Gabe_Soma
Gabe_Soma
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- Gabe_Soma
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Comments
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The main building is too weak.
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It's going as well as the Boon : Exponential and Soul Guard meta.
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@mikewelk said:
https://twitter.com/g0rejira/status/1766161396339786066?t=nQ6glDsmHuQXifofkip-DA&s=19
I just don't understand how people enjoy facing Skull Merchant when stuff like this happens so often. They got outplayed at the most unsafe loop on RPD and got rewarded for it??? Yes, the survivor could've crouched, but they would have got M1'd anyways since you need to compensate for server lag and crouch for longer than necessary due to it. Can you even argue that it's avoidable?
I just cannot understand how there can even be one sane person who still has the will to defend this stuff.
Yet apparently there are also many.
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Of the people the comment was referring to of course, in this case the Pig's players.
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Losing 2 gens for the first chase is completely normal, expecially if you are not running Corrupt, with low level survivors you can expect 1 gen to be popped.
The game is designed to proceed in this way because at the start of the trial every survivor is healthy and doing gens is the only task while the map is full of resources. As the game progresses things change, with the killer gaining more and more power and the survivors tending to lose it.
What the killers don't seem to understand yet, is that if the survivors at the start of the match don't complete at least 1 gen / 1.5 gens, or even 2 at higher levels, the match quickly decays in their favour, because they've lost their momentum given by the "boost" at the start of the match, which is why usually if a guy dies at 5 gens, especially if in SoloQ, the match is already virtually closed, as performing a come-back will be extremely complicated.
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@GolbezGarlandGabrant said:
Skimming through these comments. Not once did I see any complaints about the aura...it was the timer increase. Suddenly now that the timer increase got reverted now it's about the box aura.
It's like Pig players can't decide if they want the freedom of being able to tunnel survivors who have to search or get free kills from the timer expiring.
This comment is pure gold.
The entitlement of these people is hilarious.
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The add-on should be scrapped completely and replaced with something else.
More generally, no add-on should include the exposed mechanics because it would lead to situations like these, where you end up with something completely useless (or too strong as it was before).
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Good concept but terrible in practice.
It had a nice potential but spending 2 mins of time is just not worth it for so little.
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I am failing to understand the point of all of this.
Never seen a killer hit the 8 gen regression limit nor did I, this is just a Surge problem ,which leads to more gen exploding at the same time, and only 8% so this leads to them not regressing much, forcing you to kick them all the time (which you did).
The mechanic is simply a band-aid for poor map design and generator spawning, and if you add to this the fact that the size of the maps has decreased over time, it is much easier to run into such a situation. Activating it when you are just at the end would be useless, precisely because it is too late.
In the only game you lost (and whose ending you cut out for some reason) you stayed the whole time in the central area of the map, in the other 2 I don't understand the problem, you won and you were constantly complaining like 'oh no another regression', as if this one was activated without sending down the survivors and so you were playing your game well.
@Callahan9116 said:
There's basically no reason to play 75% of the killer roster. Shame, they REALLY need a buff.
If I were you I would try buffering my hands instead since this percentage that you have fished out is a symptom of a problem that only you have.
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The perk is still terrible.
2 mins + broken for the rest of the trial is still not worth it.
Also imagine being interrupted while you're like 15 seconds away from finishing the invocation. You've wasted a lot of time unnecessarily.
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@PreorderBonus said:
I'm not a dev, but if I had to guess, I would say that Huntress is being buffed because she's a free Killer that new players are struggling to win with. There are undoubtedly really skilled Huntresses out there, but I believe the majority are newer players who struggle to hit more than one hatchet per reload or are just average players. I think the really god Huntresses, the top-tier ones, won't even notice the buff that much. The 10 hatchet capacity is too much though.
I used to main Huntress but had to drop her because there are more maps where she is useless than maps where she isn't. I believe the increased movement speed while holding a hatchet is reasonable because of these map issues, it will definitely reduce her reliance on specific realms.
I don't really see why this buff is so outrageous, her numbers are being increased to keep up with the current state of maps, as she is one of the most map-dependent killers. Other killers should receive a similar treatment so that you don't immediately feel powerless as soon as you load into a match and see a map that literally counters you.
These motivations are so meaningless.
You can't balance the game around beginners or buffing killers because they're too map dependent while in the meantime you are working on adjusting maps.
At this point just add 10 maze tiles on every map because baby survivors don't know how to loop.
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Funny how they reverted the base time of the RBTs immediately and left the buffs for huntress untouched when literally everyone disagreed with them.
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One side of the map constantly spawns 4 or even 5 gens, how can this be considered fair?
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It is balanced overall.
Maybe too big in size but at the same time many deadzones and lacking of maze tiles.
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It is one of the most balanced even though it's a little too small.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669563#Comment_3669563
So, how can Freddie become better? Please suggest concrete things and tactics for him to do. Only when you get to that point can you deny the purpose of this thread. If you don't do that, what you say is just hate.
You didn't get it what I said.
Please read again.
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Freddy is not weak, you just need to get better.
That's the summary of this thread.
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Survivor : Meg
Killer : Meg
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I'm honestly not a fan of these new reworked Cowshed maps.
Massive deadzones, useless pallets and random junkyard at the side of the map make them really unattractive and too much alike.
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Like many other coldwind maps, this one also spawns too many deadzones and too few loops.
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Overall balanced
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The center of the map is literally empty while the main building a little too strong.
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Worst map for the Dredge.
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Terrible map for both sides.
Houses are too strong while the rest of the map is a huge deadzone with unsafe pallets.
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The worst rework ever made.
The map now spawns huge deadzones everywhere and in general there are too few pallets.
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With this current anti-gen meta, Prove Thyself and BNP nerfed, gen kick buffed and 'gen tapping' removed gen's repair time should be reverted to 80 secs at least.
Repairing 7-8 gens (if you get there because in most cases you all die at 1 gen done) per game playing M1 simulator is not contemplated.
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@BlightedDolphin said:
Blight nerfs were one the most asked for thing on these forums for a LONG time. Probably the most requested thing from the survivor POV, and now suddenly that's all been forgotten.
Blight didnt get any nerf. They simply changed his strongest add-ons into something equally strong but in a different way.
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Bro procedeed to spend his time by recording and posting here the only good tile on the one of the most killer-sided map of the game, when everyone died at 4 gen as if it were the fault of OP survivors such a spawn, completely forgetting that at least 70% of the maps are drenched in deadzone everywhere.
Smart move man.
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The easiest solution would be finding a way to remove stacks.
Getting injured for free mid-chase is probably one of the most frustrating and inexplicable things that leads people to increase their hatred towards this already terrible abomination.
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SWFs are fine, they win only 3% more games than SoloQ.
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To play survivor is to accept the fact that you have lost a game before you even start it.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664655#Comment_3664655
That's true but it means WOO is basically a crutch that many players rely on. BHVR have made it clear they don't want any perk to feel like players HAVE to take it to play the game.
By this logic every perk should be nerfed because it can be a crutch in the right hands.
In this period even terrible killers are literally carried by slowdowns, but I haven't seen yet BHVR make it clear to nerf them.
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One of the ugliest map in this game, dark and flat with nasty 3-gen spawn and nothing else.
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The map is overall balanced.
Loops are a combination of safe/unsafe.
It has many deadzones but at the same time is a bit too big.
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This map feels terrible for survivors, the main building is awful, can spawn even 5 generator all on one side and it is way too small.
The killer can just stay on 1 side of the map and forcing / camping hooks just by standing at the center.
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I don't like any of the reworked maps.
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The fact is that the current kill-rate is much higher than 60%, since the system does not detect matches in which there is a disconnection, which inevitably results in a total loss for the survivors.
If you then add to this the fact that there is a random mechanic such as the hatch that further decreases this percentage, you realise that the whole system does not hold up.
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This reasoning is yes partly correct, but not applicable to this game and especially to this community.
Many players would tunnel regardless, even at the cost of losing the game, just for the sheer fun of it.
And the devs are even partially trying to counter this, but the results are disappointing.
Over time the killers have become stronger and stronger, the maps less to their detriment, perks like PR, NWO, GE that require you to hook multiple survivors have been added, but also in general perks like Friends till the end that invite the killer to switch targets have not helped.
A killer would only stop tunnelling, and I'm not sure about this, if he had the certainty of being able to hook 12 times the survivors without the slightest effort, which is probably the direction in which it is going.
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Imagine struggling as killer in 2024
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@Alice_pbg said:
the killers are getting the buffs because need the qol buffs. glad to help.
just because survivors also need some qol does not mean killers should be ignored until they happen
Right, Huntress, Blight and Hag are so bad that they desperately need buffs while killers like Myers and Freddy can safely wait another dozen years.
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It's the opposite actually. The number of pallets and their efficiency have decreased over the time.
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I always thought that survivors should also have passive abilities, even of little importance, but just enough to differentiate them from each other at least by a minimum.
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Yea but MMR has been garbage from 7 years now, so since there is no hope of seeing any improvement there they should focusing on SoloQ.
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@jesterkind said:
These changes are revealing that apparently a lot of people think Pig's traps are for killing survivors and not for slowing the game down.
The timer before a head pop getting thirty seconds longer isn't going to change the fact that you're dragging survivors off generators to go search boxes. The entire point of Pig's power is that it guarantees a head pop won't happen if survivors willingly give up generator time to go search boxes. All thirty extra seconds will do is provide slightly more team counterplay if the Pig is trying to hard focus down one person with a trap, and that's not even viable to begin with.
So, the timer nerf doesn't matter and the box aura nerf is a little more noticeable but ultimately doesn't matter. In exchange, we at least have the beginnings of giving Pig a proper chase power and improving her stealth. Yeah, the devs are serious, because this is a buff overall.
THIS X 100 TIMES
It's unbelievable that people can't understand such a simple concept like this.
RBTs are meant to SLOWDOWN survivors, not to KILL them, you can even add 15 minutes to the timer, this doesn't stop the fact that at some point survs need to leave the gens, found the right Jigsaw Box and take them off.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653452#Comment_3653452
It is very necessary at the highest level. Why do you think her kill rate is low even at the top 5% MMR. Behavior posted it September last year.
You aren't even able to imagine how highest level works.
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@Azulra said:
As someone who played Pig a lot I can safely say that these buffs she received DO NOT justify her nerfs- They aren't even really gonna do their intended purpose of making Pigs rely less on their traps and trap addons since the extra 30 seconds on her trap timer is just gonna make more Pig players EVEN MORE reliant on the already so reliant Tampered Timer addon. Also nobody ran the Amanda's Secret addon just simply because of the fact that it hid the boxes which was very annoying to a lot of players and now you're essentially making Amanda's Secret part of her basekit.
Also her core power(especially in the description) is all about her traps and you're trying to make her less reliant on her traps? Where's the logic in that reasoning? A killer that is supposed to be less reliant on their core power is completely pointless to even bother playing as.
On top of that stuff these buffs don't even make her better at stealth and chase because she's still slower than a survivor, she she's still forced to be glued to the floor whenever she's charging her Ambush, and she still has that absurd roar she does while charging her Ambush which is one of the things that destroys her stealth.
Overall I say that all these tweaks are is a big nerf to her kit and nothing more due to the fact that her nerfs heavily outweigh her buffs.
If you buff her chase basekit, you need to tune down her slowdown passive ability as well.
Also, being able too see the aura of Jigsaw Boxes was honestly unhealty.
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Ovverated combo
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I don't know, this turn rate change is stupid and makes Billy feel less interactive to play against and as. No billy player asked for this as basekit since it makes curving braindead easy.
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Her design is a total failure as many other users have said, facing a Skull Merchant is a mere waste of time since no skill is involved in the process for both the killer and the survivors.
I am not ashamed to suicide on hook / dc'ing as soon as I hear her TR.
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Exact hatch doesn't increase/decrease MMR.