LeFennecFox
LeFennecFox
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So make remove the few ways survivors can get info on their teammates because a few people grief with them? Blocking aura reading doesn't stop them from just running at TR radius.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688368#Comment_3688368
I already knew that someone would come with this conversation and I already left a prepared response for it:
It's like the "Whisper" perk for killers, it's a very good perk for finding survivors, but no one uses it because the perk doesn't give any other extra benefits, I don't see any problem with there being a perk that reveals stealth killers, even because in swf people talk about where he's going, if that were the case, they should remove the surv's ability to see the aura of other survs while they're on the hook, because swf tell others which surv the killer is going to, spine chill is a perk for solo player , swf you don't need to use itUndetectable was added so stealth killers are actually stealthy even against stuff like Object. A perk that can reveal undetectable killers through walls very far away is silly.
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Survivors have lots of strong perks they just don't use because they only play with top 10 perks. With 16 perk slots you can have a lot of useful stuff.
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an extra 3m on a mediocre killer 😮 vs near infinite huntress range
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@bakedpot8oes said:
https://forums.bhvr.com/dead-by-daylight/discussion/410587/deliverance-change
why does it need to be disabled during end game? surely if a survivor has made it to end game without being hooked they should still be rewarded? i wouldn’t even consider it a free escape if they didn’t get caught once the entire trial up until end game. maybe do better to hook everyone before end game and you won’t have this issue. you can’t just expect the game to hold your hand all the way to the finish line, like at some point you gotta ask yourself if you’re being reasonable or just upset the game didn’t play out how you wanted it to.
Deliverance is just a lose lose for killer player for not insta tunneling the person unhooked and denying it active. They get off hook with basekit bt/haste and basically guaranteed to get out of the match unless you're playing a killer mobile enough to get around bodyblocks etc.
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@Neaxolotl said:
There is much of difference in utilizing tunneling and not utilizing it, I think removing tunneling altogether would help this game immensely by showing true kill rate of 12 hooking
How do you do this effectively though without either making killer extremely weak or compensating in a way that makes survivor gameplay worse (shorter potential surv chases/longer gen times). If other stuff is changed why not just slug instead of tunnel with longer gen times/shorter chases?
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He's just requires too much from the player for a lack luster result. Without Soma Photo I don't even consider him a killer. His power requires you to constantly replace cams mid chase precisely swap to them at the exact right time while dealing with huge AOE blasts that remove his cameras/chase ability.
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Background player/Flashlights - There is no realistic counterplay on most killers even if they don't have it you have to expect someone 1 mile away looking at you to get the save. Flashlights save are also baby mode easy to get making them way too lenient
Map offerings - Either nasty midwich/game nurse builds or survivors sending you to maps your power doesn't function on that's strong for them
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I keep going against survivors that magically force a wiggle right before I reach a hook like 6 second wiggle
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This is the definition of just multiple terrible plays by the survivors at 5 gens remaining if killer is trying to mass slug you should just jump locker before down to force a pick up and slow him down. If I see multiple flashies hovering around my first down I'm just going to assume background player and know I'm screwed either way and slug the person hovering nearby.
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Slinger is like 15m and can't even down you if the tile is strong enough just force you to mend. Huntress with hatchet holding speed lets her perma zone you at every single filler and makes her zoning way too good especially if they just walk with rose root.
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It's a dumb mechanic, but it looks like bhvr is out to remove any bug/weird interaction they can so goodbye in a year
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696831#Comment_3696831
Yeah, also remember from last Q&A.
Issue of soloQ is not lack of information, but solo survivors just don't work together…Like really? How do you want to work together when you lack information about your teammates.
They don't work together because they can't be efficient unhook wise you're gambling and maybe person across map is forced to get a risky unhook.
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I think mc lean mentioned it a while ago when scott made his fake patch notes. Basically they don't want to overwhelm players with that much info and something about having it as a choice you consciously bring and know will be active is why? It doesn't make much sense to actual players of the game.
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@Yharwick said:
I don't think so. Dude clearly had a plan of playing for hatch and building a fortress to protect themselves.
Is it annoying? Yes. Would you be in your right to flame him? Yes. Was he breaking any rules? Possibly but I don't think so.
If BHVR didn't want people to play in this way they wouldn't have made perks like Left Behind and Self-preservation.
The turrets being used for shack means the rest of the players have no defense against xeno's anti loop
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It's still a good perk being able to insta reset as a team is not something that needs changed
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@NotDuality said:
i struggle with it.
You need to build game sense and just "know" things that are happening.
Ex: 1 survivor was just hooked and there are 3 injured survivors. Their only realistic option is to heal if they want to save their buddy without risking it snowballing. If you can predict where they will being going to heal or have info like bqq you can interrupt 2 survivors if you have sloppy even waste that healing time. The last survivor has to save and now no one is doing gens or worse they stick the gen and hooked surv goes 2nd while everyone is injured forcing another reset and maybe death of that surv if it's not quick.
A lot of killers apply tons of pressure to survivors then just go back to their 3 gen and they're back at 0. You need to know when to be a gen kick bot, and when to ignore them to snowball
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@KayTwoAyy said:
There is "playing the game," and there is "trying to be the only one having a good time."
Surely it doesn't take a 20-minute player satisfaction survey, which won't even reach the thousands of dissatisfied players who have abandoned the game, to identify the numerous design choices that have made this game an attractive choice for the black of heart.
I don't play Killer enough to encounter the "4-man sweat squads" that others bemoan—I really couldn't say how common they are since recent updates. But this sentiment extends to them as well.
The massive power swing provided by perks and add-ons does not do this game many favors.
4k at 5 gens is not a common thing in my matches on survivor unless someone DC's/gives up first hook even then at least a few gens get done. You're the only consistent factor in all these matches so who knows.
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That's griefing the turrets are limited to 4 and take a minute to respawn
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Lots of stuff you can do like setting up for the save very soon after down but not too early or late, 99 sb and look for openings, reassurance, and more.
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I make sure they don't reach endgame I'm not boosting them into harder lobbies
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@p4p444 said:
Killers that charge their ability automatically (nurse, blight, spirit, legion, wesker, etc.) when stunned by pallets or abilities lose all their power.
Also if they use their ability a little it consumes all their charges (example blight, nurse, spirit, legion, wesker, etc.)
So killers don't get to play if the map is the game or any map with strong tiles you have to get out of the way?
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@Marioneo said:
Are they not gonna look at or make changes to the latest chapter?
Cause I swear unknown needs some tweaks and also Sables trash invocation perk that needs buffs at least shorten the cast time or remove the broken status it gives
Unknown is a relatively strong killer and besides his "gen regression" perk I can't think of any major changes
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@Brokenbones said:
Okay then here's my counter argument
Instead of asking for a bug to remain unfixed, petition behaviour to add it as a basekit feature.
The reason people aren't and won't do this is because it's unreasonable, you're asking for one of the strongest killers in the game to be buffed and it's obvious it won't happen but imo that's what you should be doing if you're that passionate about it
Could they not have nerfed the mechanic in a way that limits the max look angle you can do etc? Blight was intended to be able to slide along a wall by looking down as said by mc lean. If they add back scoot slide or make it more lenient at corners I have no complaints though with new consistent collision. Old crow (6%) basekit and rework every addon that changes his speed blight doesn't need them.
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Perk 100% needs to lose basekit bt protection, but if it's active survivors should see an icon or indicator that it's there
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695750#Comment_3695750
I believe that just results in reduction of killer variety tho
as long as top stays same, you don't really need nerfs
It's not hard to give him addon nerfs. Engravings + Lopro/Engravings + Spiked Boots should probably not be a thing.
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Hillbilly in general is heavily overtuned and I think they could nerf him a bit now that he was allowed to be that strong for a while
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@GeneralV said:
Wesker is definitely not a healthy benchmark, imho. In fact, he is a good example of what to avoid.
Wesker is fine maybe you can argue his hindered status effect is unengaging or should be heavily reduced/removed on unhook. His chase is decent and his power is very simple and linear.
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Blight hug tech is gone and they just add more random speed addons. Is it that hard to not remove interesting gimmick addons for rush duration & speed. Double speed gets nerfed which was the best for bump logic and they add even stronger addons with way more speed for free. They should make old crow basekit (6%, double speed is currently 5% total) then rework all addons that change blight's speed to something more interesting. His collision feels great on ptb if they make it slightly more lenient or bring back scoot sliding I can seem him being played.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695519#Comment_3695519
What am I supposed to do when she proxy camps and hits every shot. Her wind up is so fast you can‘t just say run somewhere in time and even if you get somewhere and dodge everything it takes ages until she runs out of ammo.
You prerun since she's 4.4m/s at range her hatchets are reactable 90% of the time. You loop rock tiles and tiles with lots of ways to break los while running them. Drop pallets early before she gets to pull a hatchet or when she misses (quite a few tiles are safe with pallet down). She is good at camping, but if first chase isn't bad or in basement she might get a 2k at best if you just let them sit on hook for a while.
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Why does BHVR keep making perks that can guarantee the killer can't be hooked. Sabo builds at least take 2 people and coordination with a limited number of resources meanwhile old boil over you go to 1 spot and killer spent 45s chase for nothing.
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Unlike background player flashbang/pallet saves bodyblocking actually has some risk and burns through health states
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@Yoshirama said:
Pig can just follow a survivor while crouching because that doesn't count as a chase and just wait until the survivor die.
How is this any different than tunneling a survivor? She's giving up everything else at the moment to try forcing a head pop
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@BlueHorkew said:
I know the ptb is for testing and are not final builds. But is really bad look the amount of bad ptbs with game breaking changes that the community finds out in less than an hour.
How does this stuff keep happening?It's simple good Q&A testing doesn't come cheap so do the minimal testing then give it to us to bug test/QA for free.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693640#Comment_3693640
Nah hes still strong just collision feels wonky right now.
With double speed nerfed bump logic feels way less effective and the room for error without hug tech repositioning is awful. If they relax on his collision and allow more leeway to slide I think he will be enjoyable.
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@WolfyWood said:
Every now and then I'll get a killer that super respects Dead Hard and then humps/headshakes without fail.
I'm just confused as to why the perk is still so hated that it triggers this reaction often enough to be noticeable.
Should the perk be changed again?
PTSD from old dead hard I think it's fine and still a strong choice. Before you load into a map and pray first chase isn't deadhard and it's not like other exhaustion perks that are more frontloaded. You just had to assume that first chase could go very bad if they use DH well and you won't know until you're about to down them.
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Those bots are more useful than if that person stayed in the match anyways
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@MoNosEmpire said:
Can we get a patch before this starts overflowing in every single game again like it did at one point last year?
They might as well just remove regression in general at this point with how people don't want killers using any strategy around gens. Besides pop all the other gen kick perks have been nerfed into uselessness and kicks are limited to 8 (eruption uses 2 as well).
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691605#Comment_3691605
-50% for four hooks until all scourage are gone and then another -30 just for a hook -200% total when all all scourage and then -240% for the pops after all pain res tokens are used that’s a total 4 gens worth of regression I didn’t know having to do 9 gens per match as a survivor was healthy but go off sis 🥰
Not sure where you're getting these numbers from. Yes in the perfect scenario you could PR a 99% gen and get there in time after a surv worked on it back to 99% more to pop for a total ~50%. Pop + PR is never providing that much total regression in a match. Pop on a 75% gen removes 25% and on a 50% gen 15%.
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@Mr_K said:
Fixed an issue that caused The Cannibal camera to clip and see through lockers or walls at the end of is chainsaw animation.
Thanks for fixing this bug but what about Nurse? Her camera has been broken since the Chucky chapter and she can see through lockers by just looking down.
https://us.v-cdn.net/6030815/uploads/5YXHET7QSYN1/capture-jpg.jpg
This has been reported for almost a half year now.
Not to mention the motion sickness inducing her camera is right now.
Probably longer than it took for her major bug fix patch
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Very sad kill rates are so inflated because people don't have eyes/ears to deal with stealth killers
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Too abusable considering there is stuff like MYC and instadown killers that can get a 1 for 1 and still hit you immediately after unhook
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691624#Comment_3691624
That was nerfed self healing, not healing. 200% is half the speed of one survivor, regardless of the 90s gens. Make it turn off if someone dies then, how's that? If you remember the time we had it at 200% it never lasted that long anyway. You were typically lucky if it even stayed up for a few gens.
If you can cleanse through ruin undying thrill pent the game is probably already over
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691612#Comment_3691612
It still would be ran by no one at 150%. 200% was never an issue before, they were simply trying to change the meta for the sake of changing the meta.
200% in the world of 90s gens + nerfed healing is very big it's better than the majority of killer perk now you can't lose it for someone dying.
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Mad grit
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@BritneyMitch said:
Honestly as much as getting tunnelled while hindered is a ######### mechanic the fact its basically impossible to miss his power is what feels the worst to me. He would be so fun to play into if there was a mind game involved with his power but its 3 freight trains wide so it is basically guaranteed to hit you even if hes 7 meters away from you.
Ping issue narrow misses aren't uncommon
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Would be impossible to balance and not only do they need to worry about raw perk changes they have to assign an arbitrary number when perk combos exist.
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Let's go back to when meg with 10 hours unhooks you in front of killer w/o bt
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There has to be some kind of licensing issue that makes doing large changes hard. Why else would springwood/midwich take this long for a map rework?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690973#Comment_3690973
Yeah they removed the deactivate part, but it's still trash. 100% is useless. For how weak 100% it is could not even be a hex, just permanent and it wouldn't be too strong, that's how weak 100% is. The fact it's also a hex at 100% is just sad.
They need to just bump it back to 200%, that was balanced.
200% would be too much maybe 150% is more reasonable