Neaxolotl
Neaxolotl
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- Neaxolotl
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Comments
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@Ivantxugp_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762655#Comment_3762655
Yeah, I know that but that is just cause devs are lazy and do not even care of fixing these things. It's better to release buggy patches, create cosmetics and keep going. Since how long have Skull Merchant been an issue?? Still not fixed.
That itslef speaks volumes.
I doubt that, I feel it's more like they just don't want to remove those for some reasons, removing all that entirely isn't really difficult through extreme measure
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@Ivantxugp_ said:
If killers want easy games make bots available so they can think they are good playing without ruining the experience for the rest. Tunneling and camping SHOULD NOT be a mechanic, devs of this game do not care, do not play this game and will never fix this things because is more important to release cosmetics and make money than doing something useful. The proof is in the pudding, just see how terrible this patch has been, bugs everywhere… and they are probably going to ban me for saying this but idc.
Whether we like it or not, tunneling and camping absolutely will stay in the game, this is just the way it is
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762221#Comment_3762221
I am winning with knight but my games are taking around 15-20 minutes to end. I have to 3 gen so much just to make this killer viable.
I think you'd have more fun with any other killers even if you 3gen
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@Dreamnomad said:
It's just a matter of expectations. If you are expecting to get an 8 kill each game then you'll likely be disappointed. If you just want to smash the hell out of some survivors for a few minutes then you'll have a good time. Personally, I think it is a good choice to keep this mode casual and fun. Who really cares if 5 survivors escape on average? If this mode is too competitive then the queue times for killers will be insane. I think there is room to discuss overall balance once it goes live.
Just watching the stream, I think it would make sense for killers to have some kind of bonus damage when they kick generators. Something like 2% bonus damage per living survivor would make sense and just limit the number of times a single gen can be kicked to something reasonable like 4-6 times. Or maybe to keep the focus on chasing survivors, an alternative could be whenever a survivor is caged then each gen loses .5% progress for each living survivor. Considering how short chases will last, that is actually a lot of gen slow down.
are you sure que time for survivors won't be insane, it's the same thing for either sides
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He is a little better but I don't feel there is any difference when it comes to strength
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They literally nerfed every aspect of knight
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I'm pretty sure this post suggests that majority of people don't care or even acknowledge bugs while playing, since despite bugs being extremely severe number isn't really decreasing
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Can't you just be a "hard boiled guy" and like turn around then walk away once you open the gate
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Since this isn't a solo game mode, people played SWF for the most of the time might play it too, results in much less skilled killers with vastly more popularity
Not sure if they can have fun at all, though
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Killers have barely higher kill rates, which hardly affects how "OP" they are since the difference is so little
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@Cryopier said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762169#Comment_3762169
Jesus Christ, why do we have to bug check their games AND pay for it?
Because you, or we pay for testing experience ¯\_(ツ)_/¯
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762103#Comment_3762103
Not only she doesn't need any value from her teammate but Nurse players are clearly not going to be of the tandem type anyway. And rightfully so. It's not like any other killer can manage to keep up pace with the killer able to teleport through assets.
Since she is barely fast as 4.6 killers right now, billy or wraith could easily catch up with her no problem
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It's a bug
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762147#Comment_3762147
So instead of trying to play Knight in new ways, even if that learning process is unsuccessful or just switching to a different character, the answer is to hold games hostage? Again?
If people try new things that don't work, it'll show in kill rate stats and BHVR will be more likely to 'fix' whatever people are unhappy with. Because it's clearly unsuccessful.
If people switch killers, it'll show up in pick rate stats and BHVR will be more likely to notice.
So by holding games hostage, knight players are both boosting pick rates and kill rates, and sending BHVR the message that everything is ok.
This is the exact wrong way to go about asking for changes.
What's the point in playing the wrong way though
The only "proper" way to play the killer is the one which grants highest kill rate, you are suggesting basically same thing as "just 8 hook and let survivors go so you'll get a buff"
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Off the record effectively hard counters the perk, what kind of survivors stay injured after 80 seconds especially when they are off hook
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762106#Comment_3762106
Because Wraith can only pressure one survivor at once? Knight can do two.
But I can't even blame Knights for doing this because BHVR just stripped his kit raw of anything except gen denial, so how else are they supposed to play? If nothing else, everyone complaining about horrible stall games with new Knight might get them to look at him again in another 6 months instead of leaving the killer broken in a corner.
And wraith can find survivors better, burn resources faster, and can ultimately down survivors faster, they can also protect gens better with mobility too
Seems much better than knight, especially with ambush capability he has
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761694#Comment_3761694
Killer deserves to win against the other half of the team because the other 2 lost? I thought this was a 1v1v1v1v1? That's an auto win, just like hatch.
I got 3 gens done and won a chase, do I deserve to win? Apparently not.
This game doesn't respect surivors time. Oh some1 got tunneled out at 5 gens? I guess killer deserve the win now.
Hatch does not qualify as an escape hence no mmr gain.
1v1v1v1v1 is a stupid idea and definitely doesn't belong to the game, survivors are and should be a team, trying to make it otherwise only leads to broken game (includes the hatch and complete hiding at two survivors remain)
All that soloq problem and SWF problems rises from this, BHVR should stop trying to make a game like "horror game simulator" because it literally doesn't work, at least giving all the information they needs is absolute necessary
The simple fact is, you don't deserve a win when you aren't even trying, in DbD which means playing solo, even then good players will escape rather consistently just fine because they can "do 3 gens and won a chase or two" every match, not once in an eclipse
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@Bartusvd said:
those regression perks deserved to be nerfed. not because they were too op by themselfs, but because nowadays there are so many regression perks and they all stack.
and yeah those perks got nerfed but STILL alsmost every killer runs them. Its not like those perks arent good anymore.
And i guess the singularity part is just a skill issue on our side xD. I still think its weird that u need an item to be able to do anything against a killer. In my opinion his basekit way out of proportion with the older killers.
There is far more perks and powers that got nerfed beside regressions, hell they literally killed the knight just today
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He was pretty bad killer even with instadrop, if they gonna remove it and even restrict pincer maneuver he NEEDS a big buff, and somehow he actually got a nerf
I don't think I can understand why they thought this is a good idea
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761710#Comment_3761710
The problem is that it doesn't matter if he doesn't have a power while Jailer is chasing you; the issue is that Jailer allows him to guarantee to keep Survivors off of generators for just shy of half a minute infinitely, on top of the insanely long patrol time.
He doesn't need to full commit to downs, he can take picks and hits every now and then, chip away at resources until the entire map on the side of the 3-gen is a dead zone.
It's the same issue on-release Skull Merchant had - the Jailer changes are allowing Knights to stall games out of attrition rather than get kills and end the game. Just constant half-minute intervals where Survivors can't touch generators.
Not to mention the new Sharpened Mount addon which increases the duration of flag-spawning, and it makes it nearly impossible to escape a Jailer hunt without getting hit. It's just absurdly, impossibly long with no chance for escape.
It doesn't matter if his entire power is just "limiting a survivor for half a minute", It's impossible to injure survivor, burn resource, or literally do anything as a powerless M1 killer, even with 3 gen
It's nowhere near "same issue" as skull merchant, skull merchant had one hit, skull merchant could check EVERY gens all at once, her power didn't have any cooldown, and claw trap broke the pallets, nowhere near comparable… oh wait, she had a speed buff too
Not to mention the 8 kick limit which will kicks in rather quick anyway
And since anything but assassins are at ridiculous speed of 4.1, escaping a hunt without getting hit is definitely not difficult at all, especially with all the pathfinding bugs which includes something that is now called a "feature"
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I can't count how many strong killer perks that got outright killed
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Any slugged survivors can just move away, in fact, it should be done with or without AFC feature
I'm not entirely sure if it's intended but pretty sure this is not an issue
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@HexHuntressThighs said:
New knight feels great honestly. I never played him in that lame af “drop a gaurd at loop” play style so the changes he got actually helped an immense amount. Especially being able to cycle guards.
Permanent stealth Knight is definitely my favorite
Palletcrashing knight and 3gencamping knight or even assassinspam knight is equally lame as old knight if not worse
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Even pincer maneuver doesn't work with anyone except jailer, and even then chase duration addon is basically necessity
They killed the knight, what an waste of development resources
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Difficult tasks often leads to throwing of the matches, easier tasks are much healthier
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@Nazzzak said:
I saw a dev say its meant to be chaotic, not competitive. So I think that was their intention. I'm neutral on it personally, I'll play for the badge (I'm assuming there's also a participation badge) but I feel like groups of friends will enjoy this the most.
Chaotic is the term used only when both sides have broken things imo, doesn't seems to be the case for the 2v8
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761079#Comment_3761079
The cooldown is a bug.
And it was stated multiple times fixing it will just makes the killer useless
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Not sure if any killers want to play it that much, it seems to suck even just for rewards
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761721#Comment_3761721
For what it’s worth I completely respect your position. I even agree that it’s completely valid.
Just from a game design POV it seems… like a loose end? That when there’s two Survivors left with 3 gens left there’s no real motivation or hope to actually complete the match to the fullest. With this hatch idea I imagine it would be too tempting to ignore for the Survivors. It’d lure them to you if they are greedy otherwise they move the game along and maybe get a small chance at a gen escape win.
But again I do respect your position.
If we talk about game design POV from PvP games, we should add a surrender option and call it a day, there is no reason survivors should come back from already completely lost game, and also add a timer which forces survivors to touch the gen
Pretty much any of the PvP games has no such things as instant free win of losing side
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They broke the gens to the point of unplayable, this is new record for the bugs I guess
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761654#Comment_3761654
I guess I just think it would feel more thrilling. 2 Survivors left feels kind of boring on both sides right now.
Both sides huh, killer put effort to sacrifice two survivors, they deserves the win
You are basically asking for pure RNG which will tie the game without any input from the killer, what is thrilling about it
I think I should ask for a mechanics that will instantly sacrifice two of survivors upon gate power up, because it's "thrilling" I guess
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Since all killers are massively nerfed to the point of non-issue, why not
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Making an objectively bad killer and won't even listen to any feedback in slightest, knight is completely dead
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Who thought removing chase capability from already a 3gen killer would make him a 3gen killer, definitely not BHVR
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We don't need free escape through keys
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760749#Comment_3760749
The ######### is that? It's not because there four survivor with each 4 perk that there's 16 perks for everyone, since a lot of them are only for the survivor himself or the other
You forgot a lot that SOLOQ is a thing, and there are more common than super strong SFWDoesn't matter when good soloQ can perform just fine anyway
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760771#Comment_3760771
Well thats true on second consideration, since you can run past a guard and just unhook for free. What I should have said was have the jailor guard you during pick up animations and alike to interrupt attempts to save.
Again the guard doesn't need to be there long, just long enough to to achieve what you want it to achieve.
That's still weaker than the old one since guards can't stay in a position
It works, but worse
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@AmpersandUnderscore said:
It'll be forgotten about immediately, and won't change slugging for the 4k in the slightest.
I don't even understand why you thought it has anything to do with slugging for 4k, because those things doesn't have any relation at all
Also calling a strategy bad behavior is certainly stupid in PvP games
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@UndeddJester said:
I not convinced by tne doom and gloom yet.
I've seen a few people making amazing use of the Knight with the guards on demand.
- Using the Carnifex like an event remote pallet break on demand looks disgustingly good.
- Using the Assassin to shoot past survivors and force them towards you to score hits is very viable, especially with the longer draw paths.
- Using the Jailor to exert gen/hook pressure while you pursue a down elsewhere looks very good.
You don't need the guard to be there until the moment to score a hit, you only need them there long enough to push a survivor out into a bad position so you can easily score a hit.
I had way more fun using him as split pressure Knight when I was playing him, and I have seen some people using the new Knight very well. Its hard to say cause its the PTB, but tbh his brain dead loop cut off cheese was boring as ######### even as a Knight player... anyone using him to cheese loops likely doesn't really care about the killer anyway, and is the type of player who doesn't play to advance their skills and learn, and instead runs crap like Egg Wesker.
These changes puts more skill expression and mind games into his kit, so even if he's weak, which I'm not yet convinced he is, I think he will be more fun to play for people who actually like to play Knight. The lame players who only use his power to cut off loops for free hits will leave him and the people who actually like the Knight will find new and interesting ways to use the new flexibility his power adds.
The direction of his rework is healthier, and he can always get numbers buffed later if he needs it.
I doubt you can do anything against hooks
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760694#Comment_3760694
There is already way easier way to lower MMR, if you need to boost your ego that much.
So it doesn't really create any new issue.
You can just make it work both ways. MMR is basically punishment for the killer.
Let's throw random numbers as example.
So bleed out survivor can be +20
Hook is +5
Escape is -10
Hatch escape is 0 for killer.
So even if you bleed out and hook all survivors, your MMR is going to increase.
If you 8 hook and let everyone leave, you stay at 0.
They should rework survivor system more than killers tho.
At that point there is no functional difference than right now, I don't understand complicating the system for no actual gain
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I don't think it's anywhere near problematic in slightest, she is fine
her 4.4 speed barely catches up with today anyway
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@Bran said:
Problem is, it's just the gameplay loop. That's it.
The devs have not done anything to change how the game is played, only altered how it plays.
At this point it is quite obvious devs still want to have at least a bit of camping/tunneling aspect in the game
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760682#Comment_3760682
That sounds as a lot of work. While you expect to find all survivors, which means you can't wait until last moment for everyone.
So sure.
If I want to lose MMR then I can just let survivors leave on purpose from time to time. Sounds way easier with same effect.
Since survivors will be lower MMR anyway, using a deerstalker won't hurt as much
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760625#Comment_3760625
Let's count bleed out as double.
In that case, I think I could just hook everyone at the end to keep smurfing, that's a 4 hook and should reduce MMR
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Biggest problem is rather a efficiency variance than efficiency itself
BHVR should really make deja vu basekit, game can't be properly balanced when majority of survivors 3 gen by themselves anyway
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@Blueberry said:
The game should be based around hooks more than kills for mmr.
So I can happily smurf and stomp the newbies with full slugging build 24/7, what a good design
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None of those killers are stronger than killers in the past, none of those perks are stronger than perks in the past, I don't understand what you are talking about
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All your writing seems to prove that iridescent items are OP, and resilience barely affects that
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It's pretty easy, just cleanse every traps at once, there is four survivors bro
/s
Oh wait, there is nothing she can do when you just drop your items and drop it to the corner at the beginning of the game, Just as usual only soloqs gets stomped by this
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I think he would be best "farm BP while watching a show" killer, since you can still injure and sometime even down people without doing any of chase yourself
Low MMR ofc