in just a duo being able to communicate who gets a unhook and where we are being chased leads to a much higher escape rate. If the game were balanced around solo we'd probably only lose to cracked blights and the occasional nurse. That doesn't sound very balanced to me
I don't think game should be balanced around soloQ, that's simply bad idea.
We can buff soloQ in a way that SWF is not affected (or little), but not really balance killers around them
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I like spawn system, it would basically fix random "genrush".
Corrupt and totem are not needed and would make game harder for new players, which is not good.
-DS works only if killer doesn't know about it, so not good.
-I would like to see command system.
-I talked before why it's bad idea, lazy to do it again.
-bad idea, removes lot of pressure. Survivors would often insta unhook, which sucks. What's point of basement? There is better fix for camping.
Gen changes make it really overcomplicated. They can do them up to 200% faster and need less of them? It doesn't make sense for lore at all.
So basically: spawn + commands yes
Camping different fix
Rest is bad
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414818#Comment_3414818
Seems dumb enough, tunneling and camping is fine and doesn't need any changes.
It's fine if used as a tool. It can be used based on current situation.
It's an issue when you have players going into the game with this in mind. Tunnel and camp are hard to deal with, if used from first hook.
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Face camping from first hook sucks, face camping end game is understandable.
So far best system I saw was that after 5 seconds from hooking a survivor, killer can't use his power unless in chase 10 meters from hook.
I would also remove grabs for unhooking.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414613#Comment_3414613
And should that factor in killers camping and tunneling? Because then its unbalanced, against solo camping and tunneling has a way higher kill rate i would suspect. So one could argue, the balance is off in favor for the killers.
But i think devs balance around killers as a whole, and the ones that dont camp and tunnel in conjunktion with swf drag the kill rate down enough.
It includes everyone. Except DC games I think.
Highest kill rate had Pinhead with 60%. Rest is between 60-50%. I think Trickster and Nurse were under 50%.
So if you think tunneling and camping is increasing kill rate that much, then it can't be simply nerfed.
Kill rate is currently on correct %, so if you nerf it, then it would get way lower.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410121#Comment_3410121
So, just out of interest, how much kills should a killer get on average if the game was balanced?
BHVR wants 60% kill rate
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414137#Comment_3414137
Why do you care if they complain? You ( not personally you but killers who scum) don't care if the game is not fun for them but if someone vents about being bleed out you don't want too see it? I'm supposed to care about your forum viewing pleasure?
I just find it interesting, how everything is "bad" for survivors, acting like poor victims.
There simply have to be way to win, otherwise it's not really balanced.
Well, lot of killers do same, but I feel gen rushing crying was made up to simply combat tunneling crying.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414127#Comment_3414127
The killer experience shouldn't have to feel clunky and terrible, just so the survivors can have fun. Why should the game have an aim dressing mechanic that can steal hits from the killer? Why should the game have purposely garbage FoV? Why can't killers ever get updates to make the killer experience feel better, by fixing these garbage mechanics?
I am killer main and killers I consider clunky are Deathslinger and Twins, but that has nothing to do with survivor's techs.
If anything needs to be changed, then it's to add an option to turn off auto-aim. Not really remove things from players.
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@LuthirFontaine said:
Killers are free to do whatever but don't expect survivors to complaint your amazing camping or slugging skillz
I don't really camp or tunnel. At least never from start (going into the game with plan to do it).
I use it only to punish survivors.
If I see they ignore teammate on hook, I will go there to wait few seconds. They wanted to do gens instead, so I get free hook stage.
Unhooked teammate and went hiding? Why should I care, if they want me to chase them, I will gladly do that, but I am not going to ignore survivor just because he was hooked before.
My issue is that I see survivors complain on every strategy killer can use and it just doesn't make sense to me. It's impossible to balance this game on 12 hooks games.
They basically did it with killers too. You had Nemesis, Cenobite, Artist, Dredge almost in a row and there was lot of complains on antiloop killers, because holding W is not fun. To be fair killers were saying same thing :D
but what is alternative?
Stealth killer? Yeah, Onryo ended really well... (mostly disliked by killers, weak unless you go condemn build)
Defensive? Knight and Merchant are probably two least popular killers right now
Speed killer? Wesker was definetly a success, but this is hard category, because most concepts will be worse Blight.
If you do any side objective killer, it will be soloQ stomper -> Pinhead
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414011#Comment_3414011
Yes. Remove it all..
1) Remove aim dressing stealing hits. Don't yank the camera unless the game will register a hit on a survivor.
2) Remove survivors going past the intended turn rate.
3) Fix grab validation, which BHVR admitted wasn't implemented properly, and would be addressed eventually.
4) Give all players more keybind options, so they can choose which action to do.
5) Fix sound occlusion, because it's overtuned and doesn't make sense half the time. Fix survivor footstep noises so they aren't deleted (earlier than intended) by sound occlusion or by certain floor materials.
6) Fix Nurse's chase music volume, because it's way louder than the previous chase music, and definitely louder than the average chase music
7) Fix survivor noises, so some survivors aren't near silent by default.
8) Fix grab validation, because BHVR admitted the current implementation needed work, and would be addressed eventually.
Fix all the unintended stuff, instead of just having laser focus on what killers are doing.
Yeah, because they are not losing players fast enough....
This would piss off so many players, on both sides. For basically no reason.
Just let people have some fun, as long it's not game breaking, who cares.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414000#Comment_3414000
This post feels as entitled killer main who needs to explain itself... I dont know if i should laugh or cry.
Yes, to win every gamę, especially in higher mmr killers have to tunnel and camp, but this is bad design, and not killers option. Those are problems that have to be addresed by the devs so that killer will be on pair with squad of four but camping and tunneling would not be possible. I bet that after such changes even You would find yourself there, maybe not right away since camping would not be possible, but after some time, after realize that You not only can't but also dont need to camp to win a game.
Tbh. But it may be because of my low mmr, without camping and tunneling, and sometimes ignoring certain survs only to do 8h before killing, im still getting mostly 2-3k. So it is possible.
And im trying to use Holder rule. I'm not doing things that i dislike.
Everyone is making mistake, but because of one mistake at the start of the game im hanging on a hook for total playtime of 2min? This is bs, i call it bs and i mean it. Everyone is making mistake and only because i did it earlier i cannot play the game i payed for. Game should give players ability to correct their mistakes and learn. This is what i do for others and would be nice that others would do that for me, but i'm talking here about devs, they should change some aspects of the game its their responsibility for players to enjoy the game in other ways than camping or bullying.
Everyone is making mistake and only because i did it earlier i cannot play the game i payed for. Game should give players ability to correct their mistakes and learn.
Yeah and I am supposed to be entitled? lol
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413982#Comment_3413982
I want the game to have consistency, instead of just being "let's balance the game based on the number of complaints".
As in "lots of people complained that Blight can bypass the intended turn rate, so nerf that".... but "not enough people complained that survivors can bypass the intended turn rate, so that can stay".
I want the game to have consistency
ok, then we need to nerf all techs. They are something not intended.
Doesn't matter if it is done by camera angle, DPI, or movement.
I am sure it would end well and definetly not piss of most players. But for the sake of consistency.
There will also be need to nerf lots of perks. Because when this any perk get nerfed, then all perks that does something similar needs to be also nerfed. For the sake of consistency.
Who the hell do you care. Blight has still more than enough techs to have fun with.
Wesker techs and Blight techs are way stronger (practical) than Oni's flick. It's also his only tech.
So if you want to have "consistency". Do it properly. Let's remove everything that wasn't intended, what could happen? Right?
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413978#Comment_3413978
I don't think so. Bringing dynamic playstyle into the game is something that seems interesting. Every game is gonna be completely different from each other if perks were picked in particular order.
It's not really dynamic. It would remove any possible diversity in perks.
Hexes would be completely useless.
There are interesting builds that can work, for example Spirit fury + enduring, I love to use it on Legion, but once you use it, survivors tend to predrop pallets. Your system would make it useless from start.
So what perks you would see? Basically exactly same as you do now. It would force you to use those perks instead.
Mainly reassurance. Just that existance of that perk decreased number of camping quite a lot in my experience, it's rare to see 5 gen camping. That would be different, if killer new for 100% it's not in the game.
Same for unbreakable, all survivors are getting value just from existence of that perk. Used to work for DH and DS too, but killers don't respect them now.
Your system would mean, you have to use it. You wouldn't be able to use lot of situational builds. Those few perks that would get better? They wouldn't, because noone would bring those perks for them, because they could get hard countered. So not worth it at all.
So you would see only current meta perks, without chance to see anything different and you would get punished for not using them. So healthy for the game...
If it was author idea, then survivors would also see killer and addons, then it would be complete BS.