Neaxolotl
Neaxolotl
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- Neaxolotl
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You are specializing literally every aspect of your builds to soloq stomping, what did you expect
don't go for someone who seems to be new, solo, duo, and only pick the at least triple SWFs I guess
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This is the first time I've seen someone complaining about unsafe position while crouchspamming like madman right there
Can you try to mindgame fake hide literally any of that, and stop asking for making every windows a god window
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@n000b51 said:
Avoid all the SWF if you are afraid to happens again ?
Can the Anonymous Mode disable the Replay 1st.Person Cam ? It should to be honest…And realistically there is no way to differentiate normal players and SWFs
It's not like BHVR implemented a system where you can know whether they are SWF or not
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Never, simply because giving yet another free DC only makes game unhealthy
There is absolutely no reason game has to be bend to your will just to get the last survivor out
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BHVR has done like one hundreds of things to fix tunneling/camping, survivors decided to not utilize any of those
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countering devour/undying is far harder than this, and those two perks have far stronger effect, why do you think this perk is OP in any way
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@BrightestMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759500#Comment_3759500
The more isn't intended to be efficient. It's them expressing their art of animation to you and matching it to the killer's lore and personality. It gives the game personality. They belong as they are and should not be changed.
I know, but I use them strategically than anything else so I always wishes for any buff for it
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@Gastongard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759505#Comment_3759505
Hatch is fine, its just RNG as you mention, im sorry that your ego gets destroyed for doing a 3k instead of a 4k, buts rng also gives killers 2 doors right next to each other sometimes, and that also sucks for a survivor when the hatch is already closed. So… On every scenario killer has the advantage, I promise you buddy you are no better nor worse for doing 3k instead of a 4k.
Ego huh, It's not the ego, but literally emblems, tomes, achievements, bloodpoints, literally every single aspect of game is asking for 4k
I don't give single ######### if there was functionally no difference in 3k and 4k, but there is, and it is absolutely big one, if you don't know anything about game system please go play the killer for once
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Fine, It's not like anyone playing serious will use this perk anyway, who cares when it's dead
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759527#Comment_3759527
Kindred effect is more important for soloQ than SWF way more in my opinion, while effect is not that oppressive for killers, because you can't really abuse it that well.
When someone is hooked, that's when I need help most as soloQ and global aura reading is clearly superior.
Either way, just show where other survivors are for everyone, and even killers with range of 4-8meter around hooked person, go wild and do everything
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759498#Comment_3759498
But that is going to work for SWF too.
Even above average SWF usually calls out only generic location of killer, or where is chase headed.
Bond creates an accuracy than almost no group is able to achieve and because of limited range, the generic location is suddenly more than enough for everyone.
SoloQ doesn't have that, for them global aura reading of survivors when someone is hooked is way better while effect is not that much important for SWF.
But the point is It works far better for soloq than SWF
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Honestly anything more than 7 hooks feels like a win especially when there is four of survivors remaining, at that point it's basically RNG of who got hooked
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759447#Comment_3759447
they aren’t granted hatch though. They’ll need to find it, just like the killer would need to find it. It’s not a free win for a survivor. It just allows a survivor to choose their fate rather than laying on the ground for four minutes because the killer feels like the 4k is absolutely necessary. If you a survivor is slugged to reach the halfway point I’m proposing, that’s two minutes of doing nothing. The 4k is not that serious, improving the QOL and enjoyment of BOTH sides is.
4k is serious because literally every aspect of this game ask for 4k to qualify, fix that first
There is nothing fair about hatches when killer managed to almost win a game but robbed it away by pure RNG, there is no QOL or enjoyment for killer in this change
Also, if you can wait 2 minutes there is no reason you can't wait for another 2 minutes
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This kind of ridiculous RNG achievements are stupid 100%
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Time it takes to confirm a down with instadrop was ridiculously long anyway, I never understand what was exactly problematic from balance standpoint
And if we say that is unhealthy, all we need is complete rework, not the some balance changes
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I definitely want a simpler mori with maybe simple headcrush with weapon, mainly because the time it takes to mori can sometime be problematic
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759495#Comment_3759495
Bond basekit doesn't really make it smaller. Effect of bond is going to be used better by SWF than soloQ.
I don't know, not running into gens with ongoing repair seems to be stronger than anything SWF can pull off
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759472#Comment_3759472
Bond base-kit would be better.
No, it would be stronger. That's different.
It would also be buff even for SWF, while kindred is not that big deal and it helps survivors only when killer has some pressure. Bond would allow super easy protection hits / headon for everyone whole game even if killer is struggling, which doesn't make sense to me.
Main focus of kindred is to not make multiple survivors / no survivor run for unhooking. That's rarely happens for SWF, but is regular experience in soloQ.
It would be stronger and buff for SWF but frankly I don't care, just increase every killer speed by 0.1m/s if it was too much
Anything that makes difference between SWF and soloq smaller is good
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It should be basekit with killer aura, but range should be shorter
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I mean, what kind of players oppose an idea of adding conspicuous action for doing objective, those people really don't have game sense
It's equivalent of generator, totems, and even healing, it will only makes sense to make it a conspicuous action, this is not some random items that spreads out everywhere in other killers, this is a literal objective all survivor MUST do every time it pops
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Biggest problem is that, when there is only three players left game is barely manageable, think about it when there is only three players remaining and one is on invocation
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759377#Comment_3759377
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759359#Comment_3759359
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759246#Comment_3759246
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759186#Comment_3759186
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759184#Comment_3759184
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759183#Comment_3759183
I encourage y'all to play the new meta for Knight pallet eater Carnifex show the guaranteed free hits you get that's even more free then scamper Chucky
Show them real frustration
I've played it frequently and still looking forward to it, but I doubt if it's anything more than a meme since he lacks mobility or pressure
Also ranged nigh-guaranteed injury assassins are the thing, kinda
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759001#Comment_3759001
that wouldn’t be the same as this. As this would allow the bleeding survivors to get out of a match early and let the others get the hatch.
Then it shouldn't exist, there is no reason survivors should be granted a hatch
There is nothing wrong in slugging for 4k, in fact, as long as there is things that require 4k killer must have something to get 4k, relying on pure RNG is stupid
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759118#Comment_3759118
In the last couple of years. There has becone more hooks than usual.
There were never hooks over the basement of the killerchack, until today. And so many other hooks are so close to eachother.
Before one could easily use a whole build for not being hooked sometines.
But I see the dbd crew want to have killers more hooks. It's okay, just stating the obvious
Is it so, I feel opposite all the time
Hook spawns are far sparse and can easily make deadzones, during the period of event I've even seen a situation where nearest hooks were like 20-30meter away or even more
Focused hook by itself is a problem for killers, since concentrated hooks pretty much NEVER help killers, yet sparse hooks outside of those areas hurts all killers so much
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759180#Comment_3759180
See removal is a more reasonable response. Free unhook attempts is a horrible idea.
This is I responded to this post here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758937#Comment_3758937
There is a reason why the self unhook mechanic exists, and its primarily in service of the theme. If there is no chance of escape, Survivors stop trying... and trying to escape even when the chance of doing so is slim is what creates some of the greatest highs in this game.
Honestly if you have 2 players left and made it so survivors were hooked and can't do anything for up to 2 minutes while the killer hunts down the 4th player instead of hatch spawning, that saves all the headaches around that mechanic as well. However that is not hard to see why people would be against that, and it absolutely craps on the theme.
Without the theme this game is a glorified game of virtual tag, and I think if you just throw all thematic elements out of the game, then you do more harm to it than good.
This mechanic isn't overcomplicated if you represent it well on the HUD. It's basically the same for everything else, except: -
- The first stage lasts 60s no matter what.
- You gain a stack above your sacrifice progress bar for each unhook attempt.
- You get 3 self unhook attempts before the Entity Snares you.
- When you go to stage 2 the stacks are consumed and take 19.66 seconds off your remaining each
That is it.
Would look something like this:
https://us.v-cdn.net/6030815/uploads/IXQSVVCHYVX4/sketch-1720876245402.png
https://us.v-cdn.net/6030815/uploads/USK6RSGCFUTE/sketch-1720876245879.png
https://us.v-cdn.net/6030815/uploads/HWAB9SOGZYO6/sketch-1720876246127.png
https://us.v-cdn.net/6030815/uploads/JD8CLYWP2YL1/sketch-1720876246373.png
I know what you are trying to do, it's overcomplicated because you are doing so much things to implement a feature that is less effective than a pure removal of kobeing/free kobeing, when we look at the suicide issue itself
And I don't even think this game is anything more than glorified virtual tag, maybe with hide'n'seek, and pretty visuals, I guess
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Meanwhile singularity having "middle ground" due to feedback
BHVR has two different kind of balancing teams I guess, at the very least
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759173#Comment_3759173
I have... and every suggestion you've given makes it so that it is always preferable to try to unhook.
Broken is NOT a good enough reason not to try it.
Lowering the percentage chance of success does NOT matter if there is no penalty for it, you always attempt it.
Removing skillchecks in stage 2, prevents giving up hatch.
Giving 3 attempts for free allows you to always attempt it...
What exactly did I miss from your suggestions?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759175#Comment_3759175
Literally proving my point.
You wanna make it free for survivors to try to self unhook to prevent SoH. That is not a good compromise.
If you don't understand my suggestion, I'll happily explain how it's made clear and easy to understand via the HUD, though its written in the OP how the HUD will translate this informatiom to you. I'll draw it in paint if you like? But what I'm suggesting is really not that hard.
I'm not, I'm stating just literally make it impossible by either through entire removal of kobe mechanics OR making it completely free because which will be better for the game
I don't "wanna" make it free in any way, the point is I don't care, because faster sacrifice itself is far bigger issue than anything else
My opinion is, this overcomplicated mechanics is unneeded and doesn't even help the game much, we don't need easier hatch spawn, we don't need "slower suicide", we don't even need "lucky escape from hook", all we need is ENTIRE REMOVAL of suicide mechanics and nothing else, and "by how" doesn't even matter here because the issue is so ridiculously big
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759089#Comment_3759089
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759102#Comment_3759102
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759120#Comment_3759120
I'm not gonna lie.... I am dumbfounded the 3 of you will happily give survivors 3 completely free unhook attempts and turn self unhooks into a total crapahoot that everyone does every single time...
Every survivor has an 11.53% chance to unhook themselves with 3 unhook attempts... and you guys genuinely want that crapshoot to be a common thing that is attempted on every single unhook in every game? I shouldn't need to explain that is bloody awful for the Killer and the game at large....
The goal of this suggestion is:
- To make SoH harder.
- Still have kobe as a possibility but carries a significant penalty/risk to heavily discourage people from using it.
- Doesn't prevent players from sacrificing to give up hatch.
My suggestion I believe achieves all of that. Every single suggestion you guys have given fails on at least 1 of those tenets... usually 2.
I'm not trying to insult any of you, but with what you've said thus far, I really think you all may have misunderstood the point of what this suggestion/thread is trying to do...
It's just that we'd rather have healthier games even if it means free advantages for survivor, "little harder to suicide" does nothing, survivors just run to the killer, it MUST be "extremely tedious and basically impossible to suicide" which you don't achieve here
There is no point in trying to achieve 2 or 3, There is no point in keeping kobeing, and there is no reason it must have penalty, and then there is no reason survivors should be able to give hatches to other, especially when a killer can slug them anyway
You are overcomplicating the issue by adding unneeded requirement to the change imo
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@Nightram said:
It's not okay. I play both sides. And hooks are not at all balanced for killers and survivors. Killers will always find a hook.
If hooks will stay this way with the update. We should get back the sabbo 99% the hooks. I know that get's abused. But killers hooks are already too many.
Did you know hooks are never meant to be balanced at all, it should and has to favor killer
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759103#Comment_3759103
It depends on where your ability button is located. If it's on the default Control key, it's a massive inconvenience. Pressing the control key with the pinkie finger 20+ times per match gets tiring fast. For controller, cycling through cameras will also be annoying.
Also, in the rush of the moment, you may accidentaly not click the auto aim.
Well probably it'd be different for most people, I'm too used to pressing CTRL with pinky finger multiple times
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Is it really an inconvenience tho, I don't think I'll be annoyed that much in holding or not
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@ShanoaLegendaryPlz said:
I dont see a problem with survivors just getting 3 self unhook attempts without losing any sacrifice timer, and removing skill checks on 2nd phase. At this stage of the game its not problematic if they unhook themselves as they could always have a perk for it anyway, and the chances are still very low
And ultimately you can reduce percentage even more too, make it 2% and it's extremely unlikely to happen, make it 1% and results in nonexistent chances, make it 0.5% and people wouldn't even attempt it afterwards
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759080#Comment_3759080
That were before we got bots. Bots have evolved so much now. They are better than an average player.
Do you still wanna comment on more comments. Please just text me a message. I believe whoever read this after us understand both of our points.
I rather invest my time with a DEV, than going back and forth with someone without making any progress/change.
A DEV has already commented on my post. And it dosen't look like BHVR will do much more about this.
I'll see you in the fog if you still play this game :)
Bots aren't human player, people plays pub matches because they want to play with people, they'd play custom if they are fine with bots
I'm just pointing obvious misunderstanding on your side
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759070#Comment_3759070
It would be good if penalty would not affect other survivors, and action speed does since gens are done slower.
But broken means faster down and still affects other survivors, at least action speed or repair speed doesn't have immediate effect like that
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759078#Comment_3759078
I guess you have no reason to be here if you don't like the game at all, and think so negative to my propose for a change. Dosen't have to be a huge change with the DC penalties. But at least a start to have less penalty. Or have less DC penalty stacks that makes it longer for each time. Have another system in it.
If the system knew wich one were a internet problem and a manually DC. Then people wouldn't be scared of the DC penalty stacks.
The DC penalty system seems to live on it own, and the devs have a problem to alter or fix it.
It's not our fault.
I like the game, and wishes people don't ruin it as much as possible, and that is why your proposal is just bad for it
Less penalty = more DC = much less game properly played, you aren't supposed to lack up it to begin with
Your internet problem is still your problem, just introduce a rejoin feature so they can show their own interest in keep playing the game, no need to mess with penalty, there is no way to differentiate pulling off lan cable and internet problem
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759076#Comment_3759076
Penalties stacks up. That is what I want the game to reduce.
And no I did not ask for your personal information about any situation in your emergency.
But let us agree to disagree. You see my point. And I see yours. Let's end our conversation here.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759075#Comment_3759075
I am trying to reduce punishments..
By reducing the DC penalties. No one is being punished.
Dbd should make a better system between internet problems, and manually DC. That's all.
Have you ever considered about those who left behind in trial, there is 5 people in a game, game doesn't work when 1 is left, basically you've completely wasted que time, match time until that point, and match time afterwards that point for 4 peoples
You are literally trying to punish everyone EXCEPT those who DC regularly
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759065#Comment_3759065
Then we agree to disagree.
Don't take all DC under ragequits. There are much more under that category.
Doesn't matter for anyone else within the game, game is ruined, game is unplayable, nothing changes
Not a single reason can change the fact game has been ruined
@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759074#Comment_3759074
It dosen't. But that's your opinion against mine. Agree to disagree.
Tell me about your opinion about reducing the DC penalties. Pros and cons about it.
Make examples please.
By reducing DC penalty people will abuse it and no one will be able to properly plays the game, there is not a single "pros" for any normal players because they don't have problem in randomly getting short penalty
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759063#Comment_3759063
But some people are addicted to dbd. Like me, I play dbd 99% of the time. And I'm not alone about that.
Some people can't afford to solve those issues straith away. Could take months. And then not playing for months will make you miss out of the game. Or even weeks.
I want this game to be kinder to the people with poor internet. Some have u stable internet, some times it's fantastic, and sonetimes it's a huge problem.
We can't just throw people under the bus for having a unstable internet from time to time.
And I don't want people to be harshly punished for something they cannot fix straith away.
It's okay, we don't have to agree. Agree to disagree. It's up to the mods and the dbd crew to discuss and do what's best for their game and listening on the community at the same time. Not everyone will be heard. My case might not go that far. But I see many commenting here. And many have strong feelings about this topic.
if you really want to make it kinder for people with bad internet, introduce rejoin feature
Removing DC penalty only makes game unplayable for literally everyone including people like that, completely defeats the point
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758996#Comment_3758996
I would be happy for free unhook if tho would prevent hook suicide. OP suggestion does not prevent that I would rather say it complicates existing mechanic for nothing at the end.
But making limited attempts with any downside except progressing stage (including no downside at all) would remove suicide.
If self unhook chance is 3% and you have 3 attempts then self unhook is unlikely. If each attempt add 10s of broken despite of it being successful or not plus 30s if you manage unhook yourself. Would you still use all attempts to try? You are giving yourself 30s of broken most likely for someone else unhooking you either way.
Or you could get like 4% permanent action speed penalty to everything, it'll definitely stop people from doing those unless absolute necessary
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I don't even understand why people cares 60% kill rates that much when they all loves to say "xxx is monster at high MMR", I mean even BHVR acknowledges kill rates doesn't really mean much
Pretty sure the reason why they go for 60% kill rate is simply because killer will be powerless without such statistics, it's just the way game works
And it doesn't even carry bad killer in any way, those who win 10% will win 12%, those who win 80% will win 96%, good killers will do good regardless and bad killers do bad regardless
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758676#Comment_3758676
You never know what might happen. Some places things get fixed fast. Some other places not. Depends on where one live.
But did you understand my point? Or did you just wanted to make another point?
I'm trying to see the big picture so we can solve this. DC penalties is a big problem for some people. Yes some of that might be their own fault. But when it isn't your fault. It might really feels like the game dosen't care about you.
I hope I never get to experience a day penalty. If that happen, I might write about it here xD It might never happen..
If DC is a big problem, they don't deserve to play the game, not gonna gatekeep anything but it's just a fact
game doesn't work with those kind of people
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Did ya know concentrated hooks means much sparse hook outside there, so yeah it should be fixed
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It'll be literal instaban
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759003#Comment_3759003
ii mean defending gens is already impossible with current iteration perk. you can bring 4 BNP for -40 charges and -24 charges. -64 charges is 26 second gen. If this your last gen. your not defending a 26 second gen.
Second point is that generator are already impossible to defend because of 8 regression limit. So all survivor at base-kit have anti 3 gen mechanic. They don't really need this perk. this perk would been great vs old skull merchant but that no longer exists.
Looting chest isn't really worth it in the average soloq match. this perk is suppose make chest looting less of time sink but it is not good enough time sink reduction to use. Too low numbers.
You can still defend gens, kinda, by multi pressure like… knight or singularity, I think, and those perks makes it harder
But then it's not like matches itself will be harder with those perks, so I don't really know
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758705#Comment_3758705
She's not lmao.
She's one of the most popular Killers and her KR is middle of the pack, which is to be expected from a free Killer that is fairly difficult to learn, both by having a crosshair-less projectile and by being 110%.
But since we basically ignore "comp", or more like "good" player, all that say is she must be buffed
Killer that is difficult to learn deserves to be buffed until bad players gets enough kills, that's literally what you are saying, I'm just pointing it out
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758736#Comment_3758736
If Devs buff Huntress to carry 7 instant down hatchets, they still say its justified.
Ah yes, "absurdism also a strawman" as pulsar say, bad way to help argument of others
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758991#Comment_3758991
only for defending 3 gen setups. on average killer has crap level of regression. Deja vu or % repair bonus are superior because they degrade regression and the bonus is consistent.
the killer still takes 400% regress but you progress 6% faster. so your regression is like 6% worse. effectively, it is like having 432% regression. Pain res is 6% worse. etc.
You are correct in saying that Specialist is good for 3 gens. At same time, who is really going bring chest offering and specialist to counter 3 gens. I don't think anyone going to do that.
Time performance is definitely far worse, I just don't want any perks that makes defending gen impossible as "meta" or something that is common
I'd rather have this dead even if it costs deja vu buffed to 10%, to be honest
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At that point just sacrifice everyone at once and call it the end, obviously only when everyone is downed
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758959#Comment_3758959
Thats not even really a downside man... Deliverance does that and is consider a really strong perk... I am pretty sure that pretty much any SWF would happily spam 20 unhooks for 200s broken to get off hook unaided.
A self unhook attempt MUST be: -
- Very unlikely to work.
- Highly costly to use.
If it just is gonna give me broken, I'm spamming that unhook all day to keep 3 players on gens...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758990#Comment_3758990
Shouldn't cost a hook stage to try to unhook? Then why would I not try to unhook every single time?
Come on ladies and gents, if you don't like my idea that's fine, shoot holes in it all you want, but jeez what are these suggestions? They just flat make self unhooking something you should always roll on... there is literally barely a downside...
AggressiveFTW proposed removing the self unhook completely, and that's actually far more reasonable 🤨🤨🤨🤨🤨
Why not, remove it or make it free action, it doesn't matter as long as you give players an "easy way out", there is no middle ground
The point is not to rework the hook mechanics, to make it impossible to suicide on hook
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@supersonic853 said:
Ssurvivors breaking knight AI by tapping a vault-feature.
Knight having actual fun-bug.
Unfortunate. I hoped all the feedback woulda made this for the better.
This really is ridiculous, how can they make a bug a feature for survivor yet can't do same for the killer
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BHVR loves to mess with scratch marks and it's strange, this is a core game mechanics that must be consistent and messing with it doesn't makes sense at all