GeneralV
GeneralV
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- GeneralV
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The option to forfeit I think is a terrible idea.
As for the DC penalties, I don't think they should be removed. But if they were removed, it wouldn't suddenly create a massive problem.
They weren't here from the start, and you didn't get DCs every game just because there was no penalty. Yes, you would see DCs more often than you do nowadays (unless you play against Skull Merchant), but there wasn't a constant wave of disconnects or anything like that.
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As survivor, if I escape I win.
As killer:
-4k or 3k is a victory
-2k is a draw
-1k or 0k is a defeat
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@Astel said:
Benedict Baker
That would be awesome.
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I would like to see Vigo.
Guy is implied to have created the Hatch, wrote things about the killers and the Entity, and straight up escaped the void.
He is an amazing character.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621727#Comment_3621727
And they didn't even have WoO
Yui did.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621712#Comment_3621712
Not just soloq.
It's more about people that boost themselves into levels, they shouldn't compete in.
Toolboxes with bnp, Medkits with syringes, quad meta but they can't hit skill checks with huntress lullaby or know the layout of the main building. The build is thought for these kind of people. It's a test of their knowledge and skill in the basics of the game. That's my intention at least.
But yes. It sadly also punishes soloq harder.
And I did it.
Here are the results:
Map was Sanctum of Wrath, with GARBAGE totem spawns.
Sadly Lullaby didn't do much, it got blessed shortly after Undying. Brutal Strength was there because I rarely play without it. It has always been a good perk on Freddy.
And Third Seal carried this game.
It is amazing how people get a bit disoriented without auras. Jeff hit struggle phase on his first hook because I think no one paid attention to the bubble, and afterwards they couldn't see him. Same with that last second-switch Claudette over there.
And Jill didn't know where Yui was, so she couldn't heal her from the dying state.
Overall, I liked the results and the build. Just wished I had gotten a better map for totems.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621624#Comment_3621624
I already do!
Huntress lullaby + third seal + undying + perk of your choice.
Works wonders.
It sounds like a SoloQ destroyer.
Interesting build.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621371#Comment_3621371
You’re more of a legendary treasure, not a relic.
Ah, you're the real treasure here, my dear friend! It is so good to see you!
How are you doing, btw?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621588#Comment_3621588
Friend. If I hook someone and someone is already behind me, I CAN'T stop an unhook. It's not possible.
It was.
It should be.
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@jmwjmw27 said:
A lot of killers will cuss me out in chat for using boil over, even by itself without any sabo or map offering trickery.
On the killer side, I was called boring for using no way out and closing hatch since it made endgame a "guaranteed win"
If you are on console, or PC but play with a controller, Boil Over really messes your movement up.
It doesn't justify the salt you've received, but it is a very frustrating perk.
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No, definitely not.
It is not worth it. I would lose my precious Adrenaline, my favorite survivor perk in the game, and I can't have that.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621624#Comment_3621624
Still no. It still is gonna get cleansed, so your better off running UW if you wanna start chases against blind survivors. I was using a blindness brown addon on SM with a chase build though and it was working pretty well.
I might give it a try anyway, just to see what happens.
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Is it time to use Third Seal again?
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Lightborn.
It isn't really meta, but I do remember one particular survivor who didn't like the fact that his flashlight was pretty much useless the whole trial.
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@MentiPento said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621140#Comment_3621140
Freddy’s Lunge is absurd
Freddy has the standard lunge, every killer has except Huntress and Hag prior to patch 2.2.0 and Myers once he reaches Tier 3.
But Freddy never had a different lunge, it has always been the standard one.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621477#Comment_3621477
Talk to the devs, not to me. The point stands that this IS a competitive game and MMR exists. So you deal with those implications. If you don't like that, you need to be talking with the devs.
...That is why we are all here. To talk to the devs, to offer feedback. Everything we've all written here is within the developers' reach.
But you asked why MMR was introduced and I am offering my views about it.
If you wish to stop the discussion, I'll press the matter no further.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621453#Comment_3621453
Well, it's here though, and obviously here to stay. Thus it is now a "competitive game". If they want to split that off into a ranked queue, that would certainly be the best solution, then they can balance each mode differently. But the point still stands that we currently have a competitive game, like it or not.
It is never too late to remove it.
Most players don't view DBD as a competitive game nor do they want it to be one. The way I see it, we don't have a competitive game. We have a portion of the playerbase treating it as such.
MMR was never introduced to enable a competitive scenario. It was merely a replacement for Ranks and, in my honest opinion, it has failed completely. It isn't a surprise that most feedback regarding MMR was, and still is, negative.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621149#Comment_3621149
If its not a competitive game, why does MMR exist?
Because the community's response doesn't seem to have had much of an effect.
Many MMR tests had an overwhelmingly negative feedback. I believe that was a warning that the system shouldn't have been implemented.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621434#Comment_3621434
Instead of adding some mind-gameable loops, they are just removing loops. BHVR and their balance team are doing amazing job. Like how many bad reworks we need to make them stop.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621405#Comment_3621405
That's what we've been waiting for!
FINALLY!
What makes it even worse is the fact that, before the huge map reworks, there was one patch where they were trying to adjust the stronger windows in the game without turning the maps into complete deadzones.
Trying to find that sweet spot of balance, you know?
But it doesn't seem they want to go in that direction anymore. Now it is either full deadzone or maps like The Game and Garden of Joy.
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@Sunbreaker7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621371#Comment_3621371
Denying that certain things are not relics of the past is just as much naive. You do know and most likely agree that many perks now balanced were once extremely broken and needed the upgrade, so these certain perks could be called relics of the past, had they been left untouched and still present in their original form.
You can of course make any crazy example, but at the end of the day, we both know some things about Dead by Daylight are still outdated game design which BVHR works (albeit very slowly) to fix and balance.
Oh yes, I can agree that some things in this game were broken and required changes. Sure, I am the most old-fashioned player in the Fog, so my list is definitely shorter than everyone else's. But I do have a list.
However, I do not think things should be changed simply because they are old. Things cannot simply be dismissed as outdated game design because countless times the old game design is far superior than the current state of things. We'll Make It, STBFL, Adrenaline and many other examples are excellent perks that can be seen as relics, but most certainly do not require a change.
Like I said, things have to be looked at individually. Some things could use changes, others could use reversions, but changing something simply because it was created a long time ago is an idea I'll never agree with.
@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621371#Comment_3621371
Agreed, heck why don't we say that The Nurse is a "relic of the past" and she needs to just be removed? They can also remove that relic The Doctor while they are at it.
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621373#Comment_3621373
Some "relics" don't need changed. For example, STBFL. Last it was changed was 2018 from what we see and a lot of people don't want to see it changed judging from some of the posts we've seen.
Besides how does it feel outdated when bleet, slinger and artist all have various versions of it. All hers is is just easier to proc and actually come with a downside.
Well said.
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Nah, it is alright. She only gets one anyway. It has already been nerfed.
Besides, it has always been a pet peeve of mine when someone says something is "a relic of the past". I don't think this holds any weight, because you can say it for anything.
Want an absurd example? Me. Am I, GeneralV, not a relic of the past? Am I not someone who was here for the Old DBD but doesn't fit in the modern one?
You see the problem? This line of thinking would eventually lead to another game entirely. What can be done is understand every item, add-on and power in this game, and if they are to be changed then it must be because of a balance issue. Not simply because they are old.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621164#Comment_3621164
yes. at the time, there was 2 schools of playing freddy. otz briefly talks about that. The first school was that the way to play freddy was to run two cat block that reduced the dream transition time and play as m1 killer. freddy's mechanic was that you couldn't m1 survivors. you had to put them in dream world and dream transition was very long. Like 6 seconds. it was like having borrow time on every survivor. with add-on, they reduced dream transition time. In the end game, you would get free escapes because freddy atrocious at defending hooks. The dream transition gave survivor's free pre-running potencial because even if they were out of position, survivor would make it to the pallet as a result of freddy being unable to hit the survivor. He almost had 0 chase potencial. The only add-on that improved your chase was Red Paint Brush because it reduced your TR from 24 -> 8 meaning you would have some periodic wall-hacks at loops but the add-on also reduced your m/s from 115%->110%.
https://us.v-cdn.net/6030815/uploads/KB183VC0URRV/image.png
https://us.v-cdn.net/6030815/uploads/UU3VSLFA6Z5I/image.png
If you watch otz video, otz talks about freddy's strength. freddy's strength were that he had unlimited wall-hacks across the map and he had 24 meter TR(16 meter) with M&A. The problem is that using his wall-hack at base-kit was really bad because survivor could go to generator or use self-care and wake up easily. This add-on otz uses reads as following. it considerably decreases chances to get skill-check. The green add-on above it does same thing but it moderately decreases chance to get skill-checks. survivor's found these add-on to be frustrating because when you stacked them, survivor spend 20 seconds self-caring and get no skill-check. Freddy could read your aura across the map, see that you were self-caring then show up and hit you. The same thing would happen with gens. you'd spend time working on a gen from 0->50% with that -50% action penalty and still get no skill-check. When you do get skill-check, you regress gen which produces loud noise notification for the killer. So freddy show up to your gen, put you back to sleep and so on. Otz mention in the video that if survivor group-up, Freddy could see the survivor who was waking up and by the time you wake up, he would show up and put both of you back to sleep. Survivors hated this gameplay, it had no name, but eventually gave it a name, it was called "forever freddy" because it stalled the game.
people who didn't take advantage of add-on and his strength whined that freddy sucked. Killers who did use add-on massively stalled the game and survivor found that frustrating. So they reworked him into what he is today. Unfortunately, survivor still found him annoying even after rework because he had two add-on's. Swing chains and Jump rope. These add-on reduced your action for repairing and healing labelled as "Forever Freddy" add-on's. Survivors found these to be annoying, so they nuked this add-on to orbit by completely making them useless and they also took the time to nerf freddy's base-kit by reducing his max snare count from 8->5 and making it that when you charge a snare, you move at 100%.
Since then, freddy has not received any changes. My guess is that he has design related to -action speed but dev don't want killer to use it so freddy just stays the same. receiving no changes. These days, I don't think killer care about that -action speed. people like @GeneralV just want freddy to be fun to play. Being stealth killer with unlimited wall-hack is fun. Current freddy kit is boring. He has nothing unique that stand out even if BVHR did buff him. His old design was superior because he had different unique gameplay that no other killer had to this date. otz showcases some matches with old freddy power.
people like @GeneralV just want freddy to be fun to play.
At this point, my friend, I just want my favorite killer back.
Even if they bring back his 1.8.1 (post-nerf) version without a single QoL improvement I will still love and main him.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621307#Comment_3621307
Thy have started to make smaller ‚balance changes‘ to maps now. All maps released before Dead Dawg got their ‚Realm Beyond‘ graphical reworks now except for Swamp.
Ormond also got some changes in between, some tiles don’t spawn anymore (eg the hill with that tower structure)
All maps released before Dead Dawg got their ‚Realm Beyond‘ graphical reworks now
Reading this feels like being stabbed in the heart, ngl.
Still, Ormond did indeed get changed in-between. I remember the OG Ormond's layout, and it was different.
I wonder what will happen to it this time.
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The way I see it, these new systems are problematic because they were introduced to help fight against strategies that are valid. Sure, no one likes to be camped or tunneled, but every killer is allowed to do it. Therefore, a basekit mechanic introduced into the game to fight against those strategies cannot be too strong.
Seriously, has anyone felt protected by the basekit endurance? Or jumped off the hook because the killer was nearby?
These systems will never work the way people think they will. I believe it is best we use perks, instead of basekit mechanics because perks can reach the required level of strength.
And this isn't a flaw in design, because these perks aren't being used to handle a problem. They are being used to handle a valid strategy, that just happens to be frowned upon. So we buff DS, buff BT, make them disable at the end game if we must.
It would be better than anything these systems have to offer.
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Again?
Didn't they already change Ormond? If I am not mistaken the tiles we have now are not the same tiles original Ormond had.
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@Devil_hit11 said:
Unlimited wall-hack while moving at 115%. that was his most defining feature that no other killer had. Still no killer to this day has that.
His other defining feature is -50% repair/healing/exit gate penalty which rework on improving through add-on but got gutted. so he has no identity.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620690#Comment_3620690
freddy wasn't good even with -50% penalty and old pop/old ruin probably outclasses all current game-delay options.
Unlimited wall-hack while moving at 115%. that was his most defining feature that no other killer had. Still no killer to this day has that.
Monitor&Abuse + Red Paint Brush = No TR.
One of my favorite combos he had to offer.
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@InsaneCoaster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619590#Comment_3619590
It's interesting you make this point, because part of the reason I use them is actually to make reworked maps have more of a similar feel to their original counterparts. Of course you can't completely revert it through filters alone, but MacMillan for example is now horribly dark in my opinion compared to the original maps.
I do agree though, some people's filters can be quite ugly.
I know for a fact there was a mod, back when we had that brief age of modding, that got pretty close to the original maps. They couldn't change textures or overall visuals, unfortunately, but the lighting was pretty close. Especially MacMillan's.
Though most filters just make the maps uglier. That one you've found sounds pretty cool.
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When I play my favorite killer I often think about this part of the movie's OST:
https://www.youtube.com/watch?v=sdPysG5XWPcScary and fitting for Freddy, perfect.
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It is needed right now, because of the sheer amount of tunneling.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620427#Comment_3620427
This would be very cool... watching a survivor cleanse my totems and being unable to stop them was always irritating
Glad you like the idea, friend!
And trust me, I know the feeling. Especially when they would finish a gen right in your face.
But there is indeed an easy fix for that.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620432#Comment_3620432
We've danced before, and I remember this suggestion.
Have to admit, the TP is pretty cool. I like the blood rushing out of the generators... and part of me I likes the idea of anyone regardless of asleep or awake seeing it as a mind screw when using the add-on 😁
The immobilise for survivors while yoinking into the dream looks like it fixes a lot. I think your iteration of the idea works fine, especially as it gives him some nice traversal.
I'd personally like the new sleep and old sleep mechanics combined. What I'd want for Freddy is to capture the ambiguity of when you're between awake and asleep... in short:
- Survivors have 90 charges of microsleep and don't see their progress.
- Charges at 1 c/s (90s) and 2 c/s doing conspicuous actions (45s).
- Freddy channels a survivor at 10 c/s (9s)
- Once the sleep meter is filled the survivor can see Freddy intermittently (like the current Dream transition)
- Micro-sleeping Survivors get pulled into the Dream World by making loud noise notifications or when Freddy channels. Wake up from skillchecks removed.
- Can only be woken up when in the dream world either by teammate wake up action from someone not in the dreamworld, or via the clocks (though I'd use hot plates, steam vents or whatever and have survivors scream).
I was looking at dropping his gen slow down to 30% with this change, as Freddy can take a lot of the newer gen slow perks as well, and escaping the dream is harder.
The immobilise for survivors while yoinking into the dream looks like it fixes a lot.
It does!
That was, essentially, his only weakness. I never understood why it was never changed, because even though we didn't have the Incapacitated Status effect back then we did have Madness 3.
But now there is a golden opportunity to fix it and I'm sincerely hoping the developers take it. I know I've said that before, but this is a topic I feel strongly about.
He was my favorite killer, after all. He always will be.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620816#Comment_3620816
But just because someone loves her power, this does not mean we should ignore her. Nurse's power simply breaking the game rules.
I am against to nerfs and reworks when they don't need it but we have 2 exceptions atm: Skull Merchant and Nurse. Both of them have unhealthy powers for game balance and they need to go.
I think they just don't want to create dissatisfaction.
People are already unhappy with many killer reworks. I can see the reasoning behind not wanting to do another one.
But yes, that means leaving Nurse the way she is. And that can be either a good thing or bad, depending on your views towards Nurse.
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I almost never do it.
I don't think it is bad game design and I understand why killers do it, but a 3k is already a victory in my book. Not need to waste someone else's time.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620495#Comment_3620495
I can't believe they are spending time and resources on another Billy "rework". Literally all they need to do is put him back exactly the way he was before (add-ons included), tweak a couple of his strongest add-ons, and everyone would be happy.
Exactly.
A full reversion, followed by a: "Charge Time gains do not stack".
And Hillbilly is perfect again.
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If it happens, then I was here for the removal of Overheat.
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Killers like Billy, Freddy, Slinger was not even close to her level but they all nuked by BHVR but not Nurse obviously.
That might be why a full rework of Nurse is unlikely to happen.
Because if we look at past examples that you mentioned, we see how terrible some of those reworks were. We can also add Onryo to the list, whose rework was so bad it is getting reverted.
The only ones that aren't considered to have been terrible are Bubba and Legion, but that is because they were made stronger. I don't think the community wants Nurse to be made stronger.
I think the developers want to avoid another Freddy or Billy situation. The Nurse won't place puddles of blood on the ground, she won't overheat, and it might be safer to leave her power unchanged.
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@D0NN1ED4RK0 said:
Remove the words “protection” from the description of mettle of man
Ah yes, no one forgets the original Mettle of Man.
One of the most infuriating things I've ever played against.
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I think some of the default chase themes would fit SM more than her actual theme does, to be honest.
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@BubMickey07 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620634#Comment_3620634
I mainly said this cause it takes alot now to get the bloody parts
I think it should work like this:
Prestige 1 - First bloody cosmetic and the character's perks unlocked for everyone at Tier 1
Prestige 2 - Second bloody cosmetic and the character's perks unlocked for everyone at Tier 2
Prestige 3 - Final bloody cosmetic and the character's perks unlocked for everyone at Tier 3
Way better than going up to 9, or going so far up that people start to dodge your lobby.
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I don't even like the idea of the Prestige change, to be honest.
Unlocking perks at Tier 3 for every character was nice, but why did they extend the system until P100?
How far do you even have to go if you want a bloody cosmetic? P9?
That isn't right, it is too much.
I think this change should be reverted. Sure, keep the perks unlocking at Tier 3 for every character, but lets just go back to P3-50.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620595#Comment_3620595
I agree, even vs non competent survivors it's somewhat impressive you won on that map. You have no control and incompetent teams are for too common for literally any player.
I have to play at a specific time after mmr decides I've played enough after a break to get good survivors.
Playing any of the killers I've mained at this point would be horribly boring vs bad survivors, not just blight. But hey, mmr is fine.
Thank you, though I don't think Disturbed Ward is that bad for killers. Visually I think it is awful, simply leagues behind the beautiful place it used to be, but in terms of balance I think it is okay-ish. There are worse places to go.
Honestly, I have absolutely no idea where in the MMR limbo I am. I just hope it isn't high.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620589#Comment_3620589
I wish I could, but any competent group of survivors would never let you win on disturbed ward with your build/killer.
Ah well, this is outside of my control. No Blight, nor Nurse or Freddy, is guaranteed to get a "competent" group of survivors when running this "build".
But hey, never forget that I tried.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620589#Comment_3620589
No need to strut around with those OP addons. Try it again with kid's drawing
Or better yet: send yourself to a properly balanced map, such as The Game or Garden of Joy.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620566#Comment_3620566
The only reason I replied is because I'm the only actual blight main in this thread. It felt like I was being attacked by the two I responded to.
Ring when tunneling is completely unfair, but I don't understand the person to run only shadowborne+bbq and then tunnel someone out. You can't run 1 mid tier perk with op add-ons and then use a currently S tier "strat".
When I do use ring people aren't dying until the 8th hook unless distortion/locker. Well.... that's actually just the norm for me so disregard that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620544#Comment_3620544
Not really, you would lose vs most competent survivors even if you have insane macro+m1 mindgames.
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620544#Comment_3620544
I think that would count as masochism so I would advise against that.
Done.
Map was Disturbed Ward. I didn't wanna slug for the 4k, so Kate managed to get out.
I do feel bad for Meg over there. Her name was extremely similar to Nea's, so I think SWF sent her to an unfair match. I didn't tunnel her out, but she sure looked new.
Ash was a good survivor, he did what he could.
So... impressive?
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620546#Comment_3620546
He is easy to dodge. Therefore I like playing against him and it feels good when you can say; I can loop him to your friends, that die to him.
If I'll play against a killer who moves fast, I would much rather go against Hillbilly.
Billy has a deadly weapon at his disposal, but he doesn't throw you in random directions nor has a countdown towards hindered.
I won't call for Wesker to get changed in any way, but I do hope I never see him again.
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@Xyvielia said:
BHVR Devs owe the new players a live tutorial recorded and stored in the game, played by their top-most elite skilled personnel, and showcasing precisely how to most efficiently and optimally play DBD on both sides.
Multiple strat vids from Devs, made available to all players in game is essential for new players to succeed w/o quitting early on, as well as beneficial to all players, to see exactly from the creator’s expertise how best to handle every scenario encounterable in the game.
That they haven’t done this yet, and instead gave everyone a generic ‘tutorial’ on the absolute basics is pathetic and shows much about what we’ve all come to know over the past 7+ years.
showcasing precisely how to most efficiently and optimally play DBD on both sides.
But that would be a tutorial on how to ignore every secondary objective on one side and how to tunnel at 5 gens on the other.
I don't think we need it, tbh.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620458#Comment_3620458
From my matches, all it does it just making tunneling way too easy. The Survivor who is unhooked is bound to go down eventually since being unhooked does not remove infection and 8% Hindered in inevitable as a result.
I just think it makes him a bit too strong in that regard. He already has a good chase power, having an 8% Hindered effect on top of it seems a bit excessive.
From my matches, all it does it just making tunneling way too easy.
Precisely.
I respect the opinion, but I genuinely don't understand why people find him fun to go against, outside of just liking the character.
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Flex? Is that supposed to impress?
If I were to launch the game right now and play Freddy with only Shadowborn and BBQ + some random add-ons, would that be impressive?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620513#Comment_3620513
I know a lot of people give fnaf hate thinking it's a kids game, but Springtrap is genuinely a horror villain. I don't think many of those people really even know who he is and what he looks like. The recent movie shows him before he actually died, but post death, the dude is just downright scary.
"You are wretched, rotten little beasts!"
I loved the movie.
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FNAF.
Make William Afton the brutal villain he actually is and it would be a nice chapter.


