MrT1412
MrT1412
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- Username
- MrT1412
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Comments
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This allows you to get multiple syringes in a match. That's hilariously overpowered. Just make it a rummage that guarantees a medkit and increases your medkit self heal speed by a small amount.
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It will be really strong. While yes, it does leave the unhooker to get chased, that's kinda what you want to happen anyway as a survivor. And remember, as the unhooker you see the killer's aura so you can get to a safe tile in most cases before taking a hit. This combined with the absurd haste will be very strong against weaker killers. I think it only needed a small buff already. Maybe instead of a prolonged haste effect it should be a sprint burst like how buckle up works.
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@Rudjohns said:
I hope so, but seeing that they gutted perks in the past such as Reassurance…
When did they ever "gut" reassurance? It's always been great for anti-camp.
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@Marc_go_solo said:
Can't say I feel the same, but I agree the celebrations have benefitted the killer role more than the survivor role.
Currently, the survivors are more at risk from themselves than the killer, because there are a lot of wimps who give up early. If survivors actually hung around then maybe the games will be far better.
This + survivor mmr being broken is a bigger problem than people realize I think.
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@Hex_Llama said:
I'm kind of wondering if they turned off MMR for the event queue or something, because, whether I play killer or survivor, I've been going against the sweatiest people I've seen in months and I agree it's not fun. Take me back to the queue for people who are bad and just want to wear a mask.
Your mmr can't be raised or lowered in the event queue so that's probably why.
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@Sngfun said:
I just wanted to make a post laying some evidence about the recent changes that indicate this:
Deathslinger: His power got really minor improvements in the last update, however they are really similar to hillbilly's before his rework: reducing the punishment to a point it isnt really that punishing anymore (like overheat got gutted before the introduction of overdrive).
Freddy Kruger: Z-Block getting updated is what really makes me feel like they scrapped a buff and went for a total rework: While we got told that he was on the radar on the AMA, him getting an entire addon removed just because they would have to nerf it because of the hemorrhage & mangled just doesn't make sense. I mean, the effect was scrapped from an ongoing buff and added as an addon, and that's probably because of the feedback of "we want old freddy back" insetivising them even more.
Skull Merchant: She didn't get anything, which is super odd coming from bhvr. What I mean is that they didn't make changes to make her more skill-expresive, which is something bhvr has done countless times before (Pyramid Head, Knight months after and now, wraith getting his lunge barely nerfed, etc) and frankly, I think she will get the first major rework since freddy, because otherwise I don't think she will be left untouched.
What do you think?
I honestly think Deathslinger is alright now. Maybe they could make him 4.6, but I don't think he needs much.
For SM, I don't think there's anything they could do to change the community perception of her, and her power is honestly fine.
Freddy needs more dream props and some changes to the sleep mechanic. I would pay for Freddy dlc again if that's what it takes to get the Robert Englund version, Nancy, and a good rework. They could make Jackie Earl Haley and Quentin legendaries, free for players who already own the dlc.
If the devs are watching, please watch this rework concept, its very close to my dream version of Freddy. https://youtu.be/dUCji4I5Xek?si=NLkvUSwHS3qljGRv
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Pallet saves are already uncounterable in many situations, they don't need to be made easier to do.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747374#Comment_3747374
Maybe the usage will slow down after the event.
At the moment i see this constantly in my event games. And as i am mostly playing with normal players most games don´t end well. I can´t say but my escape rate is really low. Players dropping like flies.
And simple rule - if u see something constantly it is probably strong.
https://us.v-cdn.net/6030815/uploads/L9SJ3XLWMHT9/wa-2bfd-jpg.jpg
It can be strong without needing to be changed. There's plenty of perks in the game that are clearly strong and impactful but nobody reasonable would suggest changes to them. I think WA+FD will just be like that eventually.
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They really need to just make locker spawns for consistent. It would fix issues with multiple killers and perks like this one.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745748#Comment_3745748
Problem is he is more complex to play against then to play is. Thats a reason why merchant and singularity the same. You need more skill and knowledge to play against them, then play as them. And giving up is indeed big problem on this two
Play a few matches as Singularity and say this again please.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745970#Comment_3745970
I would be happy if they somehow found a way to make the drone a interactive ability instead of what we have now, and I'm speaking from the aspect of playing her, I enjoy a killer power that's interactive that I can control and that has skill expression, not a power that does things for me , it's the exact same reason I don't like to play knight either, it's just a boring series of dropping a guard that chases for you his power isn't a skillful ability
Her power pretty much relies on survivors messing up rather than SM doing much. I still think there's more important things that BHVR should put their resources towards than another SM rework, since this version isn't game-destroying.
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@[Deleted User] said:
The guards will be used for game delay and this version will somehow be worse to play against. We'll probably see Jailer spam for 32 second guard chases. I think the Knight's power just needs a full on rework. There's no way to make this interactive or skillful.
If you're getting chased by jailer across the map from the knight, just grab the banner.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742975#Comment_3742975
It's way higher than 60% though. They intentionally cherry pick statistics and don't include games where people disconnect.
Why should they include games where people disconnect?
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@OrangeBear said:
Remote hook has had very negative feedback, i don't think they will ever bring it back
It could work as a hex imo if they fix the softlock bug
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I think nurse needs much more substantial changes, and this wouldn't be a good change for the moment.
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The ability is strong enough already and I don't think Vecna needs any changes after the mage hand nerfs.
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The skellys spread out as they travel, so if you have a bit of distance you can just walk between them. Otherwise, you just have to know that it's a dangerous area and keep track of his cooldowns. It's not really that different from trying to play around other strong killers.
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Stranger Things characters don't have adepts anymore.
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@Junylar said:
60% target kill rate happened.
With the amount of quitters in this game, 60% overall is pretty even.
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The bad survivors come out for the anniversary.
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While it's strong when it works, it can be completely countered just by testing for it at the beginning of the match and dropping your items in the corner of the map. It's essentially a hex perk.
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I think the real issue is how easy it is to use the killer powers compared to their survivor counterparts. The event pallets can be really strong, but you need to know what you're doing. The remote hook and pallet break are easy to use and strong.
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If they fix the game breaking bug with it and make it a hex that would actually be really cool.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738474#Comment_3738474
If they show them during playtime, soloQ will dissolve itself completely as people will start sandbagging each other because they don't like someone's build. We already have this happening with the Invocation, imagine what will start happening if they see all each other's perks.
People that would do that do it already, it's kinda a moot point and it's bannable.
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At this point, it's probably just as simple as nerfing toolboxes. Survivor perks are pretty balanced, and with the slowdown nerfs on the killer side I think they're in a good spot too (other than weak killer like trapper and freddy, but they should get individual changes).
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The game historically favored survivors over the average killer. Old maps, items, etc. were mostly in the survivor favor if played well. You just didn't notice cause you weren't that good back then.
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This change is great but I'd love to see some other survivor perks buffed with aura-hiding effects like Poised.
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Still good, but I think Pop is much more consistent now on its own.
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@tyantlmumagjiaonuha said:
Statistics show that 4SWF has only a 4% higher escape rate than soloQ, so few killers should avoid the lobby because of that. Survivor wait times will not increase even if implemented.
This really isn't true. The last official stats said that at high mmr, solo players escape 39.42% of the time, while 4mans escape 48.3% of the time. Your odds of escaping in a 4man are 22% higher than as a solo player.
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@Bafugaboo said:
I would say nothing to stop the insane increase in tunneling should be a larger reason to quit. The game is near unplayable without a group on survivor. There has been zero changes against it. The reason it should of been targeted is how it truly removes joy from playing for the ones targeted.
It's unfortunate, but the counter to tunneling is really just to get better at chase and have good teammates as well. Maybe the killer can kill you, but if you make your chases last when you're being hard tunneled, your teammates should get out.
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If their vision of the game is less gen slowdown via perks, that's great. I just hope we get some buffs for weaker killers. It's very difficult to pressure generators adequately on some.
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I think you're underestimating the strength of Weave Attunement. Sure, you need Franklins with it, but with the combo, survivors won't have items, and you'll get wallhacks at loops and across the map. I've found it to very strong, and on multi-floor maps it seems there's nothing survivors can do to prevent the aura reading.
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I like new Chucky more.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732878#Comment_3732878
I dont really think that it really buffs the Commodious Toolbox, since nobody will sabo with it. Sure, if you look at it in a vacuum, it is a buff, but the buff does not matter because nobody will use a Commodious for Sabotage.
And yes, I think they are fine, because the Forums are once again overreacting, like they do with basically every Survivor-Buff. In a few days they will notice that it is not really impactful and then we will only see the odd thread of a Killer who lost a Kill due to sabo and decides to complain about it (despite not encountering Sabotage in 50 matches before that).
I had a game yesterday where people were using max charge commodious toolboxes to sabo as well as drill gens. It didn't work out for them but I really don't like that you don't have to choose between having a really strong toolbox for generators and a really strong sabo toolbox.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732079#Comment_3732079
It's pretty simple. The ratio of killer players to survivor players in any given match is 1:4. This means that in order for killer votes to even matter, they would need to have a voting power equal to the number of survivors.
Killer would vote to ban survivor-sided maps, and survivors would vote to ban killer-sided maps. Unlike other games where maps don't really have too much influence on the outcome of a match, Dead by Daylight's maps can play a large part in determining the outcome of a match. A 4-man SWF, for instance, on Haddonfield isn't nearly as likely to escape in comparison to Garden of Joy, or Badham Preschool.
Maybe a simple fix to this problem would be to allow killers to ban entire realms while survivors ban specific maps. Not sure how they would do this without bloating the item pool though, if they really want to keep them as offerings.
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No for all, but I think it would be great if Nurse had a counterplay item spawn like Singularity that has similar functionality to the old lightburn.
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It's pretty much exactly what I want as a big Freddy fan. An updated version of old Freddy with a focus on dream illusions. I really like the basekit slowdown that he came up with.
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@BLACKMENACE8086 said:
I swear you used to be able to crouch at windows and pallets and not get hit by the whip but I'm getting hit through pallets and windows. Did they change this and no one's talking about it or am I insane?
Crouching reduces how much of the hitbox can hit you and makes it more difficult to be hit but you can still be hit if their aim is right on target.
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They should buff weaker killers rather than having their ability reliant on perks. It's the same problem with having anti-tunnel perks being as strong as they are with no basekit solution (other than good teamplay, but we know BHVR hates that).
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@Chocolate_Cosmos said:
"Pain Ress is in 40% of loadouts…" (from dev update)
Yes, I wonder why? Maybe it is because gens are too fast without gen slowdown on any killer who isn't in the top 3.
Nerfing all gen slowdowns won't change the meta. People will still use Pop and Pain, Grim sometimes, Deadlock sometimes, etc. Because there is simply no other option if you want to win the game.
M2 Killers (Killers who use mainly their power to down Survivors) have it even worse because their build diversity is limited by many "with basic attack" perks making them only run slowdown or aura reading (usualy both).
What's worst is that killers who are allready strong won't be as much nerfed as the bottom line/mid line of killers.
Nerfing Deadlock on Nurse is no big deal but for someone like Trapper who needs every second it is.
I think having weaker regression perks will be a good base to start buffing weaker killers.
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Have you tried using that addon? It's a joke. An iri addon, even on a good killer, shouldn't be worse than nothing.
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Manged nerf is odd. They said they're putting a timer on it.
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@TheArbiter said:
Im getting more and more concerned that they aren't just going to keep the PTB form and instead add even more unnecessary changes
Tape editing deck is a meme addon now also lmao
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628100#Comment_3628100
Tunnelling nerf? Are we playing same game? Tunnelling is living in gold era right now, it was never been that strong.
Saying tunneling has never been this strong is wrong. The game incentivizes tunneling a lot more now, so you see more of it. It hasn't gotten stronger, survivors have just gotten better and mmr has gotten more strict, so more killers tunnel.
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I do think that the pallet scamper is very strong, but rather than nerfing the speed, I think that it would be better if regular attacks for a brief period after a pallet scamper couldn't down, but just put the survivor in deep wound. That way, it rewards skilled players for being able to hit slice and dices with the scamper.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623492#Comment_3623492
I feel the spamming is even stronger now? No? Survivors will always be near Gens, which TVs are nearby, she can start teleport at the beginning at the match without cooldown to both denying On TV and inflict the stack even more. I dont play Sadako, I just tell what I understand.
Survivors can still turn off tvs by taking tapes, and since tapes no longer give passive condemn, she can be played around by turning off tvs on the gen you're working on.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610658#Comment_3610658
This is it. It wasn’t about denying killers another body or whatever conspiracy these players have cooked up. It was to prevent the embarrassing issue of a hooked survivor being forced to go through a partial unhook animation (which was also used for trolling & harassment). According to the devs grabs (supposedly) favor survivor ping anyway so it’s not like killers should have been able to grab survivors attempting saves easily or often.
Grabs in general favor survivor ping. I probably get the grab score event without getting a grab every other match.
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I noticed this as well.
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@Kirahie said:
She may actually need a ground up fix... not sure just numbers would fix anything. Agreed.
I think making her TVs have a much shorter cooldown would be a good start though.