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Mat_Sella

Mat_Sella

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Mat_Sella
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  • Survival flowers suck massively, you cant even try to force profits from it, its just: Does your team care enough to Not DC, Work on Gens, and Keep You Alive.

    Not an easy task.

  • It works on killers that can One-Shot you.

    Where as they would go for the easy Auto-attack if they were injured, the speedy heal you gave them forces a killer to use their power to down them, in which they no longer have it and the survivor has a massively increased chance at escaping the situation at hand.

    Take The Huntress' One Shot add-on for example. If she rushes back to the hook and uses it on that survivor, the Huntress now has nothing at her disposal AND she only moves at 110% speed. You're left with an angry killer that either will force a chase on a survivor who gained distance, or switch to you with no hatchets either way.

  • People played her more when there was 12 less killer options and camping within teleport range was an extremely valuable and simple job that you could mori immediately off hook with.

  • You'll make them angrier and potentially lead into kills by using Franklin's instead.

    I believe in Franklin's Supremacy

  • stares in Coulrophobia

  • I dont buy originals, i use my shards.

  • They should divide the map into four quadrants and make sure one scourge hook is in each quadrant.

  • Wesker is fun to play against, what are you talking about?

  • Aint no one playing Michael, let me have your games.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343300#Comment_3343300

    The music is not fun. It's purposely much louder than the previous music, and it purposely has a bunch of loud thud noises, which makes it absolutely miserable to hear survivors. And it's a giant slap in the face that BHVR gives survivors a bunch of player experience buffs in the same patch they give Nurse a massive player experience nerf by giving her this garbage new chase music.

    If BHVR wants to make Nurse less powerful, that's whatever, but purposely lowering her quality of life with garbage new chase music is mean and spiteful.

    you do know that survivors also hear the same music, right?

  • @IlliterateGenocide said:

    The music is really good, but it feels like it doesn't belong to her. If you know what I mean

    Oh yeah, i totally agree! The music is fun and doesnt sound like a repetitive sfx meant only to drown out other noises.

    The one thing is, its not what I would expect to hear from a Nurse that steals people's breath. It's too...aggressive? Like someone who would be charging at you and not flying through the air

    Menu music is otherwise fantastic though!


  • Easily distinguishable and loud mobility with extremely specific locations that may not ever be where you need it to be and can has a built-in counter

    Average at best anti-loop as you just need to walk away from the loop while Dredge is slowed down

    Darkness that really isn't that dark if you have a good monitor and don't play against the sunlight, which doesn't even matter because they made It and other survivors glow white when nearby and he utters a far too loud noise when you're nearby

  • BHVR just needs to look at where Boil Over survivors like to abuse the perk, and place hooks in that exact location.

  • The Tremendously affected skill check placement and Direction applies to Snapping Out of It.

  • If you turn a corner tightly, he will hit the corner and not you, he will also be forced to let go of his power if the loop is thin and you have distance.

    Always make it as hard as possible for him to grab you, walls are your friends if you know you can turn the corner in time

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336373#Comment_3336373

    This. Why do gens if you and your teammates are gonna die anyways? It would be best to hide and wait for hatch. After reading through these comments I'm glad these people don't work on the game, lol. It would be dead.

    The fact that people would hide and wait for others to die is WHY the kill rate is high in the first place. If sucky ass people existed like this and the kill rate is still balanced for 50%, killers are weak as hell.

  • Yeah I already knew Ormond was gonna be in the lead, so I voted for Rancid Abbatoir.

    I just like the slaughterhouse thematically

  • Still can buy more time than any other survivor perk can provide.

    There's a reason a ton of people are still using it. Its not immunity like before, we can see that, but that doesnt change the fact that nothing compares to Dead Hard.

    You can Possessed Chains the possibility of Dead Hard away, or just One Shot them while healthy, but there's a lot of circumstances where you dont get the opportunity to avoid Dead Hard from being in play.

  • Can I at least get my wiggle points back? You're not encouraging me to struggle against all odds if you arent paying me to do so.

  • The survivor that tries their best to irk the killer, then fails miserably and gets downed just to dc.

    Dont bark at the beast if you have no bite.

  • 4 of the last 7 killers have come out with an aura reading perk. 2 of which are meta in the aura reading department. One of which makes other aura reading perks stronger.

  • You can spend an entire match and not be forced to go to the gallows, you can also not choose to go to that area for personal reasons.

    The noose offering was thrust in your face, the game goes: "Here, have a noose!"

    It should be obvious to anyone why the offering was changed. You cant avoid the offering popping up, but you can certainly have a say in the areas of the map you approach and point your camera to.

  • Prayer Tablet aint a meme, its her best add-on

  • Well,

    A good survivor thats intending on working WITH the team and not for themselves is going to plow gens once they see someone is chased.

    Your Megs and Claudette's will still leave you for dead

  • Thats their goal, they want to be the one unseen.

  • A survivor will scream 3 times per gen, 4 if you also have gen slowdown. Thats pretty eh.

    I feel like the screaming is the shining star of the Hex solely due to the interruption and potential consequences a survivor could face due to screaming.

    Huge problem is...the giant timer and the fact that it can deactivate before a scream can proc. Down a survivor too soon and it gets no use. Down a survivor right before another scream can occur and it can feel extremely lackluster.

  • Everyone cant use Deliverance because the requirement is literally that someone has to get unhooked.

    Breakdown doesnt guarantee that you're going to get saved at all, or that the killer even needs that hook in the first place.

    3 minutes is nothing if you arent even going to be in the same spot.

    None of these perks reach anywhere the strength of your ol' reliables.

    If survivors are getting extensive use of Kindred and/or Reassurance, that's entirely on the killer.

  • @HugTechLover said:

    They will open the locker and hit you. I tried it lol.

    I wouldve burst out laughing if that happened to me, but at least I know now! Thanks for the swift response.

  • BHVR already stated that queues are more heavily skewed in some reasons compared to others. I believe they also stated some examples but hell if im gonna look for that post.

    This is normal, in my region its always survivor until post 8PM when people get home and game with their friends, then it switches slightly to killer or even the full 100% bonus if its particularly bad.

  • They didnt want to make a perk that passively applies pressure to be better than perks which force you to work.

    I understand the reasoning, but due to totem locations in 90% of the maps, I dont see why it needed a nerf.

  • No.

    I dont want a teammate that dc''s all the time in my matches

  • so you have 5 hooks at 5 gens but basekit unbreakable is an issue?

    Make a bug report, not a complaint against a feature that needs to exist

  • this a tutorial ass perk, I cant believe i see some of my friends using this.

  • @lemonsway said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327322#Comment_3327322

    How do you Balance the game if BAD SURVIVORS GET FREE INFO and can avoid all the bad scenarios? The Fun of playing Survivor is the Tension and Unpredictability. THAT'S WHY THE GAME LAUNCHED WITHOUT SWF.

    Late game comebacks are absolutly fine, for both sides. Just because you did the gens doesn't mean you've already won. The faster you get them done the better but you then get cocky and screw up that's entirely on you.

    SWF was added because Survivor players asked for it... The game wouldn't have a SoloQ Problem if we didn't had SWF. You'd have Balanced the game probably 5 years ago...

    wrong, the game wanted to launch with SWF but they werent able to do it at the time.

  • What would be the visual indicator for TR?

    Worst case scenario is a circle around the killer, which would be horrendous.

    Seeing your heart the moment you enter the TR is another story, and is already done on mobile.

  • @Chordyceps said:

    I think it's a little weird that with all the effort that's been put into reducing/discouraging tunneling, Remember Me has been left completely unchanged. This perk not only encourages tunneling, but is basically perfectly designed around tunneling.

    First off, you're rewarded for hitting the same person over and over again. Remember me only gives you tokens if you hit the obsession. Matter of fact, it also has the perfect number of tokens for tunneling a person off of hook each time. Two hits to down, one hit to down and hook again, and one to that one more time. Then the person is dead and you have maximum tokens.

    Secondly, the fact that the obsession is immune to the effects of Remember Me. This effect encourages tunneling them out of the match. A killer wouldn't want to put in the effort to get maximum tokens for remember me, just for the obsession to be the one to open the gate, making Remember Me a wasted perk slot.

    Here's what I'd propose for Remember Me to make it so it doesn't encourage tunneling. I don't know if thematically it would work fantastically, but gameplay-wise, I believe it would be healthier though:

    Every time the obsession is hit, a new survivor becomes the obsession.

    Remove the effect where the obsession is immune to the effects of Remember Me.

    I believe this would keep its gameplay effects basically identical, while no longer encouraging tunneling the obsession.

    Well, I do think it is thematic. Freddy puts people to sleep. Your version of Remember Me forces killers to attack different survivors. When Freddy attacks different survivors, he puts multiple survivors to sleep. Its a win-win!

  • Conversely, I will eagerly await flashlight using survivors, 85% of the time, these people don't know how to save someone at all and are just wasting mass amounts of time.

    I might leave the flashlight survivors if im playing Nemesis tho, zombies are already dumb enough.

  • I'm just glad they cant become Invulnerable to Possessed Chains or the T-virus just cause they struck a pose for half a second.

    Which means now Possessed Chains is a hard counter to Dead Hard since dodging it does nothing, and getting hit means you cant use it.

  • Pyramid Head makes me extremely uncomfortable to aim the power with, if I'm not instantly using the power to deny a vault or pallet, it just feels horrible.

    Virulent Bound does not feel as awkward to me, possibly because there is no turn rate limit?

    Is there a balance reason as to why Pyramid Head plays the way he does? I understand the strength of being able to damage through walls, of course, but does it have to feel THAT clunky?

  • Doesnt the PTB have a patch note that prevents having more than 4 perks?

    image.png
  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314682#Comment_3314682

    Without deadlock- maybe. However (and good campers know it), it takes a lot of valuable team's time to realize that a survivor is being camped, which long story short - 3k or 4k. Also experienced camp/tunnel meta users camp scourge hook for added value and around 3-4 grouped gens for the best results.

    Don't get me wrong - it is a strategy and it works miracles. However, I also believe BHVR has created a whole "generation" of killers unable to do much more.

    Kill rates altogether must be notably higher because the best teammates dc before last hook to avoid scourge hook penalty (if killer has the perk) and therefore match is dismissed from statistics.

    I Know this is offtopic but:

    Yes, that teammate may be avoiding being placed on a Scourge Hook. However, if the teammate dc's the killer can immediately go forth towards the next survivor, and if the killer spotted a gen or survivor while attempting to hook, they are now going to die expeditiously. This is also for a Hook that may or may not be Scourged, because you typically will never use all 4 Scourge hooks in a match.

  • We will also see someone carrying a downed survivor towards the killer or into the basement.

    While lovely in the hands of the right people, you also know the other kinds of people that love to play this game.

  • and they would never add a Clown to the game due to phobias.

  • The Endurance effect post-unhook was not added because it made survivors have more "fun", its called balance. No killer should just be able to sit idle and win without doing anything at all except stand right next to the hook. Would you as a player of a video game find doing nothing fun? No.

    There are multiple killers that are able to negate, ignore, or add ailments to the survivor who is trying to protect their fellow survivors with the Endurance state they just gained. Actually, since they're walking right in front of you and gave up their protection, that lines you up to get an additional hook, or at the very least, lure survivors with a slug.

    There are also killers who can make teabagging at the exit gate a lethal move, trapping them and allowing a save. Regardless, teabagging exists in many games and should not upset you, no one is forcing you to look at them, and no one told you to leave survivors alive to do so in the first place.

    Being upset over the Last Stand PTB just because it was an experiment is a null point. There was also a No-Bloodlust test. Despite it showing that barely anything changed, Bloodlust is still here. Using this to fuel your biased point is questionable at best. You also completely failed to mention the mechanic where if all survivors are downed, the game immediately ends with a mori and win for the killer, so please tell me how this punished slugging?

    You end this with complaining about survivors being able to see what each other is doing, something that SWF is already able to do with far more efficiency than that is capable of. Is there something wrong with people who don't know each other at all, have no communication together having a mechanic that can bridge the gap between friends having fun and strangers trying to survive? No amount of information is going to force people who don't know each other to want to work together. This patch suddenly isn't going to turn every survivor into a Head On saving, Blast Mine spamming, exit gate teabagging player. This paranoia is unnecessary.

    The devs do not prefer one side to the other, because if they did, the game would die. You cannot have one without the other, and despite how upset you seem about the perceived bias, that is simply and only just perception.

  • @TeabaggingGhostface said:

    Tbh franklins should work with specials anyway

    Pinhead would like to have a word with you.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309377#Comment_3309377

    Try playing Wesker, Dredge, Sadako, Freddie, Nurse, Myers or Ghostface, or hell even Trapper. All of those killers can excel on The Game.

    I do like Nemesis on The Game.

    If Tier II doesn't destroy every pallet in there, corralling with your zombies is your second best tactic

  • Sure, they should be a in-house rule where the gens cant spawn 6 meters away from each other in the same or adjacent room (looking at you, Lery's)

    I believe there should also be a LoS blocker between gens that are within a certain distance from each other. Like how in Garden of Joy you cannot see gens easily because of the tall bushes.

  • I did not see a single issue with this mechanic, people just want to keep their toxic bleedouts in the game because thats the kind of people this game attracts.

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