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Massquwatt

Massquwatt

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Massquwatt
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  • As long as I don't get the usual rotation of Huntress/Legion/Huntress/Huntress/Blight/Legon/Nurse/Huntress/Huntress/Huntress I'm usually pretty happy with a bit of variety.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786906#Comment_3786906

    And yet Killers have all the comeback mechanics in the world. Less gens to patrol, fewer pallets to get stunned with, bloodlust to move faster despite their base speed already being faster than Survivors. And that doesn't even go into the perks like NOED, No Way Out, Blood Warden, Remember Me, etc…

    If Killers had an ability to ragequit that bypassed the DC penalty, we wouldn't see more ragequitting from them. With tactics like tunneling and camping at their disposal 24/7, they have no need to ragequit.

    Most of those perks you described either have VERY specific conditions for it to work or need work on the killers end to get use outta it. Like No way out, to get it's maximum use you need to hook everyone at least once requiring the killer to spread out hooks and work for it otherwise they get bugger all. Blood Warden just simply doesn't work 99% of the time because everybody and their grandma 99's gates anyway. NOED, yeah I can get still but is a lot easier to deal with nowdays since all you need to do is just take time and to find and cleanse it with it's real issue being rng and having it spawn next to the camped survivor. Remember Me is a bad perk in general and almost never gets ran.

    If using end-game builds somehow counts of comeback mechanics then they're the worst in the game. They're the easiest things to counter.

  • @Ricardo170373 said:

    Kindred and Bond basekit would be a better way to help SoloQ and on SWF these perk dont help. That "BUG" few weeks ago where u completed a gen and 2 gens pop instead 1 was a ghost test to help survivors where killer tuneled with 5 or 4 gens up or if anyone given up. That wasnt a bug, was a ghost test to a future anti tunnel system or give up prematuraly to help the remain survivors.

    I don't know, I think we should avoid giving survivors (and killers) any more basekit perks. Especially a basekit bond and kindred, all you'd be doing is just giving people free information at all times. There has to be SOME kind of cost associated with information because a large part of the game is built around it. If you're gonna give those two to survivors you might as well just give killers basekit BBQ and Lethal persuer. And absolutely no way to the implementation of the generator bug, all it did was punish killers who played fairly. We don't need to be giving anyone comeback mechanics just simply because they're doing badly.

  • All it really needs is the ability to see the aura of dropped items when you're in the radius. 90% of the problem with the perk is that you don't know where your teammates dropped their items, if I could know where it is I'd pick up the items and move them myself.

  • I'm definitely not gonna say no to more Nemesis buffs. How crazy is it gonna get? I dunno but I'd say let Licker Tongue have it's moment in the sun, the lil' guy deserves a bit of love. Besides I got 200 of the things, so it'll give me something different to use for a change.

  • I dunno I really like Hoarder and Dracula's new perk mixes with it pretty well. I just wish they'd go back to looking at the loot tables again because I'd absolutely love to see the 'intended' version of Hoarder come back where it just gives low quality brown items. Lich's chests pretty much can do that so it's a matter of figuring that out with hoarder.

  • James Sunderland is probably the best person for Scene Partner, he's got the goofiest (and most realistic) scream in the game. I almost run it on him exclusively.

  • I think the Alien chapter was pretty great overall. Nostromo is a beautiful map and Xeno plays pretty well. I think it's more interesting to go against as survivor because the turrets really set the flow of the match. Hearing their detection, placing a well thought out turret feels really great when you shut down Xeno's power…..Problem is, after playing Xeno so much I've noticed like 90% of people just stick turrets right outside of tunnels making them pretty useless. Either that or nobody repositions turrets when they're done with them, just leaving them sit in random corners of the map making them a ######### to retrive.

  • The problem with the gen bug is that it also punishes playing fairly by going for hooks. Killing a survivor naturally at 2 gens left ensures that they only need to do one. If I, the killer am going for 12 hooks and arrive at that point why should I be put into an instant disadvantage for playing how you want me to?

  • I'm a huge Nemesis fan but I'm also really warming up to Xeno a lot. Not only because of similar-ish playstyles but I really like the tunnels, it's fun zooming around in them, I like their random nature and they're kinda comfy too tbh. If things aren't going my way I'll just go hide in the tunnels and cry.

  • The fundamental problem with using the gen bug as an anti-tunnel feature is that it punishes success for the killer by doing what they're meant to be doing, killing the survivors. Putting that aside, if you as the killer fail to capitalize on survivor mistakes or make too many mistakes yourself you're SEVERELY punished for it during the match. I don't see why survivors should get a gigantic second chance in the match if they're performing horribly.

  • For a combo that's so absurdly powerful I actually don't see weave/franklin's all that much. I might see it sometimes but for the most part I just see a lot of your typical killer builds really. I dunno I feel like this whole discourse reminds me a lot of Ultimate Weapon when everyone was going nuts over that. Another super strong perk that I never saw all that much either.

  • Problem would be that duos would just be incentivized to the let third person on the hook die so they can hatch out together. It was (sort of) like that with the old hatch where if there was one generator left a trio would let the solo die on the hook for an early escape. It'd just make solo survivor ass all over again.

  • I like the Bard Perk but man it's seriously sneaky stuff. Even with the 1% boost in skillchecks that really adds up if two people are on a single gen and it's really hard to tell if somebody's using it unless you as the killer directly hear it or see somebody using it. That and having it synergize(?) with stake out is kinda gross too. I think that's the problem with a lot of survivor perks that relate to boosting progress or skillchecks, you can't really tell who's using what because it isn't obvious at all for the killer.

  • They've somehow made him more annoying to go against and unless you know how to bork the AI during a hunt then most knights just go for a maximum range assassin hunt since without that knowledge you're gonna get hit 90% of the time.

  • If they're running Weave they're most likely using franklin's too. That's two perks dedicated to the combo and two less gen regression perks you have to worry about, three if they're also using lethal as well. It really isn't the worst thing to contend with. However, I've mentioned before that any change that should come from weave is the ability to actually see the item on the ground when you're in range affected by it. At least that way YOU can pick up the item and remove it yourself with no issue and not having to rely on your teammates doing it.

  • This seems to be an issue more towards killers than survivor (at least in my experience.) I want to say at least half my killer matches put me in Asian servers? As since I'm Australian it really messes with my ping and things like window/pallet interactations get real weird.

  • Not sure what's going on with those Knight changes. I get they wanted to remove pincer strategies but man he's kinda got nothing going for him now. He's still pretty clunky to use and all it seems is that you have to go for long distance patrols but anyone with half a brain can just easily juke the guards now.

  • James Sunderland because every James main is a blessing in Dead by Daylight and stand tall as the beacons of light in the sea of ignorance that we call the Entity's Realm. God speed, kings.

    pdl6cb0ffda81.jpg
  • Honestly just give survivors the ability to see the dropped item on the ground when they're in the radius of Weave Attunement so there's no issue for them to pick it up and move it elsewhere. That's the only change the perk needs really.

  • Weave attunement is actually kind of hilarious if you're running OoO. You can just drop your item next to a generator to have 100% aura reading on the killer while getting the 6% action bonus or drop it at a jungle gym so there's no mindgaming between you or the killer. It turns into a personal radar system.

  • As a killer I've seen it all when it comes to DC's.

    People will give up on first down in the match.

    People will give up early game because it isn't going their way.

    People will give up late game even when it's going their way. (They personally feel otherwise.)

    People will give up if you're Skull merchant

    etc, etc.

    The point being is that unfortunately, there's no real solution to the giving up/DC problem. Unless you hand a button to every single survivor and whenever they personally feel disatisfied with how the match is going, they can push the button and have God himself smite the killer then and there. Anything short of that simply won't work. Alternatively the community can collectively engage in that one monkey experiment where they all jump on and attack/shame the people who DC/give up and eforce a strict, social code of sorts to prevent such behaviour.

  • Eh, as somebody that liked old freddy and mained him you don't want the old one back. He had serious fundamental issues. However, I think a good way to bring back an old aspect of him was his old dream demon power. Have them as addons where you can manually pull survivors into the dream world from 8/16/24 meters with the downside of losing micro-sleep and dream world on hit.

  • Survivor is fine for the most part? At least balance wise but it's a 4v1 so balance will periodically swing between the survivor's favour and killer's favour. I think people mistake balance as the woe of survivor rounds when it's really mostly an attitude problem, the role by definition is supposed to be a team role but there's no real inclanation for anyone to work like a team. Sadly, more often than not most people you'll be teamed up with (especially as a solo survivor) are pretty selfish and will put themselves above everyone else, even at the team's detriment and I just don't think you can balance your way out of that conundrum unless you literally baby these people.

  • I hope they just leave her be. She's gotten her rework, Sadako has gotten several reworks at this point. I'd rather they just commit time and resources to working on improving other killers like Freddy, Oni, Pyramid Head and the Twins. There's nothing they can do with Skull Merchant that'll make people happy aside from nerfing her into complete and utter uselessness which would just open the floodgates to having half of the killer roster getting treated the same too.

  • Not gonna lie I miss the old paint brush addon mixed with M&A that'd give you 0 terror radius in the dream world. Also that being said I miss the old black box addon that'd just put somebody in the dream world forever. They just need to make the dreamworld a place you want to leave, like making it Silent Hill levels of fog and blocking out aura reading beyond a certain distance?

  • What? Borrowed Time is still a fantastic perk. 20 seconds on of endurance and speed boost is nothing to scoff at and it has the added benefit of working during endgame and that extra 10 seconds of endurance can mean life or death for the person you unhooked. If you really wanna go nuts you can run babysitter and no one left behind to basically guarantee somebody's escape in the endgame if you wanna be a hero. Frankly I never leave home without my BT, one of the permament fixtures in my builds just because of how much use I get out of it.

  • @Iron_Cutlass said:

    How would an accessibility feature be "cheating"?

    Any Survivor can use it, you are not technically at an advantage since anyone can just enable it in the settings.

    It's not the first time this sort of thing has been brought up in games. There's another famous example of this that I could think of which was the visual noise indicator in Fortnite, a pretty good accessibility feature until people figured out that it'd ping you of noises that most people couldn't even hear. Accessibility features are great but unfortunately they'll always be the 'better' option, playing without the visual TR depends on your reaction times, volume, attention, and in some cases the actual TR music itself so reactions vary. But with a visual TR it happens the instant the killer comes into your range and immediately gives you the information you need to make a decision. That'll always be a thing with this sort of stuff. The visual TR is great for the hearing impaired but it's even better if you're not, it's not necessary to use but it's kind of like WoO where using it gives you a tonne of extra information you otherwise wouldn't normally get.

  • As somebody who plays a lot of survivor? Bring Borrow Time.

    Bring more Borrowed Time. Do it now.

    You WILL save lives with with it, I almost never take it off.

    Stop thinking about yourself and start thinking about others. Bring borrowed time.

  • I'll say it again, assuming the killer is on the mark using it every time as soon as it goes off cooldown it's like what, revealling your position once every minute at most? Most likely less than that since they'll be too preoccupied doing something else like chasing. It honestly isn't that bad and for something that's so busted I almost never see it. I can only account for myself but I've been playing survivor pretty regularly this week and the amount of killers using UW can only be counted on one hand. In a way I hope it gets more popular because holy hell I am so sick of all my teammates running distortion because it just makes me the bigger target since I don't run it. Share the pain I say.

  • I came across a cheater the other day too, I'm pretty sure they were using an Epic Game account but they were blatantly using cheats too. Although the worst part is that they named who I was in the lobby to everyone despite me using anonymous mode. Honestly kinda spooked the hell out of me. That being said you can still report them but if they're Epic Game users then unfortunately it doesn't mean much since cheaters probably horde the hell out of free accounts with dbd on it.

  • You open a locker and it activates for 30 seconds. Everyone caught in the terror radius screams once, it goes on cooldown for 30 seconds after it's initial duration. So really your position is revealed once every 60 seconds if the killer is on the dot using it as much as possible.

    .....It's really not the worst thing in the world to go against? Like getting found out once every 60 seconds is the least of my issues. I'd argue that UW is only strong against survivors who spend the whole match trying to avoid the killer as much as possible and to that I say...eh? I'd argue that UW real obnoxiousness comes from it's easy application of blindess, pair it with mindbreaker and you get incredibly long lasting blindess but that's about it. There's honestly so many worse things out there that you gotta deal with as survivor, screaming every minute or so ain't one of them and I don't see that perk much often anyway, maybe every 3-4 matches.

  • I feel like this rework could've been a good opportunity to add some extra flavour to Skull Merchant, after playing a few good matches with her I find it incredibly weird that survivors can just get damaged out of nowhere by running into the scanning beams of the drones. One moment they're fine and the next they take damage, get the speed boost with no visual or audio feedback, it's really jarring sometimes. It'd be pretty cool if the drones would physically shoot claw traps at the survivors instead of that weird little orange flare that it does. While it's nice they got rid of the god awful 3-gen style of playing but man you can't shake off the feeling that you feel like you're playing someone that's had a hacksaw taken to them and then patched back together again with some duct tape. The entire kit feels like a disjointed mess now.

    That and I actually kind of liked her old chase theme too and I'm sad that's gone but that's more of an individual preference.

  • Given how hard it is to get claw traps onto survivors I really think they should bring back their old mechanic where survivors had to manually remove them. They aren't super powerful on their own and it might justify running some of the claw trap based addons too since they could remain on survivors a little longer rather than falling off on their own.

  • There's been a huge number of QoL changes for solo queue. Basekit borrowed, the new HUD system and now we're about the get the anti-camp system which leaves us in a pretty good spot at the moment. Is it everything you need as a solo survivor? No not really but I think it's pretty good to leave things there outside of tweaks and changes. I think having kindred basekit is a bit absurd, as much as people don't want to admit it having a "lack" of information is another big part of dead by daylight too. There are going to be some situations where you don't know what's going on and need to make a judgement call, that's just how soloq is and I really don't see aything wrong with it.

  • I would actually really love it if they just removed the hex status on ruin. Just have it passively regress generators at it's current levels and it turns off once somebody dies. If anything (I think) having it that way would make for a really great argument for killers to spread out their hooks more instead of tunnelling, and if that's too strong you could just make all other forms of gen regression not work while ruin is in effect to prevent excessive stacking.

    Do that and I'll never really run anything else in terms of gen regression, I hate kicking gens so much.

  • I've been seeing a tonne of blights myself lately but absolutely nobody using the new Birkin skin so I've taken upon myself to play Blight now with the Birkin legendary.

  • All they need to do is revert the incapacitated on Eruption from 25 seconds down to 15 seconds. Being unable to do anything for half a minute is pretty silly and undeeded, everything else about the perk is perfectly fine so there really should be not need to completely destroy it like with ruin.

  • Now that we got William Birkin I kinda want an Annette Birkin legendary too, extra points if there's special voice lines between them both for interacting with each other in game.

  • Looks like it. It seems to bork their chase AI at times too. I've had matches where myself and my guard sandwich survivors at loops and them dropping a pallet will make the guard turn the opposite direction and run away from them for some reason.

  • You can make the arguement for both sides really but even then I wouldn't both meta and killer perks are ran 90% of games, still a lot but not all the time. But that being said I will talk about the killer side of things, I suppose the reason why people run the gen kick combo is because it's extremely reliable to keep the game going longer and rewards doing well as the killer (getting hooks). So it's really a no-brainer to run any combination or all of the perks. I try to add a bit of variety in perks and usually keep to just using 1-2 slowdown perks but there are just gonna be games where you're gonna have very little input on the flow of the match unless you're a very good nurse, blight, wesker, etc etc. And it sucks, it really does. There are other perks I'd like to run too and other combinations but there's just a lot of killer perks that aren't worth running and if you wanna do meme builds, that's fine but you gotta come into the expectation that you're gonna perform poorly most matches anyway.


    It's really a problem of how the objectives of the game are set out, for both survivors and killers everything basically revolves around the generators so everything becomes about speeding it up or slowing them down. There's an endgame for sure but it's such a small time frame, the game really needs secondary objectives or something for the early game that isn't just generators.

  • Honestly I'd be just fine with straight up trashing them. Like I got a 100+ brown medkits and I'm never gonna use them all. But I'm one of those weirdoes that hates having giant stockpiles of items/addons/offerings outside of event related stuff.

  • Freddy's dreamworld needs to do something because currently all it does is allow survivors to interact with your power and give you a minor cooldown decrease to the teleport. I'd say it needs to be more like Dredge's power but I already feel like Dredge is kind of a better freddy anyway? While this isn't the best idea out there but I've made suggestions before where when survivors are in the dreamworld, any other survivors more than 16m away from their position look like freddy, mimick his movements and even have the red stain along with a tiny, fake lullaby. It won't fool everyone but I feel like it gives a little more flavour and personality to his power and I think it'd fit him pretty well.

  • The only problem with eruption is the incapicitated timer. Just revert it back to it's old 10-15 timer because it's a perfectly fine perk otherwise.

  • It wouldn't be the worst idea in the world. BBQ as base would be nice just as a sense of direction thing and it wouldn't be the worst thing in the world to go against since Distortion is already a very popular perk and closets exist. The worst that could happening from it is that MAYBE Iron Maiden gets an uptick in usuage.

  • Sometimes you just gotta dive head first into the ######### my man. We've all been there but with time comes experience and experience comes knowledge. That being said if you play killer long enough you just eventually stop really caring about these sorts of things and the stuff other survivors do just become an annoyance at best.

  • I mean if bhvr want to stop the complaining they could always just not make the outfits into a yearly exclusive, their current model has been doing just fine all this time.

  • tbh the only thing Nemesis truly needs is a secondary ability that acts a killswitch for the zombies. Press the button and both zombies automatically die, give it a 20 second cooldown. BHVR probably won't fix the pathing issues but it'll be a simple solution to resetting the zombies when they get stuck and it might have some neat synergy with the addons that lower the zombie spawn times.

  • I'm very confused to how the guard detection works. Do the guards need direct line of sight to chase a survivor or does it just have to be within their circle? Also is that detection circle affected by height? I swear to god I've had guards see people behind walls and other times not at all. Sometimes they'll jump up or down an entire floor after detecting a survivor and other times just not at all. I feel like I'm going crazy thinking about it.

  • I like the design and concept behind the knight but it isn't just that great in practice. You're supposed to use the guards for patrolling and area denial but they don't last long enough for a good patrol and they're just too slow/dumb to make for any meaningful area denial either. Seems like the best to use him at the moment is just a worse Artist really. Maybe there'll be good new trick that comes out that'll make him really good but I just ain't feeling it with this guy, he's just too telegraphed.

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