K139K05
K139K05
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Its size could be slightly smaller, but otherwise it's fairly balanced as well (again slower killers will have not a great time there). Perhaps BHVR should make some maps smaller or adjust the main structures slightly, so it's fun for everyone.
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@NoOneKnowsNova said:
Coal Tower feels like one of the most balanced, if not the most balanced to me.
I also would agree on that one. Not the biggest main building, it's again not in the middle and the tile spread isn't awful (for both sides). Generator spread is also acceptable, perhaps low mobility killers will struggle.
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I'm quite surprised actually. Yeah, kill rates (and escape rates) without background info are almost pointless (tunnel y/n, camping y/n, which killer, SWF y/n, etc). But than again Cowshed hasn't as annoying tile spawns like other maps while still having a decent main structure, perhaps that explains the 50% kill rate/escape rate.
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@TicTac said:
Some advice for your next feedback:
Mark your changes. Not everyone knows what a perk actually does and wants to look it up.
You should really post it as text and not as pdf. There are a lot of longer forum posts than your text. Many will not want to open the pdf, so you get less feedback.
Delete the note: i dont work for bhvr. Everyone knows that, many make this posts, the note just makes your post look weird.
Delete perk lore description. It just makes the wall of text bigger.
For your changes: most of it is ok, but mostly i dont know whats changed, the revert for the basekit changes of killer is unneccesary imo.
I really appreciate your feedback. Perhaps I will change it in the future when new perks release (does the forum have a character limit? I wasn't sure about that, that's why I wanted to use a PDF).
Anyway, thank you 🙂
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For Zombies: Zombies getting stuck will automatically die after 15 seconds of being unable to move. They will respawn after 5 seconds.
Add-on changes: Licker Tongue
Zombies will now have a lunge instead of a basic attack. Survivors hit by a Zombie will get slowed down for 0.25 seconds.
Perhaps combining zombie speed add-ons and zombie vision radius add-ons would be a good idea. But again most add-ons don't do much for him, maybe a whole rework of his add-ons pass might help.
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I think it's kinda funny what the game sometimes censores. One day I wouldn't even be able to say Steve, even with space between each letter (two spaces worked fine...).
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My current favorite build for survivor: Adrenaline, Balanced Landing, We'll Make It, Windows of Opportunity (sometimes I run Boon: Circle of Healing instead of We'll Make It).
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Is it just me or does the 3rd layer of Ghost Face's terror radius music sounds better than his chase music. Plague really needs a chase music, since I wouldn't consider her a basic killer (and she prayed to a God, so maybe some "holy" or "praying" music themes might fit her). I agree with some of them, especially on Wesker's and Trickster's chase music placement.
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As far as I know Wire Tap doesn't get removed when Pain Resonance hits the generator, so I would assume it'll only get removed when the killer performs a kick action on the generator that has a Wire Tap.
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@OneGoodBoyDemo said:
since I can't play PTB l would like to know if perks like surge/jolt, PR destroy the wiretap or does the killer have to actually kick the generator to destroy it. I'm a person who doesn't really like to kick generators but wiretap with open handed can be quite annoying.
As far as I know it doesn't get removed when the generator gets hit by Pain Resonance, so I would assume it'll only get removed when the killer does a kick action on a generator (which is kinda unfortunate, but it would be annoying (especially when the killer has Ruin) to immediately loose your Wire Tap)).
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Worst maps for normal killers: Gas Haven (has a really big wall that's hard to play around and breaking some breakable walls give the survivors an advantage). Basically every map without a main structure (except in Autohaven wreckers)(sometimes tils setups on these maps are really disgusting), RPD (too big and hard to traverse), Gideon Meat Plant (don't need to explain that one), Mother's Dwelling (pretty big, sometimes gens pop before you even have a chance to go there) and perhaps Garden of Joy (although the map isn't too bad, unless a Jungle Jim spawns next to the main building. This map also terrible totem spots). Haddonfield can be bad if survivors stay near the houses, otherwise it's mostly balanced.
For survivors: Dead Dawg Saloon (most of the tiles and pallets aren't good and can be easily mindgamed by the killer, main structure is decent, but also not strong by any means. But the bushes on this map are pretty nice and dark), Midwitch Elementary School (but only if the killer plays Nurse), Azrovs Resting Place (usually teammates tend to put themselves into a 3-gen, but the size of this map gives you more time to repair a gen, which is quite nice. Haddonfield, but only of you can't get into a house in time (totem spots also aren't good on this map, which is both good and bad for you (bad because your boon gets found quickly, good because you can get rid of hexes faster.
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Favorite Killer: Deathslinger and Demogorgon
Deathslinger is very rewarding if you play well and Demogorgon is a good all-rounder that can easily get in chases and end them quickly (if you get a good map, not to good structure spawns/setups and play well).
Least Favorite: Hillbilly
While having a great mobility and a dangerous power, good survivors annihilate him (and good window/pallet setups). He also was my first killer I played but after a few rounds you were only playing against good survivors, which was frustrating and that's (one reason) why I don't like him.
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While Albert Wesker seems cool as a character, his perks seem to be really niche and not very strong (unless they change them). But the survivor perks are kinda interesting, giving the chapter a potential reason to be bought.
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My current build for killer (especially for Demogorgon) is: Cauldrophobia, Dark Devotion, Grim Embrace and Rancor.
My current build for survivor (aka Dwight) is: Adrenaline, Botany Knowledge, Prove Thyself and No One Left Behind.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3085874#Comment_3085874
For that conditions, it should be 60 or even 80 seconds
Yeah, its gen block time could be longer or make it available 2x per game (maybe reduce the duration slightly). So after you get 4 stacks it activated and resets to 0 unique hooks. Would make it far more useful and discourages tunneling (which is good for survivors).
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I really like Grim Embrace. While 40 s. of gen block doesn't sound that much, 5 s. of obsession aura reveal is quite nice, especially of you build around obsession (my builld is: Cauldrophobia, Dark Devotion, Grim Embrace and Rancor).
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@Seraphor said:
There's no such thing as an anti-tunnel perk for survivors. That's the falacy both players and BHVR need to get over.
A killer who gets hit with DS isn't suddenly going to stop tunneling. Due to the sunk cost falacy they now have to catch that survivor.
Actual anti-tunnel perks are Killer perks, like Devour Hope, Make Your Choice and BBQ when it made you hook unique survivors.
I agree that some perks discourage tunneling (Grim Embrace, Dying light (at least tunneling the obsession), Furtive Chase).
But I feel like there are some perks that indirectly encourage it (like Remember Me! encourages tunneling out the obsession, since they aren't affected by Remember Me!). Perhaps these perks need slight adjustments.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3081051#Comment_3081051
And most of them are bad or not worth it on the others....very few Killers have anything good Iri addons.
Doc has 2 good ones
Demo has 1
Huntress has 1 if your good at sniping....
Deathslinger also has a great one (Iri Coin) and also a worthless one (hellshire iron).
About the executioner we don't even need to talk, an iridescent that only makes you undetectable when standing on a ToT trail (that doesn't even linger) is not worth it. Trapper surprisingly has very solid iris and Myers as well (you could even argue they are OP, especially against not so good survivors). I'm still confused why BHVR makes some iris so bad that they could have been purple or green addons. It feels like they're throwing random attributes and conditions /requirements in a randomizer and then click on the randomizer button and think: 'that would be a great iri, definitely not overpriced and doing almost nothing for an iri is find'. I think most killers still need their addons reworked or rebalanced.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3081034#Comment_3081034
Doesn't the perk disable after you touch a gen or do pretty much anything? Or am I thinking of a different perk?
Are you talking about OTR or DS? Doing a conspicuous action while OTR is active will only remove its endurance, DS will get disabled completely when doing a conspicuous action (although OTR completely disables during endgame, so you are no longer silent and stealthy).
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Talking about fun builds, here's one that worked quite well for the Demogorgon (and it's very fun and satisfying to use).
I run Cauldrophobia, Dark Devotion, Grim Embrace and Rancor. Dark Devotion gives you two choices after hitting your obsession: a) continue the chase and down them (boring) or b) leave your obsession and sneak up on a generator that's currently worked on (fun). Grim Embrace feels really satisfying when it's activating and helps with having more fun with Dark Devotion. Cauldrophobia helps with leaving your obsession and makes it less punishing since they won't be able to heal that quick. Rancor overall is a great information perk and a free mori at the end is always nice to have.
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@Iron_Einherjar said:
Doesn't Hemorrhage disable exhaustion perks? So wouldn't just Sloppy Butcher be somewhat a viable option to severely weaken their build?
Unfortunately it doesn't, hemorrhage makes you loose your heal progress if you are not fully healed. I think you've mistaken hemorrhage with exhaustion. It would be very broken if Sloppy Butcher would inflict exhaustion, but nevertheless it's still a great perk for stealth killers.
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Definitely Proof Thyself will become meta since doing generators without it is way slower than it used to be. Also the additional bloodpoint bonus is pretty nice since they increased the cap, making this perk far more useful than it already was. I'm also pretty sure that Lithe or Sprint Burst will become meta, since people seem to enjoy exhaustion perks and these two seem to be the more reliable ones. I've seen a lot of Eruption on killers recently, might become a meta perk since it's strong (especially on non-m1 killers) and it's cooldown isn't too bad compared with the incapacitated it provides (25s. of incapacitated is really good and annoying). Lethal also has great potential on every killer that can end chases quickly, so a great pick for Huntress and Trickster (especially in combination with Darkness Revealed and Iron Maiden). But I really hope there will be no this-is-the-way-to-go meta, since that would mean that nothing really ganged (besides really broken perks got made more fair and fun to play against).
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@dugman said:
A load out I played yesterday that’s fun (but that I unfortunately had to cut short because the mouse sensitivity was bugged that match and I could barely control my steering) was Barrier Blaster Wraith
- Brutal Strength (fast pallet and wall breaks)
- Fire Up (fast pallet and wall breaks and vaults, stacks with Brutal)
- Bamboozle (fast vaults, stacks with Fire Up)
- Endurance (faster recovery from pallet stun)
- Add-ons: Two copies of the addons that increase break and vault speeds while cloaked, stacks with all the above
Basically I just play Wraith as usual with this build but once I’m in a chase I can simply force pallet drops and vault straight through windows if I want and keep going. So long as I’m keeping up pressure to get survivors off the gens I end up with nearly all the walls and pallets on the map broken and I can do the equivalent of medium vaults at loops that have strong windows. Lots of fun, and the extra 10 seconds on gens and faster hit and stun recoveries in the base game make it more effective. 🙂
P.S. Despite the steering problems I got a 4k anyway, the survivors fortunately were messing up strategically. Plus we were on The Game so breaking pallets on that map was hilarious. 😄
That build actually seems legit, although 'Shadow Dance' add-ons are quite rare, but more than 100% action speed for pallet breaking , generator kicking and breakable wall breaking seems quite fun (I definitely need to try that, but unfortunately I don't have Fire Up😔). The vault speed increase could come handy on RPD, especially on these windows near the outside staircases
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@Levitika said:
This is a poll only for people who actually play Killer. Not "I'm a killer main, New OTR is balanced, just don't tunnel, 4-6 health states is fair" people.
It depends on the map and the skill level of the survivors. Playing against highly skilled and coordinated survivors is a nightmare and really unenjoyable, playing against average survivors is enjoyable unless they are constantly Bming (unless they step in a trap shortly afterwards or fall for an obvious mindgame). Also the 'Gideon Meat Plant' is one of the worst maps (probably the worst), especially on high MMR. In general every map needs to be reworked or at least the landmarks and structures on them, since some combinations are really mean and survivors could loop you forever (Garden of Joy's main building is really strong on the ground floor with good windows and some safe pallets. Sometimes a jungle gym can spawn near the window on the first floor, combine that with this good structure and most killers won't catch you). Blessing should take longer, since the current speed makes it unnecessary to snuff it out (unless you have Shattered Hope or they add a cooldown on blessing). But when I get a good map and average survivors (that can be grabbed with Tinkerer), playing killer makes much fun.
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I really appreciate the increased generator repair time, as well as the buff to some underrated and underperforming perks (like sole survivor) (poised is still poised #pleasebuffpoisedBHVR). And the small killer buffs and survivor nerfs should make holding w (finally) useless or at least not even worth it.