Devil_hit11
Devil_hit11
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480371#Comment_3480371
Yes. Try to outplay 56 knives that are being shot semi-randomly (by design) AND are being shot rapidly. Sure makes sense. Totally skill dependent and absolutely not about luck...
The killer is just bad. Both performance-wise and fun-wise
that's like saying try dodging 8 hatchets. add-on exist to improve the killer....
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480308#Comment_3480308
Wasnt Slinger's TR nerfed a while ago?
Besides Lullaby warns survivors of you being near, but not how near, since unlike TR it has no intensity from distance, which can play in your favor if you use something like M&A, which can catch survivors of guard.
Also, Trickster is more dangerous than Slinger, while Slinger can easily secure injures, Trickster can outright obliterate you if you get caught at a bad spot, and Trickster can snowball pretty badly as well if survivors arent careful.
Also, Trickster is more dangerous than Slinger, while Slinger can easily secure injures, Trickster can outright obliterate you if you get caught at a bad spot, and Trickster can snowball pretty badly as well if survivors arent careful.
all killer will get a hit when your in a deadzone. arguably instant down killers punish you way more for being in deadzone then trickster does. for example billy has instant down on his chainsaw and it leads to direct down with no speed boost or any second chances in regards to backrev chainsaws. All the killers can snowball effectively when their opponent plays poorly.
@Gandor said:
Trickster is weak in chase. But he's the 2nd best camper in whole game. His potential to multiple injures is rivaled only by bubba - sometimes, he's even stronger. Also as it stands - he's very much unfun to go against (and taking this perspective - it's good he's bad, because unlike skull merchant he does not plague games that much - so even killer players don't enjoy to take him that much).
He would benefit from full rework
trickster being a good camper does not excuse him from having poor performing chase. Being unfun face is another excuse for killer to be bad. getting 1 down with trickster requires 12/44 knives to hit. It should not be that hard to dodge 33 knives. I think survivor players just don't want to learn to attempt to sidestep projectiles and rather just Line of sight cheese+rush generators to victory. It is like why try outplay the killer aim with your movement when an auto-pilot solution exists.
As I have said many times in the past, he is dps-oriented killer that relies on damaging health-states over time but his movement speed reduction when holding knives suggests him being a character that timely throws knives at specific times. It does not make much sense for him. The other killers do not spend much time in their throwing mode because they're burst damage characters and they rely on timing their throwing mode to land hits. Trickster's power design forces him to stay in throwing mode for virtually entire chase otherwise he cannot use his power correctly but being stuck at 96% m/s is nurse-level movement speed is awful. It is way too easy to line of sight a 96% m/s moving killer. this forces trickster to volley few knifes, get line of sight, put down his knives, walk at 110% m/s, raise his knives again, shoot more knives, rince and repeat until he gets down. that gameplay loop he has is non-sense for him. that is why he is not very good. It is way too time consuming chases for him to be an effective chasing killer.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480176#Comment_3480176
We are just dealing with issue how perks on movement speed with easy trigger are an issue and you would want to create new one.
Whole map balance is around killer vs survivor movement speed. There shouldn't be any perks that affect it easily. That effect is simply too impactful to be a perk.
Play with your food is fine imo as an example. Getting tokens is pain and you lose it easily, but effect is worth it. If you would get a token from any chase instead of Obsession only, that perk would be really broken.
hmmmmmm... I did not know I was using broken perks. haha.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480152#Comment_3480152
But this doesn't really make sense to do, because of survivor perk...
in general, i think blood lust is just bad concept overall imo. buffing base movement speed likely makes more sense as killer perk.
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@nars said:
Giving him unlimited knives discourages skill. Just spray spray spray spray spray, no need to aim because theres no consequences. Huntress I could maybe understand, because she is super punished for missing each one. But not trickster.
The main event rework sounds clunky and unfair too. You didnt provide any cooldown or limitations on how much he could proc it. Just open a locker, and you can activate main event within 15 seconds. Right now main event rewards landing your knives with a burst of lethality, this rework would take away that design philosophy and replace it with something worse imo.
My trickster rework idea goes like this:
- Is now 4.6m/s
- Main event is no longer time gated to activate but takes longer to charge, like 20% more
- Now takes 5 knives to down instead of 6
being 4.6 m/s discourages you from using knives. after all, why bother shooting 6 knives for an injure if m1 is just as good? yes recovery is short for knives but... not worth it if it takes longer. In the end, they need keep buffing throwing mode statistics to improve trickster. that is kinda why all ranged killer are 110% m/s. I believe one the reasons was to encourage using the ability. now if only BVHR made abilities worth using it... /shrug.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480127#Comment_3480127
You don't really want to mess with base movement this on all killers.
I like bloodlust 1 simply because it takes an affect only when needed.
Having extra 5% all the time an all killers, would be kinda broken. Some killers simply don't need it.
That's why bloodlust doesn't work with their power.
well it could work like terror radius. not every killer has same terror radius, right? not every killer needs to be 120%. some are 110. some are 115 and other's are 120.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480070#Comment_3480070
Lot of those killers don't need to use that bloodlust, they simply know waiting for bloodlust will result in faster down than using their power. It's far from standard gameplay.
Most killers get BL disabled while using their power. It's not just antiloop.
Basically killers that get bloodlust regularly have absolutely no power to use in chase at some point.
M2 killers like Blight, Spirit, Nurse, Wesker, Artist etc. get bloodlust only when player is not confident in playing that killer and play it save as M1 killer. Those killers you can play without ever seeing bloodlust.
Killers like Legion, Myers, Oni etc. will most likely see bloodlust 1 at some point, but if they regularly get into bloodlust 2, they are going to lose that game anyway.
i think the player that think BL1 is fine should be ok with every killer being 120% m/s base movement speed increase. you can then remove BL1 and keep BL2/3. As for my own opinion, I think killer move fast enough around loops but the loops are so long that the killer has no reach so most of the killers can be countered by camping pallets and using what some people are calling Checkpoints in looping. I learned looping without guides. The way I learned to loop was I imagined a red-line in which a killer could not cross and if killer cross the imaginary red-line in a loop then you vault the pallet. If I had to name it, I would call it imaginary red line technique.
This topic is really complicated because this is talking about top 1% survivor looping skills in the game. what people are defining as check-point is actually killer's lunge in which they can swing to hit you and checkpoint is 0.5 seconds of human reaction in which killer goes moves at roughly ~2.3 meters in which a survivor uses to react to whether they should slide or not slide pallet. sliding pallet is way for survivor to cheat distance because killer has to go around pallets and cannot vault them but if you slide at incorrect time and killer predicts your slide, they can double-back and hit you before you rotate the loop again in which you will get hit. The hit is usually delayed by 1-3 seconds but experienced survivors already know 5 second in advance that they will be hit before they get hit. In other words, if you want to make looping more skill based interaction for survivor & killer, you need to make that survivor cannot react to the check-points when sliding pallets. that is why I have said a long time ago that it would be good if killer had base-kit coup the grace lunges. I am sure a lot of pallet would still be safe because they're simply too long(like classic jungle gym) but at least more pallets would be playable by the killer without needing to break pallets.
as for movement. movement speed is mostly anti-shift w mechanic in my opinion. if you increase movement speed, you make shift-w more/less viable. in my opinion, survivor always get to next pallet if the killer breaks the pallet but the survivor dropping a pallet should never be safe. the killer should be able to get a hit on the loop if he/she plays around dropped pallet loop better then survivor does. it is just that with how BL works, the weaker tiles artificially becomes smaller due to m/s increase so they are more guaranteed hits even if survivor plays loop well while stronger tiles are unaffected because they essentially bloodlust 3 infinities using checkpoint technique in which I self-thought myself as imaginary red-line in like early 2017(?) when I was learning the game. Just to give an example, the farm map fracture cowshed with all those long-pallet loops. those are bloodlust 3 infinities loops using check-point technique. that map is so survivor-sided. no gameplay for killer. just massive pallet break simulator at high-level.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479770#Comment_3479770
Sure, but this event is not standard gameplay.
But otherwise you see it mainly in end game, where killer can't be bothered to chase and just force down around same pallet with bloodlust 3.
But if you try that while there are 4 survivors alive, you are going to lose that game. You get down, but you got almost 0 resources and it took you over 40 seconds. That's just bad.
There are god windows where you will get bloodlust, like Garden of joy, but loops where you have to get bloodlust simply prove that bloodlust is needed.
it is standard play. every time you get 1 shot as survivor during the event is killer using bloodlust to force out hits. you just don't get instant downs in normal gameplay. I do not see it mainly in the end game. i see all game. The only time you do not see it all game is anti-loop killers where BL is disabled upon power use.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479712#Comment_3479712
What killer are you playing if you gain bloodlust each game?
Most killers can't get bloodlust while using their power. So I highly doubt that.
There are killers that get into bloodlust each game. For example Legion, your chase is purely m1 when survivor is injured, so unless survivor is bad you will get into bloodlust 1 quite often. But this is simply not true for most killers in dbd.
Btw I couldn't care less if Bloodlust 3 gets removed, 2 probably too. I don't think they can remove bloodlust 1 tho, it's just needed safety net for broken maps (RNG).
as survivor, my chases are typically pretty long with window looping so bloodlust is common. I don't agree that killer do not use bloodlust to force out hits. you see it more often during the event with exposed 1 shot.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479643#Comment_3479643
Bloodlust is "free" if you ignore your power and pallets to force it out. The fact is bloodlust hardly ever comes up and I really don't encounter killers trying to force bloodlust for hits, because you will lose the game if you do that.
MFT is free, because being injured as a survivor is just something that happens no matter what you do.
I know you'll never actually understand the difference.
i get bloodlust almost every game. the people that do not get bloodlust are survivors that cannot loop/run windows correctly.
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@Seraphor said:
As a Pig player... why? They offer the same amount of slowdown either way. All this does is... increase the chance of actually popping a head.
With the add ons that increase box time and countdown time, this would make Pig more savage than current Condemned Onryo.
That's not the point. Traps are a threat, not an alternative kill objective. And if they're leaving gens 99'd, then you can find them and regress them.
he wants to play pig as mori killer only killer. I don't think she was design for that. I could only see that as iri add-on for pig.
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@VaporLion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479231#Comment_3479231
no if you have 32 + 12 charges, the 30% repair speed are better than the 8 charges.
44 charges + 30% -> 57,2 charges -> 57,2 - 44 -> 13,2 charges ( on top of repairing faster which is a benefit as well )
and brand new part doesnt exist to break 3 gens. Almost noone uses it on last gen because you might just be hooked at that point which wouldnt give you any further gen progress for your team.
you don't use it on last gen, you use it on first gen that is closest 3 gen. strong survivors already know the closest 3 gen on every map and what typical 3 gens are for killer. that is why i found it funny when they buffed deja vu because.... everyone knows where gens are except for new players. it is why nobody uses felix visionary perk. pointless perk.
you are missing something important. a toolbox with 52 charges will complete 52 seconds of a gen. so 52/90. the toolbox has 50% repair bonus so you save total of 26 seconds. the remainder of the gen has to be done under normal gen speed. 90-52 is 38. you need spend 38 extra seconds to complete remainder of generator. it is better to have more charges then speed so you can preserve your repair speed longer. you want to use toolbox in combination to your normal gen speed. you need to 5 gens and 5x90 is 450 charges. The more charges you have in the toolbox, the more you can repair the 450 seconds of the gens at 50% speed.
in any case, I don't think BNP change is related to gens. I think it is related to weaken hyperfocus as a perk. that is my thoughts on that change. funny because that one has least complaints. the main that people use are deja vu, prove thyself and resilience.
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@VaporLion said:
Brand New Part isnt the problem when talking about genrush. Whats truely broken is 32 charge toolbox with 12 extra charges addon and 30 % genspeed addon combined with perks built to last + streetwise.
In fact i ran the same toolbox with 32 charges and 12 extra charges with brand new part and then with the 30% gen speed addon and found out that the yellow addon is actually better than the brand new part.
So i dont think the nerf on brand new part is justified considering that the yellow addon is actually better. And it makes me think that they dont even playtest and just take everything the community says for granted.
Brand new Part is ultra rare, gets consumed, so it doesnt synergize with built to last yet its the one getting nerfed.
the yellow speed is not worth it. you want to run two charge add-on's. wire spool and scraps is 20 charges. brand new part is 22.5 charges in 5 seconds. It is contribute factor to gen-rush but for gen-rush squads that are stacking 4 streetwise and build to last. it is 2 charge add-on alongside toolbox that make it strong. survivor will still be able to gen-rush gens but loss of BNP means that there is possible lack of counter-play to 3 gens since 4 BNP can instant complete a gen to break 3 gens.
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@CrusaderNella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474629#Comment_3474629
I don't think it is Survivor sided game design.
I think it is lazy game design. Why give the Survivor an interesting way to counterplay the killer when you can give them an off button?
Give the survivors a difficult way to counter the killer, but make it rewarding. If they have the skill and instinct to pull the mechanic off, then it should be rewarded.
but they shouldn't be rewarded with a literal off button.
i think it depends how you implement item. an item that provides counter-play can be interesting if the item is engaging for survivor to use and add's entirely new ability to survivor master to play against the killer. The issue is that they've been adding items on killers where they do not need an item and item is not adding anything unique to killer.
For Wesker, he has passive to grant survivors -8% hindered so item exists to counter-act this incredibly powerful passive but he would not need this powerful passive if his virulent bounds were strong by default in any situation at loops.
Sadako tapes are suppose to be clutch tool to save yourself from a mori. mori are powerful so I think this item does make sense but you have to be careful to not makes tapes so strong that it hard-counters power making it impossible to mori.
these two characters warrant items. they're boring implementation of item counters because your countering passives but they worthy of it.
where the problem of items goes is next two killers.
Nemesis has this infection mechanic where it allows survivors to tank 3 hits? it provides no benefit for the killer and only hurts killer. its like having anti-corrupt intervention as killer power. nemesis with this mechanic is legit forced to run corrupt intervention to counter-act the anti-corrupt intervention of his power. its kinda silly and infection serves little purpose other than to make killer worse.
Singularity has Emp mechanic. This is also not needed. it just adds chase extension if it is cleverly used by the survivor mid-chase either by teammates or by the survivor itself.
these two killers are great example of killers that do not need such a mechanic. their power are not strong enough to warrant drawbacks and they add very little in term of gameplay. So I do agree with your post that item-counters on not strong enough killers is uninteresting design.
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that perk idea is similar to a perk idea I had. it was a perk where whenever a survivor takes protection hit, they are put into the dying state ignoring all endurance effects and the person on shoulder gains 50-75% wiggle progress. You lose 1 hook-state and then the perk deactivates. the perk only works when you are not on death hook.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479018#Comment_3479018
I see people complaining they see Wesker too much, but rarely, if ever, that the solution is to nerf him. In fact, I often see requests for a killer prevention program in the same vein as the map prevention program. That is, if someone keeps getting the same killer repeatedly that the game prioritises a different killer for the sake of variety. I see that request on social media far more than I do requests to nerf killers.
issue is queue times, you would be giving huge queues times to killers that enjoy x character. Some player have recommended removing d/c penalty now that bots are in play. in theory, you could just d/c matches now and leave your teammates with bots if people hate specific killer, they can force killer player to only play against bots. In that sense, survivors could indirectly force killer players to play killers they do not enjoy playing because if they pick a character they do enjoy playing. you get 4 d/c.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479054#Comment_3479054
That's the thing, you can't tell if she is approaching thanks to Oblivious and the many LOS blockers
So please, tell me how are you supposed to "hold W as they approach gens" if you don't know they are approaching the gen?
disabling drone? if you disable 2 drones, at least 1 gen will have no drone.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478276#Comment_3478276
Please tell me how even an experienced team can beat the 3 gen on a map like meat plant with the Oblivious addon
You do the drone, she knows you're there and you won't be able to tell if she's close
You don't, she knows you're there, you won't be able to tell if she's close AND you get exposed
You might just say run off after doing the drone, but then she just goes and puts it back, and hits you if you are nearby. Then your teammates are forced to heal you. Even worse with sloppy
learn to yoyo efficiently against m1 type-killers. It is not killer problem that you are not holding-w properly vs killers as they approach generators.
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@whickedchainsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478761#Comment_3478761
trapper? sadako? trickster? doctor? do u even play the game??
the funny part is where you get twitter complaining that they face Wesker too much so he needs changes. I mean the way you get players to play other character is.... to buff weaker characters to get more variety. But BVHR looks a kill-stats, killer over performing.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478886#Comment_3478886
...Wow, I really messed that up. Those are on opposite sides of the keyboard, how in the heck did I manage that...
I'll keep it up or this won't make any sense, lol.
I believe there is an add-on that increases lifespan of claw traps. supercharger? maybe buff that add-on.
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it is mostly problem because bvhr never bother to balance slugging so you can keep purposely slugging yourself as survivor and the survivor takes forever to die so everyone can do gens while other guy is untouchable and wasting time. The counter to slug builds is just slugging and waiting for survivor to bleed out but yes it is tedious gameplay mechanic.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478276#Comment_3478276
Hag released before Doctor, and old Ruin was savage.
hag was also known for that but i think she was more known for hook camping then holding the game hostage.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478272#Comment_3478272
Those don't really count as 'counters'. Otherwise 'downing and hooking survivors' is a counter for Made For This.
how is gen-rushing not a counter? if you finish gens faster then killer gets 3 stacks. devour hope is worse then NOED. If you loop correctly and do not go down, then exposed is not meaningful though some killer have ability to use anti-loop with exposed... such as Spirit. Deliverance can deny stacks from devour hope as can luck offerings. lastly rushing unhooks before killer exit 24 meters also denies devour hope. If you cannot do any of these, then there is always cleansing the totem.
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there used to be a mechanic to end matches early. the mechanic was called the hatch. The way it worked is if 1 survivor died and you were at 1 gen, a hatch would spawn closed. If you used item called "Skeleton key", you could open the hatch and escape. the hatch would stay open for 30 seconds and then close. Keys were weaken and the hatch only spawns when all 5 generators have been powered.
back then, there were no perks to regress generators. 3 generator were considered a joke meme strategy. the only conceivable killer that would 3 gen on serious level was doctor. in fact, people back in the day called it "hostage doctor" because he took the game hostage. He didn't really take the game hostage, people were just terrible at hitting skill-checks but that is besides the point. The reason nobody ever consider 3 gen as relevant was because killer could only regress gens at 400% speed slower then survivor progressing generator. It was so laughable regression that nobody even consider 3 gens as useful or viable. The only way to make survivor regress gens was to make them miss a skill-check because missing skill-check awards 10% regression. So people would meme with doctor by equipping overcharge and unnerving presence in attempt to make survivor miss skill-checks by kicking 3 gens over and over. skull merchant is kinda like old hostage doctor in my opinion. it bullies weaker survivors that have trouble breaking 3 gens with the whole overcharge+eruption+sloppy/cob gameplay but experienced survivors can beat it.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476841#Comment_3476841
This probably wouldn't be so bad actually. I wouldn't say it's particularly necessary, but it wouldn't be severely nerfed if this was the case. Say it's aura could be seen within 8 meters only once it has full stacks, (NOED expands to 24 meters) this wouldn't make it significantly easier to find, it just wouldn't make it easy to miss.
Unlike NOED, which provides two counters (cleansing the totem or just leaving the game, because the exits are powered), Devour only has the one counter, finding the totem, which you have to do in the same time that you're under pressure to repair gens as well.
it has many counters such as doing gens. not getting hit, kobing and hook bombing.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474960#Comment_3474960
This test was years ago. DbD changed so much, it's not same game anymore.
And killers are using Bloodlust for their advantage. Smart killers know where you have to break pallet and where you can Bloodlust survivor. If this is okey for game health, i don't see any reason to nerf MfT.
The only nerf i want is , haste effects should not be stackable. That's all.
they have perks like blood pact and teamwork:power of two that have same exact effect. they might need rework one of these perks because they seem balanced with the idea of haste stacking. there is also boon:dark theory that is somewhat underwhelming. Still, I do agree that haste stacking might need looking into because survivor can potentially go faster than killer with haste stacking. I do not think it is healthy for tier 1 Myers to potentially deal with dbd 2016 infinities. I do agree with your take on the perk and bloodlust. if one is fine, then other has reason to exist.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478125#Comment_3478125
"or using the slowdown add on?"
I don't think they like that add-on combo.
well they don't need play her. there are 31 other killers to choose from. I don't think they'll rework her. they might nerf 3 gen in some shape or form either through map balance or added gameplay mechanics like hatch but I don't see them changing the killer.
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@Thale20 said:
I played a few matches with her during the tome now and I need to say that I am still not a big fan of her but I think only bc of the way most people play her. I never place drones on gens only on places a lot of survivors pass by or in loops. Now the main issue I have is that the only thing her drones really do is giving haste and forcing fully healed survivors to leave a loop.
In most of my chases I get really close hits while in a drone radius but since made for this got released the drone only neutrolizes the speed difference but I still need to have them in the radius to get that.
Any SM mains here that have other tipps than not playing her, 3 gening or using the slowdown add on?
run these two add-on's. they give 7% haste for 3 seconds+3% from base when tracking. it is little bit like mini-clown yellow bottle. you don't need 3 gen with her to beat weaker survivor teams but 3 gen is her strongest strategy.
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@Iron_Cutlass said:
Youd think with a Killer chasing them, some Survivors would look back to see where the Killer is, or just see what is chasing them, but nope, they just run in a straight line away from the Killer while facing forwards the entire time.
I seriously do not understand how people just look forwards and not even try to look back. Like, surely there is some internal part of them that at least WANTS to look back, see the thing that is chasing them, but it does not really seem like that.
Obviously some of this comes with experience, mainly knowing where you are, and where the Killer is, and reacting according, but I think looking back is something that should not be tied to experience with DBD, it's just a general thing you do, since ya know, you do it in other games as well.
careful. people like these got slinger nerfed.
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@AggressiveWonton said:
That’s what I thought to, but that’s what happened, I avoided him since the very beginning, we went on a chase for 20 seconds and I got moried. It’s a no skill add-on and we are nerfing the spirits add-on which are no where near as bad.
they need to rework his add-on if they weaken his strong add-on's. I have some ideas to rework his bad add-on's but they said Myer's is fine.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478027#Comment_3478027
You end up still hitting a lot of unlocked lockers to make it worth running them. You also burn through their locks quite fast with that much more aggressive teleport playstyle.
You have to time your teleport cut off only when you break line of sight with the survivor as it shortens their reaction time a lot. It’s near useless to do if they can see you do it.
I agree with most your proposed buffs as well though.
fair enough. I just find those add-on placebo. Its kinda brutal strength on an m1 killer. looks nice but does too little. I don't really play much dredge so I wanted to understand the point of view. I find him boring to play against as survivor because most dredge players just zone me into corner of the map and use remnant. they're almost as boring as Artist players that do same thing but Artist player are even worse because they also face camp hooks with dead man switch as if all of them have bubba-facecamping DNA.
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some player have suggested that they buff weaker killers that affect too greatly by the perk. perhaps they could invent a perk for killer that grants them 1.5%/2%/2.5% as haste effect with secondary passive. Maybe the secondary passive could be something like hearing footsteps 30%/40%/50% so you can mindgame better around loops.
the exact idea that they gave to survivor as perk was an idea i had as killer perk but I thought it was too strong so I never suggested it.
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@Blueberry said:
Yeah I think he needs Boat Key and Haddies to be base kit as they’re basically required addons. Sucks since Dredge actually has quite a few other interesting addons that you just never get the chance to use. Teleport and exit locker speed outside of nightfall is just basekit too slow to be viable mid chase which is the only thing that makes him fun.
The whole forcing him to use the locked locker if two are connected thing is also just silly and should’ve been fixed ages ago.
Realistically the time it takes survivors to lock lockers should be way longer as well but I’m not gonna get greedy here as the Boat Key and Haddies base kit kit are the real required ones we need.
i don't really see point of boat key and haddies. if a survivor is near you and you open locked locker, you are not going hit them. The teleport is slow without boat key but I do not see how you use boat key outside of nightfall in a chase. it just seems pointless. I only see his teleport outside nightfall as point A to point B tool.
I think he could use few buffs. first one is making him dark in nightfall and not light up like a Christmas tree. I would also remove his lullaby in nightfall so he can properly stealth. The last thing I would change is make exiting lockers faster. I find it that even when you try to use his locker teleport to cut survivors off in nightfall, it still feels like exit lockers as him takes too long.
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@AetherBytes said:
I just wish survivors got better event triggers. Killers could remotely smash pallet and force downs, survivors got a pallet that was closer to a freddy dream pallet than an actual pallet and a window blocker which does nothing on 90% of the loops. If the pallets had stayed up for just 3 seconds once dropped they'd actually have been good.
All in all though, I think some way of making stakes higher as a chase goes on for both sides could be a pretty good refresher for the game, when done correctly.
what if window vault that blocked vaults allowed you to fast vault in any direction? For example you press it and next 5 seconds, you can fast vault in any direction when running then block the vault. that would make it universally more useful.
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@Seraphor said:
Exposed on Bloodlust does seem like the most OP part of the event. It should probably have only been available at Bloodlust Tier 3.
Or they should have just kept the effects to pallets and windows. Instead of Exposed, have the ability to block a window for survivors like survivors do for the killer. This could still easily guarantee a hit.
it looks pretty balanced to me. I could see it becoming a killer perk in future. the pallet break thing is crazy strong. I think this should be knight's power and nobody else should ever be using that power. it is way too strong when combined with other killer powers.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477663#Comment_3477663
I don't make vids, because I am not streamer, but I got a couple of screenshots of the end game screens of my trials. I see one MFT basically every game and often see a couple. I havnt gotten into the habit of screenshotting every EGS, because I am sometimes too agitated and flustered and just click "next", so naturally most of the ones that I managed to screenshot are the ones I won ^_-
Source: trust me bro.
https://us.v-cdn.net/6030815/uploads/3BHPVUO280OX/20230707020521-1.jpg
https://us.v-cdn.net/6030815/uploads/XRGADUUPAS03/20230707040730-1.jpg
https://us.v-cdn.net/6030815/uploads/M2NNRCY7LERU/20230707191924-1.jpg
https://us.v-cdn.net/6030815/uploads/W1UYWH8XQFKD/20230623124019-1.jpg
https://us.v-cdn.net/6030815/uploads/RQEDIBOIFMRF/20230703033849-1.jpg
your screenshot #2 with 3 brand new parts is interesting. those are always such annoying games to be playing weak killer vs absolute non-sense items. those are type of games that i wish I could switch to blight mid-game. alternative buff clown so clown can do something vs that. If your getting looped around rock for 40 seconds, then your doing something wrong. you were in the EGC vs Hope.
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they could take the add-on on key called blood amber and put it in the base-kit of the key. The default radius could be 8 meters and add-on increases it to 16 meters. The effect works like wedding ring. I just think that they're scared to make the key strong because the complaints killers would have in regards to wall-hacks around loops.
The other purpose of the key was to skip to the end game using the hatch but skipping gens for killer was another major criticism of the key. The intention was to break stalemate 3 gens but the survivor would likely never know when they should bring the key to break the stalemate 3 gen as they cannot predict that in advance. such a functionality should be considered in the base game instead of an item.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476824#Comment_3476824
”Just get hit” isn’t a good counter. Because they wouldn’t normally get that hit you’ve now got to give them to avoid being insta-downed.
if your at loop with pallets then you should be safe from instant down if the killer is not near you. Walking to prevent bloodlust is only for deadzones when your out in the open.
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@Kamikazi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477055#Comment_3477055
Right it does sound like a bug. But I notice these things. I notice the changes. These changes were intentional, but no documented changes for them.
I sort of doubt it is a bug tho, due to their trying to figure out how to solve the issue of gen rushing without solving the issue of gen rushing. There has to be a way to solve it without nerfing all the perks we've purchased. I did notice a few changes that were good, then reverted. And that may be a fault of the software interface reverting instead of the devs.
Hey, try using those perks with a toolbox and tell me if you see the same 'bug'. That would be really cool if you did!
i doubt this is intentional. you should report this in bug section. I personally do not use Hyperfocus regularly. I am good enough to land skill-check 1->5 without stake out but keeping stacks at hyperfocus 6 is too hard for me. If they buffed the perk "This is not happening" to reduce skill-check speed by -30% on top of increasing skill-check zone, I would likely use it more regularly. Right now I feel like I need have stake out stacks to on H6 to not drop H6.
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I disagree. the perk is unique and can make m1 killers terrifying to loop. The token system is main aspect that brings the perk down. I looking forward to trying new improved version out.
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@Iron_Cutlass said:
Bandaged Haft and/or Oak Haft are addons that decrease the cooldown from using a Hatchet by 10% and/or 20% respectively.
For those unaware as to what exactly these addons do. Huntress has a cooldown period after throwing a Hatchet. Realistically, it feels more like a "recovery" than an actually cooldown, since your movement is slowed and you cannot do any action while on cooldown. It isnt that far off from the Killer's weapon wipe animation after a Basic Attack.
Reducing the cooldown to using a Hatchet is by far one of the strongest things you can do with Huntress, it allows you to follow up a Hatchet throw with yet another Hatchet, or in some cases, even a Basic Attack. It also heavily reduces the distance made by a Survivor after being hit with a Hatchet, and in a weird way, is like Save The Best For Last without even needing to gain/manage stacks.
These addons are, in my opinion, one of the best addons for Huntress, yet you never really see these addons. I have a few theories as to why, but nothing concrete. How do yall feel about these addons? Do you think they are undervalued or overvalued?
The jist is that huntress's cooldown between throws is decent enough that there is no reason to improve it further. If a survivor is standing next to you, chances are that they would go down without oak from a normal m1. Your catch-up is usually good enough to hit them in a lot of cases. The main place where add-on provides value is when the survivor runs into you, you hit them with an m2 but they approaching a pallet while they're near you but you cannot m1 them from cooldown so you hit them before they put down a pallet. it is those instances where survivor expects to dodge hatchet but they get shocked at your impressive aim and get wocky movement where they go down quickly.
You also might ask yourself? What about hook camping? Wouldn't add-on be good at hook camping? In some cases yes, in other cases no. Survivor can bodyblock huntress regardless of your cooldown because they gain speed boost. The injured one will always be ahead while healthy one will always be in front. What oak shaft allows you to do is machine gun hatchets since you can ready hatchets faster. The improvement are at best marginal vs a good team.
facecamping with huntress is sort of like facecamping with 8 sbtfl vs an efficient team. you need to know when their save is successful as bodyblock and when their save-play is bad and easily punishable with a trade. I do not want to into high detail for how to be effective at this.
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@Kamikazi said:
Hey... if devs would just make gens take 180 seconds and give us back our normal skill checks, I would be happy cause I could try to get that 6th Hyper Focus skill check again and attempt to sustain it again.
Maybe then killers would stop being so sweaty lately. Although that would be incredibly boring and repeatable for face camping killers, why would we care what face campers think is fair?
it sounds like your describing a bug where hyperfocus reduces skill-check chance instead of increases it.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473879#Comment_3473879
hey at least it takes effort and survivors can counter it too, it's not like you'll be running at 4.12 just for being something that will inevitably happens and basically giving no counter to other side.
the irony of this comment....is impressive.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476583#Comment_3476583
Saloon pallets needs to be looked as well. All of them are very easy to counter by killer, at least some of them should be strong for survivors as well which will force to killer break them.
Midwich has highest kill-rate. I don't know how you are believing this map don't need changes. It's so easy to 3 gen on this map. Loops are terrible bad. Small map. Gates are always so close each other which makes even end game favor to killer. Midwich definitely deserves some buffs for survivors to make it viable for both sides.
I do not think midwich is that killer sided. you can hold-w extremely effectively on the hallways and waste the vast majority of killer's time. Haste perks are really broken on midwich.
If you run blood pact+power of two, you can move at 112% for entire game by hold-w in hallways. the killer will take forever to catch-up. If you use made for this, you can move 115% m/s which creates an infinity if you are ahead of the killer and outside of the chase for a lot of the killer cast.
The pallets in midwich are primarily unsafe meaning it takes a lot of skill as survivor to loop them. I do not think midwich is killer sided. I think it has poor escape rate because it has high-skill floor for survivor to do well on it. I personally dislike playing on midwich as killer against competent survivor's.
I have little opinion about Saloon. it is good challenge map to escape as survivor but in practice the map is unfair if every killer power was really strong and the player playing killer is good at playing killer. Most of killer powers are not that strong so it is possible to escape the average killer. The 3 gen is really strong on the map and I am not sure what to think of 3 gen gameplay.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476536#Comment_3476536
We already have Renewal (Second Wind) for an insta-heal after unhooking. I guess my best solution would be a light nerf to Sloppy Butcher that will drain your healing bar instead of resetting it. It won’t guarantee that you’ll find a way to get healed before it drains but at least there’s a chance it won’t completely negate Resurgence.
hemmorage is not very good status effect. it does not deserve any nerf's. killer do not value it but making it useless is wrong. I think these healing perks do deserve a buff but i also think that easy access healing is likely too strong in current iteration of the game for killers.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476374#Comment_3476374
Yes, but there is a bit of a difference here. Distortion is token-based so it can become ineffective. If you run enough aura reading perks you can disable it often as a counter. Sloppy Butcher can be used anytime and the only counter to hemorrhaging is fully healing. Distortion can’t make any aura-reading perk completely ineffective (though it would be hard not to) whereas SB can and does make Resurgence a wasted slot.
Sloppy Butcher can be used anytime and the only counter to hemorrhaging is fully healing.
Yes so what do you think the correct solution is? Maybe these perks should heal you at 100% or maybe these perks should increasing healing speed towards people that heal you by 100% giving you an equivalent amount of time saved. Similar to how Dwight's leader perk works.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476396#Comment_3476396
It's very strong effect - that's why it has counterplay. And that counterplay is perfectly valid for SWF - they just know to send obsession to take hits (and even this is not free as healing takes quite a lot of time). That's already quite a value from a perk.
Now in soloQ - you could be in a situation, that you never see your teammate gets hit - because killer is not chasing you (or hits you with M2 in situations that are not too obvious) and so you just don't screw around and are in fact a good teammate = you are on gens. Suddenly your whole team dies, because... You don't know. Maybe matchmaking again screwed up. Or killer has 8 stacks of STBFL and can't be countered (say because it's pinhead and he can land chains right after hit which results in double-tap. But there are better STBFL killers).
i think counter-play to stbfl is kinda bad design. if you bodyblock me as swf, your encouraging me to tunnel obsession until they die. survivor controlling killer perks is weird.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476330#Comment_3476330
In soloQ you will not notice it, because chased person should be far away from gens - so basically you can only guess by what killer it is (DS is almost guaranteed) or if someone went down too quickly after first hit.
So again - not counting soloQ, the perk is fine.
if you hit me as killer, i will notice you have it if you have more then 2 stacks. I don't like how survivor can easily deduce every perk the killer has. I kinda wish killer perks were more of mystery similar to survivor perks.
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@Emeal said:
Im just disappointed Save the Best For Last is the only Perk that does what it does.
You know, you would expect in a game where all Killers do M1, there would be more perks like it.
you mean like coup the grace which improves your m1 lunge? I imagine it is because improving m1 can be very powerful and the dev are scared to make powerful killer perks.
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@IlliterateGenocide said:
Im a fan of this perk but i dont like that you cant really choose when you want to use it.
"well Illiterate just dont look at the killer.."
i get that that is its activation and i could technically stare at the ground but it seems like such a unecessary downside even tho it fits with being scared of the killer
being able to choose when you activate it would be nice :3,
i would love to be able to use it along side object of obsession in chase.
just a suggestion thank you.
P.S. thanks for such wacky perks with cage. they are cute
I could see some players using it if they like using perks like Alert in their main build if the cooldown was shorter. 60 seconds seems a bit long. perhaps the perk could go to 45 seconds.
