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Mazoobi

Mazoobi

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Mazoobi
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  • @XDgamer018 said:

    Its high time for dbds gameplay to alter to the killer being played. Examples

    Pig smaller map less "strong" tiles maybe either a strong main or shack not both

    But ghoul would have a bigger map with more resources for the survivors

    This is something worth experimenting for sure! The game already has the code to modify maps so it would be sweet to have a temporary modifier like this to test it out.

  • It does not need a nerf.

    If the argument is that survivors will "know" where to run off to next, then its no different from a survivor who just "knows" where to run if they're not running WoO.

  • @Rokku_Rorru said:

    Blight/Ghoul/Nurse being brought down to Wesker's level, but I don't play as often coz I'm just tired of them lol

    I can't comment on Krasue as I've not seen her for a while

    Lich's buffs reverted

    I'm just tired of queueing up against the same boring killers.

    This.

    I don't think its voiced enough, but I don't know why Vecna of all killers was getting buffed

  • 50/50 makes up a lot of chases and is emphasized even more with certain killer powers such as Huntress or Nemesis when it comes to pallets or windows.

    If you want to limit the amount of 50/50 you have in a chase, I would rely on making as much distance as possible

  • Increasing the blindness duration to at least 45 sec at tier 3 would easily make the perk more noticable in-game

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957662#Comment_3957662

    When vigil exists, the last thing that's needed is another exhausted recovery perk.

    If killers are scared to have another perk slot wasted on exhaustion recovery when stronger options exist then idk what to say bud.

  • I wish the perk had a bonus effect of recovering from exhaustion faster i.e 10 or 15%. It would still be thematic for the perk

  • the gen and gate ideas are absolutely absurd

  • Yes. Link your BHVR account

  • These are some proposals I have for some related perks:

    Desperate Measures:

    • Increase bonus from 14% to 15% per stack
    • Add new effect: Dead survivors now count as a stack

    - Explanation: DM is imo already a decent perk, but I think making its bonus from 14/28/42/56 to 15/30/45/60 would help it stand out amongst other support perks. I also believe dead survivors should count as a stack since the survivor team is significantly affected by fewer members. Since the perk only affects healing and unhooking, I don't see this perk being broken from having permanent stacks.

    Reassurance:

    • Add new effect: Reassured survivors are unhooked 10% faster (until unhooked)

    - Explanation: Reassurance is a solid perk, but I believe it can be improved by giving it a bonus effect on top of pausing the timer. In most case scenarios where this perk is used, the hooked survivor is in a sticky situation, so allowing them to get unhooked slightly faster will allow this perk to be more appealing.

    Better than New:

    • Add new effect: Affected survivors also unhook 16% faster (on top of the other bonuses they receive)

    - Explanation: This unique (yet lackluster) support perk allows healed survivors to perform certain actions 16% faster including healing, but unhooking should be counted too.

    Resurgence:

    • Add new effect: You are unhooked 15% faster by other survivors

    - Explanation: Even though the perk received the well-deserved buff it got recently, I believe the perk still has room to improve. Since the perk is nearly useless when the killer is camping, I believe giving the perk the ability to assist in unhooking would be sweet.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914122#Comment_3914122

    I don't think incapacitated should ever return on a perk. Being unable to progress the game at all is way too strong of an effect for a perk that every killer can use. It should be reserved for killer powers only.

    It's def a hard concept to balance, but I genuinely thought OG eruption was fine. It was just severely underrated from both sides.

    The killer has to actually work for the perk to kick in, and most survivors found the effect lackluster when they got caught by it. Since gens can only be damaged up to 8 times, this doesn't mean survivors would have to deal with the OG gen kicking meta where it was nearly infinite.

    I can see them bringing back the incapacitated effect, but perhaps 10 seconds instead of the og 16 or notorious 25 so the killer still gets the aura reading + 10 sec of no gen progress.

  • The Dying Light idea is well thought out.

    IMO, Eruption should have its Incapacitated effect again, but its original version. I enjoyed running it when it was only 16 seconds of incapacitation, and since damaging gens now has a cap, I don't see any harm in buffing the perks that once reigned supreme.

    Edit: typo

  • They did nerf it in the upcoming patch, only to affect survivors outside his terror radius.

    However, I wish it had another negative effect like reducing the duration of the mark (like 5-10 sec?) because his mobility is insane.

  • @th3 said:

    Looks interesting but the nerf to haste stacking is way more impactful than hindered. Aside from the obvious example of Hope + Made For this (only meta recently due to Kaneki being stupidly busted) it nerfs the teamwork power of two perk (which still sucks I never see it) and Blood pact. Oh also it makes Dark theory even worse somehow.

    Everything else looks cool i guess.

    Seeing Dark Theory get indirectly nerfed because of this change sucks since I consider it the funnest boon.

    It has "safe" values because of its potential to stack with other perks (and working for other survivors), so I hope the devs consider making it on par with other haste perks if they decide to roll with this change onto the live servers.

  • Every consecutive match against this killer becomes more miserable.

  • @biggybiggybiggens said:

    He'll get nerfed. Don't you worry. Every game as the Ghoul I see nothing but people disconnecting, and I don't blame them one bit. It's Wesker all over again.

    At least Wesker isn't problematic balance-wise.

  • The variety of the character roster always keeps me playing.

  • You're looking at over $100…

  • Agreed.

    Though I would prefer the perk icon displayed on the action hud to avoid confusion when 2+ survivors are hooked.

  • @H2H said:

    Arinad’s 200+ page clown guide with multiple linked videos. I haven’t read it all or watched all the videos but even just a quick glance through and practicing some of his basic tips made a pretty big difference in my clown game.

    Some Otzdarva videos about the guide:

    https://youtu.be/n-WDryzXabo?feature=shared

    https://youtu.be/9JZeCWzbW9s?feature=shared

    Thank you so much!

  • @ReverseVelocity said:

    Not a Clown main, but I have a lot of experience on him (I was playing him back when throwing the tonic slowed you down).

    I wouldn't recommend the Parade Gloves personally. Arcing bottles over walls is pretty important to cut off loops even if you do not have line of sight. Removing the arc hinders your ability to setup bottles at a long range, which is important as a great strength of his is zoning with the bottles. Try learning to use him without them, it'll feel bad at first but once you learn more opportunities for bottle setups you'll see what I mean.

    Flask of Bleach is a very good pick, though, I run that every game.

    Expect predrops. It's the most effective way to last in a chase against a Clown. You should be running Brutal basically every game. You can reduce the effectiveness of predropping strong pallets by applying a bottle (either the Tonic if you have LOS, or the Antidote if they're predropping out of your view) and then immediately breaking the pallet after they predrop. This will cut down on the distance they can make on you.

    As for your perks, you have a good selection overall, except Bamboozle imo. Bamboozle is kind of redundant since his window denial game is insane. Just make sure you throw the bottle just before the window instead of directly on top of it, you'll want to Intoxicate them before they can get the vault prompt.

    Brutal is a must-run if you ask me, and get some slowdown perks in there too. He's more suited for the passive ones since he's slow to get around the map. Corrupt, Pain Resonance, Deadlock, Surge, etc.

    I don't have them to hand but I'm pretty sure there's a good amount of resources out there on playing Clown at a high level. There's that one guy who wrote that massive guide, and there's some videos out there too.

    Above all else, though, you shouldn't expect the levels of success possible with Twins and Nurse. Clown is super fun but in terms of strength he is mid-tier. You'll get your ass handed to you at times, especially against great teams who bring busted loadouts. However, don't let this discourage you, Clown is a really fun killer with a surprisingly in-depth kit. Pulling off a double bottle setup to completely deny a loop or an escape route is always super satisfying. Having variety in the roster of killers you're good at is always great, it really helps keep the role fresh.

    Thank you for these tips, I appreciate it!

    I agree, his fun factor is definitely high but it does get discouraging at times. I've gotten some satisfying tonic/antidote combos with proper placement & timing but I just need more practice, especially on certain tiles. I agree with Brutal Strength being necessary for him since it's nearly impossible to greed pallets against him so I usually find myself kicking nearly everything by the end of the match.

    I think playing a lot of twins and nurse got me too spoiled about ignoring pallets so I need to consider them now. I heard there was that one player who was able to have a 100-match win streak with Clown by using Zanshin Tactics. It may be the same guy who made the guide, I'm not sure.

  • I see HUX as a nurse but with cameras and more steps to do so

  • They should let us test run it for 48 hrs max since Lights Out is usually perceived negatively.

  • A charm would be much safer so players don't intentionally misuse the cosmetics to portray harmful messages.

  • The only thing I find worth complaining about is the summoning of FOTD on small tiles as there is minimal reaction time a survivor has when you're looping him on the tile.

  • Just nuke nurse and blight so that weaker killers can still rely on slugging

  • I really don't like the minimal reaction time survivors get in terms of knowing whether she'll redirect the dog or not which adds to her skill ceiling but I find myself wasting time trying to figure out whether the dog will try to run at me again. I'm aware that the dog will have glowing eyes but this reminds me of old deathslinger of zoning survivors by simply existing.

  • What amazes me more is that BHVR thought it would be a good idea to give Taurie a healing perk with this invocation.

    I thought we learned our lesson w Sable

  • first three games and at least one person gave up at 5 gens :)

    this gamemode is not safe from the soloq hell

  • Chucky has entered the chat.

  • I hope the devs input a new settings feature that allows us to toggle between the original and current portraits.

  • I like the idea though revealing generators for this perk would be outshined by Boon: illumination's map-wide gen reveal.

    I wrote a thread about an invocation idea I had:

    https://forums.bhvr.com/dead-by-daylight/discussion/426647/perk-idea-for-a-second-invocation#latest

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798194#Comment_3798194

    Would still be hilarious for us. That aside, maybe something like perma aura reading for the killer? Just trying to make sure the noise maker isn't being spammed

    I should've clarified, but the summoned AFK crow wouldn't create any audio notifications as it serves as a different unit from the three original AFK crows. It'll remain as a visual guide for the killer.

  • @Rulebreaker said:

    We like the benefits but the punishment seems to harsh for the bonus (mostly/totally the crows) and it would annoy the killer to high hell until they died. Maybe something different for the drawback (we'd personally like perma blindness as that would add hilarious irony).

    I initially thought about blindness but don't think it would be a fun experience for the user. Survivors getting friendly wallhacks is a powerful tool so a strong negative is somewhat expected.

  • @SoGo said:

    That is an interesting idea. I would like to see it in game.

    I appreciate it!

  • "DS should be 40s"

    At this point, BHVR should nerf DS so you start the trial on the hook if you have it equipped so killers can stop complaining about it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793594#Comment_3793594

    Nobody is saying tunneling doesn't happen when gen defense is strong, but it certainly happens more. And i have noticed it far more often in my games as survivor since the nerf to all the gen defense perks recently.

    I'm simply saying tunneling can happen at any meta which argues against the OP since it claims tunneling skyrockets due to gen regress nerfs but tunneling HAS skyrocketed before with different meta and changes so the premise of this thread is pointless.

    If nobody said tunneling doesn't happen when gen defense is strong, then my point still stands.

  • Since they got her likeness, I hope the adjusting process goes smoothly!

  • Tunneling happens regardless of gen regression strength.

    There is a good handful of gen regression perks that have a high pick rate. Eruption and Call of Brine are the only ones that aren't being used anymore.

  • @AmpersandUnderscore said:

    Given that the current philosophy of map design is a giant dead zone with a single pallet held up by two telephone poles, I'm curious what you think people should be looping?

    You get more value running circles around the thicker trees lately, since actual "tiles" like jungle gyms appear to be a thing of the past.

    I like this response.

  • @Alphamax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790823#Comment_3790823

    Because survivors doesn't use decisive strike to counteract tunneling but as a tool to abuse it. They slow vault to try and force a grab, they fast vault a locker, they chase you or try to CJ tech.

    They do nothing what it should dk instead they use this perk as a leverage against the killer, which is yet another design flaw.

    Survivors with DS active can not progress the game in any way for 60 seconds. Now you only have to worry about 3 survivors instead of 4 and if you're chasing a survivor and the DS user is trying to chase you… congrats now you only have to worry about 2 survivors on objectives!

    Killers have numerous ways to go around an aggro DS via ignoring, slugging, killer-specific powers, etc. Falling for a DS bait in 2024 is walking into an "issue" that could've been really avoided.

  • @Alphamax said:

    The fact that players who make a mistake can make a comeback is ridiculous, and that goes for both sides. Dead hard is still on full throttle, unbreakable breaks the game proven by self recovery basekit ptb, endurance perks, NOED, decisive strike, etc.

    Rework or remove them. It's as simple as that.

    Why is Decisive Strike still being complained about?

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790129#Comment_3790129

    It's designed to be combined with a suite of chest perks.

    Which is why it needs a buff.

    Chest builds in a meta filled with Weave/Franklin's/Hoarder and now the newly added Human's Greed is deadweight.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790141#Comment_3790141

    It's not super difficult to run a competent killer for 30 seconds on one health state unless they're playing Nurse or something.

    I've been running a build centered around Moment of Glory and I've been having actual success with it. Lucky Break/Overcome/Moment of Glory/Appraisal. Standalone, it's not really all that worth it atm though.

    If it was 30 seconds, though, it would genuinely be busted. You'd have 3 Health State chases regularly AND you could take DH or Lithe with it.

    It should be a "come catch me" kind of perk. Like you get hit, the killer sees Broken and they have to either let you go and leave you to heal instantly or they commit to you to try and counter it, and if you run them for an extended period of time you get heavily rewarded. It shouldn't be super easy to reach the self heal if the killer commits to you, though.

    Set the timer too low, and it becomes extremely busted, like comparable to release Mettle of Man busted.

    I guess at the time being, we'd have to agree to disagree on this matter until the devs look back to the perk (if they do).

    I'm always the progress jockey on the team so I tend to dislike perks that stray from key objectives except for boons which is a topic for another time.

  • If B: Illumination gave a small repair increase to generators within range maybe 2-3% then it could be better.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790132#Comment_3790132

    It's because Second Wind requires you to be hooked first. Moment of Glory doesn't, and you can just reset it up to 3 times if you bring Appraisal with it, so you'd be insanely hard to down at all. It'd be 3 health state chases all round.

    This won't work against competent killers though which is one of my problems with it. High risk, medium reward.

    It shares the issue with Smash Hit and Head On. Might work once but harder to pull off once the killer knows your cards. If a perk needs Appraisal (of all perks) to pull off something like that then I wouldn't need to worry about it.

    Similar to how Lara's Specialist perk rewards survivors 1 token which equates to 4 charges for each chest interaction but why spend all that time searching when a survivor could've spent that time on a generator instead?

    If MoG only needed one chest interaction then I could be at peace with 45 seconds, but two chests? I'm not wasting a perk slot for Appraisal when Weave of Attunement is lurking every match.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790129#Comment_3790129

    Chests take 10 seconds to open, so it's 20 seconds, not 30.

    It's also an automatic heal that can proc mid chase, if you set the timer too low, that'd be incredibly busted.

    Well, I'd argue that the perk has taken inspiration from Second Wind with only a 20-second condition (1/3 of MoG) yet the perk isn't considered problematic or busted.

    SW has two different conditions, yes, but healing 1 full health state is a lot more helpful, less selfish, less time-consuming, and less RnG dependant compared to having to locate and open two chests in a meta where Weave of Attunement/Franklins is dominant so its hard to make use of the chests.

    I just think the survivor with MoG deserves a strong tool after wasting time not helping the team since locating these chests adds on top of the time needed to open them potentially leading to an average of 45-60 seconds of pure chests interactions.

  • @ReverseVelocity said:

    Yeah I don't think it should reset partial progress when you're downed, it should only deactivate if you've fully charged the perk, since its effect is in play.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790106#Comment_3790106

    30 seconds would be way too short, 45 would be reasonable I think.

    For having to search 2 chests (almost 30 seconds total?) the perk triggering in 30 seconds sounds a lot more rewarding.

    I don't think survivors need more perks with too safe numbers.

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