MrMori
MrMori
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- MrMori
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Fair take. I have a question about the Screw Exhaustion addon btw. It says "Claw Trapped survivors are Exhausted for 6 seconds". I assume this happens when they get Claw trapped initially, then wears off unless they run.
But does the Exhaustion come back any time an already Claw Trapped survivor gets scanned and Hindered?
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Let's let it play out before we draw conclusions. A lot of people simply don't understand how to counterplay Singularity. This will teach them how to effectively use EMPs.
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@WilliamSN said:
Current survivor chase meta made playing killer a frustrating experience, resulting in killer players either swapping over to survivor or just taking a break.
This in turn, causes survivor queue times to skyrocket because 1 less killer player = 4 extra survivors in queue , and since queue times are now very high, survivor players also decide to play something else...
Quite honestly, the game's healthiest and most appealing state was that period between 6.1 and 7.0 where DH was gutted and MFT didn't exist yet.
Agree on that. You'd see lots of Lithe, plenty of Sprint Burst, and some Balanced Landing. Most survs used an Exhaustion perk, sure, but at least there was variety! Chasing as an M1 killers felt fine.
MFT is just not healthy. It's not interesting, fun or fair to go against for most of the cast. Like a stacked addons Blight or tunneling Wesker/Nurse
The fact that Nurse is top 10 played killers despite most of the playerbase being bad with her is telling. I've been playing her more after MFT.
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How about when you press Alt, a wheel with your 4 perks comes up. Then you select a perk, and that perks icon is shown next to your portrait for 5 seconds or so.
That way you can communicate important perks when needed, instead of showing all perks in lobby or Esc screen.
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The bots have no idea when to self unhook or not, nor when to sui on hook to let the last survivor get hatch.
4 gens and 2 survivors left, the bot just got hooked, last surv is injured, alone, afraid? Tough luck, hope they can last 4 minutes without being found cause that bot is holding on for dear life.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558356#Comment_3558356
You camp, you tunnel, you create deadzones, you create a web, you force Survivors into said web, you hold a 3-gen, you identify the weakest link, you don't chase people into bad areas of the map, you eliminate strong pallets early.
There's any number of things you could do. Not all of them are fun, but as you've said, playing against four good players with MFT's isn't fun for you either. Match their energy.
MFT isn't fun to play against because it makes chases against good players feel unfair as M1 killer. Solution, play dirtier? Isn't the whole point of the balancing to make playing without tunneling and camping every match a viable option, even against good players?
I'm doubting if you yourself have faced strong survivors running MFT while you were playing a weaker killer. If you haven't you should, because your perspective would change. It is very noticeable how much more they can exhaust tiles before dropping pallets/leaving tile, and how long it takes to catch up.
It's like old DH before the unhook nerf. Sure, as a survivor it feels fine. What's 15-30 extra seconds in chase? Then you play killer and eat 15 Dead Hards in a match, plus the stupid waiting, and you start to see the problem.
I know my post is already long but another lame thing is, you can't really tell who has MFT until you've chased them for a bit and you pay attention to the distance you're not making. Frustrating, unfun, and "tunnel harder" is not good advice nor a good solution to this perk.
Don't even get me started on MFT + Hope if you're not playing a top tier killer.
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@Coffeecrashing said:
Dead Hard is STILL in the top 10, and it might see increased use after the anti-camp update, because there will be less survivors being hit immediately after being unhooked.
I'm okay with it now. I used to hate it to death, but it being limited makes it feel relatively fair. Still not fun when all survivors have it, but it's okay.
Coupled with MFT, it is NOT fair.
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I never got the hidden prestiges that some got. But I hope hidden prestiges becomes standard. I've met tons of mediocre high prestige players, but people will dodge them anyway, both killers and other survivors. It ruins matchmaking.
Before the prestige rework you couldn't see prestiges in lobby, that was perfectly fine.
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Yes! Be careful!
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546874#Comment_3546874
The Harpoon has not yet gone through the doorway, and doesn't ever make it past the doors, as the next frame is when it connects. I am clearly through and past the doorway, curving around the generator, which is in fact inside the doors.
I'd argue there's a slight problem with opening up a temporal wormhole, but maybe Slinger's just been taking lessons from Larry
Latency is the bane of DBD. I wonder if they would program their netcode differently if they could do it again from the ground up.
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Hitboxes are pill shaped, go straight up and are centered near you characters hips, slightly behind if you're running while injured. I don't see a problem with this connecting.
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Great changes, but 2 perks? Really? Also Furtive Chase is worthless as a concept and Dark Devotion is better in every imaginable way, no matter how much you buff it.
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@Cool_Dude72 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544927#Comment_3544927
Skull merchant, only killer that truly just feel good to play
I have some bad news for you, grandmaster.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544883#Comment_3544883
"While other survivor perks haven't changed since their release."
That's because newly released survivors are usually terrible. They are either Weak, extremely situational, nerfed versions of existing ones or have a wall of restrictions.
Seriously, Survivors get like ONE perk A YEAR that can climb to the meta and it gets hundreds of forum posts demanding nerfs.
I have no problem with MFT.
When I'm playing Nurse.
Jokes aside, it makes me kind of sad how many survivor and killer perks are awful. And a lot of them just need some number buffs!
Absolutely no one but the most entitled players would complain if they massively buffed the 10 least used killer and survivor perks in a single patch.
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529918#Comment_3529918
Everyone running mft because it's the first perk in a while that helps with the most fun aspect of tha game aka chases and isn't focused on memes or doin gens,,take RE chapter ,what did we get ? Bangs / blast mine / hyperfocused/ reassurance ,all gen or niche / fun meme perks except reassurance which comes handy with camping killers but guess what ? by the ond of they year we are gonna have the camping solution update
Take skull merchant chapter,,we got the friendly competition perks which are unplayable outside of a swf / the silent fast vault from thalita which isn't as good/ Blood rush ( remember how killer players were crying that it is gonna be OP and stuff ?) none uses it
Vittorio perks not even gonna bother mentioning
Gabriel gave survivors something to slap on that works with the best aspect of the game.,chases
I do understand it is unfair when stacked with other haste effects like hope but on its own is fine
The problem with survivor is the literal ocean of awful perks. Some are just undertuned, some simply aren't useful and some don't do enough.
But the fact that 90% of survivor perks are mediocre to useless doesn't defend MFT imo. It's yet another perk that screws M1 killers harder than say Nurse, Blight or even Spirit during her power.
If you've played M1 against competent survs using MFT you'll understand how unfun it feels to play against.
I miss the time after DHs nerf when we got a few Sprint Bursts, Lithes and maybe a Balanced during chase. That was nice.
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Real? Wasn't like that yesterday.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527793#Comment_3527793
I bought all chapters except Nic Cage. Now i am skipping Alien too even i am so excited and hyped for it.
It's kinda imposible but hopefully Alien sells fails and people actually force them to stop this crap strategy. But i have no hope on community tho.
Good take, me too. Nick is far too expensive for just a single surv, but I would've bought Alien if it was standard price. It's not even that I can't afford it. Just out of principle. Also I'm not that hype for this game right now tbh.
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On his screen, probably. On your screen, probably not.
The issue is that DBDs netcode favors killers, and crumbles when ping goes above 100ish. And it does so a LOT, when they don't dare keep players in queue for more than 30s.
DBDs netcode is just bad and outdated. Compare is to Street Fighter 6, where even 120+ ping matches feel playable and responsive.
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Wonder why this isn't pinned. I made my own post with the same solution because I didn't find this one.
But good work as always.
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It just feels like a kick in the groin to M1 killers during an already rough Made for This meta is all.
If they just fix the male fast vault distance bug and change Made for This so it doesn't give a permanent haste, then I'm fine with it. It's a good change to make the game look less unfair to survivors, even if it makes M1 killers slightly weaker.
Some tiles may need some tweaking but it is overall a good change. Just implemented in a weird and scummy way and at the wrong time.
Also apparently the male fast vault bug isn't getting fixed till the new chapter releases in 3 weeks so there's that.
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@Bluebird said:
One huge change they can make to prevent disabling Corrupt early is simply that Plot Twist can't be used while Broken. Then, Terminus gains a huge buff, No Mither becomes useless, and Plot Twist retains its current intended usage applications.
Fair, now let's make sure Terminus actually counters Adrenaline too. That's like the one use of the perk and I think they changed it so it straight up doesn't.
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@DavidHypnos said:
A LOT of pallets on The Game aren’t very safe at all.
A FEW of pallets on The Game aren't very safe at all.
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Maybe it should only activate when you are in chase, to make it more consistent?
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It's actually pretty easy. You just have to throw your team under the bus and run a stealth + empathy. Like most survivor challenges, it requires throwing the game.
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Made for This is one of the strongest perks in the game, and it couples really well with Resilience which is a general perk. I've lost count of the amount of times a survivor has just barely made a loop, window or pallet thanks to Made for This when they'd otherwise get hit. And the Endurance is also absolutely huge, though a bit more situational. If you play any M1 killer consistently this meta, you'll understand how painful this perk is.
Troubleshooter is actually a far better perk than it looks like at first glance. It can prevent you from running the killer to your teammates, and the aura reading after dropping a pallet makes you immune to mindgames at tall wall loops.
Scavenger is mid though.
As for Yui, Lucky Break is a neat and decent perk which can help in chase sometimes. But Breakout and Any Means are both niche and you aren't guaranteed to get value every game. They're not as good as you think.
If you want the strongest perks, Gabriel is the obvious choice.
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Another stupid thing about bots in 2v1s is that they will never suicide on hook even at 5 gens, which robs the last survivor of an attempt at hatch if the killer decides to hook.
And yet, sometimes they will go for self unhooks that make no sense and screw their team over.
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Yeah man, I'd run it every game. 50% or 100% bonus BP at the end of the game, I'm down.
No need for a mode, that'd just split the playerbase. Just add a BP incentive for playing with random perks and I'm sure lots of people would run it. I know I would. Then we could remove the remaining BP bonuses from perks too.
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No
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No
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@Mockingjay_S451 said:
So to the people who are playing these killers to farm the most bloodpoints, are you putting points back into these characters so you can share the Terrormisu love with the survivors? Or are you just going in with a survivor pudding, reaping all the combined points of others and then putting all the points and anniversary offerings on your mains to hoard them?
Pudding every match. I do this on every single character I play, regardless of role. If there's a BP booster I'm using it.
@Dreamnomad said:
"I think I can say with confidence that Hux might just be the absolute best..."
Lol, "I think", "might just". Way to take a firm stand on a subject.
I use those words because there are lots of great BP farmers in the game, and stating your opinions like facts comes off as extremely arrogant when you consider this. I'm just stating my own discoveries here. But if you're interesting in actually reading the thread, I made a compilation of the games I played showing my BP gains.
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Of course it will dude. It been like that for 6 years, and the backlash would be absolutely insane if they disabled them. Don't listen to leaks, they haven't been right in a long time.
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So these are my last 4 games. I forgot to time one of them. Build is Distressing, Beast of Prey, Thrill of the Hunt and Lethal Pursuer. Keep in mind that in these games I'm not even remotely tunneling, camping or otherwise trying to win. It might actually be faster to play dirty because the games are shorter then, but here I'm just trying to make the categories reach max as soon as possible.
Midwich, 11:31, 35520 Bloodpoints
Garden of Joy, 37400 Bloodpoints
Pale Rose, 09:02, 29502 Bloodpoints
Dead Dawg, 09:08, 37100 Bloodpoints
Yeah, I get it. The full BP build is obviously going to make Deviousness and Hunter easy to max, lots of characters can do that. But Hux is different in his amazing ability to get Brutality, and consistently too.
Keep in mind I'm not even very good with him, I almost exclusively use his power in chase and rarely to catch survivors around the map.
I'm telling you guys he's really damn good. You guys should try him.
More:
Torment Creek, 13:11, 38150. Was capped in 3 categories at 9 minutes, but finding hatch and killing the last survivor took some time.
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Time to put my money where my mouth is. I'll be back to post something interesting.
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Luckily the event lasts 3 weeks this time, I'm sure it'll be okay.
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This post made me angry. I'm actually shaking. How is this funny again? When me and my survivor mates queue up for a fun game of dbd, and I get downed by a bubba I get so upset. One time a bubba not only put me on hook, but he hit me too. #########?? that doesnt even do anything. I got so mad that i threw my controller into my TV and just screamed into my pillow for like 30 mins. how can someone do this to another person and think it is funny?
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Nice math in a vacuum, but there are objects such as Windows and Pallets that survivors can interact with to gain even more distance.
They can even run around them, which is called "looping". This perk will help with both reaching said objects before taking a hit, as well as looping, which will greatly extend chases against M1 killers.
The usage rate in 2 weeks will speak for itself. Currently sitting at 18%, but that's cause it is new and good.
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@Aurelle said:
It's not. 3% movement speed is nothing. It's a weak and situational perk.
Noo shot. 3% is significant, especially against 110%.
The real question is, is it worth running over Exhaustion perks, or even with Exhaustion perks?
Or is it just straight up mid.
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Corrupt, Deadlock, Pain Res, Jolt and DMS are ALL strong perks. Pick 2-3 and if you're still struggling, the issue is your pressure.
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I think we can all agree that the game needs more brand new survivor perks. After all, so many existing ones are useless. So the only solution is to add more! Right?
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Feels good man
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I played him a bit and yeah, his power is just hard to use. You really do need the what, 50 pods you start with, because 80% of the pods you place won't see anything interesting. The remaining 20% will be disabled by EMP.
I'll play him some more, but I'm just gonna forget crossmap infection and traversal, and try to play the chase. Idk. He's disorienting and ineffective like mentioned. Can't imagine he's very fun for console players either with all the snappy camera movements.
Maybe if he had fewer pods, but EMP only disabled one at a time? Idk yet.
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I think DBD would be a better game if it had actual competition.
As for the others, Propnight is still kicking it with a consistent 500ish playerbase, which is honestly not bad. It's a bit stale though, and they're just adding new maps every now and then, but I'm happy it exists. Fills a small niche.
What happened to VHS is a travesty, it had glaring flaws since beta and they never improved the core gameplay past lame bandaid fixes. It was quite fun, but it both lacked depth, while also being unfriendly to new players, so it couldn't retain an actual playerbase.
They had almost 5000 players at Steam launch, ALL gone in the span of a single year. It's such a shame because all they had to do was experiment with some huge gameplay changes, dare to shake their game around a bit. The presentation was already there.
But they didn't even try. Healthbars instead of health states? New monster abilities that take skill to master? A more "shooter" like gameplay loop? Any major changes at all? Nope, why even try. Just shut it down, I guess. What an absolute waste.
At least the Texas Chainsaw Massacre game looks fun. Made by the F13 devs too. I think it'll stick around.
But these games aren't an attempt to "overtake" DBD. They're all vastly different gameplay wise and aesthetically, but all of them are assym slasher type games. These games died by their own hand. They just didn't have the staying power needed to thrive.
Look at Identity V, that's a game you can more directly compare to DBD.
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Meg would be the strongest survivor and there would be 1-4 in every lobby. Feng would be meta because of Lithe, but Alert also being a decent perk. Outside of that, maybe an odd Dwight, Nea, Claud. You'd never see Jake or David, ever.
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There's a reason the strongest survivor teams who are doing challenges usually bring toolboxes with BNPs, they could safely be toned down. Solos rarely run strong toolboxes imo because it's not as easy to get value out of as a medkit. But if you nerf toolboxes, I really think you should buff solos somehow, either with more info they can share with each other like perks, or something else.
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Let's uncap the framerate so we can play DBD in 240 fps on PC, who's with me?
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I'll say genrush is when a whole team brings adrenaline and strong generator items/perks, then try to slam the gens as hard as possible, almost entirely ignore altruism, and hope that adrenaline to carry them all out lategame. BNPs are a staple here, as is Commodius toolbox and Prove Thyself.
It's not something that solos often do, usually it's just players being bad at applying pressure. SWFs can do it pretty consistently though if they have a couple players that are good at running the killer.
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Slugging would be far, far too strong if Unbreakable didn't exist. It's a necessary evil, even if it sometimes can feel like you get robbed by it.
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If that's the case, I wish they'd aim for 3 new killers per year and focus more on balancing the existing killers better. Maybe next year.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448647#Comment_3448647
Having a low FoV can increase the effects of motion sickness. As a killer DBD has an exceptionally tiny FoV of 87 degress. For context a real humans FoV is a bit complicated, but detecting movement can be as high as 270 if you account for the fact that your eyes can move. But on focusing finer details it gets as high as 150, but obviously this varies from person to person.
Most FPS games typically have FoV sliders, but usually its around 100 depending on the console/PC. This is why playing with shadowborn feels so good, because it increases that FoV by 15, putting it at 102, which makes it more like a standard FPS. Long time quake players will often put their FoV much higher though around 110-120 or even 130 depending on their game plan.
Personally speaking, i'm a long time quake player so i was used to having my fov be w/e i want (technically you could set your fov to be 360 in quake, but it'll probably make you sick before its useful). Anything less than 100 gives me eye strain after a while, and once it hits the 80 mark i start to get motion sickness, which is why longer period of time on DbD can give me quite a bit of trouble. This is why having an FoV slider is so important because different people will have different FoVs that they want to play at that is more comfortable for them. Right now DBD basically has a binary, 87 or 102. Although monitor and abuse is a bit different as well its not static and changes, which leads to its own problems i'd imagine.
The 87/102 FOV in DBD is also measured in Horizontal FOV, which means it isn't the average between vertical and horizontal FOV, but just the width itself. Every other game measures it in Average FOV. So the "87" FOV in DBD is more similar to setting your FOV to 70 in other games like Quake, TF2, Overwatch, etc.
Glad they're improving it.
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@Annso_x said:
58 343 shards. I only use them to buy OG characters (and I regret spending 27k of them on SM, Renato & Thalita)
Man same. Why did they even make 2 survivors for that chapter anyway? I like them and all, but that's 6 more useless perks and 2 more characters to unlock instead of 1.




