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LordGlint

LordGlint

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LordGlint
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  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096720#Comment_4096720

    The loading screen also tells you to drop pallets as a distraction.

    Those hints only come up the first couple of times you face a given killer. If you are facing pig for the fourth time and you are a casual player that doesn't play too often the last time you faced pig or plague might have been months ago. I am playing a different game than these players are, we just end up in the same lobby.

    Unless you want a game where the exact same counter works for EVERY character and they are essentially just skins... people are going to have to learn how to deal with these killers. I dont think its asking too much for people to understand the pig hat is bad and should be removed.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096677#Comment_4096677

    But that is exactly my point, a more casual player cannot possibly be expected to know exactly how 43 different killer powers work and how to counterplay them, let alone have faced that specific killer enough times to be able to consistently execute any specific counterplay they may have. A casual killer can fairly easily one trick a stronger killer and expect decent results. All this leads to a very simple conclusion, the skill floor to do decently on survivor is higher than on killer. I do want to emphasize skill floor, obviously things change as we are talking about players who are more and more skilled at the game.

    I am not saying this is a problem nor am I asking it to change, I enjoy that the game works like that. All I am asking is to stop with the blanket "the average survivor is bad" because it is being used to dismiss legitimate concerns, is statistically improbable, and has resulted in this community having a culture that is OK putting down survivor players. Unless there is an incredibly good reason to think otherwise a standard distribution of player skill should be assumed and while this game is different from others its not weird enough to think a standard distribution of skill doesn't apply.

    I am also not saying make the game easier for them but accept that this is an issue of matchmaking and not the survivors fault. All it takes is a single survivor being below par for the killer to win, as you noted, but I can't blame that player since its likely a match they shouldn't have been in in the first place. Too many killer players will snowball into a win from that one actually bad player and then claim that every survivor in the lobby was bad when it was just that one survivors fault. Balancing in this game would be totally different if matchmaking worked but unless matchmaking actually changes (I wouldn't count on it) this wishy washy balancing feels necessary.

    Im not saying everyone should know every little detail. Expecting every survivor to know every hole deathslinger can shoot through is dumb. I DO think they should have some minimum knowledge though about many of them. A survivor can use common sense to determine the blinking party hat that Pig gave them isn't for decoration and once again... to try not to get sick or spread sickness against Plague. If you dont know how to loop Spirit... you get hooked no biggy. If you dont know to try to stay healthy against Oni, you get the whole team killed.

    Alot of this info is on the loading screen for these people to read.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096606#Comment_4096606

    The main reason solo queue is often a frustrating experience is that the average player is just not very good and often has terrible game sense, or they are doing side quests for achievements that don’t do anything to help your team win.

    a lot of players never take time to learn about looping techniques, how to pay attention to HUD, how to counter killer powers/strategies, macro gameplay strategy, etc.

    These are the statements I took issue with, blanket statements that the average survivor is bad and refuses to learn. So yes someone here is talking about memorizing the counterplay to every killer and the layout of every map and expecting it as a baseline for survivor players.

    I don't disagree that certain players play in a brain dead manner but I have examples of that on both sides not just survivor. I also completely disagree with the notion that survivor doesn't take mechanical skill, they are mechanically simple but that isn't the same thing.

    I feel like alot of the killer counterplay issues DO require a minimum knowledge. You dont want your teammates to cleanse against Plague for example, then go right back to touching an infected gen. Thats not Plague being OP, thats a single survivor teammate giving her all the fountains in the world. I remember seeing plenty of clips of ppl playing old Myers with perma T3 and youd always have that 1 survivor having a staring contest with him.

  • @Rokku_Rorru said:

    Now do it again with casual players, I never want to see this game balanced around the comp scene personally.

    I want to see the stats there, also it's not really "lawless" if we are banning killers and preventing repeat killers, is it. Not to mention map rng and the like can vastly impact a match for survivor, it's very different if it is predetermined.

    It's somewhat useless data as it doesn't apply to you average DBD match at all, most of the playerbase is way more casual.

    WOULD be interesting to know what killrates/win rates would look like if everyone was actually TRYING to win. So many things skew game results terribly. You have some people who ragequit early or even sandbag their own team instead of trying to win until the end. You have ppl who went into the match with a troll build not really aiming for a win (insidious basement chest defender bubba for example).

    You also have things like friendly killers who LET ppl escape. I myself was letting ppl go after 2 hooks if they brought me a BP offering just last night. I think I got like 3 kills all night and 1 of them was on accident (sorry Bill...).

  • Warframe is my go to and it got an update at the same time we got the Jason update so it works out. I've got a brand new weapon waiting for me in my foundry when I hop on tonight and there's an arcane for me to farm FOR said weapon too...

  • @bingbongboi90 said:

    So what is springtrap then? Doesnt he count as a ranged killer? Its not like people hold the axe forever.

    People will figure out the gameplay. Around loops and such, Jason's chases are very similar to Xeno or Pyramid head except he has to go get a new spear if he misses the M2. You also have killers like Artist or Unknown who are ranged 4.6 killers.… but ppl will probably say they dont count.

    I feel like the biggest issue might be that ppl are too busy avoiding a chase that the match isn't progressing as fast as it otherwise would. I could definitely be wrong, but if the whole team wasn't busy crouching everytime he pops his power and is instead cranking out gens like they do against Springtrap, he might be getting less kills.

  • @Elan said:

    I don't think even with his infinite Spirit phase and tiny hitbox spike he's not as op but he's insanely boring to go against. You have no visual feedback on what is going on other than he's in his mode (Spirit got nerfed to being unable to do this), on top of that he has free tracking on anyone who's doing something other than crouchwalk and can immidiately attack after jumpscare (Springtrap has built in visual indication). So I'm more confused why other killers were limited when new killers can do it all. Zoning killer with infinite movement, that's Jason, not op, not fun.

    In all fairness, old Spirit could just yank you off a gen. Theres not a threat of Jason doing that which is why its REALLY not the same thing.

  • The funny thing is, I was being dead serious. Im playing some warframe tonight, which is a game where a team of 4 gets to use the most busted OP stuff to just bully AI enemies that are very predictable. No one cares about balance here, lol. You also have other party games like Phasmophobia that is even a horror coop game. If you WANT an opponent who doesnt show skill expression, get an AI to do it. Being a human player without a way to express skill just feels like a humiliation ritual and no one wants that. AI doesnt care if it has that role.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095847#Comment_4095847

    People confuse something being overpowered with skill expression. Putting 200 hours on Nurse and consistently stomping survivor teams with 1000s of hours isn't skill expression. Working within the limitations of a killer's power is a skill. Outplaying survivors that have actual counterplay options vs "turn your brain off and hope she misses" is more skillful than mastering a power that breaks the game.

    I was just replying to the guy saying he doesnt think skill expression is a good thing.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095799#Comment_4095799

    I personally don't believe Skill Expression is an objectively good thing simply because once a player is good enough that skill isn't a limiting factor, they effectively break the game. Case in point: Blight 2k winstreak.

    How would I solve it? It'd be a vastly unpopular change for sure, but she needs to be reworked and lose parts of her identity. Its the only way, doesn't mean it'll happen though, since the chances of running into a good Nurse are very slim.

    If we are going to balance with the idea that skill triumphs all, why do perks on the survivor side that only get value if you are skilled at the game get nerfed? The answer is because something taking skill doesn't make it balanced, to the point where BHVR flat out nukes or reworks a perk entirely.

    This never seems to get applied to killer though.

    Examples: Dead Hard, Made For This, Spine Chill, Flash Bangs, Cross Examination, CoH etc.




    If you wipe out skill expression, what's the point of even having human opponents. Just have AI killers and call it a Co-op PVE. You can make it as unbalanced as you want then cuz the AIs arnt complaining, lol. Its the high skill expression that brings ppl to the game to begin with. Seeing clips of deathslinger shooting through a chain link fence makes ppl wanna try it themselves. No one comes into this game going "I wanna run in circles in a predictable way 3 times before getting hit by a pallet". If you wanna strip out the skill expression... just strip out the player too.

    As far as your winstreaks goes... thats what happens when you have no skillbased matchmaking. The high tiered players would bully pubs in quick play on any game. We just ONLY have the quick play unlike other games.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095245#Comment_4095245

    its being downvotes because these people dont want to admit that most survivors suck at the game just like most killers do so when we have this horrible matchmaking and a really good player it causes large streaks due to that. also a comp unrestricted tournament was done and survivors won every match because survivors perks are insanely broken when you have coms to use them together and is why perks are banned in comp due to them being so broken but needing alot of game knowledge to use well hence why the average player sucks with them.

    Matchmaking in a 1v4 is naturally gonna be skewed unfortunately, especially when BHVR wants to keep MMR very...loose. The survivor side is constantly having a hodgepodge of skill levels on the same team while your single killer doesnt have a teammate who CAN be the weak link. By default of being a "team" of 1, the killer side will always have stable team while your soloQ teammates could be drastically different skill lvls from 1 match to the next.

  • @MilkToast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095808#Comment_4095808

    I can understand that ive been around for a long time too but I've been of the mindset is that her kit can't be fixed with simple nerfs or tweaks it's a core design issue sure we can nerf her to make her less played by people but that's not going to fix her fundamentally

    Thats also a terrible balance mentality. "The skull merchant treatment" is a terrible practice. We shouldnt be nerfing something in the hopes that its so terrible no one will pick it. BHVR is becoming king of putting things on the back burner to fix later. Remember knotted rope was a case of "well nerf it heavily for now so we can fix it later"? That was in 2024...

  • @MilkToast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095799#Comment_4095799

    She needs a total power rework her design is simply unbalancable. How do you balance a power that ignores everything a survivor can do?

    Honestly, I dont even play nurse. I know im dogshit at her. I've just been around long enough to see the conversation about her. Everytime someone says a change needs to be made and she'll be fine after that... those people change their minds and claim its not enough when good players still can play her. "Nurse doesnt need extra blink addons, that just makes it easy for BAD nurses." But when good nurses do just fine and maybe swap up the build, the argument changes to something else. Ironically when it was the addons being targeted, ppl at least had the gall to say "THIS addon is the issue, basekit is fine".

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095791#Comment_4095791

    My point is that skill should be factored but it shouldn't be the sole factor in whether or not something should get nerfed/buffed.

    The idea that the game should be balanced only around top tier players doesn't work when its barely officially competitive to start. It also feels like killers are balanced by the lowest skill-bracket while survivors are being judged based off of a tiny minority in these discussions.

    I don't see how Jason pubstomping the vast majority of his games, whether piloted by Hens or not, is permissible since 'good survivors can easily outplay him' whereas Circle of Healing which was a noobtrap in most games since people would spend all game slowly healing is 'overpowered because good players abuse it.'

    Seems like a stark double standard to me.

    You brought up NURSE changes... thats what my comment was about. How many nerfs should Nurse get? Ppl like to pretend nurse nerfs dont happen. What is the goal on Nurse if your still suggesting further changes. Her average killrates arnt high. Ideally nerfs to a killer shouldn't be made with the goal that even the good players at that character do POORLY.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095776#Comment_4095776

    Do you also believe Nurse shouldn't get changes due to only good players using her well?

    Nurse has gotten plenty of changes. Everytime she gets nerfed, ppl say "If your good at her, you'll be fine" and then complain that good players can still use her. What is the goal here, to make even good nurse players unable to play her? At what point do you go "yup, looks like its all good"?

  • @GroovieAshes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095684#Comment_4095684

    Why would you ever be wrong? You can run around in OE until you are not wrong.

    I was responding to someone saying Jason could just make "educated guesses" and come out of OE to look around to find survivors that are stealthing him. They said he could instantly go back into OE anyway.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095684#Comment_4095684

    Oh, by the Entity, I said instantly went I meant practically instantly. My bad! Carry on Mr ChatGPT.

    What is the time range to claim its "near instantly" then, because i wouldn't say 12 seconds is anywhere near that. Using Botany doesnt make the heal an instant heal for example...

  • @GroovieAshes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095233#Comment_4095233

    Spring traps Axe is not nearly as good of a ranged attack and slinger has a signifcant slowdown when reloading. You can argue that Jasons slowdown to reload is going to a location… but there are so many, it's often irrelevant.

    Its irrelevant if the chase is constantly changing locations, but not if its at a loop. Reloading as Slinger at a loop that the survivor isn't leaving is a minor inconvenience if you miss. If Jason has to walk away from that loop to reload... the survivor has time to just dip.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095369#Comment_4095369

    See here's another person saying "just do X" and leaving out all the nuance.

    Even if survivors do this it's still a win for Jason because survivors are wasting time not advancing their objective and odds are Jason will find a survivor sooner rather than later by making educated guesses as to where survivors spawn at the beginning of the match and being able to instantly hop back into OE if he's wrong. Entity help them if they dare to touch a lit totem.

    Its not instant though since there's a cooldown. If your wrong, you have to wait out the cooldown just like you would if you used Spirit to blindly check a gen.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092635#Comment_4092635

    Still I would imagine most people will buy them with money because they want to support the game. Later people might unlock them with shards but in the end I would imagine the sales are what makes them more money as license will always cut profit because of their cut.

    I feel like that would make for a good poll. Personally, I haven't paid cash for an original character in like 8 years.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092628#Comment_4092628

    He will get changed in the mid-season patch as thats when they do buffs or nerfs. After release patches are mainly for bug fixing. Still in reality Behavior would want original chapters to sell better than the licensed as on originals they don't need to share the money with anyone.

    Not quite sure about that. Don't forget that original chapters ALSO dont have to be bought with cash. Licensed chapters are guaranteed cash while alot of ppl use shards to buy the original characters. 50% of something is better than 100% of nothing.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089487#Comment_4089487

    I wasn't sure because I heard it does some time ago, but there are still people complaining. So I just kept it at that.

    Still doesn't make sense to just call all pc players cheaters just for that. Well, he's a weird guy I guess :D

    Almost forgot:

    Maybe he's on switch, but why would you be so salty then? Switch is not known for great handling or performance at all, at least not from what I've got xD

    I started on PC, then played on switch and now on PS5. I guess im a former cheater, lol.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089213#Comment_4089213

    It is absolutely not, you're free to choose your medium and you chose for whatever reason console. Now I do understand not having the money for a pc or not wanting to use your money for a pc, but then saying playing dbd on pc is cheating in general is simply wrong.

    Also "uncaped" fps is not true, that was before. By now it is at 120 fps if I remember correctly, even over the config this is the hardcap they've set.

    You can ask bhvr for optimizing the game better for older consoles and generally giving people on newer console the option to turn on 120 fps - you can also ask them to add m&k support, but saying pc-players are cheaters is not the way dude.

    Console got KB/M support already, lol. Maybe this guy is on switch?

  • @HexSlugged said:

    game file size updates between different games arent really good comparisons as they arent 1-1

    I highly doubt Jason's model takes 5 gigs though... Im seeing a crap ton of content from warframe, some of which I even forgot was coming today and its somehow less filesize than 1 Dbd character? There HAS to be a ton of stuff added that just isn't showing up or something.

  • @pidgeon said:

    Survivormainwarrior and killermaingod are the same person btw

    Also figured that... This guy must be bored if hes argueing with himself

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087311#Comment_4087311

    This is known to be a troll account dw about it. I saw a post asking for a pig buff since she's been nerfed so much. Their response was as follows:

    Pig already got an extreme buff which puts her with the top tier killers. You don't need another handout.

    I'm just assuming its a troll account since yk Pig is currently one of the worst killers in the game. Its pretty funny though I'll admit.

    I kinda figured. An account created yesterday with every single comment about how horrible the other side is makes it obvious, especially when its somehow squeezed into threads like this one.

  • @survivormainwarrior said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087304#Comment_4087304

    Killer mains have invented an imaginary pallet density increase bug, as well as completely rejected Official data in favor of inaccurate Nightlight data. They play the victim as the power role. So yes, complaining about survivors getting the same free BP is not beyond them.

    Have you seen a single instance of this or are you immediately inserting us vs them in literally everything now... You just seem like one of the troll accounts I mentioned with a clear name showing which side you favor and a really low comment count. It screams throwaway account.

  • @survivormainwarrior said:

    Watch out…killer mains are gonna complain that its unfair survivors got the same amount of BP.

    No... Its normal for free BPs to be equal. This isnt the first time we've gotten a code for BPs and they've been passing out daily and weekly BP rewards. Have you seen a single post of complaining? I know sometimes you'll get a new account with 3 posts saying some unhinged stuff, but I dont think any non-troll accounts have said anything about BP codes being role specific.

  • Haven't bothered playing for awhile now, just been logging in for the free BPs. Figured I might come back for abit for Jason.

    1000002326.jpg

    Think I should dump it ALL on him?

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087212#Comment_4087212

    >Vecna doesn't put you to sleep

    he literally does, thats what his ability is doing

    >his projectile and teleport function entirely different from Freddy

    yes, old freddy literally didn't have anything. It would be difficult to make a ability that functions like nothingness.

    >
    clock interectables weren't even apart of old Freddy's kit

    Yeah i kinda forgot about it, guess he would be way to weak if survivors could wake up with clocks. ST Vecna actually has an ability unlike old Freddy so to balance it a bit they added clocks from reworked freddy kit.

    >"Invisibility was pointless" and "m1 is boring" are not reasons Vecna is
    literally Freddy, they're reasons you don't like old Freddy.

    Are you going to seriously, like SERIOUSLY, suggest, that just m1, JUST M1, is a lot of fun and interesting concept? If you are, sure, who i am to argue with you, but that would be a take of all time.

    i will ignore your "comparisons" because you can say this about most killers, devs are constantly recycle things, yes. Yet in complexity, ST Vecna functions insanely similarily, both thematically and power design wise, and i am 99% sure if they were to make Freddy today, we would just get ST Vecna.

    OG Freddy was about stealth, tracking and slowdown

    ST Vecna is a 110% ranged killer...

    The only thing they have in common is they both have the burn victim look.

  • Except its not anywhere close

  • @Jay_Whyask said:

    I miss old Freddy.

    Manually pulling people into the dream world was so satisfying, & no killer power has replicated the feeling.

    I have mixed feelings on it. Alot of times that id use the old sleep beam, I felt completely helpless as I had to watch them finish opening an exit gate, cleansing a totem or popping a gen. If they had the incapacitated status during the transition time, would help alleviate alot.

  • At this point, im sure youll have ppl complaining about anything. 2 of the most hated killer perks might I remind you are Lightborn and Franklin's.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083126#Comment_4083126

    What is your perspective on @HoodedWildKard's take? Not necessarily the exact mechanics as described in the thread, but the concept of an additional objective to limit her power?

    The problem with being able to remove nurse's power is unlike the other killers, she's slower than survivors. The still have to loop a xeno even after a successful flamethrower. The chase is just over if nurse cant blink.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082220#Comment_4082220

    Suspense of disbelief only goes so far, lol. A Stevegull who just screamed at me for 10 minutes while continuously running will drop dead if he has to hold his breath for 4 seconds. Wasn't getting hacked at with a saw or impaled by a hook (after which he screamed at me for another 10 seconds while on hook) that did him in... Was that 4 second period.

    Comparing gameplay stuff like that to a cinematic kill is an orange to apple type comparison.

    We just got a mori where the survivor gets disemboweled, then lit of fire. I think we can update the oldest ones. Not asking for more gore, just saying the mori should PROBABLY be more violent than the gameplay that came before it.

    The most important thing of a mori is for it to be thematically fitting to the character it's for. Making it more violent just for the sake of it, doesn't mean it'll automatically be better. Dracula's default mori is a perfect example of less being more.

    It's why i hate DBD mobile's moris, as they made all the Killers they were for feel out of character, whenever they performed them. They were all just over the top for the sake of it.

    Naughty bear mori is a good example that we CAN have a thematically fitting mori for these characters that also leave no room that the survivor might walk it off. It doesnt have to be overly gore filled to work. There was no decapitation, but a bear trap snapping on a head really finalized things.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082208#Comment_4082208

    More gore for the sake of gore =/= better mori. Sometimes less is more and all moris should fit the characters they're for. Although i don't think anyone would complain if Trapper, Wraith & Hillbilly all got their moris updated.

    I promise you, the nurse NEVER killed a single survivor by choking them for 4 seconds. Kate, the singer who undoubtedly has great lung capacity, is just fine.

    I mean, it's pretty common for strangulation in fiction to not be representative of how hard it actually is to do so in real life. Also suspense of disbelief and all that.

    Suspense of disbelief only goes so far, lol. A Stevegull who just screamed at me for 10 minutes while continuously running will drop dead if he has to hold his breath for 4 seconds. Wasn't getting hacked at with a saw or impaled by a hook (after which he screamed at me for another 10 seconds while on hook) that did him in... Was that 4 second period.

    He for sure got up and walked away the moment Nurse left.

    We just got a mori where the survivor gets disemboweled, then lit of fire. I think we can update the oldest ones. Not asking for more gore, just saying the mori should PROBABLY be more violent than the gameplay that came before it.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082199#Comment_4082199

    Moris are at most still tip-toeing the line in what they can and can't do before the risk of being banned in certain countries rises.

    There's a reason we still don't have moris that causes decapitation, limps being severed or just Terrifier levels of explicit gore.

    Thats good and all, but we can STILL update the super tame ones. I promise you, the nurse NEVER killed a single survivor by choking them for 4 seconds. Kate, the singer who undoubtedly has great lung capacity, is just fine.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081324#Comment_4081324

    I'm pretty sure fatality type moris would just get the game banned in certain countries.

    Were already there though with other killers. You have SOME killer moris being quite colorful like Deathslinger's, then you have Trapper and Wraith who's mori has me questioning if the survivor is playing dead.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081868#Comment_4081868

    Or, wild idea - dont go after the recently unhooked Survivor. I know, crazy. (Or just tunnel through the DS and get a good laugh at this mighty Anti-Tunnel Perk)

    Its not tunneling to find someone who downed themself... its ALSO generally not considered tunneling to pressure someone who is progressing the game. Every other self heal falls into the category of conspicuous actions for that reason. If you selfcare in the corner after unhook, somehow thats different than if you plot twist in the corner after unhook.

    Either way, the point wasn't to dictate if its strong or weak, just that it IS a lose lose. Im not allowed to stop that self heal without getting hit by a DS...

  • @jesterkind said:

    Definitely not.

    The big central issue with DS/UB/DH/IW as a build (which was the full "small pp" build) was the combo of DS and UB gave the killer three options that were all losses.

    If a survivor with DS active got in your face, then you could ignore them… and they'd do gens in your face.

    You could down them and slug them… and they'd use UB to get back up and get on gens.

    You could down them and pick them up… and they'd hit you with DS.

    Add in the two other universally applicable and strong meta perks (one of which was the most broken single perk in the game's history) and you've got a build worthy of derision.

    These days survivors don't really have anything that'll force that sort of lose/lose/lose scenario, let alone to that extent.

    Theres still lose lose setups, they're just changing. DS+plot twist for example has changed it to eat the DS or let this guy heal himself. Its at least not AS rough though since it doesnt help guarantee safety on gens.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081554#Comment_4081554

    Funny enough I never thought of the possibility of a Machine Gun Jason just spamming spikes from a hill 😂

    From what im seeing, using the hooks isn't an issue at all. They immediately regenerate if you use your omnipresent evil power. Just use it at the nearest vault location if you need that hook back.

  • @DNet89 said:

    Trapper should get a Mini-Mori if a Survivor on death hook steps in a trap

    Basically just have Trapper pie someone in the face... but with a beartrap.

  • @Chrarcq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081621#Comment_4081621

    It's 10 seconds long, which actually makes it the 3rd shortest mori in the game along Freddy (Pig and Wraith are 1st/2nd). Pretty much every single mori the past few years has been about 15 seconds long.

    Im not saying they need to give him a 15 second mori, just that it would be nice to have something thats unique to him. Spirit's mori is about the same length and has her phasing in it for example. I think its dumb that you have to use the naughty bear skin to see the bear trap being used. We could get a mori that has him stepping on a survivors back as they try to lift themselves up away from the trap under their face. That could easily be done in 10 seconds.

  • @Chrarcq said:

    Does it really matter…? Also, Trapper base mori is competitively advantageous due to its duration. Meaning that you technically want devs to nerf him.

    Trappers mori duration is about average atm. They could definitely give him a cooler mori without necessarily making it longer.

  • @Skillfulstone said:

    I mean, apparently he's 4.4m/s so if you miss the throw in a chase, he's gonna be miserable to play as if the chase is in the middle of a half-decent tile without a hook or scrap pile in it since he can't just spawn his spear repeatedly like Springtrap and he doesn't carry multiple at once like Huntress.

    He's gonna be a high pickrate Killer just because of being Jason, but he doesn't seem like he'll be particularily fun to play after the initial novelty of 3 different Mori animations has worn off.

    The power itself seems cool and his mobility is decent, but being 4.4 kinda ruins the Killer for me.

    Thats assuming ppl just keep chasing like normal. If you trigger his OTHER ability, you can get abit of haste, which seems to last awhile and the ability itself is also good at blocking windows on those half decent tiles.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081534#Comment_4081534

    Currently theirs clips on Youtube showing gameplay of Jason on Tricksters Delusional, Father Campbell's church and Swamp.

    On the campbell video Jason take a spike from a Hook and it breaks and later in the video it's still broken so it seems his power obeys the hook breaking rules of respawning after 60 seconds of it being broken.

    I'm at work but you can find it by looking up DBD Jason on YouTube it's what I did

    Took me a hot minute to find the gameplay your talking about that ISNT edited down, lol. It showed about a 30 second gap between seeing him take a hook and seeing said hook still be missing before they turned away, so we'll have to verify the actual time gap the hook is going to be missing. I understand them not wanting someone to camp a hook on a hill to spam throws, but If it IS a minute respawn... that could be rough.

    From what im seeing so far, the trash piles looks pretty plentiful though. I was noticing the distance between piles is about the same as the distance between hooks.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081484#Comment_4081484

    Watching the multiple videos released it's very map dependent on where piles spawns looks bad in some cases and if your taking from a hook your breaking that hook for 60 seconds so you need to be cautious cause you could be dead zoning yourself if you need to hook a survivor

    Can you link one of these videos showing its 60 seconds? Im only seeing ppl reacting to the same gameplay clip.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081364#Comment_4081364

    Idk if I called it a direct upgrade his omnipresent evil I think is better then springtraps doors but his Spike throw I think is just bad if you miss your throw your just an M1 andy and if there's no piles around to reload your pretty screwed even if there was piles you'd have to divert from chase to reload wasting even more time while spring trap can just throw every 6 seconds

    Also if you reload as jason from a hook it breaks the hooking spot so which seems like a bad idea to do cause if you down someone and reload from a hook your potential dead zoning yourself?

    He can get his projectile from hooks and those are EVERYWHERE

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081369#Comment_4081369

    Spirit is literally a top 5 killer. He has ranged AND a better spirit power? Everyone who cares about match integrity should be upset with this design.

    Considering that he cant chase freely with his demanifest to get an immediate hit like Spirit can, comparing the 2 powers is very iffy.

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