Marioneo
Marioneo
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Nobody liked the knight changes except the hunt time and banner time increase multiplier
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Faster teleport during daytime.
Rework his antiloop can't be buffed without him getting a guaranteed free.
Malthinkers skull basekit
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Modernize all old hex perks to be like new hex perks they don't light until the condition is triggered
Ruin = lights when a survivor progresses a gen
Devour hope = lights when the first survivor is hooked
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Whats the punishment for Harassment? I got feedback reports but idk what the severity of the punishment is
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@danielmaster87 said:
I'm pretty sure there's just enough time to get the save, if you dodge 1 shock.
If doc aint running any widening addons good luck dodging that
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759458#Comment_3759458
You mean Scourge Hook: Monstrous Shrine?
Yeah like that
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@ChaosWam said:
Like how we have Boons and Hexes, a subset of perks for killer to receive some kind of buff for going to the circle? And what would even be good ideas for going out of your way to do it?
Best were gonna get is basement scrouge hook perks
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@GoodBoyKaru said:
He's always been able to do this, it's very sadly nothing new, and despite being raised quite literally since he used to have Treatment Mode and Punishment Mode in his kit (as well as passive madness) nothing had ever been done. I guess it's because he's just not very popular so nobody really knows about it?
@Choaron said:
He always could, buddy.
And the latest buffs he got made it even more easier to do
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759170#Comment_3759170
THAT is what bothers me the most.
I don't mind if survivors can juke guards now, it makes counterplay interesting, but removing the ability to cancel guards with a new one when they put in the ability to switch which guard you want and give them cooldowns? It makes no sense, all of those worked so well together and had a good flow of cooldown management.@danielmaster87 said:
It was never going to work out as long as the guards still don't know how to go through a pallet. Their pathing kills their potential.
@Vorahk08 said:
I feel like they don't know what to do with Knight and are just going to revisit him sometime in the future. Looking over the changes/patch notes, this patch really feels like the goal was "quality of life" changes. All they did was make part of Map of the Realm and Pillaged Mead basekit, give the Carnifex's chase power to the Jailer, and add the ability to manually swap between guards. Then, they heavily nerfed the anti-loop guard strategy.
Almost all of these are changes that have been asked for before, including nerfing guards at loops, given how many survivors dislike the strategy. There's no big buffs or new changes to his power.
In general, the devs seem to have trouble balancing killer AI units. Nemesis Zombies have had horrible pathing for years and nothing has been done about it. I'm hoping they're planning on doing a larger Knight rework, but that could take a while.
@Caiman said:
Knight is a dead killer now. Better move on to someone BHVR likes more, like Skull Merchant.
@Blueberry said:
Yup.
With how much unanimous feedback was received to keep the guard cancel bug I was at least expecting to get that as a compensation for all the nerfs. That would've offset some of this. Some..
@Neaxolotl said:
Meanwhile singularity having "middle ground" due to feedback
BHVR has two different kind of balancing teams I guess, at the very least
I encourage y'all to play the new meta for Knight pallet eater Carnifex show the guaranteed free hits you get that's even more free then scamper Chucky
Show them real frustration
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759186#Comment_3759186
They have quite clearly said that they're not happy with how Skull Merchant is at the moment.
They can say they ain't happy all they want but confirming she ain't getting changed till next year is criminal
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758344#Comment_3758344
Only Trapper, Wraith, Billy, Nurse, and Huntress are in the mode. Though they've said they plan on adding more killers later, I don't know if that will ever include licenses (given usage in different modes is evidently a problem given the absence of all licensed content in My Little Oni.)
I'm just calling this now when they add the rest of the killers Legion and Plague are gonna be S Tier in this mode
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757995#Comment_3757995
Yeah, I imagine the hooking takes like 1 seconds or so… I would imagine there are still flashlight and pallet saves? If so, there must still be a "pick-up" mechanic that then throws survivors on hook ala the remote hooks in the event.
Of course Saboing is not a thing… so maybe flashlights and pallet saves won't be a thing either…. in which case I would probably expect some kind of anti-tunneling mechanism.
No I genuinely don't think there will be saves of any kind. Pickup mechanic is completely gone so I assume pallets and flashlights will just be used while looping cause I think in testing they had to remove the pickup mechanic and remove saves cause having 8 fly's buzzing for saves would be SO unfun
I rewatched the trailer killer just does the boon snuff animation on the survivor and blood engulfs them they pop out in a cage.
Finally I believe that the only anti tunnel will just be a second chance perk in the preset classes
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757766#Comment_3757766
Thankfully I doubt that'll work... 7 survivors unaccounted for? Even 20s to down hook and walk anywhere is gonna be a lot of time to waste 😅
Didn't the 2v8 trailer show there wasn't hooks killers just tp survivors to cages like pyramidhead when downed?
Also camping might be harder cause of the cages and 6 survivors cranking gens who knows survivors could have tied lives for all we know to prevent tunneling
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755357#Comment_3755357
To be fair, some of the stuff on the Twins PTB really did need to not hit live, there were some serious balance concerns there.
Which leads me to believe the same prrrooobably won't happen with Skull Merchant? Unless they actually pull a Twins and what they work on ends up being very unbalanced.
i say 60% it will happen again
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755127#Comment_3755127
Weak != fun.
For example, Legion is not strong, but is certainly not a pleasant experience to play against. Same with Knight.
There are Killers who are oppressive, like Nurse, whose strength creates unfun matches. That is not the only way to be unpleasant though.
Nurse is the original prime example of unfun why havent they reworked her power? She ignores everything except flash saves shes Stier unlike knight and legion rework her make her have to break pallets and Vaults make it so she cant TP through walls then buff her when shes weak
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@KaTo1337 said:
Every killer is viable, but some of them are more viable then others.
A Trapper will never become as strong as a Blight, because Map Mobility is the most important thing a killer has - or has not. As long as Pallets dont respawn, its always about depleting the enviroment as fast as possible.
The problem is survivors want unexhaustible tiles like Vaults like badham and garden of joy
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754960#Comment_3754960
Don't forget, that DBDs posterboy is "in a good spot right now". Everytime I play him, I am so frustrated and quickly resort to unsanitary tactics and changing killer next game.
This is why i stopped playing trapper and only play Killers whos power isnt controlled by survivors
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@jesterkind said:
It's a pretty ominous sign for everyone, but I'm crossing my fingers it won't be too bad. The way I see it, there are three broad directions this rework could go, and while none of them will actually address the problem (because the problem is "people don't like her" and their reasons aren't actually moored in anything real about her power for the most part), ONE of them would be a good thing in general.
The three directions I see this going are:
1: They completely gut her power with a series of huge nerfs. Nobody will be happy with this; people who like her get their killer ruined, and the people who hate her aren't going to suddenly reverse course because she's a bad killer now.
2: They do another huge overhaul that fundamentally changes her power, like the change that got us to her current kit. This probably won't make people stop hating her - the previous rework didn't despite fixing all her issues and adding very few appreciable new ones - and it'll suck for the people who like her. Small chance it's also an improvement and people who like her now will still like her afterwards, but it'd still suck to lose her current design.
3: They address the problems her kit ACTUALLY has with a fairly large number of individually somewhat small changes. This is what I'm hoping for, but y'know, it obviously won't fix the problem on its own since her actual problems rarely come up in complaint threads. Since this would include "drop something at loop, survivor runs away", it would at least help, so it's worth pursuing as an option from BHVR's standpoint, but it's not as though most people fully understand even that problem, so. Y'know.
Any one of these options would probably take time, so I'm not too surprised by the timeframe we've been given. There's no way Merchant is a super high priority, and changes take time even disregarding that.
Our best hope, whichever option the devs go for, is that the fire kind of fizzles out and everyone moves on to complain about something else so we can finally be free of this exhausting discourse. I'm not holding my breath, but it's a hope.
i think its gonna be the 4th option Twins rework option: Takes months of reworking and push to ptb, people will never like skullmerchant and complain, Entire rework gets scrapped with months of work gone, Skullmerchant remains the same and is back of line to get changes now
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754775#Comment_3754775
Infinite tier 3 is good
Calling it now when his updates comes all his addons are getting changed and modernized infinite tier 3 and Mirror especially for being to problematic.
Now its nothing but Stalk speed/Stalk movement speed and Haste addons/status effects
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754953#Comment_3754953
And I definitely won't deny it, considering all that new killers, pretty much all of them have 2 or 3 powers with their main power
Also pretty much all of them has to be 4.6, too
Yeah im starting to think M1 killers need to be 4.7 for like Trapper and a few others. That or Trapper can just throw traps that auto setup
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its fine Do you just want 4 slowdowns?
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754815#Comment_3754815
I am curious then. How would you fix the issue posited in this thread? Do you think it's one at all?
ill say a hot take its cause survivors always want a safe zone If theres ever a deadzone they cry about map balance. Pallet and window chaining is to strong every 10 meters has a pallet or vault.
Maybe if Devs dont add 30 pallets on big maps and put 30 meters between each loop it'd balance it out but no gotta have no deadzones even if you waste the entire map resources
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754890#Comment_3754890
I mean, we have ranged killers with teleport like unknown and alien, weird anti loop killers with teleport/fast moving like liches and dredge, camera killers with teleport like singularity, stealth killers with mobility is a onryo/wraith,
I don't think they are just copies of each other, I just think most new killers will get a power AND mobility nowadays
thats kinda telling that new killers need 1 main powers and 2 side powers just to keep up in current dbd
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@Yharwick said:
I mean Cenobite doesn't really have mobility but is still good because his 4v1 pressure is insane against soloQ teams. I think that's the real issue is very few killers have actual good 4v1 and we need more killers that can bother multiple survivors at once.
his passive chainhunt is good but his chain power is hot garbage
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@Blueberry said:
I don’t think they necessarily have to have mobility. What they need is map pressure, that is what they’re getting from map mobility. You could hypothetically have a killer with no map mobility if they had like a built in game slow down that put survivors on side objectives. This would give them pseudo map pressure. Think Pig with her traps, but if her stealth and ambush were actually good.
Either Mobility to pressures gens fast enough, Stalling/slowdown to survivors from progressing gens, Hindred/instadown to down survs faster then gens
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@Caiman said:
I want to see Skull Merchant reworked to focus on her being a stealthy tracker. You don't know where she is, but she knows where you are. But making that work with the drone concept is going to be difficult. Maybe if it was like a radar ping system where she could ping to find survivors in her drones' areas but the ping had a cooldown? I'm afraid I don't have many good ideas on how to improve her.
That was the original skull merchant before she got reworked but she was so bad
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754399#Comment_3754399
Clown is a perfectly serviceable killer.
Alright in chase but map pressure is still nonexistentant
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753264#Comment_3753264
Didn't they also make Tantrum trigger sooner?
Went from 5 to 3 seconds 5 seconds was extremely long you could be halfway across the map by then
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754399#Comment_3754399
Clown can do 13% haste with 19% hindered or 10% haste with 19% hindered and 16m wallhack, yet he is still nowhere near good
Doesnt flask of bleach add 7% more hinder??
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754389#Comment_3754389
If you think 10% hindered is negligible in this game then you’re very inexperienced.
Doesnt Clown do 20% and hes still not good?
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754365#Comment_3754365
That's your opinion (which isn't even objectively accurate, shocking players and forcing them to have difficult skill checks and forcing them to take a time out to regain sanity is the very definition of "stalling"). He's just obnoxious to play against. Skull merchant has bouts of stealth and drones to push survivors off a loop. The drones aren't even that big of a deal anymore. You can play "red light, green light" to deal with them. I don't get the hate honestly.
cleansing madness is dirt quick compared to other stall killers and his power doesnt injure just for looping if you think Doctor is worse then Skullmerchant theres an obvious skill issue
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754363#Comment_3754363
People repeatedly says she has a problem but never actually explain what is a problem, and I know the reason is simply because she is a one of weakest killer in the game
i do think giving her 6 drones from her previous 4 originally was a bad idea she can cover everything on certain maps
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@Dreamnomad said:
I'd rather play against skull merchant over a doctor any day of the week. It's shocking to me that there aren't more complaint threads about him.
hes just m1 killer with Anti loop has no passive slowdown or stalling potential hes not that great compared to newer killers nowadays
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@Pulsar said:
Hopefully the solution until then is to retire her lmao
ironically people do want this which why is said bad day
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@OnryosTapeRentals said:
This isn't bad news at all.
They confirmed that they aren't happy with her current state and have "bigger changes" planned next year. Compared to how long killer reworks normally take, next year is not that long to wait.
We dont know when next year and obviously people want her nerfed now finally unless its a full rework people will still hate her regardless of these changes and throw on first hook
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LETS GOOOO
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754231#Comment_3754231
I don't think it's too fun for either side. Somewhat annoying to get to the second floor at times, breakable walls are terrible (not as bad as dead dawg but still not great), The pallet loops can't really be mind-gamed well and most are similar run around the tables/amalgamation pile, exits are easy to defend. Now i'm not sure how they could change it to make it better but we'll see.
Midwhich loops have no mindgame potential its layout is a square what if they made it more like a long rectangle?
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Bring back Aura freddy but keep the teleport
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@Laluzi said:
There's no way tombstone piece and Judith's Tombstone survive, which is probably for the best. Other than that… I think the first thing he needs is unlimited stalk and less punishing conditions in Tier 1. Reworking Tier 1 to be a viable maximum-stealth approach and then changing the mechanic so he cycles between the tiers instead of T1 being a nerf state he has to escape and then never returns to might be a good move?
I like this idea but T1 myers should be able to lunge first off.
Tier 1 and Tier 2 should have gimmicks Tier 1 hes undetectable and stalking shows Auras switching to Tier 2 makes him more offensive terror radius is revealed but Myers gets 20% break speed and 20% decreased Pallet stun time
Tier 3 when enough stalk is gained Exposed no changes
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753595#Comment_3753595
well to be fair, what are they gonna do about it? they cant force people to play. They COULD do something else though but saying the other solution is a big no no.
im bold ill say it first step remove giving up on hook obviously to stop circumventing the DC penalty and ruining the match for everyone if they afk at 3 crows it auto DCs them and penalize
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753269#Comment_3753269
I'm so worried about this, my vecna has like 500 cobblers on him
Play him now and alot before his continuous nerfings
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752475#Comment_3752475
This is true, although.... can the Carnifex break the pallet without travelling 10m?
Cause if he can, that becomes pretty nasty at some tiles now hes always avaialable....😶😶😶😶
No you only need to be 1 meter from a pallet to order carnifex to break it and he's actually stronger now cause pillage mead makes him break faster and battleaxe head reworked makes him come back faster.
Knight contract also makes guards linger for 8 seconds so has even more anti loop potential
Scamper knight looking meta folks
@Blueberry said:
Definitely some better addons, but nerf for his base kit imo.
They made his healthier play style better, but it's still bad and not viable. Nerfed his strongest(but still bad)/unhealthy play style though in return.
So anti loop is still possible using CTA you can reach the 10 meter requirement in 1.5 seconds works great on loops and Jailer is best anti loop cause he last 24 seconds even drained at 3x he lasts 8 seconds which is enough time to pincer survivora
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Give it a month before devs nerf him again
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Until they address the infinite on forgotten realms maybe
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@HexHuntressThighs said:
Honestly still clueless why they omega buffed cannibal. He is insane at camping, tunneling and slugging. Can literally shred through post hook BT. Why did they give an insta down killers chainsaw same cooldown as an M1 killers weapon wipe. His tantrum should be 5 seconds again, 3 is insane. And him having essentially zero collision is also a problem, you literally can’t make him bump into anything. For some reason survivors are fine with it though. The amount of tunneling and camping cannibals have skyrocketed and it’s annoying to play against.
Omega buffed? All they did was reduce the collision so he don't tantrum from hitting nothing and his tantrum being 3 seconds isn't game changing cmon
Buffs wise all they did was add .25 duration on his saw so he gets 1 meter of more distance oh yeah truly omega buffs
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749376#Comment_3749376
This is such a sad mindset and a huge reason why this community is so toxic.
but its True everytime i play nice or casual for the survivors i get bm tbagged, harassed belittled in endgame chat ive given up on being nice in general and the event and play to win any means necessary im sick and disgusted
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@ReverseVelocity said:
It feels extremely cheap to go against, especially compared to the other event abilities. It's just a "nope you can't use this loop" button. I don't know why Exposed on Bloodlust was dropped over this one, since that one was pretty situational all things considered.
Remote Hook is pretty strong, but it just needs the bugs ironed out for next year I think. I got teleported to a hook when trying to pallet save someone lmao.
so remote hook remote pallet and remote exposed apparently all to overpowered survs need to make up there minds
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@Neaxolotl said:
Guaranteed hit assassins spam on gens or carnispam on every pallets, even though he wouldn't be that strong I'm pretty sure people would hate him so much and makes BHVR to finally kill the knight
Assassin ain't getting guaranteed hits on gen even pre patch he doesn't get them enough to be considered a guaranteed.
But being a fan of knight I will say these changes will just push him to being even more unfun to play as or against if it goes live
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746707#Comment_3746707
So u saying if a survivor greet a pallet and bait u into summoning the carnifix u don't have to draw a 10 meter path? even tho it nothing to break because they greeted the pallet and didn't drop it? If so my bad
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746707#Comment_3746707
You must preemptively gobgg into your power before the survivor even drop the pallet to then break the pallet for a free hit so u always in 50/50. Will they greet it or will they not.
You can't wait for the survivor to drop, then go into your power and break because they will make it to next loop.
Am i missing something here? If the Survivor great and baits you into carnifix want u have to draw a 10m path? there nothing to break
You don't have to draw a 10 meter path for breaks even if the survivor greeds the pallet you can cancel the summon and get a hit you aren't required to commit to the summon nor the 10 meter path
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746139#Comment_3746139
Console killer is definitely harder than pc anyone willing to put up with that BS has my respect, I don't see how people play on like 30-40 fps and slow motion vision
im used to it for playing so long on console but pc 60fps-90fps a big difference ive noticed
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746631#Comment_3746631
knight pallet breaking strat is a 50/50 while scamper was just free. chucky just had to stand by the pallet and wait for the drop. If knight go into his power and the survivor greet than it over. Survivors will be able to completely leave the loop and u must make a 10m path with carnifix. This is way more of risk compare to scamper or mage hand. Definitely gonna crush weaker players who will always drop the pallet for sure. Players will learn to greet more and treat him like huntress/nessmiss.
Just to point this out your wrong Peanits confirmed you don't need to draw a 10 meter path to summon Carnifix or a guard to break a pallet you have to draw a 10 meter path to get guards to hunt only breaking stuff does not follow this rule.
Which is why im saying Carnifix pallet break will be meta now that double chase is gone you summon Carnifix when they drop pallet Carnifix breaks it in 1.3 seconds Survs cant make it to another loop in 1 sec i get a guaranteed hit Repeat