Krazzik
Krazzik
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- Krazzik
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I haven't been getting the extra BP. Earned 20k in a match, brought a flan, still only ended up earning a little over 40k. Seems bugged
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3070653#Comment_3070653
Lol gen slowdown perks heavily nerfed? Really? Combine pop with call of brine and overcharge, and generators regress at an outrageous speed. Only ruin got nerfed hard. But it's unnecessary with everything else killers have and can combine.
Ocercharge is really not worth bringing, just bring COB without it.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3066720#Comment_3066720
It always comes down to survivors being bad, according to killer mains on this forum. A killer that needs 20 seconds of wall hacks is bad. In any other multiplayer game, 20 second wall hacks is not normal and it is massively imbalanced.
So this thread is just a 'I hate Legion' thread in disguise. Okay.
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@FeelsBadMan said:
Lol @ all the people in here saying Thana is weak cause its only good on 2 killers (Plague and Legion), same could be said about 90% of the other perks. Like is Iron Maiden weak just cause its only good on Huntress and Trickster? No? Oh...
I wouldn't say Iron Maiden is strong either, especially enough to warrant a 'DON'T BUFF IRON MAIDEN' thread.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3066356#Comment_3066356
Thana is run to make games anti-competitive in favor of the killer. BT is a reaction to anti-competitive, low-skilled killer "strats", i.e. tunneling. You do not need Thana against four randoms.
Why are you speaking as if Thana is even meta? Before the buff there are much better slowdown options on most killers and even after the buff it's still gonna be only decent on most killers.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3066342#Comment_3066342
It's broken on Plague and Legion and strong on every other killer. After the update, merely two stacks of Thana increase gens to 100 seconds. Already too much and too easy to activate. It's a bad perk.
As far as Legion being low-tier, what is so hard about playing them with Never-Sleep Pills and Mural Sketch (the majority of Legions I've faced since their buff run these two add-ons specifically)? Free wall hacks, survivors are one-shot, gens are slow, etc. It's training wheels.
It's alright on most killers and only strong on Plague and Legion. Another 2% slowdown at full stacks isn't much of a buff. Also even with his best addons Legion is still low-tier.
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The perk is getting a very minor buff and is currently -only- really strong on Legion, who is a low-tier killer.
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It's still an awesome perk. I use it on a bunch of killers and always get value from it.
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Reagents, coins and luck offerings are bloodweb filler, without them we'd be getting too much useful stuff.
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I've noticed a big uptick in abuse from survivors in endgame chat. I'd guess like 60% of the games I have against PC players ends with at least one being toxic.
The rest is silence or the rare actual gg, and they usually only gg when they win.
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I wouldn't label all ttvs this way. In my experience it's 50/50 whether they're chill or whether they're super toxic.
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I wouldn't mind since like 95% of the time they hit the skill check anyway. I'm guessing they just don't want a 'free yourself stun' that's fully automatic.
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I'll probably play solo survivor a bit less but killer will be more fun so it evens out.
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It encourages killers with NOED not to just camp at endgame since your totem is almost guarenteed to get cleansed pretty quickly. It also gives solo survivors a much better chance of being able to deal with it and save.
And yet people still complain about a perk which on average gives less kills than when it isn't used :p
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Wouldn't Vecna's mori just be the same as Sadako's?
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There already are challenges harder than Six Feet Under but go off kween.
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Overcharge is useless again now because you may as well just use Call of Brine. Instant 200% vs 200% after 30 seconds -and- being worse than base regression for the first 12 seconds? Why would you ever want to run it?
The secondary effect of CoB is also slightly better than Overcharge at higher MMR as well.
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'undeserved hits' in your opinion. It's not fair when a bad killer is matched with good survivors and can't do anything. You're saying the killer should just run after them and be effortlessly looped and get 0 hits all game? That's what isn't fair. Bloodlust 2 and 3 means he can do something, he's still gonna lose badly, but at least the sting wont be as bad.
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@egg_ said:
- bloodlust still easier to get when it should be entirely removed (or at least tiers above the first shouldn't exist), especially with chases being simplified by the basekit buffs already. Higher bloodlust tiers only reward bad killers into getting undeserved hits
- still no mention on how this patch should help against camping & tunneling, even though according to how it was publicized on the stream and in the first dev note, it was supposed to focus on these 'tactics' too. As I said elsewhere, the 5 second BT won't help if a killer is hard on tunneling someone. And it doesn't help against camping, that is actually encouraged already by the basekit buffs + the longer generator times, as confirmed by @MandyTalk herself
https://us.v-cdn.net/6030815/uploads/4N6RCBFTDPY4/screenshot-20220712-163529.png
But keep pretending these problems don't exist
If a killer is regularly getting bloodlust 2 or 3 in a game they're not gonna win. B2 and B3 literally just exist so that if a bad killer is matched against good survivors they can actually get a hook or two. It's really not an issue.
As for camping and tunneling I do agree with you, tunneling was nerfed a little and camping was buffed.
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Ruin was overnerfed definitely. May as well not be a Hex at all now.
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Just be glad they didnt add Blood Debt as a daily.
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Dorito Daddy is popular for a reason.
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Some survivors kill themselves on hook if they aren't saved in 5 seconds though.
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I mean Huntress isn't overpowered so there's no need to nerf her hitboxes. Yes they can be pretty jarring at times but they are consistent, you can learn what sorta shots will hit and which wont. This really is a skill issue much of the time.
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Real genrush baffles me. Why even bother playing the game when you don't want interaction with the killer?
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@Phasmamain said:
Because he’s boring as hell to fight against and has 1 form of counterplay in chase being predropping pallets. Plus the impaired vision can be a pain in the ass for motion sick players (This is coming from a clown main myself)
I mean pre-dropping is the best strategy against a bunch of killers. Heck some killers you can't even do -that-.
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The issue is that you're asking killers to handicap themselves but not asking survivors to do the same. Tunnelling is usually the most efficient way for the killer to play if they want to win, and camping to some degree is often effective as well. Despite the meme they -are- legitimate tactics and help the killer win, and asking killers not to do them is immediatly putting them at a big disadvantage.
People say "yeah well good killers can get 4ks without tunneling or camping" and yes they can, but usually it requires them to be playing the strongest killers or for matchmaking to be putting better killers against worse survivors. A Legion, a Clown, a Pig playing against a similarly-skilled group of survivors will likely not do too well unless they tunnel and maybe camp.
Look at high-level tournament play, heck look at big streamers when they're playing to win, they usually tunnel and camp.
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Was playing survivor and my Nea teammate brought Eerie of Crows offering along with Boil Over, Flip Flop, Unbreakable, Tenacity. Whenever Cenobite started chasing her she'd immediatly go upstairs in main building and go down in a particular spot so he couldn't hook her.
At endgame I just bodyblocked her near the gates so she got downed and hooked. Screw exploiters like that.
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Get ready for this thread to be swarmed by people yelling about how much they don't care about this :p
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Otz showed that nerfed IW is still amazing against Spirit.
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The Thana buff is only like 0.5% more slowdown per stack.
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Assuming worst case scenario where you start in one corner of a large map like Mother's Dwelling, the survivors all spawn on the opposite side next to a gen and 3 or 4 of them hop onto it, then yes it'll be done before most killers can even reach it. It sucks but there shouldn't be much more gen progress than that.
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Otz showed against a Spirit it's still really good.
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Barely any mention of Freddy :(
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It's been like this for months though, it's pretty common for the first down or hook to just DC and leave the other players in a losing, unfun game.
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After the key nerf a while back the hatch is now perfectly fine. It's there so that the last survivor has a -chance- when the game was likely a stomp by the killer.
Killers shouldn't be so desperate for a 4k, a 3k and a hatch escape is universally still considered a win for the killer.
If you have an archive that requires a 4k then just slug the last two survivors.
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Removing the DC penalty would just result in the first downed/hooked survivor always DCing. It happens commonly enough even -with- a DC penalty.
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3033051#Comment_3033051
Yeah easy fix. Don't worry about fixing the broken perk that makes it so awful killers can get to high mmr. Just cleanse every dull totem! I want to see a video of you cleansing every dull totem on midwich and see how long that takes. I'm sure it's super fast and not an issue at all.
If they get 0-2 hooks during the game then you have plenty of time to do all five bones, hmm?
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3032043#Comment_3032043
You know looping is really the best part about survivor gameplay right?
Why do people complain about getting tunneled then?
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3032530#Comment_3032530
I mean exhaustion hatchets huntress is one of my go to builds, and the survivors having an exhaustion perk is almost entirely useless. If they had any other perks to speed the game up in that situation it could be the difference between me 4king and not. You can also take into account fear monger which does a similar job of turning off a survivors perk.
While 90% of the time people run an exhaustion perk, that doesn't mean it was the best option for that slot for the game they played. I would rather have them nerf exhaustion perks to a point that they aren't considered best in slot. Than to make exhaustion something that you should avoid.
You need to ask -why- people run an exhaustion perk 90% of the time. Yes there are a couple of alright perks and a couple of decent addons that can help counter them, but even with those things existing, almost everyone runs one. I don't think it's healthy balance for any archtype of perk to have such a high pickrate.
And I'm not asking for exhaustion to be something to avoid, I'd not want harsh penalties, simply something to make -not- running an exhausting perk feel slightly relevant. But yes nerfing most fo the exhaustion perks would also work.
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@bittercranberry said:
these changes suck lol
only thing keeping this game afloat is licenses... if you argue otherwise youre delusional.
I wouldn't go this far, lots of people don't even play licenced characters, and the strongest killers in the game are all original.
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@Biscuits said:
The downside of exhaustion is that you don't have a 4th perk while you are exhausted. There are plenty of perks you could run to help you in chase that aren't exhaustion perks. If you add an additional downside then you are a 3 perk Andy plus having ankle bracelets on.
@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3032512#Comment_3032512
i mean, exhaustion is the downside. Like @Krazzik meantioned before way back in 2017 u could recover from exhaustion while running. That’s not possible anymore (TG).
it takes at least 40 secs to recover from it and that’s the balance. If they added any other debuff or what have u, wouldn’t make much a difference on M1 killers but on killers such as Spirit,Nurse and Blight it would be easily exploited
The issue is that even with the exhaustion debuff, exhaustion perks are still a no-brainer. As it currently stands you should ALWAYS have an exhaustion perk, you're practically punished for not having one because your chases are that much shorter. There's less thought when it comes to your build because one of your perk slots is basically already an 'Exhaustion Slot'. Non-exhaustion builds are weaker and I just wanted choosing an exhaustion perk to be more of a meaningful choice. Have some slight adavantage to make up for not having the exhaustion perk.
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@yobuddd said:
I think a fair effect would be to prevent any buffs while exhausted
It could only negate effects from teammates (ie Kindred, Prove Thyself, Leader, and really anything else except Vigil - since that’s what Vigil is all about.)
Of course, we could make it affect your own perks as well (Resilience, Iron Will, your own Boons, Hope, etc.)
Maybe throw in aura blindness as well, but that could maybe be too big a nerf to Windows of Opportunity.
Personally, I think the most fair idea is the first - just preventing shared effects from teammates.
I was thinking or aura blindness are duration reduction but that would only really be a nerf to solo survivors and not SWFs. It would need to be something that would still be felt even by SWF players.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3032496#Comment_3032496
My bad, MMR is rigged and for some reason you have way more skill than your teamates. Whatever helps you sleep at night.
Because that's exactly what I said.
The fact is that as a solo survivor I can have one game where I have 3 strong loopers who also prioritise gens, and -literally- the next game I can have a couple of survivors who hide in a corner the second spine chill flashes, fail skill checks multiple times and go down in two seconds of chase.
I'm far from an amazing survivor, heck I'd say I'm pretty average, but I do sometimes get people who are just outright bad. That's not their fault at all, MMR shouldn't have paired them with me.
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@Brimp said:
They should IMO, running faster than the killer is always gonna be very powerful and just having a mechanic to not use it more than once in chase really isn't a downside enough.
I mean imagine if they didn't have exhaustion, and each exhaustion perk just had their own cooldown like Old Sprint Burst did. The meta would literally just be 3 or 4 exhaustion perks because they can be that strong.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3032371#Comment_3032371
If you are playing with a baby meg, you are at the same MMR so you are a baby survivor too playing against a baby killer.
But yes, with this rework playing selfishly for whatever reason (blaming your teamates and calling them baby) won’t give you any value anymore. You will have to work as a team.
That would imply MMR worked reliably which was know it does not.
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I'm hesitant to suggest Exhaustion affecting chase in any way since the entire point of bringing an exhaustion perk is to help in chase. If it helped in one way but then just nerfed your ability to fast vault for example then there may be no point at all in bringing one. I think having it so that making your chase stronger but limiting yourself slightly in another area is healthier.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3032318#Comment_3032318
If you don't play a Killer a lot, you probably aren't gonna have them Prestiged highly, if at all.
For example, I don't play Billy. Even when he was fun, I didn't like him. I might be P1 with him and am subsequently very bad.
My Nemesis and Blight however, are likely going to be at least P5, if not more if I'm understanding how the system works.
You won't have Prestige Levels on a Killer you don't level up a lot.
There's nothing stopping someone pumping all their bloodpoints in a killer they don't play too often. Prestige level is as useless as Rank to determine 'skill'.
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I mean BHVR doesn't have to give us anything. People have already prestiged because they wanted the bloody cosmetics or just because they wanted to max out a character; anything BHVR give out now it just a bonus. I really don't like how entitled so many people on these forums are about this.
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So Baby Meg gets hooked twice at 5 gens, then I get caught out, hooked and I'm dead? Yeah no thanks.