Devil_hit11
Devil_hit11
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848130#Comment_3848130
Making hexes effectively unbreakable unless survivors bring specific counterperks is not the way to go, considering how extremely powerful some hexes can be. The game shouldn't default to being broken, and then get fixed by survivors bringing perks in to stop it.
Counters should be a softer system where you're not colossally screwed if you don't bring them, but you're completely fine if you do. ToTH can't stay at 70% speed reduction and be propped up by survivor perks.
/shrug at killer equipping perks to fix the game + adopting play-styles to balance the game.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848349#Comment_3848349
I thought I made it clear in the post, but I'll explain. If the killer is not camping the hook, the survivors will be able to use the perk freely without any punishment, until you arrive on the hook, the exposed survivor will be long gone, that's what happened to me. So you basically lose a kill from a survivor who would be on the last hook because you were not camping and there's nothing you can do about it. So this just forces the killer to camp the hook instead of going out and chasing other survivors.
it is designed to make killer spread hooks. So if a killer hook player 1 and 2 and they're both on death hook, you can trade a hook trade with player 3/4 to make everyone have equal hook states.
it is not specifically tailor towards hard-tunneling. the perk end up working as anti-tunnel perk if 1 person is focused down but it also works if two player are focused down. The killer now has to hook entire team to win.
Luckily, there is a perk that saves the day. Devour hope. with devour hope, you can ignore this tunneling problem and focus on getting 5 hooks than you mori anyone.
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@Murgleïs said:
I am glad we have a perk like that in the game. I wish they would remove the exposed effect so it could become hard meta and show how spreading hooks destroys kill rates and end for good the idea that playing nice a viable strategy.
won't survivor mains still just delusional tell you that spreading hooks works anyway? dunno.
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let's do some math here.
14/0.3 = 46.66 / 0 cleanses
14/0.44 = 31.67 second to cleanse a totem /1 cleanses
14/0.58 = 24.1 seconds /2 cleanse
14/0.72 = 19.2 /3 cleanses
14/0.86 = 16.2 / 4 cleanses
the value of the perk dramatically goes down after 2 cleanses. if 4 survivors start cleansing 4 different dull or hex totems, there is very little possibility that the killer can interrupt all 4 cleanses. It's like trying to defend 7 gens. the killer can only be at one place but survivor can be in 4 places at once on 4 different corners of the map.
With detective hutch+map with Crystal bead, you can finish 1 gen and show all the totems to your teammate via aura. even soloq can cleanse totems very easily. So all you do is rush gens at the start and than cleanse the totem as a team by splitting up.
furthermore, Many hexes don't do anything even if they left up entire game. Hex:Lullaby is easy to land skill-checks. Ruin has slow regression that you can rush gens and entirely ignore the perk. Blood favor is hold-w after a hit. Crowd control abusable by blocking irrelevant windows. Hex:plaything doesn't need to be cleansed. if no one cleanses, you won't deal hex:penti. NOED is NOED.
the only hex perk that stands chance to produce impact if entirely ignored is devour hope. even this perk can be defeated by rushing gens and being good at the chase but let's you don't want to take chances. it is still possible cleanse all the totems under devour hope.
you can also muti-cleanse without a map because realistically… your going find some dull totems or hex totems if all 4 survivor look for totems. perk does not need nerf. player need to use their brain a bit to counter it. it is like any time BVHR remotely makes hex totems a mild inconvenience to get rid of, everyone jumps ship that they need to be weaker and easy to remove…
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847614#Comment_3847614
Except BHVR have said before that coordinated 4man swfs are an extremely tiny percentage of the player base. If they balance around that tiny percentage to the detriment of the broader base then kill rates would sky rocket and the end result would be nerfs to killers. Which would not go down well. You can't just tell the majority of the playerbase to essentially suck it up lol they'll just find something else to play. I'm sorry but this a ridiculous take when it comes to the health and longevity of the game we all enjoy
killers are already nerfed. a vast majority of killer are balanced around soloq which is why they're terrible vs swf because something that is balanced around poor play will not do well against good play because it wasn't balanced around good play.
they're not so tiny if you play killer at higher level because those player are the player winning every match so if your killer and your winning every match. your playing vs that level on regular basis. 2 man and 3 man swf can also be somewhat challenging to defeat so it is not just 4 mans.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847183#Comment_3847183
Terrible logic honestly. So what should the killer do give up? Lmao, I have been in a lot of situations where I killed someone with one Gen left and killed the rest because of it.
1 kill is better than zero. You aren’t entitled to an escape just because your team is doing good.
they should make this perk only work in end game until they re-balance the game for killer to 12 hook.
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847629#Comment_3847629
I'm sorry but I really don't have the energy to try and justify why this buff is not healthy to someone that thinks Eruption was balanced
of course your going to tell me that deleting a killers entire perk build quickly is fair and balanced. It is like What the heck BVHR, Why can't i delete my opponent perk load out easily with no effort? rigged.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847563#Comment_3847563
It's one singular match, as told by a person who really wants survivors to be OP.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847591#Comment_3847591
killers need massive base-kit buffs to level of 2vs8 killers to be going around 12 hooking every single game.
Killers were 12-hooking more before 6.1, before they were buffed. The real issue is that anti-tunnel got kneecapped in that patch, every forum killer crutched their way up, high above their MMR, and now they're stuck clinging to their broken OP toys while convincing themselves they have a good grasp on game balance.
Killers are winning the majority of their matches, massive killer winstreaks, killers winning without powers or any of the mentioned tactics, nah. 2v8 is what we're using to come up with a balancing standard now!
Every buff killers get just makes killer players worse, and in turn makes them mandate more buffs.
Killers were 12-hooking more before 6.1, before they were buffed.
i was not able to 12 hook before 6.1 and i am still not able to 12 hook after 6.1. 6.1 was placebo patch that did very little for killer beyond marginally improving early game of killer.
The real issue is that anti-tunnel got kneecapped in that patch, every forum killer crutched their way up, high above their MMR
More like survivor that crutches imbalanced chase perks stopped winning.
Every buff killers get just makes killer players worse, and in turn makes them mandate more buffs.
amazing mental gymnastics.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847012#Comment_3847012
I'm refering to double iri play style. It takes way too long to build up stalk due to survivors deliberately getting up close hiding behind a loop knowing stalk is useless at that distance and also knowing Myers has no anti loop. Stalking unseen is great going against solo but in swf teams it's really not possible to stalk unseen from a distance especially on certain maps like Hawkins. It is definitely a nerf due to survivors ability to counter it. At least before if a survivor tried looping Myers then it meant he could build stalk. It's just a matter of time before more and more survivors learn to counter it like they have in my matches as I'm always going against swf. I have tried survivor and been up against Myers a few times. It was 3 escape each time, it never used to be the case before. It used to be "oh **** it's Myers".... Now it's "easy loop Myers"
he got sadako'd. they nerfed his time efficiency to mori defeating purpose of time-save of a mori allowing survivors to counter-play him while weaker survivor get dominated faster. i think he's always been easy loop myer's. The counter-play to him didn't really change.
when myer's activates tier 3, it is suppose to be game-changing moment for him. its current underwhelming. it is like leads to 1 down if he 99'd someone and than he kinda get looped. furthermore, sometimes you have 99 EV2 but no one is going out of position to use it. so you're just sitting there waiting for mistake that doesn't occur.
if you play double iri myer's, he's kinda 3 gen killer now. he needs too much time to get anything done but 3 gen only gives X amount of time until it is broken. even base-kit version feels 3 gen oriented because i have only found success in using pwyf with him otherwise he's atrocious. it is like farm 3 stack of pwyf, stalk very slowly, try to use speed to catch-survivor out of position pop tier 3, down, hook and then go back to defending gens. even with that, it's slow loss for Myer's. He's like also reliant on proxy camping hooks.
i guess they'll just keep giving him ghostface-level buffs that don't do anything. that is the fate of all m1/low tier killer in the game. give buffs that make no difference vs strong players.
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847614#Comment_3847614
If that were the case, why did almost every player unanimously agree that Eruption needed nerfed? SWF could counter it, does that mean that 20 seconds of being unable to do ANYTHING as survivor was fair?
because it was agree to be too strong vs swf. I personally did not think it was too strong because time sink to kick gens needs high rewards to merit the risk /opportunity cost of entering chase sooner. surprise, surprise, the perk is seen very little. base-kit gen-kick rewards are too little and perk isn't good enough to stand on its own.
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@indieeden7 said:
I might be jumping the gun a bit here, but this perk seems like it's s almost on par with original Undying. If the killer has any sort of detection or mobility power, you CANNOT cleanse hexes. SWF may be able to coordinate synchronised cleansing, but this buff hurts solo players IMMENSELY.
solo players having poor coordination cannot be account for in the balance of the game. it has to be balanced around swf and coordination(good play) and not balanced around bad play because if it is balanced around bad play than whenever killer faces good play, the item in question is not balanced properly and has poor power-level to the point of irrelevancy.
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distressing is bad because survivor that understand heartbeat can pre-run further away. distressing would need to grant like 3% hindered for survivor outside of chase or something to be good at stand-alone perk. furthermore, the % that it increases tr is too little to be synergy with clown's anti-healing perk. Unnerving presence is terrible perk outside of overcharge and Oppression type skill-checks and needs like MASSIVE buffs to be good at stand-alone. Overwhelming presence is too expensive of a perk slot. 2 perk slot to disable items with no other benefits is too high of price for not enough of gain. it's only niche good for facing 4 commodus toolboxes with Wire spool+Scrap with streetwise/build to last but no killer will equip the perk in their average match for that. It needs other additional benefits that are more consistent beyond niche case.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846773#Comment_3846773
"hard-tunneling is more painful"
You lost me there.
it is, decisive strike can be strong because if the killer chooses to tunnel, the extra life is equal survivor having 4 hook-states because they need to be downed a 4th time in addition to 3 times required to die. with shoulder of burden, you can stack this up to 7 hook-states where decisive strike is artificially 1 hook-state. Killer is build around optimizing game efficiency and taking risk where necessary and avoiding poor risk that offer low pay off.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846706#Comment_3846706
he killer taking a minimum 6 hooks to kill 1 person is double hooks compared to before in which tunneling only requires 3 hooks. If a killer alternatives between two survivors and ignores other two survivors, this perk will artificially make killer to spread hooks evenly to be 1 1 1 1 instead of 2 2 0 0. It means you get worst start as killer every single game.
However, this requires at least three survivors to all equip the perk, and to take turns doing the rescue, even if that's otherwise sub-optimal, and if the killer catches any of them at the hook, its value is immediately nullified since the user is brought from zero to death hook in one hit.
You're acting like this is an automatic feature that's basekitted in, as opposed to eating a big chunk of survivor perks, on top of the extra time required to coordinate a daisy chain of StBs. Leon's right next to the hook but has a single hook state? Gonna have to wait for Felix to trudge all the way over from the other side of the map, it's his turn to do an unhook now.
Killers that soft-tunnel are punished because you will force killer to evenly distribute hook states
Considering the game is perfectly winnable with evenly distributed hookstates, especially if all survivors have to drop an entire perk for it AND gift the killer a free extra perk (Make your Choice) on steroids, AND have to be sub-optimal with their unhooks, I don't see this as a problem.
Proxy camper get punished because you can leave survivors for whomping 120 seconds and then gift hook-states so that the person after being unhooked is not punished for being on death hook. you can rush gens while killer sits around hooks doing nothing. typically leaving survivors on hooks to go 2nd stage only to unhook them before they die results in killer tunneling them because they're on death hook. this perk removes risk of putting people on death hook in early game and allows survivors to weaponize hook trading against the killer.
Then maybe don't play AFK killer? If you actively go out to disrupt the survivors and spread your hooks yourself, this perk doesn't come into play at all. It's only if you tunnel or camp that this perk can potentially be a problem, though the exposed effect is there to reward you for tunnelling/camping anyway.
killers need massive base-kit buffs to level of 2vs8 killers to be going around 12 hooking every single game. I don't see BVHR buffing Wraith in 1vs4 to the level of 2vs8. There is too much push-back whenever a killer gets significantly more powerful especially killer that they dislike. these tactics are balanced by current power-level that killer are at.
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@KrazyAce13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846500#Comment_3846500
but Sadako still has a higher kill rate though
according dev stats, freddy has high kill-rate.
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I ran demogorgon with rat tail+rat liver with face the darkness, devour, undying, face the darkness. i got bored of new killer because it was terrible and played that.
@SoGo said:
Of course, the devs try to buff one of the worst hexes in compensation for removing the bloodpoint bonus (mostly the reason this perk was even run outside of one or two niche builds) and the community flames them for it.
The only useful combo it has is with Hex: Face the Darkness. That's it.
I have always wanted to have a viable expose perk and finally they buff something that i want to use in daily builds after….. +5 patches. yay!
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847061#Comment_3847061
I appreciate the clarification on harder to play and unrewarding because he is hard to play because he’s unrewarding not necessarily because he’s hard to play
anyway I disagree, I don’t think survivors should be slowed for just landing you’re power. While that would technically help it would be a unhealthy buff and I don’t think slapping a negative MFT is good game design.
but they can avoid it by looking at the killer.
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harder to play? no, unrewarding? yes.
i think his weaken mechanic should weaken the survivor by hindering them for 3% if the survivor does not look at the killer. this would improve his m1 game by rewarding him for his first shot and require the survivor to have higher competency in playing the chase.
This would also make subsequent shots easier to land for survivor that do not look behind them from hindered.
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@SoGo said:
Agree.
Maybe also it could make blood pools brighter or scratch marks denser (not like Predator, it made them denser AND closer together).
Another idea, although more impactful, is that Houndsensed survivors would have a bigger hitbox for the dog grabs. I'm not sure if it is possible, but if it is, that would be nice.
or just make hound attack instant down if your hound sensed. killer needs fast chases and houndmaster is anything but fast… chases.
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you can still get badham or eyrie from rng. that is why i don't understand complaining about said offering because you'll still lose when you get the map on low tier killer. the low tier killers need balancing and this doesn't make me want to play low tier killers. Badham itself needs nerfs because it is too strong on average even on good killers.
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@[Deleted User] said:
I don't really understand the point of the "progression" system in this game. The progression is only briefly vertical, and then it's horizontal once you can run a meta build. It's a massive grind for what? I probably have over a thousand mist offerings between all my survivors, and I only have those because I had to stop playing the game to spend bloodpoints. Just…why? What's the point? I haven't seen a game so blatantly waste player time since old school subscription MMOs in the early 00s.
You could kill off the bloodweb entirely and the game wouldn't suffer. You just…equip a loadout. Nobody runs out of things as it is. If I don't have an item, I play a character that has the item. I play a medkit+syringe in 90% of my survivor games. Again….what is the point of this system?i think system was intended to protect new players from facing meta builds right at the start of the game. For example in old days, a perk that used to exist is Hex:Ruin which made skill-check harder.
The goal of grind was to protect new players from instantly facing hex:ruin which would demolish new players because 1 hour-50 hour player that starts as survivor has no shot in landing great skill-checks. it is not like any mechanic that you could ever possibility learn in other games.
Also DBD used to have some very powerful add-on that would outright stomp newbies. A trapper with 2 iri add-on, Billy iri engravings, Huntress used to have iri hatchets. Michael has instant kill mori's. Clown used to have Pinky finger. Imagine a new player playing vs these type of builds on their very first game.
Likewise, a killer facing 4 med-kits with syringes on their first game as killer would just bullied by bodyblocking. A new player will not understand perks like Decisive strike, Dead hard, Borrow time and wide variety of second chance perks. So progression system puts soft-landing where the player slowly get introduced to mechanics in the game without blasting the player with all the perks.
That is also why default blood web does not have many perks and most of killer perk are very bad because bad survivors will struggle to play vs killer due to their inherit movement disadvantage of 4.6 vs 4.0. To this day, i don't think much changes because the majority of survivor still are awfully bad at looping. Like you still have people that can't even chain the most simple loops in the game and go down in 30 seconds. You would think that high MMR survivors would learn to string loops, measure distances and understand bloodlust after 4000 hours but uh… anyway. off-topic.
I run commodus toolboxes with double charges every game and run hyperfocus+stake out+scavenger+barbic inspiration. I land few skill-checks and escape most of my games by smashing gens in 5 minutes in soloq. if a killer chases me, they tend to lose because of my high competency in chase. I have no problem like… drop 10 pallets in first chase. your going to lose like 3 gens at least in first chase.
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Her line chased attack is very easily to miss/outplay and you lose a lot of distance for using it. The reward for landing the ability is at best 1 hit. The ability also suffers from predictability because the way dog is suppose to work is that you can ram the wall at 90 degree angle and make dog hug tech like Wesker's dash or Chucky's Slice & Dice along walls but survivor can loop outwards towards loop walls and not receive any negative or punishment because your relatively stationary between sending the dog and redirect the dog. Dog chase attack was superior in the PTB because in the PTB, if you landed the dog, the knotted rope add-on granted a lot of recovery time making the attack risk worth shooting for. Now it's after thought in my opinion to use it.
Search function seems more guaranteed value. what I have been doing is spamming search function with iri add-on that grants undetectable. The hound has pretty good odds to land houndsense onto the survivor such that her purple add-on grants 40% Pallet breaking speed. Between her speed, Stealth and Pallet break, She'd like a budget wraith. A more advanced tactic is that if you are outside of chase, you can direct dog ahead of you using search function and use it like catch-up Spirit phase-walk by Moonwalking backwards to ensure chase does not start since haste bonus is disable upon chase starting. Use your hearing to track survivor and catch-up the survivor hopefully between loops/out in the open.
Overall, I've been playing the killer like a m1 wraith with moonwalk phase-walk spirit gameplay where possible. I don't find her curving/chase line-attack relevant at all and only see value in her tracking capacity, undetectable capacity in iri add-on+40% pallet break & her pseudo catch-up in chase that the developers don't seem want you to use.
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Myers is not bad because he ran out of stalk. Myer's is bad because his evil within 3 is a joke power-up ability that can be looped by experienced survivors. Nothing in rework changes that.
Tombstone is significantly worse because the 0.4 stalking mechanic exaggerates myer's counter-play towards long-walls and breaking line of sight increasing the time sink to earn his mori.
The changes somehow managed to make Myer's an easier character to play by removing the need to juggle survivor's stalk. So what little skill-floor he had within juggling stalk within 4 survivor is made easier. Potato survivors will now get mori'd faster because they are unable to keep aware of their surrounding and counter-play Myer's ability by feeding him stalk while more experienced survivors are able to waste more of his time stalking. He is stronger vs weaker players and weaker vs better players. The complete opposite for what the killer should be striving for.
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Oh my. killer power can find me. so powerful. please fix the killer finding me.
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@Langweilig said:
It is still a shame, that they removed demos only unique addon (lifeguard whistle). The other addon nerfs were also extremely unnecessary.
ironically thanks to thril of the hunt change, demo now just uses rat tail and holds his power open the entire match while running thrill+devour+undying+face the darkness. so at least they listen and made demo hex build more usable.
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Ah yes, nerfing weak killer to be worse.
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@jasonq500 said:
So after months of being bugged until now after telling bhvr so many times.
Only for her to still be bugged while Reiko's watch doesn't even work at all
🙃 Lovely.............…..........
Like seriously, this better not take months for it to be fixed
Sadako's well is symbolism for throwing the killer into the garbage bin. see you in 7 months.
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@jokere98 said:
https://www.youtube.com/watch?v=q7HiIGq1uaw&ab_channel=JCglitchmaster
there are some bad news…
yep.
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846824#Comment_3846824
This is kinda what I feared his search path being used in chase instead of a Gen pressure tool I fear devs are gonna tweak it so it can't be used within a certain range
they already have mechanic where you lose haste bonus for being in the chase so i am forced to moonwalk for the power.
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@PetTheDoggo said:
Basically only build where I kinda had fun is Knotted Rope, Rapid Brutality, STBFL build.
Almost never even try to go for redirection hits (unless survivor is in corner and can't run away).
That massive slowdown whenever she cancels power is highly annoying (often happened to me I used wrong call). I get it on chase, but why is this on search command too?
Give at least 1 second lingering for that haste, the dog is doing zig zag motion, he is not going shortest path to the gen, so it's not really that good neither.
Also for some reason, the dog often doesn't pull survivor to me, they just wait in a spot, or go away from me.actually search mode is only good aspect of killer right now. what i do with houndmaster is i actively avoid using her dog line attack and only spam search.
I put search 10 meter ahead of me and just walk across line. when I get near a survivor, i purposely avoid entering chase and i use search command to gain haste than i moonwalk backwards with the haste to catch-up the survivor.
the killer is literally more powerful by staying out of chase and using search as catch-up tool than using actual chase tool. it's silly.
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i am still of the opinion that bat form doesn't need nerf and that survivors should rely on juking to defeat bat form.
Hellfire nerf is unnecessary. it makes killer feel unusual bad at base-kit where you want to run symph feather and cooldown hellfire add-on to make killer feel good.
Wolf form still leaves much to be desired. he needs more -charge time on pounce, i recommend 0.75 but i am not opposed to going lower like 0.6-0.5. The m/s haste granted by wolf is still after thought. it doesn't last long enough to do anything meaningful and burst speed is negligent. The duration should be buffed by 1 second and maybe % haste bonus is quadruple(x4) in strength if you are hasted and use pounce 2nd pounce.
Obviously the tracking of the wolf is still bad. it has too little radius and survivor still don't drop orbs for standing still so hiding vs wolf makes it rubbish tracking tool.
i still enjoy a playing the killer despite negative changes.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846706#Comment_3846706
he killer taking a minimum 6 hooks to kill 1 person is double hooks compared to before in which tunneling only requires 3 hooks. If a killer alternatives between two survivors and ignores other two survivors, this perk will artificially make killer to spread hooks evenly to be 1 1 1 1 instead of 2 2 0 0. It means you get worst start as killer every single game.
However, this requires at least three survivors to all equip the perk, and to take turns doing the rescue, even if that's otherwise sub-optimal, and if the killer catches any of them at the hook, its value is immediately nullified since the user is brought from zero to death hook in one hit.
You're acting like this is an automatic feature that's basekitted in, as opposed to eating a big chunk of survivor perks, on top of the extra time required to coordinate a daisy chain of StBs. Leon's right next to the hook but has a single hook state? Gonna have to wait for Felix to trudge all the way over from the other side of the map, it's his turn to do an unhook now.
Killers that soft-tunnel are punished because you will force killer to evenly distribute hook states
Considering the game is perfectly winnable with evenly distributed hookstates, especially if all survivors have to drop an entire perk for it AND gift the killer a free extra perk (Make your Choice) on steroids, AND have to be sub-optimal with their unhooks, I don't see this as a problem.
Proxy camper get punished because you can leave survivors for whomping 120 seconds and then gift hook-states so that the person after being unhooked is not punished for being on death hook. you can rush gens while killer sits around hooks doing nothing. typically leaving survivors on hooks to go 2nd stage only to unhook them before they die results in killer tunneling them because they're on death hook. this perk removes risk of putting people on death hook in early game and allows survivors to weaponize hook trading against the killer.
Then maybe don't play AFK killer? If you actively go out to disrupt the survivors and spread your hooks yourself, this perk doesn't come into play at all. It's only if you tunnel or camp that this perk can potentially be a problem, though the exposed effect is there to reward you for tunnelling/camping anyway.
Considering the game is perfectly winnable with evenly distributed hookstates
you could not be more wrong. the game is balanced around killer taking shortcuts to win. The analogy of this perk for survivor is like if killer had a perk in the game which blocked every when any gen reaches 50% progression permanently. All gen are unblocked when all gens reach 50% progression. The perk grants you permanent wall-hack when you are 32 meters away from the killer.
A perk like this for killer would ensure that every survivor has to repair 7 gens before they complete a single gen making survivor play the least efficient as possible. Permanent wall-hack is great on killer but downside of needing to repair 7 gens before completing single one far out weight the upside of wall-hack. Regression perks elevate power of the perk.
Back to main topic, Shoulder of burden has nasty synergizes with second perks on survivor. For example, a singular survivor can use more then 2 dead hard's. Off the record can trigger more times on the same survivor. Decisive strike and hard-tunneling is more painful. Reassurance can make hooks take 100 second to regress adding extra value to the 6 hook. Gen progression perks are more likely to generate more value because first kills are going happen later due to 6 hook requirement to kill. Deliverence is stronger because one of the weakness of deliverance is that you can be first person to be hooked but this perk can remove first hook syndrome of deliverence.
The perk is far from useless and borderline game-breaking.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846258#Comment_3846258
Normally every survivor has 3 hook states. With this perk, every survivor gets 6 hook states.
Did you forget the hook state gets moved, not deleted?
It's not 'every survivor gets 6 hook states'. ONE survivor can get up to 6 hook states, getting one extra for every other survivor that brings the perk, but for every hook state they get extra, one of those survivors loses one.
So rather than 'every survivor' getting 6 hook states, it's ONE survivor that gets 6, in exchange for the other three going down to 2 hook states. (That, and it requires 3 perk slots)
the killer taking a minimum 6 hooks to kill 1 person is double hooks compared to before in which tunneling only requires 3 hooks. If a killer alternatives between two survivors and ignores other two survivors, this perk will artificially make killer to spread hooks evenly to be 1 1 1 1 instead of 2 2 0 0. It means you get worst start as killer every single game.
Hard-tunnelers get punished because entire team can gift 3 hooks to 1 person
Killers that soft-tunnel are punished because you will force killer to evenly distribute hook states
Proxy camper get punished because you can leave survivors for whomping 120 seconds and then gift hook-states so that the person after being unhooked is not punished for being on death hook. you can rush gens while killer sits around hooks doing nothing. typically leaving survivors on hooks to go 2nd stage only to unhook them before they die results in killer tunneling them because they're on death hook. this perk removes risk of putting people on death hook in early game and allows survivors to weaponize hook trading against the killer.
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hellfire did not need a nerf. they went too safe on wolf buffs.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846500#Comment_3846500
He was nowhere near B. He got complete luck kills from a mori add-on which nobody could reasonably assume, "Oh yeah, he has that specific add-on." because he could be taking a long time to stalk because of the add-on, or people were just really good at delaying his stalking. Either way, the having to jump in the locker and give a free instant down when he might not have it is what the made add-on stupid. But again, it's complete luck that he even gets to that position, and is reliant on facing uncoordinated solos, because SWF would just dominate him every time. They didn't even get rid of the fundamental part that makes the add-on strong, and a noob stomper. They just said, "Now he takes longer to get it." That's the change. They don't know what they're doing when it comes to nerfs. I don't think I've ever been satisfied by one of their nerfs.
Myer's was strong with tombstone piece because its synergy with pwyf. at 130% speed, he can force stalking because he moves so fast around loops that he can get micro stalks on any survivor until he hits 99%. Now with new nerfs, you can loop long-walls and he get punished for stalking close/forcing stalking.
when you go into a locker and he hooks a survivor, he can camp with 99% EV2. any survivor that approach the hook will be killed. He put you on a timer to rush gens after he acquires his first hook. The typical builds used on him are Gameafoot+PWYF or Lethal pursuer+PWYF to quickly gain 3 stack of pwyf and then Corrupt+Deadlock to prevent early gen-rush. In many cases, if he got a hook before any gens are completed, he'd cleanly camp his way to victory but if he lost 2 gens by first hook, he'd get a 2 kill draw if survivor play perfectly.
overall i'd say that fairely average.
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it's totem defence perk. face the darkness+thrill of the hunt is stronger and has synergy with devour hope+undying but face the darkness turns off if you heal and then cleansing dull totems will lower % bonus.
actively, a killer using 4 hex totems should require a lot of time investment to disable a build because the killer has 0 perk slots if you successfully cleanse his perks.
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i don't think she'll have any popularity. her chase attack doesn't have enough reward for distance loss it incurs.
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@UndeddJester said:
Inevitable yes... but does anyone feel like this "buff" still leaves Distressing woefully under par? A bigger TR is actually a detriment, so you're relying on perk synergy to get value...
It gives TR at just over 41m... for a 32m TR... we get to be Wesker? Like what does it synergise with?
- Doctor Static Blast
- Legion Feral Frenzy (no real benefit)
- Wesker (for the funnies)
- Unnerving (trash perk)
- Overwhelming Presense (extremely niche that distressing doesn't do enough for)
- Coulrophobia (situational)
- Septic Touch (trash perk)
- Infectious Fright (decent, but very niche for distressing... MAAAAAYBE Pig value)
- Starstruck (decent, but niche with distressing, maybe decent on Wraith)
- Dissolution (unnecessary with distressing)
Like maybe at 50% (48m) I can start seeing it getting value as a pseudo stealth, cause survivors hear your TR often and become apathetic to it... and at that range it's making some of the perks above actually kinda decent... Starstruck might even be pretty gnarly...
But at 30% I can't see it 😒
it's decent buff to doctor. i already use distressing+2 calm add-on doctor with coulrophobia but i still think it's pretty bad.
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her tracking is good.
Her chase power is middle at best
Her lethality is non-existent.
I think they should give her snug instant down capacity where survivor grab by the dog are injured+broken allowing her to instant down people that are grabbed. Either that or revert her Knot change to 40%. She would be like old leatherface pre-rework where his chase was garbage but he defended and camp hooks.
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i said from very start of ptb that they nerfed myer's. a m1 killer and exclusively focused on nerfing his tombstone piece without considering anything else.
the buffs that people request are meaningless. they're like new player toddler changes. Now he's as bad as Sadako. Maybe his tombstone piece a little bit more relevant than condemn mechanic but now he's like C-tier killer with a mori and D-tier killer without it where as previously, he was high-A/B killer with a strong mori and D-tier killer as m1.
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i think problem is 60 timer is too long. it should be 45 or 30 seconds but than it could replace exhaustion perks or stack with them with little downside.
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i disagree on OP post. Shoulder of Burden is one of the most overpowered perk to ever enter dbd. The reason why this perk is overpowered is because when 4 survivor use the perk, they chain all their hook state in global hook state counter which 6.
Normally every survivor has 3 hook states. With this perk, every survivor gets 6 hook states. it takes twice number of hooks for killer to eliminate a single survivor from the game. that's absurdly powerful. A common known sentiment in dbd is that early game is strongest part for survivor because while 4 survivor are alive, the killer is on backfoot. This perk prologues the game to have 4 survivors in the match meaning that killer cannot leverage any advantage on hooks anymore.
It is strong for soloq, it is strong for swf and there is almost 0 reason to not select this perk on every survivor build. the perk single handily has potencial to delete all tunneling plays from killer.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846180#Comment_3846180
Iirc, they explained this before a long time ago and basically the logic was that Knight's guards are "more detached" from the killer and so the trap doesn't affect the killer. Whereas something like breaking a pallet with a chainsaw is still the killer breaking it.
I would imagine the Vorpal Sword pallet break falls under the same category as the Knight's guards since the Mage Hand is completely separate from Vecna and therefore it probably is intended that it doesn't activate the trap.
i just don't think that killer power should counter survivor perks for same token that i do not think that survivor perks should counter/affect killer powers.
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i think it is suppose to be good for stealth killers.
Like Mist on wraith, the guy is invisible. Mist on ghostface. He can stalk through the fog. Mist on Pig, Myer's. the problem is that some maps spawn no fog and some maps don't need fog so it is like wasted offering.
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@Caiman said:
Every killer power that breaks pallets will afflict them with Chemical Trap's slowdown, with the exception of Knight's Guards.
and vecna's vorpal blade. i still think this interaction looks like a bug and shouldn't be a thing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845898#Comment_3845898
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845809#Comment_3845809
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845791#Comment_3845791
If you honestly think SWFs won’t try to stack this perk, then it should be 100% fine if the perk was nerfed so that it can’t be stacked on the same survivor.
jt's ok. killer will just learn art of slugging to win.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845836#Comment_3845836
Which is sad. 40% was obviously too much, but why SHOULDN'T killers have addons that people can make builds around? If anything every addon should be strong enough to justify creating a build around and would create more unique strategies for each killer. Instead every kill always takes the "strongest" 2 addons every game and the same 6-8 perks and every game is the same.
because of backlash. the player-base backlash when a killer has a unique strength that exists within the game rules. I suspect that landing dog and re-direct will be unrewarding. a high risk move that loses you distance on killer that has a low reward. When billy curves with his chainsaw, he gets an instant down and than this killer gets like a hit and it has a cooldown. Chase dog could be instant down with 0 cooldown and it will still be worse then billy. /shrug.
My suspected the killer will be labeled as woke and will not receive much play. I had lots of fun playing vs killer as survivor. She is fun to loop but i cannot see killer players having much fun playing vs me.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845429#Comment_3845429
Best I can agree too on the basis of no evidence is 2 seconds and the destruction of all Swift Hunt addons.
2vs8 is hidden ptb where everyone can public test killer buff changes that might show up in base game.
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i think they should reduce his uncloak speed to 1.5 seconds in regular mode.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845234#Comment_3845234
His Tier III lunge is already 0.6 seconds long.
I'd rather increase his pallet breaking speed than his lunge range, though it would be nice to have both.
sorry, i remember numbers wrong. i meant coup the grace range so 0.6 to 1.0. Myer's need stronger pallet play in tier 3.
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@SoGo said:
One thing to note: This is a repost of a discussion I posted in the 8.4.0 Feedback.
i think they should buff his evil within tier 3 lunge from 0.4 to 0.6. His tier 3 is unrewarding chase power-up.