Neaxolotl
Neaxolotl
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- Neaxolotl
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At this point, just add a special offering slot which is locked in a cake and forces you to use it, way smarter than anything like this
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749809#Comment_3749809
that's a good idea but its kinda remind me of the unfair situation old Hatch and keys used to give, imagine a killer tunneling one survivor out. 4 gens left and the last remaining survivors are putting up a real good performance and they managed to go all the way to 1 gen left with zero hook, and suddenly the killer (blight/Oni/Bubba/Billy) get heavily lucky and catch them off guard and down all 3 of them and boom. they win the game there. seems unfair tbh i don't see what's the problem with giving unbreakable basekit but making it take such a long time to be able to pick yourself up.
I don't see anything "unfair" in there, if a killer downed everyone, game is over, with instant sacrifice or not game is over, game is completely 100% over without any question at all, game IS over before or later
If anything, giving (yet another, like this is sixths one of) second chance for survivors in already finished game, actually seems to be unfair for the killer, well it's not "seems", objectively speaking robbing away killer's good play IS unfair
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746836#Comment_3746836
The Killer's favor? Are you high?
You need a 3k, then do a 50/50 game with a Survivor, then if you still win that 50/50 you have to hold 2 exit gates. Sometimes an exit gate is far enough from hatch that if the Survivor was camping it, they can open it by the time a Killer holds W all the way.
The Killer's favor?????
Not to mention the fact survivors can simply take a key and search for hatches instead of opening gates, survivors have like FIVE chances for escape
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Literally easiest perk to counter and doesn't even function without franklin, who needs a nerf
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Just sacrifice everyone once everyone is downed, there, fair and balanced
Literally finisher mori is what we need, no need for broken OP unbreakable, no need for bleed out faster which is just another free DC, just instantly sacrifice everyone once everyone is downed
Not only it doesn't affect any balance at all, it can magically fix all the issues related to endgame, everyone happy, no complaints should arise
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Pretty sure I wouldn't be pissed when my fav killer get a buff and casuals started to play them lot more, I'll be pissed when every survivor starts to complain about every damn thing about the killer and BHVR decide to listen to them, killing it
So, billy never need any nerf at all for sure
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Guaranteed hit assassins spam on gens or carnispam on every pallets, even though he wouldn't be that strong I'm pretty sure people would hate him so much and makes BHVR to finally kill the knight
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746379#Comment_3746379
Or perhaps we should stop balancing a pvp game around one side consistently winning more than the other, and then being surprised when the other side feels like they don't have a fair chance. Tugging on hook was in the game for 7 years but wasn't a "problem" until the devs started balancing for unfair kill percentages.
Sorry, if you believe game is balanced for one side, you are new or intentionally ignoring anything that doesn't match with your narrative
That's one big of a bias
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Everyone will be sick for literally every popular killers, it doesn't even matter whether they are balanced or not
Perhaps we should stop listening to those who pathetic enough to the point they can't even stay on a match, and finally remove the capability to throw the game without any consequence
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746301#Comment_3746301
You mean those who are doing archive challenges instead of trying to win? So once again the problem is something that the devs added into the game without even asking the community, something nobody has asked for, and not the players themselves?
That's the one but not all, those who stalking the killer to do "save" which doesn't happen 99% of time, those who randomly booning around, opening chests, getting all the invitations, doing weird combo, using invocation, mindlessly selfcaring 24/7, all that people
There is far too much things people can do and some decide to go for it rather than play for win
Sometime killers do those kind of play too, but at least they don't have any teams
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He can be buffed and game would have zero problem, definitely no need for nerfs at all
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746065#Comment_3746065
the thing is this would counter bite the bullet and otr as well and those perks don't need this kind of nerf. If anything this should really show why 100% iw is a bad idea and iron will if nessicary to buff should go no higher than 90%.
Hearing the sound of OTR is a buff because it will be harder to distinguish those who can be tunneled and those who cannot be tunneled
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I mean, no amount of buffs or changes will fix Solo, and it's not even "bad players lose" argument, some soloq players are fundamentally different (not even trying to win at all) than those who play seriously
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Probably irrelevant but pretty sure he'd do that against any SWF teams too
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More BP, no problem
Power is actually balanced if we look at everything as a whole anyway
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Probably not, at this point it's an waste of time because survivors gonna say nah to literally anything as long as it looks like a skull merchant
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Definitely not addon for sure, that's just like adding heartbeat indicator as a perk
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Even in normal matches bonus shows up on survivor, yet there was never a time survivor que have been faster
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They love forcing killers to use bleed out, but they hate being bleed out
Humans are strange creature
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745873#Comment_3745873
You realize survivors control where a chase is going, right?
This has to be a joke. This is only true if the killer is a bot that follows the survivor's exact path and kicks pallets on cool down.
You should look up a zoning guide for killer if you truly believe this. Zoning the survivor to cut off certain avenues for them to run is literally killer 101.
And as for dropping chase, if you leave a survivor to run themselves into a dead zone, that's a survivor not on gens while you can go for someone actually contributing to gens.
You have two health state and you can just shrug off one hit, rush straight to deadzones
It's more like "that is only true if the survivor is a bot that stays exact opposite of killers", SURVIVORS choose where to move, when to get hit, when to run, and ultimately where to down
Killers NEVER have any control over where survivor goes, survivors can stop running and die in front of killer, survivor can dash into killer and go opposite side, and if survivor decide to abuse deadzone, there is extremely large distance they can run straight to it
Your post reads is as if you don't know there is a human controlling survivors, but the fact is pretty much all of survivors are controlled by humans
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@TragicSolitude said:
Killers get abilities to help them kill survivors, but nothing that distracts from their core objective, nothing fun to play with. So they focus on their core objective of killing survivors.
Survivors then either focus on their objective of gens and rush through them, or they don't touch gens at all and everyone dies with 5 left. Nothing survivors get in this event helps with their core objective of gens.
I've been in a lot of matches where survivors basically give up if the first one gets tunneled out at 5 gens. The match lasts a couple minutes, the killer ends with 20k, and after having tried to do the killer event Tome challenges I know that the wait time in the queue is a lot longer than the matches for these killers. I can't imagine waiting in such a long queue for these matches where survivors concede immediately. What's the point? Is winning because the other side refuses to play fun? That's such a long wait for so little BP. As survivor, it's an instant queue, I die and move on to the next match immediately, so short matches are fine.
Anyway, it makes it feel like pretty garbage event design all around when I'm creating my own fun by memeing which has everything to do with my perks and nothing to do with the event.
Killer matches are still sub 15 seconds, bonuses are pure liar
So they get matched instantly and get 20k bp, good enough I guess
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update haven't even live and somehow you managed to make matches "completely impossible to win" huh, what kind of magic is happening here
@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745733#Comment_3745733
Say it to solo teammates who doesnt know about EMP existence and working on gen right in front of the camera
"but muh solo" is never a meaningful argument because they can be just as good as any SWF players, if you hate solo just play SWF
If we gonna balance everything around weakest of solo who doesn't know about EMP existence, might as well remove the killer entirely
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It wouldn't even work for opposite side, just for survivor teams
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Killer has literally no control over where survivor dies, survivor has 100% control over where they dies, there is no way killers "manage" hooks
Literally every survivors can go to the corner of the map, and waste killer time as much as possible, without any counter at all
It's fundamentally different from pallets or anything because, just like every aspect of dbd, SURVIVORS have complete control over it
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They aren't similar in slightest
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744219#Comment_3744219
It's still holding the game hostage, regardless of length of time. Literally nothing else can get done and everyone has to wait to bleed out.
Slugging has been officially stated not to be a hostage situation, immersive survivors are stated to be hostage situation
Enough said
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People won't run it anyway since exh perks disable it, and when they do it's likely they don't have any exhaustion perks thus making them easy target for tunnel
if they use both, let them be, it's effectively three perk survivor
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Ah yet another post to ask for finisher mori and JUST for finisher mori, without any stupid unbreakable
agreed
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@board24jason123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744603#Comment_3744603
so your wanting another nurse like S tier killer who can blink through objects and get free hits and downs?? The thing is we don’t need another nurse like the devs can’t even work on their low tier killers who doesn’t have the same advantage as nurse. Ghostface Onryo or Pig can’t even reach at the high level as nurse
That's nowhere near interesting or unique as nurse, we definitely do not need it
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@Choaron said:
No more Map of the Realm add-on reguired (this isn't a buff tho but nice QoL change).
Only 50% of it is basekit though… You really think that's enough? And yes, this is a buff. Stop pretending that QoL changes aren't usually buffs as well already. Half of his best addon is now basekit, in what world is this not a buff to base Knight?
This isn't buff because it's pointless when you are forced to run an addon anyway, especially with the fact they LOVE nerfing addons at same time
It'd be a buff if they ACTUALLY made those basekit, but that's not the case
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@Krazzik said:
It seems like they want his guards to be a slowdown power? Like you use one to chase one survivor and waste time so they're not on a gen, while you chase someone else.
So he gets a slowdown power which is far weaker than pinhead box, and also gets a chase capability weaker than pinhead
Seems right to me
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It's quite funny how they are trying to advertise this mess as something like a "buff", not sure if they are actually serious at all
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He is a macro strategical killer and no mechanical skills should be his skill expression, it only makes sense to be like that
Not everyone is a super duper PC gamer
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hook deadzones serves no purpose beside wasting everyone's time so much, you are never meant to weaponize anything like this
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His antiloop has been pretty bad anyway, it's just a salt in the wound
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743071#Comment_3743071
Sure, make survivors die in 1 hook
Why not, so intense
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Probably a collateral damage, Background player was seriously unhealthy for the game, it even hurts the survivors in macro scheme
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743063#Comment_3743063
Because the entire survivor side has to change the way they play because a busted combo exists, the counter requires 4 people reacting to it perfectly, how many times do you see people split up against legion or avoid doubling up on generators. Most of the rounds are chaos weather people know about the combo or not, and the fact that its used so frequently that the entire playerbase knows about it without even seeing it on a videoor a site like this
It's by far weakest of all "soloq stomper" builds, simply because YOU being good makes countering the effect of ALL survivors possible, unlike literally any other perks
The effect is weak, the counter is easy, the rage against this is unjustifiable
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@Skitten56 said:
The biggest issue with it imo is how survivors are punished for not performing the counterplay but also are punished for performing the counterplay.
Survivors get oblivious when they drop an item in the corner and then also reveal their aura to the killer. So the killer can easily sneak up on them if they want to. Not a huge issue but kind of bad game design.
I think BHVR should remove the oblivious from the perk or return the aura reading back to 8m. 8 meters was fine on the PTB with Franklin's if you were actually smart with the combo and strategically got m1 hits at key locations. Even without doing that, the perk as still decent. As the perk stands with 12m range, its usually just map wide aura reading win basically no work or conditions for 2 perk slots. Pretty powerful in my experience considering some will run full aura builds to get the same amount of aura reading.Ah just like so many of killer perks and survivor perks
The perks are meant to give you advantage, and there is far more perks that doesn't even have any counter at all, what's the problem in using two perk slot ONLY to disable items
Also, if survivors managed to killers to go corner JUST to get ONE free hit(which isn't even guaranteed depends on distance), that's extreme net positive for them
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743001#Comment_3743001
Heal and exposed is just a health state and still survivor can be down by a single hit. Pary pallets can be, like I said, countered by simple mind games and perks like enduring. Remote hooks doesn't really have a counter and denies a lot of perks, even DS. Reason why so many killers are tunneling.
If you seriously think 30 second exposed is a serious matter, especially in four man getting it's effect, that's kinda ridiculous
forgot to mention but stealth mode is also extremely favoring survivor, undetectable on killer is no big deal, no scratch marks effectively makes tracking impossible
Just because remote hook being relatively on stronger side, doesn't mean overall favoring killers
Also it's rather likely all that "problem" mainly come from lags, rather than system
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742991#Comment_3742991
Idk what things takes away from killers. There's perks to counter the survivors abilities like endurance and hubris, remote hooks can't be countered by nothing.
Heal and exposed kills any hit and run or slugging, window block kills any window related perks, silence kills sound based tracking and quite frankly spirit, Hell I believe "everyone scream" can drop survivors when killer carrying them?
Pallet summoning can also takes away "free hits" from killers in pretty much everywhere, they will always buy more time no matter what
And there s perks to counter remote hooks if you consider endurance or hubris a "counter", it's called chase perks because it doesn't matter if you don't get down anyway
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Considering random events and abilities taking things away from killers too, it'd be "fair" as in both side lost bunch of things
Whether it's fun or not is in mystery, personally I don't feel problem especially when it's a limited event
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I mean, even playing dual iri addon combo can be barely sustainable with black ward even without events like this, killer addon economy isn't much of a problem I think
Making mirror myers a brown addon only makes sense though, considering brown addon tend to be "limit the power, get more BP" and those two addon would meet that candidate
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Did you know in old times killers were in much worse spot, yet somehow freddy had like 70% kill rates or more
Games be like that
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742947#Comment_3742947
That's exactly because there are NO comeback mechanics in this game, so 2v1 is a lost game, and there is nothing left for each survivor to do but to wait the other one to die and get the hatch.
Okay then just sacrifice them at that point, much better right
Because we have no comeback mechanics and killer managed to make you guys lose 100%, all lost survivors deserves to leave the match immediately in those situation, let the entity consume them so killer gets the well deserved win and survivors don't have to waste time in already done matches
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It's only fair if we add a capability to avoid SWF, ban any items or perks from killer perspective up to 1 or 2
Imagine banning exponential while using slugging build, that'd be fun
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@Fuzzycube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742169#Comment_3742169
Lightborn completely counters Flashbang as well more or less Residual Manifest, the fact the combo is niche I guess would mean it wouldn’t get used except for survivors who really don’t like dropping their item.
Flashbang or residual manifest is still an extension of flashlight, item drop isn't such common effect
It will definitely not be an "OP" but I'd rather wish them to use OTR, any exhaustion perks, reassurance or whatever meta than that hard counter perk, even from killer perspective
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740019#Comment_3740019
I say instadown is usually harder than hitting someone once (m1) with bubba and hillbilly as you need to use their powers well. Agains't myers well survivors will always play safer making it usually bit harder than normal m1.
True when it comes to most powers, It was specifically about exposed effect I guess
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@Sarrif said:
It's too much when combined with franklins especially in solo q where it's essentially up to each person who drops their item to deal with it. As it stands free permanent aura reading with minimal counter play besides hope you remember the exact spot you got hit at after escaping chase is not that good. Personally I'd just have it where after two minutes on the ground the aura reading disables for that specific item.
Luckily the items tells you you are in radius, after you know that it's extremely easy to find the items and move it around
Definitely one of the easiest perks to counter for two perk combo
You are effectively killing an already mediocre perk, BHVR gonna do that anyway but still a bad idea
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Literally everything is bad in this game, did you know doing generators or hooking survivors are also bad? I bet you didn't
It's pointless