Devil_hit11
Devil_hit11
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592289#Comment_3592289
Oh my bad, I mixed it up with the other iridescent. Thank you for pointing that out.
Well, the lower throw rate is a nerf, yes, but I think the increased movement speed more than makes up for it.
the most defining part of trickster is that he is rapid fire killer. 6->8 knives is 30% more knives needed to injury. he needed throwing-rate to compensate his negative change. He also lost every single good add-on he had. Iri photocard, Death throes compilation and Fizz soda, Ji-autograph were his only good add-on he had and every single one of them got nuked. Death throes is worthless now. Iri photocard is crap and his two throwing-rate add-on are now Bloodpoint add-on. At least return his fizz soda and autograph to have 20% and 10% throwing rate increase. So he at least some viable add-on to use.
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@sizzlingmario4 said:
Because making him 4.6m/s made him too strong with 4 blades per second. He also still kept the removal of the gradual movement speed reduction for each blade thrown (it used to decrease from 3.86 with more blades thrown, now it will always be 3.86). If they changed the laceration meter back to 6 it would’ve defeated the purpose of reducing the throw rate back to 3.
Iridescent Photocard on the PTB allowed you to easily go entire matches without reloading. The effect was balanced with the old Trickster since Main Event needed 30 blades to activate, but became way too strong when this threshold was reduced.
iri photocard gave you 1-7% haste for hitting knives. OP post is saying the lower throwing rate is nerf his power which is most relevant part of ranged killer.
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that is one of biggest problems in dbd for a lot of killer at higher-level of play. Abilities need to be spammable and hyper effective because of generator efficiency in this game. The top 1-2% survivor are far too adept at looping m1 killers because loops are too safe and too strong. The ability of killer is only saving grace for killers to be competitively viable against strong teams.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591858#Comment_3591858
I think that kinda mechanic killed survivor-survivor interaction in Deathgarden, which made them rush the objectives even more.
survivors already rush objective. the old system of hooking would still be present in the game. it would just be called "slugging" with bleed out timers. so you could still "tunnel" slugs and "camp slugs" similar to current hook system with hook regression, tunneling off-hook and proxy camping hooks.
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the only way dev will ever fix tunneling is doing that change they did to devour hope on that ptb base-kit unbreakable. Make it so that all hook are shared between entire team up to 6 hook-states. On the 7th hook, the next person to get hooked is instantly killed. This makes so that killer have to go for 10 hook games to kill everyone.
I know it is unlikely to ever happen so tunneling will always be part of the game.
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@Coffeecrashing said:
Yes. All 4 of those perks are nerfs compared to their live versions. The fact that 2 of the new addons are bloodpoint addons (if I wanted to extend main event, then lucky blades would be a much better choice), feels awful.
bad changes for casual players, just let it go.
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when killer players cannot play easy-mode killers properly. Trapper is not that hard, learn to place traps properly.
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i do not think that draws in dbd exist. draw means that nobody won. The only way for nobody to win is for survivors to not power all 5 generator for 60 minutes. The only time I have ever seen that is with overcharge/cob/eruption meta other than that, draw do not happen. you get either win or lose as killer. I consider 0-2k as losses for killer because the survivor did power exit gate and escape.
When you get 3k and 4k's, the survivor was not successful in powering exit gate. In order for the match to reach conclusion, there is exists hatch mechanic and exit gates to conclude the game. it is not meaningful for survivor escape this way but it is ionic in movie horrors for final girl or final guy to "survive".
50% win-rate killer are downright terrible killers. For example, Nightlight stats of clown showcases that if you add his loss rate 20.8%+20.8%+15.33%. survivors at complete 5 generators a whopping 57.33% of the time. that is not a 50/50 win-rate. Granted these stats are not that accurate because Clown only has 588 games played on site but using sample size of 50% win-rate, that is terrible win-rate for killer. He only wins 43% of the time. So average player playing clown is not breaking even and in fact loses more than they win. Very few players will want to play a killer with that kind of track record. Granted those stats do not have enough games.
When BVHR showcase stats in September 2022, BVHR showcase that top clown 5% players had kill-rate of 58%. Having high kill-rate may not mean that killer is in a good spot. For example if you use Wraith's sample kill-rate, he wins 53% with 3k and 4k but loses 47% of the time. While kill-rate is proxy to killer doing well, it is not win-rate of the killer.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591760#Comment_3591760
If you only move by a little bit to each side what exactly keeps the killer from aiming in the middle didn't move? You would still have a constant hotbox at the middle spot of the movements to the left an right...
you do not really need to side-step every single knife. as long your not hit 7 times, you will regress to 0 in new trickster. I cannot really explain anything more than that. If you ever played Moba games with tanks or MMO raid games, tanks are meant to absorb the most amount of damage possible without dying. this is sort of the same idea. use fragmented health to make distance ->stall chase-> self-heal.
The Trickster’s fast-paced attacks are what set him apart from other ranged Killers, so we wanted to focus on this rapid fire ‘machine gun’ gameplay for this update. We asked ourselves: What’s better than throwing a bunch of knives? Answer: Throwing even more knives.
the dev's are confusing. "fast-paced attacks are what set him apart from other ranged killers". -removes the part that is suppose to stand out in the update.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591682#Comment_3591682
On top of every killer you listed having a great perk except for Skull Merchant (my initial exception) and Dredge (who I considered too long ago to be fairly considered 'recent', but fair play, its perks are either bad or mediocre), that's still not my point.
The original statement was that the devs nerf anything even remotely good on killer before it has room to breathe. I pointed out two things: the most recent chapters have almost all had a great perk to play with, and, the remaining perks are either perfectly decent or were bad on their PTB.
This statement still holds true. Most perks that come out are usably good, and the ones that aren't weren't nerfed to be that way before they had room to breathe, they launched that way.
Take some of your examples. Knight is a great one: He has Nowhere To Hide, a genuinely great perk, and then he has two others; Face The Darkness, a quite strong perk in the right builds, and Hubris, a perk that is admittedly a little mediocre but kind of fun to make work in meme builds.
The same pattern can be seen elsewhere to varying degrees: Xeno has one pretty solid perk, Ultimate Weapon, even if its effectiveness is wildly overrated. But it also has two others; the perfectly usable and decent Alien Instinct, and the interestingly designed Rapid Brutality that serves to be a more niche pick. Wesker has one really good perk, Terminus, and he has two others; the perfectly usable and decent Awakened Awareness, and the more meme-ish perk Superior Anatomy. So on, and so forth.
Were any of these perks strong on the PTB and nerfed before they had a chance to breathe? No. Do any of them support the notion that killers are languishing with no good options while survivor perks are left broken for years? No. These are the arguments I was actually responding to, my statements did have a context that matters.
why are you trying derail conversation on OP post? OP post is talking about Batteries included. Batteries included did not deserve any negative changes. the perk sucks because the perk is not consistent good chase perk. there is no reason for killer to patrol finished generators. The one place where perk could have some relevancy was end game because all gens become finished. The perk is not good in end game and it is not good during the game.
So when is the perk suppose to be useful? I genuinely do not understand the perk. the perk did not need nerf and it got nerf for no reason.
derailing his other two perks:
His friends till end perk is ok information but 20 second exposed too little. there is enough information perks in the game but there is barely any relevant exposed perks. here we get a potencial decent expose perk but it has such low numbers. why can't this perk have 45 second of exposed? Something in the meta that is not just 4 game delay perks or information perks.
Hex:two play is another rubbish perk. 1.5 second blinding? Like what the heck is the point? the blind lasts less time then pallet stun. with current numbers, the perk has to be worst hex perk in the game. I hope this perk gets like turbo buffed because this perk is almost more useless then like bottom tier perks like predator. I cannot imagine good version of this perk right now. that is how bad the perk is.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591736#Comment_3591736
I still think he is buffed by a lot. He didn't need those changes, they totally overbuffed him.
As if all those guys only played it against PTB survivors and wanted to wait that long instead of just getting in their friends with similar hours to see how it played out...
If you only do a small wiggle every knife, how stupid do you think the killer player is to not adjust to that? You would need to do bigger movements with random patterns considering his knives are (probably) the fastest projectile in the game.
You would need to do bigger movements with random patterns considering his knives are (probably) the fastest projectile in the game.
no, that is bronze survivor play. you micro dodge until you get to LOS then your safe and just heal for free. the killer adjusting is the mindgame itself. there is no need to do anymore more than that. to be fair, micro play on survivor tends to not matter with slowish killers because gen speed is so oppressive that killer loses even when thyey are winning chases quickly. So 1vs1ing killer is often just blow out for efficient teams.
I still think he is buffed by a lot. He didn't need those changes, they totally overbuffed him.
I do not agree. just huge exaggeration. he had this exact exaggeration first time he was improved, so nothing new.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591593#Comment_3591593
In the end it is still a massive buff for Trickster...
not really. not with those changes. more of side-grade. trickster is not that good. he needed those changes from PTB.
If you loop someone on a tile where you cannot get a single knife in every 10 seconds then you seriously need to drop chase... It should be possible failry easily to not suffer from that.
in PTB, knives were constant decaying. I dislike how the balance is being based off PTB survivors. PTB survivor are not good. Tru3 tried trickster match on Eyrie of crows and it was 3 man escape. I do not know how much worse he is but if your 3 man escaping ptb trickster and he is getting nerfed. you can only imagine that he will be even easier on live.
survivors loose a huge amount of distance with that wiggling motion and it doesnt even matter because even if you dodge two or three there are 41 more coming so who cares.
your not losing any distance at all. these are not hatchets. His knives are like tiny hitbox knives. there is almost no strafing. it is almost running forward and moving 1 cm to right and 1 cm to left. they are tiniest micro strafes ever. nothing more, nothing less.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591600#Comment_3591600
For purposely of using his M2, it's not really a buff. With current Trickster, I often throw knives at max non-recoil rate, and only need to land 6 knives per health state.
But nerfing knives to require 8 per health state, means Trickster is supposed to rely more with rapid fire knives, which means less accuracy (even though the recoil has been removed), which means it's easier to run out of knives since they didn't increase the number of knives he can hold. And as I mentioned before, purposely having main event activate at the same number of knives as a health state, means that a lot of main events will get wasted.
And the most important thing about PTB main event, was that PTB Trickster had such a high regular knife throwing rate, that PTB main event wasn't a huge boost like it is on live, and was much more about having unlimited ammo, than it was about the knife throwing rate.
Honestly, I'd rather have the current Trickster, so I only need 6 knives, and not be forced into a rapid fire style that encourages me to run out of knives easily. I don't care about faster walking speed, or zero recoil, because neither or that is going to fix the fact that if I tried a "rapid fire" gameplay with new Trickster, I'd constantly be feeling like I'm out of knives, and that I'm being punished for trying to have a rapid fire gameplay. Also, does anyone else realize how much of a nerf Iridescent Photocard is? With current Trickster, it's literally "hit 4 knives, the survivor is exposed, then M1 for two health states". That was huge, and massively powerful.
I agree in regard to iri card is useless now. Their battery included perk makes no sense either. it gives you 5% haste when gens are done but doesn't work in end game when that is only part of the game that the perk works?
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591560#Comment_3591560
Afaik the screw driver doesn't reduce your power cooldown after a miss, it reduces the time you spend in that missed attack animation. Basically Unrelenting but for his power. If it does reduce the cooldown, that's odd, but at least it's something.
I just don't understand why they adjusted his dash length and the related addons to "reduce addon reliability" but completely ignored the aspect of his power that he's ACTUALLY addon-reliant on, extremely so in fact.
nope, that is different add-on. that is other yellow add-on.
this is reduces your missed cooldown by 10%. this is like unrelenting for his power which they are weakened this.
this add-on reduces your initial recharge rate by 15%. basically instead of waiting 18 seconds, you start at 15.7 seconds. another thing about his cool-downs is that his cooldown begins as soon as he misses instead of after he misses. the power drill is same thing but it is for successful cooldown, so that is when you hit people. it is like alchemist ring but not 100%, only 20%.
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@Coffeecrashing said:
Main event going from 3-6 hits, to 8 hits is terrible. Trickster just went back to being a worse Huntress.
1) Main event requiring 8 hits means that if he's chasing someone that's injured, he can waste the main event if no other survivors are around, because main event will often unlock right as the survivor gets knocked to the ground.
2) Main events also often get unused, if the survivor runs Trickster to a place where he can't use it. So even if Trickster is chasing a healthy survivor, he often might get 0 main events for both those health states. This is especially true if main event is unlocked right when the survivor goes from healthy to injured, because they'll get a speed boost to help them get to a part of the map where Trickster can't use main event.
Main event being locked at 6 hits would have been much better, so that Trickster had the option to use Main Event to help get the last 2 hits of the same health state.
...New Trickster doesn't feel like a "rapid fire" gameplay, if I'm going to have many chases with 0 main events. I'm better off just playing Huntress instead, where 1 hit = 1 health state.
they over-nerfed him as expected. they did same thing last time. the big nerf is the part where they removed his entire throw-rate buff from 4->3 because that change was meant to counter-act his 6->8 buff. so now his throwing-rate is strictly always worse. I hope they reconsider his throwing-rate change.
they also double nerfed main event because they originally lowered it from 8->6 but they invented add-on to further lower it from 6->4/3. of course they also manage to make both of his iri add-on worthless.
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he has add-on to reduce his cooldown. automatic screw driver gives 15% on missed attacks and power drill gives -20% on successful. It is just that he is now reliant on those add-on to use his ability. I think he is still going to be strong killer. apart from running shoes and iri amulet with pallet vaulting, those were his best add-on's in ptb. I believe otz showcased a match with those exact add-on's.
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591400#Comment_3591400
didnt they remove the slow increase of the TPS? i thought in the PTB the intended change was to make it a pure 4 TPS instead of gradually increasing.
they did remove slow increase of the TPS. If default was 3, then each blade was 12.5% increase blade per second. Now it is just static 4. If you look at updated wiki information, it says that cooldown of throwing blade was previously 0.33. In updated one, it says that cooldown is 0.25.
edit: this post is no longer accurate.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590817#Comment_3590817
Why do all people say that Wesker is the best tunneler? He is not. Other high tier Killers can do this a lot better like Nurse or Blight (especially with alc ring or adre vial).
Instead of nerfing a single killer we should come up with ideas how we can make tunneling less attractive in general.
Blight and Nurse are better at chasing then base-kit Wesker. Wesker only better at chasing survivors when they're fully infected. -8% hindered is very significant debuff. Unless you deplete all 12 sprays, your never going to chase anyone that is fully infected. the only way you can chase fully infected people is if you tunnel off-hook so they cannot use the spray. He is better at tunneling off-hook then both of them. your more certain to get the down.
If your going for random chases and hooking people, Blight and Nurse are much easier to stealth from when your on death hook. Wesker's infection forces people to use sprays so your guaranteed to see killer instinct to chase people on death hook.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590987#Comment_3590987
Damn, sorry, I lost the 50\50 there. =)
The maps back then were: Red forest, Autohaven, Swamp and Badham is what I could remember for sure (Def not Gideon or old Earie). I do remember survivors were doing that even back then, but it was REALLY NOT this efficient.
I mean, even on the same Yamaoka map!
MFT was not in the game yet! I actually think it's an MFT issue, after you reminded me...
Like it was not even worth talking about, or even creating a post about back then, you know?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591073#Comment_3591073
Exactly! There were more pallets around, I was showing with arrows his pathing, he got hit at the TL, then he just zoomed to a GJ at the right.
The thing that I didn't understand is that how he was able to reach main building's pallet from a small loop, literally not looking behind him, with me ignoring the pallet at this small loop. SOMEHOW, I was not able to catch up to him before he reached the pallet at main building. Does this MFT alone providing you to do so? That is kinda... Nuts?
killer has 2.7 second wipe animation and 1.8 second sprint burst. For some reason, I remember this sprint burst being 150% but according to wiki, it is 165%? It is odd number. Either way, you can go from one end of the map to other end of the map. It takes 20 second to catch-up.
If he had MFT, it is even longer catch-up. the average SB is around 1/2 map away. MFT is like 3/4 of the map. I have never bothered to look at math behind how much current MFT adds to shift-w time for survivor. If i had to take a guess, I would say around 6-8 seconds. so I would say around 26 seconds.
Pallets take 2.34 to break and that is like 10-12 seconds of catch-up per pallet break between loops. With MFT, I would guess around 15 second of shift-w potencial. that is one of MFT's greatest strengths, If you use the perk correctly, you have very low probability to get zoned with MFT because the distance gain of MFT is like +20% pallet break increase for killer. You take 20% longer to make-up distance that you lose from being locked in pallet break. In summary, it is as if each pallet break goes from 2.34 -> 2.8 second to pallet break. That does not sound like big deal from a number perceptive but if the killer is zoning pallet breaks, that is often difference between getting hit and not getting hit in a lot of cases.
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there is way more pallets on sanctum of wrath then what your showing. the map has 11-15 pallets. the main building spawns 1 unsafe pallet on the top. the other pallet spawns on either side. On the shack side that your drawing, there is at least 6-7 pallets. For example, where your drawing the arrow, your missing at least 2 pallets there + tile-set.
On top side right, your missing Japanese garden, a tile set, 1-2 pallets in center between left-right side with that weird building that spawns some vaults in middle that very few survivor know how to utilize. On left, there is roughly 2 pallets+tile-set.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590906#Comment_3590906
I can clearly remember, that not so long ago if you predrop a pallet and instantly go to another pallet - the killer will be able to hit you, if they ignore and go around a predropped pallet. Like the distance between pallets in most of the times didn't allow you (survivor) to do that before. You've had to "force" the killer to break it, if you wanted to be able to reach another pallet or window.
Now it feels like you don't even need to use your brain too much, you don't need to look behind you, just autopilot to a pallet - instantly go to another pallet and repeat, until you reach a dead zone.
My problem with that, as I was saying - it's very boring for both sides, I can not believe that this gameplay is enjoyable even for that survivor.
Multiple games like this will end-up with you getting completely bored out. Which is ironically stupid for the meaning of the games, which is - having fun.
what game were you playing? the maps were always that strong. you can just look at coal tower and ironworks of misery. those maps have not changed in years. The maps were even more powerful in the past. the 3 classic realms were farm maps, autohaven maps and macmillan maps. You could always chain all loops. I am not sure what maps you are referencing.
Here is list of other maps that followed: the maps we got after were Mother dwelling(Huntress), Haddonfield(Myer's), Backwater swamp(Hag), ***Lery(Doctor), Badham preschool(Freddy), Gideon Meat packing plant(Pig), Father chapel(Clown) Spirit(Yamoka estate), Legion(Ormond), Plague(Temple of Purgation). If you fast-forward to more modern maps, you get Eyrie of crows(Artist), Garden of joy(Dredge), Shattered Square(Knight), Toba Landing(Singularity), Nostromo Wreckage(Alien). A lot of these maps are strong so perhaps you could list which maps you think in the past were not littered with pallets everywhere.
The only maps that were arguably good for killer were indoor maps which I mention one of them being Lery's, Hawkins(Demogorgon), Dead dog saloon(Deathslinger), Midwich Elementary school(Pyramid head) and RPD(Nemesis/Wesker). The most forgettable map release for me is Sanctum of wraith(Oni's). I think that is because it is middle of road map that does not favor one side or other. The map is just there I guess.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590786#Comment_3590786
That's how perks work, every perk is relatively situational, the problem with these "meta" perks is that they have value every game and everyone is so used to it.
good perks are not situational. good perks are consistently high value every single game. the perk that are not consistent are usually perks that have -broken- effects like Adrenaline, Decisive strike, Hope etc.
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@LapisInfernalis said:
{Looks at Pyramid Head, looks at the community, looks back at Pyramid Head and wonders why nobody complains about him}
Seriously, it is kinda funny how many people complain about how "unfair the infection is if Wesker tunnels" but for some reason nobody complains about PH who can do the same as easily.
If you go against Wesker you have all the anti tunnel options you have basekit AND those you bring with you. If PH decides you go to the cage, you get nothing. No BT, no DS/OTR/DH, no Second Wind, no Deli, no We'll make it, nothing.
You just complain about Wesker because he is more popular than PH and therefore the chance of a Wesker who tunnels is higher than having a tunneling PH in that one out of 30 matches you see one.
Also: what do you define as tunneling? Was it reasonable for the killer to tunnel that survivor? How many gens were left? I can't condemn a killer who tunnels when 2 gens are left, but I can understand your frustration if that happened at 5 or 4 gens.
I think that reducing the infection to 1/100 charges after getting hooked is enough. Even with both infection addons you have about 60s until you get slowed down (this includes a M2 hit during endurance), which is the timer for DS, which is an anti tunnel perk. No need to remove it completely or make it stop in chase or what not.
nobody complains about PH because you can hold-w and post-pone his trails by avoiding them. With wesker, his attack is harder to avoid especially point-blank. He also counters hold-w strategies if he uses the bounds at correct places where there is no obstacle to run around.
When your fully infected, He renders all anti-tunnel effects as useless. Like what your going to do? DS Wesker only to get downed 5 second later from hindered? OTR does not work and only makes it easier to go fully infected. that tunnel-off hook is what makes wesker such a potent killer. He is best tunneler in the game.
The only perk that counters his tunneling mechanic is Made for This. It grants you 3% haste. So instead of having -8% hindered, you get -5% hindered. Sure this is still speed differential but it is not as bad as -8%. MFT right now is good in every situation but with deep wound effect, it will be much more situational perk so if you run MFT, it is only for this exact type of wesker-type tunneling gameplay.
@TrueGuardian32 said:
Wesker and Pyramid Head are interesting when it comes to this topic. Pyramid Head for example can completely ignore anti tunnel mechanics. While Wesker can make those anti tunnel mechanics do nothing. There is actually something to help with these situations. Like making Wesker infection not progress after hook until a conspic action is performed.
And for Pyramid Head I would remove the bubble notif from cage rescues. And have the cage move close to the nearest survivor after a set amount of time. I would also prevent Pyramid Head from seeing caged persons aura so they don't have info to tunnel with.
removing notification bubbles does nothing because cage always spawns directly on other side of the map. for reference, when PH first came out, you could see hook aura's of people in cages. When i am caging PH, I am directly going to the other side of the map to proxy camp the cage. Those cages are direct setup to tunnel-off hook. it is their main purpose and PH entire gameplay strength. It is similar for wesker, except wesker also has secondary tunnel mechanic where you can use killer instinct as info tool to tunnel when people use sprays. This ensures that you always chase the people with hook-states and ignore people that have 0 hook-states.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589331#Comment_3589331
Pretty sure THAT kind of gen spawn isn't suppose to happen, lol. Oof
no it is. i always look for that 3 gen setup on merchant. it is rng to get it but this variation means you do not need to play the god windows on that grim pantry side.
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regular FTP is a perk to suicide for someone else when they are lower hook-state than you. for example, if someone is on death hook and your at 0 hook, it is better if killer hooks you at 0 hooks then teammate. it can also be used to prevent bleed out timer but secondary effect is irrelevant. Buckle up mitigates drawback of the perk because killer can hit FTP to get free slug. people did not use FTP because the benefits were not high enough and you required a lot of swf-level coordination to pull off the gameplay. Now the gameplay is easy to use so much so that even soloq pull the combo off as there is no risk to activating it.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590543#Comment_3590543
I am fine if they buff both perks to be viable by their own. But i am not with the people who just want to kill these perks.
Rght now, if BHVR break this combo both perks will be garbage to use alone. If they take care this problem, i am not against to nerf this combo.
Buckle up is viable on its own. It is just that it is anti-slugging perk. there is no reason to equip it because your unlikely to die to slug, your more likely to die by hooks so anti-tunneling perk is more useful. what makes combo strong is that you can use anti-slug mechanic aggressively to reap an advantage. It is like using OTR or DS+Unbreakable or base-kit BT to body block killer.
It is FTP that is not that good on its own. They cannot buff FTP by itself because only buff that makes it bad is exact drawback of costing a health-state. In many ways, the combo is at exact power-level that it is designed to be at but killer don't like this because you can use it as anti-tunnel mechanic and unlike DS or OTR that are limited by 1 or 2 uses, this one works as many times as you can heal. So it can repeatable be used on same person over and over to prevent any hooks. The only time you have any counter-play as killer player is when everyone is injured.
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my theory behind wesker is that dev did not want wesker to be complained about as a killer because his dash power has high potencial to be potent chase power, so they made wesker dash power not that good at loops but gave him a silently oppressive passive. in essence, if wesker want you dead, your going to die. your only real counter to a tunneling wesker is to not get infected.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590377#Comment_3590377
https://us.v-cdn.net/6030815/uploads/1W13TB3WDSSA/screenshot-20231122-003831-firefox.jpg
TL walls are a standard tile, one of those tiles with the 2 windows opposing each other. They get their name from what you can see above.
Typically speaking you want to loop clockwise between the 2 windows so you get easy fast vaults. A killer who knows better will try and force you anti-clockwise to make it harder for you.
There are a few guides you an find on YouTube that explore them in depth, but yeah getting good at Window loops is what beats Bubba... I think... I'm not precise enough to say I know from experience, other than knowing Lery's on Bubba is a pain is A xD
lery is not bad map for bubba. the thing about lery's is that there a lot of pallets on that map where a m1 killer can easily get hits on but LW with chainsaw has trouble mind-gaming those pallets. so pre-dropping pallet is powerful vs bubba if your healthy. Lery is the type of map for bubba where you need take correct chases and not go into pallet break simulator as it could make you lose.
If you want to know a really bad map for bubba, it would be pale rose. it is one of his worst maps. you have to be extremely skilled as bubba and survivor has to be make mistakes to lose on pale rose. whenever I load into pale rose as LW, I am mildly frightened to play against experienced survivors on that map.
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@Seraphor said:
I like it. I feel chase-oriented exhaustion concept have been, well exhausted at this point. This is a neat way to include exhaustion for another purpose, for non-chase builds.
And it has two distinct uses. First to literally 'split up on gens', and secondly, if a survivor kites the killer to the gen you're working on, then you get a quick escape.
there is already perk like that. it is called sprint burst.
-Sprint burst buff
-Increased duration of sprint burst from 3 second to 4 seconds. [5 second is way too much for what OP is asking for]
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yes it would be great feature to teleport away from the hook. Unfortunately, I tested this bug in 3 gens and i killed everyone in 20/20 games. singlurarity is better 3 gens then skull merchant.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589689#Comment_3589689
They are not subtle cheats though, because by definition cheats are against the rules, and re shade has been allowed/whitelisted by the rules and stretched res has been gotten rid of in the options when the devs decided they didnt want it anymore... Soooo? Also if both sides use re shade it is fine again isn't it? Is it also cheating by that definition to play on low graphics because you see less grass and trappers traps better by that?
low graphic is setting in the game. Seeing perfect red glow is not a setting in the game. The killer gaining free bloodhound with global scratch marks is also not in the game. Your not suppose to see scratch marks from 30+ meters in the default game.
The problem is that I do not know what they could do to fix this type of cheating. the problem is greater on survivor side because a lot of m1 killer rely on mindgames and buffing red glow diminishes effectiveness of any mindgame. The only thing I could of think is removing red glow because it is outdated mechanic. Chucky has this new take on red glow in PTB with killer scratch marks but that current iteration is too strong if it was given to say trapper.
For killer, it removes any stealth-juking in the game. It is not super big deal because m1 looping is a thing. where it becomes a problem is like Nurse with filters. If you ever wondered why some nurses perfectly track you when your injured after fatique, these filters might be a reason. no clear cut solution on killer end.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589874#Comment_3589874
He still has some invisibility currently but it’s only when further than 32 metres.
But the idea of this was to add some of the old Freddy back without taking the current Freddy away from those who like it.
yeah but it is bad invisibility. you can use his purple black pill bottle add-on to reduce invisibility to 24 meters. it is still not good. I have used it with monitor&abuse in the past, but freddy is not a good killer. I hope whatever rework they give him makes him fun and unique killer to play. i miss his old form because it was such a unique killer design.
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he used to be invisible before so it is interesting idea.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589447#Comment_3589447
SB and Lithe are not meta for long time. We had Dead Hard meta for long time. After DH gutted, we got MfT. So SB and Lithe did not stay as meta perks for long enough.
We will see real reactions pretty soon but i am hoping you are right. I don't wanna get all fun perks nerfed just because people don't enjoy against them.
DH is not really gutted. It just has it owns drawbacks. the drawbacks being that it does not work on 1st chase and that you cannot use it more then two times per game. Previously, DH had 0 drawbacks and only contained positives. SB has drawback where you cannot control when you use it. you can only use it at the start of a chase. the only time you have control if killer volunteer chases you with 99% SB. Lithe has drawback where you cannot loop strong tile-sets. You have to vault a window and run forward before you can loop anything. Only thing high skill play you can do with Lithe is loop weak pallets then try to time a slide that connect a weaker pallet to strong pallet to disable bloodlust.
Killer are not complaining about these perks because the survivor has no control on how to use said perks. There is lack of heighten skill expression with SB and Lithe. DH has skill expression but it is limited because of # uses. MFT had infinity skill expression because killer was not in control of how to use the perk. Survivor had full control over how to use 3% haste. Now they're erasing MFT from exhaustion category. They're trying place it in anti-tunnel category. I don't know how many survivor will try to use it. You have to use stypic agent from med-kit to trigger endurance effect on first chase and you need use OTR+MFT as 2 perk anti-tunnel combination. The logic is that if a killer is tunneling you off-hook, they'll hit 90 second OTR to proc MFT. that is just a lot of perk commitment just to use the perk. Anything else and the perk will not be consistent in average match. In my opinion, your better off using Decisive strike as 1 perk slot for anti-tunnel. My guess is that people try to use stypic needle with OTR+MFT, realize it is not worth it and just use decisive strike.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589793#Comment_3589793
If they were balanced around top 1%, tournaments wouldn't exist. Killers would win each, and every, time. They are balanced around solo queue as the killer needs a optimal 60% kill-rate which solo queue provides. This is common sense, clearly not here.
The game is balanced around 4v1, yeah. My solo queue games are fine against other killers, yet not with her. Even the better players struggle against her.
BVHR has never revealed kill-rate of skull merchant. I don't get where you get any of stats because there are no official stats for skull merchant. the only official stats were last september 2022 when Wesker was released.
The game is balanced around 4v1, yeah. My solo queue games are fine against other killers, yet not with her. Even the better players struggle against her.
My soloq teammates struggle vs blight. Does that mean that blight deserves nerf? no, because in tournaments, blight performs perfectly fine. It is same for skull merchant.
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589793#Comment_3589793
Never heard term "trickle down balance" before, but it was interesting to look into it. Thanks for that.
It just means that something that is balanced for top 1% is also balanced for top 90%, top 70%, top 50% because the player with lower level are worse players playing vs worse players that are not playing to the highest potencial.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589671#Comment_3589671
Plague and Skull Merchant are completely different. Let's not go down that alley. With the exposed she did have, you would just W key away unless you were injured because it wouldn't affect you. Now it doesn't matter whether you're injured or not, the drones will have an effect on you.
Does undetectable not work on certain maps? You might want to report that in the bug section.
Every killer is balanced around solo queue. If they were balanced around the top 1% SWF, no one would play the game. That's just the truth. Pinhead isn't that crazy to face on solo queue, yes it is boring but I like facing him. I think everyone most would agree that Pinhead is a better killer to face than Skull Merchant.
The main element of DBD is the chasing. It puts you in a 1v1 scenario vs the killer and its where skill and mindgames come into play. That's not possible with Skull Merchant because there is no skill involved. It makes the most fun part of DBD boring, unless doing generators excites you more. The game also doesn't have to be enjoyable for you so don't come at me with such a remark.
Also. congrats on assuming my skill and playstyle, was waiting for it. I do leave loops because I know how to waste time with her, my solo queue team doesn't. It's not my only argument, it's just the only part of the discussion you read. Remember when you told me those two counterplays? Those were alreaady mentioned in my discussion. You didn't read it at all, only what you liked.
Every killer is balanced around solo queue. If they were balanced around the top 1% SWF, no one would play the game.
killer should be balanced around top 1%. if the top 1% can escape skull merchant than you can escape skull merchant because if your a lower % player, you will not face top % skull merchant player. for example, if your 90% player, you will face 90% skull merchant players which makes mistakes. this is refer to as trickle down balance.
Also. congrats on assuming my skill and playstyle, was waiting for it. I do leave loops because I know how to waste time with her, my solo queue team doesn't. It's not my only argument, it's just the only part of the discussion you read.
The game is balanced around 4vs1. if your team is no good and plays poorly, it is not killer fault. The killer is just capitalize off weak-links. you only deserve escape if your teammate also play well.
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@canu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589693#Comment_3589693
is this even true? i was told you always lose mmr if you die doesn't matter who escaped
yes it is true. you always lose MMR if you die, but you lose less MMR if most of your team escapes.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587877#Comment_3587877
Stretched Res had nothing to do with accessibility and was banned for a reason. As long as the devs are fine with filters they're not cheating.
Also if compensating for vision issues is cheating I hope you're not wearing glasses for your astigmatism, pretty sure that's "playing at an advantage" by your definition. (And if you don't wear glasses and just "suck it up" : buy some, struggling when you don't have to is silly)
Finally and for the last time: compensating for a disadvantage doesn't ruin anyone's experience, it's just levelling the playing grounds. Do you also believe people with glasses see better than people who don't need them ? Or you're not actually stupid but just so entitled you're ableist ?
In any case im supposed to play nice so bye I'll think about you if download filters again
that is not what this post is about. The post is about Reshade and Filters. The main cheating going onto mainly on survivor mains is that If you go into your RGB settings, You can make your Red color have massive red opacity. Why is this big deal?
Well, you see, everything related to tracking is red. If you change opacity color of Red into be stronger on your Monitor, It makes killer red glow stronger. This is terrible for m1 killers because... m1 killers all have red glow. If you can see red glow clearly, you gain wall-hacks towards killer. normally red glow opacity for dbd is faded out. you can see red glow but red glow is faint. With max red glow, you can see bright red which removes lots of mindgames.
Hens talks about this. it is huge problem especially for survivors at top-level that abuse "subtle-cheats" to gain an unfair advantage.
https://www.youtube.com/watch?v=hwd2LL63o64Here's an example of what it looks like in the video.
you see. the red glow does not look normal. It is so red that you can see people across walls. Normally red glow is faded out on very ends. This is what it is like for survivor.
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This is also a problem for killer because when survivors are injured, you have blood marks. With this Reshade filter, you can see blood on the floor so clearly that you don't need bloodhound as a perk. you get free base-kit bloodhound. It also makes scratchmark's impossible miss because they're also brighter due to red color.
Stretch Res and Reshade red filters have been in the game for long time. both them were subtle cheats. they give you unfair advantage over your opponent. While the problem is bigger on survivor side, it does give unfair advantage for killer side in regards scratch mark tracking and bloodhound tracking which are suppose to be perks that you equip.
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they are buffing killers. Look at recent Trickster rework. It is just that there is literal pushback on legit really good changes in that PTB. Casual survivors feedback are making it difficult to put killer in a good spot. Skull merchant rework is decent. All they need to improve few add-on's. Why did they nerf yellow low-powered mode? I am still hoping they buff Expired batteries, Supercharger and High-powered mode Add-on's for skull merchant.
They're also improving perks such as New background player and Furtive chase. It is just that it is at such slow-rate that they need more perk changes. what would be ideal 5 unpopular perks on each side being improved.
Map offering are not a problem. with enough game-time, you will play all the maps. Map offering just means that you will be playing on that map a bit more than usual.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589616#Comment_3589616
Most 3 gen scenario's are the survivors doing. Which is what Deja Vu prevents.
no, most 3 gens is killer planning 3 gen and camping hooks from very start of the game. camping itself is play-style. a defensive play-style. the reason why it is strong is because survivor cannot control it. It is same reason why tunneling is strong. it is out of survivor control other than survivor who is being tunneled to loop the killer for 5 gens. you can't stop killer from 3 gens camping and hook camping. It is just that defensive play-style for killer is not that good because survivors have 4x as much progression as killer. the killer is not good at regressing generators, so if survivor knows how to counter 3 gens, they will outpace killer regression. in cases, where you do not outpace regression, than you get that 50 minute skull merchant type game problem if gen-kick perks are any good.
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@Nos37 said:
"Can help prevent a 3-gen" only applies if the killer doesn't stick to 3-gens from the start.
Until they "fix 3-gens," they should have buffed Potential Energy (the ACTUAL counter to 3-gens), not Deja Vu.
yes it makes no sense. deja vu encourages gen-rushing. with 4 people with deja vu entirely revert gen speed nerfs and with just 1 person running prove thyself, you get 43 second gens. with just 3 great skill-checks, you have same speed as pre-nerfed generators.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589145#Comment_3589145
This
I think they just ran out of ideas on buffing it lol
we're gonna live forever and MFT are not good anti-slugging perks. they did not run out of ideas. the perk was ineffective slugging perk before. now buckle up works correctly.
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sure, but first they need sort the god vaults on garden of joy main building and mother dwelling. Haddonfield has always been about god vaults so I think it is internally their game design for that map. It is just god vaults are not fun game design for m1 killers because there is little gameplay for most killers.
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from reading those perks, none of seem interesting to use. I don't understand why rancor and devour hope are weaker?
Your Zanshin tactics is worse then current one for some reason. I don't think I have ever versed a killer using Zanshin tactics. what is the point of 80 charges for zanshin tactics?
Leverage is a perk i want to use in my killer builds but duration is too short. If it was just 45-60 seconds than it would be good complementary anti-healing perk. The disabling of endurance seems so random.
Your dying light is somehow worse then current version because it excludes Healing.
Unrelenting makes no sense. why would anyone use Pop goes weasel which requires a hook when Unrelenting requires no hook and gives free kick regression? that perk was designed to be chase perk.
Unnerving presence does not work because every skill-check has great zone. The only way to implement your change would be to make every skill-check work like Merciless storm skill-checks.
Perk changes that I think are good are Bloodhound, Predator, Stridor, Remember me, Hex: Territorial Imperative. the rest of the changes seem more like negative changes to commonly used perks.
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it is opposite for me. my survivor teammate are a lot stronger and my killer games a lot closer. every game is like 1 gen left or all gens completed.
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@BlightedDolphin said:
I don’t agree with him. Yes 12 hooking is more fun than tunneling, but it still isn’t fun for the survivors playing against a killer out of you skill level where the chases don’t last long and the everyone’s dead at 5 gens.
He only wants easy games so he can talk to his chat, which I can understand, but if he just wants to talk and doesn’t actually care about the game I don’t see why losing to him is that big of a deal. Just talk to your chat and if the survivors steam roll you it doesn’t really matter.
exactly. if you don't care to put any effort in your games then you shouldn't be winning games in first place.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587967#Comment_3587967
Well another reason comes to mind is Chucky. He is also short killer like Victor. And he is licensed, so no shard option. Giving attention to Chucky probably will make more money for them.
I'd play Twins more if i was not needed to walk all way with Charlotte for picking up. I am really hoping BHVR give them similar mechanic of Chucky's. The biggest reason i don't play Twins is that.
so you don't like slugging? I feel like that normal response to why most people do not dare play twins. I don't think blight going to change. there is no reason to change him. he is fine where he is at.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588878#Comment_3588878
I think just losing no.3 would be enough. You're right that it doesn't need to benefit a survivor, just not affecting them would be enough.
i want at least no.1 and no.3. I don't like how obsession is immune to action speed penalty because it means that when i chase someone, the person i chase has not be obsession to stack perk. Given 3 survivor are always on gens, it means that only 2 player are affected by the perk because I chase 1 person and Obsession is immune, so 2-4 = 2. The -action speed penalty reward is low. I would also like the perk to be 3%->4% but that is probably too high hopes for dying light. Just getting rid of negatives of 2 negatives is least that perk could get. It will still retain negative that obsession does not build stacks and the perk goes away if obsession dies.
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@Pulsar said:
I really do question how some players view TAKING A HIT a bad play.
It's not 2016 anymore boys.
I find it funny that a lot of people that whine about MFT had the argument where you get 3% haste for playing bad. It is like no, it is just trigger condition so the perk has less up-time.
@Seraphor said:
Taking a hit isn't playing bad. Taking a hit and then escaping chase is playing well, and playing with one health state is taking a risk. Resilience isn't unfair, though maybe the value could be decreased slightly to 7/8%.
Do nothing? You're spending a perk slot. These things are designed to help you. You're running a perk designed to help you avoid a 3-gen scenario. You still need to actually repair those gens though, and it's not going to help you that much if the killer actively defends them. All it really does is prevent you (but not your team mates) from accidentally 3-genning.
Repairing a gen with other survivors incurs a speed penalty, which Prove Thyself no longer fully compensates for. It's objectively worse than splitting up, and is only useful when trying to smash out the final gen, which you will get 4s quicker. An entire perk to potentially save you 4s out of the entire game, IF there's another survivor around.
I'm not sure why you're being so disingenuous in trying to compare some of the better survivor gen perks (and one of the better survivor perks saves a single 4 seconds) with one of the worst killer slowdown perks. You're forgetting about Pain Res, Jolt, PGTW, Pentimento, etc.
Here let me try.
Dying Light: Hook any of 75% of your potential objective, which is what you do anyway as killer, so basically do nothing special, and slow gen speeds by 3%. Repeat as necessary, so just keep playing normally, and slow gen speeds by up to 33%.
His major point still stands that Dying light design requires more effort on killer part to be relevant yet reward is not worth it. The perk still has 3 negatives while none of survivor perks have any negatives and only give positives.
The 3 negatives are:
1) Obsession is immune to the effect
2) The perk is disabled when Obsession dies.
3) Obsession gains free 33% healing speed.
I wish they could at least remove Negative #1 and Negative #3.
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@Crowman said:
It's funny people are calling Hawkins survivor sided now, when I remember years ago it was complained about being such a killer sided map.
I think it is just because dev released hawkin as the map with highest kill-rate.
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it is like open handed 2.0 where your using perk to improve your aura reading and the teammate aura reading. Your teammates see the aura your seeing is likely more useful then extending 16 meter aura's. It makes your soloq teams around SWF-level where they're less likely to make macro errors.
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often in games, there is often placeholder animations that get put in. these placeholder animation supposedly get changed but sometimes there is not enough time to make a unique animation. there was a enough time allocated to make new one so they refined an old animation. I do not think it means nemesis is changing.




