Hex_Ignored
Hex_Ignored
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Comments
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Bringing a perk to counter a specific other perk is bad game design, but do you know what's even worse? Needing to use perks to counter something the other side can do for free.
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Actually bringing weaving spiders should be considered griefing. This perk and also no mither need a complete rework because as of right now they are basically killer support perks that only exist to sandbag your team.
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Unknown's chase theme definitely doesn't need to be louder or harder as it is already annoying to listen to for extended periods of time.
The devs toned down the intensity of the fast and monotonous percussion and while it didn't make the theme good it at least made it somewhat bearable.
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@MrDardon said:
Doesn't the Unknown jumpscare only play at the start.. when you pick him?
It does. Also, it's barely a jump scare because it's clearly telegraphed. I'd say it's more of an "intro" animation like how xenomorph and xenomorph queen enter the screen
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She isn't nearly as powerful as nurse or blight, but she is quite good in relation to how insanely easy she is to play. That makes her the ideal killer to for players who just want to pubstomp with minimal effort. Her reputation also attracts a lot of trolls who simply pick her to play in the most unfun ways possible to mine salt.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676648#Comment_3676648
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676676#Comment_3676676
Mandy just confirmed it’s intentional that Weaving Spiders has zero effect on a blocked gen. The survivor will still do the ritual but nothing happens. You’re literally AFK for two minutes lol.
This is extremely depressing, but not actually surprising
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676506#Comment_3676506
No they’re not, those are killer perks.
Sad, but true
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No mither and weaving spiders are the worst perks in the game and both of them are survivor perks
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Weakness should be cleansed once a survivor is damaged from a blast and the blast shouldn't be able to clip through walls
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@Chocolate_Cosmos said:
I really hope we don't see something like "ok so because few bad actors now we will link/remove/rework skins for Unknown" that would be pretty bad. Would be like punishing all players because of small % of bad actors doing this toxic stuff.
The leatherface incident showed that removing/changing content is BHVR's way to deal with things like that
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673330#Comment_3673330
All I am saying is if you use the correct pressure on the killer trying to end game hold gens you can effectively destroy the control.
That is not "using the correct pressure", that is something a swf that basically already won can do to flex on the killer. Are you implying that, because of this extremely, absurdly specific scenario, weaving spiders is not a terrible perk? Or am I just misunderstanding something?
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673301#Comment_3673301
Its -10 off the gen and killer can never undo it with Brandnew parts you could take one of the killers 3gens and reduce it to 40 (40 Brand new parts and the perk) he would be forced to either camp the gen fully or give up on that gen protect.
So let me get this straight: the scenario you're picturing here is the killer trying to hold a 3 gen and then the survivors use weaving spiders and install 4 bnps on the same gen. Did I get that correctly?
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Huntress wind up speed buff is unwarranted and can be extremely oppressive, especially since she can stack her wind up add ons on top off that. Also with the added hatchets consider reworking her extra hatchets add ons and her wind up speed add ons to compensate for the base kit changes.
Similarly for clown, I think the extra bottle add ons should be adjusted to compensate for the new base bottle carry capacity.
Blight add on buffs are as questionable as always.
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I have to stress again just how terrible weaving spiders is. Yes, on paper installing 7 bnps sounds insane until you look at the cost. 120 seconds sitting in the basement doing nothing and becoming permanently broken. This isn't worth it at all.
Wicked at least has some use as an info perk now. Still, the "main effect" is extremely situational but the aura reading part is usable and pushes the perk from bad to niche.
Strength in shadows is meh. It's not offensively bad (unlike weaving spiders) but it's also not really worth using. Running injured across the map to self care in basement is risky and should have a higher reward. It's probably faster to just self care in a safer place anywhere on the map.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671865#Comment_3671865
No but what you are playing is a game that involves four other humans, all who should be able to have a fun experience that isn't ruined because someone wants an easy match by hard tunnelling them out of the game.
It is a complete lack of empathy and consideration for others to continually tunnel what are often inexperienced casual players. It is also very unhealthy for DBD as people who continually are subjected to this will ultimately end up leaving the game if they consistently have a negative experience.
I agree. Empathy may be a survivor perk in-game, but some people should try and unlock it irl
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It's not out yet but weaving spiders is basically a killer support perk
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3 gen map. The killer can just ignore half of the map and sit in the other half to guard 4 gens
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like rotten fields the map is incredibly boring but I prefer it because the loops are better spread out and there isn't dense corn everywhere
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the area behind the shop can be extremely barren with only one filler pallet but it can contain 2 gens which is a recipe for disaster. Otherwise a decent map.
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One of, if not the most notorious 3 gen map ever. The killer can realistically ignore 50% of the map. The anti-3 gen system doesn't even help because the gen spawns are usually so awful that kicking isn't even necessary to win with a 3 gen strat.
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still extremely bad. While it is now objectively better because the killer can't simply kick the gen to undo the progress, it's still not worth it. It's ridiculous to sit in the basement for 2 entire minutes and become broken for the entire remaining trial just to save 10 charges on gens. They didn't even keep the 15 charges because apparently that would have been too good (it would have still been a throwing perk)
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It's not a bad perk but it is kinda map and rng dependent. If basement spawns in a bad area, like for example Ormond main building where the killer will probably walk by quite often, then it's extremely risky to sit injured and moaning in the basement, on the other hand if basement spawns in Ormond shack and survivors finish the shack gen, healing in basement becomes a bit safer, especially if the killer isn't running any aura reading, but you have to factor in the time it will take a survivor to potentially run across the entire map.
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4.6 nurse go brrrrrr
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the fact that they felt that 15 charges taken off gens would have been too good for sitting in basement for 2 entire minutes and crippling yourself for the entire remaining trial is baffling
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It's obnoxious and should be removed
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It's because it's an insanely easy way for even the dumbest killer with no macro game sense to quickly and effortlessly build pressure. Since a lot of people want to win at any cost and have the mentality " screw the other side, the only one I care about is myself" it's not hard to see why tunnelling is so widely used.
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You had the audacity to load into the trial
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pop/pain res is already insane. Pain res alone is essentially a 6th gen that needs to be fixed and with pop, it's not unreasonable to assume that survivors need to actually repair 7 gens instead of 5, which is ludicrous for the average survivor team. And that's with just 2 perks.
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Of course soloq can never be equal to swf. Swfs biggest strength is reducing randomness by knowing everything about your team and coordinate accordingly.
However, that doesn't mean that the devs should stop trying to make soloq better. Features like knowing your teammates' perks or seeing a teammate's anti face camp bar should still be implemented to help soloq survivors make better informed decisions.
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Incredibly boring map
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Behind main building the map sometimes doesn't spawn any pallets, otherwise pretty ok map
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much like the other reworked cold wind maps, this one can spawn massive dead zones around main building and usually also spawns nasty 3 gens inside said dead zones
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massive dead zone in front of main building (but hey, you can pray that the killer has corn blindness, right?), otherwise ok-ish map
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This map WAS fine but after the rework this map can feature up to 3 giant dead zones (one between cow tree and main building, one between shack and main building and one between harvester and main building). I get that having too many strong tiles that seamlessly connect into each other is problematic but this is the other extreme.
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Completely reasonable change that might discourage some players from tunnelling. I like it.
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Why wouldn't they? Tunneling is a pretty effortless way to easy wins, so of course a lot of people will do it.
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People will probably "accidentally" run into the killer if they can no longer un-alive themselves on hook. This is a problem that can't really be solved.
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Tunnelling isn't the only way to win but it is by far the easiest one as doing it requires essentially nothing from the killer player but a lot from the survivors if they want to effectively counter it.
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Doesn't solve the issue that drones have no real counter in chase
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Not during egc but otherwise I usually try to save bots because they are actually doing gens
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I think it should get a completely new effect. This perk is, depending on the map, either absolutely useless or just gets you slugged until bleedout.
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At least from my experience, self-unhooks depend on the killer and their playstyle quite a bit. Dull merchant for example almost always has self unhooks but I've very rarely experienced that against someone like huntress.
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It's because bps have a hidden effect. The game doesn't explain it properly but basically the additional effect is:
Increases the likelihood that the killer will proxy camp and tunnel you specifically at 5 gens by 100%
As you can see, it's almost always better to just burn escape cakes.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665018#Comment_3665018
It’s heavily complained about.
So was old bbq, but the only reason why they ultimately changed it wasnt because of complaints but because they don't like people using perks to reduce the grind
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I used to love it but currently I just play survivor to quickly finish survivor only tome challenges. There's only so much camping and tunnelling I can take.
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The perk doesn't do anything that is overpowered, so I don't see why it would need a nerf.
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Even when I had the free time to essentially play 24/7, I still thought that grinding through the rift was a boring slog. I'm very happy to see that they are taking steps to reduce the grindy parts of the game.
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We don't need 5 different versions of this map. If the basement isn't in main building it's impossible to hook someone going down there.
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the table/snow pile filler pallets might as well not exist as they serve no purpose. They are only there so people can say "oh this is not a total dead zone, you have one whole pallet there". Otherwise the map is ok.
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The balance of loops on the map is fine but this is one of the maps where killers can just ignore half of it and defend the other half because of the weird gen spread. The "main building" is one of the weakest in the game and serves basically no purpose except enabling balanced landing plays.