Devil_hit11
Devil_hit11
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won't get used. the reward is too low. the only thing about this change is that killer cannot stop the perk from triggering now.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715031#Comment_3715031
He wasn't the third best to begin with, and that would be ludicrously overpowered.
in my opinion, he was. Ludicrously overpowered is good description for -8% hindered.
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probably biggest nerf of the patch. wesker no longer going to be 3rd best killer due to tunneling nerfs. it is sad they did not bother to buff his bound a bit to compensate said changes…. like allowing him to vault pallet→use m2 would be nice change. oh well.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714868#Comment_3714868
Its only good by comparison now.
Pop is useless again, Grim embrace is only slightly nerfed, but its still only a "Decent", pain res nerfed again to 80% total regression, doesn't even add a whole gen of time, despite actively requiring you to NOT tunnel.
All this is going to lead to is either more tunneling and camping, or people just slugging now.
i predict more camping. deadlock+grim embrace+pain res is amazing for proxy camping. not slugging. the issue is that they're kick gens but not buffing base regression to 150% or 200%.
personally i never used pop so it didn't bother me. i only used pop+eruption on specific killers with very high mobility.
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@Krazzik said:
The issue is that if sabo is ever actually strong, then killers will just slug en masse.
I understand saboing is part of the game but it's just not fun to play against as killer, as the only counter is to slug, which survivors then complain about.
sabo changes will do nothing. you can just drop survivor at the hook and hook will come back in 30 seconds. scottjund had a video showing how irrelevant it is. toolbox might be only usable for SWF.
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bubba is going to feel so good.
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@Blueberry said:
Yeah these perk changes are a buff, when it was supposed to be a nerf. 200 to 150 is pretty minor in changing what you can do with it but halving the cooldown is huge.
the m/s reduce lowers the distance in which your able to just stay out of radius to save. i am not sure what total distance is in game from # stand-point, but say 200% = 15 meters you can stay away, 150% would be like 10 meters. So if a survivor is not within 10 meters, they would not be able to save.
15 meters is critical because if the killer sees you, you can hold-w making it impossible for killer to hit you but as they return the slug, you are ready to pallet save. weakens flashlights as well.
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@ad19970 said:
I think they could reduce the time to scamper more than they are in the ptb. Otherwise though, I think this change is very good, he will certainly be more fun to go against now.
I also don't think they should bring back his 180 degree flick, that again would take too much counterplay away from survivors side. Survivors want to be able to counterplay Chucky as well.
no that would not work. what they could do is make scamper work like billy chainsaw when you have 1 second of full control to turn. this would also fix the problem.
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i would reduced the duration from 5 second →3 seconds. haste being weakened might make survivor not use it due to lack of potency. 20 second cooldown is also worry some.
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@BritneyMitch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714931#Comment_3714931
Not sure if you played before basekit BT, but I promise you the game was worse. 10 seconds endurance of the hook is pretty necessary or the gameplay loop of the game just falls apart.
bodyblocking for 10 second is not neccassary. You did identify one problem with buckle up. If a survivor is in front of you and your camping the slug, the killer could hit the survivor and knock them down. So buckle up likely needs small buff like 1.5 second iframes to prevent that camping slug gameplay.
add that same idea to BT sprint burst idea.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714859#Comment_3714859
I'm technically not asking for that, it would just be nice to also have a chase interaction that does not require your team, but as I said before I guess we just disagree on this.
BVHR could nerf the pounce charge time from 0.75 to 1.25 seconds. that would nerf victor's 1vs1 but twin will not be top-tier 1vs1 killer anymore in my opinion. If it fixes twins hostage situation, I wouldn't mind.
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this is the perfect change. i wish they did this change on BT and base-kit BT. it would improve tunneling issue and the camping issue alongside body blocking endurence.
Best change they have done in a while.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714886#Comment_3714886
Is fair when a killer hooks a survivor then immediately runs to the opposite end of the map, looks at the wall, and waits for them to get unhooked and healed before they target someone else?
slugging someone takes 4 minutes. it is absurd amount of time that even hooking and getting hit by DS is faster then 4 minute slugging.
i don't think perk changes will do anything besides kill pop goes weasel. that means you'll see more pain res/grim embrace/deadlock.
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@[Deleted User] said:
Uncap the flick and this is a perfect change. I personally hated the Scamper mechanic because it was so free, but I also think they should really lean into Slice N Dice
i was just about write this and then i saw your comment. The problem with change is 180 flick removal change. they forgot that they nerfed chucky's 180 flick making the scamper pallet slide impossible to use.
if this goes live without them returning 180 flick, this will make his scamper completely irrelevant.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714522#Comment_3714522
Well guess s we disagree on that, it is indeed a learn to play issue, but fully on the twins side.
Lynxi was never miss any pounces ever if this was true. skill-shot can be juked. In the end i do not understand why your asking to 1vs1 the killer consistently. that is major balance problem when your able 1vs1's the killer. current twins loses to 4vs1 gameplay or is forced to be m1 killer.
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septic touch was not slated. Distressing, Genetic limits and This is not happening were slated. nothing changed.
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@Alice_pbg said:
I think you have a concept of a power instead of an idea for a killer.
the slow would need to last a long time otherwise stalking would be almost always a detriment. assuming you still slow down yourself to stalk.
that doesn't sound very fun to play for me…
sounds really strong. -8% hindered for example for killer successfully stalking would be very potent.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714555#Comment_3714555
Just turn off a tv.
she can just push you into other TV's.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/413510/onryo-on-game-map
Turn off the tv.
on gideon and elementary school, Onryo condemn is not counterable. just accept your going get condemned in 3-4 minutes. you play the game as if you are playing vs old ebony mori's. OP right that Onryo becomes stronger tombstone myer's on said map.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714470#Comment_3714470
If the huntress misses you point blank it is exactly the same, it changes over distance, but that is not the point... When you are 10 cm away from the target and you miss that is on you...
the distance that you need to mindgame victor to make hit difficulty is like 4-5 meters. when i am playing survivor, half of the hits twins miss. my teammate on other hand almost always get hit. it is learn to play issue.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714430#Comment_3714430
Generally yes, but not in this case... In Victor's case it is just him being bad for missing that pounce... It is not reliable to reproduce on the Survivors side, it has no skillfull part or something you need to learn or figure out. If Victor misses a point blank hit on you that is 100% on him, you didn't outplay him, he just missed.
right… with this logic, a huntress missing hatchet is not survivor having good movement. it is that killer player has trash aim. having tricky movement for a killer is a skill for survivor. While it is favored for killer to hit you, this is intended because killer has *many chases to win and is not playing a 1vs1 contest. they're playing a 4vs1.
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@tyantlmumagjiaonuha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714081#Comment_3714081
I think the recent trend of killers is that they either do too well in PTB and are nerfed in the main implementation, or they do not do well in PTB and are buffed in the main implementation but are nerfed in a few weeks because "survivors can't handle it". Especially Chucky. He was nerfed in the main implementation for some reason despite his terribly long ability cooldays and flaws against mobility.
i agree. the power drill whole power-drill add-on for chucky should be base-kit. Ideally his cooldown for successful hits should be like 12 second without add-on and 10 second with add-on. His cooldown begins after he uses the power, so this would be around 8 seconds/10 seconds. right now it is like 13 seconds with power drill and without the add-on, it is like 16 seconds. pretty long for a killer that relies on the ability.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714309#Comment_3714309
How is it counterplay if it requires the killer to miss... If Victor misses a pounce that is basically 100% on him.... I would some counterplay that requires me do to something skillfully and not him to be bad.
Recall after 5 seconds + the additional 6 from the recall... Isn't that basically what their bugged state was? When they were super busted because you could easily 4 men slug everyone?
I would some counterplay that requires me do to something skillfully and not him to be bad.
making killer miss is doing something skillful.
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@Coffeecrashing said:
Is the forced short M1 attack mechanic, that can steal hits from the killer, an intended feature or a bug? I opened the below bug report literally 12 months ago, and it’s still “under review”. Will BHVR ever tell us if this is a bug or not?
Forced short M1 attacks can steal hits from any killer, and it could happen in any game. This is a huge claim I’m making, but it’s still “under review” 12 months later.
it is dedicate server certification. the server saw survivor was too far away so it dedicates your hit. the pull-back is server denying the hit. it is due to all rubber-banding that is going on after the patch.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714099#Comment_3714099
Maybe this incentives you to not hit healthy survivors with Pounce but m1 them and that's the correct way to play from that perspective?
As for the first part you mean compared to the former 6 seconds? I think those 4 extra seconds get fully out weight by the other buffs and qol changes twins got...
a survivor that mainly pre-dropping/using strong loops takes too long to m1. Victor is only ticket to get hits. 4 man swf are not common but the strategy of keeping victor for +30 second is not fun for twins to play against. Your chances to win become greatly diminished especially if the team also has strong healing option with med-kits. M1 is not a solution.
The cooldown for twins should be something like this:
→ Getting kicked on miss - 36 second cooldown(When victor is red)
→ Getting kicked on an endurance hit[Successful hit] → 10 seconds cooldown.
→ Victor being recalled/destroyed from environment/Locker/Idle → 6 second cooldown.
I disagree @Blueberry that the main counter-play should be healing/grouping up. The main counter-play to victor should be outplaying the killer and making killer player miss with victor.
To make counter-play a bit easier, i suggest two negative changes for Twins.
→ When victor charges up the pounce, the victor will glows in white signifying that victor has begun charging the pounce. This will look like Wesker's white-hand graphic for survivor
→ Missed cooldown increased from 3 seconds → 4 seconds. This gives survivor more time to kick victor when the killer player misses.
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Victor should be possible recall immediately after 5 second of injuring a survivor. This time is equal to the time that victor shows his aura after pouncing a survivor.
This how twin should be. I have zero clue how BVHR concluded that you should be having 10 second cooldown for kicking victor regularly but 36 second cooldown for healthy survivors. with how current twin functions, this version is unplayable vs 4 man swf with med-kits.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713776#Comment_3713776
What else are they supposed to do? If they get rid of him immediately he will be back like 15 seconds later and down them pretty quickly... The issue is not only the hostage taking of Victor but that the counterplay against twins is rather team based and not necessarily 1v1 chase interaction...
can you explain why a survivor hitting dead hard or using any form of endurance like styptic agent makes killer deserving of a longer 10 second regrow time? I do not understand why the killer is getting extra punishment on cooldown for something they have 0 control over.
Victor hitting healthy survivor for survivor is also something that killer has no control over in terms of whether they get the victor back. Losing with Twins right now is losing from poor game mechanics. I am suppose get punished as the killer when the survivor outplays the killer and successfully misses the victor pounce.
The cooldown being 36 seconds should be the cooldown when the survivor kicks victor from a missed attack. Twins right now get punished for playing using the power correctly instead when the killer makes mistake/plays poorly. This is so backwards.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713674#Comment_3713674
He gets slowed down when using shock therapy, so if he spams the shock and does not use it properly he is already hindering himself, because he does not gain blood lust and you gain distance. Giving the thing a cooldown would make it useless... The whole point of his power is repeatedly shocking people to prevent them from using a pallet or window... If you give him a cooldown that makes this impossible what exactly is the killer supposed to do in chase?
No offense but that just sounds like you are quite new to the game and don't know what to do against the killer...
No offense but that just sounds like you are quite new to the game and don't know what to do against the killer...
Don't most killer get nerfed like this? Survivor does not know what to do vs the killer. BVHR nerfs the killer.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713818#Comment_3713818
But even if he wanted to close it, he could not because Victor can't do that... But the survivor can just go for gens... Cuts it short.
this is sort of my rant/problem with DBD end game.
The player themselves can purposely torture killer or torture the survivor by extending the game in unnecessary way. In this particular case, the killer player is doing an action that forces survivor to play an extra 3 minutes in which they are just going to die anyway. Killers can also slug you for like an extra 3 minutes. your wasting 6 minutes of your life/game-time when the player clearly want to go next match and play another dbd match instead being stuck that match.
Survivor can do same thing by having two hide during end game and extending the game to even larger degree, sometimes even 10 minutes just to find 1 of the two survivors just so you can go to end game, close the hatch and moving to the next match.
while I have a lot of patient with this, it is not good game design to have weird stall mechanics. there is reason why hatch stand-off were removed. they should be looking to find solutions related to killer stalling the game & survivor stalling the game without putting too much game intrusion in the early-mid stage of the game.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713786#Comment_3713786
Like I said go do gens or open the gate... I thought the collision loss was only for Charlotte? And only when she is not currently active... It is kind of stupid though that Victor cannot close the hatch...
the player isn't trying to close hatch. he is on purpose stalling the match by sitting there with victor. I am not sure how it is suppose to work but whatever the lose collision is suppose to be doing to prevent this hatch stalling gameplay, it is not working.
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@Archol123 said:
Just go do gens then or open the gate? If he moves take hatch... I don't see the issue?
he can't open the gates because the gate are not powered. 2 gens are remaining. he has to do 2 generators to open the gates in which twin player will just kill them as soon as they pop the gen. the player is just being toxic by increasing the match duration on purpose.
to fix this problem, dev made so that victor has 30 second until he loses collision. this was a change they did awhile back to prevent the hostage hatch gameplay. Seems like U5 update broke that.
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@Aven_Fallen said:
Yeah, I never understood why the Cooldown for Dance with me was that long. For me it was always worse than Quick&Quiet and even this Perk is more average than anything else.
Would overall make a good synergy with Lithe, Dance with Me and Quick&Quiet, which might help to escape a Killer, but using at least 2 Perk Slots just for this is a good trade off.
anything that gets people off using Decisive Strike/Adrenaline/Lithe(exhaustion)/Deja vu.
Even putting 20 second cooldown on dance with me and 10 second duration might not do anything to get people to change the perk.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713388#Comment_3713388
For the hit on endurance, there are basically two ways this can go, either you get stuck on the survivor or you bounce off of them... Which is worse? Being not kick able after the endurance hit would make the status effect worthless so it is one of the two...
I would not call the current changes a rework... It is not more than quality of life changes.
As for the changes... We have faster transition, faster unbinding of Victor, reduced charge time, being able to recall Victor whenever you want... So he is not in the middle of nowhere and you don't need to walk all that distance back. And as far as the nerf goes we have increased return time for Victor from 6 to 10 seconds... Where did the hostage taking time got changed from before? Because as far as I can see that from the 7.7.0 patchnotes the recall time did not get changed? Other than the short period of time where it was ridiculously low...
shorter regrowth time is better then all those changes. so in many ways @Coffeecrashing is right that twin is now worse then before QOL.
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713258#Comment_3713258
It’s quite unfortunate. Their number one core issue and why no one played them was Victor getting taken hostage and now not only is it not fixed but the time he’s held hostage is even longer lol. They’re going to remain completely unplayed and these changes accomplished nothing. Very sad.
I do agree. big L for rework.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712632#Comment_3712632
I try not to ever mention anyone by name as that can walk the line of breaking forum rules if anything said is viewed as negative so all my comments are in generalities.
Many popular streamers want the game balanced for different things with most of them wanting it balanced for average players, aka people playing bad. This is how the game is currently balanced and why it causes issues at the higher level when it's actually good vs good players. Winning against coordinated groups through tunneling which doesn't take skill or represent game balance and winning through hooks are representative of two different things so I would not use them synonymously.
So hypothetically if I wanted the game balanced for bad players as many popular streamers do I might have the same opinions they do, but I don't. I want the game balanced for good vs good players, and no I do not mean top 1%, I mean like top 20% or even 30%. My point with this is that pointing to things that popular streamers think on a topic can skew the perspective as their subjective end goal may be different. For reference though on experience I have as much hours in DBD as Otz does roughly.
30 seconds for chase is not generous as you are saying though, that's objective, it's the literally intended hostage hold time. Then you added respawn time of 10 seconds. So we're looking at 40 seconds just to get Victor released again..not even traverse the map or chase time, literally just spawning Victor.
I never said down 2 people was bad and is mischaracterizing what I said. You aren't downing two people in that scenario and what i said was bad was so much invested time on Charlotte keeping her close to every single Victor chase you make.
You say you don't trust randoms to pick you up but that is quite literally what the game is balanced around, solos. It's balanced around assuming you'll have bad teammates. This is why swf breaks the games balance so much.
As referenced prior, I'm not against adding more counter play to Victor, I even made a post with ideas of how to do so. I'm just arguing what Twins counter play is currently and that holding Victor hostage shouldn't be a thing as it's unhealthy design and why no one plays Twins.
The patch notes says removed twin's ability to recall. so they essentially changed nothing about twins and didn't fix any of their issues after 2 years. the main two was victor hostage taking and the extremely slow-win condition of slugging. in all that time, there could so many changes to other killers. what a great excuse for laziness. Hopefully their next killer changes are actually changing the killer and not just pretending that they're changing the game.
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Pig. beats all new players easily.
Myer's is also pretty good. free instant down. Imagine a new player loading into the match vs infinity evil within 3. They got no chance.
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it is same as last time. why bother testing anything when you can get entire player-base to test it. right?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712937#Comment_3712937
Not that I think body blocking is particularly effective, nor do I think tunneling is so heavily required to win. The more the killer tunnels, the less pressure they exert to keep survivors off gens, so you basically have the game decided by how well the tunneled survivor survives the tunnel... but let's say for sake of argument you're right and I accept DS being buffed is a very consistently useful perk in aid of winning the game.
Correct me if I'm wrong... but doesn't that sound unhealthy for the game? If DS is overtuned, isn't that a bad thing? Why exactly is old MFT consistency good for the game overall if bringing back the consistency of DS is overtuned?
Or have I completely misunderstood and you weren't advocating to bring MFT back as it was, and instead just want it to be buffed to be somewhere in the middle?
I don't think current DS is healthy for the game. the pre-nerfed version was alright because you had to be pretty good at looping to get value out of it. the very good survivors still used DS. Now it is just free value for any survivor player. So basically auto-include in every build.
MFT is same logic as pre-nerfed DS. strong perk when a good player uses it, Less of a noticeable perk when a bad looper uses it.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712899#Comment_3712899
I agree with that statement, consistent does mean good, and inconsistent means bad. That was the issue though with old MFT though wasn't it? It was far too consistent.
It always worked for the survivor by them literally doing nothing, which was also the problem with old Decisive Strike, and is why Decisive Strike got its effect buffed, not its consistency.
I don't think MFT needs a buff myself. It's fun to build around as it is, and permanent haste perks like that aren't healthy to my mind in the meta. The maps are built for 4m/s survivors not 4.12m survivors, and killer powers are balanced to the same. However if MFT needs a buff it should be to give it a stronger more obvious effect, not be buffed to bring it back to the "activates for free" perk it was before.
E.g. A 5% speed boost until the survivor does a conspicuous action.
decisive strike is a consistent perk because you can bodyblock with it. It is also consistent in the sense that a killer that does not tunnel "plays worse" by giving the survivor team more time to do generators. now the perk is borderline over-tuned vs B-tier or lower killers such that there is no reason to not run it.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712892#Comment_3712892
I would argue that since I get tunneled in 10% of my games tops, Decisive Strike even with 5s isn't worth it either by the same logic, even if the effect is strong... which MFTs effect most certainly is.
That seems like sensible perk design doesn't it? Weaker consistent effects, stronger less consistent effects?
in my opinion, less consistent effects don't work in dbd. the perk is either consistent and good or consistent and bad.
there is no perk where it is inconsistent and good. For example, Mettle of man has insane effect. You can tank an extra hit. Problem? It is too inconsistent. bad perk.
When MFT was consistent, the perk was good. Right now the perk is dead. OP post is suggesting you to run No Mither or Weaving spiders perk to make it a consistent perk.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712569#Comment_3712569
Off the Record?
We'll Make It?
Dead Hard?
Medkit with styptic?
It's not that hard to proc.... I actually run it with We're Gonna Live Forever, and it has allowed me to unga bunga heal a slug, the none scummy version of BU+FTP. I've even managed to use it in EGC and get out of gate. Is quite easy to proc in my experience.
i used to run we'll make it with old MFT. Having an empty perk slot for like 66% of your games is not worth it in my opinion. OTR+DH as requirement to equip MFT is too expensive. Given that they buffed decisive strike for no reason, they might buff MFT one day and revive it from the grave.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712799#Comment_3712799
Yeah I would say anything longer than 25 seconds for a chase is losing the killer the game. Which, generally you're spending almost half that entire max time just holding w to catch up in order to start attempting to play a loop. This is before we even get into Exhaustion perks, pre drops, body blocks, DS, loops with forced pallet breaks ect.
Would you say the average survivor thinks 25 seconds max is a good/fair chase time? I would say most would say not, which is where the issue I feel lies. What they typically want isn't realistic.
i think about 80% of chases should be around 20-25 seconds but current average is around 45-50 second average.
Which, generally you're spending almost half that entire max time just holding w to catch up in order to start attempting to play a loop.
I agree. I think biggest imbalance right between weaker killer and strong killer is pre-running & the value of health-state. Like if you take an average killer like Demo, a smart survivor player can just pre-run for like 20 seconds before chase even begins and then when you do hit them, you get another 20 seconds of just hold-w. throw in a exhaustion perk or a safe pallet here and there and every chase is too long.
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less 25 seconds for killer. a long chase for killer would be something 60-90 seconds.
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BVHR is suppose to balance killers to be strong enough such that when they face SWF, they're capable of winning. The issue is that they don't and whenever they do improve killers, there is always backlash.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712654#Comment_3712654
If this is about Dredge then I'm gonna look silly
yeah i think it is the dredge.
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@Blueberry said:
It's still quite solid where it's at now, I don't think it needs buffs. I also can also see your buff being abused a few different ways.
i find it too weak to put into a build. Not enough consistency and too expensive.
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@MrPenguin said:
This would just end up buffing the already problematic FTP + BU into FTP + BU + MFT.
No thank you.
I think his goal is to make No mither+Made for this to be a synergy.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712330#Comment_3712330
They planned to change them with the changes that were so bad everyone got confused how they even came up with them... But they obviously had the intention to change them…like I said they even stated they wanted to change them... So are you disagreeing with their statement in the march Dev update or with what exactly?
the changes on twin ptb was haphazard change in attempt to "punish" slugging. it didn't really work, as a result they reverted them as everyone else was like what the heck is this? i am judging twins by end result, not the intention. as they are now. Twins is the same as before with the major change of the removal of taking victor hostage for like some 40 second cooldown.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712297#Comment_3712297
Thats what twins currently are, but they apparently are not happy with that, which is why the intended changes were aiming at removing that. Supposed to work as currently, not necessarily as intended by the devs, which is why they wanted to change that...
I disagree. they had 2 years to change it. they didn't change which by default means that they are happy with said changes.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711863#Comment_3711863
They literally said in the Dev Update that they wanted to Adress the slugging problematic on twins... So that's just not true...
Dev Update from March acknowledges the slug heavy playstyle and that they wanted to change that with the concept they brought up.
they already tried that in the ptb. twin is designed slugger. She's design to slug and win through slugging. there is nothing to change there. Unless they rework the power from ground 0 to something completely different, twin slugging is there to stay.
Like i said, my concern with slugging was mostly that coordinates teams can pick themselves up constantly for like +10 minutes and the rate in you which bleed out is so slow. twin's hooking game takes forever. So it is like get downs, hook people every 2nd or 3rd down. eventually someone goes to death hook and then you finally hook the last 3 survivors from the 3 man slug. I see it more as game-tempo concern where survivor has too many second-chances within slugging. You don't get any accumulative reward to bleed out the survivor to "eventually" get to the 3 vs 1. Instead you have to slow hook people to get into the 3vs1. After you successfully get to the 3vs1, then you slug remaining 3 survivors.
The very bad teams are easy to win as twins… because they don't have any good coordination so you end up just slugging all 4 survivors and 1 hooking majority of the team.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712279#Comment_3712279
I always thought you cannot get slowed during haste effects, such as sprint burst and what not... Does it not also work similarly with the speed burst you get on hit?
7 stacks seems a bit overkill, especially considering the nature of a range attack in general.. At least currently his cooldown is the same over all tiers... But I guess it would not harm to reduce it on higher tiers... Currently the only reason to tier up is range and being able to break stuff with it... There are quite some things that could be changed about that in basekit and further adjusted with addons for example better zombies with tier ups and further increase on higher tiers with addons and so on.
you can get slowed. it is just that clown. his pink bottles, they are coded to cleanse themselves if you hit a survivor that is intoxicated. funny enough if you hit a survivor and there is pink cloud in front of them, it slows their sprint burst. a target clown nerf. With freddy snares and the unknown's projectile, the hinder applies.
Currently the only reason to tier up is range and being able to break stuff with it... There are quite some things that could be changed about that in basekit and further adjusted with addons for example better zombies with tier ups and further increase on higher tiers with addons and so on.
the tiny bit of range and pallet break should be base-kit. The tiers should do a lot more then what they do now. Either that or just don't have system. nemesis tier system is just filler bonuses. it is probably suppose contain powerful bonuses but who knows what BVHR original design was with that. it could be that it was to scale his cooldown or hindered or maybe it was to scale his zombies. No clue really.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712091#Comment_3712091
Wouldn't it still be bad even then? As it only works on infection?
i believe it works on all hits. It is suppose to halve your sprint burst. I am not entirely sure how much faster you catch-up but if i had estimate it, you get about 4 stacks of stbfl recovery. OP also put a 1 stack of stbfl on Marvin's blood and Nemesis also has 2.5 second cooldown by default which is around +2 stacks by default.
So if you had +1 from OP, +2 from base-kit and +4 from the properly numerical Licker tongue, you get +7 stacks as nemesis as default. So no, not useless at all. I think Nemesis is suppose scale his cooldown maybe with tiers but i am not sure. either way, Nemesis is very safely designed killer that needs a lot buffs both on zombies and whatever his nemesis tiers are suppose to be doing.