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There are some other challenges that basically require add ons or perks to be completed. The one with nurse where you need to m1 someone after blinking comes to mind. This is completely fine. Add ons are readily available in the bloodweb and can be considered part of a killer power.
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@vol4r said:
Maybe we fix the things that cause the surrender?
- Create more balanced environment,
- get rid of broken meta builds,
- don't allow to stack 4 regressions?
- Rework mmr so i get surviviors on my level of skill?
- give us some tunneling prevention mechanism?
- give us the way to fight with slugging?
What? Actually trying to fix underlying issues instead of a futile way to treat symptoms that will just manifest again? Nah, that sounds too logical. I say we should just permaban people who aren't sweating at maximum capacity every game. Surely, that will make the game better.
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Unless I have an unhooking challenge, it's better for me to let them die as that increases the chances of me getting hatch.
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I have rediscovered my hatred for no mither.
Chaos shuffle made me use some amazing perks that I don't use too often but might consider running in "normal" trials from now on more frequently (floods of rage, alert, troubleshooter, discordance, etc.) and perks that just do nothing and are rightfully never picked (corrective action, cut loose, hangman's trick, weaving spiders etc.).
And then there's no mither. A perk that is worse than getting an empty perk slot, but apparently that's fine because it is meant to be a perk so bad that it loses you games.
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It finally dethroned midwich as the most killer sided map ever. They basically repeated most of the mistakes they made with the shattered square rework (before they fixed it and made it somewhat playable)
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The first take is literally so cold that I froze to death while typin
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723760#Comment_3723760
Why play out a lost game?
Killers are expected to. So little they DC it's laughted at and seen as cowardly. Survivors though, its all oh woe is me and not held into acount.
Killers not only get stronger the longer the game goes on as resources get used and the patrol routes get shorter, but they also have basekit comeback mechanics in camping and tunneling.
Survivors have all their power at the beginning and it's all downhill from there. So a bad start is a lot more devastating for survivors than for killers.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723760#Comment_3723760
One bad chase at the start does not end in a 99% chance of losing, what the actual hell? You can have good chases as survivor afterwards.
If the killer downs a survivor before a single gen is even close to completion, there is basically no way to come back from that in the average pub game, except if the killer throws on purpose.
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I already have but I hope licensed cosmetics will carry overas well. Also, my switch account has a ton of tome cosmetics that I don't have on pc, but since those are original I'm pretty sure they'll carry over.
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Why play out a lost game? If the first chase is incredibly short or doesn't happen at all (if the killer finds them in a locker) that's it. There is a 99% chance that that game will end in a 3/4k anyway, so why not move on? Also most of the people that let go in chaos shuffle have no mither and that is completely understandable. That perk is basically an insta loss.
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I can't un-hear it now. What have you done?!?
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They should just remove them. The player brining the map offering can base their entire build around the map and dominate the opposition. The most notorious example is probably nurse + midwich offering.
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Deviousness: some killers are better than others, but this category is probably the easiest to fill. Plague and oni are both pretty bad in this category, but most other killers shouldn't really have any trouble maxing it out if they're even someone competent with their ability. Distressing can help if you're struggling to hit the cap.
Brutality: this one sucks. You get 100 points if you kick something and 300 points if you hit a survivor. Some killers (ghost face, singularity and oni) have unique score events in this category that makes it a bit easier to max out. Basically, you have to let survivors heal so you can hit them over and over and kick everything you can.
Hunter: pretty simple. Just find and chase survivors. Beast of prey and thrill of the hunt are very useful because you'd need to chase for a long time to fill this otherwise.
Sacrifice: also simple. Hooking and sacrificing fills this category, but if you want to max it, a considerable amount of those hooks and sacrifices need to happen during egc.
Edit: forgot to mention that any frenzy hit awards brutality points, even if the survivor was already injured, so legion also has an easy time to fill that category.
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"Absolutely no mither" and "looking out for number one" are the worst offenders imo. Those "challenges" are basically asking you to grief your teammates.
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Agreed. One of the worst map reworks we've seen so far.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716461#Comment_3716461
I think his power is decent in chase but i wouldn't call it good myself. The bound is way easier to dodge than most range attack and take longer to use your power again. Your gen debuff sound interesting but they will probably stick to hinder. I just think 4% slowdown will definitely land this killer in b tier as another average joe. I really don't think wesker is that insane of killer to begin with
4% movement speed penalty is still a lot. I vividly remember the outcry about a "mere" 3% from mft that apparently made looping impossible. Wesker will be more than fine, especially since he isn't an m1 only killer.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716469#Comment_3716469
WoO is top-tier for soloq. most player play soloq and soloq has no information for what pallet are used. Bond is similar issue. there is no information for soloq to find teammates for healing or avoid teammate that works on gens.
for cases like WoO & Bond, survivor aren't using those perks because they're *fun. They're using them out of necessity. Tru3ta1ent has been running Bond & WoO for long showcasing how important those perks are for soloq. In the context of soloq, Pain res is as powerful as WoO for Soloq because it allows soloq to acquire "SWF" advantages.
almost everything it does can be achieved by just using your eyes between chases, so it's hardly strong because of it.
you need exceptional amount of map knowledge to do that. a lot of player do use WoO as skipping stone to learning the map. that why I think that Window Of Opportunity will eventually get nerfed in some ways. maybe half radius.
Whenever they do change that, i hope they consider doing something like showing the red aura of a dropped pallet. So people that pay attention to the map may notice which pallets are broken making WoO less needed for soloq.
Another good thing would be like adding 20 meters of bond base-kit and making bond increase radius by 16 meters. Just something like that could really improve healing efficiency and encourage more teamplay in soloq.
Unfortunately as one of Q&A, they said that soloq is fine and has equal opportunity to win as SWF despite also showing statistics where high MMR SWF has 11% escape-rate increase over soloq(A lot of this has to do fact that SWF is able to stack strong perks like Decisive strike, Adrenaline and so on and not need info perks leading to higher win-rate %).
Exactly. People aren't running woo because it is such a broken perk, they run it because the info soloq survivors get is extremely limited without the use of aura reading perks. Woo, bond, kindred, etc. are basically a necessity if you don't want to be utterly clueless in the mess that is soloq.
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The problem is that anyone can just stack those perks, so if both of them are strong individually, they are very, extremely strong when stacked together.
Also, buffing the other regression perks won't really diversify the meta. Players will just stack the strongest ones that are available and we will have the same issue as described above.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715990#Comment_3715990
I get what you say, but even though "it does not happen a lot", I want to avoid a "Plague scenario" where nobody uses a spray.
I am also against unnecessary nerfs even to stats which are rarely important. Multiple small tweaks can have a large effect (look at Pig: always get s changed tiny bits here and there and got worse and worse because it stacked).
Like I said, 4% is still a lot (as a reminder, mft was "only" 3%). That and the fact the he can basically insta down people who are fully infected are more than enough incentives to use a spray imo.
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"(…) So the 8% slowdown are happening very rarely in a normal chase."
Then I don't see how the nerf to 4% is a problem? If this has basically no effect on normal chases, most "normal" weskers wouldn't feel that nerf, no?
And besides, 4% movement speed penalty is still a lot, especially considering we are talking about a killer that has a versatile power and can play m1 if he wants to, not to mention that you are an insta grab if he hits you. So there is still definitely an incentive to quickly cure it.
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Deadlock is basically camping support as it just works without any input from the killer and the time it buys is a lot, especially in a camping scenario, where survivors already can't really afford to waste that much time.
Grim embrace change is completely negligible and won't really make this perk any worse.
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While I like dnd, the chapter might just give us dull merchant 2, so while I love the theme, I'll wait for the PTB before I start celebrating. That being said, the potential for cool and unique cosmetics is really high with dnd.
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- We have noticed growing concerns surrounding excessively long matches caused by 3-genning (Killer defending a cluster of three generators). We are working on a long term solution for a future update to limit how effective this strategy can be. However, we recognize that Survivors need more options at their disposal right now to combat 3-genning. With this in mind, some adjustments have been made to Déjà Vu: The perk will now reveal the auras of 3 generators which are in close proximity to one another indefinitely (previously for 30/45/60 seconds at the start of the trial and everytime a generator was completed) and grant a 4%/5%/6% repair speed bonus on the revealed generators (previously 3%/4%/5%).
They were just saying that 3 genning is an issue and that they'd buff deja vu. They never said they'd nerf it.
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I'd rather have a challenge that can easily and realistically be completed in a match than a boring and tedious "cleanse 25 totems" challenge. I don't want to spend a minimum of 5 matches just to complete a single tome challenge.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715797#Comment_3715797
the 8 regression limit is active from the start of the game. It has an effect on gameplay. You can see such with Eruption, CoB, and Overcharge all having disappeared from use due to the mechanic.
They weren't used before either (at least after the nerf to the beloved cob/overcharge/eruption meta) because why use them when you can just use pop/pain res for more than double the regression?
Realistically, the limit almost never comes into effect, even if it is active from the start, unless the killer is set on 3 genning from the second they load into the trial.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715792#Comment_3715792
There's already a limit of 8 regression events per gen. Stacking regression is just going to eat the events faster. Dimishing returns would make sense if killers had an unlimited amount of regression events.
The limit only prevents egregious 3 genning from dull merchant and co, it does not affect normal gameplay. No one is going to pop/pain res the same gen 9 time, so this is irrelevant in that regard.
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The problem is, has always been and will be for the foreseeable future, stacking regression perks. By themselves, both pop and pain res as they currently are, are not problematic in the slightest, but combined with each other and additional slowdowns, it quickly spirals out of control.
Diminishing returns for stacking would be ideal, so that people who only run 1 aren't affected, but those who feel the need to just use the 4 most meta slowdown options get less out of them.
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For the ones that don't require sacrifices, you can simply try and find some survivors that want to farm with you.
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They said it was an unintended bug that the skin made certain sound effects basically silent. Bug fixes aren't "rug pulls". Any sane player could see that there was no way that was an intended effect. That's like someone buying dredge or onryo during the time they were bugged and could randomly become invisible and then complain once the devs fixed those bugs.
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They really should release reskins of those 2 cosmetics. It's insane that unlike other twitch skins they are completely unique design wise and the average player has no way of obtaining them.
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If the blight player isn't completely incompetent, there isn't a lot you can do except using strong pallets and windows to the best of your ability. He is considered one of the best killers for that exact reason.
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Buried underground is and has always been an exceptionally obnoxious challenge to complete, but it's just that, an exception. 99% of killer challenges can be completed rather easily, either by playing normal or, if the challenge is asking for something ridiculous like scourge of the purge, by convincing a few survivors to help you.
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Absolutely agree
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The vast majority of pub matches is tilted in the killer's favor
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I'm not really noticing a difference, neither in my survivor nor my killer games
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703943#Comment_3703943
But there are survivors who literally don't know it's a bad perk, so no, those people aren't throwing.
But they are (unintentionally) throwing, even if they don't have the reading comprehension and game knowledge to grasp how insanely bad the invocation is.
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As others have already stated, bringing the invocation perk is basically throwing the game. It is a killer support perk and everyone who uses it is either genuinely unaware how terrible it truly is or a troll that is using it precisely because it is that terrible.
However, that doesn't mean griefing someone for using it is acceptable.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701441#Comment_3701441
Basic empathy? The human condition?
For a lot of dbd players, empathy is just the name of a claudette perk and nothing more
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Boons in general are pretty worthless. We'll make it or botany knowledge are both strictly superior to CoH.
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His tunneling potential needs a nerf (infection should not progress after being unhooked until the survivor performes a conspicuous action), otherwise he's mostly fine, but I think minor tweaks could be made. Maybe reducing the % of hindered or increasing the time until hindered becomes active. Also I don't see why he needs a cooldown reduction for every infected survivors. As you said, it already recharges quite fast.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697463#Comment_3697463
A killer should not have to play one certain way, that‘s just boring. Also camping was easy to counter. The only time you had to leave someone to die on hook was when buba was Face camping, which was not the end of the world. I‘m also not against the anti-camp, but not as base kit mechanic. It should be a part of all those hook based perks (reassurance…)
camping (regrettably) still works perfectly fine if you, for some reason, enjoy the thrilling gameplay that is standing still and doing nothing, you just can't face camp anymore
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Camping should never be rewarded as it is essentially anti-gameplay. 1 player chooses to do absolutely nothing, 1 player physically can't do anything and the optimal play for 3 other players is to just do gens and let that 1 player die, unless the wish to engage in the world's most boring game of chicken which, depending on ping, can instantly lose them the game and give the win to a player that did absolutely nothing.
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Every rushed action is intended to create one in order to alert the killer to a survivor's location, so a survivor performing multiple rushed actions in a row, creating multiple loud noise notifications in the process, is intended.
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@MechWarrior3 said:
Careful what you wish for asking for any type of rework. Behavior might change him completely like with other killers. 😅
Dredge needs some QOL changes for sure.More locker spawns.
No slow down when using remnant.
I agree that maps should have more locker spawns, but holding a remnant should have a slowdown attached to it as it already is a solid anti loop tool that basically forces survivors to leave the loop if the dredge player isn't offensively incompetent. If dredge could just hold a remnant and chase at full speed that would leave the survivors with no real options.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691983#Comment_3691983
So you agree then that Nurse needs a buff. 99.99% of the playerbase can’t play her at a high level.
I think nurse needs a complete rework as her power is inherently insanely problematic and buffs or nerfs will never be able to balance her.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691976#Comment_3691976
what’s comp? And since when does Bhvr balance around it?
Competitive, aka something 99.99% of the player base will never experience and therefore is not taken into account when balancing things
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Absolutely. Currently, tunneling is way too easy to do for how strong it is.
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@Rumble said:
They need to show winrate across platforms. Huntress is only good on PC
Even when I still played on the switch, huntress wasn't difficult to play thanks to her extremely generous hitboxes
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Most blights I've encountered run 4 slowdowns and use their power mainly to quickly run across the map to tunnel as soon as someone is unhooked. Incredibly fun.
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Players will always flock to the easiest ways to win no matter how cheesy they might be and the only one who can change that is BHVR, not the community.