Elan
Elan
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- Elan
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102868#Comment_4102868
This is his like 8th thread in the last two weeks that's just "giga-buff all killers, giga-nerf all survivors."
It feels like he's doing it for sport at this point.
I was defending a lot survivors stuffs too tbh.
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@Memesis said:
Just addressing heal and gen speed here, but you can't just slap more time on those actions. If you play survivor you would know how monotonous it is to just sit there and watch a long bar fill only to be regressed back by pain res. There needs to be some dynamic change in-match to speeds depending on other factors. I really wish they would implement catch up mechanics for both sides
What catch up mechanics lie on your mind?
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102734#Comment_4102734
This just tells me you haven't played against enough ds users with plot twist or those that go into a locker, this is rarely done just to bait the killer cuz it's a meta perk so majority of survivor players use it especially in high MMR and it's a free perk now after Halloween is gone, you are talking about anti tunneling being weaponized while ignoring one of the most popular ways it's weaponized even when the killer is not tunneling, tunneling is needed in the current state of the game in high MMR to win but making it harder while not buffing the killer role as compensation is not going to solve the problem like give something base kit for unique hooks but with no punishments like in that Krause patch, survivors got one perk (actually a stronger version of it) so killers should get something too (stronger killers get weaker effect and weaker killers get stronger effect of course, strong killers could have weak punishment ngl BUT only weak).
If anyone hops into locker in front of you… you can make the decision whether you ignore them ok will their ds and tunnel them as punishment. Fairs.
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I don't mind top tier killers, what bothers me the most is that it's miracle to get killers with less than 80 ping.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102775#Comment_4102775
Only if those perks give a good value.
Fact is that if survivior perks are giving good enough value they are doom posted and get nerfed because of it.
Hot take, perks shouldn't be massively game changing. That's why I hate perks like Rancor…
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102759#Comment_4102759
I hope I dont have to sit in the basement for 60 seconds to get Invocation: spies from the shadows to work, lol
i hardly agree that current invocations aren't very good. It's the travel time and invoking time that sets it's weakness and that's in most lucky scenario where you are not spot by killer or disrupted. Weaving spiders suffers the same, 20s into basement, 60s invoking and boom you couldve done a gen by that time and what you get? 10 charges of remaining gens while left team in 3v1 scenario plus you will now be vulnerable target. I believe they can remove broken and the perk would still be awfull. That doesn't mean it can't get better. Being injured and broken shoul never be something you get for such a stuff. Even shoulder the burden only causes short exposed. If they remove the broken and increase aura on treacherous crows along with giving survivors calm spirit the invocations might be actually very decent, not meta but fine.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102759#Comment_4102759
I hope not.
Compromissed gen perks are bad design. You can get value once in a game if surviviors play around it.
Boons are time wasters, zone limited and don't give enough value.
Invocation is also terrible design, because you need to go find the basement, do the invocation for 1 minute and you will be broken for entire game. Again, value isn't good enough.
Boons and Invocations help killers too much, because they are time wasters.
Bit of positivity, they may see some love. They are not best but any alternative mechanic that refreshes the game is hugely welcomed. And by the end only those who find it attractive will pick it.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102767#Comment_4102767
So your actual answer here is 'I want killer to have a 100% winrate, anything below that is survivor-sided'?
Am I understanding this correctly?
I said killer players tend to highest possible win rate so do survivors. One thing is what you aim for and second is the reality. Surely game is defienetly survivor sided. I played a lot of asym games, but DBD is only game offering tools to fight mechanics such as camping, tunneling and slugging and people are still complaining eventhough they have those options. You hate tunnel, you pop on off the record or ds. You hate slugging, you pop on unbreakable, we gonan live forever, made for this, you hate camping, you pop on reassurance, camaraderie. There are options on killer side too. You hate sprint, you pop on laguid touch, you hate genrush you pop on slowdowns, you want jumpscares, you pop on stealth perks… I'm not defending either side from toxicity, as I said earlier this event was one of the most miserable time playing survivor I've ever had in this game but on the other side no one can deny that it's up to survivors how the game will go. As long as you spread on gens and do them when out of chase, even if someone is hard tunneled you shouldve have at least 2 out and most my survivor loses are to bad teammates as someone said, a lot of kill rate is killer killing someone as "weak link" which leadss into 3v1 scenario which is mostly a guaranteed loss. If the survivor vaults into you and get hit then greed pallet and get hit or go for meme youtube techs that don't work is it killer being too good or surivors throwing the game? Honestly a hot take, people picking hex jason or 4 stacked slowdown ghoul and call themselves exceptional players. I get that there are cheap stuffs on both sides but please don't tell me that the game is anything from balanced to killer-sided. PS: I was big supporter of antitunnel Krasue midchapter they announced and was dissapointed by the scapping it, because it offered incentives as well as protections.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102760#Comment_4102760
What would your kill rate be if the game was 'balanced', then?
90%? 95%?
Hard to say. I consider myself being decent killer player, having 100 % kill rate on killers like Knight or Skull Merchant during event but only 82 % on Jason. I'd say that as both side player I can't give pleasing answer to either side. Guess both sides want to win all their matches, but with such a difference between killers the kill rate will never be valid to pick as balancing aspect. I believe that against truly skilled 4-man the killer has nothing to compete while against uncoordinated solo q the killer will dominate, even the weaker ones. As a killer player I'd say that I want to have 3k every game, meaning 75 % total kill rate, which kinda suits atm even with my mercy and competing for hatch nature. On survivor I don't mind dying as long as I have fun, which I didn't really have against same few killers with iri add ons, stacked slowdown and tunneling. I'm kinda chill and run off meta so I purely rely on luck heh. My most used build latey - survivor (extrasensory perception, open handed, lend a hand and 5 moves ahead) - killer (turn back the clock, genetic limits, jagged compass, floods of rage)
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It's the endless fight here…
Killers: I want to abandon. I lost all gens and wanna go next, not waiting for survivors to teabag in exit gates.
Survivors: We lost, I want to abandon. Don't want to be slugged for three minutes untill killer finds that ratting teammate or hook me last second.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102753#Comment_4102753
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Yeah, game is totally survivor sided right now. Every escape that page shows is a DC. No one escaped me.
My poor opponenst didn't know that.
I am getting merciless after merciless after merciless. You can't make this up.
I can't defend statement that game is survivior sided if stats are like this. This is ridiculous.
Killer is easiest it has ever been and that's the fact. Everyone that is struggling to get 60% winrate is doing something wrong.
The game isbalanced around casual players. I have killrate 75 % total but that doesn't mean that the game is killer sided. Just that you know how the game works and have experiences to predict in chase.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102094#Comment_4102094
Meh, Im just kinda benifiting cuz the stuff ppl have been complaining about isn't really anything I use anyway. If they nerf his synergy with full hex builds for example, they'll PROBABLY try to balance it out. I highly doubt my setup will be seeing any nerfs, and more likely...buffs. With the anti-camp no longer applying to alternate floors for example, I now got rid of the only annoyance of playing on RPD and Midwich as him.
https://us.v-cdn.net/6030815/uploads/6V2IPHOLG351/1000002422.jpg
Kinda wondering if they'll buff Spies with the upcoming changes...
I hope we will receive old perks reworked as scourges, boons, invocations, compromised gens or something. Please.
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The game is 100 % survivor sided. Cmon, you get down which on some killers might not be so easy and now you can lose all that to flashlight or sabo toolbox, resetting all your works. I do agree tha killer gameplay is more entertaining because you are all in action rather than sitting motionless wathich progress bar. Surely a lot of things got nerfed because of killers but so did on killer side because of survivors - in longer term 5 blinks nurse, ebony mori, gen grabbing spirit, Chucky, Blight, Vecna 2, Hillbilly, Spirit, Wesker and for perks? Eruption, Call of brine, pain res, pop, ruin, corrupt, ultimate weapon, save the best for last, and so much more. So none side should complain about being privileged. On survivor side decisive strike, object of obsession, hatch, adrenaline off hook, maps, instaheals, medkits, keys, maps… but again it were nerfs on both sides, although either side refuse to see it. Glad I play both sides because I can see the issues without being blind-folded.
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@Salafur said:
the biggest „downer“ as a plague player is when nobody cleanses himself. So here a little suggestion to force a little more cleaning.
Give the infection on level 2 the effect „hindered survivors by 5%“ - this way the survivors are „forced“ to clean them if they want to loop by full speed.
I don't think Plague needs that. She already starts with one corrupted pool + every plague runs thanatophobia. Survivors who reject to cleanse simply don't want to give her power in trade of staying injured and doing gens slower. Most plagues I go against run thana, plaything, pentimento, dying light or other regressing perks. Penti and thana themselves make gens take 180s. She can still use her corrupted pool in valuable situation or run apple add ons. But let's be honest 99.9 % Plagues run double iri to boost her further. And iridescent seal itself is one of the strongest add ons in the game currently.
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@Royval said:
The best opportunity possible to make pain res basekit with them changing mmr from kills to hooks hopefully. WAY more healthy for the game and long overdue.
rather than pain res basekit I'd like to see either basekit og thanatophobia where every injury slows down the gen and heal (idealy 5-20% per stack) or make every fresh hook increase permanent charges on the generator by 2 (reverse fast track basically).
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Ghouls are in fine spot. Let's be honest most Ghoul players don't really put effort into his gameplay so you can always expect the same play.
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@SpyUA said:
Decisive strike should also deactivate when a survivor enters a locker or uses plot twist, cuz that's two main ways it's weaponized and Shoulder the burden should inflict broken only until the next hook state but really it needs a rework, killers really should get some incentive to not tunnel with all of those buffs (like at least b&c with some slowdown on unique hooks with a nerf/rework to original perk), killers tunnel to remove 25% of the survivor team which is able to do gens, heal, unhook and more so killers need incentive for not tunneling as well as it being harder to tunnel but not completely impossible/too punishing.
I don't think hoping into locker with ds is an issue. It's to make decision - will I pull him out, eat ds and tunnel out or do I ignore him and go for someone else and then hop back on him? Also those scenarios where you don't have ds but bait killer into waiting it out is funny. Plot Twist, well you can pair it with unbreakable or conviction too, so it would require deactivation on any self-recover perk then, which is also not a solution. I as killer player want the hard tunnel to be less effective while making anti-tunnel tools non-weaponizable. It won't stop tunneling, which is fine but will make it harder.
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@ArcT said:
All perks mentioned above are disabled when:→ Unhooked survivor is fully healed→ Unhooked survivor resists a hitWalk me through this. I'm the giga tunneller that everyone hates. I load into the match with the intent to instantly tunnel someout of the game at 5 gens. I am going to get my first hook, stand 16.1m away and stare at it. If I can prevent the unhook, I will. If not, I will hit them the second their feet touch the ground.
So I hit them the second their feet touch the ground. They have now resisted a hit. Because they resisted a hit, they have now lost all anti-tunnel protections, including for some reason, Decisive Strike. Which is fully intended, you say, because they could've been WEAPONIZING those anti-tunnel protections. Decisive Strike only works if they're downed without taking a hit, so I guess grabs and locker pulls only.
This will make antitunnel more punishing for hard tunneling killers with option to get away but remove the weaponizing aspect.By taking a hit just after being unhooked. Every single perk intended to help someone after being unhooked in your scenario has been disabled. This is worse and more punishing for me, the giga tunneller, how exactly?
Your supposed 'buffs' only exist for the situations where the survivor is not being tunnelled in the first place, and you want not just baseline giga nerfs in compensation, but buffs to tunnelling on top of it.
You got the point I wasn't clear about it. Status effects are removed - endurance and elusive which is the same it works now but with longer duration it will allow unhooked survivor to sneak away. That's the idea behind it. Give them option to not heal under hook and get away without leaving tracks but deactivated them in those scenarios - fe. if fully healed or in the endgame.
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@ArcT said:
Your suggestion to make anti-tunnel more 'punishing' is to make all of it be completely disabled when… the survivor is tunneled. And in exchange, make endgame rescues completely impossible.
You put a lot of thought into this?
If survivor has time to heal under hook then they are not tunneled.
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Yes, let me preserve my double iri on Plague so I can run it every game. :D
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Rework it to give something else than elusive so the light mark mechanc does something. For example:
→ This perk activates only when healthy, killer leaves behind light marks, when standing on lightmark you suffer exposed and incapacitated status effect and move 3 % faster. Lingers for 15s when escaping the light mark.
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I haven't seen enough deliverance tbh, but I guess people hated the option to trade for free unhooking yourself. On the other hand it's side buff as killers now won't have clear visual about when you ds timer expires. I never ran much of it but I can see it being nerf and buff.
I'm more dissapointed about call of brine, nurses calling "buff" same as with survivor perks where it reminds me of last doctor buff. 0.8s to 0.75s. Moment of glory got shadownerfed while ago, as it used to deactivate once you were healed and after very long time they patched it so it deactivates if you are not fully healed before downed. Same with clean break, passive heal of 45s is still nothing crazy, you can't use it in chase. It's to be efficient and 15s won't make much difference in fact that you will feed killer powers for literally be greedy to get someone heal you for 16s. Apocalyptic inguenity is getting buffed but Mandy said 2 chests and 4 seconds which is current live version so I have no idea what buff it will actually received but it's fragile pallet that requires a lot of side objective for pretty much nothing. They had spark at the pallet and big X, then they removed the spark and left the X on. So if the killer sees big x on from 10m the pallet won't do much anyway for the hard requirement. It can be one chest to activate and the perk would still be god-awfull.
Repressed alliance was never really a survivor perk and they increase the timer rather than decreasing it which would be an actual buff. Like give killer free DMS, great survivor perk innit… technician I don't even know why is getting buffed. They can remove the downside and it still would be a perk only for begginers or people with dog-ass internet. Save the best for last ought to lose stacks only on basic attacks and leave the stacks as they are so few killers that are already quite good can't two-tap people. If you remove losing stacks on obsession by special attacks it would still benefit a few killers that are already not super popular.
Judgment looks cool though, kinda looking forward towards this chapter, perk are crap for now but we'll see. Hope they gonna make some perk SFX effects like they did with Houndmaster and Taurie Cain. Would be cool and fit well this chapter.
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Tbh, I'd like the rework of unhook protection. Because endurance isn't serving right purpose against many killers… Let's say
After being unhooked or unhooking yourself you gain 10s of:
→ Elusive
→ 20 % haste
→ invincibility
This would reduce effectivnes of many killers who are good at camping such as two-tapping Bubba while keeping option to simply get away from the hook to safer spot to heal.
In a trade those effects should be removed when fully healed such as with ressurgance or we'll make it, lend a hand or whatever and completely disabled in the endgame. Endgame should be more than just killer camping for one kill. If unhook protection is disabled, killers would actually try to go for endgame hooks rather than just camping.
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Unpopular opinion: One perk slot wasted on counter to items = one less slowdown perk. I'd gladly give away funcionality of my item for killer wasting a perk slot. And a lot of times it's the flashlight teammates who cause the loss of survivor side, because they rat around for flashlight safe doing nothing and them miss the safe or find out that killer has lightborn resulting in temporary 3v1
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No, I'd go against Singularity 24/7 over Hex Jason being in OE for 75 % of the match.
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And should be disabled in the endgame. I don't understand why survivor who was unhooked should weaponize it to protect injured survivor.
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Minor nerf tbh, I'd go further.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101613#Comment_4101613
Everyone was wrong. It was a decent perk.
It had no pick, so doesn't atm. And why leaving perks trash when we want diverse game.
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@Ohyakno said:
All it ever needed was to gain tokens when you yourself got hooked. It was a pretty good clutch perk for getting the gen done right before the killer got there.
I mean, it originaly used to give you 3 % progress for great skillcheck when someone got hooked and everyone though the perk is trash. There are ways to rework it because if not it will land in the unused section.
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@Lavoonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101578#Comment_4101578
They mean perks with general use, not General Perks. So that would include stuff like Sprint Burst, Lithe, Resurgence, Resilience, Vigil, Dead Hard, etc.
It's stuff that's going to make an impact pretty much every single game, while Counterforce is still a bit underwhelming even against Jasons with hex builds.
I kinda disagree. Counterforce used to be afwull but now you start with 25 % cleanse speed for free. So perks that pretty much make cleansing impossible - combo of face the darkness, thrill and oblivous/undetectable are countered. I believe and I said it about "Shattered Hope" that perk can be insane and still not give you a value. Aka as we saw with cross examination against stealth killers/perks, infectious killers etc. You can run the best perk ever but it can literally does nothing - aka sprint against mindbreaker
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101564#Comment_4101564
The problem is that the game has perks that are generalist and also very strong, so niche perks that are less strong lose out
I can't remember a single general survivor perk that is any good. Can you name one? Spine chill, deja vu, resilience, no one left behind, this is not happening? Those are meme at best and with diminished far beyond, same on killer side.
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@thisboygotheadon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101571#Comment_4101571
its a good mechanic that i want not just in events because events are limited and its a fun feature especially in games when your running a stealth build
It does nothing to people with headset as you emitted directional sound clue and will torture beginners, this is one of the mechancs that shouldn never ever be touched again. Leave it to Vecna.
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@thisboygotheadon said:
nothing like self preservation. Its a way to use the invisibility mechanic outside of events
Why would you want to implement that into base game?
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101540#Comment_4101540
it'll go way down compared to now where it's a requirement because killers won't need to sweat for a 2k treating every match like a comp game and they'd probably go back to more chill meme builds to relax
Don't think so. People want to win and do whatever to do so.
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Perks are not meant to give you value every match. You can run unbreakable and not use it 20 games in a row. You can use healing build and face Plague. You can run exposed build and face survivors with vigil.
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@thisboygotheadon said:
survivor perk
Blind spot
While in the killers terror radius while not being chased gain a token up to 10 if you have at least one token press the active ability button to become invisible to the killer your aura, grunts of pain, scratch marks, and blood pools are not hidden. The duration is 1 second per every token spent
So Self-preservation on demand? Joking right? People cried about cross-examination and you offer it's brother perk on steroid? It's like if I ask…
Perk that gets token every time you are not in chase as killer up to 20, for each token press the active ability button to activate it. Every survivor in your terror radius will receive damage and get downed.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101392#Comment_4101392
metaslaves gonna meta but I don't care about them. I care about what I like. BHVR buffed a bunch of cool perks in the AoT update and I want them to do it again.
Nerfing the top won't make my garbage any better. The idea of NOLB is one of my favourites for survivor and all BHVR did was change it's activation requirement from "open exit gates" to "power the exit gates" and that suddenly changed the entire perk dynamic. Still terrible arguably, but it fulfills it's niche and fantasy perfectly. Trying to get value out of that keeps me invested and engaged.
If you think off cross-examination nerf and complains, I believe that have of og perks would not be added in their current form because half the community will be crying about them. Imagine lucky break, devour hope or many other perks added today, impossible. It's the community choice to lament about everything rather than adding new meta eras. You hate exhasution - genetic limits, languid touch, mindbreaker… you hate hexes - counterforce, overzelaous… cmon, same meta is there for like 6 years.
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He created two best trolling invocations ever, I was acutally laughing. :D One of his invocations made it so survivors can unhook themselves but invocator is broken, injured and has two hooks. So by the time you do the invocation one or two survivors might already be hooked and you gonna be dead on hook. How is that even an idea for survivor perk? :D
He buffed treacherous crows by crows landing faster, like cmon. It's 2s and killer will less likely to scare crow then survivor.
I'd offer nice rework to treacherous crows with aura duration buff, survivor immunity to scare crows and permanent oblivious to invocator. It would still be bad if ever used perk but cmon, make invocations better and add some more. Every mechanic like light marks, invocations, teamworks, boons, compromised gens are pretty bad and might change fun element of the game.
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Yes this made drop windows and basement against Jason pretty rough. I don't understand it, but you know… Skull Merchant is op, don't forget.
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I share the dissapointment. It made so many off meta perks and builds so weak that you kind off don't ever want to run them. You have one of least used perk "duty of care" that gives 25 % speed boost if you take hit for someone who's tunneled? Well if they have at least 0.1s remaining of BT they won't get the full value anyway. They keep releasing killers with high lethality or massive game stale potential yet if you run prove and deja vu or overzelaous and deja vu, you are diminished and I really hoped that this will be step to make perks good on their own without stacking them to crazy value. But it's been out for some time and nothing really changed. I expected the call of brine to be tuned to 200 %, baterries included to be increased to 7 %. Imagine one of worst perk ever "no one left behind" also having it's benefits halfed because of base game. My favourite build - help wanted, save the best for last, tinkerer and machine learning. Which led to occasional 60s fun combo. Now all those perks are diminished and I haven't seen anyone played them since then. I still believe that perks on either side shouldn't be diminished from base game - vault perks on some killers fe., haste perks on others, same on survivor side. Let's diminish the perk themselves but why would you want to lose 2.5 % of battery included just for playing Clown? Why would you run vault builds ever again? Or haste? Or meme builds? Super dissapointed.
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They said that balance changes and QOL along with bug fixes will be midchpater, but we didn't really have midchapters lately. Shane's perks were out with Jason so it was just a skin release. His perks are not very popular either, so nothing really changed for months.
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Killer community is just fed up. My friends don't really want to play much survivors lately and with the queues for killers being lower finally I can hop abck on them.
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@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101474#Comment_4101474
Hm, yes, I see what you mean. Basically a connected set of very strong loops like long window jungle gym/LT wall/Shack/Main etc etc.
Yea, it's undeniably an issue now too, one which I can't thank bhvr enough for introducing with pallet density. It's lumberjack simulator for weaker killers, I personally witnessed some of the spawns and they bring back memories of 2018-2020 spawns, which aren't pleasant. Well, they were pleasant when I was playing survivor myself.
It's over and over again. OG killers are significantly weaker then new killers and they need tweaks. The current game is more balanced around more popular stuffs. Most of my surv games are Jason, Wesker or Ghoul… like 80 % of them, so it makes sense. Older killers will always suffer not having everything in their kit.
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With HUD changes the solo feels way more like swf, so the overall strenght of teams are gapping less however limiting perks would make no sense. I play mostly off meta perks so I don't really worry but if someone like strenght in shadows why would it be limited to one person. 99 % of survivors I play against have those perks… lithe, sprint, vigil, resilience, windows, decisive strike, dead hard, deja vu. I very rarely go against any other perks, but it all makes sense as other perks are not really worth over them.
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Bloodlust was buffed to kick in faster but the speed might be also increased. Currently the each lvl is 0.2m/s = 5 %, max 0.6m/s = 15 %, I'd make it 7 % per lvl, max 21 %. It would not matter to antiloop killers or strong killers who don't trigger any form of bloodlust for most of the game and will make playing nonmobility, no antiloop killers easier. Also Rapid brutality would need to be compensated to be 7 % at least.
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She got new skins in last rifts.
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Diminishing returns pretty much killerd stacking luck and oaks, maybe hook rng wasn't in your favor but mostly there is hook closeby and you can just see someone rushing to hook and go to different one.
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@sp1nu_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101198#Comment_4101198
It's the same… with extra steps. Like I said.
Five Moves Ahead is slightly better option. Firstly a lot of killers have very high pings at least in my lobbies so playing for stun or loops is beyond crazy and against half the killers it's smarter to predrop and play 50/50 rather than playing fillers.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101051#Comment_4101051
Everyone else being dead does not give survivor abandon option.
Only three abandon options for survivor are those that you listed. Going down third time in a row, every survivor is in dying state or on hook and if every other survivor is replaced by bot.
No…
You don't have to be slugged in a row, I believe it's 2x if you are picked up without being hooked, then on next down you can…
If you are last alive survivor you can abandon
If all other survivors are bots you can abandon
If all survivors are slugged you can abandon
For killers
If no gen is done in 10mins
If remaining survivors are bots
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@sp1nu_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101042#Comment_4101042
That Midwich pallet issue has affected me too, I feel like it's gotta be a bug no? On a few maps since a while back. You would have a guaranteed pallet just not spawn for some reason leaving that room be a dead zone, even after pallet density update. I feel like someone should report these bugs because there's no justifiable reason to remove pallet spawns that have 100% spawned there since they got released. Other than to be annoy everyone… But I experienced this too, which was frustrating but I'm almost certain it has to be a bug.
Many said they are aware of it, but it hasn't been resolved in almost a year