Hex_Ignored
Hex_Ignored
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Comments
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With the buffs, he became a lot easier to play while his counter play still relies on good team coordination, which, who would have thought, makes him an absolute pub stomper and soloq nightmare, which is exactly the sort of killer the average player is looking for.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809680#Comment_3809680
Its not a middle ground cause 4% is almost nothing you doesnt see difference between this and normal speed, and instadown is no threat cause for this wesker need to bump you into something that is really hard on mostly open maps. I guess this nerfs can be okay if you can m1 full infected survivor or make instagrab after touch full infected survivor with m2 without bump him into something.
How is 4% "almost nothing" but the world was ending and loops were "unplayable" when mft gave a mere 3% (1% less than "almost nothing")?
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Everything in chaos shuffle should be random, including items and add ons for both killer and survivors and the only available offerings should be bp related.
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@CrossTheSholf said:
Imo it should break you the first time it's used to pick yourself up and then keep you broken all game
I like this idea. Keep the strong effect, but after using it, you suffer from permanent broken. Like an budget invocation.
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@TieBreaker said:
I know it's meant to be a hard mode perk, but I'm not sure how I feel about having a throw the match perk in a team based game. I'd keep the one hit down part, but give it some buff to make the trade off better. I'm sure there's some way to make it stronger, whilst keeping the challenge intact.
The perma broken part is the main problem that makes this perk worse than an empty perk slot. No amount of buffs could ever justify being a one shot down for the entire game.
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When you first started this game, you (presumably) read and (definitely) agreed to the EULA. As is standard for live service games, said EULA explicitly stated that BHVR can change content in their game however they like and do not need to hand out refunds if someone doesn't like the changes.
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Same here. I've only seen the 25% and 50% bonus ever since lights out ended. Maybe they forgot to re-enable 100% for standard mode?
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Unlike dull merchant, his power isn't fundamentally flawed, so he can be fixed with simple numbers changes.
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Just imagine if we really got a teletubbies chapter based on the infamous "bear and lion" episode
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The Tombraider theme is pretty good imo
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I'll never forget the game where I and the other 3 survivors stood mere inches outside of her dedicated 3 gen zone and watched her run back and forth between those 3 gens with no intention to ever chase anyone. Just kick to apply cobercharge and reset drones. Marvellous killer design.
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The mode is just bad. BHVR should abandon it completely instead of trying to "fix" it.
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She's one of the top campers and going against her, much like all other area control killers, requires a level of team work and coordination that is simply unfeasible for the average soloq group.
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They just need to let light's out die and never speak about it again. The mode is trash and any resource spent working on it is quite simply wasted.
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They are technically fixing an issue, as the issue is dull merchant's core design. It can't be salvaged so a complete rework is necessary and leaving her in her current state so she can continue to ruin trials with her trash design is not an option.
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I hate it too. They should just abandon light's out and try working on different modifiers or refining the popular ones.
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either the skin from tome 8 or the surfer skin
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I don't even have the energy to finish the tome. The mode is so horrendous that I simply can't force myself to play it, neither as killer nor as survivor.
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"BHVR has the absolute right to regulate, discontinue, update, modify or eliminate any Virtual Goods at any time in its sole discretion and BHVR shall have no liability to you or anyone else for these actions."
DBD EULA, Section V, Virtual Goods
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Bug exploit =/= skill expression
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796293#Comment_3796293
Surely this should be a thing since it's an instance of the Killer's Aura being revealed to you?
It'd be really cool if they did work together, Object is a pretty underutilised perk as it is.
Technically, it doesn't reveal the killer's aura directly. It reveals the survivors aura and then through that indirectly the killer's aura.
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Showing off cosmetics is a big selling point and a mechanic that prevents other players from seeing them would hurt cosmetic sales, which isn't what BHVR wants.
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Ideally, lobbies would provide no info at all. Survivors would just be shown as black silhouettes named "player 1/2/3/4" and that'd be it.
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If the game was realistic, pretty much every killer would either instantly kill or inflict wounds that would result in a bleedout just by using a single m1 attack.
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The claim that tunnelling and camping is directly related to the strength gen regression is wrong.
During the strongest gen regression meta ever (cob/overcharge/eruption) killers weren't actually camping and tunnelling less than before or after.
Killers have and always will tunnel as long as it remains both the easiest and best way to win. It has absolutely nothing to do with gen regression.
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Sounds absolutely awful
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@Ohyakno said:
Isn't that the insanely powerful version it launched with(
No. Og mettle of man required just 3 m1 hits, not protection hits. That's what made it broken. I don't think op's suggestion would break the perk.
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Fully agree. This perk should not exist in a team focused game. Bringing it is basically sabotaging your team for no benefit. The perk needs a full overhaul to not be a throwing perk anymore.
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Even during the cob/overcharge/eruption meta, there wasn't significantly less tunneling and/or camping even though that perk combo was probably one of if not the strongest gen regression builds the game had ever seen.
Killers will always tunnel because it's very easy to do and highly effective for how easy it is.
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Aside from new Jonah, pretty good.
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Play in a coordinated swf
Otherwise you're done unless the singularity player is busy fixing their cortex irl
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Unless you regularly play custom games with comp squads most killers are viable because matchmaking in pubs is quite loose
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Wasn't that code already available when they released the chapter? Because I've seen that banner and badge before today
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Excited for chaos shuffle. I loved that mode. Trying to get value from weird perk combos was extremely fun.
I never wanted to see light's out again. It just has too many flaws. It's simply not interesting and too tilted in the killer's favor. The lantern and increased afc range won't solve the fundamental issues it has.
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Dull merchant will probably get some big nerfs so she won't be the easiest anti loop killer in the game. They'll save the real rework for next year.
Hillbilly will most likely get nerfs to overdrive and cooldown
Unknown idk. I don't think it's going to receive buffs as it seems to be doing quite well. Maybe add on changes or something.
Twins is probably going to get nerfs directed at victor slugging the entire lobby.
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Looks like a bug
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I agree that it's too faint.
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@GoingToGetDwight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790761#Comment_3790761
Sounds like you're a swf player that don't want to be known ,but if you are serious it will help me analyse the game after the game has end on why i lose so badly
No, I'm not playing swf, I was just genuinely curious.
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What would you do with that information? What would be the purpose?
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I, too, hate it when survivors use "totems". Such a broken perk, especially if they combine it with "chests". Very op combo.
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I don't notice it at all.
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Show the anti face camp meter on the hud. If the other survivors can see that it is slowly filling they know the killer has set up a tent near the hook.
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I think the maps look better without it but I understand that from a gameplay perspective the fog has a purpose, so it is most likely a bug.
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@SixthSinse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789552#Comment_3789552
yeah now that I think about it my suggestion doesnt answer for those that simply dont play one side. perhaps perks that simply give those bonuses with no other effect? that way the trade off for doubling bp earned at the end of the match in perk form is a taken up slot? that way its a self-imposed difficulty-up for better grind reward? (stacks with queue bonus)
the devs have removed the bp bonus from bbq and wglf because they don't want players to pick perks just for bp
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BL1 can still be necessary for some specific killers like legion on some maps like lerys if it spawns strong window rng, but there is no reason for BL2 and BL3 to exist.
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Since wretched fate triggers only once it's not that broken. Annoying if you are the obsession, but not broken.
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It needed a rework the moment it came out. A perk whose sole purpose is to slug until bleedout and that is pretty much tailor made to make soloq players miserable should not exist.
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@Donyjunior said:
And we can see by the names that they were SWF.
Those are the names that are assigned to bots as soon as someone dcs and has nothing to do with swfs.
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I don't really agree.
Prestiging doesn't equal skill. This goes both for survivors and for killers. I've had plenty of games where I was facing a pretty subpar killer player only to find out they were a p100 afterwards.