MoZo
MoZo
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- MoZo
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@not_Queef said:
This is so dumb. Players shouldn't be expected to check a long-ass list of affected modifiers every time they want to make a build. The perk descriptions should automatically change to show the affected values in the menu itself.
that idea sounds amazing. also a step further they could do on top of your idea is add in the down arrow that was present during the blood moon event on the perks that didn’t work on blood gens. they could add a red arrow on perks that have the diminishing returns in your current loadout and have the updated values of diminishing returns show in red text.
i had no idea that skill check chance is affected by diminishing returns. if they had the feature to show what current perks in my load out were affected by it, i wouldn’t have brought one-two-three-four! with a toolbox in one of my current matches.
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they never reverted pallet density. iirc during the october community stream, one of the devs said word for word “we aren’t doing a full revert on pallet density.” all they did was find a balance between 9.2.0 and 9.3.0 pallets since 9.2.0 had to many safe fillers connected to each other and 9.3.0 nerfed all filler loops across the board without any thought. sure a couple pallets were flat out removed during the pallet density revisions but in the end it was never actually reverted. and judging by the dev comment on recent thread about pallet density, it seems like this version is here to stay for the foreseeable future.
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only bhvr can get 50k+ people to look at a cabin in the woods for 40 mins straight
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078618#Comment_4078618
we'll have more information soon, just wanted to step in here to manage expectations on prestige rewards!
thanks for sharing this! really looking forward to this years anniversary event!
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still baffled that the Mind Flayer isn’t present in the sky during worldbreaker mode. seems like the most obvious way to implement the Mind Flayer into dbd but they somehow fumbled that one😕.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077482#Comment_4077482
This is nonsense. It feels like BHVR barely thought out the ramifications of this misguided update.
they never do. only this time the community didn’t make a uproar about it so it ended up slipping through from the ptb.
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I like your idea, and also i would say give 2 tokens per unhook too up to a max of 4. the fact that the activation condition and overall progress got nerfed is just overkill. maybe reduce the progress per token to 4% since a full BNP after an unhook might be too good but we’d have to see.
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@ArcT said:
Also, this doesn't just obliterate exhaustion perks, it also obliterates the speed boost from getting hit, including straight off the hook, or when combined with things like Slinger's insta-recovery on break add-ons. And you know what would be extra cool? Wesker and Ghoul who hold you in place for a second and force you to re-accelerate from 0 after injures, so they're literally already back on top of you.
the speed boost survivors get after being hit is a base movement speed increase and not a haste boost. so UYT won’t affect the post-hit speed boost.
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steadfast is on its way to compete with road life and treacherous crows as a contender for the worst survivor perk in the game lol who came up with those numbers? they did say that none of it is final so i could see them toning it down to maybe 20% debuff or 30% but 50% is just dead on arrival if that goes to live.
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@BongoBoys said:
I don't think it's necessary atm cause the current Dev pattern their doing right now is when a killer is being updated like Trickster for example they are adding Anti-camp power restrictions so it's hard for killers to do
the rate at which they go back and update killers is so slow that they might as well just do a short-term fix of increasing the anti-camp radius until the problematic camping killers are addressed. it seems like it takes them 6-8 months to update 1 weak/outdated killer and at that rate, we’ll be celebrating the 20th anniversary by the time all the killers with a camping problem gets addressed.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076533#Comment_4076533
i may wasnt intenional but it was a huge deal because i was for almos he whole bloodmoon event.
not only does it already suck to be unable to play your main not being able to pu levels into them was so bad and bhvr did even had the heart to drop some bloodpoints to say sorry
fair point, i forgot you can’t put bp on killswitched characters. they really need to find a way for us to still put bp into characters even if they’re actively killswitched.
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they already tried increasing the anti-camp by 4 meters a few months ago on a ptb but then a lot of killer players acted like it was going to give constant false positives and let people kobe off the hook in every match so it was sadly reverted. so if i were u, i wouldn’t expect anything related the anti-camp size increase anytime soon.
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they need to revert the nerf from 8.0.0 and bring back the 5 second stun. patch 7.7.0 5 second stun DS was perfect since it was an actual threat to almost every killer and it didn’t have the busted things from the past like being able to use it in endgame or doing a gen without deactivating it. if the devs don’t want to return the 5 second stun, i would opt in for it being a 2 times use perk instead of the current 1 time use. as others have stated, it just puts a massive target on your back once you’ve used DS on the first unhook since the killer can freely tunnel you off of second hook with no worry of another DS.
I’m pretty sure they’ll never do a dynamic stun duration depending on the killer because they’ve gone on record saying they don’t want certain perks specifically countering certain killers (even though vigil still hard counters freddy to this day).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076528#Comment_4076528
What do you mean "people like me"
the people that made (and are still making) a huge deal out of legion being killswitched for a long period of time like it was an intentional decision by the devs.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076494#Comment_4076494
So they killswitch legion for a month but we can't killswitch the scout as survivors are exploiting it and ruining games?
people like you need to stop assuming bhvr purposely kept legion killswitched for a month. the reason he was killswitched for so long was because the next possible update that the fix for him could come through was the recent midchapter patch. the devs go on a pretty strict release cycle of PTB→ Live Release after 3 weeks→ Bugfix 1 first week after live release → Bugfix 2 second week after live release → restart cycle with a new PTB one week after Bugfix 2.
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it’s a bug with the recent 9.6.0 update. multiple survivor lobby themes have been lowered in volume on accident it seems. the affected survivors are Vee Boonyasak, All Stranger Things survivors, anyone wearing the hellfire club t-shirt, Lee Yun-Jin and Kwon Tae-Young. I put in a report on BetaHub so hopefully it gets resolved relatively soon.
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i don’t think he should get a larger terror radius by default since that would be a nerf overall. instead, they should make his calm addons half basekit. make his terror radius 40-48 meters when his static blast is ready. and keep the addons to reduce his terror radius while static blast is on cooldown.
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until the killer queues go down to a reasonable level in 2v8, you should expect none of the survivor classes to get nerfed. the devs said it themselves that they’re at a point where survivor fun is top priority in 2v8 because of how long the killer queues are.
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what platform are you on? I’m on Xbox series X and the game isn’t down for me.
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yeah it happens almost every 2v8 sadly. in normal 1v4 i get 45-70 ping depending on what server i get connected to. but in 2v8 i get 80-100 ping. i think it’s because the servers cant handle 10 people in a game at a time somehow since when 3-4 people die/leave the game, my ping goes back to normal magically.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/466822/increase-2v8-survivor-bp-incentive
What are you even playing on for que times to be 30 minutes? I get matches in literally less than a minute, tops.
Do you have crossplay off or something?2v8 killer is 24-30 mins for me on NA East. crossplay turned on.
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@Mandy said:
This was not in the patch notes and there has been no functionality change to The Doctors Addons - so whilst the text has changed the in-game numbers remain the same.
Now this is ahead of some further minor tweaks to the numbers of The Doctor in the upcoming Bugfix Patch which should be available next week, adding some of the value of the addon the killers basekit etc.
is doctor the only killer receiving tweaks next hotfix?
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@ThatRyanB said:
For those of you who were encountering the Bloodweb crash, I'd love to follow up on this as we deployed a fix for this earlier today: Are you still encountering this crash?
On top of that, we deployed a tentative fix for the Tally Screen crash on Steam. This fix is planned for other platform in the next bugfix patch.
i haven’t gotten the bloodweb crash at all today on xbox so it seems the fix worked on there at least!
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the only thing that still annoys me about him is m2 zoning with hellfire and using hellfire right after the unhook to get a 2 for 1 hit. other than that, i’d say his basekit is fine. some addons need to be reworked tho (killer doll and lapis are very stupid and busted design).
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@Elan said:
I would make her both iri add ons basekit so survivors have motivation to cleanse, to get rid of the aura reveal and when rushing gens you would get free power for it, it's 5x total per game only, so… wouldn't even be that crazy.
her iri addons are what makes her an A tier killer. making those basekit would be completely overkill. iri seal is horribly designed for the same reason why fast track is being complained about now. rewarding the other side for doing your objective is not healthy at all - not to mention it completely screws over the survivor actively in chase when a gen gets done. black incense isn’t any better either. getting constant aura reads on survivors without them even knowing is just busted beyond belief. the only way to tell if that addon is in play is by running distortion, we see you, or object.
she needs other changes to boost her strength rather than just giving her 2 busted addons basekit.
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nerfing fast track already🤦🏾♂️. were the content creators that loud and demanding?
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069414#Comment_4069414
This is only Part 1 of his nerfs. Looking forward to Part 2 that they stated in the Live Stream.
i honestly don’t get why they’re doing part 1 and part 2 while nerfing him. these part 1 changes will barely change anything about the already good blight players. they should’ve done both parts together so all blight players are nerfed instead of only the less experienced ones.
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@MechWarrior3 said:
I am so thankful for this truly.
My question is this though. Blights been out for how long? Why did it take this long to make these 2 adjustments to him. It would have saved the community a lot of pain and suffering if we had done this sooner.
Just trying to wrap my head around the design process in this is all.the devs also said this was in the works for a “long time” too. how long does it take for 2 balance adjustments to make it past discussion and into the actual game lmao. they definitely haven’t had this planned for “a long time”, this was just a reaction nerf since blight has been a hot topic of balance recently.
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he still needs a tiny bit more imo. i would slightly increase the token recharge to nerf the “i use 2 rushes to injure and only have a 4 second cooldown” playstyle that a lot of blights use. as well as making crow and rat non stackable. with all of these changes, he would still be very strong but not obnoxiously strong like how he is currently.
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”no longer be a top tier killer.” that statement is just bs. he will go from 2nd best killer to 2nd best killer. these nerfs are the bare minimum the devs could’ve done for him. they didn’t touch his addons, cooldowns, rush speed, crazy rush sensitivity on kbm, or his now insane hitbox when hitting a surv with his power. all this does is make him not a regular killer on top of already having a busted power.
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just add it to the list of things the devs say as damage control and then never actually follow through.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067243#Comment_4067243
When events happen, the regular queue is usually even more try-hardy in my experience.
i’d rather go against try hards than play walking simulator for 50% of my game tbh.
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i’m only playing the event to help out the community goal. once we hit the 5x bp, i’m going back to regular 1v4 instantly.
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not really a fan of the spawn logic of some of the fuel stations. i had a match on dead dawg where there was only 3 fuel stations and they were all by main building. there was 2 blood generators over by gallows which had no fuel station within 40+ meters. indoor maps are still horrible in this event with all the walls, corners, and stairs you have to run around in order to find the fuel stations.
also, please let 2 survivors interact with the fuel station at the same time again. it sucks having to watch and wait for your teammate to finish filling up their blood can before filling up your own.
make the offerings non personal and stack. for an event that’s highly marketed as “the best time of year to earn bp”, the offering should at the very least stack. the offering should also show you the aura of a fuel station when within x meters of one. so many times i’ve ran around the map clueless (especially on indoor maps) trying to find a fuel station that’s tucked away in a corner or crevice.
might be a hot take but i don’t think ruin should work on the blood generators if only 1 person can interact with the fuel station at a time. the progress gets eaten up insanely fast because the fuel stations are very far away from the blood generators this year.
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probably next week when bugfix 2 releases.
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@Mandy said:
Can you get me your gamertag please? That way I can get this investigated for you.
i reported a bug on betahub about this issue. i’m pretty sure it’s a sync error after trying to rename your character cosmetic preset. it happened to me and then all menu UI things weren’t working (auric cell purchasing, quests, bloodweb, etc.) after the sync error.
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@MechWarrior3 said:
The BP I am happy about..Other than that, I didn't like the event. Several perks don't even work on the generators.
they said that perks will work on blood gens this year but a couple of them won’t. i imagine all skill check related perks and gen block perks won’t work on blood gens, ruin probably won’t work on them, same with oppression. all other gen regression should work on them like pain res, pop, eruption, etc.
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majority of survivors don’t know when to use it for maximum value. the average survivor still unhooks before the killer even leaves the area after hooking. them bringing stb would be a disaster and always make them go death hook or outright die just from using the perk. due to that, i dont see the perk often but when im playing killer or in a swf and someone uses stb, it can completely change the outcome of a game. im honestly surprised its not common since vigil is so popular and that perk buffs stb.
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does anyone know what time the event starts? i know it’s tomorrow but is it at the usual 11am est?
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Fast Track is fine. people are just having recently bias since it’s newly buffed and survivors are wanting to try it out with other (and better) gen perks. in a few months or even few weeks, the perk will fall off and will be used here and there but not every game like a meta perk. from what i’ve seen and heard, the “insanely fast gen speeds” are mainly a toolbox with Hyperfocus + Stake Out issue and not a Fast Track issue.
I hope the devs wait and collect data over time with this perk before doing further changes rather than doing a panic nerf because Fast Track is the new talk of the town.
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they should’ve just made it give Elusive to yourself after being unhooked as anti-tunnel since they didn’t make it basekit. much more healthier and doesn’t encourage the killer to tunnel (which the current version does). I’ve ran it a couple of games and i don’t like it personally. it feels like i rarely get found and ends up with matches where 2 or 3 of my teammates are death hook or even dead and im at 0 hooks because the killer could never find me within a reasonable time after getting a hook.
the current version is lore accurate for Yun-Jin but we should always prioritize gameplay over lore accuracy no matter what.
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good ghoul players never needed to use the brainless vault, they were already stomping matches with good positioning and cut-offs. with the vault being heavily nerfed, it’s now more incentivized than ever to go for prompt steals and cut-offs (you know, the actually skillful part of playing ghoul). also with the change to the reticle stickiness for bite attacks, it is more likely of getting cutoffs mid chase instead of accidentally biting the survivor. i’ve seen a lot of dedicated ghoul mains praising that the vault is no longer effective for chase since it means people will start playing ghoul more skillfully.
Ghoul doesn’t need changes, maybe an addon pass but other than that, he’s fine.
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i just want post unhook Elusive🙁. all the perks you mentioned could benefit from Elusive. I would throw in a few more perks too.
Dance With Me: giving this perk Elusive would be a fun way to partially counter I’m All Ears.
Buckle Up: would be a really nice Anti-Slug perk and make it stand out a lot more.
Deception: would make the perk more consistent and not borderline useless while injured.
Off The Record: This one might be controversial but since it no longer lasts 80 seconds, i think it would make sense and simply the perk even more by just stating it gives Endurance and Elusive for 40 seconds after being unhooked. it already has 2/4 of the effects from Elusive and used to also hide scratch marks so i dont see any harm with just adding Elusive to it.
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i’m able to play but the ping is high in every game. anyone else experiencing this too? i usually get 60-70 ping but now im at a steady 90 ping.
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haven’t noticed it myself but i seen a clip of someone spawning like 7 feet away from a Hillbilly on Ormond Lake Mine. hopefully someone put in a report on BetaHub so it can be addressed asap.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064639#Comment_4064639
What specifically about the 9.1.0 version do you feel is missing here?
the part of using it during chase and having unlimited charges. now, the only way of using it is by popping the fog vial when the killer is on their way to you which doesn’t feel fun imo.
using it during chase and trying to evade the killer like that was way more fun than the current version in 9.5.0.
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servers are back online
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5 mil bp compensation incoming??👀
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Five Moves Ahead didn’t need the cooldown nerf imo. it should’ve came to the game as it was in PTB. if it somehow became a problem, then i would suggest nerfing it in one of the upcoming bugfix patches.
A Place For Us should give any survivor you heal the 30s Elusive linger instead of just you and the Obsession.
Flow State is nice. I wouldn’t change this perk personally.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064381#Comment_4064381
what's the shift tech
taking your finger off of shift while the killer has LoS on you. since the chase mechanic needs 3 things in order to activate (killer moving, survivor running, and killer looking at said survivor running), if you walk when the killer has LoS, the chase mechanic won’t start which will let you get infinite vaults since entity blocker isn’t active. and the killer won’t get bloodlust.
in practice, it’s just as simple as walking when the killer see’s you directly and then running when they can’t see you in order to prevent the chase mechanic from activating.
