LeFennecFox
LeFennecFox
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- LeFennecFox
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PTB is for very very major bugs most of the time since the gap between, verifying bugs, figuring out their cause, and making sure they didn't break something else is very short on top of dealing with getting patches approved by microsoft/sony. Considering some perks randomly got reverted like desperate measures to its previous values I feel like there was some issue with which build they were working on or pushed. The amount of bugs just in the bug reporting section is absolutely absurd so they have to had made a pretty big oopsie somewhere.
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@MDRSan said:
I have yet to have Heal/Expose actually benefit me.
The closest it’s come is popping me up right on top of a killer about to pick me up. With no warning I didn’t have any time to react and was just downed again. I’ve had it screw me over in chase a few times, as well as become exposed on hook which I find a bit funny. The rest of the time it’s just inconvenient and paranoia inducing because I’m already healthy and would like to not go down in one hit.
Party pallets are mostly useful for the blood point bonus when you create them. I’ve seen stuns work a couple of times but otherwise it seems most killers know to not faceplant into them. It would be one thing if they were actual pallets but it seems unbalanced but fun mechanics are only for killers on limited time anniversary events.
Run a power struggle build was doing it with my friend and killers get REALLY heated over it
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Getting under the mmr cap is very very hard
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I don't think they could craft a DBD tutorial that's much better than current at onboarding it wouldn't hurt to expand it a little bit though. Community created content is just much better at explaining the intricacies of the game.
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I have a strong hate for finesse but making it an exhaustion is probably not the solution
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I don't even think he's that insanely strong, but the auto aim hitscan legion attack is horrendous game design. If it was only used to gain his power without injuring/deep wound people would have way less issue.
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Hatch is just an outdated mechanic atp would rather play my teammate in RPS to decide who gets out instead of playing the 2v1 on either side
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@BoonRainDice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964117#Comment_3964117
Yes, this would make more sence. Also, people who claim healing meta… they only buffed botany perk that isn't crazy imo. I don't even see that perk.
It's more about slight healing creep over a longer period. Resurgence, solidarity, desperate measures, botany, emp connection, strength in shadows, and mangled nerfs. It's definitely healthier that healing is less item focused and costs perk slots, but it's really starting to add up since the initial medkit nerfs.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958717#Comment_3958717
The unhealthy part of her kit is her ability to hard tunnel someone to death once they've been trapped. If she moves faster than survivors when crouched, there's zero chance of the survivor being able to remove the trap. She will just follow them whilst crouch walking, till their head pops.
It's not something that most Pig's do, as it can cause you to throw the match. But it's a pretty easy way to ensure that at least one survivor has a miserable match, with no real counterplay.
Killer spends entire match to get a head pop or just tunnel them normally without tossing the whole match away and people can still just do gens then leave giving them hatch. This is a nonexistent problem in reality.
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With phase 2 there is no point in hiding hook stages anymore. People that want to tunnel aren't going to have trouble knowing their target with or without.
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There is no point of hug tech on wesker it is not good. Superior tech is brutal zone break and m2 normally and requires no precise timings or setups very effective.
Most of these are so harmless it's a waste of dev time to change
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@scoser said:
If they did a killer repetition prevention mechanism, survivor queues would be 4 hours long whenever a new DLC came out, especially when FNaF comes out.
Yep this is the main reason queue times would become impossible with new/popular killers and not everyone hates seeing certain killers multiple times. There would need to be a grace period & it being made of a preference option even then it could be very big problems for queue times.
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I think he's just going to be a m1 style killer they don't want to make their biggest IP yet absurdly hard to pick up for the new players. He'll have some sort of demo portal like mobility with the doors if at all & the jumpscare like mechanic that might be some type of eventual mori. I could see a m2 power existing but most likely not.
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Comparing kaneki to blight is pretty dishonest even though I think it's a dumb change. Kaneki does this while having a basically uncounterable ranged first hit that has slowdown (mending), better mobility uptime due to less tokens (charges even during the minor fatigue), and anti loop that is simple to perform (vault after).
People definitely overrate blight's skill requirement in pubs, but at least you know what a bad blight looks like even a bad kaneki is legion with hyper mobility and simple anti loop. Kaneki has probably the highest reward:effort ratio in the game.
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@francesinhalover said:
This perk has been overpowered for years now and with distortion being nerfed it's even more op.
So again, why is this perk allowed to exist in this state without any counter play?
Unless they're playing nurse it's not really that problematic. Hiding next to a gen is generally bad gameplay anyways just prerun the killer.
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People really saying he's just slightly better legion are very funny. Sure if legion had high mobility, decent anti loop, and 0 counterplay to his m2 while it worked like 7x the distance sure!
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Uhhhh loop the tile? The guards go away 3x faster if the knight is within 8m of his guard
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Whispers pig is finally back what a time to be alive
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Blind buffer makes saves too easy for them to be interesting. I think the general movement towards strong medkits/toolboxes has nothing to do with these changes though. It's because the average skill level has improved a lot over the last few years for both sides and bloodweb costs allowing you to bring said items consistently. People have that have consistently been playing have p100s with max level bloodwebs available to them always.
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I mean survivors who surrender (walk up to you and give you their item, become passive and submissive, etc.)
Is this not giving up? I don't want to farm for 20 minutes for 100 extra bp if they're the last survivor sure I'll trade an item for gate otherwise I'm trying to move onto another match. Maybe if I vs someone who is actually good and gives interesting chase I'll go out of my way to make sure they're the last alive.
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10% haste on top of bloodlust for survivor playing well? Sounds very interactive.
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Them delaying this feature is for the better. More playtesting and thought behind them is what we need not a rushed solution.
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- Run Bond
- Get hit by legion
- Follow him and bodyblock for your teammate
You have now discovered why legion is not a good killer and if you really dislike him that much you can dedicate a slot that will help in general. These changes directly encourage legion players to commit to chases and if they decide to not interact with survivors they get less slowdown from mending.
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It's a goofy perk that is only strong due to fundamental issues with solo queue this change is a long time coming
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@WolfePhD said:
Without reading your post, the answer is Yes.
When was the last time you thought to yourself “I’m going to run this perk. It deserves to be in a build.”
Exactly. 🙂
When I'm not solo queue if only there was a way for them to reveal rather strong perks to your random teammates instead of it being a guessing game.
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I feel like coulrophobia is going to be a little oppressive on a killer like blight that can get tags so easily. Hearing TR isn't going to make that much of a difference vs people already swf and might just end up confusing survivors just as much as it helps them prepare for him coming.
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@Aven_Fallen said:
Not doing Gens is holding the game hostage. But being AFK (what you did) is also reportable and you were also not participating in regular gameplay, so it would be a bit hypocritical to complain, but you do you I guess.
When it comes to Locker Saves - this only applies if the Killer pulls the Survivor out of the Locker. If the Survivor leaves the Locker and the Killer grabs them, then Flashlight- and Flashbang-Saves are possible. (It does not make sense IMO, but this is what the Devs went for)
Flashbang/cracker saves will work off of normal locker pulls which is a huge oversight. At least they can't do it for 15 mins in a row like flashlights still very annoying.
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@Mr_K said:
The punishment should be in a queue for other "go next" players.
This is the answer wish more games forced them to play with clones of themselves with the same mentality so they can see how it feels
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- There wasn't anything stopping killers from doing this before it's probably the most pointless thing a killer could do that should result in 0 kills since 3 survs can bodyblock for them after doing gens & opening gate within 4 entire minutes
- I really doubt this would change anything as well. People were mass slugging before except now you don't need to go make food inbetween queues because someone decided to waste your time. If one of your teammates has unbreakable, DS, or playing for wiggle they will vote no otherwise next match quicker.
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@Jim_Tonic said:
To all those people that complain about it, thanks for admitting SWF is unbalanced.
You could have been a bit more nuanced with this to explain the pressure killers feel going against multiple opponents by themselves and it's just a "SWF is bad" argument 🙄
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886938#Comment_3886938
Hex builds are a "high risk-high reward" type of builds. Especially if they include Pentimento. Most of the time they become useless because survs find the first totems at the very beginning of the game. But when they fail to find them at first half of the match, then they become somewhat strong.
Hex builds rely so much on RNG for totem spawns, which you cannot control, fortunately.
Pentimento builds are quite literally low risk high reward. They cleanse and give you the strongest slowdown in the game or have to deal with ruin, blood favor, devour etc. If they buff hex too much they will be even more oppressive on strong killers and run every game on others.
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@PetTheDoggo said:
Not like hex builds are that strong at the moment, so ANY buff is good for them.
They are rather strong most killers just can't capitalize off them well
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People think it's funny but there are actually strong to decent double exhaustion setups mainly the ones that don't rob you of your main exhaustion in chases. Here are probably some of the better ones you can combo with.
Background Player
- Low cooldown makes it less of a hindrance and it is active when the killer can't chase you
- Huge map mobility (Reaching gens, setting up for unhooks, creating separation, and getting past chokes)
- Allows you to play for pallet/flashlight saves safely or at least keep it on the killers mind
Deadhard
- Good anti tunnel
- Killer will be much more swing happy after seeing your other exhaustion
Balanced Landing
- Harder to proc accidentally
- Makes some 2nd story buildings much safer and lets you avoid wasting your lithe dropping from a window
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@Angerydoge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886510#Comment_3886510
I'm inclined to agree that there are probably licencing issues (i.e- the maps must somewhat look like what they are based off in the original media so they need to be approved first). But do also consider that there had been incredibly broken stuff that was original too.
We will get haddonfield changes in 2 years it's only a little away
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He's up there strength wise at his best but he basically requires you to never miss or your momentum in chase takes a nose dive. 3 hits to down someone assuming they never miss or survivor never gets rid of the weakened effect.
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@HexPectoPatronum said:
https://forums.bhvr.com/dead-by-daylight/discussion/438840/desable-legion-in-2v8
LOL, he's not. They balanced him pretty well in 2v8. At first I thought we will get a Legion running around, farming Frency and oneshots but that's not the reality. Sounds more like a skill issue to me, sorry. I can understand if you don't like to play against him, but he's definitely far from OP.
I thought the same but you 100% rely on the 2nd killer to get anything done yourself which is a huge detriment. You're just a m1 killer in a mode where 4 strong pallets can spawn next to each other. They honestly played it very safe adding him in which is understandable he's still boring to play vs though.
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@Angerydoge said:
For some reason instead of actively trying to balance the game it's like the devs take revenge on their own issues with the game. Haddonfield used to be incredibly survivor sided but now it has to be incredibly killer sided because it used to be incredibly survivor sided. There are a lot of other examples of this too. Skull merchant used to be horrible so instead of reworking her to actually be fun they just made her unviable. There's another example too where a former dev hated flashlights so much they reworked light born so that killers couldn't be blinded at all when using it.
Quite frankly this won't be addressed, at least not for a year or two.
On the off chance that any of the devs actually read this, please prove me wrong, please rework things to be fun.Occam's razor. The devs aren't good at balancing maps whatsoever. I also have a feeling there is weird licensing issues at play with maps. Look at badham that STILL has 5 variants that are insanely obnoxious to play on. Surely freddy was being considered for changes a long time ago as well.
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It's reasonable to be skeptical of the system but I'm sure they're going to play it relatively safe with the detection
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Killers will probably take a significant strength hit but at the same time this will allow them to put more power into killers in different ways. I'm very skeptical on their implementation of these mechanics and whether or not they will punish the killer excessively. I'm still optimistic this will turn killer gameplay more into a chase focus mindset instead of playing 3v1 simulator or bust.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886098#Comment_3886098
but walking around the map until they get caught is exactly what’s happening now and is exactly what killers are complaining about, because it’s ’wasting their time’. This update doesn’t resolve that. Just as the surrender option won’t disincentivise slugging. It’s all a way of making it look like they’re doing something when they’re not really doing what they need to do.
I'd give them a break we don't know the exact specifics.
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I sure do wonder what massive f2p hero shooter released recently that could be leeching some players that has nothing to do with the state of the game
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877404#Comment_3877404
Here's the thing about killer main hypocrisy solo q= yall claim people need to work as a team and stop using what you claim rat perks such as distortion sole survvivor and wake up.
However = swf who will work as a team and is very less likely to hide and use said perks is claimed swf=op, bully squads and it should not be a thing, remove swf etc. So what do yall want?
Who is "y'all" ? DBD really hasn't changed at all I guess people still think each role is some sort of monolith that gets together to create narratives in secret. SWF only seems op because solo queue is horrendous and bully squads are not a real thing.
The majority of my first few years playing this game have been killer that's fact, but 70% of the last 2 years have been survivor. This will shape my opinions in different ways to someone the other way around whether it's for better or worse.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877373#Comment_3877373
I know it’s part of a killer’s mantra to blame survivors for every failed game mechanic that unravels them but as a survivor main?
Survivors incompetence, overbloated killer buffs, aggressive killer playstyles, and survivor nerfs are the main reasons solo queue is unplayable. Stealthy survivors are the least of any other survivor’s concern.
No survivor ends a match thinking, “man if only that Dwight wasn’t hiding I wouldn’t have been tunneled/slugged/camped out of the match on Haddonfield. I would have won if only they’d been doing gens while the killer relentlessly pursued me across this shoebox of a map.”
Talk to survivor mains for a change instead of regurgitating trite killer talking points.There is a difference between mindless blaming from mean killer mains and obvious learned helplessness. There are not enough buffs you could throw at solo queue players to save them not knowing how to play the game unless they just make it a cinematic of you doing gens then escaping.
That dwight with 0 hooks can do at least help me last long enough that everyone else escapes whether that's taking hits or letting me eat time on hook. If you unironically just crawl up into a ball and break down when killer tries killing you on a bad map then I really hope I don't get you in my games.
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I sometimes see 50% on killer and 25-50% on survivor even though my killer queues are always instant. I think they just lean the bonus to survivors intentionally since they earn less bp.
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@ChurchofPig said:
Seriously something needs to be done about this. In my last 5 games as survivor in Chaos Shuffle, I've been hard camped and tunneled starting at 5 gens, 3 of those matches. It does not make me want to play Chaos Shuffle with how horrifically sweaty killers are playing and I play both sides. A lot of people go "Well if Survivors wouldn't play like this every Chaos Shuffle round then I wouldn't camp and tunnel" but the amount of sweaty killers to sweaty survivors is so far apart that the entire grand canyon could fit between them and there would still be a gap between them. I feel like at this point hard camping and tunneling in event queues needs to become bannable. No one is playing event queues because they want to sweat their ass off and it is incredibly unfun to actually try and play the game mode and not be able to do anything because the killer just happened to see me first and I will be dead before I can do anything else. If you want to sweat that hard, please do everyone a favor and go back to the regular queues. Clearly you don't have intent to actually play the mode.
Edit: My initial "solution" isn't actually a good idea nor do I think the devs should actually do it. I just said it out of annoyance of the round I had just come out of. I still believe a solution needs to be found and implemented, but making it sound "illegal" as someone in the comments said, is too far from me.
Trying to play event queues for fun at all is pointless it's like DBD league every match with no rules 4 insane toolboxes/medkits or killers playing for 4k5 win condition
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Call it whatever you want STOP taking control of my character and forcing my lunge to cancel when I would have hit someone otherwise
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Selfishness and rat behavior is the main reason solo queue is unplayable at times. Some players are so conditioned to play for themselves that learning even a little basic teamplay would change a lot. Wake up change is just bhvr tier balancing though odd choice.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877092#Comment_3877092
But should survivors really have to sit for four minutes as each of them dies off one by one? I'm not saying a 4 man slug should mean a free second chance but it's not exactly fun and is purposely malicious on the killers part as a player.
No one with a brain actually thinks 4 man bleedout is ok. The community has said enough on this for BHVR to get the point it's been on them for a while to implement a solution that doesn't unfairly punish killers for normal gameplay.
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SWF looks op because so many games are headless chickens in solo queue when you actually have people working together as a team it's jarring.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876703#Comment_3876703
i think it wirks both ways. With a dpi enhancement (cheats) or the look up exploit
DPI being a cheat is crazy mental gymnastics looking up just helps avoid collision