GlamourousLeviathan
GlamourousLeviathan
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- GlamourousLeviathan
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BHVR's balancing team is just all over the place. They nerf Skull Merchant simply because people don't like to play against her, even though she is kinda of a weak killer, and then buff Dredge, which is already a really strong killer and don't even touch Artist since her release, even though she is one of the strongest killers in the game.
Not saying that they should nerf Artist and Dredge, but they leaving them so much stronger than SM while nerfing her to the ground makes no sense. It is like if League of Legends devs decided to nerf Teemo just because people don't like playing against him.
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I don't really hate map offerings and to be honest they shouldn't get rid of them because it helps achievement hunt and people who just like to play on a certain map because of the aesthetic.
Imo, they should just focus on making maps that aren't terrible to play on for a certain side. Looking at you Garden of Joy.
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Freddy used to have really good add-ons at one point, it is just that they pretty much deleted all of them lol. Dracula's and Pyramid's add-ons are also kinda bad, but they are not unusable. Skull Merchant add-ons also suck, but also more because of how much she has been nerfed.
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I actually don't hate breakable walls when they are done right. The ones in Midwich are a good example. If you don't break them, it creates a god loop, but if you do then the loop becomes very weak. The problem is on maps like Groaning Storehouse and Dead Dawg Saloon where if you don't break the wall it keeps as a god loop and if you break it, then it is still a busted loop.
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Artist is better than Blight and therefore the second best killer in the game.
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To be honest, all of the nerfs would be acceptable if they didn't just remove one of her scan lines. Those are not catching even flies now.
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To be honest, they should just revert her to her release state. Gen kicking was already reworked to prevent 3 genning, and CoB, Overcharged, and Eruption have all been pretty much deleted from the game. She wouldn't be able to do half of what she used to do back then.
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This is not even a discussion lmao.
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Well, Trickster and Skull Merchant are everything but scary. On the licensed side, Wesker, Dracula, and Vecna are not exactly horror antagonists to be honest. I think that DbD is going through their Fortnite phase, in a sense that they may continue to bring stuff that can be stretched as "horror" so I wouldn't be surprised if the Joker or Darth Vader appears as killers.
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@I_Cant_Loop said:
The devs said that buffs to survivor was to help encourage more people to choose the survivor role because the queue times for killer were so ridiculously long last time around. So we understand the rationale behind why this is being done. I think it will still be fine for the killer side because there were so many useless survivor teammates who refused to touch gens during the first 2v8 release. Gen repair speed buffs don't do anything when people altogether refuse to repair gens.
It is not about the mechanic being balanced for killer. This is not the issue I wanted to discuss. The point is that this is a mechanic that makes it even more optimal to tunnel and punishes Mr. Nice Guy gameplay.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811650#Comment_3811650
what is wrong with the game tipping in survivor favor or killer favor? that should be decided by how well each side plays…. not the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811651#Comment_3811651
i agree. i think both sides can snowball pretty heavily and i found that to be the most interesting aspect of the game. i found that 2vs8 mode is strangely more balanced than 1vs4 mode because either side to could win and you never know what to expect.
Ironically, I also kinda had the impression that 2v8 was more balanced than normal mode.
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@Devil_hit11 said:
i don't get why killer is being punished for hooking survivors. shouldn't it be the survivor being punished for losing? Like shouldn't goal be to discourage tunneling and encourage killer to hook all 8 survivors? that design is literal opposite. your punished for engaging with entire team and encouraged to only engage with half the team. that is like same problem that 1vs4 mode has. that makes me laugh.
I also don't agree with their mentality. In my opinion, both sides can snowball pretty heavily and that is ok. However, when I did this post I tried to wear their shoes and adopt their way of thinking. In that way, they aim to make the survivor experience more "enjoyable", but such a feature it would do the total opposite because it would incentivize tunneling more than anything.
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I will not rest until I see a Bloodborne chapter with Orphan of Kos as the killer.
But since Elden Ring is still in the spotlight, I would be glad with an ER chapter having Midra as a killer.
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It is not that I hated Castlevania and D&D, it is just that I really loved All Things Wicked over a lot of stuff. I really like Unknown and Greenville.
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You need 4 survivors for every killer, and considering that killer is the flashiest role, I don't find surprising when there is a survivor bonus. What surprised me is when there is a killer bonus, because it means there is at least 5 survivors for each killer.
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To be honest, if you want to stop killers from trying to get the first kill ASAP, you should should add a slowdown to gen speed when all 4 survivors are alive and buff the speed progressively when there are 3, 2 and 1 survivor alive. It just makes sense
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Team Plague and Twins. Plague injures everyone and Victor goes around cleaning the mess.
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I know that everyone is sharing these, I just want to post mine as well.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686847#Comment_3686847
Nah.
Off the Record has less counterplay for sure, but DS is the stronger anti-tunnel now. Pick-up animation and stun added together will just net you and your team a good chunk of extra time, not to mention that DS can be paired with flashlight saves.
OTR will be easier to use and perhaps a bit more consistent, but DS will be much stronger. Plus, DS works with basekit BT.
Maybe now yeah, but I still think that OTR can be more consistent for the fact that it can be used twice, has less counterplay, stays active for more time and gives you stealth. I just feel like OTR is a really overturned perk, as it gives you basically everything. Yesterday I used OTR and it also washed my dishes and watered the plants. Truly a perk of all time.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686883#Comment_3686883
Yes. I read the dev update properly. By the time Victor hits a survivor twice, that survivor might have gotten so much distance that a 10% haste buff isn’t going to compensate for the extra distance.
I think it will depend on the map to be honest. Maybe it will be enough for maps like The Game, but if we are talking about something like Shattered Square it may not be enough. We will need to see in action though.
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@ReverseVelocity said:
https://us.v-cdn.net/6030815/uploads/QEMTZ6MPD8QN/image.png
Did you read the dev update properly?
Oh well, nevermind then. For some reason I just read the locker part. Still, I want to test this to feel how it plays.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686847#Comment_3686847
The problem with OTR is that it resolves around Endurance. So if the Killer wants to tunnel, they hit the Survivor off hook and all Endurance-effects are gone. The Stealth is also not helpful, because the Killer does not need grunts of Pain or Aura Read when they are right behind the Survivor.
OTR is really overrated.
Well it is still a free health state once you get out of hook. Against killer who chews through health states like Bubba ou Trickster, it helps as long as you can get yourself to a strong position. But against M1 killer with no STBFL it really hurts as it forces then to take the endurance hit, which kinda defeats the purpose of tunneling in the first place.
Killers tunnel because getting a survivor killed reduces the teams overall efficient and survivors who are getting tunneled generally are more vulnerable since they are always injured. If you need to always go through 2 health states to down a survivor you want to get out of the game quickly, it massively kills your efficiency with the tunnel, which the other survivors can take advantage to work on gens.
Particularly, when I feel like I need to tunnel, I never go for the survivor with OTR, as it is just too much of a hassle.
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DS is still a great perk and can change the game in certain situations. Yes, if you get picked up by the killer and use DS while you are in a dead zone, it will give you just a few seconds, but if you can get you to a loop you can massively extend your longevity.
The factor that makes DS be rarer is just that Off the Record outclasses it in almost every way. OTR can be used twice per match, while DS can be used only once. OTR lasts for 80 seconds, while DS only lasts for 60. OTR can't be countered by slugging the survivor, while DS can. Also, OTR gives you a neat anti aura reading and mute effect. In pretty much every way, OTR is DS on steroids hence why DS is rare nowadays.
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DS was never weak to begin with, it was just massively outclassed by Off the Record which did everything DS did but better. I don't expect to see more of DS because Off the Record is still the better anti tunnel perk.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532856#Comment_3532856
Evidently not. You didn’t really kill all four; bleedout doesn’t count in the dev’s eyes b/c it isn’t how they intend the game to be played. If you dislike it tag a dev and asked why they changed it. 🤷♀️
Yet, it is how the game is played because of their bad design. If you want to get a 4k, you have an incentive to slug to reduce the game to a lucky 50/50. However, the game doesn't give you a tool to finding a slugged survivors after, so if they want to waste your time and your points as killer, they totally can. This would be somehow fixed by adding the endgame mori, but the devs haven't mentioned it in a long time.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532537#Comment_3532537
Adept is meant to be a challenge, if it was easy it wouldn't be an achievement.
It means you have to probably lose a few to figure out the best plan to be able to get all 4 people dead on hooks or simply bring a Mori which gives you the achievement but again, you have to get all 4 on hooks to do which goes against the "slug" mentality.
Having the fourth survivor escape because of hatch isn't skill related, it is luck related.
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Additional info: I have seen some people also saying that they are not gaining end game massages recently, so I don't know if that is a bug that effects the adept, or it is an intended feature.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532091#Comment_3532091
Because there is no way to avoid a bleed out??? Don't slug, down, then hook. It really is that simple.
1. The adept challenge incentives you to slug, since it is a required 4 kill. If you don't, then you're put into a coin flip, which is not efficient for the purpose of this challenge.
2. "Simply not slugging" does not contemplate end game situations where exit gates are already opened, which was what happened in my case. In that case, I was required to slug because otherwise the survivors would get distance and escape.
3. If there is a hook dead zone, it is beyond the killer whether or not the survivors bleeds out, since survivors can just keep going to that spot which makes you unable to hook them.
4. If BHVR wanted to just punish killers who let survivors bleed out on purpose, then they would have also give the Deerstalker effect at the end of the game, in case some survivors goes to a corner to be petty.
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@Melinko said:
If they changed it to where bleeding someone out doesn't give an achievement, it might be the smartest change they've ever made.
Yes, it is very smart to make survivors who already lost the game and just want to be petty feel rewarded to sabotage the killer.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532018#Comment_3532018
Doesn't feel changed to me as every time i get my 3 required eri medals it's usually a merciless
Just make sure you chase a decent amount of time not in close proximity of downed/hooked survivors and try to get all your kills with at 2 or more Gens left
Edit to include picture of the medals I had when I got adept xeno
https://us.v-cdn.net/6030815/uploads/AQ6TAJTDSYML/bac6b080-88bd-4c08-aa8b-d04179959549.png
I just want to know what are the current requirements for merciless, as it does change the strategy that I should use. I have every killer adept, with the exception of Xenomorph, and I got almost all of them before they supposedly changed the requirements for merciless, and I do tell you, on some killer, it does require some amount of farming and non efficient play in order to get double pips. So it is important to know what I should do first things first.
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@Majin151 said:
What were your medals at the end of the game to get merciless it usually takes 3 iris out of 4
Also unless they changed it today it's still the same
I am pretty sure they changed the merciless condition, not too long ago, to be based on the number of kills, instead of it being based on the emblem system.
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Please, I need this.
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I can see the cooldown being needed since now she applies condemnation to every survivor regardless of range. I think she needs other changes but a cooldown reduction would be nice.
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@ImpressionableTeen said:
I assure you that if people really like the killer, they can put up with bugs. That's why nurse has such a dedicated player base despite there being an object you literally can't blink through for no reason every other patch that you have to know about. The bugs might certainly lower twins playrate, but they CERTAINLY aren't the reason they are the least played killer.
They're just super boring lol
1. Nurse doesn't have as many bugs as Twins. At least, not as many bugs that make her unplayable in almost every patch.
2. Nurse is the strongest killer in the game, so she is gonna have a dedicated player base just because of that fact.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469810#Comment_3469810
Unless you're a super-sweaty high MMR 4-man SWF with perfect callouts and coordination, you don't actually know all of this and to paint all SWFs with the same brush does nothing to address the actual problem.
How come? Even if they aren't that coordinated, they still have MUCH more information than a solo. Also, even if all SWFs aren't like that, the fact that some can go to that degree just shows how absurd it is.
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@HugTechLover said:
People play wesker over twins because wesker is overwhelmingly more fun to play.
I disagree, at least personally. Out of the killers released in year 6, Wesker was the one I played the least, I just find him one of the most boring killers in the game. Regardless, my point isn't that if Twins had no bugs they would be played more than Wesker, but at least they wouldn't be the least-played killer.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467989#Comment_3467989
Don't you think there should exist certain perks that have a high skill floor? For items atm it's Flashlights and they still get hard-countered by Lightborn and Franklin's. DH could be an earned exhaustion perk, although time will tell how good it is. But shouldn't some perks for survivors be stronger/stronger when it's a good survivor piloting it? With killer powers this is quite true, it's why we accept killers like Nurse and Blight to exist in their current state, because their skill floor (as well as skill ceiling) is considered high. If everyone could play Nurse, she would have been addressed ages ago. But her and Blight are not countered by MfT. Maybe we need a perk that's strong against strong killers in the right survivor hands? (DH pre nerf was quite good vs Nurse and Blight, but the problem was that it was also good against most of the killer roster). But not as impactful against average to low tier killers?
The problem isn't the perk having a high skill floor, Flashbang has a high skill floor and it is fine. The problem is that MFT is so absurd when you reach that skill floor that throws balance out of the window.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467996#Comment_3467996
What exactly do you mean by balance around it?
How could they balance around having comms? Remove all aura perks? Remove the HUD update? Less hook states?
I'm confused. The biggest benefit of being in Discord is that you know the location of the killer at all times, how would we nerf this? I never see any suggestions.
You know where the killer is at all times, you know where the totems are as long as one teammate found it, you know where your teammates are (which counters blindness so it makes Knock Out, Third Seal and other similar perks useless), you can develop team strategies easily, you can keep yourself updated on team resources, you can know the exact places some killers place traps... The advantages of SWF are endless and there is simply no way of getting around it unless removing the feature (something they won't ever do) or make everyone a SWF and rework the whole game.
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It clearly messes up the balance of the game and there is no way to get around it. Just add a voice chat or a ping system with text chat for solo players and then balance around it.
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@TheWheelOfCheese said:
Stuff like this is literally why people say that either the devs don't play the game or they aren't very good at it.
I mean, we need a reminder every 3 months to be sure that they don't play their own game.
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When I saw this perk for the first time I thought "Oh, it is just 3% I bet it is barely noticeable" but hell it is a game changer. This perk on the hands of potatoes barely does a thing indeed, but on the hands of a decent survivor that knows how to loop it extends the chase so much for absolute no reason. I'm just not playing Deathslinger until this abomination gets nerfed, it simply makes the game unplayable for 110% ranged killers.
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"Tunneler" happens at least 5 times a week.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455785#Comment_3455785
I don't necessarily disagree with your points here, but I will say that simply running behind a survivor isn't the only solution available to killers.
Every killer has a power. Nearly every killer power in the game assists in chase in some way as well. Killers can take health states from range, instantly down a healthy survivor, hinder survivors, give themselves movement speed, gain stealth, teleport, zone survivors, or even several combinations of these at once. A couple can even vault pallets or windows with their power, or even shatter pallets as a part of their power.
I'm not sure why most of these haste discussions seem to assume there's absolutely nothing the killer can do here. A huntress with an empty loadout (no perks, no add-ons) still has two methods of hard countering this, for free, base kit: bloodlust or hatchets.
If you're going to play a killer like they have no power whatsoever, then no amount of 'game balance' will help you.
But of course, each killer has their methods of getting survivors. The problem is that this extra 3% affects more killers who rely on M1 to get downs and they already struggle to begin with. 3% isn't gonna do much against a Nurse who teleports or a Blight who dashes around, but for a Pig who is a M1 killer is devastating. Sure, I guess you can just hit & run with Ghostface and Pig, but eventually you still will have to take a full chase.
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Wesker has been a popular killer since release. I'm pretty sure they will fix him at least until Nicolas Cage drops. On the other hand, just imagine if Twins were the ones to get kill switched...
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I just wished for a Twins mask with a little mask for Victor as well.
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People seem to forget that killers are faster when running and slower when they have to deal with pallets and windows, while survivors are slower when running and faster when vaulting pallets and windows. So if you make a certain course with X amount of windows and make a race between killers and survivors, in theory they should arrive at the same time.
Of course, survivors shouldn't have the same speed as killer from point A to point B, since the killer has to deal with 4 other survivors and can't waste too much time on one. That's why loop balance exists, but when loop balance isn't enough (looking at you Groaning Store house's main building) you need something to stop survivors from infinitely going over the same place to make them being caught impossible. That is why window blocking exists and that is why bloodlust exists.
They are just very situational mechanics that help deal with certain tiles. Window blocking only applies after 3 vaults on only one window and bloodlust takes a while to activate and disappears when either you hit a survivor or when you break a pallets, that's because then the game assumes that you have dealt with that loop and doesn't need those tools anymore. Essentially, you shouldn't rely on bloodlust nor window blocking every time because they take time to activate, and if you do rely on them, you will be wasting too much time on each chase.
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It is weak in its current state, but I can see his main problems being solved with buffs that will likely happen. It is not like Trickster for example, who is a weak killer with 0 potential to become good, unless reworked.
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By itself? It is strong against any killer, but it really is problematic against the ranged trio. Stacking with Hope or other perks? Busted af. I feel like this is one of those cases where although it isn't that common, the fact that it exists makes the game so stupid on the cases where this perk is used. It kinda reminds me of reworked Boil Over.
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I think you should wait for Singularity buffs before ranking him. I imagine he is gonna get a patch hotfix soon. He has potential, it is just that the EMPs make him unplayable.
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@Lord_Antonius said:
just use an EMP lol
I think this guy is just being sarcastic.
