Devil_hit11
Devil_hit11
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there is difference between useful perks and broken perks. It is all depends where you draw the line for useful vs broken.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741569#Comment_3741569
That would be super unfun for the survivor, you can loop a killer for 60 seconds while exposed if you play it well... And with the slow you would need be at a tile immedislty, and if you are then the killer gets nothing and if not you die... That's just not it...
ghostface is unlikely to be a good killer. The whole point of ghostface is downing survivors before they get to a tile. This and 99% marking.
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Survivor resets exhaustion on command
Drop pallets are required to be broken when spawned.
Window vaulting is 50% faster for x seconds.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743068#Comment_3743068
You are the only person who is using the word "weak" here.
The point is that the Killer powers are stronger. And this cannot really be denied. (e.g. breaking a Pallet remotely is way stronger than putting up an Event Pallet)
i think if you needed to break the pallet after it is dropped, it is equal or better imo especially with the whole pallet-saves in this event. Imagine if survivor had 200% background player with this instant pallet spawn→pallet save.
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@AggressiveFTW said:
The hindered makes no sense to have. It just feels like a filler kinda thing, why am I not awarded, especially for hitting it directly at them which can be harder? The hindered is also very bad and barely does anything. I think what you're saying should be base kit.
tinfoil hat theory:
Maybe hindered was meant to be a status effect for his weaken state where if a survivor does not look at the killer when weakened, they are hindered. Due to oppressive nature of needing to look behind as survivor, the dev nerfed Unknown leaving the mechanic as filler.
I don't understand why he has weakened as mechanic right now. This only nerf his power. They could just remove weakened as mechanic and he would be stronger.
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@Yharwick said:
None of that really changes the fact that Blights when that good are extremely oppressive to go against in soloQ and not at all fun to go against.
Blight is probably in a pretty balanced spot now so I wouldn't call for nerfs or anything like that but that doesn't mean I have to like going against him. Especially considering the counterplay is just hope you can make sharp turns and you have geometry to help you, it's not particularly interesting to me.
sharp turns and geometry is his counter-play. why do you not enjoy said counter-play?
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742281#Comment_3742281
Exactly it’s so stupid, like why is Huntress’s purple belt 3% haste for five seconds? Especially when she spends 2 seconds recovering. Yew seed brew essentially made her 3% faster for 30 seconds. They need to bring it back.
I agree. If i was balancing haste, I would make perks that give consistency haste be 3% permanently so if you invent 4 perks that have unlimited haste bonus, they could at most stack to 12% on killer and every timed duration effect would be at most 5% on 30 second duration timer for a total of 20% haste.
I doubt dbd will ever make 4 chase perks on killer as meta.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742265#Comment_3742265
I think it is fine enough. It does not need a buff or nerf since it is already in a good spot, in my opinion.
I dont really think 5% Haste is necessary, and 30 seconds is too long as well. Though this is just my opinion, nobody is forced to agree with me, I just dont think it would be healthy to do that.
the timed duration hastes effects are too short right now for perks. Unbound being 5% for 10 seconds is too low and machine learning is too hard to activate to be any use. Not sure about furtive chase. I think obsession mechanic is probably what makes me shy away from the perk. 30 second should be like a standard duration for these timed haste perks.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742265#Comment_3742265
5% is trash make it 10%
10% is too much.
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I feel like drawback of picking up the item is irrelevant. Maybe it should give the killer 5% haste for 30 seconds.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742226#Comment_3742226
You say no, but provide zero reasoning on why you think that way.
why I'm I guaranteed to die all because he can stand still and insta-down anyone for free who decides to save
Why do you want a guaranteed escape?
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741868#Comment_3741868
to be fair you need to get the stun otherwise they're useless which imo they are
not as strong as the killer insta deleting a pallet
not as strong as pallet-saving survivors infinitely.
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@ImWinston said:
- Can you do an event next year without broken mechanics on one side or the other?
What am I talking about?
- No snowmen protecting survivors (Christmas event)
- No insta-exposed (last year's event)
- No insta- healing (this year…but at least it gives an "exposed" effect))
- No insta-hook (this year)
No insta- breaking of pallet (this year)
And for those who tell me "go play the normal game"… I'm a customer who has spent a lot of money on skins and DLC... I would like to enjoy a fun event once a year with balanced mechanics, am I asking for "crazy things"?
the events aren't meant to be balanced. they're meant to be crazy and outside the gameplay loop of dbd.
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no
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@BugReporterOnly said:
This is part of the discription of Weave Attunement. I folded the part that is important to my argument.
You are so attuned to magical energies that you can sense even minor ripples around enchantments. Whenever an Item is depleted for the first time, it is automatically dropped
Franklin's drops an item before it is depleted and depletes it on the ground until fully depleted unless someone picks it up quick enough so it has charges left. This makes the criteria I bolded in Weave Attunement unatainable if it is left to depleted on the ground with Franklin's. It can't drop once depleted that way as it is on the ground already depleted. I hope I made sense with what I'm trying to get across. These 2 perks shouldn't work together.
read the perk again. The automatically dropped part has nothing to do with aura reading. It is just effect to use it WITHOUT franklin's. If it didn't drop items automatically for the first time, it would be blank perk slot in most games.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742149#Comment_3742149
what exactly is bugged there?
his throwing animation is bugged when using Memento blades.
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@le_epic_noob said:
trickster players have been complaining about tricksters current gameplay and bugs for 7 months now and bhvr still hasnt even said anything because of the combination of many of the trickster players not having the platform to get bhvrs attention and the community not exactly caring because of how much of a joke trickster is.
the rework removed any reason to use knives, made him have no skill, 70% of his addons becoming useless, removed any personality he had and made him absolutely boring to play as and against. not to mention his lobby animation being removed/bugged, his animations being of synced when using a certain addon
trickster may be "better" but he is not only boring but unhealthy. not only that but right now, there is NO reason to play trickster when huntress exists. everything he can do, she can do better.
please, we just want our old killer back
I posted a bug report on trickster memento blades. It is so annoying that they haven't fixed that after 7 months. The Sadako Invisibility lasting -33% also needs to be fixed.
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@ReverseVelocity said:
Lethal is a top 10 perk in terms of use rate according to the latest BHVR stats. Top 5 according to Nightlight. It's common, but healthy for a meta perk.
Even if Distortion gets its token recharge nerf, it'll still work amazing as a counter to Lethal.
I'd personally like to see Object buffed a bit so it's a more appealing counter to aura perks. It's way too inconsistent with it's own aura-reading timer because of it being tied to the Obsession mechanic to even function as it should. That way you'd have a good counter to aura-reading that isn't stealth focused.
Object won't be popular. The only way i can see it being popular is if they buff Mettle of man to be 3 basic attacks. if your the obsession or something.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742044#Comment_3742044
That's ... entirely my point.
Solo survivors don't need to rely on Windows and Bond, they have Empathy but they're sleeping on it because they refuse to drop old habits.
It's not that solo survivors need Windows and Bond to make up for not being SWF. Windows and Bond are crutches that hold them back from improving.
Same for killers who refuse to drop gen regresion.
i do not understand your point. empathy and bond are similar perks. one of them has global range but has drawback of requiring the survivor to be injured but Bond has 100% up-time for both healthy and injured with drawback of 36 meters radius. Kindred also works globally but has drawback of requiring you to be on a hook.
There isn't anything to improve. it is entirely guessing game to be soloq without said perks. SWF removes guessing game which makes them consistently play better in all situations IF their skill-level is high enough. This also shown in statistics for escape rate where 4 man SWF at high MMR have 48% escape-rate while soloq has 39% escape rate. The difference in % comes from extra perk slots and lack of base-kit features for those not using said perks.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741644#Comment_3741644
Imagine if killers could use other perks besides Pop, Pain Res and Lethal Pursuer.
(Hint: they can.)
Unimaginative and unadventurous players being slaves to the meta shouldn't be a factor here. I play a good amount of solo survivor and I never run Windows or Bond.
With a bit of learned game sense, Empathy can be a much more effective info tool for only one perk slot. You can see the survivor who's in chase, giving you info on where the killer is and what resources have been used, and you can find injured survivors to heal them efficiently.
that is something that killers have also complained about. They've complained that their early game is bad and should be stronger. Scott promoted some early game collapse but honestly lethal pursuer is easier. The other complained is that killer cannot compete vs good teams without gen regression/game-delay. This leads to poor perk variety and the killer feeling they're throwing games for not choosing said perks.
I didn't mention Empathy because it is 3% pick-rate perk.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741673#Comment_3741673
Once you've played for long enough, you get dozens of perks for free thanks to experience. High MMR sweats are not the norm for most players. SWF is far from being unfair.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741708#Comment_3741708
The main reason we "never have any balance" is because the game isn't balanced top-down. It's balanced bottom-up. If you don't like that, there is no shortage of games that balance top-down and reward skill expression above everything else.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741644#Comment_3741644
I would imagine that they could, but choose to use those perks because a large amount of survivor perks just aren't that good. Bond isn't even top 10 according to Nightlight. Windows will always be a solid perk choice regardless of being in a SWF or Solo. It shows you what pallets and vaults are where, which can be invaluable for anyone who's competent in chase, but hasn't memorized every possible tile spawn.
that is because pick-rate of the perk is segmented in two perks. Kindred and Bond. If you add pick-rate of bond and pick-rate of kindred, the pick-rate of these two perk is collectively 17.87%. If you add Empathy then it is 20.87%. The reason why i am lumping the perk is that all 3 of these perks *almost * do identical actions with slightly different drawback/condition. Teammate aura reading perks is 2nd most popular perk after window of opportunity. Only exhaustion is more popular which is around 61% pick-rate among dead hard/Sprint burst/Lithe but you can't lump these perks as same because they are technically all different perks.
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@HexHuntressThighs said:
Imagine having a permanent 24 meter killer instinct placed on you at all times. SWFs are incredibly strong for that reason, me and my friends aren’t that great considering 3 of them are almost brand new and I only have a few hundred hours on survivor but we constantly win whenever we choose to. Unless of course it’s Nurse, Blight, Plague or Wesker.
The killer has essentially no element of surprise at all because me and the others constantly call out their almost exact locations and what direction they are heading. Easily letting a teammate across the map know the killer is going for them so they can hide behind a wall and not be found.Not to mention coordinating all our perks and calling out when and where we are going down and so on. I guarantee if Nurse and Blight didn’t exist, survivors could easily get a 1,000 plus escape streak. I can have my friends bring the best tool box in the game with double charges all running BTL, SW, SB and Scav or Resil and we can win pretty much anytime we want. S Tier killers permitting and item counts permitting. But it’s just not very fun.
Tl; Dr: SWFs are OP because of the insane info and coordination capabilities, and could win more often if they played super sweaty
I think top-level SWF can get win streaks even vs Nurse and Blight. Especially blight. Blight has no chance right now vs them with current nerfs. Wesker also has no chance either. Ayrun has shown that you can gen-rush killer in 4 minutes. there is just no shot your getting more then 5 hooks as killer.
@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741611#Comment_3741611
Oh absolutely. It's likely that people get more solos than they think they do. It's not as though every solo player barely knows how to play the game, after all.
I think, if we're being honest, the difference between SWF and Solo Queue is having reliable teammates. With a SWF, you know how each person in the group plays and are able to compensate for each other's weaknesses.
i don't agree. i think my teammates when they do not not d/c in soloq are very reliable. SWF advantage is macro game efficiency and extra perk slots. The extra perk slots allow you to make some incretible good perk synergies as SWF. A large majority of survivors according to Nightlight are stuck using Window of Opportunity and Bond. Imagine if they could use different perks slots.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741598#Comment_3741598
I mean you could already do a similar thing by using Lucky Break and a Lery's/RPD offering.
I appreciate dev effort to make Juking more viable in dbd but i think they still need to buff Deception, Self-preservation, Parental guidance and other form of scratch mark perks.
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@Iron_Cutlass said:
The Portals against 115% Killers are not an issue since they will eventually catch up, albeit it will take awhile. I think it needs to be looked at for being a potential issue for 110% (or slower) movement speed Killers.
Also the Portal placement is just over not the best either; ranged Killers can camp the dungeon's exit portal and exit stairway without any issues, but entering the dungeon itself is too easy. Portals were designed to prevent the Killer from easily holding line of sight of an entrance way and denying access, but it's still an issue.
They made Lucky break a viable perk on new map. Lucky break+Portals = you lose survivor in chase.
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@ReverseVelocity said:
I really liked the old vibe of the Dream World. It felt like you were in a different dimension with all the fog. It still looks pretty cool but it's nowhere near as cool as it used to be.
The whole dynamic of Survivors being safe while awake but unable to escape Freddy's watch, fearing an ambush from any direction while asleep is probably the #1 thing I miss about his pre-rework form. I miss being able to watch the whole team at once and sneak up from weird angles.
it was closer to a looming nightmare that you never know when he'll strike. I suspect his aura reading might return. Weave attunement tells me that.
He used to have add-on's to slow healing and repair speed when in dream world. it was an incentive to wake up. They got nerfed along with his snares. He is remained the same ever since.
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imagine an exhaustion perk like this where both survivor and killer move 30% faster for 15 seconds. if you do not get hit, you get healed. this perk can be be activated when injured.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740979#Comment_3740979
You did not just say a 60 second Exposed is too long.
Why is it okay for Weaving Spiders to take 60 seconds but not an Exposed which is basically the only power this Killer, who is already sorta weak, has? One that he has to work hard for at that fighting a super jank reveal mechanic that is long overdue for some fixing, reworks, or SOMETHING to avoid being literally revealed through walls? Please explain in detail to me why 60 seconds is so oppressive on an M1 Killer without antiloop or any Map mobility.
Billy and Bubba have shorter ones because they have speed. Ghostface doesn't. There's absolutely NO need to nerf him like that. If anything the poor guy needs buffs, have you seen his killrates? it's one of the lowest in the game, and not just due to people meming with him either. He needs the same treatment Billy, Sadako, and Trickster got - substantial help and some light reworks around Reveal, maybe even a slight boost to his speed while in Shroud. He's the exact OPPOSITE of oppressive to the point some people even consider him a joke of an M1 Killer.
You're proposing a nerf. The absolute LAST thing that Ghostface of all Killers needs is a nerf.
maybe they can nerf and buff ghostface mark. Ghostface mark duration reduced from 60 second to 10 seconds. Survivor that are marked suffer from 15% hindered penalty and exposed.
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there is already a system like that in place. all regression events are added up to 8.
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@adsads123123123123 said:
One of the major problems with Pyramid Head is that it's generally not worth setting up Rites of Judgement pre-emptively since it wastes too much time and slows you down. My suggestion is to allow Pyramid Head to cycle between Rites of Judgement and Punishment of the Damned. Everything will be the same except in Rites of Judgement mode he won't get slowed down and can't use Punishment of the Damned until he lifts his sword up. In Punishment of the Damned mode, it will work the same as now but he won't generate any Torment Trails.
what are you setting up? the trails only 1 CM of dirt on pallet or window to be tormented.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741466#Comment_3741466
I know it isn't removed from his kit, i was specifically talking about it not being available during hidey-ho mode like it was previously.
It was killer favored before, i don't deny that, but it should still be available during hidey-ho in some way or form, not just during Slice & Dice.
I don't really care how it could be potentially changed to make it more fair, all that matters to me is that it's there and available no matter what, even if it'll be less stronger than before.
something i suggested on his release date was that his m/s is changed from 110% m/s to 105% m/s to balance scamper. they removed regular scamper instead.
the other change i suggested was power cooldown reduce from 18 →12 second which eventually happened.
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@Akeeno said:
when the nemesis came out, pallet break time was 2.61 seconds and with his power he could break pallets at 2.5 seconds.
then in patch 6.1.0, the pallet break time was reduced to 2.34 seconds, which was great for all killers, but nemesis is still breaking pallets at 2.5 seconds, so its slower to use your whip to break pallets than to just kick a pallet. and thats not including the 0.35 wind up.
i think specifically for pallet breaks, the time should be reduced to 2.23 seconds. thats the same amount of time difference there was with 2.61 and 2.5, 0.11 seconds.
2.61 - 2.5 = 0.11
2.34 - 0.11 = 2.23
i think its a fair compensation or if you guys disagree with this number then at least match nemesis pallet whip with current 2.34 second pallet break
nemesis still breaks pallets faster because he can pre-wind his pallet break as the pallet is being dropped. It is one of nemesis tech's. Other killer have to wait till pallet is fully dropped before breaking the pallet due to the stun.
Nemesis needs rework/buffs especially for the zombies.
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@squbax said:
She is indeed amazing, if your opponent is bad at the game. Good survivors will know how to deny your power by triggering traps forcing you to resent them and lose chase pressure. Better survivors will know how to use the camera spin to their advantage do that even at loops traps are unconsecuential.
She is 110% so without traps she is just a joke at any loop that is not the new borgo tree tile.
Finally the totem thing you mentioned is very easy to counter as survivor, you trigger the trap and prerun, so the hag has to go back to the totem, while she does that you can do gens or reset if she gets some cheeky hits during the match. Point being she is NOT getting hooks if you are keeping her busy protecting the totem so devour doesnt get to be into play.
You can also bait her into taking a chase while another player does the totem and if she doesnt have the iri addon by the time she arrives the totem should be gone.
The only scenario were hag is actually obnoxious and I would consider actually very strong is a basement camping hag, that thing is an abomination to play against.
it is not that easy to counter. Rusty Shackle is only remaining add-on that gives exactly no feedback that you triggered a trap and Mint rag allows hag to teleport at command on any traps.
In my opinion, Hsg is one of the biggest placebo killers when you first play her. The reason is that you acquire Nurse's blink ability from triggering traps. An incredible ability with extremely shallow/low skill-floor. The inconsistency of the trap triggers over-time and exploitable weaknesses is what builds up over-time for a hag player. how good hag is how player approaches her weaknesses.
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it is almost like they want to punish you for playing the game. /
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741459#Comment_3741459
Fly on a 10 second cooldown would give Vecna a lot of map pressure and anti-w power. He'd just be bad at loops. So probably high C tier or low B tier, but it really wouldn't be that bad. FoTD can deny vaults and dropped pallets, and hit survivors in animation, so that ability too is decent. You just need to know how to use it.
His spells shouldn't be as strong as other killer abilities, agreed, but I don't think they are underpowered. Vecna at the moment is a pretty strong killer, and he will be even after the small nerfs Mage Hand and FoTD are receiving. Vecna will be in a perfect spot once he receives his small nerfs, and I am positive after his update he won't be needing any more changes. He'll be strong, but also fair for survivor. Exactly what a killer should be.
If he does turn out to be a bit too weak, they can reduce his cooldowns a bit more. That's at least the buff I would want to see in that case.
i don't think FOTD is confirmed for finalized changes.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741461#Comment_3741461
Did you stop reading after the first sentence?
Knights power is also most about zoning a decent sized area, which was a big reason people started 3 genning as well.
Having a power that specializes in information or just outright denial / free hits for holding a 3 gen is a pretty big deal, especially since the 3 gen meta was widely hated and took far too long to address.
Just because SM ultimately did this better, doesn't mean that knight wasn't also really good at it to begin with. That's not something that doctor, Nemesis, or onryo have.
The zoning is chase ability. it is not big deal, he can't hits with his guards and flag disables every guard in 6 seconds for 2/3 of guards. he was never good at 3 gens. what made any killer good at 3 gen is perks. Nowhere to hide is not a good 3 gen perk. the information it provides is irrelevant for 3 gens when your doing that from the start.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741183#Comment_3741183
So put a cooldown on it so it can't be spammed or something idk, i just don't think outright removing scamper from hidey-ho is the right call no matter what, because i believe it's too important to chucky's identity as a character, to the same degree slice & dice is.
scamper isn't removed. it is still his kit. it is poorly balanced. it is survivor skewed mechanic where previously it was extremely killer favored.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739230#Comment_3739230
Three words:
Nowhere to hide
This perk was the last piece to solidify the cobruption meta that inevitably led to the 3 gen meta as well.
You also have to consider that knight is a zoning killer and the guards can only patrol a limited area. So in addition to the perk, this was one of the killers who excelled at holding down a relatively small area indefinitely (i.e. 3 genning). This wasn't a typical hag or trapper trap you could avoid or disarm, it's a decent area of effect that patrols the area and, at worst, notifies the killer where you are. At best, it takes a health state while the killer patrols the other gen.
So knight was part of the meta problem, and basically a lot of killers had that neuron activation moment that holding games hostage was easier than chase, right at the same time.
that doesn't make any sense. just because a killer has a perk to 3 gen doesn't make them 3 gen centric. Nemesis comes with eruption and Onryo came with Call of brine, Nemesis is not 3 gen killer.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741102#Comment_3741102
I think There is fairly huge cooldown between each remote hooks
i meant that i remote hook one person and then pick up. 2 fast hooks. you can chain down and chain 2 hooks back to back.
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@drsoontm said:
Yesterday, had a few cases where a survivor turn a corner and suddenly : no noise, no blood, no scratch marks.
I've managed to kill them in the end so I don't think they were cheating. I'm guessing that's what the "quiet mode" does.
It's bloody stupid.
i like it. it encourages juking killers in the chase rather than looping.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740984#Comment_3740984
I think Expose is better, can deny with pallets. Or a teammate body block(?)
remote hook is really good for slugging. I was playing Michael with Infectious fright tier 3. i downed 2 people from tier 3 and remote hook both survivors super fast.
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@Akeeno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739677#Comment_3739677
thats literally what i said
hex perk sounds lame because hexes can be cleansed at very start of the trial. Maybe it is just a perk that starts with 3 tokens and nothing else.
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@Th3Nightmare said:
In one game, I used the power of flight and a claudette jumped a window and I wanted to make a good move on her, the claudette stayed crouched behind the window and I couldn't do anything, I surpassed the survivor and the survivor was able to quickly jump over the window again without no risk, there should be 50/50, and not 100% for the survivor, I hope the devs look at this.
his iri add-on blocks windows for 45 seconds. All his powers have counter-play.
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@Tzimiscelord said:
Those are not very useful tips guys
dash forward. the ability plays similar to Oni demon dash and to lesser extend billy. scamper has little to no use in most instances. Unless the survivor drops the pallet and just run forward, you won't hit them.
there is technique to attempt to use it but i wouldn't recommend going for it unless you know what your doing. the idea is that you dash forward after the survivor vaults a dropped pallet, then you vault with his scamper and then immediately press his attack. you have to predict the slide and survivor needs to close enough post-slide to immediately m2 after. For best success, you need equip Vecna's new perk Dark Arrogance which boost vaulting speed by 25%.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740829#Comment_3740829
So far, i haven't really seen the use of scamper during slice and dice much at all, most chucky players i've seen just use it to dash forward only similar to Hillbilly & Wesker.
Honestly, i'd rather have Scamper be more of a focus around stealth and mind gaming in general.
it is ineffective to use scamper right now. i am just puzzled by their latest nerf's. hopefully they don't go through.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740748#Comment_3740748
Kinda an issue is, that it is near impossible to pallet save against it.
yeah i don't mind if sabo/flashlight saves/pallet saves were deleted from the game. pallet save is arguably the most infuriating type of save for killer.
I get these are suppose to be various of "hook defence" types for survivor. Survivor stacking these hook defence perks make the killer objective like 2x as long. Just play vs a SWF that runs background player+Flashbang x2 and Break out+Background player with Alex toolbox alongside Decisive strike+Unbreakable on every player.
Your experiencing:
- Survivors bodyblocking hooks, sabo in front of your face and wiggling off
- Survivors being slugged on top of pallets where they pick themselves up in front of the pallet and stun you
- Survivors that pallet stun you from far away with background player if you pick-up early
- Decisive strike stuns for tunneling
- Flashbang saves behind the wall
This remote pallet save is breath of fresh air for killer.
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@VomitMommy said:
One of the biggest things people complained in the past events was that power because it takes nothing to earn the hit/down.
Really? In my opinion the exposed was way worse. I am glad they chose to remove that instead.
can they add remote hook feature base-kit to killer? survivor can have base-kit unbreakable. it feels so good to instantly hook. no down-time for killer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739728#Comment_3739728
The game having different killers that cater to different MMR levels, benefits everyone, because everyone is included. High MMR players aren't more important than average MMR players, and the game shouldn't revolve around them.
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
What is funny is that Trapper and Myer's share exact same problem. Their skill-cieling are too low. They have easy to aim power that never need to be aimed at a survivor and there are no advanced tactics to using them. I would argue that there isn't a way for Low-Average MMR players to mess up their power, as a result, there isn't a good way to balance all 3 killers across all skill levels. a high MMR player on said killer is not going to make many or any mistakes with their ability because they invented a lot of time to be good at said killer within the killer's limited skill-cieling.
Trapper and Myer's at least have iri add-on's and Mori to elevate their total power-level while freddy really has nothing.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740187#Comment_3740187
I know why they removed Scamper Vault, that doesn't mean it made sense. Scamper Pallet needed to go because it broke the way loops are designed and Chucky could guarantee hits easily with it, Scamper Vault was a quieter vault. It was the only way to do double vault back mindgames with Chucky, and now that skill expression is removed because a largely unrelated ability happens to share it's name. It wasn't an issue, and having the regular vault during hidey ho actually conflicts with him being stealthier during power since it plays a vault noise. As well, it isn't necessarily like Scamper Vault is useful when attached to slice and dice. What good is a quieter vault when 2 foot tall Danny Devito is screaming his bloody lungs out, y'know? I completely understand why Scampering manually under pallets needed to go, but doing the same to vaults completely ignored the reason they were implemented in the first place.
The cooldown for power being 12 seconds is actually relatively balanced give how versatile the power is imo. I would glad take this change in exchange for some of his stealthier aspects returning. Plus, once the change goes through and the addon is reverted, Power Drill puts the cooldown at 10.2 seconds. That's fine with me, especially since currently Chucky just feels like Slice and Dice the killer and a shorter cooldowns just makes that more true. Getting power back faster after dash just makes you want to dash more, instead of taking advantage of undetectable.
as a player, i have already accepted that Scamper is no longer part of the kit but I can at least enjoy my shorter cooldown. if their change goes through, you get neither benefits.
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@Aven_Fallen said:
Funny thing is that all his 3 issues are not really valid.
Issue 1 - Unfun Killer Builds/Strategies - those would be the case even if Distortion would not be a thing. Before Distortion was buffed, the main Builds players used were Slowdown and before it was buffed there was also tunneling. Thinking that this will go down is delusional, it has been proven multiple times that incentives (nerfing a Perk which would make Aura Reads more viable would be an incentive) dont work.
Issue 2 - Passive gameplay - he at least admits it himself, but it would not really change much. Someone who runs Distortion and is overly stealthy/passive will not just suddenly become someone who takes every chase they can get. The same players would still be passive, probably in lockers most of the time. I mean, Killers would still get something out of it, because those Survivors would also be less efficient on Gens, but it would not really solve the issue that they are passive.
Issue 3 - SWF/Solo-Difference - While this point is most likely the most valid, it is strange that he talks about competent Survivors and yet fails to realize that those competent Survivors also dont need that much information to know the Perks of the Killer. And while 1 Distortion provides information, it does not really change that the other 3 players dont have Distortion and therefore either have to play around it (while being less efficient on Gens) or will have to deal with being seen by the Killer.
But I guess I am wrong because Otzdarva cannot be wrong.
i agree so much with your opinion. While aura reading is extremely nice for killer, the killer is capable of playing without it. learn to play issue. Perk does not need a change.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740378#Comment_3740378
See I don't even know what play you're talking about like I said I haven't seen a uncounterable move in my games but if it's there it should be changed
personally, i think Vecna is fine where he is at. the only i'd make to him is nerf stbfl on him because for some reason, his flight of the damned does not consume stbfl stacks. So just fix bugs.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740165#Comment_3740165
If it's an uncounterable ability like they say then it should be changed, I personally haven't faced a vecna that's been able to pull that off yet but no player on the killer or survivor side should have an uncounterable ability and if you think it's fine then we should bring old dead hard back with the I frames and dash both along with the old syringe that could pick you up to full health from dying, I prefer both sides have skill input be what wins them the chase not by technicalities because the player used a uncounterable attack, if you brought the syringe back I can heal tech mid chase and if I time it right you'll hit me and I'll be full health with a speed boost when I was supposed to go down, uncounterable things get removed for good reason otherwise you set the stage for stuff like I mentioned above to return
it is not uncounterable, you can crouch preemptively but it is impossible react to if the player does it right. Every player I have done this on has no reacted to FOTD. You can only predict this play.