Neaxolotl
Neaxolotl
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- Neaxolotl
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I don't care, I mean who cares if an useless perk gets killed
It's nothing but a soloq stomper and noobstomper perk which does nothing against anyone even remotely decent, kinda like knockout
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Ah yes of course, playing excessively survivor sided mode for long time will make actually fair mode feels like "overly sweaty" for sure
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It's already half killed IIRC
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773066#Comment_3773066
again, it doesnt make sense for their own logic. or the way the do things anyway.
it's not technically an exploit or something they themselves didnt want to have, it's not something that's causing massive issue on a large scale, it's not something that is being complained about a lot.
they dont just randomly remove an intended non problematic mechanic from character's kit.
"non problematic" is subjective, often widely considered non problematic things will be changed because it's "problematic" in their sight
Let's just say you and I have different view on "their own logic" here
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771667#Comment_3771667
This was a really unncessary doing. You just covered up for their own failure to manage hooks. Removing another micro-gameplay for killer to make their gameplay even more skill-less.
it's literally impossible for killers to "manage hooks", survivor chooses where to go, where to chase, where to down, zoning or anything like that only do so much when survivors can just run straight into the killer and go other side of the map
There is no such things as "micro gameplay" in hooking, all it has done is removing edge case abuse of survivors
I never understand why people thinks killers are in charge of everything somehow
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773060#Comment_3773060
doesnt make sense for their logic to target that part of the unknown nonetheless.
they remove/heavily nerf big chunks of character's identity only when they're braindead easy to use and just as unhealthy - scamper, old legion.
Not like their changes makes sense every time either
They absolutely perform unnecessary changes even if it's not braindead easy at all, which often just kills the killer, same can happen to literally everything they ever made
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@ok_theBubbaLover said:
If you don't want them to camp so badly, you don't need to have hooks, just use the same cage system as 2v8, or even a health system where if they go down 3 times, it's over.
Since we have the hook, the tactics of using the hook should be effective, not forcing the killer to move away from the hook.
I'm pretty sure the one who want to keep camping is BHVR and not the players, to be honest
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772735#Comment_3772735
about predicting what devs do - they dont just cut away mechanics like this, especially when they announce tweaks. it's too fundamental of a change to be anything but an update/rework. not to mention that changes that you suggest are a mortal strike to character's gameplay identity. hits through walls are unknown's bread and butter and one of the main sources for all his shots compilation. It would be ludicrous and insane to cut that out.
If they'd want to do anything to nerf him, they're more likely to increase UVX CD or reduce time to staredown, increase time to spawn hallucinations, etc.
They really are famous for doing little ludicrous changes, to be honest
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772737#Comment_3772737
I play Freddy and I am pretty good at it
Its all about skill issue
Remember, a perkless trapper can destroy a full 4-men SWF
Perkless trapper can't destroy a full 4 men SWF who is playing serious, though
Being blatantly disingenuous like that really makes your credibility nonexistent, there is no such things as "special skill" that makes times needed to do certain actions shorter, it's literally impossible by numbers
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Honestly, seeing decent killers there really makes me to believe it's like 95% killer nerfs, I can't think they won't nerf anything higher than B tier
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@jesterkind said:
Seems a bit premature. We don't even know what's happening yet lol
But we know how they like to overkill any killers who are even remotely decent, of course it's a doom and gloom
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772334#Comment_3772334
Well you'd have to give the killers more time of buff them if you want to kill camping and tunneling.
Most survivors I've seen so far hate sitting on gens and that's exactly what they'd do on the first option.
The second wouldn't be better because most survivors also hate quick games where they go down quickly, that's why I think it's pretty okay how it is at the moment.
I'm not really interested in making survivors better neither, just wishes to normalize results between weaker side of survivors and better side of survivors
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@BlightedSugarcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772393#Comment_3772393
Half of this change is for survivors stressed about slagging, the other half is for killers!
The cage mechanism never directly buffs the survivor.
The cage is a middle ground between slugging and hooking, so to speak, and is a means of implementing the strategic value of slugging as a legitimate one.
It does not consume the killer's time, but instead runs the risk of being instantly recovered and the situation reestablished.It makes it faster to spawn a hatch without any counter from killer's side, there is no reason to give survivors a hatch for free
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Because simple mobility is far stronger for average 2v8 players, especially the one who was prior survivor mains who recently started to play killers
But since the mode is extremely survivor sided anyway giving back full power wouldn't hurt
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Buffs aren't even significant
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Ah yes, playing excessively survivor sided games will of course make it painful to go back to actually fair game for sure
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It really wasn't fun or interactive tbh, and not sure if those walls were actually working as balance factor either
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@VibranToucan said:
Making survivors respawn with full health would be an enormous meta shift and affect everything even marginally related to healing.
Also, just being unable to do anything for 16 seconds every time you get unhooked sounds very boring.
That's a trade off for removal of camping or tunneling or whatsoever, and obviously I'm not caring about meta shifts or anything
You can literally have full health without any time penalty anyway, that might make killer base speed 4.8 or something but that's cool
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772360#Comment_3772360
I have never seen anyone use WGLF and it only works in end game anyway. Also, they are not going to be healed soon because they'll get randomly teleported across the map. Which might put them alone and closer to the killer sometimes.
Also, sure it's unlikely that you get put in the same locker as dredge but since dredge can teleport to any locker they could quickly teleport across the map and get killer instinct on you to make tunneling easier.
I'm saying survivors can just be respawn with full health, especially with longer time before respawn
And dredge has restriction in his token and charge time, he can no way "quickly teleport across the map and get killer instinct" so easily at all
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@GigachadTrapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772397#Comment_3772397
Camping is sometimes necessary to secure the kill.
If that's removed then I'll definitely slug or delete this game for good. The devs need to stop handholding survivors.
When I play against SWFs or simply good survivors, camping is generally not an option because their efficiency makes it almost guaranteed loss because Pub matches doesn't have any restriction of perks or items
The biggest problem is it hurts the weaker side of survivors, which will inflates kills, and really makes it much harder when those pubstomping strategy stops working
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@GigachadTrapper said:
SWF needs more buffs. Trapper is already bad as it is. I'll main Twins and slug for now on.
Is there anything related to SWFs though, they are never getting hurt by camping or even tunneling tbh
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We don't really need to give survivors free hatches
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@VibranToucan said:
I mean giving every killer PH cages would make them less special. They are overall an advantage for the killer as they don't need to pick up and carry survivors to the hooks so that would overall make the gameplay worse for survivor.
Spawning in a random locker after being unhooked would make healing after an unhook way harder, would make no thematic sense and would be a huge buff to the dredge.
Hell, why do they needs to be injured to begin with, they'll be healed within seconds with WGLF if you don't camp anyway, they can be healed if we add a respawn time of 16 seconds or something
And PH deserves to get some more love anyway, I don't see the problem in them being "less special", a little rework or buff would be always cool
Ultimately you can make hook into altar or something and let entity do rest of things, too, basically hybrid of cages and hooks
Dredge really isn't an "issue" if we consider the chance the survivors hit the teleporting dredge, number of lockers itself is pretty big
Pretty sure thematically it'd look worst though
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@DeBecker said:
Cause 10 gens is obviously not psossible to do against halfway decent players.
That's inaccurate, accurate term is "10 gens is obviously not possible to do with unbelievably useless teammates", which you are nearly guaranteed to have 2 or 3 minimum in every game as a solo survivor
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Because there is lack of survivors and lot more RNG on solo que, game is made to be extremely survivor sided, even then they won't win because people will somehow randomly wastes time by opening chest or doing bones, in a mode without perks
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@Nazzzak said:
Why is it a skill issue for survivors, but not a skill issue for a killer to "need to secure stages to win from time to time" by camping? I'd argue that if you need to hover around a hook then that's also a skill issue
Because they literally can't secure stages at all against good survivors from the beginning
It's efficiency is only determined by survivor's competence, of course it will be called skill issue on survivor's side, whether killers can win with it or not is never a point
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@VibranToucan said:
They made face cmaping impossible and now increase hook stage time. What else do you want them to do to combat it?
Not exactly sure, maybe entire rework to hook system into something impossible to defend, it'd kill tunneling in some extent but whatsoever
PH cages or 2v8 cages are decently good, but I think hooked person should spawn in random locker rather than exact place they unhooked, so they can just stay in there if killers are nearby, obviously iron maiden should be disabled against it
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I highly doubt there is a situation where "no one could work on a gen" in 2v8
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@BeardedSenpai said:
I don't really see the issue I rarely got slugged to begin with.. so whoever complained about them getting slugged they're entitled survivors. Even when I play killer I have no issue with getting hooks so the change was unnecessary and I'm sticking to that baby killers and survivors just need to stop complaining and actually get better at the game
If you never met a toxic survivor or never played as toxic survivor that's cool, doesn't mean there was absolutely a toxic survivors who just wishes to waste time of killers
This is only affecting them, literally a no-bad change
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@Yggleif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772296#Comment_3772296
This used to be the case but has changed since pain res and the grim embrace rework happened. Not to mention how often survivors let go to go to hook. I'm really not a fan of passive slowdown if it's not a part of the killer's kit. In perk form it just comes across as very lazy the exception being Ruin because at least that you need to actively defend the totem.
Painres, grim embrace or DMS doesn't work nicely with camping, it's never a "passive slowdown", those only works when killer puts enough effort
Only 1/4 or 1/9 of slowdown, gens will just fly without any problem,it's fine without perks and it's extremely easy to counter with perks
"But survivors are inefficient" is not really a nice argument, we also have efficient survivors who can use reassurance or can unhook camped survivor somehow too
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We literally got like two killer buffs
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@Yggleif said:
I think the tools for anti-tunnel are there just they're not often run because they're altruistic perks which don't get run as much because soloQ players have trust issues about their teammates.
I wouldn't buff them anymore but I would nerf killer perks that enable camping like deadlock and DMS. Deadlock is just bad game design like old MFT it's rewarding the killer passively for failing. DMS needed to be changed ages ago, it feels like that perk causes a new issue every 5-6 months. If a killer is going to do nothing but stare at a survivor on a hook the gens should fly because they're doing nothing to stop them. In addition we should buff perks like Surge that encourage chasing, the design is good it just deserves a larger reward.
DMS hardly enable camping because you needs to pressure survivors just like ruin, and "rewarding for failing" is never a bad design in it's core
MFT's problem was extremely strong effect, extremely easy condition and no counter nature, not the way it worked
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Implement literally everything you can think of and somehow there would be a people who gets tunneled out
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@Leonardo1ita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771559#Comment_3771559
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634
Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook.
There needs to be an "incentive", a reward, for getting different hooks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771560#Comment_3771560
Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is no option.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771565#Comment_3771565
This seems more fair, even if I would have done different durations for the different hook phases.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771566#Comment_3771566
Exactly, which doesn't solve anything really. It just punishes low tier and mid tier killers for no reason.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771582#Comment_3771582
Yep.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771583#Comment_3771583
"They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. That's more progress than a Surge proc, for example."
EXACTLY THIS. Couldn't explain it better.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771590#Comment_3771590
If survivors leave the teammate reach second stage, not saving them, USUALLY there is something that went wrong in their macro pressure. Which is why, imo, if that happens, the second stage should be shorter, being 50 seconds.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771596#Comment_3771596
Now it's not even "16 seconds later they healed", it's 2/3 seconds with Resurgence HAHAHAHAHA. So to avoid it you gotta stay super close to the hook.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598
In comp this is LITERALLY terrible. Literally terrible. Awful change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610
EXACTLY. Commodious toolboxes are still so so broken.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771632#Comment_3771632
Alright, then you don't really know how insanely fast some generator builds make the game go.
You know what, fine....just give the killer a funny little perk that, when you hook a survivor they go directly second stage, why not. What could go wrong...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634
Pretty much. Yeah, why shouldn't a mistake be punished?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771636#Comment_3771636
EXACTLY. It's just a big boost for smart survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771643#Comment_3771643
Yep.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771648#Comment_3771648
Exactly: make Kindred basekit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771673#Comment_3771673
I don't know if it's a joke or not, but unironically this would actually kill camping.
Not exactly serious, but I'd gladly play dbd without camping since that just means killers gets faster and stronger
Imagine if newer players can't get to secure a single kill, escape rate would skyrocket without actually affecting my games that much
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@Paternalpark said:
I'm still getting bled out so I'd say just QoL update for killer.
Minor shadow nerf to slug me/sabo builds.
Because there is still a big reason killers choose to slug, just that they are not forced to do so
Definitely not a change made to remove slugging at all, but rather removing uncounterable aspect without any gameplay except meaninglessly prolonged game
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Not enough, make it 180 seconds and tunneling or camping will ceases to exist
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There is absolutely no reason killers deserves unfair forced slug just because survivors "strategically" running towards same corner multiple times without using any brain
Your definition of "fair" is extremely biased towards survivors
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@WashYourHands said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771349#Comment_3771349
you think charging time should be buffed?
Or literally any aspect of them, basically they are underperforming
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771337#Comment_3771337
I guarantee these players would have lost their "8-slug" streak before even reaching 10 matches were it not for Nurse. That insane amount of pressure is reserved for insanely overtuned killers.
That's just your belief, without any real logic to back it up
I'll just guarantee these players would have much higher streaks than nurse already if they were using any other killers, then
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Buffing traps can suddenly make her S+++++ tier, as her trap is already quite strong as is
It's nice to have but must be carefully done
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It's fine, if anything all that needs a buff, not everything need to be catered towards survivor's fun
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Definitely, current event already shows how bad it will be for the que time
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Blight is almost A tier tbh
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Because killers have lot more time pressure than 1v4, without even any kind of slowdowns
1v4 is already an tunnelfest due to sheer speed of generators, now we have better sprintburst better pallets less gens and no slowdown, why did you thought it will be a "chill and fun" even
Hell, tunneling is literally the only way to stop survivors from "denying killers from playing a game", as game will ends in sub 3 minutes otherwise
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771297#Comment_3771297
It's a pub mode, Nurse stomping it says everything that needs to be said. The fact that you can 8k at 7-8 left thanks to Nurse 50+ times in a row is evidence enough of the (already obvious) fact that she's overpowered and overtuned. Who cares about what would happen in the one-in-a-thousand match where you have 8 coordinated survivors that are also high-hour, high-skill players? Just doesn't happen (and I suspect they would still lose against a strong Nurse + Wraith/Billy/Huntress duo).
Not nurse, it's a good player
Those kind of videos prove nothing so stop trying to use it as an evidence of some kind
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To prove how weak majority of nurses are
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I think biggest rework she can get is self unhook rework
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@duygu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770370#Comment_3770370
a ping system in which you can tell what you're planning to do to your teammates is far more useful and not the same as knowing where your teammates are. compared to the basegame sure it is an improvement
I know, I'm merely stating it's extremely unlikely they are caring about "too much information" in 2v8
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Honestly this game doesn't have enough playerbase to support any of the different mode, at most it'll be a mode for custom games
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770379#Comment_3770379
When both are good, I don't think it's anyone sided (although … survivors can still genrush if they want but tunneling isn't really working to counter it)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770245#Comment_3770245
That has changed since yesterday as far as I'm concerned. No more chaos : only rushes asking for hard plays.
That's good, now the mode is officially survivor sided
All they need to do is just not down within 10 seconds (which is pretty easy with escapist and scouts), and stick to gens, no amount of killer pressure will really counter it