Devil_hit11
Devil_hit11
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@Emeal said:
99% stalked Ghostface is just awful gameplay, it needs a change.
Why because if I was exposed idd react diffrent, but if im 0.3 sec from and I dont know how screwed I am I dont.
that is entire point of his stealth. to be unpredictable assassin. What would you give him if he did not have this? he is fairely weak killer.
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No. doctor needs slugging for madness to relevant. Madness has too little threat outside of slugging.
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@RFSa09 said:
I'm talking about that "get preference to find a killer match if you play as survivor in 2v8" thing from the survey, it's very semelhant to something we had in overwatch 1 back in the days, it was called "ticket" or something like that, I wasn't really a competitive player but i heard that it caused more problems than it fixed in the queue times if I'm not mistaken, so think 2 times before doing something with this concept
it might fix queue times. does not hurt to try.
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@BlightedDolphin said:
He'd probably have a teleport in someway to reference how he just suddenly vanishes and reappears and his stealth would also be way more than just a reduced terror radius.
Tombstone definitely wouldn't exist but I could see him having a second mori like Onryo and Pyramid Head a part of his base kit.
na he would be the same killer. the dev are extremely consistent at sticking with characters lore in the game. He would still have his mori.
I think only thing that might change if he was in 2024 made is that his mori would likely be base-kit and his tier 3 bonuses were be stronger.
This is just looking at Pig, Pyramid head and Sadako. All 3 of these killers are base-kit mori's and compared to myer's, they're all newer killers. He would likely have tier 1, tier 2, tier 3 and tier 4. you stalk in tier 3 to get to tier 4. tier 4 is a mori.
Since 2022, the dev have not released any direct instant down exposed killers. Likely Myer' tier 3 would not have base-kit instant down. it would likely be his tuft of hair which grants you ability to instant down in tier 3 with some huge penalty like -50% duration for EV3+Longer stalking. More of his chase bonuses would likely be bigger like Free coup the grace(100% Lunge in tier 3), 35% faster vaulting speed, 40% faster pallet break speed. Maybe you'd see like haste bonus, like 5% haste in tier 3. Base-kit 24 meter TR. you'd likely see a lot of chases bonuses but no instant down. His mori T3(T4 Mori) would likely take forever. like Judith tombstone+Tuft of hair stalking speed with some add-on to boost rate for stalking in tier 3, similar to old Sadako that used to have Iri tape+Ring drawing. His version would be like Faster stalking in tier 3 and you gain T3 duration == to amount stalked. Something like that which makes his T4 mori possible to get.
The base-kit T4/Mori would be completely not viable vs good players. Similar to how it is for Sadako, Pig and PH(Though PH is weird).
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they're like hex perks on killer end. High risk, Low reward. i still think the invocations should have a looping effect where they trigger multiple times per match after being finished to make them high reward, high risk.
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doc's skill-check are laughably easy to land. after 1000 hours into the game, you'll likely forget they exist. I believe this is one of the reasons why doctor is not competitive against highest level players. Skill-check+madness is non-existent.
his chase is above average at best but fairely easy to counter. most doctors make mechanical errors with his shock making his ability a joke to loop in soloq.
skill-issue.
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@SoGo said:
My suggestion is this:
Try to loop her similarly to other killers. She really struggles when the loop has an odd shape, such as the ones on Autohaven. Just be wary around pallets and windows.
Holding W and camping pallets is a death sentence.
You can use clutter to make it harder for Snug to catch you.
Houndsense is mostly not an issue, at least basekit.
hold-w is not death sentence. it takes skill. you want to hide behind objects. example on ormond, use snow piles when houndmaster uses dog chase mechanic. Between loops, the counter-play the same as blight & wesker.
as for pallets. the pallet is stronger if it is NOT dropped. there is two strategies to approach.
the first is to greed the pallet every time when possible. her inherit slow m/s when whistling. It forces the killer to use redirect mechanic of chase of the dog. dodge accordingly to left or right.
The second approach is that if houndmaster is far away enough, you can purposely get hit by the dog than drop a pallet to stun the dog. you can also stun dog as it comes towards you similar to demogorgon's shred.
Houndmaster is significantly stronger vs windows and dropped pallets. this is because her dog can curve loops and vault windows & pallets. in general, vaulting windows is a bad idea because of animation lock of windows. the dog is very likely to injure you or grab you after a window vault. it's huntress problem at windows. only vault windows when the player does not have a clear angle to use the dog. Bluffing window vaults is probably your best bet to waste time but that's kinda same thing for most ranged killers in this game.
vs dropped pallets, you want to play the game as if your playing vs curving billy. in general, you want to be ahead of the killer and go around in circles. when killer uses the dog, you want to dodge outwards from loop than return back. try avoid vaulting the pallet because dog can vault and grab you after vaulting. the goal is to make killer waste dog, lose m/s so that you can keep rotating the pallet. it's not exactly easy because most houndmaster will look for the vault attempt and use dog during animation locks of the survivor vaulting the pallet. it is all comes to same Huntress style anti-loop of "Survivor vaults pallet, use dog to hit them during animation locks". your goal is to try avoid and mitigate these situations.
I only covered chase command for houndmaster because certain content creators think that it is too strong but it is not. it has counter-play and can be looped.
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the perk should be base-kit with no rng. the extra time the perk provides would be a step to promote 12 hooks. the other aspect that dbd has tried to promote is killer kicking gens to "pressure gens" but gen regression is not worth the time investment due to 400% slower regression. it has like little to no impact in the 4vs1 pressure gens element of the game. killer game regression should be increased to 200% to again promote killer to move around the map and attempt to kick gens.
Pain res work be reworked to make all generator on the map to begin regressing and increase gen regression on the map by 100% when this effect triggers. as usual, the perk retains its attribute of having only 4 charges and being a scourge hook perk. The other rng elements of this perk are very unnecessary but the elements of the perk are fully ingrained in the game by now that it is not worth effort to change it. Nevertheless, the perk would be an optional choice to help killers automatically kick gens from a distance for those killer that are immobile or simply do not wish to manually kick gens despite its increase reward. This would further stabilize the 8 gen kick limit by allowing gens to have high impact regression for each event that is consumed. Note that Pain res and Hex:ruin would not consume said regression events but these perk would have inherit drawbacks of having limited charges & hex drawback of being cleansed.
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@TwinsMain2004 said:
n
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858207#Comment_3858207
Found the ego sniper lol
he is doing that otz challange where you have to win with all killers using random perks and add-on's with perks getting deleted once they have been used. dumb challange
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the whole point of challenge is to get sniped by strongest team and come out on top consistency despite being sniped. Originally, i think goal was to prove whether the killer was too strong but it ends up proving that Soloq on average is severely under-powered vs most killers meaning that all killer in can 50 win-streak if the killer is proficient enough and only faces soloq or weak swf's.
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my feedback is that he is unfun to play. everything he is suppose to be good at. he under-performs to do effectively.
- He is suppose to be good at outplaying strong pallets with scamper because he is able to vault pallets but he is unable to do this effectively because his turning-rate post scamper does not reset and is wildly restrictive.
- He should have capacity to use his dash between loops like a long attack to gap-close distance but his movement speed makes him too slow to use his power between loops because survivors get to next pallet before he can dash towards them.
- The cooldown of his ability makes his power incredibly punishing to miss while hampering his ability to use his power for mobility or use it for its stealth purposes.
Each of these point comes from his negative changes
The first problem stems from them removing manual scamper without adjusting his turn-rate after performing a scamper in Slice & Dice. The second problem stems from his most recent change by reducing his movement speed by -50% in Slice & Dice. The most notorious change is 3rd change which increased his cooldown from 10→14 seconds which is making killer feel like a m1 killer with no ability for ages.
If their any change that need reverting, its cooldown but other two changes are just as bad and reduce his fun factor. that is my feedback on Chucky. unfulfilling to play.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857284#Comment_3857284
Most SM's were already going to show up to the gen as part of their patrol. They don't get slowed down, they'll just pass near the gen and drop a drone on it while they chase people off.
That minigame is also not as easy on Console.
No, I didn't touch SM after I learned what she was. I did have the unfortunate pleasure to play against her though. If most players find something problematic why shouldn't we fix it? If SM is killing normal players at a 70% KR, but high level players at a 50% KR, that SHOULD be a sign that there's something hugely wrong.
What you actually found with SM was that it was higher level players that just went next. She was completely beatable, but she was extremely tedious to go against and a lot of those players don't like that part of the game, which is fair.
if player are d/cing 33%-50% of the matches, the game is 3vs1 in half the matches. I don't think that is a problem with skull merchant itself. More of a problem of entitled survivors. Looks like d/cing has stopped because her kill-rate is near very bottom. I'm sure there is still some random baby rage d/c here and there but majority of the matches seem to be played out.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857380#Comment_3857380
Dark theory needs to be buffed to 3% and a secondary effect like increasing vaulting speed by 5%.
My subconscious mind is telling me that increasing the vault speed will be the new Boon perk in the future.
I think it will be 10% at best.
i'd say more as invocation perk. resilience makes you gain 9% vault speed for being injured. maybe they'll make invocation perk that boosts vaulting speed by 10% for entire team.
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wonder how much work was put into this. it is nice.
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terrible killer
1 - AI gets exploited by experienced survivors.
2 - Assassin guard has longer cooldown then Vecna's fly spell. in general, the guards having cooldown are massive downgrade to his old iteration
3 - The drawbacks look artificial. all of them put sour taste in mouth as if i am playing some balanced survivor main product over a character.
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maybe buff all boon perk to have better radius.
running detective hutch +map with crystal bead with 3 other survivors running 4 boon perks to boon entire map is such a meme build.
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they're as useless as nemesis zombies. just block your way and lose distance for nothing as killer.
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his chains so worthless because they break in 1 second. you slow yourself more then actual chain slowing them. you lose distance for missing them more so than reward. I assume that after get through freddy rework, pinhead needs positive changes on proactive using his ability because his ability sucks vs good players,
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857145#Comment_3857145
I'm sorry, but you have no real clue what you are talking about. About as much as Tru3.
Blood Favor is usually banned in comp because it is ridiculously strong, and whenever it isn't banned it sees ubiquitous use.
Because I like to speak in facts rather than anecdotes and things pulled out of nowhere, you can look at the most-used killer perks of DbD League's recent All Hallows' League tournament (https://docs.google.com/spreadsheets/d/12AncFXVhL2sEuJMS9s4CgZx3FQkyTNXCrwNujucSP6g), a tournament in which there were much fewer restrictions than usual:
https://us.v-cdn.net/6030815/uploads/KL4M56FE4PJC/ahl.png
Wait, Blood Favour is the 3rd most-used perk here? …And that's despite Pentimento being banned?!
https://us.v-cdn.net/6030815/uploads/OISTP0BKMCDZ/ahlbans.png
Wait, killers have banned perks too? And even more per-killer perk and add-on bans?!
Aren't survivors infinitely OP and killers can never win if the survivors are barely alright at the game and actually just do gens???
https://us.v-cdn.net/6030815/uploads/NQ6R5V80QF3A/killpergame.png
Wait, the vast majority of killers got more than 2 kills per game, overall average killrates being comfortably above 60%, average hook stages comfortably above 8, with some of the killers having 80+% killrates?! And this against death squads on voice comms that have been practicing together for years and are toxic tryharding?!
…
Blood Favor, Devour Hope and Pentimento are extremely impactful and powerful perks, and the ability to fortify them using Thrill with 70% reduced cleanse speed was blatantly problematic. That's not even mentioning Face The Darkness or the various killer abilities, add-ons and perks that could legitimately make it impossible to cleanse.
Ruin is also much better than people tend to give it credit for. The regression is slow, but the fact that gens regress constantly is crazy. Imagine the time you would have to spend kicking all those gens constantly. It's a slow killer, but a killer all the same. Of course, you need to actually create pressure yourself for it to be really impactful, it does not do its job on its own.
Crowd Control is really potent now and not a lot of people have caught on to just how potent it is after its buff. It's another thing you regularly cannot afford to leave up.
Third Seal is also a very underrated perk. Against non-coordinated groups this can quickly cause massive mayhem, people wasting minutes looking for others, bleeding out, transitioning hook stages or dying on hook. Not to mention what it does to perks a lot of survivors (again especially if they are not in coordinated premade groups on voice comms) rely on, such as Windows, Bond, Kindred. People just don't use this much, but trust me, this perk would be up there as the most complained-about, most problematic thing in the game if players were to regularly use it and slug a lot, particularly of course on killers such as Nurse, Blight and Billy. Awful game experience for just about anyone but the best, most coordinated voice-comm 4-SWFs.
Tru3 here really shows the "power of narrative": He loses Thrill after not checking on it at any point, and spins it into a narrative that it's not OP and that it being overtuned is just something people randomly decided to come up with and tell stories about like they apparently constantly do. …After it was nerfed from 70 to 50%. Because it was clearly OP before. He also 4ks at 5 gens left but doesn't attribute any of it to the time survivors spent cleansing and taking hits for the first cleanse, and the compounded value of setting up Pentimento on the totems the survivors had spent that time getting rid of. Nor does he think about the fact that had he went there even just 5 seconds earlier, he would have interrupted the cleanse, meaning that survivor would have wasted 30+ seconds for nothing, and still taken a hit for it, with him then potentially being able to have Penti + Thrill up (at 5 tokens again, too).
Thrill is in a good spot at 12%. It's still a decently strong perk. Just not overpoweredly so, like it was at 14%.
Tru3 here really shows the "power of narrative": He loses Thrill after not checking on it at any point, and spins it into a narrative that it's not OP and that it being overtuned is just something people randomly decided to come up with
are you joking or what. his totem is at shack and he goes to shack gen as his 2nd destination in the match. Your so caught up in your own narrative that your disregarding the most basic actions taken in the video. Later on the video, he questions the perk because he was in near immediate vicinity and wonders why he was not able to stop the cleanse. The chat later reminds him that the perk was weaken and then he re-affirms between 5:20-5:30.
Only in dbd do you get justification where the killer has 4 perks vs 16 perks and destroys perk left & right is like normal. either way, good job killing another perk.
None of hex perk are worth anything because having life-span of 1 minute, 2 minute, 3 minute is near worthless and virtually hex perks require them to stay up for minutes and minutes to gain value. I am not entirely sure at what point do you consider the hex perks for having "high reward". Maybe 5 minutes? They're not even close to getting across 1/2 through finish line.
Strangely enough, the most consistent hex perks end up being hex:pentimento & Haunted grounds simply because the hex totems are so indefensible that only "high value" totems ever receive is them being destroyed/sacrificed. Their native effects seldomly matter.
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@Brokenbones said:
But he's running pentimento…? A perk that wants survivors to cleanse hex totems and is much stronger than ruin…?
And he won the match with Pentimento staying up most of the time…?
forget that pentimento. Imagine he was running 2 perk build with thrill+ruin or any other hex. it doesn't really matter. the hex perks offered no reward.
@tricks5776 said:
Totems are high risk, high reward. Thrill isn’t meant to make hexes permanent, just help you get more value out of them. That’s a minute not spent on gens. Also it’s not like that’s gonna happen every match. Here someone was prepared. It is what it is.
i don't think you know what your talking about.
@Iron_Cutlass said:
What is the point of totem perks that are not effective at allowing the Killer to protect the totem?
Because Hex Totems have power effects at the downside of being able to be removed, they are glass cannon perks, high risk/high reward. If the defense Hex Totem perks are too good at their job, it leaves these strong perks unchecked, and leads to them being too power since the risk is removed but the reward remains the same.
Tru3, in general, is known for having heavy bias and has been called out many times in the past for spreading misinformation about how things work to try and push his own narrative (e.g. old Spirit's phasing is a prime example, Patch 6.1.0 Eruption, etc.), and anytime this misinformation is pointed out they cry on Twitter about how they are being targeted. :/
tru3 is known for reporting real life in-game situations that happen frequently on an average basis. part of reason why i am making this post is because i had a similar game where i lost my totems within 2-3 minutes of the match. a bit later than he did.
high risk high reward. high reward implying that the perk has large cieling in which it gain effective gameplay value. For example if a killer bring a perk. say eruption and they kick a gen 4 times a match and gen explodes for 40% total regression. that is mild to low reward for the perk. Hex:ruin in this game did not get ANY % of regression. we can forget about "High reward", the perk isn't even passing the MINIMUM reward test, let alone high reward.
If the defense Hex Totem perks are too good at their job,
The perk are not effective at the job at all. normally the conceptual idea of a totem defence perk is that when you equip the perk, the perk has higher totem life time expectancy than if the player does not bring the perk. there is no point in bringing hex perks if the average life expectancy is same with the perk as it is without the perk. When the killer equip thrill, he is expected to be able to interrupt totems. tru3 walked to his totem and was not able to defend the totem, so even when the killer knows to defend totem, he still cannot gain value from his own perk.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856741#Comment_3856741
I don’t want to call anyone out but hens did make a video about wglf and inner focus giving perma wall hacks because someone with no mither and plot twist could down themselves over and over to give the person looping perma wall hacks with IF and another guy would use wglf on the guy plot twisting to have a infinite cycle. Guessing from the fact that hens is also a consultant, he probably told them it could be problematic and in bhvr fashion they reverted the speed buff instead of nerfing it to a reasonable number like 125 or smth. Otz also made a video with hens and jrm but it didn’t get released until post nerf but im sure they recorded it on stream so the devs must’ve known about it before hand.
which the inner focus+we're gonna live forever was not a strong combo for survivor because let's do some math here:
1 person has to be chased to benefit from wall-hack
1 person must heal another survivor to bring them up on the floor
1 person has to use plot twist+no mither.
that is 3 people doing 0 gens. you have more map pressure and game-delay than any gen defence possible in the game. I think the way your suppose to do this build is run No mither+Unbreakable+Plot twist+Boon:Exponential where you keep recovering manually with 150% speed while other 3 survivors have inner focus. you recover and than other player gets healed at 99% recovery to not consume plot twist. Still, even in the most efficient form of the inner focus build, the match is 3vs1.
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much better to make his traps put survivors in the dying state directly. the ability to save survivors after they have hit a trap provides unnecessary drawback for trappers power. not deserved second chances. SWF if they stay together can somewhat utilize the mechanic more efficiently.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856737#Comment_3856737
Im not talking about distortion? lol xD
read too quickly. dissolution for me is only worth it if it breaks pallets that you can't mindgame like the shack pallet. the perk get countered by hold-w after hit. you run forward in straight line and than do 1 or 2 loops around the pallet and drop the pallet. by the time you finish the rotation, the perk timed out. this interaction makes the perk irrelevant.
i think even if this perk had infinity duration and the perk disables itself after being triggered. i bet you could pre-drop a pallet while ahead of the killer in front of you and vault to break the pallet. the best case scenario of the perk is like destroying all the pallets in the map. the gen-delay perks are better perks for eating pallet resources then the perks for breaking pallets so i never see myself taking the perk.
Some chucky main players made video saying Dissolution is good on chucky but whenever i have used the perk, it felt like wasted perk slot.
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or just make perk have 3 tokens to start like it was for 5+ years? I am pretty sure Jeff distortion perk was 3 tokens for years.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856025#Comment_3856025
I don't think he's that far off. They buffed too many things and made her kind of braindead. Another zoning killer who is way too strong for how easy they are to play. She can just hold M2 and force a hit on the animation lock now or cancel into an M1. They won't stop with this kind of design for some reason. People are going to hate playing against this killer. I'm not saying game design is easy by any means, but we have so much historical precedent with zoning killers. These buffs aren't going to work long-term.
what do you mean? it's like like huntress reading a hatchet. she's been doing this very basic zoning gameplay for ages. Houndmaster is more of the same. your suppose to let dog fire then STUNNING the dog with the pallet. not pre-throwing pallet and then letting killer throw dog out, dog vaults, dog grabs you and than she m1 you.
also, the same 50/50 bait games apply to houndmaster as huntress where if survivor don't throw pallet, you either cancel ability which makes you lose distance or you throw dog out and than re-direct but survivors can dodge the dog because you have to do like a total 180 turn with redirect.
they made it that survivor cannot auto-pilot their wins and need to use some skill to escape the killer.
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she is not bad now. her upgrades were significant. my bad if killers playing houndmaster posing much of threat. give the killer some time, i'm sure killer will practice hard and get good with her. The killer is relatively new.
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@albertoplus said:
Hellfire was totally fine before with the 7 second cooldown. It did already punish you if you did miss it and forced you to Wolf while other killers can just spam their M2 with no cooldown.
Im fine with it having a cooldown as he has other forms to help him, but 7 seconds was already a lot for a hindered ability like his Hellfire. The cooldown nerf was not needed and as op said it was more of a "just use wolf" instead of a needed nerf.
If BHVR wants people to use wolf, then make that form's identity clear.
Whats the identity right now? A tracking tool? Nope, his tracking is useless when you need to track and locate survivors: outside the chase. Inside the chase i can track survivors with any killer with the generic tools the killers has (scratch marks, sounds, pools of blood..) unless the survivor have very specific builds to make you lose track of them. And this is interesting because the form was marketed as Dracula's tracking tool.
So, its just another chase tool? Then we have a problem as we already have Hellfire for anti-loop.
The problem here is, if you make Pounce worse than Hellfire (like it always has been) then there is no point going wolf. But if you make Pounce stronger or even as strong as Hellfire, then what is the point of the Vampire's form at all? Wolf has not only the M2 but more passives, if they make his M2 equal or stronger than Hellfire then there is no point to ever go Vampire.
I get that the point was to use them on different situation, but as people have realized already, Hellfire is better than Pounce in 90% of the situations. But thats not because Hellfire is good, thats because Pounce is bad.
Just make wolf form an actual tracking tool and make it spawn orbs when survivors are standing or even walking, like, at the moment when you actually need to track people. Make it spawn them at a slower rate if needed to balance it out. Or just do something to help the track outside the chase.
Then i would have no problem with Pounce being worse than Hellfire. Wolf form would primary be a tracking tool (like, again, how the form was marketed) and would just have a Pounce to help him a little bit more in chase, but if you want to truly catch survivors in loops, then you would have to try with Hellfire and his high cooldown (again, 7 seconds was totally fine).
Right now Vampire and Wolf forms are just chasing tools, and people will just use the one that is better at the job.
vampire form is suppose to be chase for low wall loops and wolf form is chase mode for high wall loops. a killer can have 2 chase tools without either of them being better or worse than another. bat form is anti-shift w+map mobility. he's fine as is but his hellfire did not need cooldown nerf. Sylph feather making his hellfire 4 second cooldown was not overpowered. Pyramid head has 0 cooldown attack that also goes through all walls. it's kinda boring that you have to use sylph feather to undo nerf. force of echo also feels somewhat neccassary for wolf to be good.
it would be nice if add-on were just base-kit but it is alright.
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Awhile back, there was a post talking about blood point gain perks. The summary is that BVHR does not want perk to be selected based off bloodpoint bonus. they want perk to be selected based off merit towards gameplay.
Beast of prey is last remaining perk that gives bloodpoint bonus to hunter category. It will eventually also receive a change. It is an interesting perk to buff because it is a perk that removes information on killer position in loops through red stain mechanic for survivor. I'm curious for how they will improve the perk when it does receive a change.
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i think i am fine using two perk slots for my franklin+weave attunement+human greed+hoarder build. i just think human greed could easily have infinity duration. the radius of chest is not that big.
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haha, the houndmaster needed those changes. she was not good. i highly doubt that technical killer like this would ever past 55% kill-rate for average killer player.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856061#Comment_3856061
Exactly. Why don't they? Is it because they can't or won't?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856101#Comment_3856101
because they don't want the mechanic to be capped. it is intended to be uncapped
But they are capping it, just not inside the code. They have decided there is a value that is too high, and they're making the add-on completely useless instead of coding a cap that would let players get some but not full value with max STBFL stacks. Now no one is getting any value because it's been made worthless while we wait for a SOON™ fix.
sure, that's pretty common in games. for example damage in most games is uncapped. you can have 10,000% damage increase. that doesn't mean that you should be able to get 10,000% damage.
a closer dbd example would be like healing speed. you can have uncapped 1000% healing speed but that doesn't mean that you should have 1000% healing speed as numbers.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856101#Comment_3856101
But then it will always be unfun when it goes past that cap? Regardless of killer, if any add-on or ability allows them to go past full stacks of stbfl, then it will become unfun for survivors, especially in hook camping situations.
it's subjective. i don't think it's unfair for killer to have 60% or 82% attack cooldown reduction. from my personal opinion, the mechanic punishes survivors that are in poor positions, much like instant down but it is not immediately down, it is like distanced based. for example if your around 5-10 meters, like your almost near a loop but not quite near a loop, you're still fine. you become not fine at say 15 meters. the % of cooldown is how much distance you have to be near loop to be fine. survivors gain a minimum of 10 meters of distance because of speed boost on-hit so even if number was 100%, they'd still be in the clear near loops.
in summary the Dev dislikes instant downs and double taps. note that in the context of dev in this case is subject to audience being survivor disliking double hits. In any case, i have played a full day on houndmaster and i had fun experience playing the killer. The killer is rewarding to play.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855583#Comment_3855583
That's the thing. Why not add a cap so this issue doesn't occur altogether? They wouldn't have to worry about it in the future. Cap it at the full stacks of stbfl so the add-on can still stack but not push into absurdness territory
because they don't want the mechanic to be capped. it is intended to be uncapped but BVHR in post says that they're trying to maintain survivor fun in the post which is implying that add-on is "unfun" for survivor which is the reason why it is bad.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854341#Comment_3854341
Because Nurse would never catch a survivor if you did that, holding W is already incredibly effective against Nurse since they got rid of recharge and range addons. Nurse also has a crippling 96.25% walking speed vs survivors… so she literally cannot catch a survivor running in a straight line without blinking and those blinks need to recharge - something that old Nurse never had btw OP.
But I will say I absolutely despise Chucky and I would rather face comp Nurses all day every day, so I am biased there too
what exactly do you expect chucky to do when the power is cooldown? walk around loops as 4.4 m/s hoping that survivor plays badly? i feel utterly irrelevant as m1 killer when i am on cooldown as chucky. it's not that much different from nurse. whether i am 4/4 m/s or 96.25% m/s. it's same thing.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855674#Comment_3855674
Part of this idea was inspired by old Tinkerer and existing meme addons.
I think it would be a cool idea of bringing back a perk that affects addons but the issue is a lot of Killer powers are not designed with such things in mind, creating specific addons that alter the way a power is used can open the door for perks that affect addons again, but it is much more controlled since it would only affect Cursed addons.
I think this idea can open the door for new playstyles that were not there before or create more diverse build opportunities.
they are not going do that. they'd create add-on in med-kit that increase healing altruistic speed by 50%. The toolbox would be a map add-on that gives cleansing speed for holding the map. The map add-on would be a key add-on that increases vaulting speed by 10% for holding the key.
Will they ever add these effect on items? Maybe but likely not because they haven't added these new effect in long time.
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i'd like it to apply 4%/8%/12%/16% action penalty towards healing and repairing generators. Thanatophobia+sloppy bucher does exist now. they revived it. They revived it as Jagged compass+Scourge hook: Gift of pain. It's nerfed version original combo.
They nerfed it in several ways.
- You need hook people, sloppy butcher only requires you to hit people. same for thanaotpohbia, so anti-slugging.
- Survivors can ignore healing penalty & repair penaltys by not healing.
- The timer can expire theoretical. It's long timer for 90 seconds where as old version mangled version was infinity duration, this forces killer to be proactive with the perk as playing hit & run play-style that is too slow will make perk effect expire.
I am at least hoping that this version doesn't get nerfed as it is what i use when i play Nurse, Spirit and Dracula. i like using jagged+pain res+gift of pain. With nurse, i use flood of rage while with spirit and dracula, i use lanquid touch to counter Iron will which is very tedious perk to play against.
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@danielmaster87 said:
Prepare to be more disappointed. If I know this game, these changes are here to stay. They haven't even reverted ye old Freddy or Wraith nerfs.
twitter post confirms that chucky is being monitored.
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i figured as much. they'll continue to monitor the situation just like they continue to monitor deathslinger.
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was too powerful for bvhr. the wraith of machine learning was dominating too many games.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855022#Comment_3855022
35 seconds is feasible to do, and Counterforce drops this to 29.1s. This is basically old TotH level, which I think we can all agree is perfectly managable.
The problem of the previous version was 47s base, and it was still 39s even with Counterforce... and so many killer interactions made it basically impossible to cleanse, even if the killer wasn't committing to protecting totems...
They could just play normally, guarding hexes as and when and still succeed, whereas now, committing to a chase actually gives genuine windows survivors can deal with totems.
idk, i feel like i am just going to lose all hexes, i already had games where people killed 2 hexes and i barely won with 1 gen remaining. this likely makes you lose all perks vs good teams. strangely enough , i think the worse players will still lose.
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@MechWarrior3 said:
Snug was already at the window with the survivor? I don't see the issue. Snug should get the hit or grab. It use to take him 3 to 5 business days to get over a pallet or window.
not anymore, he takes 0.45 seconds which is faster then survivor fast vaulting. houndmaster is like Xenomorph or Nemesis now. fairely good chase but still needs to wait between hits. you can technically machine gun survivor if you don't use hound grab and m1 them with search mode to catch-up but it's flimsy. i think if houndsense actually did something like made her dog grab instant down, she might be A-tier killer if her lethality was better and Knot rope add-on nerf doesn't help her case. B-tier is good place to be in as killer.
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@Dwight_Fairfield said:
I've not experienced this. I've played him a lot since his update.
in case you don't know, myer's has a movement speed mechanic where if your stalking someone, you slow down extra but if you stalk someone and you don't see anyone, you move faster. that's stutter that the player is describing.
it's mechanic that i don't understand why it exists which is why i suggested to put myer's yellow and green stalking speed add-on base-kit because they're wasted add-on slots and make Myer's feel more clunky. presumably, i think the idea is suppose to be that you can loop tight corners and delay's michael stalk but the mechanic is pointless on several fronts.
The first being is that there is no reason for him to have delayed power when his power t3 is poor chase tool. the counter-play to t3 should just be looping and right now it's notorious simple to loop. spoiler alert, it's no different then any other m1 killer. it has like 1 difference in speed vaulting windows.
The other reason why they have this mechanic is for these tombstone instant kills. the thing is, counter-play usually isn't delaying michael but rather is jumping lockers. it is like looping high walls then perfectly calculating distance between you and michael to jump a locker. Kinda same as Pallet looping except target is lockers instead of pallets. don't get me wrong, pallet still work vs T3 tombstone but the safety is the locker.
It is one of the thing that i didn't understand in Sadako's rework V2 which was that many survivor would not use locker to prevent breaking the tape but that's another story altogether.
with his latest buffs, he'd upgrade to be == legion level now.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855112#Comment_3855112
I disagree, he was in a pretty good spot in 8.4.0, pretty strong chase, speedy, fun Killer, but 8.4.1 just gutted him, I hope we're not stuck with this version of him for long
i do not think they are going revert it. someone dared ask about scamper changes and BVHR blew up in red to showcase *scamper changes. we'll see changes in next mid chapter which is sometime next year after freddy changes.
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@Langweilig said:
They already confirmed on redit, they skull merchanted (basically kill switched) it to give it a rework at some later point in time.
it doesn't need rework. 10% is not that good anyway. If they want rework it, why are they waiting? Like what are they going rework too? 20% hindered for 2 seconds? i think they made mistake and forgot to put a 0 at the end but i am not sure.
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are you sure you missed a 0? Maybe you meant to write increase the % from 10%→20%?
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that is good because it allowed killer to efficient tunnel but it's rng so it might make you not tunnel as opposed to something like bbq that tends to be more reliable assuming survivor doesn't play around the perk.
You can enter a locker and avoid friend till the end. this shouldn't matter if killer goes between two survivors because shoulder of burden exists and everyone should run this perk.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854918#Comment_3854918
You are assuming a scenario that is very rare, less than 1% chance of happening.
Moment of Glory has requirements, Clean Break has requirements, and even Dead Hard has a requirement which is to unhook yourself or your team saves you, and even in this case it is a very big mistake for the killer to chase the same survivor for 120 seconds, especially if the killer saw one of the team healing a teammate in order to use a Clean Break, I mean simply chase the healer.
If the developers assumed the worst case scenarios for all perks in the game, all perks would be very dead, whether in numbers, requirements, or even down sides, but they did not do that with the vast majority of perks because it is very rare to happen and also falls into the player's decisions if it happens.
Dead hard and Med-kit Syringes are not rare for me. In fact, they're fairely common. Clean perk and Moment of glory are not being played because their number are purposely poor. Suppose these perk had same numbers as Med-kit syringe of healing you in 24 seconds, you would likely see more of these extra-hit mechanics stacked.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854696#Comment_3854696
It seems that you do not even know what the activation conditions are.
Moment of Glory requires opening or rummage 2 chest and 60 seconds broken then healed immediately once injured.
Clean break requires you to heal another survivor to activate it and then you have another requirement that requires the survivor to heal you to press the button to become broken for 60 seconds and then heal immediately.
So in what part of the world is this so powerful that it justifies spending a whole minute to heal?
With these conditions it is impossible, and my suggestion does not change these requirements at all, it is just a broken timer of 60 seconds that needs to be reduced a little, and if you are unable to hit the survivor within 60 seconds or 40 seconds, then this is a problem with your skill.
have you considered how strong these perk become when they're stacked?
For example, if you run dead hard+Appraisal+Moment of glory+Clean break with Syringe med-kit, You arbitrary have chases where the killer has to hit survivors 4-5 times in a single chase to down one survivor.
To prevent these perks from just stacking health-state, after health-state, after health-state, they have long activation requirement. to be fair, these perk would be better balanced if every killer had one of the following
- Fast cooldown recovery option
- Instant down
- Ranged attack option(No, Deathslinger does not count for being such trash ranged option)
- Fast mobility Catch-up(E.G Pre-nerfed Chucky, Blight type rush ability).
Unfortunately BVHR is pretty bad at balancing every killer to have one of these options as they either nerf killers, nerf perk related to this or in some cases, provide no option whatsoever.
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@Iron_Cutlass said:
I think the reasoning behind the 40 meter Terror Radius is their (old) Hindered effect being pretty strong. Im sure BHVR was probably worried that having a Killer with massive zoning potential, decent anti-loop, passive slowdown, and a consistent Hindered effect was a bit too much at the time and made their Terror Radius bigger as a result.
na, not a chance. when wesker was released. Clown's Coulrophobia perk was buffed to get 50% faster speed dial checks while healing. They made Wesker TR bigger to get people to try out Distressing+Courophobia. It's because they didn't wanna buff distressing so they artificially increase TR artificially. After finally removing BP bonus from distressing, they're finally buffed distressing by….. 4%. It is like barely anything. needless to say, Distressing+Infectious fight+Monitor&abuse with Courophobia is a decent slugging build for Wesker. You can keep entire team infected for entire trial while playing for 4 minute bleed out condition. It is good way scapegoat his Hindered nerf where they reset his infection to 0 for hooking(Punishing him for hooking survivors). The build was a little low on TR before to cover entire map but now it is fairely consistent.
With chucky received some heavy nerfs, I am more incline back to playing Slugging wesker.
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@Peppa_Pigsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854465#Comment_3854465
I can't upload the videos directly but from testing and going over footage the numbers are as follows
JUST Ruby Circlet - 9 seconds.
JUST Sylph Feather at 5 stacks - 8 seconds.
Both together w Sylph Feather at 5 stacks - 7 seconds.
While you can run both if you NEED that 7 second long cooldown back imo having to equip two add-ons to fix his CD isn't worth it as Sylph Feather does most of the heavy lifting and can be supplemented with a better add-on entirely (Magical Ticket, Winged Boots, and Force Of Echo are all solid picks imo).
Ofc it should be worth mentioning that Sylph Feather has to be built towards by breaking pallets and Ruby Circlet is just a permanent boost. So there is more a debate there. I don't typically use add-ons in all honesty, I try them out when a killer is released and if they're changed but for the most part they rot in my inventory so maybe I'm looking at it with a mindset that most people who do use add-ons don't.
It's just something I personally recommend against, I could very much be wrong though. A second can make or break a chase and decide a hit sometimes.in some ways, force of echo+sylph feather is dracula's new best add-on's. ideally, a killer's base-kit should not need add-on and add-on should be like an optional base-kit improvement to put spin to their gameplay but i guess it's alright that dracula is add-on dependant as many other killer are add-on dependant. As long as Dracula doesn't receive Chucky-level negative changes, I'm happy with his current state.