LeFennecFox
LeFennecFox
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- LeFennecFox
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Forgot about blood favor, but you're basically committed to running other hex perks as well sadly
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That's every map they've released in the last few years. Their art team is more worried about everything looking pretty at the expense of killer powers
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Slowdown is the only stopgap there is to have longer matches without taking 1 person out early on in the game and PR/Pop reward you for spreading hooks and traveling away from hook to apply them
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Too bad there isn't a perk/hex that can deny pallet saves
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If anything hexes need a corrupt like feature for 30-60 seconds that disables after a down and/or only for a specific totem when one of its effects is activated. People say hex perks are useless, but they're very problematic on the killers that use them well (thankfully nurse is special attack now). TOTH Undying Devour Pent/Haunted on spirit and the game is basically over at select screen. Haunted populates 2 land mines that can be proc'd again with undying. TOTH makes doing a totem insanely risky and if all else fails pentimento can still return TOTH stacks making doing gens pointless and totems hard.
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@Ayodam said:
Like Invocation and Teamwork perks, the devs should just forget boons exist. I can’t really see boons being useful enough for survivors to want to run without killer mains rioting m, and honestly any time invested in them is better spent working on some other QoL feature this game needs.
Yea these type of perks will either be useless or too strong. COH is still pretty great for group resets, but avg solo queue player doesn't think to heal really fast when 3+ are injured.
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Tunneling does have a consequence though and it's up to the players in the match to make it hurt as much as possible via perks/actions. A lot of the issues are survs just unhooking in front of the killer, unhooking too early, or unhooking too late. It's rare for people to come take hits against m1 killers for you. Basekit bt really stopped people from thinking about when to unhook. More people should consider bringing BT, FTP, WMI, and other related perks to give your teammates a chance instead of playing for a solo out.
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@sinkra said:
If windows gets nerfed it's going to be the straw that breaks the camel's back for survivors and many are going to leave the game en masse. There's only so much they can take.
I really doubt people are going to quit DBD over a nerf to WoO another perk will just replace it if people stop using it at all
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90% of these perks need a straight up rework instead of a numbers change
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689716#Comment_3689716
Why do you need an answer to every situation?
Survivor went down on a pallet—tough luck. Not like it happens every single time a survivor goes down.
Position your body so it is blocking the easiest point of access, and pick up the survivor. Sometimes a survivor with Background Player happens to be working on a generator nearby, but most of the time they were shadowing chase. I don't see the problem.
If survivors are giving up gen pressure for chase support, let them win some battles.Chase survivor for 45s to just give up and have wasted all that time. Survivors have the control to die on a pallet consistently and in a way that means a pick up allows both sides to be dropped. They get the gen pressure & you're denied a down lots of counterplay!
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@Doxie said:
I am still newish, and part because I'm seeing more of it.... especially in solo... But here I am, playing a good game with teammates that are not so good. I avoid the killer, escape, do gens, wait for the good time to unhook…basically play the way I should. No hooks and then I realize I'm going to have to run interference while teammates are are two hooks in. One hit, down , moir. I mean playing a great game and then dead. Isn't this kinda opposite what they are going for. I get punished if I don't unhook, heal people. Gens and escape...I fail to get emblems, but if I play…instant dead. Then I get a stupid killer that tells me I need to get better. One hit and I'm garbage? Besides spending every game looking for every totem, which is a waste, what's the counter? Lockers and hide entire game? It's just unfun.
Detectives hunch from tap is a very good totem perk that passively reveals totems (and more) nearby when gens get done. They also auto track to any map you have.
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@WolfyWood said:
https://us.v-cdn.net/6030815/uploads/WZJE4H5C2UNY/wqeyyke9.png
https://us.v-cdn.net/6030815/uploads/VWZJ3G88WK95/p5aoc4rg.jpg
I don't understand why people do this, such a waste of time for everyone involved.
Same thing as survivors giving up first hook and making the game end 2-3 minutes later
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@KayTwoAyy said:
Considering Lightborn hard counters the combo, no.
I'd say the problem is Killers feel like they can't run anything but gen-regression perks. …but honestly, I think that's a BS argument. Kill rates a very revealing. Killers can't be bothered to run anything that requires a modicum of effort, less they risk killing only 2 survivors every trial.
What does lightborn do to pallet saves? They die on pallet nothing you can do against 5s 200% SB.
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@goodfriday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689055#Comment_3689055
Always the because survivors using distortion excuse, did you know before distortion became a popular pick killers always tunnel or go to every unhook,? Yall really need to stop making distortion excuse and just admit that you just simply like to tunnel and its ok its part of the game do what makes you win.
I literally say I go after unhooker where is the tunnel? You see what you want to see.
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@MrPenguin said:
The perk isn't the problem so this won't fix the issues. The issues are the maps themselves being generally too strong (yes there are exceptions).
Yea being able to instantly know you got a specific pseudo infinite setup without wasting time looking yourself. The perk just exposes map rng issues before you even get in a chase.
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@Mr_K said:
I thought EU survivors were better than that.
EU players aren't gods at the game they pretend to be they just run the strongest everything more
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@goodfriday said:
Lightborn and flashbang/and flashlights have 0 effect gg wasted attempt of the perk there and overall then useless. Pallet saves eh as if that 100% always happens unless the survivors is trailing down the person being down(which is still a thing without back ground player) people chase team mates with bond to pallet save/flashbang/flashlight. I swear it seems killers just want survivors to start the trail with 2 hook states and injured and stand by the hooks and have us point at it to instant win the game. Even little things which aint too meta and is a different play=is a complaint on lol
What does this even mean? Do survivors just want killers to afk if their 1min chase target is on a pallet and another survivor with background player is within a mile radius? 200% for 5s is as simple as "I'm about to die on shack pallet" and they're in range without needing to follow them for the entire chase.
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Very weird when I play to win on killer I get ggs and the like when I play nice and get outed it's generally the reverse.
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@goodfriday said:
Remove hook notifications would be another good fix , sick of these teleporting killers or high mobility killers coming back to EVERY unhook they hear, am talking literally doing it willingly because even if you wait till they come across the map they still come back to it to tunnel.
If I travel across the map and everyone is immersed and my aura reading perks do nothing because distortion I will come for the unhooker.
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8 gen regression limit is fine I have to actually trigger it unless I use eruption which needs a rework or something to avoid how easily it reaches the regression limit. There are many perks that delay gens without regressing them (Corrupt, Deadlock, Grim, DMS, etc)
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The killer can intentionally wait out the 10s to deny deliverance why are you blaming the surv? BT is still a very strong perk use it maybe
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It's because they can never make the perks that reward you for not tunneling strong enough that they don't get used with tunneling. Tunneling even if not immediate is a requirement when matchmaking actually works, but you add these other perks on top and it even buys you time to tunnel. The way hooks/hook states work needs a massive rework in general.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687601#Comment_3687601
I don't know how people can say he's weaker with the stuff being removed but then say oh it's a gamble/show off it's stronger to play him normally.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687611#Comment_3687611
Personally I've vsed hundreds of blights both bump logic/tech trying ones and there is no difference between how "sweaty and boring" they are when they are trying hard to win.
Hug tech has its places like getting around nasty geometry, certain tiles that are hard to react to it, and using it to setup for confirmed hits. He will 100% be weaker without hug tech I don't think it will matter enough to move him even once place on tier lists.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687586#Comment_3687586
Again there's a disparity, there's people saying blight's only interesting because of this bug that's going away
But in the same breath there's people saying most blights are average and never used it anyway.
It doesn't make any sense lol.
Hug tech is just gambling your tokens away to create 50/50s that are 100/0s for blight if you actually know how to play him. It's going to be interesting to see if what the change actually means for him because he might just bump randomly now where he would slide before.
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687533#Comment_3687533
You'll survive lmao, there are still plenty of counters to distortion, or you can just use your eyes.
Yea let me just walk round the map with 32m TR and see survs through 3 los blockers
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@Brokenbones said:
People claiming to be Blight fans defending hug tech by saying "normal" blight is boring/too easy
lol
Pub surv gives you pallet control then you use 3 bumps and get a guaranteed hit very exciting gameplay
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@ReverseVelocity said:
I don't think either perk is dead. You're overreacting.
15s window to activate, 3s aura reading, and reveals itself through blindness status it's very dead
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@Batusalen said:
15 seconds of aura reading in your TR every 60 seconds by just opening a locker sounds good to me. I don't know if they pretended to nerf the perk, but in my opinion they transformed a perk with a 7.38% pickrate (according to Nightlight) that was mostly useful to high mobility killers into a good aura perk that is useful for everybody.
15s is the activation duration it only gives 3s of aura reading & reveals your aura is being read with the blindness effect.
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Back to more slowdown/chase perks I guess no point running aura perks when 2/4 survs per lobby are running distortion
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@GolbezGarlandGabrant said:
Thrill of the Hunt got changed because Plaything totems would never get cleansed.
You think that's better than 28s plaything cleanse to replace it with pent that will also take forever to cleanse?
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@GeneralV said:
To be fair, you can say the exact same thing about killers.
Survivors aren't really held to the same standard/expectations though
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So there goes the few ways to counter distortion players instead of just increasing the cooldown or limiting the number of survs that can scream they killed the perk
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The way it's worded seems very scary I really hope you don't just get stuck on random objects even more or they completely removed slipperyness on certain tiles
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They're probably abusing "shift tech" where you intentionally walk when visible and when vaulting you let go of shift right after
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Buying any time when getting tunneled is always worth it. People just aren't used to it not being a complete chase reset.
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@haktas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686491#Comment_3686491
thats it what im talking about. so what when i knocked down a survivor do i have to stop and check around until the gens fly out? anyone have any good ideas like this?
Could try ultimate weapon/infectious, but they can just use calm spirit if they're actually dedicating to saves.
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The need to be validating more stuff server side. Most games don't let clients have so much control over what happens in the game like increasing movement speed or stacking over the limit of perks.
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It's just a badly designed perk that removes most of the flashlight/pallet save counterplay. You could have a bad chase and then here comes someone at mach 10 to deny your value. It's not like they need to be following directly behind for them anymore or 99% sb.
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Not sure what is with all the endgame perk hate. Killers are willingly backloading their power and letting survivors get into the easier part of the match. I would rather go against an endgame build killer with minimal hooks with all 4 survs alive than not even reach the endgame from slowdown/tunneling. The killer can also be victim to surv endgame perks too like Hope/Wake Up/Adren.
NOED - reveals itself now and there are many items/perks that give you knowledge on totem locations. Making you instadown doesn't counter a 5s sb across the map buying time to remove it. Killers that rely on m2 for hits are turned into m1 killers for value.
NWO - only grants stacks if the killer is spreading his hooks out. They're trading early game pressure for endgame to last longer.
Bloodwarden - Completely avoidable by survivors
Remember Me - The design is unhealthy, but if the obsession lives through endgame or you force obsession change it's a double edged sword. Running only remember me for endgame isn't going to get you much value.
Terminus - Still doesn't stop the 5s sb and pretty mediocre w/o NWO
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@goodfriday said:
Nope we already suffer enough with heal nerfs for medkits/circle/self care. There is nurses calling if people have a problem with people healing up which I see most killers specially stealth ones run anyway.
A perk that isn't effective on non stealth killers and is countered by distortion.
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Noed is a little unhealthy, but in 2024 there is more than enough counterplay to cleanse it. Unless they hook on top of noed it's not that scary of a perk.
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The issue is that mmr soft cap has been continuously moved down most likely for queue times. Match quality is very inconsistent so some games you play nice with little slowdown and get wannabe comp players or you bring slowdown and the players are ai.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686404#Comment_3686404
Problem with punishing players for giving up on hook is you can’t prove that they wanted to leave the match even though it’s pretty clear if you know what I mean.
There just shouldn't be a 4% mechanic to begin with. There are useless luck offerings/perks that can become useful. When it works survivors get random free escapes when it doesn't you're throwing the game/have the ability to leave quickly. 2nd stage skillchecks can stay because sometimes dying quick is an actual strategy.
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@goodfriday said:
Honestly as annoying as gen regression perks can be I find aura reading perks/add on and screaming perks/add ons much more annoying. I look at this that if a killer is chasing a very good looper and do not down them quick or at all , their gen regression perks is pretty useless specially if the other 2 or 3 survivors is on gens and all spread out. Also before anyone says do not worry I do run calm (which spirit+distortion for countering information perks before anyone jumps on me to run them.
Chase perks like coup where you have no way to know until they use it. Blood favor is pretty bad too, but at least it's a hex.
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It has 0 counterplay and the numbers are too high. If a survivor is even remotely close and has this perk you cannot pick up 90% of situations especially since survivors can control where they go down. Flashlights were made super accessible as well it's no longer even a skill shot. If it's on a pallet it's just over nothing you can do. This is forgetting that the person going down can also just run power struggle and save the pallet.
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It's not tunneling unless the intent is to find them immediately after unhook. If I chase and hook someone else and I run into them I will hook them again.
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Boons are just a failed mechanic likely how the invocations will end up. They're either going to be too impactful or not worth running half the time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684605#Comment_3684605
So everyone is running it and Escape Rates must be through the roof since it's so brokenly OP.
Oh wait, they aren't.
It's annoying, and devastating in comp, but almost completely inconsequential in a real game
Oh wait, bhvr statistics mean nothing! Some of the strongest surv perks in the game don't even reach top 10 pick rate. Picking someone up instantly and giving you & them pseudo godmode for the next 10 seconds is not inconsequential.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684569#Comment_3684569
If you've managed to lose a game where every player is running this combo, it's because you got tilted and forgot how to play.
I've had it used effectively once. Most people die trying to use it or never pop it.
Only takes a single player running the combo and a slight brain power to force a hit over a pallet/window so it's guaranteed. There is only one response to seeing someone FTP and that's to afk for 10 seconds as they get to extend their chase for another 30+ seconds with no way to punish.
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Her chase oriented changes are pretty uninteresting. Killers getting random % increases based on your team's actions mid chase isn't very interactive.