GlamourousLeviathan
GlamourousLeviathan
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- GlamourousLeviathan
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The biggest problem with the game in general can be explained in three words: Survive with friends.
Nothing in this game is more broken than communication outside the game, it literally kills the game's basic foundation.
What's worse, the disparity between solos and SWFs is so enormous that it is impossible to balance it without making solos suffer much more. IMO, BHVR has two options to solve this problem, either make an in-game voice chat and balance the game around it or finally treat these two different things (solos and SWFs) as different and maybe give debuffs to survivors if they are playing together.
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@ShinobuSK said:
Only point in mori is to do mori daily but I scrap those anyway
It's 60000 BPs, the double of a normal daily. I'm not scrapping that.
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Every killer that has a lullaby is weak (Huntress, Trickster, Sadako and Deathslinger with his 40 meters terror radius), they might as well remove this concept entirely since none of them have a catch up mechanic (except for Sadako) and it is really easy to just hold forward against them whenever you start hearing the lullaby.
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No. Pain Resonance gives more regression (except when the generator is 75% or more), you don't have to go the gen and kick it and it also targets the gen with the most progress. Pop now's simply is getting outclassed by the other regression perks.
If you don't have anything else fine, but when there are other perks to compete it will be worthless.
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Maybe because it is the only viable killer in the game...?
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3035519#Comment_3035519
They're not useless, that's false.
No, they are. The most common counterplay to Hag is activate her traps on the edge of their range so she can't insta teleport and hit you. These add-ons make it easier to do that.
The only usage there is to this is to get on chases faster, but Hag doesn't go for normal chases since she is 110% so the trade is not worth it.
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Did they change those Hag add-ons? Was it just bug fixes or did they finally realize that those were useless and actually detrimental to her and reworked them?
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I would not nerf him. He is fine. The only change he needs is to fix his collision so he can't hug tech neither get screwed by Ormond.
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@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3035314#Comment_3035314
You are ignorant if you think Overcharge is fine lol.
If you have ever played killer you know that a kicked gen doesn't even stays regressing for more than 30 seconds most of the time. If survivors really want to get a strategic gen done, they will tap it and start working on it as soon as you start chasing another survivor. If the gen stays regressing for more than 30 seconds it normally means that either the survivors gave up on that gen or the killer has managed to keep really good pressure. On both cases, the killer should get rewarded for it.
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The rest of the patch seems pretty good. Off the Record os the only thing that would break the game tbh and I doubt it they would release it as it is.
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@WeaverReaver42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032406#Comment_3032406
That would honestly make more sense. Rather than have direct kill potential he's good at running people down. You could even reduce how long the chain lasts so the deathslinger can't two hit down you as easily (which granted still isn't easy as you need to line up those shots in potentially cluttered areas).
On the past, they removed this from Legion because it had no counterplay, which kinda makes sense given the nature of the killer. Deathslinger doesn't have that problem since it is pretty difficult to hit shots and survivors can dodge it. It would also reward you for doing interesting shots in places where you wouldn't normally get the hit.
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On the other killer that gives deep wound (Legion), the stat makes sense since you're hitting multiple survivors with it so it works as a slowdown mechanic. Deathslinger isn't a hit & run killer, so deep wound makes no sense with him. IMO, deep wound on Deathslinger should work like how it worked with OG Legion, so if the DS keeps hitting you with his shots but he doesn't hit you with his M1, he should at least make the deep wound timer decrease.
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Amen. Hope they go an extra mile and rework that map.
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Since they got the worst possible option for killer for the next RE chapter, they might as well make a third chapter to compensate and not leave the RE franchise with a bad taste.
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I'm not sure but I am glad that they are nerfing it since now Spirit will be playable without Dried Cherry Blossom.
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Ruin was an overrated perk. I always felt that it's high usage was because of its fame from the OG Ruin and pre nerf Undying times. Since Undying nerf J never used Ruin again and now I have even less of a reason to do it.
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As long as they bring Doctor's as well I'm fine with it.
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I don't think Clown and Nurse needs it, their models are still great. However, Billy, Wraith and Myers, specially Myers, need new models.
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SWF will never be the same as solos because of how the game is made. The least the devs can do is treat these two different things as different and gives buffs and debuffs depending if they are solos or SWFs.
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I'm gonna have so much fun playing forever Legion. Thanatophobia + Dying Light + Pentimento + Gift of Pain.
I agree though, there should be different types of skill checks to make generators more fun to do. If I were BHVR, instead of increasing gen time I would add a secondary objective but since they don't want to, I'm fine with more gen time. At least the game won't be unplayable against optimal teams anymore.
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Sadako on the movies: I am going to get my revenge by spreading my curse through the whole planet and those who do not spread my word will get killed in the most horrific way possible 👹👹👹
Sadako in DbD: Cursing survivors is hard 😭😭😭 Can someone turn on this TV for me?
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Twins never really cared about Dead Hard that much so I don't think it will make a difference in their gameplay. If anything, for them it gets worse because before Victor would land far away with his normal cooldown, now if you hit a Dead Hard you will land on the foot of the survivor with a 5 seconds cooldown.
However, some killers, those being Doctor, Pinhead, Deathslinger and Trapper will definitely appreciate the change.
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I never used the perk to begin with and now I have even more of a reason to not use it. Before it's usage was questionable now it's just garbage.
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I would have chosen Jack Baker or his wife as the killers.
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Iron Will nullifies Spirit's power and Spine Chill directly counters Ghostface and Myers hard. One thing is a perk that gives you advantage against a certain killer, like how healing perks make killers like Oni and Twins have a bad time. Another completely different thing is a perk that makes some powers almost useless simply by using it, which is totally braindead and problematic.
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The bodyblocking with endurance doesn't need to be nerfed since most of the time the effect doesn't last very long. On the last instance you can use Forced Penance if it gets really annoying. It is a good perk tbh.
But I agree that this new Off the Record will need massive changes. I feel like they mistyped or got confused when making the notes. I think that the Off the Record would be supposed to protect you from aura reading for 80 seconds instead of giving you endurance. It's not as OP and goes on the same purpose as the original perk.
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/3016739#Comment_3016739
I completely respect that standpoint. IMO 15 seconds is too long because of it also extending the new base-kit speed boost on unhook, but I respect your viewpoint completely.
When it comes to OTR I don't see any scenario in which anyone would see it as fair during an endgame situation where someone is guaranteed to be able to take an extra hit that would have never been afforded in the current meta.
I wouldn't even say it would be a problem on endgame. Just follow the killer and bodyblock him in any situation you can get. They will have to hit you at one point since it is 80 seconds of endurance.
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@Viskod said:
Now I know this is a crazy idea but if you see someone unhooking in front of you or before you can get any real distance away, how about you attack the person doing the unhooking instead, and if the unhooked survivor body blocks you, then their fancy endurance is already gone anyway.
That's true for BT that has 15 seconds. OTR has 80. The unhooked survivor can get rescued away from you, run at you from across the map and still get the endurance hit. Smart survivors will just keep following you with this perk until you hit them since it is very unlikely that they will get punished for it.
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I don't think new BT is strong. However, new Out of Record is absolutely busted since it will be a free health state for 80 seconds which is absolutely insane. With BT you can pretty much get the survivor if they are bodyblocking because waiting 15 seconds is manageable but good luck waiting 80 seconds...
Considering you would be able to use use it twice perk survivor every time you get out of hook then that's 8 times you would have to take the hit with no benefit for you, given that they all have OTR. Might as well bring old Mettle of Man back!
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@Mozic said:
I actually double-checked, Off the Record deactivates for all the same reasons Decisive Strike does. I'm no longer worried about this lmao
There is another problem. This, a defensive perk, will be used aggressively from now on. You could theoretically bodyblock with BT before, especially on maps with a lot of doors like RPD or Midwich. However, waiting 12 seconds was absolutely manageable and then you get a slug right after. For this new OTR you would not be able to do that since waiting 80 seconds is not manageable and you would get no benefit from hitting the survivor.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/3015156#Comment_3015156
I think it does tell you. They responded to someone's tweet asking about it and they said it will let the Killer know when they use it.
I can't remember who's tweet though. Sorry.
Okay so I guess it is weaker...? I don't know then, I would have to wait and see.
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Off the Record just seems extremely busted and weird. First, it completely changes what the old OTR used to do. Not only that, but it makes the base BT and the actual BT pointless. Like, why would ever nerf BT and make part of it basekit while giving survivors a perk that does the EXACT SAME, but with numbers all over the ceiling?
Like... #########?
I am really digging on this update but this OTR update just does not make any sense whatsoever and just seems busted af.
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I think it depends if it indicates that they have activated it. Otherwise, it would be just the old waiting game for DH to activate but worse since you wouldn't know if it was used or not. It would be really problematic for killers who have predictable projectiles and would be really easy to use DH on. Demogorgon, Huntress and Blight just to name a few.
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Matches up to 15 and 20 minutes? That's optimistic. Most matches take from 6 to 10 minutes.
Overall, I agree that pallets simply aren't that much of a valuable resource on most maps. You can just throw most of them and since most of them are safe the killer just has to break it and if they stop to break every pallet in the game then all gens will be done before such a thing becomes impactful.
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It depends on how you tunnel. If you know the person doesn't has DS or if they are weak loopers it makes sense tunneling them out.
Also, if all survivors are trying to stop you from tunneling then no one is doing gens, therefore it is effective.
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Overzealous and Resilience are overkill. Everything they need is Prove Thyself to make the game last less than 5 minutes.
Yesterday I had a SWF send me to Ormond and one of them had Prove Thyself and a really good toolbox. They all escaped but I got the same SWF again and made sure to tunnel the Prove Thyself. Good thing since I got 4k that game.
If it helps, I will say that most efficient SWFs have one member who isn't very good at chase but has a build specific to rush them. I would suggest tunneling them out.
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To be honest, after Trickster, BHVR hasn't released a killer that I dislike. Nemesis is okay. Pinhead is really frustrating but he is fun when he works. Artist is really strong and feels really nice to snipe people with her. Sadako although weak really matches my playstyle making her one of my favorites.
Dredge is just wonderful. He is strong, fun and has a really cool design. His perks although not as good as the previous releases are not completely garbage with Darkness Revealed being actually quite decent.
BHVR has been nailing it's releases for me and I would say that I am really optimistic about the upcoming chapters if the next one wasn't Wesker
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Something that is quite concerning about Sprint Burst becoming meta is that it is a perk that pairs so well with Prove Thyself (another really strong perk which isn't getting changed).
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For killers I think it will depend on how the devs compensate for the gen defence nerfs. If they give killers a good gen defence as base then I would expect to see much more chase perks like Spirit Fury and Bamboozle and anti-healing/instadown perks like Forced Penance, Sloppy Butcher, MYC, etc.
However, if the compensation isn't enough, I would imagine the gen defence perks that survive/get buffed to become meta. Call of Brine, Deadlock, Dead Man's Switch, Eruption and Overcharge (if the buff is good) to name a few.
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@[Deleted User] said:
Overcome really doesn't do much against a lot of killers.
Trapper - No overcome if you get trapped
Wraith - Can just cloak the distance to you.
Hillbilly - Instadown killer
Nurse - Will just blink to you.
Myers - Instadown Killer
you get the point.
Personally i plan on using Lithe.
I mean, the perks who give you speed (Overcome, Lithe, SB, etc) are countered as a whole by high mobility killers, Wraith, Billy and Nurse included. DH just happens to be a perk that counters everything equally lmao.
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1 - Make more zombies spawn depending on the map. Two zombies is fine on a small map like The Game but on Mother's Dwelling it becomes a useless mechanic.
2 - Make it so that survivors do not get a speed boost after getting infected.
These two changes would make Nemesis much better than he is today.
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I only play killer and I'm almost at 20 games and still haven't completed my personal goal. The thing is, I am a Pop Goes the Weasel and Call of Brine gamer. 40 gens per person is just too much considering that kicking gens isn't that efficient most of the times.
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DS is probably the strongest perk in the game for the single fact that you don't need to use it to get value out of it. A lot of times you are not going to make use out of it because killers simply won't bother going after you after getting out of hook out of fear of DS. The thing is, if the killer risks picking you up and doesn't see DS, they are going to tunnel you because getting someone out of the game quickly is efficient.
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I mean, Samination is the one who keeps using Nea as The Entity but since the animation are a series ha can't just put Nea as a normal girl and pretend like nothing happened. Therefore, while Samination exists, the joke will continue on and since he is pretty popular people will continue to call it.
Nea is still ugly af tho.
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No, he still downs people with his M1, therefore not a M1 killer. He is just very very very incompetent at it.
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At the start, they released two killer skins and then they only have been releasing survivor skins and a charm. Can't they make it one month killer and one month survivor? I don't play survivor so I end up giving my skins away.
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I am fine with bodyblocking with BT, I can wait 12 seconds. What pisses me off is having to wait DS afterwards since it's more 48 seconds of invulnerability.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2996307#Comment_2996307
When you think about it he actually make more sense then another hillbilly killer like jack baker. Most of re villages would be a nightmare to implememt or just be straight up boring gameplay wise.
If we go with a tyrant well we already have nemsis so it would just be kinda a question of why a stronger or weaker version of nemsis was added to dbd instead of improving nemsis.
If you have an exciting example in your head fire away. But keep in mind what i mentioned above. How would there power be new or exciting. What new invovling strategies could be added to add zest to there gameplay.
Wesker has a tyrant form to pull from a humanoid form with enhanced speed and extremly dexterous manuvers. Hes a mastetmind using a wide macabre of zombies and umbrella resources to outsmart and experment on his would be victims. A trial could start with every survivor suffering from a growing dangerous infection. Its all in character and lets be real hes the most quotable re villain of the series.
Ps winds of madness remixed to be a chase theme wpuld be incredible.
Being hard to implement isn't an excuse as BHVR has already proved that they can indeed adapt characters who in the source material have much more complex powers (Freddy, Pyramidhead and Pinhead are prime examples). They have some degree of creative freedom when making killers, so I doubt that any RE villain would be impossible if they wanted to. Also, if being gard to implement were an excuse, they wouldn't be pushing in adding different mechanics into the game, which would eventually make new killers boring.
Therefore, once the characters checks basic criteria (being killer sized and come from a horror franchise) themost important factor is the character being interesting. The thing is that Wesker is the most boring choice possible from RE both in design and lore. Jack Baker has a much more interesting backsotry and although in the surface he seems like just a brute, BHVR could work something out or just bring his wife who would have insect related powers. On the other hand, any of the Village villains would be a cool addition, specially Dimitrescu and Moreau. From the old age of RE, Birkin and the villains from RE4 would also be more interesting than Wesker.
My point is, Wesker is garbage.
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Corrupt is probably the best killer perk in the game because of its ability to protect the first 3 gens from survivors. Lethal is just very gimmick and it only guarantees the first chase. If I wanted an early game information perk, I work just choose Discordance or Darkness Revealed since they can be used multiple times per match.
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The Failure, as it should be any RE villain but him on DbD.