MikaelaWantsYourBoon
MikaelaWantsYourBoon
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I honestly don't care at this point.
I am playing few games , if i have fun i continue. If i don't, i call it a day.
And non-tunneller killers are almost not exists. Like every game killer will tunnel me or someone else. And there is nothing survivors can use to stop this. So it's better to rush your objective as well.
I know it's boring but game turned to that.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593847#Comment_3593847
To be fair hug techs have been in the game forever and yes BHVR did say that, like drop vaults, they are an unintended exploit that are gonna be removed.. years ago (I believe they recently, as in within the last 2-3 months, said it again?). And with all due respect “2” = multiple. I get you’re trying to say it’s not really a big deal because ‘only’ two killers on the roster can hug tech but OP was right to say multiple.
It's actually gonna be "3" if they did not change Chucky lol.
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@jajay119 said:
What's a drop vault?
You are dropping from high place which should make you slow. But if there is any vault you can jump, you can just jump and there is nothing killer can do.
Ayrun had video i guess, you can check it.
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Xeno is just fine.
I don't think he needs any nerf.
@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593729#Comment_3593729
No they don't? Name another killer that can drag a long range ability or any ability for that matter? All m1 killers either hit or miss and all range killers hit or miss. The only 2 with the "drag" effect is xeno and nemesis.
Nemesis can do that as well. And devs never said they are bug or not intended. And they are fine anyway.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593705#Comment_3593705
PC players miss much few tail attacks than console players, which means the nerf is affecting console players more than PC players.
Lets say PC players hit 90% of tail attacks, while PC players hit 50%. This "nerf" is barely affecting PC players, because they only feel it when they miss. Essentially, they've already discriminated, because this is in effect a 10% nerf to PC players, and a 50% nerf to console player. Imagine if other nerfs worked this way, imagine if Ruin was nerfed to 100%, but if you play on console you get a special version that's nerfed to 50%. Imagine if PC players were still able to selfcare with CoH, and it was only disabled for console players.
But I agree with the larger point, that the killer should be viable on both PC and console anyway. A rework was in order, that makes the tail attack easier to hit across the board, because PC players aren't missing them anyway.
I was the BIGGEST Alien fan. Xenomorph was always my dream DBD killer. I barely play it because it's insufferable.
I hope they make him better to play for console players. I really don't know why they are not getting mouse and keyboard support for DbD, a lot games are supporting k&m for console players already.
And DbD already one of the games which makes console and pc players are playing each other. So console players are already going against someone who has keyboard and mouse. So i don't know why they are just not adding support for consoles. This would make console players to use it and have more fun with all killers.
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593704#Comment_3593704
Xeno might not be dead but I have seen it once in my last 50 games, so from my experience it is at least dying.
I don't blame people for pre-empting a Chucky nerf. Xeno came out, he was everywhere, super strong, survivors struggling to fight back, then the devs make changes, it becomes easier to play against, now you barely see it.
Why would you not be worried about hearing all the hype about how strong Chucky is, spend money on him, then in a month he gets a major change to make him weaker?
Devs did not change him at all. And he is not dying as well. His pickrate is pretty good.
They fixed bug and reverted his one buff to PTB version. And that's because he did not lose distance or speed whenever he missed hits. Killers just m1'ed after they missed tail attack because they did not lose distance. It was not healthy for game.
Except that, Xeno is still same killer we got. He is still chase monster. If you are good to use his power, you will not miss which means you won't be punished.
And i am getting Xenos quiet enough. We have +30 killers, at this point you won't see any of them so much. Maybe exception of Blight and Wesker.
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@Seraphor said:
The nerf to the tail attack on Xeno was anything but minor for console players.
Aiming with that tail is very tricky on console, you will miss most of your shots, and now those missed shots cost you even more time. Meanwhile PC players miss a tiny fraction of shots, and dodging a tail attack from a PC Xeno is more reflective of survivor skill.
With the nerf, it's not worth going for a tail attack on Xeno. I play it as an M1 killer with a limited teleport/stealth power. Not least because, with aiming being so finicky on console, I can't hit turrets reliably anyway, so I'm out of my power 50% of the time regardless.
I am sorry if he feels terrible on console but they can't buff killers for console players. They can get some QoL changes for sure but Xeno needs good cooldown after missed tail hit. His missing cooldown can't be short because he is always on power and don't need to hold power like other m2 killers.
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They are just looking reasons to complain.
Like Xeno did not even nerfed, he is still top tier killer with very strong chase + map mobility. But people are calling him dead which is not true
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We have to see in action. Maybe it will be better to not buy him day one and check nerfs first.
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No
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Chucky is the killer i always wanted to see in DbD.
So yeah i am excited but i am hoping nerfs did not make him unplayable.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593096#Comment_3593096
Theres a reason old billy, current blight, huntress, etc are played so much is because they have short cooldowns which is obv fun to use. A shorter cooldown doesnt make a killer oppressive all of the sudden, chucky could have a 15s cooldown and he'd be so much more fun.
Old Billy nerfed.
Huntress is limited with numbers and need to reload.
People are not happy with Blight and asking nerfs for him.
We don't need another Blight. So cooldowns needed, especially for strong powers.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593076#Comment_3593076
With other changes massively reducing the cooldown would make them more fun to play, more consistent to verse, and possibly stronger. So yea.
More fun for killer player for sure. These killers have cooldowns for reasons.
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That's balance. Do you really believe making these killers spam their powers will be good for game?
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592987#Comment_3592987
Hes saying emps shouldn't exist unless you could also slip stream by shooting survivors.
Nah i understood what they meant
It was shocking type what.
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What?
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You are not alone.
BHVR changed their way with DbD.
This game is dead for casuals and for solo survivors too. I am sure people who are not playing top tier killers also hardly enjoying it. DbD's current meta is finish game as fast as you can.
As survivor rush gens, ignore heals, side quests etc.
As killer tunnel survivors, bring top anti-gen perks etc.
Yeah game is not fun anymore sadly. You will be stomped or other side will. Games are hardly feeling like equal skills are matching. Close matches are almost non-exist.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592782#Comment_3592782
Sadly the amount of Clown-hours doesn't matter - one can stay mediocre indefinitely. I don't think your Clown-experience is relevant if you think SM's 10% Hinder and 3% Haste is comparable to Clown's respective 15% and 10% - or if your chases last long enough for bloodlust to matter.
Also any killer can hold a 3-gen, zoning killers can do it slightly better. SM is very good in it, as most survivors never got the note that now you can just ignore the drones while working on the gen. Any decent team breaks or prevents her 3-gen now though.
I don't feel the Nightlight killrates are particularly relevant - many people claim they dc / suicide / give up against Merchant, therefore her stats likely don't reflect her actual efficiency.
I love how you call someone unskilled when you disagree with them. Funny.
And you don't need to get BL 3 btw, BL 1 is good enough and it does not take long enough to get. Survivor loses health state, getting trap while SM is getting BL 1 + bonus speed from trap. All killer loses speed and getting cooldown whenever they take health state, not SM.
And no, there is no killer can hold 3-gen as SM does. She is still strongest gen holder and she has stronger chase now. Old SM did not got good chase, so just holded everyone hostage in game. New SM is holding gens and getting fast chases. So you will die just faster. Problem solved!
I probably should just play like you. If you can't see how problematic SM is right now, maybe you are just going against baby killers who does not even know how to swing. See? That's rude.
Like i said, her stats just shows how problematic killer she is. If survivors adapt and learn to counter her, BHVR probably won't do anything. But if these stats continue like that, let's say 2 - 3 months, BHVR will revisit her again.
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Unless BHVR release another this level survivor perk, we are fine atm.
People most likely will use SB and Lithe, so you will see these 2 most times. Some people probably will use DH + MfT but i doubt this combo will be super popular. And other exhaustion perks maybe time to time.
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This happens me a lot, i stopped use tail in cases like that. I am using it whenever i am sure it's 100% hit.
I don't know if this intended work like that or bug.
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Same as Bubba, Pinhead.
5 bucks
Tiffany is legenday skin. So she will cost as other legendary costumes: 1485 aurics
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592763#Comment_3592763
So the problem is that SM does the same thing as others do more easily? That shouldn't matter from a survivor perspective. The result is the same.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592770#Comment_3592770
Dropping the pallet works against beginner Clown. One day you may meet a better one. One of the telltale signs is that they'll have the bonus speed from yellows whenever it matters.
Otherwise the bloodlust part is a fair point. I keep forgetting that there are survivors out there who keep losing against no map mobility m1 killers who's chases are so long that bloodlust kicks in.
Yeah, no.
I am playing Clown pretty often. And things i can do with SM is imposible for Clown.
I can't hold 3 gen like her as Clown.
I can't use my power and get BL like her as Clown.
Clown can ignore weak and mediocre loops but SM can ignore almost most of loops.
Clown takes a lot skill for max value from his power, SM is braindeadly easy and more effective.
Even their kill-rates shows their levels lol. SM has almost 70% , Clown is barely above 50%.
I am hardly seeing someone dc/suicide against Clown. But SM is dc & suicide monster. If this continue like that, BHVR eventually will revisit her again. They can't leave problematic killer as how she is right now.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592757#Comment_3592757
As far as I know that's also the counter for a better Clown, Artist or any Knight. Where are the 'delete Clown!' threads?
You know wrong then. Dropping pallet works fine for Clown. Dropping pallets mean pointless against SM since she can force bloodlust + trap. And trap is giving her bonus speed.
Clown can't get bonus speed unless they use yellow gas. And Clown can't force bloodlust because gas is staying in area for limited time, so they will need to use power again which means losing bloodlust.
SM? Put drone and get your free hits. She is chase monster and she still hold 3-gen so good.
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You need to throw game first for this type challanges.
Second, you need to bring anything makes sabo fast. So be sure you are using Alex's Toolbox with sabotage speed add-ons.
Be sure Resilience is in your build.
Empathy and Sabotaur are also needed perks. One will show injured survivor, so you will know where to go. And other, when they down you will know which hooks need to be sabotaged.
For final perk Breakout, it will give you haste when killer pick someone up.
And then you can play guess game or you can guarantee but this most likely will end to down.
Guess game = You need to pick one of the near hooks and sabo it. But if killer was not coming to this hook, challange won't be completed.
Or you just can run with killer, block the hook he want, take hit and when he is in animation you can break the hook. But after that probably you will down. But this will make challange completed.
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SM is indeed very problematic killer. DC and suicides are still so high against her.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592245#Comment_3592245
Ideally all perks would be equally strong. Or at least on a similar power level. Giving players the choice of either taking a bit of everything or stack perks to be especially good in 1 thing. I would even go as far and add another section of perks. Counter perks. Which don´t do much on their own, but excel at countering other perks. (insidious and distortion would fall under this list)
Aura reading on killer was nice. We barely see those anymore. With the exception of some Huntress players.
Chase also sees little action. Or can you remember the last time you played against Enduring + Spirit Fury combo?
Hex perks are well...Slowdown perks seem to be the last resort of killers that struggle with gen speed. Thats why they stack them.
Aura reading on survivor is still very nice. Bond is one of my favorite perks as solo. WoO also sits on place 1 of the most used perks.
Chase perks like MfT, SB, Lithe and recently Background player are present in every match. MfT so overwhelmingly, that the devs needed to act.
Second chance perks are still powerful, but dropped hard in the pick rate, because they are not abusable anymore. Because lets face it, DS wasn´t exactly healthy for the longest part of its existance. It was one of those perks that carried. BT became basekit, OtR still strong (don´t understand why its pick rate is low).
Healing was ok, but got nerfed because everyone was just self healing with CoH or SC. I remember how i chased teammates with We´ll make it and they simply refused to get healed, so they could heal themselves. In other words, it got nerved because there was no teamplay.
I think buffing all totem involved perks would be a start in the right direction. Since we have a load of perks that revolve around finding/dealing with totems. That see no action at all.
Gens fly so fast, because survivors have literally nothing else to do. They won´t heal, they won´t cleanse Hex perks. There are just Gens to do. Once survivors spend more time doing something else than gens, killers won´t feel forced to stack slowdown. Which opens up a new, open meta.
I agree with you on last paragraph.
Killers are asking why gens are flying and why survivors are not healing, only rushing gens.
Because survivors have no reason to do. Survivors have nothing to do, only gens.
There is no reason to bring any boon perk and bless totems because they are bad right now.
There is no reason to waste time with healing because Sloppy makes healing even worse.
There is no reason to cleanse hex totems unless it's Devour because other hex perks are meh. Even Plaything.
Even Adrenaline gets nuked, this will not change. Survivors will still rush gens and then heal at end game or they will just leave hooked survivor to die and escape.
It will be even worse if BHVR keep nerf survivor perks which gives them second missions.
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The Thing.
People are saying he would not work because of SWFs.
But people said Pinhead and Sadako would not work too since they both don't use any weapons.
People also said Chucky would not work too but here we are.
So i want to get the Thing. He would bring pretty unique and fun power.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592380#Comment_3592380
No it's not killer wastes 3 seconds to regress a gen and survivors tap it in less than a second to stop the regression.
Then they can nerf gen tapping. Gen kicking does not need another buff. It's fine atm.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/397934/how-you-would-feel-if-ds-ruin-buffed
The only possible scenario in which DS gets buffed to a 5s stun , requires that DS's offensive capabilities get *severely nerfed*.
It makes no sense for DS to work after you went out of your way to bodyblock for your rescuer (A conspicious action by dictionary definition : "standing out" "noticeable") , hence forcing the killer to chase you because the rescuer is on the other side of the map by now and then you hit them with a DS, even though you forced the chase on you.
It also makes no sense for the counter to DS (slugging) to be counterable via forcing a locker grab.
DS should legitimately only work on deliberate tunneling.
And how game will tell if you actually bodyblocked killer or killer just hit you off the hook? Or how game will tell when someone was bodyblocking for you but killer just succeeded to pass them and hit you. Both of hits are counts as protection hits, killer is tunnelling you but you lost DS for no reason.
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@Grigerbest said:
"Oh heck yeah, they buffed Ruin again! Time to play with my hex build!"
*First 20 sec of the match - Sound of destroyed hex totem*
Good times 😂
I miss to use Ruin honestly.
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Nah hiding names are protecting you from toxic people.
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We don't need to buff gen kick again, it's just fine atm.
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@Devil_hit11 said:
the only way dev will ever fix tunneling is doing that change they did to devour hope on that ptb base-kit unbreakable. Make it so that all hook are shared between entire team up to 6 hook-states. On the 7th hook, the next person to get hooked is instantly killed. This makes so that killer have to go for 10 hook games to kill everyone.
I know it is unlikely to ever happen so tunneling will always be part of the game.
That's terrible idea. This will stomp solo teams even more. All killer will need to keep hook weak line.
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I don't wanna play against new Trickster honestly. I don't know who thought it's good idea to buff this terrible killer. He was already strong at loops and now even worse.
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@NerfedFreddy said:
Healthy meta? with 115% speed ranged killer and free pocket exposed/haste effect for killers
lul
I am very much talking about perks. I don't know what you are talking about
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591918#Comment_3591918
Dang. Guess every perk has a con since they all waste perk slots.
Nah this one is. It's training perk. It does not give you any value except showing loop areas. If you know them by yourself, you can use better chase perks.
It has no cons ofcourse when you use it but it's not amazing anyway.
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@adsads123123123123 said:
What's the con for Windows of Opportunity?
Wasting perk slot ofcourse. It's aura perk after all, if you know maps by your own, you can use better perk instead of it.
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@Tsulan said:
Most healthy meta would be no meta at all.
Like what we had a couple of months after the meta shake up.
I mean, survivor meta barely changed over the last 5 years.
Killer meta also doesn´t look good. Slowdown perks still make up the biggest chunk of what killers pick.
Nah, there always will be meta perks even if they make all perks so close to each other.
Some perks will be easier to use and will be meta.
Some perks will have little more value and will be meta.
There is no way to make any game with non-meta.
So best thing we can hope is making meta perks balanced and healthy which is current meta we have.
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So kill 2 survivors with camping & tunnelling before end game. And then with combo of NOED + NWO + Batteries Included get last 2 survivors too.
I am glad they adressed problematic perk before live servers.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591778#Comment_3591778
Ok....
Gen regression is to slow... so rather then kick a Gen we chose to chase someone we see on matter Hook States (cause we can't see them)
We have little way to increase that... giving how they nerfed Gen regression perks
Also Survivors hated the Gen Kick Meta... but look at what we have now
I mean killers were tunnelling in gen kick meta too. It was strongest anti-gen meta we had but killers still did not play fair. So killers will always tunnel.
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Now this makes sense because my survivor games are feeling better since i am getting better teammates. Which means no more easy solo-q matches for killers.
Maybe that's the reason.
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@jonifire said:
I would use blindness perks if they hide the killer objects or just lower the radius by a x amount of meters.
There is some killers which would make survivor die if they hide killer objects.
Sadako, Pig
And some would create serious issues
Wesker, Pinhead
So i disagree. Even if BHVR rework blindness, it should never ever hide killer objects.
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@D0NN1ED4RK0 said:
Question
does blindness status counter bond cause I barely use the perk but if it does then I think the devs need to look over at this effect with bond
Yes
That's why i am asking to blocking survivor auras should not happen. Because who is using survivor aura perks? Solo survivors. You are punishing people for playing solo and SWF is free to whatever perk they want because they can just talk. So they don't even need to use aura perk and blindness is doing nothing to them.
My rework idea is making blindness different type perk and affecting all survivors equally.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591179#Comment_3591179
But isn't it the same on live, with Third Seal being a separate hex totem? I though third seal prevents Plaything aura, since its a pink one, not a white. So it wouldn't really be any different. Third seal would help avoid detecting the plaything totem, like it's doing now. But it wouldn't be possible to remove it with a single cleanse like now, but has to be removed on a per-person basis. Would make it a little stronger, imo (Blindness being reworked is part of the deal here).
The problem with Third Seal is, in 80% of games it is cleansed before it had any meaningful effect. Plaything only activates when it has an effect on the survivor, and I feel Third Seal should work the same, being a personal effect just like Plaything.
For global hexes like Ruin or Huntress Lullaby, such a "personal hex" approach does not work, obviously. They should be changed to reveal themselve / create the hex totem only when applying their effect for the first time. Would not change much for ruin, but would help Huntress Lullaby alot, it being cleansable only after someone being hooked or missing a skill check.
You can use Third Seal for protect other totems ofcourse but i still don't think Third Seal could work like Plaything.
First Plaything is personal hex because affected survivor is seeing totem's aura. That's how this perk balanced. Unless you bring something to protect your totems, survivor most likely will find and cleanse totem.
Now if we are gonna make Third Seal personal hex, it also need to show totem's aura to affected survivor by balance wise. But this could not work because Third Seal is blocking auras. It would create some balance issues.
And there is another issue, you can't use both perks together if they change Third Seal. You know each hex perk needs their own dull totem. They are not working like Boons. But we only have 5 dull totems, so both perks could not work together as well. Like let's say you already affected 2 survivors with Third Seal and Plaything, this means 4 dull totems already used. Next time you hook survivor, which perk will affect them Third Seal or Plaything. Because only one dull totem left.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/397786/thoughts-on-blindness
I would say blocking additional auras is fine (yellow and pink ones), but basekit survivor auras (red ones for hooked / dying state) should never be blocked. If additional survivor auras would not be blocked (e.g. bond / kindred), Blindness would only prevent auras from pallets, walls, killer and additional objectives (totem & chest). I feel that would be too less to run any blindess perk or addon.
I'm also not so fond of the vault speed reduction, for me thats not really related. And it might not even be strong enough at all (depending on the value, ofc). But if we want to stick with the vault altering aspect, removing fast vaults alltogether would be more meaningful. Although that may be too strong then. But otherwise, blindness is the weakest effect, so an additional effect should be powerful to make blindness addons / perks worth running.
Another suggestion I (and others) have is blindness applying actual visual impairment. I'm thinking about the visual restrictions during Nightfall from Dredge. This can really throw you off, since you cannot see past 10 or 15 meters. Such an effect would be very fitting, and it is powerful, since the killer would see you normally, but you wouldn't see past x meters, so even non-stealth killers could sneak up on you, esp in combination with obliviousness (e.g. Third Seal + Plaything). If you ever tried to find the exit gate while in Nightfall with the EGC timer about to run out, you know how devastating this reduced vision can be ^^.
(Small detour about Third Seal: Third seal should be changed to work similar to plaything, creating a totem for the affected survivor. Plaything would then be put on top of this hex. So when the totem is cleansed/blessed, it would deactivate both effects.)
Third Seal could not work like Plaything. Plaything is showing totem's aura to affected survivor whenever they are so close. Third Seal is blocking auras.
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@Xernoton said:
Blindness is the worst, yet most overpowered status effect in the game. It does very little and I personally have little trouble being blind the whole match as a survivor (as killer I'd eventually have trouble finding hooks). At least as long as I don't run Bond + Open Handed. That's pretty sad when it happens.
Anyway, Blindness does something that no other status effect does. It directly counters WoO. For everyone who hasn't done it, I suggest you try any build focused on Blindness and see what happens. You will notice that some players run around like headless ckicken, when they can't follow the simple rule of running towards yellow. This is one of the reasons I don't like WoO in its current state.
I think your suggestion is quite interesting. I'm not sure, if reducing vault speed in general is a good idea, but I'd be very interested in testing it out on a PTB. Vault speed as well as movement speed is finicky and somehow just works the way it is. Modifying it would have consequences on overall loop safety (remember Spine Chill + Resilience?), so this would need to be carefully tested and adjusted.
That's why put x instead of number. We can test on PTB and figure out if it would work or not. And number can be safe since one effect should not be game changer but it should help killer
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I mean what we were expecting when asking to make map smallers?
Maps are smaller means loops will be close to each other. If there is map which makes survivors perform so well, probably will be nerfed. But i doubt this happens.
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@[Deleted User] said:
New mmr is brutal for me. Lost literally every match tonight despite my best attempts.
Killer or survivor?
Because looks like MMR is giving better teammates to solo survivors which is good. Like i don't have to worry about teammates who never touches to gens or can't take chases longer than 10 seconds.
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I am not defending this combo. I am fine to nerf them.
All i am asking to make them viable after this combo gutted. I don't wanna have less variation of perks. Already most of perks have no use in trials.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590545#Comment_3590545
The problem of Buckle Up + FTP is a far greater one than both perks being mediocre if the combo is nerfed. You shouldn't be against the nerf of something objectively unhealthy for the game just because niche perks will go back to being niche perks. Mediocre perks can always be buffed, them being mediocre won't ruin the game in either the short term or long term. The priority should be killing off the combo, like it was with Eruption + Overcharge.
That's something i can agree , i just don't like them to kill perks and make us have even less variation. Like if they nerf this combo to not work together but buff both perks a bit, i will be fine.