Elan
Elan
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- Elan
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People say just crouch so he won't detect yet he's blind so he can see you crouching around when tps. :D I don't know there is just nothing fun about going against him, same with First, Krasue and Ghoul. Those are just killers who will make your match miserable simply by existing.
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@Wezqu said:
They are already reworking it in the next bug patch and only change is that it will not work in chase.
Well I know and I think that rework will just put that perk in the box with other "it exists?" perks.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096855#Comment_4096855
they all suck and are powercrept. The nature of the game “looping” has never felt the same since spine chill got reworked.
I dont blame the perks though. If I remember the days before spien chill nerfs there were not that many dash or antiloop killers so vaulting was mostly safe.
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Coss examination brings new mechanic that quite is interesting yet tricky to make work. While I think that in most cases the perk sucks to anyone who has eyes, on indoor map against 4.4 killers or Spirit this would be ultimate escape every chase. Why lucky break isn't popular when it shares most same effects? because in most cases it won't do anything. So will not cross examination, it's the community screaming at every perk that is good while also complaining about current meta which was even toughen up by diminishing returns. Vecna came with 3 very good perks, but only clock truly remains meta. I truly wish all the perks would be equally good while all the mechanics would get it's love. We will have new boon in August, but no scourge hooks, no invocations truly came in a long time and there are so many possible options. It's more of community not accepting new additions.
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5 moves ahead, resilience, quick gambit, etc. Quick gambit imo is terrible as a lot of killers get guaranteed hits and it's effect doesn't reflect that enough.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096286#Comment_4096286
im actually quite suorised they let his t3 last for so long. honestly i would have expected its duration to be like half of what it is.
They buffed him, his T3 after rework lasted 45s but people complained so they buffed it back to 60s
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@AgnyLeo said:
Many of us can agree that Trapper needs some kind of buffs, right?
I feel like one simple way would be to AT LEAST give him all his traps at the start.
My other ideas would be that he could maybe also spawn with the rest of the traps being open already, up his movement and/or give him the same temporary haste after someone gets caught in the trap instead.
I would be interested in hearing more ideas!Few easy adjustment to make him better:
→ Carries all traps at start basekit (max 8 traps)
→ Setting and reseting traps is done by a button press
→ Setting and resetting traps no longer grants haste
→ Once per 30s Trapper will get one trap and one disarmed trap will be removed
→ Escaping trap takes 10s and one attempt
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let's be honest the event in form of masqurades been heavily killer sided for 3 years and as black banquet will be available for next 1-2 years I'm sure they'll make adjustments eventually. To be honest I played event with my friends and we still lose way more than won despite us being quite good. I feel like invisible mode is a bit stronger than the other modes, but invisible survivors still emit very loud noise you can easily track. I don't think that poison is engaging power but I'm glad they didnt keep up the remote things as they completely bypass the balance of the game and made already too strong killers pretty much unbeatable. What I would like is to randomize perk in this mode because for most part it's sweat fest on both ends.
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Hexes are in right spot tbh, just some killers can defend them easily and some killers like Pig or Ghostface will most likely lose them when not actively defending.
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So can't Victor, head form Krasue and so on.
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@kawaiibats said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096265#Comment_4096265
The goal is not to take away from people who desire to win a competitive game using any advantage they can find. I do, however, think the advantage is much too great when you compare it to the difficulty of tunnelling. If tunneling is easier than spreading hooks but gives better results, that needs correction. Tunnelling should require overcoming something, because after you complete it, you're in a much better spot than if you had targetted separate players.
The game needs rebalance on killer side first. You should have equal chance to win with every killer. There is no reason why you would be punished for playing killer you enjoy because they are powercrept.
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@albertoplus said:
With all honesty, i don't really know why is such a "hot" topic since Dracula released.
There are like, 6 or 7 killers with a "fully, 100% original" kit. The rest of the killers literally borrow some parts of those killers for their kits with some variations.
I also remember when Wesker did release that a lot of people were saying that he was a better Demo.
Tell me, is it fair for Huntress to even exist when Jason exists? Do you know how many Huntresses I've seen since Jason release? None.
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To be honest I think a lot of people forgot how DBD worked 2-3 years ago. Syringes, safe pallets everywhere, infinite windows, 80s gens, most gen perks had higher repair speed. But on the other hand killers had learning curves, needed to work around that, didnt have many slowdown perks (ruin, surge, pop, corrupt). New killers require minimal skills if any to perform way better than old killers sweating as much as possible (example Krasue, Ghoul, Jason, buffed Billy etc.) So I think that both sides become somewhat different and meta perks? Cross examination didnt even been in PTB for one day and they already announced it to be nerfed after everyone cried about it like no one has eyes and need scratch marks. On indoor map maybe… But if every perk that has potential will be nerfed meta wont ever changed.
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As P100 Krasue I'll leave my opinion here. Krasue is currently jack of all trades but she sucks at everything.
→ She can infect survivors, but the infection does nothing else than enable you to use secondary power.
→ She has built in slowdown with glowing fungi that do nothing if you are not infected.
→ She has movespeed but other killers are faster, have mobility for longer etc.
→ Has "dash" that is more of coup the grace basekit with heavy angle restriction (I know that a lot of people don't know you can easily spin her once you see her heart glows)
→ Can scamper everything but at so slow speed that even the longest loops are infinites against her.
→ Has insanely oppressive antiloop, comparable to Nemesis but completely sucks in 2v1 where every killer would take massive advantage making her true harmless there.
What I would like to change:
→ Glowing fungi build up max infection way faster, making infecting somone a reasonable choice.
→ You should not be able to move while eating fungi, you can't do that with spray, syringe or pools, why would you with Krasue.
→ I'd say cleansing rate might be way faster to compensate for better infection mechanic. You would have chance to make someone second infection state much faster but if they pick fungus with them, they can negate that.
→ Hooking survivors put their infection to 1 %, doesn't remove it to retain her passive slowdown, infection should not grow if endurance is active.
→ Make her vault slighty faster to be more in line with other scamper killers, 1.9→1.7, 1.56→1.4. Keep in mind that head mode disables half the perks, including all vault perks. So her mysterious elixir add on doesn't even work well for her if you don't play body form only.
This would make both body and head forms slightly better while giving killer more tools to work with as well as more tools to be countered.
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That one Chucky player who noticed. :D
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People don't understand why people tunnel still… They want to win a competitive game and take every advantage they can, so they run most meta possible and tunnel. Same as survivors take bst they can and rush gens. It always been like this but as 3 gen got removed and camping was made harder, not many strategies left. But tunneling is a standard competitive way to play in any pvp game and DBD is only game to deny this tactic to some point.
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What if I tell you that killer can:
→ get free injury no matter what from 16m
→ on top of that he inflicts deep wounds
→ he can instantly catch up
→ he can cancel dash mid it to being able to hit you 0.5s after he lands behind you
→ he can hold his power for ages
→ he can vault any pallet and window the fastest from all killers
→ has two additional meta perks in form of add ons
He can do it all, yet he's not op. He's just as miserable to go against as killer can be. Along with most lately released killers, zero amusement to go against them.
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@bingbongboi90 said:
So what is springtrap then? Doesnt he count as a ranged killer? Its not like people hold the axe forever.
Not really. Range on Springtrap's axe is quite short and he has to go to specific location to use his mobility, on top of that he leaves visual indication that allows you to prerun so far away, that he won't catch you.
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If you ran best add ons and perks and tunnel you can win with half of the roaster pretty much 200 games and more in a row. I tested it and played Twins and had over 200 wins but it was insanely boring and I got tired of them for very long time.
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With no MMR and every survivor being solo - slightly killer sided.
With MMR and every survivor being solo - balanced.
Anything else, any form of swfs or whatever, heavily survivor sided.
My main issue is how maps and layouts affect killers. Imagine Nurse on Badham having equal chance to win as Skull Merchant.
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@MrBuffalo said:
With the devs nerfing cross-examination which has been out for less than a week.
Other perks which cause way more balancing issues are left untouched.
Is it because this perk is the new flavor of the month to complain about?
I think cross examination is mainly problematic on indoor maps and against 4.4 killers. Nothing else but it can be frustration for Spirit players, which I understand.
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I don't think even with his infinite Spirit phase and tiny hitbox spike he's not as op but he's insanely boring to go against. You have no visual feedback on what is going on other than he's in his mode (Spirit got nerfed to being unable to do this), on top of that he has free tracking on anyone who's doing something other than crouchwalk and can immidiately attack after jumpscare (Springtrap has built in visual indication). So I'm more confused why other killers were limited when new killers can do it all. Zoning killer with infinite movement, that's Jason, not op, not fun.
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@Arkoreme said:
I don't think she is the weakest killer, but I do think her chase potential could be improved if Ambush was buffed. The Ambush charge feels too slow to activate and I find myself having to use Workshop Grease to compensate. And as I have brought up add-ons now, I think the downside on Last Will could be removed and it would be completely fine.
The AMBUSH itself is fine imo. It's mainly the charge state where she's not moving at all for 0.8s and loses LOS on survivor. It's just too punishing compared to any other dash killer.
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@z7Liam said:
I would Like to say that I think The Henry creel legendary skin should return. i wasnt able to purchase it at the time and it would be a huge bummer if it never came back. I Currently use the scion of the upside down skin cause its the closest i can get lol.
It will once, only deep rift skins won't be purchasable. I'd expect minimum year before they release it to be accessible via store though.
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I like the residual manifest but I do agree that it's not the best perk ever. I think it's main weakness is it's timer. 30s isn't the lowest but as you are chased the moment you get down and the blindness will be over and as it might be decent antihook perk it's far away from this. I would change it different way though.
Opening or rummaging any chest grants sports flashlight. The blindness on killer is 33 % shorter but they suffer 60s blindness. This affects all aura reading available.
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He's omnipresent evil mode is tied to certain spots so it's truly not as crazy as other killers moves
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I think people claim being decent because of her dash and traps, but against good teams those tools are non-existing and Pig pretty much has no power for at least 3-4 gens done. However I still believe that weakest killer in the game is Hag. Her traps are too counterable, she has no chase tools other than pushing away from loop. Her only strenght is to proxycamp with 10 traps around which again won't truly work if there is no down. So Pig, Skull and Hag are three worst for me. Not only that they have mediocre power but their add ons are also garbage (except for iri Pig add ons that are somewhat usefull but don't compensate for her weaknesses).
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I can see survivors being globaly nerfed and than killer side being sorted into groups where each group has own strenght of perks to reflect their kit.
Let's say Nurse would have pain res 10 % damage, nowhere to hide would be cut in half.
Hag would have 20 % damage on pain res, doubled range of nowhere to hide etc.
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I beg, please make Pig's rebirth outfit rework too. It looked so nice in the teaser and we got some meth version of it that deserves better.
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I noticed that you can tracj invisible people by the loud noise they emit when invisible, so it's fine for me, however portals + invis into item refills into free getaway everytime killer approaches plus the global heal feels too much. I disagree that killers wouldn't got powerfull tool, however it's quite boring for both sides and truly don't bring anything crazy. You become Clown, that's it. While I agree that last two years with the masquarade the event was insanely killer sided with all the remote break, remote hook, remote expose etc. this year the killer gameplay is just lacking everything. I'm not even mad that survivors have so many stuff, but that killers playing event feels nothing like I go Clown to bring one of the most uninteractive and boring power to every killer, feeling meh for both sides while having nothing else.
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Wesker got many buffs during last two years for base kit adjustments - hug tech for example. His valult isn't the worst but is one of the worst, tbh if Wesker vaults you should be able to rotate on most loops.
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@NeverSolus said:
No.
Disagreeing is fine, but some feedback on why would be appreciated.
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After three years of killer sided masquarade we will have three year of survivor-sided banquet. Cool.
I'm more dissapointed from actual skins, half of them being pay to have and lack of overall rewards.
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If anyone says that Jason is op, it's a skill issue. Boring to go against, i get it, nothing new? I get it. But he's mid. The only truly OP killer apart from Nurse and Blight was og Ghoul.
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His mode is infinite but tied to certain locations and on a lot of maps you can't jumpscare from close enough to get value. I think Jason is currently in sweet spot. While being another zoning killer with zooming power feels kinda boring and unfair to unreworked killers, it is what it is.
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There shouldnt be immunity at all. It's competitive game, if you restrict any other game in term of viable startegy to win on any side the game would die. The only thing holding so many players are all the licensed BHVR was lucky to get. Tunneling, camping etc. is common and competitive pvp play.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/469390/make-stamina-bar-base
Ya no the stamina might have been interesting if It was added like in 2016 and the game was built around it but its not so I dont think they devs could do it will they couldn't even do the event well.
Im curious, they mostly test stuff in events for future concept.
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The portal invisible mode is the one I have issues with, it's not only insanely unfun to go against but also straight-unfair. Survivors dissapearing mid chase, infinitely, abusing portals that also grant them invisibility on top of that items refill. It's way too much.
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they should revert the 115 % and leave rest as is
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Killers don't need nerfs, survivors do. I can see some base game slowdown reward for hooking as a good way to make game more fun.
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Jason: I can zoom cross map, have insane antiloop, built in moris and survivors can't see me in power.
Vecna: I can zoom cross map, ignore entire enviroment, playing hit or miss spam rodeo.
Skull merchant: I can deploy drone that don't do anything.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084207#Comment_4084207
You definitely want to have triple queue times, which are now really long anyway.
No one will want to play survivior if the role is nerfed to the ground.
There are different games available and people will move somewhere else if their experience sucks.
Nothing there would be high nerf, just noticable yet reasonable nerf.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084211#Comment_4084211
Showing survivors where every single loop connects to another for free is an insane buff. Do you think swf calls out every single filler pallet they drop that connects to every other loop? Of course not. This is just a gigantic survivor buff that frees up yet another perk slot for gen/second chance perks.
Did you miss the second part or not?
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I had some fun concept years ago.
Dying light will affect obsession. Everytime you heal obsession or obsession heals you, you get 33 % repair and healing speed penalty untill downed.
Also fun concept would be that obsession would reveal survivors near them. :D
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I would like them to give survivors basekit windows of opportunity to also tune solo q and remove x amounts of pallets to compensate.
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My wishlist:
SURVIVORS:
→ add cooldown to every exhaustion perks (sprint, balanced landing, lithe should be 60s… smash hit and drama might be 40s)
→ remove exposed and hindred from Vigil and nerf Vigil value to 20 %
→ cap max healing speed to 150 % for altruistic and 100 % for self healing
→ rework toolboxes (toolboxes are now consumable and will increase the repair speed of the generator to survivor who consumed toolbox on it - standard toolbox 2 %, engineer toolbox 4 %, commodius 6 %… any following perks would be diminished)
→ adjust problematic perks (DS down to 40s, shoulder the burden causing permanent exposed and so on.
KILLERS:
→ reward hooking - 3 charges added to each remaining gen for every fresh hook
→ buff haste perks when dimishied returns is in the game (7 % for batteries, 10 % for game afoot and so on)
→ Increase all limited-exposed perks durations (Starstruck 60s, Ravenous 90s, Haunted Ground 90s and so on)
→ basekit mechanic that allows killers to move with 15 % haste when out of chase, this would balance gap between low and high mobility killers a bit
→ major buffs to Trapper, Skull Merchant, Ghost Face, Pig, Dredge, Onryo, Freddy, Hag, Leatherface, Legion, Huntress
→ small buffs to Nemesis, Alien, Krasue, Houndmaster, Knight, Myers, Plague, Chucky, Wraith, Deathslinger, Springtrap
→ add ons pass to Wraith, Huntress, Oni, Deathslinger, Doctor, Hag, Skull merchant
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All exhaustion perks need nerf along with vigil. I like the idea of giving perks cooldowns and make exhaustion do something else. Let's say…
Sprint burst - when start sprinting you move at 150 % for 3s, has 60s cooldown and causes exhaustion for 40s. Exhaustion decrease your movement speed by 5 %.
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If anyone thinks that the new survivor perks are anything close to be busted then I'm worried about facing the same perks for another 5 years, talking about perks we've faced for 5 years.
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They should honestly implement basekit traversal to all killers so non-mobility and high.mobility killers are not in cosmic power difference.