Komi
Komi
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- Username
- Komi
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Comments
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Yeah I agree, it feels like overkill when the perk is already leashed by only activating near generators. It giving you more locations to take advantage of it when endgame begins made it a solid perk thats useful at all stages of the match.
I hope they backpedal on this nerf because there'd be no reason to run a perk that only works in four spots of the entire map.
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Considering those are from the only four knife-wielding Killers, and someone took one from a knife rack, it has to be Chucky. I can't think of why anyone else would have to steal or find a weapon like Chucky would given how small he is, and out of all of them it being Myers' kitchen knife?
If it's not Chucky, then I have zero idea who else stole kitchen knives.
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I've recently found a newfound joy in playing Pig. Now is it because I realized how busted running 6 RBTs and Call of Darkness is? Partially, maybe. But I just find her ambush charge so satisfying to land, as good a feeling as managing a head pop.
As for recent endeavors, it felt great managing a win on midwich against a duo running these perks that made them nearly, if not equal to, killer speed. Their fatal mistake was not cutting corners and allowing bloodlust, and paired with STBFL they fell apart after several minutes of holding W.
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As of now the HUD already shows what each survivor is doing, so basekit Kindred would just be punishing the killer for getting a hook. If you see a survivor is being chased, working a gen, and maybe someone on a totem, while someones hooked then it should be enough information to form an idea of what to do.
And from experience, this isn't going to suddenly make the same survivors that do nothing with Kindred active suddenly start, and I'm not even going to mention the three letter word.
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The yellow tape is a design choice intended on making vaults visible, its an eye-catching color. If you want an example of why its bad not having them, the exit area in The Game used to have a vault largely unused due to it lacking the yellow tape.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504449#Comment_3504449
My bad. I totally misread your post. Good idea for me to do that before mouthing off.
I mean I do get that instant aggro, with how adamant some are in defending this and going as far as believing survivors deserve it. If a match is clearly won then either let them do gens and leave or quickly hook them all and end things, no one should be tryharding a 3bot match!
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504419#Comment_3504419
No, the killer doesn't have to play like that. Knew it wouldn't take long for this take to pop up.
Oh my bad I was hoping the "totally sound of mind" comment was clear sarcasm, cause no people who do that would find watching paint dry fun if it meant they won.
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Heres my rebuttal; nobody likes being stunned and blinded for 5s.
Personally I don't find the perk an issue but man is it isn't PAIN when it happens.
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The cakes do well to make the ones who brought Invitations more worthwhile, so a mix of both is actually the best case scenario!
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504409#Comment_3504409
The bits were not doing the objective, they were all coming to get me up. Not a single Gen was worked on this whole time. The Cheryl not kept doing the box and the other two kept coming to get me up.
If I wanted to play with a load of bots, I would get my mate to load in as killer and go into customs. I don’t mind one every few games but all 3 and the killer has to go out of their way. They still would have had the same number of hooks if they just let me go next.
Thats rough, cause the only choice I can offer is to search for a key or camp an exit gate, the killer HAS to do something and if its to slug the bots to death then yeah they're totally sound of mind.
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Why didn't you just play regularly, you asking to be killed is exactly why the killer targeted the bots and ignored you because they were the ones still doing objective.
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This isnt what a bad killer match looks like, it looks like a 3v1 because James did nothing to help and went for hatch. A bad killer match would be 4man SWF with Power-Struggle/Plot Twist abuse.
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Not sure if this belongs here but does anyone else keep forgetting Singularity is gigantic when they play as him? Feels like his FOV should be raised, same way Victors is the shortest FOV
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It could be argued that a new model and survivor sound could effect the Wraiths play even if at an insignificant level, but its in the rules and while many of us who don't actively watch or engage in Comp DBD think its dumb, the ones who do engage in Comp should know. Everyone calling Wraith a sore loser is correct but that doesn't mean a rule wasn't broken.
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Maybe Broken status negating Endurance soon? You can either be Broken to instantly heal a downed survivor which is risky or gain the Endurance if you heal them normally to be safe, it shouldn't be both. The downed survivor is at the mercy of their team and the killer so they shouldn't be punished here.
Edit: After typing this I realized what it means for certain killers and perks so maybe just leave it as a note in the perk, like DS or OTR disabling at end game.
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@BlightedDolphin said:
I think Overcharge is fine and what you are talking about is still an issue with Skull Merchant not Overcharge.
Overcharge does give a big penalty for missing the skill check, but that penalty also only applies IF you miss it. You can have tons of value from it or nothing. The extra penalty is also 4%, not 5%. The only time this is really an issue is in major 3 gens against a killer like Skull Merchant or impossible skill check Doctor.
Skull Merchant and 3 gens are the problem, not Overcharge.
Agree with this, since Day 1 people have roasted this perk because it only catches "new players" off guard, so the its the survivors fault if they fail the second Overcharge skill check.
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So because players have invested the time to play a killer in a way that they can face actual top competitive survivors and win, it means they should have it taken away? Im all for the idea that everyone should be allowed their fun but it goes both ways, the SkullM mains did nothing wrong but put their strength in late-game which should be allowed even if its "not fun". Personally I never understood the hate for long matches, sure 20min is the sweet spot but it isnt a mandatory rule.
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@Solomonkane said:
Simply stop caring about winning
I'm imagining the ire towards this comment is for how varying the definition of "winning" can be. Do you mean escaping, because I can attest that looping the killer all match only to die is more fun than being a gen jockey and escaping. But I do agree that people playing as the "Survivor" are keen to want surviving.
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Maybe because Killers are aware that the survivor perks that Do counter this playstyle are never used. Even I'm wondering when everyone stopped using Unbreakable, or even No Mither seeing that this seems common enough a situation worth complaining about. The one time they tried to make Unbreakable base-kit actually made it way worse as Killers were incentived to slug for the instant 4k. So that's my views, its a fair albeit "unfun" situation as it can be countered but nobody wants to run perks to diminish this.
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I saw this thread and played him to make a difference, and what are the haters smoking? Everyone complains about EMP when you can immediately replace them, and knowing when to activate Slipstream is his skill ceiling. If you spam it in chase and get tunnel visioned with a single survivor, you're playing him wrong.
He's fun, oppressive, and can bounce between survivors!
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On Survivor, its Tenacity. Nobody ever expects someone to run it so the moment a killer slugs me I'm gone. Its actually prevented being death hooked numerous times, and the ability to recover while moving removes the only downside to crawling away has, its great!
On Killer, Bitter Murmur. Its a newbie perk by all accounts but the Intel it gives on where to immediately find survivors after a gen pops is so amazing. Even if in a chase or while hooking, it ensures I never have a moment where I'm left wondering which way to go next, sometimes even revealing a survivor going for a flashlight save or hex totem cleanse.
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As above so below, a killer will lose without making mistakes.
As below so above, a survivor will escape without ever being chased. The real question is what killers are you facing that win easy?
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Oh no now the poor players will only receive +100% BP!
Haha flame aside, why do you feel the need to validate running a map-offering? They're intended to be the strongest for allowing you to build for the planned map. If anything I encourage it, just don't get upset when Killers start dc'ing mid-loading screen.
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The issue stems more from the fact that survivors will remain injured due to the advantages it brings, which is what makes every perk BUT Fearmonger and Blood Echo fall behind due to the injury/heal requirement. If Septic Touch was changed to inflict Exhaustion on basic-attack, I would be all for it.
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Monitor & Abuse works well due to having a far greater range for Static Blast, paired with Infectious Fright and you'll know whether to save it or use it. A more loop-oriented perk is Zanshin Tactic as it greatly helps plan out denying a vault/vault-back.
One perk to avoid using is Distressing as it becomes overkill with Static Blast, or perks grant Undetectable, unless paired with add-ons that provide illusory-terror radius.
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Reveals the aura of hooks within the killers view, rather than every hook.
When within 12m of a survivor being picked up, gain a 5% Haste effect for 3s, during which you will be unable to use items.
The reasoning is that as it is now, you have to guess which nearby hook will actually be used, and if able to use items then the speed boost (intended to better reach the hook) would be exploited for flashlight saves. It helping in rushing a pallet save would also be in line with "Sabotage".
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Tldr; Doing anything but adding more time would be an entire overhaul to generators, and this late in the game has killed that chance.
The issue with gen time is not the time itself but how its accomplished. You cant make gen repair take longer without survivors getting bored or tired of it, so its the simplicity in repairing gens that makes this so hard. Adding new mechanics for repairing is probably everyone's favorite idea but then you hit the same wall devs hit with making this work with every killer in mind.
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I see all this information and wonder if everyone's forgotten MTF disables on exhaustion. Wouldn't running perks\addons that inflict it be the simpler solution? SM already has an add-on for it too! This isn't to discount the strength of 3% but it feels like there's already enough options to deal with it.
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$11 for a going-away-sale is not how you play into FOMO. If that was the combined total for both skins then it'd actually be worthwhile.
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For a perk that prevents a method of freeing a survivor from the killer's grasp, it sure doesn't get enough love. Just make sure to avoid mixing it with Shadowborn, thats a cocktail you don't want to experience.
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First time in a while a chapter has me loving both playing as and against the new killer. As for the map, it feels really congested at the middle in a good way, much less clutter than the PTB. Hux has been a lot of fun for being constantly in action with every survivor, its fun! I give it a 7/10
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Only way I could see it working without the Hex status would be if it worked like Leverage, where its activated after a hook for a period of time. The regression isn't too bad but isn't something you'd want to risk losing a perk over, so a reworking of how Ruin works would be great.
I'd argue the same could be said for other Hexes too, maybe going as far as retiring Hex totems and having them all deactivate on a survivors death, rather than cleansing.
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Is this going to become a trend with exhaustion perks now? Because Lithe, Balanced, Overcome and Smash Hit can all be used to escape or prevent chases, especially when paired with synergy perks. Personally I much rather have to work harder and accustomed to starting chases, than playing DH chicken with every chase.
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@RandomnessThyRodent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403821#Comment_3403821
True, but then I'd be passing my anger off to those other survivors, and it becomes the cycle of DBD life.... Simba......
The game is built around this cycle. ITS THE CIRCLE OF GRIEEEF.
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@betelgeuseyes said:
Reading all these comments, guys act like you can't be healed in dying state... Or that all survivors run the same perks. I even said what if it was a boon totem then it wouldn't be abused but no one here sees that. But yeah, you guys get all the likes even when you got it wrong. Wow.
Sorry but its just not a healthy idea. This is a HUGE effect, because suddenly if you pair this with Exponential, or other dying-state perks, and suddenly you are banned from hooking. This will lead to killers always bringing Totem-Stompem perk every match on the offchance of this diabolical combo.
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@RandomnessThyRodent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403812#Comment_3403812
Sorry let me rant about my solo queue experience with my teammates killing themselves and not healing anyone, and then rant more about matchmaking issues with proxy camping/tunneling killers.
Alright fair enough but at that point why not play Killer for a bit as a break? Is it not perfect therapy to beat up survivors after such matches?
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@Sylhiri said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403806#Comment_3403806
Can I has DLC money.
Check the Shrines, it'll show up eventually, but even then you have Streetwise and Gel-Dressings that should also help.
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At that point might as well run Knock Out and Terminus every match. Bad idea.
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You know you can run Bond or Empathy or one of the many perks that help with coop healing. OH, I have the perfect perk, BUILT TO LAST, now you get 2.75 medkit uses. What I'm getting at is please play with the several perks at your disposal before waving the white flag.
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...You had me with the first half...
But I do agree that only worrying about DH once the hooks start happening is way less stressful and punishing. The regression perk nerfs are fine because I ran Deadlock and Grim Embrace like a gigachad.
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They paid the BP for it, they're of course going to use it. As for Huntress, if you let her get that close to you then pretend its Bubba or Billy because thats what happened. As for Myers, lockers counter his tombstones effect so this becomes a zoning/positioning issue.
I do agree Blights Ring is so oddly powerful and untouched, at least knock it down so you have to recharge 1 token at least.
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Ran Gearhead/Lethal-Pursuer/BBQ on Hillbilly with the silent saw addon. Without DH it actually felt like both mine and the survivors mistakes matter way more now, and the lack if chainsaw hits being swallowed made it so much more fun.
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Happened to me, was afraid my account got hit with a reset, so thanks Mid Chapter.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398979#Comment_3398979
Trickster? What do you mean? He gets plenty.
Okay yeah he gets love in the cosmetics dept. but I can't recall the last changes/balancing he's gotten since a year ago, and him being in his state just feels like he's been forgotten
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Twins, Sadako, Trickster, and the Nightmare on Elm St. Chapter will never ever be leaving that bus BHVR left them on. Best to forget their existence and play Civ
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This might end up being the Flashlight-Paradox where the person who's urban evading your traps is doing no gens and being more of a nuisance than hardcountering your ability. Oh and remember that flashlights used to do this With Range, so it seems bad but will be equal to how it is now
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@MrSlayer said:
I'm already adapting - I've stopped paying attention to who I am hooking. If it bleeds it goes on a hook. Doesn't matter if the surv been there a moment ago.
Why weren't you playing like that to begin with, its way more fun to attack survivors indiscriminately. Not your fault someone couldn't leave the killer radius in time.
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Best guide to getting consecutive 1ks back-to-back. I run Myers with PWYF+Game'Afoot and have had decent results, maybe ignore gens and build a Nuke loadout they're fun.
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They're in a bad spot yeah, but their biggest issue of being unable to reach survivors before they heal is being alleviated with this update so it might make them stronger as a result?
That said I pray every night for an addon-pass/rework for them!
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Yeah and those perks are of zero issue, nor involved in the patch so why bring them up? And toolboxes and genrush is never going away to just kill them faster than they can repair.
