LeFennecFox
LeFennecFox
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3136835#Comment_3136835
I don't think I saw anyone defending the Boil Over buff.
Go to the twitter post for the announcement of it being reworked and use your eyes. Check out the COH ones too and watch your brain melt.
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Are you going to delay the hooked player icon too? The unhook explosion/notification actually makes it harder to see where the survivors went after the unhook and harder use hatchets etc.
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@ImNotBobDylan said:
The survivor escape rate in solo queue is definitely not 50%, more like 30%. Just watch any solo Q player on twitch and count, even skilled survivors like Probzz do not get 50% escapes. In fact I would be very surprised if you can even find one who has 50% or more over the course of one stream.
My suspicion is that MMR might be working, but there is a minimum rating below which you cannot lose more rating points (1100?) and then the game doesn't care that you are still losing it will send you in random games with 1100-rated players. Seeing that even Probzz get baby killers I suspect that A LOT of people are at this 1100 level.
Personally I was around 20% winrate, it was ridiculously unfun. I would have literally full days of playing without a single escape after which I just stopped playing solo queue.
Probzz is a generic juicer and doesn't play for the win. He also doesn't exclusively play solo queue I played against him on blight and he had a full swf to do gens and killed himself on hook when I wasn't giving him youtube content.
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The prestige icon has a circle that shows your progress for the current prestige?
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People saying Otz's opinions are misleading then put dredge or demo in A/A+ tier
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@JacobiusWick said:
New haddonfield is a nightmare. There's literally 3 gens always within throwing distance near main house. Everyone lauded when it came out but that map is trash for survivor.
If people know how to run the house loops it's pretty nuts though. I get a lot of teammates that never go to the houses sadly and just waste the few pallets there are.
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@EvilSerje said:
Nah... Hook suicides and match throws quenched drastically, almost everyone play normally on my MMR, but still win is a luxury. So, update to your phrase would be: "You can win in Solo Queue... if you got baby killer"
Maybe this is true at your mmr range, but at the upper limits you can and will out killers especially when people are bringing strong items/perks and no what they're doing.
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You're healing one health state by spending 45 seconds & even with botany it's still ~30 seconds now if there is sloppy good look spending a minute healing. You can stop wasting perk slots and run the insanely strong medkit options which have always been right in your face.
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@BaschFonRonsenburg said:
its my opinion that you shouldn’t need a 20000 dpi mouse to play a killer at the highest level.
memes aside blight is perfectly balanced in the same way hillbilly is. On the right hands he’s unstoppable as the skill ceiling is to the moon. Where as nurse the skill floor is extremely high but the skill ceiling isn’t that much higher, which makes nurse more appealing than hillbilly and blight.
I play blight at 800 dpi & < 50% killer sensitivity and can do all the flashy parts of blight. They're just flashy though that's the thing at the highest level people are not doing moonrush 180 hug techs because it just doesn't work well against good survivors. Playing him how he was intended is him at his strongest and maybe you throw in a hug tech here or there for traversal of bad maps/geometry.
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Nothing burger it's been one month since the changes and recent reviews are still mostly positive just babies throwing a tantrum
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BHVR has a bad track record of murdering killers kits because of having a strong part of their kit on release or a few strong addons.
April of last year they nerfed his basekit by a lot for no reason in weird ways
- Quality of Life: increased the brightness of the Dream World indicator on the HUD.
- Nerf: added a Movement Speed penalty while placing Dream Snares, slowing The Nightmare to 4.0 m/s or 100 %.
- Nerf: reduced the maximum number of placed Dream Snares from 8 to 5.
- Nerf: reduced the maximum number of placed Dream Pallets from 10 to 7.
- Nerf: Survivors using Alarm Clocks are granted full immunity from falling asleep for 30 seconds, including when The Nightmare attacks them.
- This is indicated on the HUD by a yellow sleep timer ticking down.
- Revisited some Add-ons.
The action penalty addon changes were justified, but they were changed to be completely useless like 99% of his addons. This was the same patch that made BT no longer based on terror radius btw so one of his few benefits was removed.
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Healthy perk design but the upper limits of the perk are a little too much. Even if it was just kinship you can give others it would have been a really good choice. It working during the first stage is just too strong and the cooldown basically doesn't exist. I can see people just sitting on hook with deliverance and having someone proc it every once in a while.
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Yea makes sense considering it got buffed by extra gen times, hits the most important gen at the time, doesn't require you to be anywhere near the gen, and beats out pop unless the gen is 75% or more. There is also the factor that slowdown like GOP and others technically give more value to the perk since survivors spend more time to get the same % removed. Thana being nuked makes this way less of an issue nowadays. The only downside is rng which is a pretty awful way to balance a mechanic & saboteur.
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I think it's pretty obvious why the killer who is always interacting with objectives/survivors gets more bp than someone who can only do one of their categories at a time and may never even interact with the killer to receive points in one
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@SeannyD115 said:
Survivors would just start healing off the hook and be invincible for 60 seconds. Ds only needed the deactivated once the gates are powered nerf. The stun time reduction killed the perk because you don't make it to anything in 2 seconds (1 second for the animation)
It's not THAT useless, but it requires you to go down near a pallet/window to get value now instead of dying in a deadzone. Still needs the stun time reverted tbh
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They might have to mess with botany again though since you'd now be getting COH speed heals anywhere. Maybe it's like 21.3s vs 24s with old botany I think they want it to be a less selfish perk that's not just run with a medkit and self care is a slower infinite medkit.
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@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3140276#Comment_3140276
So theyd need 2 perks (streetwise and botany) to counter one perk (sloppy) or worse theyd need 2 perks to counter 1 addon ( many killer addons apply hemorrhage)? Thats not balanced at all.
Sloppy only adds 4 seconds to a standard heal and losing progress is due to bad positioning when healing. What wasn't fair was survivors making the strongest items in the game even stronger by only investing in 1 perk and if they wanted to make it just completely busted run 2 with 0 downside that benefited you even when your medkit ran out.
Examples of before nerf at the extreme:
Botany + Self care + Green Medkit (Dressing + Syringe)
3 heals 8.7s long + the insta the same speed + 24s self care heals when it runs out
Botany + Self care + Ranger (Dressing + Syringe)
4 heals 12s long + the insta the same speed + 24s self care heals when it runs out
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@Vampirox said:
so crying about gens are far too far apart but not complaining about how most gens in most games are too close to each other, nice.
next thing your going to tell me there is not enough dead zones.
You can control the gen spread by doing those gens first literally a perk that shows them and helps you do them slightly faster 💀. There should be a min/max distance from each gen so they're aren't any super insane 3-4 gens, but never gens so far apart you can't hold anything down as killer.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3140808#Comment_3140808
Gens supposed to be finished. Killers have tools to make game slower tho.
You don't want to be a sweaty killer by running slowdown it's totally not needed after the buffs!
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My survivor/killer queues are nearly instant maybe it's just your region/queue times
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This is like 1/5 soft lock issues with twins which have NEVER been fixed. I've only played them 10 times and 3/10 I had one of the softlock issues like forever in slowmo. Amazing I wasted my money on a killer this unusable.
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Balancing/bug nightmare waiting to happen terrible idea. It's nice that certain perks synergize on specific killers.
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@Whitkey said:
you already have an ingame solution: Aura Perks.
i know its hard to swap out one of your prob 4 gen slowdown perks but atleast you can stop crying about hiding :)
Yes aura perks that are countered by being in a locker and normally require a hook/unhook/fast vault/healing/gen done. There are only two perks that would even decent which are whispers/spies and they're pretty mediocre why be forced to dedicate 1/4 of your perk slots because people don't want to play the game.
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VHS handles stalemates very well since you can capture a rift on both sides and get extended aura reading, but the gameplay is much different since survivors wouldn't really be able to act upon this. Maybe give killers 10 seconds of aura reading if no significant gen/gate progress has been done for 60 seconds.
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@Pulsar said:
It's objectively more skillful to 2 hook everyone than to tunnel someone out at 5 gens.
It's incredibly unfun for the player in question and it really isn't needed at most levels of play. People just use it as a crutch a lot of the time.
Who said you had to tunnel someone out at 5 gens? They're probably referring to focusing hooks on 1-2 people instead of spreading them out so you can get a player out long before you're at the last 1-2 gens. There is only so much "skill" can impact a game when you're playing a m1 killer when survivors just drop 20 pallets and you lose because you played nice. Playing smart is implementing tunneling and such into your gameplay.
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Depends on what that last person was doing and if I need a tome for sacrafices/hooks
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3139216#Comment_3139216
Right, just to put this in context, two survivors working on a gen from start to finish with no other effects involved takes about 53 seconds. If one of the survivors has Prove Thyself it take 46 seconds. So the perk is shaving off about 7 seconds from start to finish if they work together on it the entire time.
Looking then at two generators
- Two survivors each working separately on a single generator simultaneously with no perks will finish both in 90 seconds
- Two survivors who pair up on the same generator, finish it, and then pair up again on a second generator and finish that will complete both generators in 106 seconds (16 seconds longer)
- Two survivors who pair up on the same generator with one having Prove Thyself who complete that and then go complete a second generator will take 92 seconds (2 seconds longer than if they each did the gens solo)
Therefore basically Prove Thyself is really just making it so if two survivors work on the same generator and then moving to another generator takes the same amount of time (plus a couple of seconds) as if they split up and did the two gens simultaneously. They're not technically finishing them any faster that they would solo.
So why use Prove Thyself? Because unlike the idealized cases above survivors sometimes end up having to pair up on generators even if they don't necessarily want to. Maybe one of the survivors isn't sure where another gen is yet, maybe they're working on a key generator to break up a possible 3-gen endgame, maybe the generator is close enough to being finished that a second person pushing it can lock it in before the killer gets there. If you think about it, finishing one gen first and then the other runs less risk of being undone than simultaneously working on two gens over the same period because you're "locking in" half the progress half way through.
Thus a survivor on the team having Prove Thyself improves survivors' flexibility on which gens they can work on while still getting as much time efficiency as possible, and also lets survivors lock in their progress more quickly so a killer can't undo it with regression. It's no wonder then that it's one of the most popular perks currently. (Windows of Opportunity is actually the most picked perk at the moment apparently, but Prove Thyself is a close second.)
Absolutely right people will throw the false narrative that survivors doubling gens is somehow terrible when it can be used to take out a very important gen early/late game. It's also protection against a scenario where the first person chase gets downed too fast letting the killer get tons of pressure early it's almost impossible for the killer to get a chase quick enough to disrupt your gen. Nurse/blight you should always be doubling your first gen because getting that first gen out of the way is very important.
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Yea twins are rather strong generally, but what they're strong at is simply not fun and you end up not being able to use your power a lot of the time if survivors are smart. You have to rely on slugging when more and more anti slugging perks exist and it's just a slog with the cooldowns using the power.
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Most of the problem maps aren't purely a pallet count issue it's more that they're all completely safe and unmindgameable with some being almost chase ending god pallets that are way too close.
Game Example: 2 god pallets by basement, the square tile with a room inside that spawns another god pallet which can chain into basement pallets, the behind stairs god pallet (can also spawn close basement pallets), the 2-3 chase ending god pallets around the center of the map downstairs, the two practically god pallets only a few seconds from the bathroom, super safe dropdown pallet that chains into a decent window or the god pallet that almost always spawns next to that one. There are tons of other pallets too that are rather safe w/ generic pallet/jungle gym structures.
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They've provided a bandaid fix to totem's being cleansed too early with pentimento & there are some overpowered totem builds especially haunted/undying/devour w/ pentimento or a perk of your choosing. Basically lose lose for survivors and it's pretty common for haunted to get cleansed first making people weary of proccing it twice.
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c33, blight tag, alch ring, and adren vial need to get nerfed 🙏
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@Biscuits said:
I would much rather have the developers remove the Myer's addons that let him just out right kill survivors. Than for them to change them to make it easier to do. I am pretty sure he is close up for a rework, I hope that they choose to move away from him being able to kill people.
Yea I think they're avoiding buffing myers because he has some of the strongest addons in the game. They're a bandaid fix on one of the worst killers in the game.
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Surprise surprise killers run slowdown and survivors throw/dc in solo queue. It's always been like this just more apparent because solo queue games can't be carried by strong perks.
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@Rokku_Rorru said:
I feel it's gotten worse since this patch with the meta shake up, Haddonfield has a really bad one too.
These 3 gen spots have always existed there is just more time for the killer to chase and have them left to defend. Unless it's an insane 4 gen against nurse/blight there is no excuse to not break up these gens and I always personally do so if my team isn't.
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My main problem is the main buildings on swamp are so strong (mostly pantry) that you're throwing chasing inside of it against someone with a brain. The tall grass and huge edge map make stealthing players super obnoxious Totems tend to spawn in 2 spots as well next to shack almost always.
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People are just now realizing prove thyself is one of the strongest perks in the game. Why is there this false narrative that survivors proving a gen is somehow good for killer. There is a reason why people are seeing 1-2 in 80% of games at the upper end.
It let's you take out an important gen even if the killer gets super early pressure from a down. Without prove you could have a scenario where someone goes down in 30 seconds and the killer can apply tons of pressure from hooking back to back not giving much time to actually get a gen done.
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Yea hoarder/franklins is way too strong on pinhead especially hoarder. A full 64 meters of knowing exactly where the box is very powerful since you can already estimate about where it will spawn. It just takes one chain hunt activating off a hoarder proc for the game to snowball. Pinhead runs hoarder + range/box solve time and good luck.
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@SlowLoris said:
https://forum.deadbydaylight.com/en/discussion/comment/3132944#Comment_3132944
As I said, I can agree with that, but it doesn't make it fair that he has built in light born. Perhaps letting him have the light born as he slams someone into the wall, but he quickly drops them and has the option to pick up, the same as a killer would have their basic attack cool down after a hit. He would only "GRAB" with Lightborn if full infection.
That would be fair, but I'd wait until he reaches live before nerfing a small benefit that helps him save some time in-between chases on a killer that was looking weak on ptb.
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It makes sense he can't be blinded with his special grab it would completely punish him for getting a down with his power. You can bait him at a pallet for a pallet save though.
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Even when it was a gamble if you got exhausted on the ground it was still one of the strongest perks in the game. Anyone who says it wasn't the best exhaustion in the game is clueless or a liar.
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@HugTheHag said:
Prove Thyself was already good before. It sure as heck is not better now, just more needed. I'd hate for it to be unjustly nerfed after having already been effectively nerfed by the added gen time. That would be very tone-deaf from BHVR.
Prove should have never existed to begin with probably one of the strongest perks in the game and for them to change gen times without looking at it is very odd.
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The bug is almost exclusive to garden of joy and was noticed since the ptb for dredge it either spawns on that bush or on the railing in the corner
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@Maelstrom808 said:
I mean, anything that has an aura or burst ability works like that right? Boons take advantage of it best, but Starstruck, Jolt, the new info perk, etc all get value out of the same mechanic.
The difference is that you can heal yourself/get shadowstep etc relatively quickly very far from the boons actual spot meaning there is no risk that the killer can chase you off the boon and snuff it. The worst one obviously being RPD since you can heal yourself on multiple floors with many rooms between you and the killer as well. The killer shouldn't have to spend 20-30 seconds just to snuff an infinite supply of boons once.
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The devs had a kneejerk reaction when they said they wouldn't have kneejerk reactions anymore. It adds 5.7s to a gen at 3 stacks btw so basically impossible to get value on any killer that isn't nurse/plague/legion and even then there are tons of healing options nowadays that should never allow killers to get 4 people injured realistically.
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Gen perks for both sides + toolboxes add to much variation in how fast gens get done. They should just be completely reworked in favor of normalizing gen speeds so an actual balance can be found.
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Survivor: Mostly perks people ignored that were strong before (SB/Deliverance/Prove/Adrenaline) and a few new perks like OTR
Killer: Lot more chase/info based perks w/ 1-2 gen kicking/pain res.
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@Plsfix369 said:
Easy Killer with OP addons and basekit Undetectable make him impossible to counter in SoloQ. I've seen a lot of experienced survivors get gen grabbed by semi-decent wraiths.
Not to mention, he's so good at tunneling, you won't believe how many baby killers use him in SoloQ just to face camp and get an easy 4k.
If you're not in a safe pallet or long loop you're dead when he uncloaks.
Your perception of "experienced" survivors is very interesting because as long as you use your eyes it's very unlikely you get gen grabbed even if he has silent bell + no terror radius.
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@jesterkind said:
I think "almost as strong" is a huge overstatement, since even one person healing absolutely demolishes the slowdown speed of all other survivors.
This change definitely didn't address the issue of Thana being almost useless on any other killer than Legion or Plague, but it did address how obnoxiously unfun it is on those two killers, so. Could be worse.
Legion pin makes thana still very viable on legion & people already don't know how to cleanse against plague properly so this will be a nightmare tbh
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I feel like it should be something more like 6% , 10%, 12%, 14% (+5.7s, +10s, +12.3s, +14.6s). That way killers that can't consistently have everyone injured can get value while plague/legion don't get too much benefit from their ability to keep people injured while reducing the max possible slowdown with thanat.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108068#Comment_3108068
I never said it didnt, and i do suffer from motion sickness in real life in quite a few situations, i just dont understand how the fov in a videogame makes a difference.
Lack of peripheral vision like looking through a telescope/someone's glasses. Not all people actually feel sick from video games, but low fov causing headaches is pretty common from what I can tell. Low FOV to me feels like I'm not looking through my characters eyes, but through a telescope that extends a whole foot in front of the model. Your POV doesn't match up with your character's actual position that much which causes issues while your weapon being super close to your face doesn't help either. Best way I can explain it tbh.