DaddyMyers_Mori
DaddyMyers_Mori
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@tech said:
if she's kill switched how she gonna play chess?
Just play Twins for chess
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@Phyrqc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493285#Comment_3493285
That is not an "M1 killer"problem. All special attacks are affected all the same besides Wesker's.
Yeah, try to pick him up when I yeet that survivor on other side of the map.
But it feels kinda bad for most killers, mainly if you downed survivor after vaulting away and there is nothing you can do stop them.
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I can already tell, but there is not really in game counter play to prevent it.
Well, there is same way as against old OoO, just tunnel the hell out of someone.
Then you have time to use "counter play" and bloodlust everyone.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492830#Comment_3492830
Since I bought him. He was the first killer I boight right when I got the game (got the SH chapter). It's the only killer from among them all who I struggle with to get 4K. Even getting 2 hooks on each is usually impossible. Sure, you can tunnel with him, but it's basically a M1 killer with no power. The trails can be ignored extremely easily, his power gets so telegraphed that the survivors have it easy to dodge, and yeah, his addons are absolute trash. And as survivor, up tho this day, the only times I have died against a PH is because it's end game, he got 1 or 2 hooks, and i felt sorry for him so i just stay until the entity kills me... Like, seriously when I play against him the most he gets is a kill, and I'm not in any way a good survivor...
Even Oreo as she was before the neft was better killer by far than PH. Even trapper gets me more 4Ks than PH
Nothing against you, but seems like a skill issue.
PH is very far from weakest killer. He is considered low A / high B.
His main issue are his addons. He has basically range addons. That's all.
He is very hard to master. If you want to be somewhat competitive, you need to learn how to flick. He has probably hardest flicks in the game, at least for me tho.
Not only you need to be good PH, but you also need to know maps very well and learn how survivors are going to react to your power. He is easily one of hardest killers to master.
But if you are good, you will stomp.
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@CyberianFaux said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492898#Comment_3492898
I concede it can eliminate thinking through what gens you do unless the killer holds a four gen. I do like the idea of the information being provided even if no one uses it as you suggested regardless of other changes. Mind you, not all killers can hold a 4 gen, just the strong ones. Even Skull Merchant falls just short of being a 4 gen killer as one drone pickup would break that strat now. Perhaps my idea is too simplistic but it was the first one I could think of to address all possibilities but that also means it probably overshoots.
A very bandage fix type of way of using my idea is to just add the mechanic to Skull Merchant directly so it functions when she is in the match.
It would work with basically corrupt base-kit.
So you force survivors to deal with stronger gens at start of the game, but make it possible to win in late game, if they didn't break it early.
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@CyberianFaux said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492877#Comment_3492877
Those are very fair arguments. Thank you for trying to see one of the specific situations I was talking about is almost impossible to break yourself. While I may not agree that information being provided would be enough to fix it (for instance the hud update is still not utilized by a large portion of the community properly), I just think it is important to do something about the possibility and any option is better than nothing.
It doesn't matter if players use it or not. There just needs to be valid options.
I really like HUD icons, it's great tool that improved soloQ a lot imo. But you need to pay attention to it.
Your mechanic has one kinda logical flaw. Why have strong gen spawns when you can ignore them in each game?
There are weak and strong gen spawns on basically each map.
You should keep weak gens to late game and focus strong gens early if possible, when survivors are at their strongest.
Your mechanic makes it so you don't have to care at all about what gen you work on. Even if you screw it, game will fix it for you.
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@CyberianFaux said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492823#Comment_3492823
How can you break a 3 gen by yourself if the killer is guarding it from the start of the game? I seriously don't understand how you expect to do that while being the only one inside the 3 gens being guarded so killer just focuses on killing you out first. This isn't a 1v1 game and survivor isn't designed to be able to do that with the killer.
If killer is holding 3-gen from start, then you have to hope you were lucky and other survivors know how to beat it, but that's unlikely.
That's more of an issue of soloQ tho, same as camping and tunneling against soloQ.
But wouldn't better fix be buff for soloQ rather than nerf for killers?
There need to be tools for players (information), if they fail at using it, then it's skill issue.
Your mechanic is basically baby sitting.
I would like to see chat wheel for example with some premade options. Easy to use and quite effective.
Other methods are flawed. Chat bar wastes time, you will lose many games for it.
Voice chat will not be used by most and abused by others (time to mute everyone).
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492248#Comment_3492248
True af. Pyramid Head is for me one of the weakest killers in the game as well...
Also, considering that the people at BHVR says trapper is in a great spot and needs no buffs tells you everything you need to know
Pyramid head? Weakest?
Since when?
He has one of worst add-ons, but he is not weak.
PH mains who know how to flick are really annoying to deal with.
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@CyberianFaux said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492807#Comment_3492807
Counter argument: most players are solo queue and you cannot account for 4 separate people to try to break 3 gens. You also have to account for the only people knowing about the upcoming 3 gen being the ones chased so they can't break it.
You can do it yourself, no need to rely on other players.
We finished one gen on this side, so it may be good idea not to work on another gen, but instead walk to opposite side and work there.
Start with center gen.
Know some map has evil 3-gens, try to break it as first gen (saloon, RPD).
I would say it's more about knowledge and paying attention (finished gens location). You don't need SWF for this.
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What about fix base gen spawning instead?
So survivors still have to use some brain and spread on gens.
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Just be happy you didn't have to deal with old keys.
That was annoying to deal with.
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Dh is absolutely free on many killer powers, and any lunge attack.
Noone respects it first time unless you make it really obvious...
If you can't get that in 0,5sec window, then something is wrong with your reaction speed...
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492770#Comment_3492770
Define a normal DBD game before Skull Merchant and Knight got introduced please. You wouldn't even think about a killer three genning from the very start of the game.
I have been using 3-gen two years ago...
The hell you mean, it just wasn't main stream strategy.
People started to use 3-gen with CoB release, because it made it easier.
There are many maps where I simply refused to leave part of it and played around 4 gens.
It's nothing new.
It also wasn't used that much, because ruin pop was a thing that made you travel around the map to different gens. Also gave you usually enough time.
First good 3-gen build was with Nemesis, because you got Eruption.
That with Oppression, Jolt, pop was quite unique build that wasn't used at that time.
I have been playing that with Wraith and Legion a lot.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492745#Comment_3492745
You can DC if you're being held hostage in a corner. Give the killer the win. That's also a form of giving up.
That's DC for penalty.
Just dying on hook, or bleed out are normal results of any game.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492520#Comment_3492520
Maybe not fall for an easy to predict Dead Hard? Maybe accept defeat and end with a 1K by tunneling the person on second hook? I don't know, holding a game hostage doesn't sound like winning.
What a hypocrite...
Accept defeat?
I can say same for survivors. You didn't manage to break a 3-gen, so just accept defeat and let her kill all of you.
But you don't like this option... It's not hostage situation, when you can give up.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492095#Comment_3492095
If people dc on average in X amount and against specific killer X times 4 amount, you can be sure there's something specific to the killer that makes people DC that much more specifically on that killer.
Same goes for last game and same goes for dying on first hook.
You can expect that people will actually complain about the reason why this abnormality happens (say if she had game-breaking bug that kicks players from game, you would see many posts about it). And this is in fact already true - see the sheer number of threads about deleting/changing the killer with so many replies (like this one).
There's just no other viable explenation why would people DC more against her (random chance would be so astronomically improbable, that you can win lottery much easier), then what you can see in all these threads - that she prolongs the game by insane amount. Just show me 1 other plausible explenation that would explain it considering all the feedback that is given. But you can't. Because there needs to be reason why it's always SM that has so many DC's instead of say Billy - or Knight for that matter. There's no other feedback then people saying she is insufferable.
Killswitch under these conditions makes perfect sense - the killer is doing more harm (to whole survivor population), then good (to a few killer mains that enjoy her). This is perfectly reasonable response to the issue at hand - limit the damage to the game
She is not broken. She works as intended. If it is good result or not is something different tho. It was mistake to release her right after Knight imo.
Players DC because it's boring for them and they don't want to play against it. Not really difficult concept.
Is it an issue they should fix? Yeah
Is it something to use kill switch for? No
Skull merchant currently is not strong enough for simple nerf. She is far from that. She need changes that would decrease her ability to hold 3-gen and buff her lethality.
But I don't believe her core power is beyond saving.
They will probably screw it tho.
You see her doing it more for simple reason. It's easy...
She is not really best at holding 3-gen, but it's easiest for sure and other killers have other viable playstyles.
Legion or Wraith are great for hit&run for example. Wesker is overall strong killer, who doesn't need 3-gen.
I managed to make her work even while playing normal way, but you need to make some effort for it to work. I rather focus on early slowdown than waiting for 3-gen lock. Well, if they got to one gen and didn't remove 3-gen, then sucks to be them....
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492369#Comment_3492369
Sorry, but I have yet to see a game where there are 4 live survivors that can't fix all the gens in 30+ minutes (counting all the killers you mentioned). Provided we are not talking about skull merchant. Like sure - there's knight that can come semi-close to it, but he's still weak in comparison.
Huge difference is, that you can actually dodge legion's hit (FoV tech, pallet, locker, 360, etc) or even if you don't you can still fix the gen while being injured and for some time also while mending. You can also hide next to gen while legion is not in frenzy and so on. His kit is just bad in comparison to SM in holding 3gen. Like he can postpone the game, but not keep the gens at 0...
Hens showed game when Wraith did same thing, but it's true Eternal team destroyed him later. But I wouldn't say that team before was bad...
Thing is there are killers I can hold 3-gen and win against most survivors and even SWF.
Only difference is skully has lower lethality. I am going to win quite fast with any of those killers. Well, fast compare to skully.
It's harder with her, because you will win only if survivor made a mistake. If they all play save, you will have tough time.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492273#Comment_3492273
The Skull Merchant hasn't even played DBD for one thousand hours. You could tell they were inexperienced by silly mistakes throughout the game even though all they had to do was patrol generators. That's the only reason Team Eternal won. They wouldn't have won no matter how much they prepared if the Skull Merchant took advantage of them all being injured. Did you even watch the game where one survivor pulled off a easy dead hard?
Prestige 100 doesn't equal experience anymore when events like Bloodrush and the 7th anniversary just recently happened. Getting Bloodpoints isn't a problem anymore. Prestige one hundred isn't a flex anymore.
Also, make sure to send some tips to KnightLight, seems like you know exactly what to do in such situations. They don't need to practice against a low tier killer if they can handle the best. KnightLight went against that Skull Merchant as well, that's why the Skull Merchant made fun of him and then KnightLight called them out. It's not like they've never been against a three gen Skull Merchant.
I don't really need to send him tips. They did figure it out in the end, so next time they will just do it from start.
I play Skull merchant quite a lot, that's why I know what works. I simply remember what was annoying for me, when survivors did it.
How exactly you want skully to punish them for being injured? She is M1 killer, they are all top tier survivors and won't get downed easily. She didn't have any hooks except on Dan.
If Skully tried to commit to chase, they would finish gen meanwhile. Mainly when they were baiting on Dan, who was using MFT.
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@NurseJoy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492278#Comment_3492278
You need to be so for real, clearly you don't know what holding the game hostage means either - It's when a player will hold out a game for a long period of time to the point where the opposing side can't do anything else but lose in order to get out of the game. Before end game collapse, survivors would hold killers hostage in end game by continuously staying in the game until the killer finally DC's or actually manages to get a kill.
Exact same situation with skull merchant, SM will actively patrol 3 gens and not commit to any chases or hooks in order to stop the survivors from completing the gen and in turn keeping them hostage until they either DC or just die intentionally.
That's not how the game was designed to be played, killers are supposed to KILL. SM simply keeps survivors held hostage
No, losing is valid way to end the game. You just don't want to do it.
It's hostage situation when DC is your only option. When you are blocked in corner as last survivor, that's hostage situation. You can't do anything about it.
3-gen is not hostage situation. You can attempt to break it and either win or die.
But if you go hide into corner, then you are not better...
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492278#Comment_3492278
Being capable of forcing the match to reach the server shut down time? That is a hostage situation.
That's why the devs have made a public statement regarding SM changes.
Not really, survivors have option to give up and die at any point of the game.
Hostage situations is only when only possible way to get out of the game is DC. For example blocked in corner as survivor etc.
3-gen is not hostage situation. It's both sides refusing to lose.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492278#Comment_3492278
Legion is perfectly fine. You can't have 30 mins game against him if you are actually trying.
I just can't say the same tging about SM. She is one huge problem right now
I can't? Of course I can, it I want to.
I can simply focus on mending anyone who gets near gen to get same effect as merchant.
Wesker, Wraith can do same thing.
Issue is that skull merchant has problem to actually end the game. All of those can easily hold 3-gen to win, but they are going to actually down survivors because of it.
Legion used to have exactly same issue, that's why they made it, so they can down survivors with his power.
Merchant doesn't do that, because she can't really. She is M1 killer only, unless she goes double purple add-ons, but those won't really hold 3-gen.
They figured out counterplay against it and it's same as Legion. Just stay injured.
Which is even easier with MFT, resilience meta...
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492315#Comment_3492315
This is technically a bug as it is a flaw in the killer that is allowing normal game-play to be broken and exploited by people with bad intentions. I understand very well. This was never an intended mechanic, I have no doubt of that and it is being used as an exploit to troll others and ruin their fun.
Well, you clearly don't.
All things that allow this work as intended.
Which mechanic doesn't work as intended here?
Dropping survivor to give wiggle progress?
Perk that makes gens harder to complete?
It's not about features, they work as intended. It's about players. If I want other side to suffer, I will be able to do it on both sides.
Is head-on supposed to be kill switched, because you have groups ignoring gens and just staying in area with many lockers?
No, it's not about perk. It's about players.
If you want you can use new perk from Cage and bleed out somewhere in corner of the map...
Or all survivors stay injured and swarm gens. She can't stop all of you like this.
You can break it....
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@[Deleted User] said:
I would also prefer they kill switch her. She isn't fun to play, nor fun to play against in her current broken state. She's purely being used to hold the game hostage, and the devs know it.
She is quite fun to play as, if you like M1 killers.
She has many similar aspects to Legion imo. I enjoy both.
People should really learn what hold the game hostage means...
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491348#Comment_3491348
That the BEST (huge emphasis on it) team (scary coordinated SWF killer mains tend to complain about) STRUGGLED WINNING (after winning lots of tournaments) against a INEXPERIENCED (very big emphasis on it) Skull Merchant holding the game HOSTAGE with their DESIGNATED THREE GEN.
If the best team in the world barely got an escape from an INEXPERIENCED Skull Merchant main, think about their effect on solo queue.
They themselves said they didn't prepare or practice on skull merchant and just kept testing how to counter it during the game.
Next game would be way faster. You could see panicking gameplay from Skully when they just stayed injured and focused all gens.
Btw since when is prestige 100 inexperienced?
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492180#Comment_3492180
Any 3 gen can be broken against a non SM killer, excluding map specific examples. A 3gen on a map like macmillan or coldwind will get broken without extending the match by 20 minutes. Solos can do it, sitting on gens isnt hard.
I can lock it with other killers, where most teams will not be able to break it. Difference is other killers are more likely to actually end the game.
Skully will lose, if she commits.
Game Hens showed took so long simply because they didn't prepare and were testing strategies. Also played by tournament rules and didn't duplicate perks...
They would end second game under 20 minutes. It was kinda funny to see panicking play from that Skull merchant when they figured out to just play injured and focus all gens. There is not much she can do about it.
I had so far only one team doing that, most survivors are not confident staying injured for some reason.
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So survivors want to be allowed DC from actual game, but dodging lobby as a killer is bad?
I usually watch second monitor, so I can't be bothered, but when I play some random killer for challenge, I simply don't want to deal with clearly sweaty games.
4x same item? That's a no
Multiple same skins? That's a no
Multiple high prestige? That's a no
When I play my main killers, I don't care, but I am not going to play against this as Pig, or Billy (daily killer example).
If I don't want to play against it, I won't. I will just DC on loading screen, so you will have to wait even longer instead.
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So you want Dredge on steroids...
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So survivors screw it, killer get snowball and they get free second chance?
It's not that unlikely situation with few killers, like Oni, or Plague. Some other killers with Infectious Fright...
You realize I can just walk behind one survivor and insta down him when another survivor gets picked up. Funny is I can't even down him, if I want to end the game, because everyone else would instantly pick themselves.
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@Xord said:
Leave the perk like that, I barely see it anymore at high MMR and rarely makes a difference anyway.
The people who have a problem with MFT are usually the ones who had a problem with reworked dead hard, cause skilling is hard.
Or you are not high MMR?
I see it regularly in my games, but mainly in streamer's games.
Unless you want to tell me your are better than Otz or Ayrun... But that would be hell of a claim.
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This seems fine to me.
Better counterplay, less punishing ignoring drones (exposed duration) while also better in chase for more playstyles.
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@Smoe said:
I mean they're already working on fixing 3 genning from across the board, i don't see the reason to also change the killer as well with the issue in mind.
If I remember correctly they said, they are working on both (3-gen and skully)
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@XimaXNL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489602#Comment_3489602
The reality is almost never that black and white as you say it is. What do you base it on that certain modes will be forgotten in 1 week?
i think the player base is big enough, there are many options to maximize both. For example the modes are open for a fixed amount of hours when the most players play for example. My idea isn’t bulletproof, just trying to think outside of how the game is now.
the game is asymmetrical and with 1v1 it’s not. Then it would be just a chase mode. With the same perks, survivors don’t stand a chance. The game with 4v1 is about teamwork to get the generators and escape, while helping each other. 1v1 has nothing of those elements, just escape. But how?
I wouldnt mind 1v1 to be honest but the classic game isn’t what it was a few years ago. So in order to grow the player base it needs fundamental changes. If only they add voice chat, it would be much more balanced.
They need to make BP incestives to have decent queue times. Can't even use strict matchmaking.
You think extra modes that are going to split player base even more is a good thing?
How do I know it will die? Common sense is good start.
SoloQ won't really care about this, basically same. Killers will want to play mainly against soloQ, just so they can chill more. Which means way more killers than needed -> queue times go up.
SWF also won't really change itself, but their games will get way harder and longer queue times. You would have only desperate killers that don't want to wait, but they will bring strongest stuff, because they know it's SWF against them.
In end everyone will get back to normal, just so they have better queue times and get to actually play the game.
1v1 is not about escape, it's about having longest possible chase. When you get downed, sides switch and you play killer, then better time wins.
It's quite fun imo. I would love to see that as mode.
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@XimaXNL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488731#Comment_3488731
It’s hard to say what will happen. But keeping it the same and constantly changing perks/powers is not gonna solve it. Because of voice chat the game already fundamentally changed.
wether you like it or not. In my opinion they should go through with it and make more changes.
1v1 could also be a good idea but I doubt it will feel like dbd instead of a different game.
with seperate mode it will end the discussion of OP killers vs randoms or killers vs bully squads.
No it won't, those mode will be forgotten in a week and everyone will go back to classic DBD.
I don't know about you, but I don't want to stay for an hour in queue time in soloQ mode as a killer, same for SWF.
I also wouldn't want to play each game against SWF, that would become sweat festival really fast.
In the end everyone would play current DBD.
Ranked / classic modes are pointless for DBD.
1v1 would feel like different game? How so? You get to have 100% chase. Great way to practice too.
Players there would be able to play both roles, so wouldn't be that big deal for classic and there is only one queue line.
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@1ettuce said:
For anyone willing to answer, would you care if they simply buffed solos to have easier access to finding each other to heal? Because that's pretty much all I want in regards to this
Passive bond would be massive buff to all survivors.
As long there are perks that encourage you to stay injured, then any buffs to injured state are also not really good.
Only thing in this aspect I would try is kindred effect (only survivor aura reading) whenever is someone on hook. That's basically point where soloQ needs most help. So you don't have multiple or no survivors going for unhook, you can also remember where are other players. Still buff, but not that massive as permanent aura readings.
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@Yatol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488735#Comment_3488735
The devs themselves have stated it in the past, also the test period where bloodlust was temporarily disabled.
Yes, I was playing at that time.
There was a weekend where bloodlust was turned off. Later they buffed bloodlust instead, so that doesn't seem as want to remove result...
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Just make it so there are not random invisible hitboxes near objects, so you don't get into tantrum.
I have a chainsaw but some branch I can walk through is able to trigger my tantrum...
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@Yatol said:
The Devs are planning to remove bloodlust, making it more impactful is the opposite of what they want.
Where did you get that?
It doesn't make sense, when they buffed bloodlust in patch 6.1.0.
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@NoOneKnowsNova said:
I'd presume the play testers have the most hours...no clue how much however.
Well, I guess they prove high number of hours, doesn't make you good at the game...
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Oh right, because queue times wouldn't be an issue at all.
Why are new game modes for DBD a problem?
That's simple, normal games like Dota, CS etc. has single queue line per game mode, because teams are same on both sides.
That's not true for DBD, each game mode will create two separate queue lines, where everything collapse when either of them has not enough players.
I wonder where most killers will want to play and where will survivors want to play.... This simply couldn't end well.
You would always have to keep original mode as basically safety net where everyone will return after any new mode dies in a week.
Only mode I would like to see is 1v1. That wouldn't be hard to make...
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Stacking gen regression, nerfed
End game builds, nerfed
Camping, nerfed
3-gen, best perks nerfed, will get nerfed more
Hit&run is supposed to get nerfed too now?
You really want to get tunneled, don't you?
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Worst is when it is somewhat balanced and neither side have 100% bonus.
I simply can't be bothered to play at that time...
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Adding perk slot would be massive buff for survivors.
Basically they get 4 extra effects vs 1 killers.
This game balance is screwed enough already.
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@jayoshi said:
They don't tweak/nerf based off of popularity. They tweak killers based on their kill rate. If that was the case then the Twins would be massively buffed. They like the kill rate on the Twins, so they are going to keep them the same even though hardly anyone plays as them. They also said that about Trapper too even though a lot of people think he needs a buff. They have said they like where his kill rate is currently at.
So if we get a Wesker nerf, it's not because of his popularity - it's because of how many kills on average he gets. If it stays at a nice rate, then no need to worry. If he gets too many kills easily, then he is clearly OP and would need a tweak. IMO, I don't think he is OP and I don't see them reworking him. I could see them doing a tweak here and there to some of his add-ons
Well, not like that's good approach.
But they improved at it a little. If they were sticking to kill rate onli, then Nurse would never get nerfed.
But they also said Trapper and Myers are fine with their kill rate, so here we go again...
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Not like it matters...
It's based on only kills/escapes. That's simply not relevant, mainly for survivors tho.
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Slugging only during 3-gen sounds fun...
Add Thana for even more fun.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487182#Comment_3487182
Everyone has access to Fearmonger, as it Mindbreaker swapped to it when the Stranger Things perks became general perks. If you think the Survivors are all bringing the newest expansion perk, and the Killer doesn't have access to a general perk, you are complaining about matchmaking, not the perks.
As for middle of the road Killers, they start to learn some of the basics of selecting perks. Maybe they go multiple slowdown, maybe they try to balance Intel/Lethality/Slowdown, but they pick what they find makes their strengths stronger, or the weaknesses less vulnerable.
You keep talking about stuff I already addressed, so I don't think you are actually reading what I write. Best I can tell you are trying to reply spam me into submission, instead of engage in a conversation. So you win I guess. If you want to not skip over things I say or already said, then maybe I'll bother responding to you in the future.
Edit: It deleted the quote for some reason.
And you keep talking about things I have already addressed too.
Fearmonger is not counter to MFT. Its 5 seconds, not really hard to get rid of it during chase. Most loop have check spots. Guess what you are doing there? Standing.... It also makes SB better, because it gives survivors easy way how to 99 it every time.
Killer has access to 4 perks, most of killers simply don't have room for random exhausted perk. That is going to bring little to no value. It will make you lose more games instead, for lack of slowdown/information.
Only killer that has somewhat decent use for fearmonger is Knight, but even there it's not best perk.
And killers that have room to spare (top tier), don't need to deal with MFT.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486061#Comment_3486061
You can't just take a quote out of context, especially when the next thought within the same paragraph was "That isn't even going into add-ons so I'll check the 'countered' Killer's add-ons now." That is why I said what you did was being disingenuous. You didn't even have to change paragraphs for me to explore what they had access to, in order to deal with issues.
Hag shoe - Fair enough, on it being a meme. However, if you want to discount Hag shoe for being a meme, then why bring up T1 Myers? That is a far larger meme than Hag shoe. That is unless you were talking about perma-T2 Myers, which I don't consider a meme barring bad Myers maps (Autohaven and other open maps).
Knight - Purple in terms of rarity is fair, but not optimal? I'm sorry but what other add-ons does Knight have going for him other than Map of the Realm, and maybe Dried Horsemeat? Again the idea is everyone else goes down no problem, it's just MfT allegedly destroying him, so the purple hard counters that.
As far as MfT I 100% think the Endurance part should be removed, or even better put onto Buckle Up or some other underperforming perk. I just don't find the 3% haste an issue with the (your estimate of 35s) breakeven against SB, showing SB as near strictly better. Every Killer can know if the Surv got value with MfT based on if the Killer reached Bloodlust 3.
Because when I think about killers I prefer to think about basic killers, or their add-ons.
Not everyone has all perks, not everyone can use green+ add-ons each game.
Having playable killer should not depend on addon/perk.
You are the one who brought add-ons into this. Like iridescent addon is going to save the day.
So why shouldn't I? Mirror Myers is actually unplayable against MFT. But Myers need rework anyway imo.
Knight has basically 3 good add-ons. Faster path, bigger detection and longer guard chase. Rest is kinda bad. Good thing is they are yellow/brown so you can actually bring those most of your games.
Sure I wouldn't have that big issue if it was only 3%, but it's not. That's why it's not even close comparable with SB as a perk. Fact that you can even compare just movement speed effect with best exhaustion perk kinda proves it's busted, because you have synergies and endurance effect on top of it.
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Imagine you go for hook trade when survivor is going to reach second stage and I just sent him away :D
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486790#Comment_3486790
I had them back to back, believe it or not, weird day today, im afraid to go outside, a meteor might fall on my head.
Regardless, thats still a free hit for Victor, and if people are injured, even worse.
So? It's not really that good, other killers can do it too. It's not unique to Twins.
Either you hatch on unhooking survivor or you wait tell seconds to try down unhooked, but they can just jump into locker.
Endurance is basically free kick.
Dredge can return back instantly, Huntress can throw hatchet from distance, Deathslinger can pull you.
Wraith, Blight can return from anywhere before you manage to heal.
Nurse and Spirit don't even need to wait endurance and just hit you, then down you in next 5 seconds. Same for DS.
But it will never beat instadown killers at camping. Normal killers will get their camping nerfed hard with hook grab removed too. You can shamelessly go for unhook trade alone without any worry.
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Have you all play random perk challenge except Feng?
The hell are those builds.
I am actually Skull Merchant main, but don't really focus on 3-gen from start, it's boring. She doesn't need it with correct builds.
I do that when I notice multiple MFTs, just to punish them for it tho...
I always give survivors chance to break a 3-gen and just chase everywhere until get low on gen, if they manage to get there...
Well, if you play against Merchant on Midwitch, or RPD.