Devil_hit11
Devil_hit11
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740268#Comment_3740268
I would say it depends, because you have a better view angle and the footsteps are not always on spot. It is an advantage though, question is just how big.
they lower skill-floor for mindgaming. normally killer have to moon-walk. Chucky doesn't have to moon-walk. In practice it provides no advantage at all but the act of lowering skill-floor of an action makes it more prominent for a killer to do said action.
I am not sure how to explain this. It is like great skill-checks. some player might actively avoid aiming for great skill-checks because they see the risk vs reward of missing skill-check as -10% vs 1% but if you make This is not happening base-kit, a survivor might actively aim for more great skill-checks because the risk of blowing the up the gen is lower. A lot of killer actively avoid red glow mindgames vs a strong looper because they see the cost of losing distance as higher detriment then the odds that they get an extra hit.
This type of interaction is something that happened with flashlights. flashlights used to be this super high skill move for survivor but nobody went for them. their skill-floor to perform flashlight was lowered and suddenly, more player will incline to go for flashlight saves, so on average, you as killer deal more with flashlight saves…. Of course some killer plays hated so they are lightborn gamer's now.
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@solidestcross63 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740256#Comment_3740256
The nurse is so easy to loop it's honestly sad all you have to do is run towards her, and then run away when she trys to blink up close.
Sadako just get a tape when you hit 3 stacks and watch out for her lullaby and manifest/projection sounds.
Wesker just move left and right.
Artist: lockers
I dislike playing vs Sadako because she is boring, dull and easy to play vs. Not because she is strong.
I already know how to play vs other killers. Moving left & right doesn't do anything vs Wesker when you were -8% hindered. Lockers aren't effective vs good artist players.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740232#Comment_3740232
In their plan... Not currently, I know how it works currently...
I think you are underestimating the 3rd person viewpoint.
i think 3rd person viewpoint works vs weaker player but is pretty much useless vs the top loopers because of check-spots.
generally speaking, I use 3rd person viewpoint to try to mind-game/make experience loopers to come closer to me so I am closer to S&D. The 3rd person only helps facilitate his S&D in certain instances. it should never give you full hits if the player is remotely good.
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@solidestcross63 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740239#Comment_3740239
Or we can get killers that are actually fun to play against like the artist, wesker, nurse, and Sadako
I hate playing against Nurse and Current Sadako. Wesker was also a killer i despised playing against before his hindered tunnel changed occurred. Artist is just….. a no skill killer.
I just wish there was more instant down chase-type killers and less of this boring 4vs1 secondary objective type killers.
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the game needs more instant downs killers. there hasn't been a base-kit instant down killer in ages….
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740214#Comment_3740214
Almost nothing aside from 3rd person POV and a really small model/hitbox...
With the addon it would probably still be more like 10 seconds, considering they want to buff the numbers again when the bug is fixed. Does it start to recharge after the hit or after the cooldown of the hit in their plan?
it starts cooldown as soon as you dash. for example if you run portable TV which is an add-on that gives you 70% S&D duration when exit gates are powered, you'll have like 6-7 second because the S&D dash duration is lasting for half map S&D. Like I said, this always worked this way.
Mathematically, 1.2 second+2.25/3 second cooldown will increase his cooldown from 12 to 15 seconds. He'll have same cooldown as before change WITH the nerfed Scamper. There is like 0 point in the change. It is just flat out nerf with no positives.
Almost nothing aside from 3rd person POV and a really small model/hitbox...
3rd person doesn't matter if survivor can see my illusionary steps or see me over loops. At the end of the day, Chucky relies on S&D.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740174#Comment_3740174
He has 12 seconds now, and for now only the addons got nerfed that reduce it even further, because currently it is basically more like 9 seconds because it starts when slice and dice starts... Before it was 18…that is quite the big difference..
no, it was 15 because cooldown started as you dash. On-hit, He has 3 second cooldown and on miss, he has 2.25 second cooldown. The yellow add-on reduced it to 13.2 seconds and 12.3 seconds respectively in 18 second cooldown. It is why some player label this as nerf because you could get similar cooldown when running old add-on's. These cooldown still felt bad because Chucky is 110% m/s killer. He is almost nothing without his ability.
The buff in this version of chucky is that you can use 12 second cooldown alongside add-on to reduce it further.
@zarr said:
Meanwhile Nurse still starts recharging tokens as soon as fatigue begins… No idea why they wisened up to it having being ridiculous that Blight started recharging rush tokens during fatigue, and find the time to do this for Chucky, but not Nurse.
That said, Chucky's cooldown really is ridiculously short right now, and believe it or not, for good Chucky players the recent changes were actually more so a buff. With good timings and mechanics, it is rare not to convert a Slice & Dice into a hit. That on top of the stealth that can regularly net you surprise hits results in people getting "two-tapped" left and right. The adjustment to not have the cooldown timer start during the attack is more than reasonable.
The changes I would want for Chucky are reworking Rat Poison which makes things much too easy, and bringing back 180° flicks, if with the use of a "turn rate" add-on or two.
I can agree with Rat poison being reworked/nerfed. No turn-rate add-on's. killer being add-on reliant should be something the past. A large majority of killers as of recent updates have been getting add-on's into their base-kit to be playable.
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@ArkInk said:
Man, they keep giving him sudden nerfs and then calling them bug fixes. I'm still more salty over Scamper Vault being removed tbh, there was no reason for that. This is fine, but it's insulting that they change these two add-ons while leaving all of the Scamper ones they gutted untouched.
they changed the rules for scamper. previously, chucky could manually scamper. Now it is only in ability. They simply forget to change the rule for windows after changing it for pallets. This changes makes sense and aligns with the change.
The cooldown change DOES NOT make sense because the entire goal of this change was to reduce chucky's power cooldown. He doesn't have power-recovery add-on like Spirit. The cooldown always started at the start of his dash meaning he had 15 second cooldown. Now he has somewhere between 8-10 second cooldown allowing Chucky to his power for mobility and go for risky hit plays. The change they are planning will ruin Chucky if it gets implemented.
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the worst change to date. what is the point of reducing his cooldown if your setting the cooldown to almost the same as prior to the change? Chucky is the super fun to play now for me minus scamper being weak.
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doesn't that make deliverance an instant-kill?
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@Horror_Gaming said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740113#Comment_3740113
I may have worded it weird it is an insta heal but the boon perk doesn't work like other boon perks. It' not a radius effect. Once the boon is activated or "blessed" the injured survivor is instantly healed and you are are instantly injured/broken. The boon is a double edge sword now because the killer can choose to never snuff this boon leaving the survivor permanently broken. But the other survivor does not keep getting instantly healed if he runs into the boon. It's a 1 and done map wide for the people unless boon is snuffed, survivor is fully healed, and survivor has unhooked someone new. Booning a totem is just to activate the health swap. And that's it.
A scenario would be you unhook a survivor, that survivor that was unhooked is now being hard focused, you go and find a totem to bless, once that totem is blessed you now have given your health state to the unhooked survivor who is still in chase after being unhooked, but your also now broken. If the killer snuffs the totem you can heal back up. But if he doesn't you no longer have a perk / only have 1 health state.
what is the point of saying it is 24 meter radius? there is no radius. I already assumed that the perk only triggers once. it is what I expected. a strong anti-tunnel perk.
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@Nazzzak said:
Maybe you're just in a higher MMR bracket than you should be, considering 4man swfs are a minority so you're likely not facing them every round like you think you are. Rather than ask for the game to be made easier for you so you can compete at a level you probably shouldn't be at, maybe just cop some losses and hope you drop down in MMR enough that you get some opponents more on your level.
i mean it is not a bad idea, the issue is that dbd for killer has had 4 perks slots for 6+ years, so it is difficult to change something that has been a stable for so long.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740043#Comment_3740043
Survivors shouldn't be forced to run the same perks and build forever to deal with something that shouldn't be a problem to begin with. There is no excuse for this. They need to tackle this problem the same way they did camping. There shouldn't even need to be perks in the game to counter this. One of the perks keeps you in an injured and broken state the entire match and the other is dependent on totems. Unbreakable only lets you recover once. The problem is NONE of these perks deter the behavior. If killers knew every time they did it they'd be punished it would stop. You know how many times I've been face camped since the anti camp thing was added? Once and I'm pretty sure they didn't know about the change. Before it face camping was very common.
No mither deters this behaviour but because effect of no mither is unlimited unbreakable, the dev put an insane drawback for survivor to not use it. You can still use it but it makes your weaker vs hooking killers.
Survivors shouldn't be forced to run the same perks and build forever to deal with something that shouldn't be a problem to begin with.
Tell that to killers that have been dealing with generator balance problems for years.
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@SoGo said:
The first sounds like a solid perk.
The seconds also aounds good.
The boon perk sounds trash tho.
3rd perk sounds overpowered. You give your teammate an old instant-heal. Basically if the killer slugs a survivor, they're instantly healed 2 health-states. If a killer is chasing killer is chasing a survivor that is about to die, you can instant heal them if the teammate enters the 24 meter boon radius. Unlike other boons, this boon punishes the killer for snuffing the boon. It is like haunted ground.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739502#Comment_3739502
Actually, it's important to have a variety of killers that are good at average MMR and a variety of killers that are good at high MMR, so that all players have multiple choices they can pick.
Yes, a higher MMR killer should have to put up with the fact that average MMR killers exist, because average MMR players deserve to have killers that are good at their skill level too.
And again, trying to dismiss the majority of the playerbase, by claiming it's "their fault they're at average MMR", is really bad game design. Beyond the fact that many players can't actually ever reach high MMR, there's the fact that they shouldn't be required to be at high MMR in order to have good player experiences.
You have to decrypt some of these ambiguous words such as "good player experiences". Assuming good player experience is survivor winning when they play worse, no this should not be the case. you shouldn't attempt to make a poor player win.
And again, trying to dismiss the majority of the playerbase, by claiming it's "their fault they're at average MMR"
I am not saying it is their fault. i am just saying their inability to win should not compromise more experienced player's gameplay experience.
Yes, a higher MMR killer should have to put up with the fact that average MMR killers exist
Why? Explain in detail how this benefits other players.
average MMR players deserve to have killers that are good at their skill level too.
Average players will face Average killer players. A killer power could be much stronger but an average player will not utilize kit correctly to their full potencial. You don't need to make a killer purposely worse for worse players because worse killer player won't use kit correctly. the killer and survivor already get self-balanced because both sides are playing poorly in their respectively role.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739204#Comment_3739204
Players can't always just "get better". The difference between average MMR and high MMR isn't just time and effort. There are so many reasons why some people will permanently be in average MMR, which includes things like personal dexterity, reaction times, hardware limitations, personal eyesight, personal hearing, ability to multitask, how much the player is willing to leverage killer strategies that might be unfun for survivors, whether or not the player actually wants to push their MMR, etc.
In reality, many players are stuck in diminishing returns, and some get stuck at average MMR and some get stuck somewhere at high MMR. It feels like you are claiming that average MMR player experiences aren't important, and should be ignored because it's "the player's fault" they are in average MMR.
i am not saying you should get better. I am just saying that a limited skill-floor of another player shouldn't limit other players that do get better. In other words, a higher MMR killer shouldn't have to put up with bronze-level balance on a character. Most of those C and D-tier killers are killer that player actively avoid playing because they're far too ineffective. Your saying that this is good design while i am saying it is poor design because those players can level-up their game or accept L's when their opponent is better at said weak killer than they are at survivor.
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@WaveyTrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738765#Comment_3738765
As long as a survivor is healthy a Hag can’t follow up after landing an attack. Unless they’re too deep in her trapped area.
You teleport to get a hit. Survivor with game sense run to other side where gens are done, and it’s safe. Reset. This keeps happening until someone inevitably folds.
Hag can’t do anything against this other than playing in all the ways that makes the trial unpleasant for all. I played her recently, and was like wow. I can’t ever enjoy this. That’s part of why no one plays Hag. Her power is interactive, but it isn’t engaging. Hag can’t follow up after her power works.
At least Trapper has base speed so he can pursue trapped players even if they get freed. Trapper also has many add ons that change how his traps work when he does catch someone.If not this perhaps buff her so when she lands a teleport attack she gains stackable haste for X amount of time.
You teleport to get a hit. Survivor with game sense run to other side where gens are done, and it’s safe. Reset. This keeps happening until someone inevitably folds.how does bodyblocking traps change this problem? It adds nothing to her kit and heck even nerf her trapping capacity for her good traps.
@WaveyTrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738760#Comment_3738760
Despite her mobility she has no options other than to sit at a 3 gen, and perimeter camp them. Along with any hooks she might get.
She was originally designed to use totems, but she can’t even defend them if they’re too far from the gens.
Trap based killers should have different kinds of traps available as basekit. They shouldn’t need an add on to change them altogether.
I made the same argument for Freddy. He should have an even mix of snares and pallets. The add ons reworked to give him an odd number of whichever traps the player prefers over the other. Instead of Freddy being forced to choose between the two. That’s just silly.if your picking your 3 gen on the totem spawn your able to defend the perimeter to some capacity. Overall I'd say Hag is gimmick character whose gimmick doesn't work reliable vs SWF/good players. that is why nobody plays her. It all comes down the fact that DBD doesn't have good expose perks for hag to exploit/utilize to make her traps deadly. All she has is Make your choice, a perk that relies on your opponent to activate and Devour hope, a perk that requires charge-up to gain expose but Hag as a character is extremely passive. She can't brute force the stacks easily. Mint Rag is best thing she has going for her because it gives her some consistency in using MYC and some consistency towards defending devour hope.
Dragon grip is a perk that gives exposed and might work with her defensive 3 gen gameplay style but the perk is so trash that no one even considers it as an option along with many other crap exposed perks released over the years.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739204#Comment_3739204
Well I guess for the guy it is a numbers argument... There are many average players against whom he performs well, but few high level ones where he is terribly weak... But if that is the basis, why did we nerf Blight and Nurse again? They were not over performing...
that still doesn't answer why the killer player should get free losses every time he faces a strong team because the killer is literal D-tier worthless. Freddy doesn't have a single game-changing add-on to elevate his powers and all of his powers are plagued with drawbacks including -m/s for placing traps which contradict their functionality for hindered, an extremely telegraphed teleport with long channel time and an invisibility gimmick that does not work in any capacity. The oblivious effect in his dream world is also pointless with lullaby in most instances. As a result, he doesn't constitute as stealth killer or "The Nightmare" that he is suppose to be portraying. The average player is losing to a killer that has near dysfunctional power. No idea why you would be balancing around that.
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25% hindered is way too high. @Iron_Cutlass post summarizes the problem. The best that dbd could do to weaken tunneling/proxy camping is MFT haste and borrow time to work with 2 survivors. Anything past that and your making the survivor immortal. Decisive strike displays this problem of being untouchable.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739137#Comment_3739137
Yep, And they called it "Survivors abusing the feature".
@Topic:
IMO those cases which lead to things being nerfed are only the tip of the iceberg. Because everything was possible before. You could camp before, just at some point Killer started to do it more and more. Every Killer was able to hold a 3-Gen from the start, just Knight and Skull Merchant were the best at it. And stacking Slowdown was always possible, but with more and more Perks coming which can provide Slowdown, Builds would feature more of them.
So the things which got nerfed or changed were not because of specific things (e.g. Knight and Skull Merchant), but because there were problems which already were around for some time, but got really obvious due to certain things making them more obvious.
i still don't understand why knight was ever bunched up as 3 gen killer. he is chase killer that rely on summoning to zone survivors. He just isn't particularly fast at downing survivors despite being a killer geared towards chase. He doesn't get rewarded for landing guards on top of the survivor. All the survivors can outrun his guards, so he only ever gets effective when survivors are in the corner and are unable to run away from both him and the guard itself in the pincer. There are pathing and strategies to delay the pincer. Delay it enough while doing gens and he falls flat as a killer.
I don't think more slowdown perks being invented cause perks to get nerfed. Hex:ruin was first slowdown perk to ever be released and it was meta since the very start. Pop goes weasel went into meta as soon as they made it an effective perk. The other slowdown perks introduced alternative options for the killer to select. they keep getting selected because most of BVHR's other killer perks are drastically under-tuned compare to game-delay perks. The other reason why they keep getting selected is that the killer's base game-delay for being successful at the chase is atrociously bad. BVHR still has made little to no attempts to improve the killer's game-delay presence for being effective at playing the killer. as a result, the killer player are forced to use perks to do create game-delay presence. High pick rate leads to high effectiveness rate which leads to nerf's. Just a big giant snowball effect.
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Tinkerer
Whenever Generator is repeared to 70% of Total Progress
Triggers loud notification.
Grants Undetectable Status Effect for 15/20/25 seconds.
Grants 5% Haste Status Effect for 5/10/15 seconds.
I am not convinced BVHR wants to add -action speed perks into the meta. They're clearly shy about these perks. Tinkerer only needs the -This perk can only be triggered once per gen- removed. I used to use tinkerer back in the day. it was a decent undetectable and information perk until it got nuked.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739087#Comment_3739087
Freddy isn't the worst killer in the game, because he currently performs well at average MMR. For many DBD players, Freddy is a good killer, and performs well in the game's he is played in. Therefore, BHVR can't just give Freddy random buffs, because buffing Freddy for higher MMR levels would affect his performance at average MMR, and might cause him to overperform at average MMR level.
And BHVR can't just randomly buff Nurse because she underperforms at average MMR, because that might cause her to overperform at high MMR.
And that is the actual reason why it's important to evaluate killers across all the MMR levels. And that is the reason why only having one tier list, at the 6,000+ comp level, isn't useful.
the question is, why does it matter an average MMR survivor player on average dies to freddy? Why does his experience prioritize over the killer experience? A 9000 hour player that plays freddy vs 5000 hour survivor team gets steamrolled. The 9000 hour killer player is unlikely to get better at said killer because the killer has limited power-level potencial. Joe who is stuck at average MMR survivor can get better vs freddy. Your argument is saying that the killer experience should be deprioritized over the survivor experience.
The nurse who struggles to play Nurse can play more games to get better at said killer. these players in lower bracket are able to change their outcomes on their own. If they don't want to do that, than they can accept L's vs players that are better than them at said killer just like Joe who is not good at survivor should accept losses vs killer players better than him.
players can always get better, but you can't ask better players to play worse or get worse for poor balance.
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@Blueberry said:
It’s actually really bad and needs buffs.
i would be happy if the perk didn't get nerfed.
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@TheLonelyHarlequin said:
So basically the perk says once the item is FULLY DEPLETED it gives the killer aura reading around it but I've noticed that the items don't need to be used at all for the killer to gain the aura reading. While playing against venca I saw he had the perk and was running Franklin's as well so I dropped my item but when I did I lost a distortion token, and when I went to pick up a drop item that was dropped from Franklin's it still had charges but it was also an active area for WEAVE ATTUNMENT.
My question is, does the item need to be fully depleted to activate the perk or not? Cause the perk description is wrong if so. And is not the perk is broken and need to be killed switched as it can be easily abused to give full map aura reading to the killer which in my eyes is the same as running wall hacks.
no the perk does not say that. it says that first time the item is depleted. the item is dropped.
When a survivor is near any dropped item, the aura is revealed within 12 meters. The item does not need to be depleted.
When a survivor picks up an item, they are inflicted with oblivious status effect for 30 seconds.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/417054/gen-rush-skillcheck-based-build
Each to their own, but I would go with this instead
i tried a build with self-care/barbic inspiration/deadline/stake out. the idea was to 99% my heal with self-care(removing drawback of deadline) then use Stake out+Barbic Inspiration to boost skill-checks of Deadline. It is an ok gen jocky build.
In the end, i think that streetwise+build to last in SWF with toolboxes is the way to go. Prove thyself and Barbic inspiration are good support perks to boost toolboxes and that really as far as it goes.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738703#Comment_3738703
I disagree.
It is a perk that can turn any Skill Check into a Great Skill Check in terms of progression bonus (+1% to +3%), and Great Skill Checks get further boosted progression (+2% to +4%), which is really underrated. Keep in mind that this progression applies to not just Generators, but also to healing (+1% to +3% for Good Skill Checks, +4% to +6% for Great Skill Checks; can be further extended with certain Medkit addons).
Not only that, but the fact that you can apply it to the entire team is really amazing; the only downside is that the perk is new and a lot of people dont really understand what it does or how much value you can get from it.
the perk just revert an old nerf where skill-checks used to be 2% from 1%. these numbers only matter with extreme gen-stack perks builds which most of your teammates aren't running.
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Deathslinger:
Hellshire Iron: Survivors that mend themselves suffer a decrease of -30% healing speed for 120 seconds.
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what is the point of hag having solid traps if instant teleport traps are better in every way? the block traps looked like a beta version of hag where they were trying to nerf hag for being too strong.
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update the perks that were announced to be updated first.
Genetic limits
This is not happening
Distressing.
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Gameafoot is a perk that i personally wanted buffed.
Quick Gambit is another perk that i wish was better(I like getting chased while giving team bonuses).
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Enduring+Hubris.
You get stunned to expose survivors. It is so strong that a certain killer is getting nerfed for using it. Clearly S-tier perks.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738565#Comment_3738565
They've tried this numerous times to give the 'secondary objective' that people (killers) are clamoring for.
But that alternative can't be beneficial to survivors, we tried that with boons.
It can't involve interacting with the killer, apparently, because bu+ftp, BP+FB, and now sabo.
The only thing that hasn't been complained about in this regard is the invocation, which, even after being buffed, is still a killer perk.
At this point, 'secondary objective' is just code for 'they need more gens'.
code for nerf genrushing.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738603#Comment_3738603
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738701#Comment_3738701
Thats why I said: "But ideally there is a range of good Slowdown-Perks, which just cannot be stacked with each other.", basically that the individual Slowdown-Perks can be strong on their own with only investing one or two Slots at max, but cannot really be stacked.
An example like this would have been Ruin and PGTW. When both are up, you can have value of Ruin, but PGTW cannot be used. Obviously those got stacked as well after a while (when Ruin first got reworked, many players dropped either Ruin or PGTW), because you will get value out of PGTW when Ruin is gone, but something like this is way more bearable than having 4 Slowdown-Perks stacked together.
And if the Devs find ways to make stacking Slowdown impossible, Perks which recently got nerfed can be buffed again. But since this is not the case, they basically have to nerf them individually, which sucks for players who used only one or maybe two Slowdown-Perks, but is needed for those who stacked four of them.
i think that making perks not stack doesn't fix the under-lining issue with people wanting to stack them. with how dbd is designing 150+ perks, i believe every single perk effect is INTENDED to be stacked. Perks that trying to be soft-balanced to not stacked are often finding work around to make them get stacked.
For example
Dead-hard-Decisive strike-Off the record, Adrenaline Alongside red syringe is 4 speed boost perks+an item. How is this any different from Sprint burst+Dead hard+Balance landing+Lithe triggering all in 1 chase? Artificially, the game is placing limitations to curb second-hit haste stacking but the player is abusing game mechanics to cheat the artificial game-system and have multiple health-states in 1 chase. Unbreakable is the other perk that get thrown in the mix instead off the record which abuses the whole pallet-stun →killer needs to slug problem that has no counter-play(Often done with a teammate who is 99% the sprint burst as exhaustion perk aka background player).
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738687#Comment_3738687
Probably because they thought they went way too far with it. Personally, I never had a problem with BGP or with FTP+Buckle Up, because a failed attempt (and those indeed happened as well) gave a lot of value to the Killer. But I can understand that it can be frustrating if the Killer does not even have to be in the same postcode as the Survivor to be vulnerable to a Flashlight or Pallet Save.
FTP+Buckle up got nerfed for same reason decisive strike got nerfed in the end game. killers do not like end-game perks that allow the survivor to escape for —free—. Adrenaline has that same issue and still remains to be problematic to this day for this exact issue. Background player was uncounterable for pallet saves. pallet saves are like sabotage with less investment.
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@Toxicboii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738380#Comment_3738380
Thank you! I'd make the aura duration shorter, but I have a feeling people would complain about it.
Personally speaking, the idea of catching a glimpse of where the killer is, and if they're approaching you is fun to me.
strong perk. i would consider using it. Maybe add that when this perk is not on cooldown, you gain 6% vaulting speed.
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i don't think people care about the effect. it is weak. Best to just ignore it.
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@Aven_Fallen said:
Slowdown itself is not that much of an issue. Stacked Slowdown is an issue. And sadly there is currently no way to prevent this, Killers can still stack Pain Res and PGTW and both have the same activation condition. Then there is Grim Embrace, which also just requires to hook a Survivor. And Deadlock, which does not require input at all.
All good Perks which are totally fine on their own, but become too much when used with 3 or 4 of them. Add to this things like Mangled Add Ons and you have even more Slowdown.
And as long as BHVR cannot prevent Killers from stacking Slowdown, the only way to combat this is to nerf the Slowdown-Perks, which makes them less useful on their own, but also lowers their strength when stacked. But ideally there is a range of good Slowdown-Perks, which just cannot be stacked with each other.
slowdown perks only gain value if they're stacked otherwise they're too weak. so it is almost like your disappointed when the perk archetype gains value. Often, the perk archetype also only tends to have great impact when it is the same type of slowdown stacked. that is something i have noticed as well.
This logic also applies to toolboxes where 1 toolbox does little but a stacked team with toolboxes does a lot. This logic is also applied with killer haste perks where a small amount of haste has low impact but a large amount stacked is strong.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738564#Comment_3738564
The thing is, they try to give Survivors alternatives aside from just sitting on a Gen. They removed Background-Player and FTP/Buckle Up, now they added sabotage as something to do for Survivors aside from doing Gens. (Yes, they did not remove it, but they nerfed the Perks in a way that they are not really worth using anymore)
And this is the closest they can do for a secondary Objective. And it promotes Killer/Survivor-Interaction.
it is weird because they add secondary objective for survivor to use in background player and FTP+Buckle up then nerf those perk to the ground such that they're not worth putting into a load out.
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the whole point of the perk is to hide from aura's.
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@[Deleted User] said:
Both ultra rare add-ons for Pyramid Head. Another pretty bad add-on would be Cannibal's Carburetor Tuning Guide.
3 charges 1 pallet break. they should make bubba's iri add-on reset his power cooldown after pallet break. Kintsugi Teacup from Spirit. It is the last change he needs to be 10/10.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738451#Comment_3738451
You still have a decent chase power with 2 chains. The downside hurts but it's still more than Legion gets in terms of following up on a down.
Legion also doesn't have Chain Hunts. Or the ability to injure at a range. Engineer's Fang is also great for camping, since the cooldown for exiting the chain is a LOT faster than Legion's fatigue.
Original pain is better for camping and tunneling. Have you ever tried catching someone around a loop with this ability with 2 chains? You lose more distance then gain distance. It is atrocious. The 2 chains is so bad that you might as well use Bent Chain(His grey add-on) for 100% blood points.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738093#Comment_3738093
to nerfed sorry dont cut it
i am saying that they do not limit # of healing for survivor. they buff killer such that it is easier to machine gun the survivor making healing less effectively. STBFL is the limit of healing. So maybe after 15 hits, you gain 50% cooldown reduction on basic attacks permanently.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738055#Comment_3738055
Engineer's Fang is insane? wdym
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738092#Comment_3738092
True, with the removal of manual scampers that addon is WAY worse now.
Do you think Legion is insane? That's basically engineer fang. a harder to legion that doesn't even have remote chance at downing survivors.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738065#Comment_3738065
Sure all valid arguments, and your leg work there does give more insights about when the perk is better to use than not, and is to be appreciated...
However in the same breathe, you CAN equip a toolbox, and you CAN get 3 players affected with the buff by finding a duo working on a gen togther, or at the start of game if survivors spawn together. In these scenarios performing bardic inspiration is absolutely very high value, and if you have 3 players with toolboxes affected by Bardic Inspiration, gens absolutely fly.
You can't take a suboptimal loadout for the perk or use a worst case scenario as a baseline and then say the perk is bad, unless those suboptimal loadouts or conditions are not realistic scenarios... but they are realsitic. It's really easy to take a toolbox, and it's nit that unlikely you can perform with 2 players nearby.
Also ofc Hyperfocus is better in isolation, that goes off great skillchecks, Bardic Inspiration goes off standard skillchecks. This means you can perks like Deadline and get more consistent value out of Bardic Inspiration. Though I will grant Deadline is a bit of a throw... but...
The elephant in the toom is you can even stack Hyperfocus on Bardic Inspiration to way more value out of both perks. If you hit Hyperfocus you gain the benefit of Bardic on top, which is insanley good, and the downside of missing a great skillcheck with Hyperfocus as they get harder is more than made up for by the greater skillcheck chance, which allows flar greater value out of bardic inspiration.
In fact I'd venture that running Hyperfocus with Bardic Inspiration and a toolbox is actually pretty damned strong in the meta.
it is not time efficient in a lot of cases due to walking distance to have multiple people affected by the perk. That is why SkeletalElite uses 2 people doing a gen. His actual times are wrong because the other player would be doing the gen for 15 seconds but that is besides the point.
Making the song last for less time like 10 seconds instead of 15 would probably make it better as stand-alone perk but some people use the perk for emote aspect of it. Maybe if you cancel the song, it refunds 50% of the cooldown. I don't know.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738167#Comment_3738167
Mostly because of his chase potential. He can shred pallets akin to a bubba but having a ranged like dash attack is really good in alot of situations at getting hits other killers could only dream of, and it has a really big hitbox so its difficult to dodge or react to. However i'm not totally familliar with buffed bubba just assumed he'd be around here.
I wonder if otz will redo one of his older videos, The billy vs bubba video. Both of these killer received many changes since he did last one. I don't think demo's portals or shred attack has any competition for bubba's instant down or chase capacity.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737717#Comment_3737717
He got buffed, but more importantly he's basically a pyramid head without the tunneling ability but with a greater threat range and better choke and 3gen controlling imo.
why do you think Demogorgon is on same level as Leatherface?
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@OrangeBear said:
So personally i think after the recent update to chucky he is in a good spot but there are some changes i'd like to see. Chucky is my favourite killer and has been since last year.
Base Kit :- After scampering you can turn a lot similar to hillbilly.
- Environmental collision of slice and dice slighty reduced
First change is to make scamper a more viable option. At the moment it only seems to work on unaware survivors. Survivors that know how it works seem to be able to completely avoid it. It means at the moment most of the time it's not worth trying which i don't like since i think chucky should be encouraged to still use scamper since it would make him more interesting overall.
Second change is to reduce frustration with chucky on certain maps like Badham most notably and RPD in the library. Sometimes upright pallets also seems to block his attack as well.Add-on changes :
- Hard hat (current) : Scampering under a pallet breaks it
- Hard hat (my buff idea) : In addition to it's current effect, Being stunned during a slice and dice instantly recharges hidey ho mode
- Plastic bag (current): Survivors walking through an Illusory Footfall suffer from the Exhaused status effect for 15 seconds
- Plastic bag (my rework idea): Survivors that are hit by a basic attack during hidey ho mode are exhausted for 5 seconds
- Mirror Shards (current) : Grants the ability to see Illusory Footfalls around survivors
- Mirror Shards (change) : Removed the sounds of illusory footfalls from the add-on
- Ruler (current) : Reveals auras of survivors within 16 meters of a scamper for 3 seconds#
- Ruler (my rework idea) : Scamper speed is increased by 25%
- Running shoes (current): Grants 2% haste after scampering for 5 seconds
- Running shoes (revert to PTB): Grants 4% haste after scampering for 3 seconds
- Doll Eyes (current) : Whilst in Hidey Ho Mode allows you to see the auras of windows and downed pallets
- Doll eyes (my buff idea) : Also works during a slice and dice.
Hard hat buff is because this add-on has always been unpopular. Currently it's effect isn't bad and it is actually better since the change in a way but i still think it's not a popular choice. Adding this buff makes it more appealing for an ultra rare add-on and it fits thematically.
Plastic bag is far too hard to play with as a killer.
Mirror shards is more likely to deceive the killer because it has the sounds of the footfalls as well. Removing these sounds could help make it more useful as a tool to know survivors are close.
Ruler change is inspired by how, whilst i believe it's a bug, dark arrogance increases the scamper speed. This doesn't seen to be overpowered so i thought making it a add-on would be a good idea. Doesn't have to be 25% infact all these numbers are approximate since i can't test them in game myself. Also i think this add-on barely has any point over Rat poison. 4 extra meters, 2 less seconds and working only in scamper makes choosing rat poison over it an easy choice.Running shoes revert to PTB i think is appropriate since you can only scamper during a slice and dice now and the numbers are more fitting since it would only works during the slice and dice.
Doll eyes change is because you can't scamper normally anymore.
Overall those are all the changes i would like to see to chucky after his most recent update.I agree, chucky is fun post-update. he is only missing a single scamper change like 0.5 second of full control turning like billy. I hope he gets no other changes. I like him without scamper as well because you can outsmart your opponent at loops. It is kinda what I wish was Oni was like.
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stbfl.
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pain res/pop/eruption. Same as before. Just pop and pain res are worse.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737984#Comment_3737984
I think you're getting Manuscript and Expired Batteries mixed up. Manuscript is the Terror Radius one.
Anyway yeah both of those addons are really bad.
I'd say freddy's black box. iri tape and cenobite's engineer fang are pretty bad.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737590#Comment_3737590
While you are correct and the removal of grunts of pain and the blocked Aura Read are nice, they do nothing when you get tunneled, since the Killer has line of sight or at least other visual methods to follow you (scratchmarks, Pools of Blood).
When I used OTR (and I find it one of the most overrated Perks after using it), I got benefit from the Aura Blocking from time to time, but IMO if someone wants that, Distortion is the better pick.
I think OTR main value is 100% iron will. really strong vs tunneling spirits in my experience. Aura reading blocking can also help with tunneling on aura perks(Ultimate weapon was a good counter to this before it got killed). The other use case is when a killer is bodyblocking you from the basement. They have to hit you. they can't bodyblock like you can with default BT.