Hex_Ignored
Hex_Ignored
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639004#Comment_3639004
You only have to do that if the killer's running DMS with it. If they aren't, you just... keep repairing until you're kicked off, and wait 12 seconds.
It's less time even than Thrilling Tremors, it's really not that big of a deal and it's nowhere close to old Eruption in either timeframe or effect.
To be more specific for the topic, though, if your generator is being blocked a ton then the killer probably has other blocking perks to go with it, and of those DMS is the one you'd care about the most. Grim Embrace only works on each first hook, so if the killer has DMS and the downed survivor hasn't been hooked yet, you do the Pain Res counter of letting go as you see the hook animation start and either sit + wait, run to another generator, go heal/bless/cleanse/whatever, or start going for the save. If it's a second hook you don't have to care at all.
I have yet to come across a killer that wasn't running GE+DMS. Also thrilling tremors doesn't kick you off gens and thus has no synergy with DMS.
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You have to immediately let go of the gen before someone is hooked, wait until the gen gets blocked with GE, wait for another 12 seconds and then you can continue working on it. Absolutely wonderful gameplay, not in the slightest reminiscent of old eruption.
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Missed hit recovery is too fast, especially with add ons involved
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Why did the kick need a buff? The system is only there to prevent killers from aggressively holding 3 gens, so why was this bundled with a base killer buff? The system wasn't supposed to affect regular matches, but doubling the base kick regression will definitely have a noticeable impact on all matches, whereas the 8 regression limit will realistically only affect drawn out 3 gen matches.
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Deadline is absolutely atrocious. The perk basically has no beneficial effect by itself and only exists to "buff" perks like autodidact and hyper focus. It absolutely needs to do something beneficial on its own because halving missed skill check penalty is not it.
Illumination is equally terrible. Seeking out a boon and spending time to bless it only to see chests and generators is tantamount to throwing the game. If it actually revealed more auras, like teammates and totems, it might be worthwhile in soloq.
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Well, who could have seen that coming? It's not like the ptb feedback was describing this exact situation. We can only hope that this combo being on the watch list mean they'll react faster than usual.
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Haste in general shouldn't stack, both for killers and survivors and neither should gen progression/regression/slowdown. Only the highest active value should be applied at any given time.
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She has the best projectile in the game, of course she wants survivors to cleanse. That's why most plagues run builds that punish not cleansing (thanatophobia, plaything/pentimento)
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I try to get 2 hooks on the other 3 and let them go. They can always come to me and signal me that they want out if they'd rather move on, but most of the time they take the escape.
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Fully agree. The loading screen tips are not enough to prepare new players for a killer they've never seen before and reading though the power description alone can not only be confusing but also misleading as certain parts of a power aren't even mentioned there (e.g. blight being able to destroy pallets with a rush attack).
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if YOU open the locker and grab them, then you are immune, but if THEY open the locker and you grab them during the opening animation, then you aren't immune
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for nurse and blight, definitely, artist maybe, but leatherface and dredge aren't that strong
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Agreed. If the spirit has even a decent headset there is nothing you can do unless you have a conveniently placed god pallet or god window nearby
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Huntress has probably the best designed anti loop in the game. Strong but still allows skill expression from both sides, meaning the better player will win the loop
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The usual suspects: twins, hag and singularity. Aside from singularity I'm glad I'm not seeing them too often because the gameplay boils down to excessive slugging and camping.
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A failed concept. The worst thing survivors can do is stay together for extended periods of time as that allows the killer to pressure multiple survivors at once.
They also come with more conditions/downsides than actual effects and those effects are bad.
The only effect that could work for a teamwork perk would be gen repair speed because there 2 survivors can't sandbag each other, but prove thyself and friendly competition already exist.
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Perks are absolute garbage but his voice acting is really good and I have hope that he'll get interesting cosmetics.
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Nothing. You can at least try and get some progress for a tome challenge/achievement but if your plan was escaping that's just not happening if the killer tunnels from the get go
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much like with old eruption/cob/overcharge it's not impossible but you'd have to extremely bad to manage to lose with so much time on your side
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She is one those killers that wasn't actually impacted by the anti facecamp feature. She can face camp just as well from 16m away and a lot of huntress players are well aware of that fact.
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Seems like it's literally just dredge's nightfall but the killer can't see scratch marks and the map isn't illuminated for them. Honestly, that sounds incredibly underwhelming but maybe (hopefully) there's more to it.
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he is just as obnoxious as always but now he can just brute force tall loops like a normal m1 killer. So I'd say the frustration of facing him has increased since the last update. Doesn't help that trickster is one of those killers that can still camp extremely well, especially with new main event.
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@C3Tooth said:
The game will never be balanced in the eye of average killers
The devs could absolutely balance the game for the average killer player: every survivor starts the game on a hook in the basement. That MIGHT slow down the early game enough so that 6 gens don't get done in 10 seconds and the killer can actually enjoy the game.
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"shards = cosmetics!!"
and that's exactly why they wont do it because then players have less reasons to buy them with auric cells
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I agree that basement should be removed but for different reasons. Basement only exists to camp, which shouldn't be encouraged imo
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the goal of the HUD was to bridge the massive gap between soloq and swf so being able to remove it would widen that gap again, which is the last thing the game needs
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skill floor is literally non existent and skill ceiling is pathetically low and against most survivors she gets results because her power is extremely overloaded: stealth, haste and hindered, deep wound, broken, passive tracking, area monitoring and anti loop all in one and none of it requires any real input from the killer because she gets all of that passively from the drones
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comp dbd isn't even remotely comparable to pub matches
Balancing around comp with ideas like that would destroy the balance of pub games. It would also lead to massive lobby dodging if someone can't use their build.
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we need LESS incentives to lobby dodge, not more
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@Astel said:
The system is called Anti-Face Camping, so it is obvious that it is only meant to stop face-camping, not proxy camping.
In my experience, it always worked when the killer face-camped me.
but for the really problematic campers, this system changed basically nothing. Leatherface for example can "face-camp" just as well outside of the radius. It is still impossible to get a safe without getting chainsaw'd, so nothing has changed in that regard. The same applies to trickster.
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Pallet scamper speed is still too high and encourages the killer to never use slice&dice and instead just hold on to the ability until a pallet is dropped to scamper through and basically guarantee a hit.
Missed hit cooldown is also too forgiving. A missed hit should be punishing, but he recovers so fast that he barely loses any distance, which makes countering his already strong power even harder
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While I also love Gabriel, I don't think cute is the word I would use to describe him. The cutest (male) survivor imo is Yoichi. He is baby.
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Not made for this: you are permanently exhausted and your breathing sounds are 25/50/75% louder
Not alert: you are permanently afflicted with blindness. When another survivor comes within 2/3/4m of you, you drop any item that you're carrying.
No situational awareness: you are permanently afflicted with oblivious. When the killer starts a chase with you, you scream and reveal your aura for 1/2/3 seconds to everyone
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illumination could be map wide and it would still be trash
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Lower rarity; standard map = yellow rarity, rainbow map = green rarity. Additionally, they should be able to track everything by default (gens, totems, gates, hooks, hatch, etc.) and the only difference between them would be charges.
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People tunnel because it's incredibly easy to do and usually gets them an easy win. That's what most tunnelers are after and as long as that doesn't change, no amount of incentives will work unless they are somehow even easier to achieve and just as or more effective (which would be ridiculous)
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Oh no! His add-ons got nerfed, so now he went down from triple S+ tier to only S+ tier. How will blight ever cope with such a dramatic nerf?
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Agreed. The problematic campers don't care whether can camp right next to the hook or outside a short radius.
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What really bothers me is that they changed jungle gyms on this map. As you said, it's already bad enough that most of the filler pallets are straight up trash, but then they also nerfed the only decent structures on the map.
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basically you:
failed to kill multiple survivors before end game
hooked a survivor next to a completed gate or
hooked a survivor next to a gate with no progress and apparently just let the survivors progress it
and still think that you are owed a kill
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agreed. It's not a healthy play style as it heavily punishes soloq and requires little to no effort from the pig player.
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Skull merchant and Feng
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It's not just the implementation of dead zones and trash fillers, it's also how classic tiles are made weaker on new maps. Just look at the "jungle gyms" on toba landing and nostromo wreckage. The walls there are much shorter and have larger holes, making the tiles significant weaker in the process.
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I'm not going to comment on all changes because I agree with most of them but:
NOED is a trap for new killers. New killers make a lot of mistakes (like new survivors) but with NOED they can fall into the trap of never actually improving and instead become reliant on NOED. It's not uncommon to get a killer with a fair amount of hours that clearly has no idea how to chase and 9/10 times those killers use NOED. So I think it teaches new killers bad habits.
Sloppy butcher is on the list of changes because it simply does everything for anti-healing. It is insanely easy to apply, it is permanently active, it slows down healing and can completely reset healing progress. It absolutely outperforms any other anti healing perk, except maybe coulrophobia on a skill check doctor build.
I don't think bringing back old ruin for unnerving presence is a good idea. This perk directly targeted and punished new players while hardly affecting more experienced ones, which not healthy game design.
Hex: insidious sounds a bit too good on mobile killers who lose little to no time running to a totem spot to become undetectable. Blight and nurse could essentially be undetectable for the entire match with little to no downside.
The same problem could arise with your version of territorial imperative. Back when old undying was still a thing, cleansing even a single totem against a mobility killer became nearly impossible as they'd see your aura and immediately run at you to defend their hex.
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a "lore" survivor, like Julian from Mikaela's backstory or another member of Felix' and Elodie's friend group
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Plagues are constantly running plaything+pentimento (with thanatophobia of course). Consider yourself lucky if you haven't encountered one yet.
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I think it is a healthy way to encourage players to actually play both sides. Some of the most idiotic balance suggestions usually come from players that only play one side and the toxic us vs them mentality is also largely fueled by "x-mains" who have never queued up for a single match as the other side. Playing both sides and forming an understanding about how it feels to play that other side could help mitigate both of those things.
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I have to agree with that other user. It is heavily implied by the "remove the affliction" part, as that is the condition that actually completes the challenge.
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Teams like the one in that clip are exceedingly rare and do not accurately represent the average dbd experience.
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removing timers can make pretty much every perk op. Lucky break (permanently no scratch marks or blood), we'll make it (100% healing bonus after 1 unhook), lethal pursuer/bitter murmur (infinite aura reading), deadlock/grim embrace/corrupt intervention/thrilling tremors (it will literally be impossible to finish 5 gens), literally every exhaustion perk (permanent 150% movement speed), etc.