Iron_Cutlass
Iron_Cutlass
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@GlamourousLeviathan said:
Tru3 fan here as well, and I kinda agree with him as well when he pointed out in the past that doing killer streaks are pointless, since it only takes one 4 man SWF loaded with syringes, BNPs and OTRs to break your streak. This game is dictated by survivors, so getting a high streak only means you got matched against potato survivors.
…This game is dictated by Survivors
Momo went on a 2000 win-streak with insanely harsh win/lose requirements, which lasted of the span of 2 years. SupaAlf went on a 1200 win-streak as well.
Past a certain point you have to stop blaming the game for why you lose, sometimes you just get outplayed.
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Does the "Welcome Package" applicable to accounts that already have played DBD on PC?
Ive played a fair bit of DBD Mobile, but I also play a lot of base DBD, would hate to see my efforts go nowhere because Ive already been playing base DBD for a long while.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858321#Comment_3858321
hold-w is not death sentence. it takes skill. you want to hide behind objects. example on ormond, use snow piles when houndmaster uses dog chase mechanic. Between loops, the counter-play the same as blight & wesker.
as for pallets. the pallet is stronger if it is NOT dropped. there is two strategies to approach.
the first is to greed the pallet every time when possible. her inherit slow m/s when whistling. It forces the killer to use redirect mechanic of chase of the dog. dodge accordingly to left or right.
The second approach is that if houndmaster is far away enough, you can purposely get hit by the dog than drop a pallet to stun the dog. you can also stun dog as it comes towards you similar to demogorgon's shred.
Houndmaster is significantly stronger vs windows and dropped pallets. this is because her dog can curve loops and vault windows & pallets. in general, vaulting windows is a bad idea because of animation lock of windows. the dog is very likely to injure you or grab you after a window vault. it's huntress problem at windows. only vault windows when the player does not have a clear angle to use the dog. Bluffing window vaults is probably your best bet to waste time but that's kinda same thing for most ranged killers in this game.
vs dropped pallets, you want to play the game as if your playing vs curving billy. in general, you want to be ahead of the killer and go around in circles. when killer uses the dog, you want to dodge outwards from loop than return back. try avoid vaulting the pallet because dog can vault and grab you after vaulting. the goal is to make killer waste dog, lose m/s so that you can keep rotating the pallet. it's not exactly easy because most houndmaster will look for the vault attempt and use dog during animation locks of the survivor vaulting the pallet. it is all comes to same Huntress style anti-loop of "Survivor vaults pallet, use dog to hit them during animation locks". your goal is to try avoid and mitigate these situations.
I only covered chase command for houndmaster because certain content creators think that it is too strong but it is not. it has counter-play and can be looped.
Hold-W is not a death sentence. It takes skill. You want to hide behind objects.
I dont think they are talking about the Chase feature. I think they are talking about Search feature, since it can be used to gain a large amount of haste and reduce distance lost.
Not to say that you are wrong, of course, just saying that I think they are looking at the entire power and not just the Chase part of the dog.
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858017#Comment_3858017
DbD is more balanced now than it ever has been, with a few outliers like Nurse and Blight excepted.
The problem is that the game isn't and cannot be balanced around solo queue, because otherwise SWFs become unbeatable.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858061#Comment_3858061
I'll disagree with this completely.
Even accounting for there being 4x as many, survivors are far more likely to be BM than killers.
Want to see what I mean?
Play 50 games on each. Note how often the killer BMs versus how often survivors BM on a victory, particularly teabagging at the gate.
Survivors are far more likely to BM than Killers
Not really from my experience. I play as I normally would and I rarely come across toxic players on either side. A majority of my Steam comments have been +reps, with a variety of compliments from me playing Survivor/Killer.
(Also I know there are gaps in time between the comments, I tend to take breaks from playing DBD since I do play other games. Also I dont delete -rep comments unless they contain racism or homophobia, Ive only had to delete 1 comment ever for such, and that's over the span of multiple years of playing on PC.)
Particularly teabagging at the gate
Even still, I rarely see that. I see people do ye ole "watch me leave" but I dont see tbagging that much, and even if I do see tbagging, it's often done to try and get aggro away from teammates or players who want to be chased to improve at the game.
Often I find people discount a player's actions as toxic without denoting the intentions behind it.
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Some people get upset just for the sake of getting upset. This isnt something exclusive to Survivors, Ive seen Killers get upset over the smallest of things just as much as Survivors do it.
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@Brokenbones said:
My head-canon is they were all eaten by dredge and that's the lore for the frosty cosmetic
It's what happened to Maurice too!
Yea but Maurice came back… and the snowmen didnt. :(
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What is the point of totem perks that are not effective at allowing the Killer to protect the totem?
Because Hex Totems have power effects at the downside of being able to be removed, they are glass cannon perks, high risk/high reward. If the defense Hex Totem perks are too good at their job, it leaves these strong perks unchecked, and leads to them being too power since the risk is removed but the reward remains the same.
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Snowmen are really laggy when they move since you cant even really pretend to be them since it is painful obvious by the difference in laggy and smooth movement. They dont do anything in chase either. I also think they removed the snowman inflatables (I havent found one yet) which sucks because I really liked the way they looked and the high-five BP was a fun bonus to all players. :(
Half the time they just blocked pathways, Ive been screwed over by Snowmen moving into doorways or pallets multiple times as both Survivor and Killer. Either that or they just float in the air or get stuck on top of objects. The AI Pathfinding is really bad and should be looked at for future events.
Snowballs are fun but from my experience 95% of the time people dont even engage with them, the Bloodpoints they reward is too little (even with the Event Offering) and they often get obstructed by the map (mostly trees).
The event cosmetics are amazing but outside of that there is no incentive to really engage with anything else involving the event.
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@fixblitzskin said:
I love when mechanics are added that open up new perks. My favorite is the obsession mechanic by far the best perk mechanic they ever had. Lots of my favorite perks exist becsuse of the obsession. I just wish other mechanics were as successful. My 2nd favorite are scourge hooks. It allows for stronger effects with more risk or dependence on a 2nd perk to get consistent value. I always thought that was a interesting perk type idea a perk that requires 2 slots but has a strong effect. There are plenty of failed types that aren’t strong like boons, hexes, invocations, and teamwork perks. I want them to Revisit these perk types and make them good or add something else. Something like the obsession or hex totems
Part of this idea was inspired by old Tinkerer and existing meme addons.
I think it would be a cool idea of bringing back a perk that affects addons but the issue is a lot of Killer powers are not designed with such things in mind, creating specific addons that alter the way a power is used can open the door for perks that affect addons again, but it is much more controlled since it would only affect Cursed addons.
I think this idea can open the door for new playstyles that were not there before or create more diverse build opportunities.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855310#Comment_3855310
it's the decoy snowmen, so the moving ones
Ive broken those with snowballs and still havent gotten it on my end. I even ran around for an entire game doing nothing but breaking every single snowman regardless of what it was and I still didnt get it.
Correction; I made a Decoy Snowman and broke it, it took me 3 breaks before it actually counted, it just seems to not count sometimes.
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Sacrificial Wards were made a common rarity offering… have you tried using one?
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@Nazzzak said:
I had a killer force me to get it lol I was the last person with 1 gen to go, and he downed me and carried me to the last gen. I finished it then he downed me again and carried me past hatch, shaking his head at it as we passed, then let me off at the exit gate. I wasn't familiar with the achievement so he was kind of weirding me out until I left and saw it pop up. I really wanted to thank him, but being on console I couldn't :(
Ive heard there are many Killers who try to force this achievement since it tends to be really difficult to get through normal means.
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@MoZo said:
it’s ironic how fast they nerfed those perks in the 8.3.2 hotfix and now nobody uses the perks.
Machine Learning: not a lot of people used it but ngl when it got value the 60 seconds did feel like a very long time but still didn’t warrant the nerf.Zanshin: even when they buffed it to show survivors that drop pallets I still barely seen people use it. It’s mainly only good on Phead since pre dropping is ok against him
Predator: No one used it but nurse and even now nurses don’t use it anymore and just opted back to nowhere to hide since it’s busted asf on her.
WGLF: helped counter slugging but apparently it was used to pick up survivors in the killers face (attack cd is 2.7 seconds and 150% wglf took 6 seconds to fully heal) so u would be able to down them before they even got the heal off. Wglf didn’t die off as hard as the others but the pick rate definitely went down a lot after the speed revert.I don’t know why they nerfed the perks so fast after them being out for only 2 weeks post buff.
I remember when Predator got buffed, players were complaining that it would "end stealth playstyles as a whole" yet Ive only seen it twice and both times it was only used by Nurse. Most players are not going to use it, there are just better options for Aura Reading.
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@GeneralV said:
Congratulations, friend!
I wouldn't say this achievement is poorly designed, it is simply not made for modern DBD. It was designed around a game where killers couldn't close the hatch, and there was no EGC. Back then it was already situational and not exactly easy to get, but now it is easily one of the hardest achievements we have.
I got it in 2021 against a Huntress on MIdwich. I had to 99% the last generator and wait until the other survivor still alive (my friend who I was playing SWF with) died so I could finish it and immediately go for the gate.
Even though I had Wake Up and Spine Chill, Huntress almost got me, it was really close.
I don't think it should have its requirements changed, but it will always be a challenge for those who want it.
Way back in the day, if all 5 Generators got done but your team was dead, you could still repair the remaining 2 Generators to escape through the Exit Gates. But as DBD mechanics have changed, this achievement has aged like milk. It went from something situational but easy to something insanely hard to get.
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@TragicSolitude said:
You have to get lucky and hope your teammates are decent and get Generators done… but not too lucky since you need your teammates to be just horrible enough to die at 1 Generator remaining.
From my experience, that's not necessary. It does not need to be the fifth generator. You just need to complete a generator after the rest of your team has died. Then, open an exit gate after the killer closes the hatch and powers the gates.
But yes, it is an annoying pain-in-the-butt of an achievement.
From my experience, that's not necessary. It does not need to be the fifth generator. You just need to complete a generator after the rest of your team has died. Then, open an exit gate after the killer closes the hatch and powers the gates.
It use to be that way due to a bug. The bug got fixed.
Ive heard people say this multiple times and I tried it out for myself, no… it doesnt work that way now. It HAS to be the 5th Generator.
Ive had 4 different games where I was the last person to repair a Generator while being the only person alive and escaping through the Exit Gates did not give me the achievement, Ive tried it, it just doesnt work that way, at least not anymore.
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I think the reasoning behind the 40 meter Terror Radius is their (old) Hindered effect being pretty strong. Im sure BHVR was probably worried that having a Killer with massive zoning potential, decent anti-loop, passive slowdown, and a consistent Hindered effect was a bit too much at the time and made their Terror Radius bigger as a result.
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I think the main reason why people say stuff like this is because a lot of Killer strategies require less physical skill when it comes to playing the game.
Take something like tunneling, for example, can force the game into a 3v1, which requires a significant amount of skill for Survivors to play around while making it so you, as the Killer, can put less effort into playing and still (probably) come out on top. In a similar sense, you go through less Survivor health states and you spend less time chasing as a result. You are working far less and you need far less skill BUT it is the smarter way of playing the game.
Similar strategies such as camping/proxy camping can also fall in this category. Since it is literally just sitting close to the hook, and it requires significantly more effort from the Survivor's end to counter it (bringing perks, multiple Survivors coming in for the rescue, etc.) meanwhile the Killer can just sit still and gain pressure just from existing on the map.
TLDR; a lot of Killer strategies take less skill and effort… but like… work smarter, not harder.
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Im personally fine with them burning and wasting Map Offerings, it gives Map Offerings more weight, they are strong enough to completely change the outcome of a game but also can be completely nullified if ran against the right counter-offering.
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Killers dont slug for the fun of it
If it was to some degree "fun", why would players do it? Why would they actively play or engage in the game in a way that intentionally makes it miserable for themselves?
The truth is that some people do find it fun. Obviously it isnt going to appeal for everyone, but there is enough of an appeal for players to do it.
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If Hex: Thrill of the Hunt is the only issue, over-buffing other perks to deal with Hex: Thrill of the Hunt would create more issues for the game. By extension, buffing anti-Hex perks would make general all Hex Totems worse and Hex: Thrill of the Hunt would become a requirement for every Hex build; variety is worse and the balance is worse as a result.
I personally dont think anti-Hex perk needs a buff at the moment, I think Hex Totems as a whole need a rework; Hex Totems without defense perks are too weak and (in the case of Hex: Thrill of the Hunt) too strong with defense perks. They were fine when they came out but they aged like milk.
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@[Deleted User] said:
80% of survivors stand and waste time at the exit gates anyway, when they have won and no one is in danger. I really dont see the problem in 4 minutes extra, other then who is in control of the wasted time. - And you can just tab out and watch YT.
I find stuff like that annoying… but you can force the Survivors out (or wait 2 minutes) which takes significantly less than bleeding a Survivor out.
This just feels like Whataboutism though.
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@DarthYooDar45 said:
The fact you are complaing about Hex Thrill Of The Hunt shows the entitlement of the survivor community. It's one of the most useless killer perks in the game…
…Shows the entitlement of the Survivor community…
I play both sides. In fact I literally made another thread about Shoulder The Burden not that long ago, so I dont know what point you are trying to prove here. :/
…One of the must useless Killers perks in the game…
In fact, I literally put the entire reason why it is an issue in the post but you outright ignored it to call me "entitled".
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@Reinami said:
I wish there was a way for killers to give up just like survivors can. Especially when toxic SWFs wont just end the game.
EGC is intended to put a "end-all-be-all" timer but it can only be opened by the Killer once all Generators are completed. I do think the Killer should be able to open the Exit Gates anytime during the match to prevent situations where the Survivors are clearly not playing for their own objective and want to waste the Killers time.
Frankly though, I have not come across SWF that do it often, mainly since MMR pushes players like that into lower MMR brackets since they die a lot. But I do think it is an issue that can also be addressed, since multiple things can issues at the same time.
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852555#Comment_3852555
Except majority of survivors think 1 min is still to long they want their bleed out timers to last 10-15 seconds which is just a blanket excuse to want to go next if a killer wants to slug for a second person
Except Im not other people and this is my post. Also just because you hear people (or think you hear people) say stuff like that it does not make it the majority either. :/
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@Pelaan said:
We are not giving survivors another way to Go next in matches
Let's say that a mechanic that increases your Bleed Out speed by 4 times; it takes 1 minute to Bleed Out. That would require the Killer to actively go out of their way to slug for the Survivor to Bleed Out.
It's not a "go next" mechanic. It's a blanket excuse to justify the Killer actively wasting everyone's time.
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@AlexXHunter44 said:
At the end of the day who cares. I play about 50/50 on both sides and do annoying things to killers too. None of it is in bad taste it's just expressing ourselves through the characters.
I probably face a slugger once every 20-25 matches and I just laugh about it and think they are kinda low skill to resort to the tactic.
At the end of the day who cares.
I do. I like being chased or working on achievements. I dont want my time wasted because a player refuses to end the match normally when they are fully capable of doing so.
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@Prometheus1092 said:
It's not what I would do but I can see why some killers do it... Too long being bagged at gates and even pallets knowing there is nothing the killer can do about it. Years of survivor torment and toxic behaviour during match and post match...killers are fighting back lol
The first Survivor instantly gave up on hook. They tunneled out a Kate right after and slugged the Feng for nearly 4-minutes before hooking her, and spammed hatchets at the hook until they died, then slugged me until I nearly died and then Mori'd me.
Years of Survivor torment and toxic behavior during the match and post-match… Killers are fighting back lol.
None of my teammates tbagged or did anything "toxic" to them. All this did was waste our time with a game that was artificially padded out.
Some people act like this is some sort of revenge story about vengeance and that this is a revolution and changed that will lead to the Killer uprising and Survivors will fall… and none of that actually happens. This is just a player who wants to waste people's time and make others upset bc they find it funny to make others upset. :/
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Plague would probably be the best since the Generator infect duration would be insane, infection rate would be insanely fast, constant Aura Reading, and getting Corrupt Purge fairly often with no effort.
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@Raccoon said:
I'm glad that they upped their game after the disastrous 49 Orange Circle they released last time.
How are you finding the triple Adrenaline Exclamation Marks?
Triple Adrenaline Exclamation Marks is a bit too strong, I think bHVR should address it by nerfing Chucky again.
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@sizzlingmario4 said:
Starting at 48m and then adding 24m for each further altruistic action would mean that in order to get the same map-wide effect as the current version you need to interact with each survivor in some altruistic way 4 times each (first one is 48m, then 24 * 3 = 72m to get up to 120m which is basically map-wide in most cases), which I feel like is a net nerf even if it no longer deactivates on hook. I'd rather have the hook deactivation than have to do 4 altruistic actions to get the map-wide aura reading on 1 survivor.
The current Aftercare is a good perk and is not niche at all, it's the strongest teammate-info survivor perk there is once you get it active, especially since it not only gives you information but gives your teammates info on you too.
Keep in mind that it is altruistic actions for either Survivor involved.
You can get an unhook and then heal to get 48m + 24m or 72m. This also would apply if you are unhooked and healed by another Survivor. So yes, it does take a bit more work to get map-wide, but the effect is constant and encourages you and your teammates to be altruistic.
Another thing is that maps being large does not necessarily mean you need "map-wide aura reading", there are never cases where you are in the corner of the map and the other Survivors is in the adjacent corner of the map, you are often offset towards the center since loops and Generators are normally further from the back-walls. BHVR has also been pushing to make maps overall smaller as well, and half the maps in the game dont even need 120m for it to be map-wide, often 70-80m is just enough.
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Hope can be strong but it also is a dead perk slot for most of the game; it's high risk and high reward, you risk dying and never getting value, but you gain the benefits of a strong effect for the full duration of end-game.
Hope is strong, but the insanely high risk makes it so most players dont want to use it. Players rather opt into having a decent effect that helps them last longer in match (exhaustion, anti-tunnel/slug, etc.), it has always been an "off-meta" pick.
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Honestly I think Dead Dawg and Hawkin's a good examples of (fairly) neutral maps.
The Generator spread is a lot more tight compared to other maps but the loops can vary in strength but can lean towards the stronger side if ran right. There are opportunities for either side to perform well. -
@ratcoffee said:
Please also do Counterforce so we can highlight how little it actually changes for the first totem
I already made a thread about Counterforce and how useless it is. :D
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850888#Comment_3850888
I'm a software engineer i know how long things should take. And they should not take as long as they do.
Yes but they also have to push out all the updates all at once for all platforms. This can pose issues since DBD is on many platforms and each platform has requirements before updates get pushed out and they also need approval from each platform to push it out; PlayStation is the biggest contention with this.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850407#Comment_3850407
Why does it take houndmaster months to get fixed, but a game like dota 2 can in the same time frame:
- Completely change the layout of the map
- Completely change every single character adding massive new basekit mechanics (like the facet system)
- Completely rework multiple characters
- Completely rework almost all the items
- All of these changes amount to effectively playing a new game.
- Have a team of < 100 people
Why does it take BHVR a few months to change 5 perks with numbers tweaks that don't actually ever make the perks usable because everyone still uses the same 10-15 perks on both sides? But yeah, i bet if we give the teamwork perks some bigger numbers people might use them.
Because BHVR normally throws these changes in with Hotfixes for bugs.
And also even though BHVR is larger than a lot of studios, size does not necessarily equal speed, sometimes the larger amount of people can result in things taking longer in the workflow; more people means more people to communicate to about specific issues or problems.
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@sizzlingmario4 said:
Saying "run x perk" to counter some busted perk on the other side in order to justify some overpowered perk as being fair, has never been a good argument and never will be. Whether you needed that counterpick perk in a given match or not is a complete guess and you can't change that once the game has started. This goes for both survivors and killers. Thrill of the Hunt is just the most recent example but it's far from the first time this has happened.
It’s happened on both sides and frankly it’s getting annoying. But in this specific case, I wanted to point out how the “counter” option does not even counter anything. It’s non-solutions to problems… or excuses. It’s tiring.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/434104/current-state-of-survivor
Why should I play survivor, when:
- Devs do nothing about slugging.
- Devs aren't doing nothing with Nurse, if you go vs 1000+ hour Nurse it's almost guaranteed win.
- Thrill of the Hunt situation - releasing perk that wasn't tested at all, if it lasts until winter event I'm simply not going to play and also my SWF.
- I've waited 6 months in Eruption+CoB+Overcharge meta, literally matches were so miserable back then and BHVR did nothing.
- Killers have perks that give value for nothing - for example Nowhere to Hide (and ofc Distortion nerf) removed all stealth in game.
- There was Nerf for medkits, only because Otz & other killer mains made video about it - and I swear, if devs add yet another medkit nerf - as Otz said in his recent video I'm gonna quit this game for good. Literally balancing the game around top of the top sweatlords.
- All maps are shrunk, tiles are weaker.
- A lot of perk classes are basically dead - Boon perks, Teamwork perks (someone remember about them??), Invocation is so laughably bad, literally every viable survivor perk have to have some kind of drawbacks, Shoulder the Burden is also not that good, very situational and it got nerfed at the start.
The only thing I disagree with is the medkit part.
One of Otz’s main points was that Medkits should be made more interesting, and while some of the stuff mentioned would make medkit addons more niche, I do think they add more overall variety in terms of what they can do. With Flashlights having their utility removed (when Lightburn was removed), I think it would be a good idea to keep Medkits as a decent item but give them more utility aspects.
Even still, while Medkits have a history of being strong, I do think Toolboxes (for a really long time) have been far more problematic in terms of “balance” but I think Toolboxes should functionally remain as the “progression/advantage” as opposed to “utility”.
I think my biggest issue with DBD as a whole is that it has so, so much potential to do unique and creative things but it often goes with the safest option, it’s why we have dozens of perks that do the exact same thing but slightly different; e.g. Dark Devotion v Unforeseen. I think DBD should take these opportunities and do new things, experiment, actually have fun with designing things as opposed to trying to make things “meta”.
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Survivors still cleanse my totems ridiculously fast
Thrill of the Hunt takes 45 seconds to cleanse; or half a Generator. Pushing them off the totem removes ALL progress meaning they have to restart the full 45 second process.
This isnt even considering how other perks interact with this, Hex: Face The Darkness forces Survivors to scream every 25 seconds and effectively makes it impossible to cleanse a Hex Totem outside of the Killer's Terror Radius; and on stealth Killers, you can easily remove your Terror Radius and make this a near impossible thing to deal with.Saying "I wish Hex Totems would be meta again" to the Monkey's Paw and the finger curled back… I do want Hex Totems to be meta, this is just not the proper way.
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Surge is one of those perks that is fine as it is (at least in my opinion).
The lack of cooldown makes it good for slugging playstyles since you dont need to hook to get the regression, you only need to down Survivors. Paired with other slugging perks, you can make is insanely difficult to do Generators or to pick people back up, both combined can be pretty strong.
Buff the regression to 10% might be a bit much in that regard.
If you WERE to buff it, I think it would make it so downing a Survivor with a Special Attack would proc the effect. It's Demogorgon's perk so it makes no sense that Demo's power would literally prevent their own perk from working, you actively get punished for using your power.
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To be fair, whenever they do test out content they are working, they probably dont do it on normal maps and instead QA test in specific environment. Some of the pathfinding issues or issues where the dog get stuck are dependent upon weird or awful map geometry, and in a normal testing environment, they normally use basic geometric shapes or flat surfaces for testing.
I do wish the QA team would spend more time testing this stuff in normal matches since there are many bugs and glitches that occur just from normal play that wouldnt show up in a normal testing environment. -
Thank You!
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Probably Houndmaster.
While Freddy and Skull Merchant's powers are weak, at least they function properly. Houndmaster, from what Ive seen, really doesnt work half the time because the dog bugs out or gets stuck on the smallest of objects, often stuff you cannot control since it's the fault of the game itself and not the power design or strength. -
I think they keep removing and adding 2v8 back to test gameplay features and changes.
They would have put it on PTBs but the issue with PTBs is that the player pool is way too small and niche; more people play on Console than PC, and the people who play on PC are not always playing the PTB.
So the only way to meaningfully test a full-time gamemode such as this is to run it on Live Servers. Each iteration messes with queues since they dont permanently keep it up and making sweeping changes to how the gamemode functions leads to a lot of appeal for checking it out, even if for a few matches. -
Im away from my gaming PC since Im currently focusing on painting and visiting family for the holidays… can someone please provide a photo so I can see what they are talking about?
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@CipherMRV said:
Why is everyone complaining? None of y'all run these perks ever. Most of you probably forgot they existed just like how bhvr forgot beast of prey existed and didn't remove the bp bonus from it.
I did. Last Anniversary I used a BP farming build on Wraith and was able to cover a bulk of the Prestige grind easily with it. In fact, I literally stated how I did use these perks.
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I dont think Houndsense is designed to be strong. The main appeal is just the information, the extra bits are just that… extra. They arent meant to do much, just provide a small boost or effect.
Id say that my only gripe is that it can sometimes be punishing due to the exists of Made For This giving Survivors 3% Speed versus a (mostly) M1 Killer, but not many players use MFT in this day and age after the nerfs awhile back. -
Like honestly that guy gets a free down easily anywhere pallets are gone.
Yea… but like… any Killer can do that in 2v8. In fact it is intentionally designed that way.
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(Something Cool Exists But Only For PC) ⇒ "Wow, this is an exploit, we should remove it."
VERSUS
(Something Cool Exists But Only For PC) ⇒ "This should be added as a feature and should be made possible on all platforms because it is cool."
(It goes without saying, I obviously support adding this as a feature, not everything is "le bad" and needs to be removed since it makes the game stale and removes fun aspects from the game.) -
@angrychuck said:
As I was reading this I genuinely had the same idea for the shrine rework, but with the slight change of the cost of perks is bumped up just a little to compensate for the variety that is now there. I definitely would love to see a shrine rework though.
To be fair, BHVR has gone on record to say that a Shrine of Secrets rework is something that they want to do (an old Reddit AMA), but it's on their backlog of changes. This being said, I do hope we get a rework to it sooner rather than later since the issue of unlocking perks (licensed and non-licensed) will only continue to get worse as time goes on and more content is added.
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Reminds me of that one loop on Eyrie of Crows that has a Locker right by the Window so you have to cut the loop a bit wider to avoid entering the Locker.
Overall just not good design, I wish they would fix stuff like that.
