Avatar

Devil_hit11

Devil_hit11

About

Username
Devil_hit11
Joined
Visits
0
Last Active
—

Comments

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869731#Comment_3869731

    Really they just need to punish HOLDING the tape for long periods of time. There is no downside to holding it. I think something like, she needs 7 stacks of condemned to kill right? But we don't want to punish picking up a tape and running to a tv to put it in or being chased. So make it work like deep wounds.

    If the survivor is running with the tape, nothing bad happens, but if they don't run, they gain 1 stack every 15 seconds. That way survivors can still grab a tape, hold it, and do half a gen before they get into the danger territory, but they can't just grab a tape and hold it forever. But if the killer is chasing someone with a tape, or the survivor is running to a TV, then they aren't punished for being chased by the killer, or for trying to do the tape.

    there is punishment for holding the tape. you gain 1 stack per hook if sadako has ring drawing. the issue is survivors turning off TV→Turn off your power. there is no flexibility for killer player to be successful. only flexibility for survivor to be successful at deleting the ability. the older versions fixed this problem by allowing sadako to slug in first iteration giving killer some opportunity to express skill and than this was removed version 2 but they allowed killer to express skill using the tapes. As a result of these two mechanics being in killer control, survivor could never completely deleted her power entirely like it is now.

  • @danielmaster87 said:

    Yeah, they didn't "destroy" Distortion, as people claim. They changed its activation condition to be chase-based, which forces you to have SOME interaction with the killer to get your stealth perk, instead of hiding in terror radius which was just a perpetual feedback loop of stealth.

    I must remind people that most good survivors really don't care if the killer sees their aura. They don't care at all, because they know that if the killer comes they can simply loop them. They might not be invincible, and may go down eventually, which is bad for them if they're on death hook. But otherwise, it's as I say: Just because the killer sees you doesn't mean he gets you (at least not in a reasonable amount of time).

    If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷‍♀️ What do you do when that happens in other games, exactly?

    distortion is pretty useless now. stealth is like worse state that it has ever been in 8 years. virtually deleted from the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870140#Comment_3870140

    Being able to stack multiple Shoulder the Burden on the same survivor, disproportionally rewards SWFs more than solos, because it is much much easier to coordinate this in a SWF with voice comms.

    In fact, I'd claim the vast majority of the time that multiple survivors bring Shoulder the Burden to the same game, it is in a SWF with voice comms, because solo q survivors are way less likely to want to give up a hook state for a total stranger.

    if every soloq player bring shoulder of burden, it's same as swf.

  • i wish the haste of the perk was little better. 5% is good on perks that have infinity duration but limited duration haste perks need more ooph. i would improve haste from 5%→10%.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869969#Comment_3869969

    Interesting. Personally i've started to play more Clown. He kinda has the same concept of forcing hits at loops with speed differences and doesn't have the downside of cooldowns or being 4.4m/s

    you can boil down every dbd killer character to burst speed differentials.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869076#Comment_3869076

    It is a valid tactic to win

    I have no issues with slugging to get pressure. If Survivors are intentionally grouping up while injured it is 100% on them to prevent situations like that from occurring.

    I do have issues with being forced to sit on the ground for 4-minutes and bleed out. Especially when the Killer can just hook Survivors and save everyone's time.

    This is why I proposed having a way of bleeding out faster, since it does not remove the Killer's ability to slug, all it does it give Survivors the agency to end the match faster when slugging occurs, since being bled out just sucks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869167#Comment_3869167

    Let me just go back in time and record… yea. Unforunately we cant really go into the past and change that.

    I didnt think at the time to record, I just took a screenshot since I just need to press a single button to do it. I dont record all my games anymore since the file sizes for videos gets too big really fast, nor did I think it was worth recording at the time since this isnt something reportable either.

    Slugging, or bleeding a Survivor out, while annoying, is not against the rules of the game or at least as far as Im aware, so I just screenshotted, made a post on the DBD Forums, and that's it.

    it invites survivors to go next on first slug. it's already a problem with hooks. you'll hook someone, they attempt unhook themselves, fail the 2 skill-checks and that is all she wrote.

    self-kill on hook and d/c is a bit of a problem.

  • cooldown is too high for me. he's dead character to play until he gets sizable number increases. the current only way to make him feel ok to play is iri amulet+Jump rope and even than, he's not fun enough to play.

  • stars wars and lord of the rings are arguably most popular trilogies but i am not so certain that BVHR would be able to add either of them. my impression is that it might be related to the cost of the license. it costs big $$$ to put something as famous as those two series into the game.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869744#Comment_3869744

    You needed the same amount of skill for both, but both didn’t require much skill.

    chucky is skill-less killer then in your eyes. i am not so concerned about skill required to play x or y killer. i am often more concerned about interplay in playing against the killer for survivor and the ability for the killer to become good at using the power within the counters.

    I think it is very difficult to make a killer who has counter-play while being consistency good vs good players. the one I liked the best was original old deathslinger. Houndmaster is more in the Huntress realm of killers. Use power to slow killer down, reap rewards for survivor misplaying tactically.

  • @YuffieGreatestWaifu said:

    1. Make Bond, Empathy, Kindred all base game features rework the perks to do something else.
    2. As soon as the killer is revealed its revealed to all players
    3. Anti-camp bar feature is shown to all players
    4. Heartbeat detector is when a killer is close by (not in stealth mode) indicator is shown by all players in an icon

    issue with change #2 is wall-hack at loops. I agree with all your changes except #2. BVHR hasn't shown to equalize soloq to swf so it is unlikely anything will change.

  • Boon:Exponential: added 50% wiggle build-up when a killer carry a survivor.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869768#Comment_3869768

    I read. Thx. Midwich is her second best map. I read your reply and you said: "Midwich is the only two maps where Onryo works properly."

    To that I say, that she works on many more maps. You might just play her the wrong way. She generally works great on any indoor map. They tend to be either small or have multiple floors. Both aspects heavily favour condemned. On top of that, the nature of them being indoor maps favours them as well due to her being a stealth killer.

    So here is a ranking of her best indoor maps:

    • 1) Gideon
    • 2) Midwich, Rpd (both)
    • 3) Lery's, Hawkins

    She also works on many other maps that are generally not too pallet heavy like Wreckers yard.

    I said whats awful about Gideon meat plant. Maybe you should consider reading more thouroughly? Gideon meat plant is the single most horribly designed map in dbd. Its either a free win for the killer if their equipped properly, or a free win for the survivors if the killer isnt. As explained earlier, the map makes some killers and perks exponentially stronger. Way stronger than they have any right to be. This makes balancing them really hard.

    If you cant see that than I genuinelly dont know what to tell you.

    the map is not free win for survivor nor killer. Onryo's current power design is flawed. 1.0 and 2.0 were superior designs for different reasons. The effort to debate or argue in relationship to this killer is not worth my time with you.

  • the one change that i'd suggest to improve him is that survivors marked suffer a 10% hindered penalty for first 5 seconds of the mark. this would combine well with drop-leg sheath to give him nice boost of power.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869740#Comment_3869740

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869742#Comment_3869742

    Nah….. But you know my take already.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869746#Comment_3869746

    Please dont ever suggest anything like this every again.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869731#Comment_3869731

    +1 with one exception.

    Just rework Gideon. The map is horribly balanced and can either make specific killers and perks completely busted (Doctor, Sadako, surge) or completely useless (Bubba, Demo) The map should be reworked in size, and loops should be made more interactive. Nobody wants to play pallet - break simulator and nobody wants to get constantly hit by surge.

    the player isn't complaining about gideon. they're complaining about Midwich Elementary school. your refusing to read anything. Dev will not rework Gideon's. there is not anything functionally wrong with the map.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869588#Comment_3869588

    Manual scamper with a lower speed (1.6-1.9s; was 1.4s) would still be useful in certain situations like good pallets or …. It would not be as good as it was, but fair for both sides.

    I'm glad it's gone, and we focused on skillful part

    Old Slice and dice was in no world skillful. Just charge free hit, wait a few seconds and repeat.

    it is more skillful than vault→m1 hit.

  • @UndeddJester said:

    Nerfed? She's a noob stomper, but so are all macro killers... she's struggling quite a bit, and doesn't need nerfing more.

    A lot of people want the original version of sadako, but I'm less inclined to believe that will ever happen after the Freddy rework (and I like the Freddy rework, but still).

    I also rather like a number of aspects of modern Sadako (however there are still issues)... So sticking with modern Sadako, I still maintain her 3.0 version should: -

    • Give 0.5 stacks globally for survivors within range of a powered TV when Sadako teleports.
    • Give 0.5-0.75 additional stacks for survivors within range of the TV Sadako teleports to.
    • Picking up a tape passively builds condemn at a rate of 1 stack every ~45 seconds or so.
    • Half the condemn on different elevations to address the issues on Midwich and the Game.
    • Proper add-on pass...

    This would make mindlessly spamming TP about half as effective, and not really worth the shut off of TVs. It rewards Sadako for making good reads and using her TPs optimally. It also means that at higher levels, shutting down her TVs immediately to deny her TPs comes with a condemn penalty that Sadako can capitalise on if the survivors ignore it too long, especially with the lock in mechanic, giving her an actual functional slowdown.

    Onryo design is plain bad. it needs revisions. spam TV mindlessly shouldn't be the main gameplay for her success. her success should be based off smart macro play and manipulation of tapes.

  • Midwich is the only two maps where Onryo works properly. it is one of her best maps if not the best map. Outside of the two maps, she is not good. whenever I play Onryo, i only play on Midwich.

  • @BroRespectTheBoop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869057#Comment_3869057

    All they have to do is give them a cross play icon and remove the <BOT> tag and you'll never know if its a bot or not.

    unless bot improve substantially, I'll be able to tell if the player is a bot or not. bots are atrociously bad.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869374#Comment_3869374

    And how do you do on killer? Are the numbers the inverse of what they are of your survivor rating? Do they match BHVR's projections of a 60% kill rate when you play killer?

    no they are not inverse. Like pulsar states, your always going to do better than average states like with his legion example. All i am saying is that you do not need accept the average statistics as only kill-rate. you can get better and outperform whatever the stats say.

    tru3 states that dbd is in the most survivor sided state that it has ever been. He's been playing the game since beta dbd.

  • i think i am good if they add +1 zombie and increase movement speed of zombie to 100% or buff base to 4.0 m/s.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869374#Comment_3869374

    "I escape all of my matches, so that means the game is Survivor-sided"

    brother, when I played, I would consistently go months without dropping a match when I played serious. Nobody cared, because I'm one dude and there's millions of other players.

    The balance for one does not equal the balance for many.

    Just because I won almost all of my games with Legion doesn't mean that Legion is extremely OP

    The balance for one does not equal the balance for many.

    explain in detail what you mean by this statement. Are you saying we should balance the game around worse survivor players so worse survivor players escape?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869354#Comment_3869354

    Unfortunately, you are factually wrong.

    Even at its "most survivor-sided" the Killers still kill more than half of the team.

    https://us.v-cdn.net/6030815/uploads/SWX88UGGUFPT/dbd-survival-rates-group-vs-solo-2023-1024x576.jpg

    Feel free to keep deluding yourself from the truth. Killers are the power role, just like people wanted. Now we have to live with the consequences, and people who still think they need more buffs.

    the thing is. my escape rate on survivor does not correlate to these numbers. i escape way more than these numbers show. most of the killers that aren't the tiptop killer player are free escapes. only the very good killers pose any threat and even when killer is threat, it's not guaranteed loss.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869317#Comment_3869317

    No, it's pretty clear you think the game is Survivor sided, somehow.

    it is. the go next mentality is survivor entitlement.

  • @UndeddJester said:

    The 15s does feel a little excruciating sometimes... 12 might be nice...

    Also while we're at it, would be nice if a couple of lute variations were a thing... the same track every time is a little monotonous after a while, whereas if it was a random 1 of 3, that would be fun...

    If you get the one you like, might inspire more players yo finish the <10 rolls 😅

    maybe they should just give you the buff for 90 seconds without having to finish full performance. like 3 seconds.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869267#Comment_3869267

    Then you are either insanely biased or haven't played DBD, respectfully.

    or maybe i do not believe that survivor are "this weak".

  • you camp a pallet while houndmaster holds dog out. if they use power, you stun the dog. drop pallets are more baiting the dog whistle and using the m/s reduction from using dog chase to gain distance. if they whistle late to not get slowed, you can slide the pallet because it will take them too long to send dog out to vault.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869267#Comment_3869267

    I think we are talking a past each other here. Yes, you pressure survivors, so ok lets say 4 survivors are up, and 1 guy is on the hook right now. Ok, so you say you don't camp that survivor on the hook, and instead start going after the other survivors. A chase starts, lets say that the chase even lasts 10 seconds because it was super quick and they made a mistake. You pick that survivor up, walk to a hook, hook them. Or maybe you even slug them lets say.

    It takes 20 seconds to open a gate. Even if you are slugging the survivor, it is not physically possible for you to walk to another part of the map to "pressure another survivor" probably not even on a blight, before they have the gates opened, and at that point again, if they have endurance, or are healthy, it is a free escape unless they are in the opposite corner of the map.

    i am not disagree with analytics, it should be free escape but sometimes i manage to kill hook and down survivors. bring a game to 3vs1 and kill 1 with 1 slug where i win with 3k even with accomplishing a 99% gate.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869252#Comment_3869252

    Well thats my point, if 4 survivors are up it is not physically possible for you to pressure both gates enough to keep them closed, and once they are open if the survivor is healed, or has endurance, it is a 100% free escape from nearly anywhere on the map other than the opposite corner from the free speed boost they get.

    i don't pressure gates. I am pressuring survivors. all i am saying is that you can get a lot more hooks in end game than you think you can.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869191#Comment_3869191

    The hit is confirmed unless the Killer is bad. There is no Survivor skill expression there, the only way they delay the hit is due to a Killer misplay.

    Strawman argument.

    I can think of a LOT of maps that are Killer-sided. Here they are

    Killer-Sided (or leaning):

    • Aazarov's Resting Place
    • Coal Tower
    • Dead Dawg
    • Father Campbell's Chapel
    • Forgotten Ruins
    • Cowshed (somehow)
    • Haddonfield
    • Midwich
    • RPD East
    • RPD West
    • Rotten Fields
    • Sanctum of Wrath
    • Suffocation Pit
    • The Game
    • Borgo
    • Hawkins
    • Torment Creek
    • Rancid Abattoir
    • Lery's
    • Wrecker's Yard

    Neutral Maps:

    • Blood Lodge
    • Gas Heaven
    • Greenville Square
    • Grim Pantry
    • Pale Rose
    • Groaning Storehouse
    • Ironworks
    • Ormond
    • Shelter Woods
    • Thompson House
    • Wretched Shop

    Survivor-Sided:

    • Badham
    • Disturbed Ward
    • Eyrie
    • Family Residence
    • Garden of Joy
    • Mother's Dwelling
    • Nostromo
    • Temple
    • Toba

    A 3v1 at 3 gens is a win for the Killer unless they make a colossal and repeated mistake. That's as easy of a win as it gets. A 3v1 at 2 gens is also a Killer win 9/10 times.

    I try to refrain from bringing personal skill into it, but you already did so…

    If you have trouble winning a 3v1 at 3 gens, it's probably on you. If you think maps like Haddonfield are Survivor-sided, again, that's on you.

    i don't think there is any killer sided maps. the maps that are killer sided look neutral to me while neutral maps are survivor sided. hawkin is a lot stronger than you think it is. i don't think the loops are favor for killer on that map. a good looper can waste a lot of time on that map.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869220#Comment_3869220

    Would love to see some video footage of what you are talking about. You cannot physically walk across the map fast enough before they can open the gate, and once the gate is open a speed boost from anywhere gives them a free out.

    i am usually doing that before exit gates are open but sometimes you can continue down people even when exit gates are open and survivors get caught up in picking people up and healing. I am not saying this is good strategy or that it works vs elite survivors but i sometimes win by playing this way.

    your right. it shouldn't work in practice but i make it work.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869085#Comment_3869085

    Those types of things only happen because the survivors let it happen. Think about the endgame in those scenarios where you "have a comeback" is it because you have 1 guy on the hook and the other 3 try to save them? If those 3 would "just leave"™ then it would be a loss for you.

    that is not what Daniel talking about. He is talking about when last gen pops, a lot of killer go into defensive mode and camp hooks. in like first 20-30 seconds, i play super aggressive and sometimes turn 1vs4 into 3 kills by super aggressive hooking. sometimes slugging when need be. it is super risk strategy but sometimes i win by playing aggressive in the end game.

    this isn't me running end game perks either like no way out or remember me either. it is just default.

  • @danielmaster87 said:

    One of the biggest issues with the epidemic is that you can't balance anything with this as a dev. Any data you could collect is all gonna be skewed because of how many thousands of clearly winnable matches were thrown. Killers who have absolutely no place winning those matches would win the. anyway, thus inflating the kill rate, and artificially fueling the argument that killers are too strong and solos are too weak. "I don't EVER escape!" But did you have a team of 4 like you're supposed to, or did someone basically give the killer 3 free hook states in 30 seconds after they got downed once? Having that happen is absolutely game breaking. And you're not gonna fix it by doing a repeat of old Freddy, Spirit, and Skull Merchant where, "If all these people are DCing against this killer, that can only must be super OP, right? 🥴 There's no such thing as rage quitters..." and just nerf the killer. That just makes killers never want to play them anymore. Then when another killer the survivors don't like sees more play, they'll do the same thing, rage quit until nerf, because even their no-effort entitled selves possess pattern recognition.

    i agree. that is why the nerf killer mentality to fix rage quit is dangerous. stats are difficult to measure if there is a large amount of rage quit games and you will certainly get inflated kill-rate and win-rates stats.

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868900#Comment_3868900

    The slightest? Absolutely not. You'd have to give a free down or something to even come close to a hard punish. you could waste a pallet or give an easy hit, but it's how fast that second hit is, it's when you get downed that matters. In my experience, 90% of the time the gates are powered, the survivors have won. If the killer wants to go all-out on chance and try to slug everyone in the end, he can do that, but the risk of him losing everything anyway is equally high. I've seen survivors come back from matches they had no place coming back from, because the killer had 1 subpar chase, or because the gens were a little too quick to keep up with.

    So I don't really accept survivors' excuses for rage quiting, what they call "going next," considering all this. I've been more understanding of drunks and druggies getting on the game and being a burden to their team in their condition, than people simply saying, "Agh don't like this killah! Rage quit!" That's just infantile.

    your describing a lot of my killer end games where i will comeback in the end game. the risk for killer is high but can work sometimes.

    the go next mentality for survivor makes solo survivor not as fun to play.

  • @SoGo said:

    As expected, the Freddy treatment hit him hard.

    chucky got pig treatment.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868903#Comment_3868903

    ~ I never said "nobody was hooked at the start of the game". Idk why them hooking at the beginning of the match matters here when they still spent 4-minutes bleeding out all Survivors for literally zero reason at the end of the game.

    ~ I said that the Killer started to slug the Survivors to death after one Survivor gave up on hook. Before the Survivor gave up on hook, they hooked other people. It should be abundantly clear by the screenshot and what I am saying that this is the case.

    ~ After it was a 3v1, because 1 Survivor gave up on hook, the Killer stopped hooking us and they started to hardcore slug and bleed us out. After we were all in the dying state, they proceeded to spam the Ambush roar and t-bag through crouching while refusing to hook us. We all bled out.

    Being forced to sit there for 4-minutes and do nothing is horrible game design, it should be looked at. I cant DC in games like this, because I get punished with a DC penalty. I cant go next because the Killer wont hook me. Im forced to sit there for 4-minutes with no real way of dealing with it.

    it is valid tactic to win. it is that current iteration of slugging is too long. that is why i think the dev will slightly on right track when they experimented to ending the trial when all survivors are on the floor. i think instantly proc instant death is likely too extreme because it prevents survivor from using anti-slug perks like unbreakable & boon:expo/no mither but if it was like a timer of 35 seconds like EGC, it would speed the end game for slugging.

    bleed out threat feels only there if survivor does not do gens. it's like bleed out is designed to only work vs inefficient survivor teams with poor chase capacity. if survivor tactically ignores slugs like they do on hooks, you can rush gens and then pick people up once they have recovered.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868882#Comment_3868882

    If this comes to the live game, I'm SO out.

    Bots are absolutely awful. I don't know what they did to them because they were never this bad when they first came out but now they just act as free perk procs for the killer.

    bots will never be coming to live. it is only for ptb to test changes.

  • @SoGo said:

    Snares are alright, it's an upgrade to what he had before.

    Pallets have been somehow made even worse.

    Projection needs to be cancelable again.

    And Waking Up by failing skill checks or being put into the dying state shouldn't be a thing.

    very good summary of freddy changes.

    • perk #1 makes no sense. generators that are repaired cannot be regressing. my impression that perhaps it is when 2 survivor begin repairing a generator, the perk activates on this generator, when those survivor let go of the generator, the generator begins regressing at the normal-rate. Something like ruin that auto-activates with discordance trigger.
    • perk #2 is perk idea that i had long time ago.
    • perk #3 is too strong. they would never add it because it is power-creep to Spirit fury. I did have an idea like this for a perk where you drop a pallet and the survivor gains hindered.
  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868782#Comment_3868782

    I swear man, nothing but respect, but sometimes I swear you want all the most annoying and tilting strategies for survivors to be viable in this game... 😅

    ok if real problem is exposed around hooks, what if the add-on had a drawback that a survivor that unhooks within 24 meter of clown is granted endurance for 15 seconds. This grants both unhook person and unhooker endurance.

    i'd take that drawback as fair trade off towards direct hits being exposed hits with no bottle count penalty.

    1. strong perk
    2. would only be good if combine with nurse calling
    3. endurance counters instant down. a better to counter endurance to give killer a huge amount of successful attack recovery such as 60% cooldown attack recovery when a survivor takes a protection hit. i don't think your perk is effective counter to Off the record survivors bodyblocking you in chase.
  • @UndeddJester said:

    That's an interesting idea… I rather like it.

    What is kinda neat is the reason Pinky Finger Clown was a problem was because he could camp hooks with his 3 bottles and just direct hit with the bottle to interrupt the unhook attempt and then just go down and hook without even a trade... even if he missed it, it still worked out well for him, cause his follow up could direct hit the trade survivor while they are stood still and down them, and the survivor off hook was also caught too in the slow, so he could usually wait out BT and still got 2 for 1 most of the time.

    Antidote Tonic however doesn't flare immediately, so doing this is a lot harder to time, and interrupting a trade completely with a direct hit I dont think is possble due to the time for Antidote to flare... There is also the mind game a survivor can bait the Antidote and use it to run away instead if he pre-throws it. If the Clown pre throws it and does get the exposed then downs the the trading survivor, Clown can't realistically catch the survivor off hook easily, because they are immune to Afterpiece while under the Antidote effect...

    I kinda like this idea a lot the more I think about it... maybe there is something sneaky I havent thought of, but it looks solid as a suggestion on face value. 🤔🤔🤔

    literally only good usage of this add-on is to throw yellow bottles at hooks with thick cork stopper.

    pinky finger needs to be reverted back to no drawback.

  • because min teleport is 12 meters. that mechanic is only there for generators. at same time, i am not sure why a survivor would hold m1 on a generator when you tp to gain extra dream.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868621#Comment_3868621

    I do agree with this, in general i think the red stain should not go through walls or structures.

    you should play doctor and use his discipline add-on which removes red stains when survivor are tier 3 permanently. you will see that a lot of loops where there is perfect wall blocker, you can do irregular movement, flick movement as killer and the survivor will completely lose where you are in the loop.

    he's only killer capable of doing that at loops without compromising his pathing. every killer in theory can mindgame with red glow by moonwalking but moonwalking is very tricky. it is very easy to make mistake and lose time from trying a single mindgame. with doc, you can walk straight as if your playing normal killer and continuously mindgame the survivor.

    a lot of survivor tend panic pallet drop if your winning mindgames vs them and will start play super safe. safe pallets don't have any mindgame if the survivor camps the pallet and slides at correct time so as much killer mindgames are cool, they're not very effective outside of stray hit here and there. I do wish they were more part of the game where more loops were like unsafe pallet + 2 cut tall walls +window.

    My impression that dev don't put tall loops in the game because it hurts killer like Huntress, Trickster, Deathslinger, Nemesis and they don't want to buff Skeleton key+Blood Amber.

  • @Reinami said:

    Generally, tons of loops are far safer than they would normally be due to "check spots" These spots basically allow a survivor to stand still and respond to whatever option or direction the killer is going. Check spots are generally only used by higher level survivors who are aware of them and are able to exploit them. Against average survivors, they generally don't use check spots.

    If check spots weren't a thing, many loops like killer shack would become less safe for high level survivors because they would actually be subject to being mindgamed. As it stands now, good survivors can effectively make it impossible to catch them at certain structures like killer shack unless you brute force the window and pallet, and by the time that happens, you probably have lost 3 gens from the rest of the team.

    Check spots not existing would do wonders for balancing the game at higher levels without actually impacting lower skill "average" games because survivors at that level typically aren't using them to begin with. It also promotes more skill-based gameplay where each loop is a proper 1v1 mindgame between the survivor and the killer, where the better player winds due to how well the killer can mindgame and trick the survivor, vs the survivor able to respond to the killer and make proper choices based on what the killer has done historically. Similar to fighting games for example, if i know my opponent in Street Fighter ALWAYS goes for a reversal on wakeup, i can instead block it, and get another full combo, then maybe the next time they do it, they instead wake up with a throw and reverse the offense back to me. This is the kind of mindgame "loop" i think would be much more fun for both sides at higher levels of play.

    To be clear, when i say "check spot" i don't mean spots where a survivor can watch one end of a loop or the other, i'm specifically talking about spots where you are able to see every option a killer does, and then select the best option for you as a survivor every single time if you simply just wait for a fraction of a second. Many of these at killer shack for example, are because there are holes in the shack that show the stain through the wall, or you can just physically see the killer through the holes.

    i agree but i do not think the problem is check spots. it is red glow. red glow gives survivor wall-hacks for where the killer is in the loop. they can use red glow to determine where killer is in a loop which allow them to get extra reaction time in check spots.

    there is also the fact that a lot of check spots are by product of the loop being too big/too safe and than there is just some loops where survivor can see through walls which is another issue. those type of mechanics gives survivor free wall-hack perks without using them and a person that knows where you are at loops does not allow any mindgames to occur.

  • @MechWarrior3 said:

    I feel like survivors shouldn't be able to cleanse so quickly. It feels entirely too fast before I can get my next shot in.

    Also why is the cooldown so long for teleporting when dredge can do it up to 3 times with a 8 second cool down?

    It should be quicker for unknown too.

    Just my thoughts.

    your asking for more common sense buffs for killer. unknown is balanced for people that don't look behind them. he's completely useless vs good players. the funny part is people like tru3 was saying this killer is A-tier. top 5 killer. like what level was he playing vs to conclude that? /shrug.

    i still think weaken state should do more than just be drawback for unknown.

  • he lacks 4vs1 if he cannot slug. this is sort of the case already with how easy it is to wake up. with no control over sleeping survivors in 4vs1, the tp to healing survivor is mildly ineffective.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868221#Comment_3868221

    I agree - he needs it. What do you think they will do with Plague?

    Maybe they number tweak buff her where you get less m/s decrease during the charge up of her power and her base infection rate is increased by 20% for green puke.

    i can't really see them changing very much for her because she's already very good number speaking from killer perceptive.

  • pinhead is bad nurse. has to do blink chains but they offer no reward. his box slowdown is only thing that works if you spam go to the box and keep reactivating chain-hunt.

    i can't wait till he gets tweaks/qol changes.

  • the last 3 never happen because of ordering. the only way you'd ever make it possible to get other bonuses is if you made first bonus block all penti totems than all other bonuses.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867589#Comment_3867589

    alarm clock cooldown is 45 seconds and the immunity is 30 i dont see how waking up will be an issue.

    The way i see it people hated skull merchant for easy hinder at loops and i think freddy can do it even better. On top of that dream projection is incredible map mobility.

    I just think freddy dream snares are so easy and spammable that it's not comparable to clown.

    Def needs at least a few seconds longer cooldown

    i like how every single freddy release is freddy over-reaction nerfs on every single release. one rework, two rework, three rework.

  • hooking has become so unrewarding especially in regards to 70 second hook timers, decisive strike, shoulder of burden that killer have accepted slugging as superior way to win.

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867751#Comment_3867751

    I’m talking about turning off tvs not returning tapes like if the tvs are spawn by the generators all they have to do is turn off the tv and let’s say I have tinkerer and if I try to teleport to the tv by the gen that is close to being done they’ll turn off the tv and I won’t have map wide pressure I feel like it’s unfair

    its unfair but bvhr won't budge to change anything. we're still waiting for them to fix the flicker bugs.

1 … 3 4 5 6 7 … 165