Neaxolotl
Neaxolotl
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- Neaxolotl
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Comments
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@bakedpot8oesbro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738398#Comment_3738398
alright, you’re entitled to your opinion. i’m not gonna gobble your head off for having a different opinion to me.
but a few perks id categorise as brainless would be; weave attunement/franklins, knock out, devour, pop/painres, noed, enduring/spiritfury, rancor(would be good if they couldn’t kill you at 0hooks in end game and was just aura reading after gen completion and maybe a timer on exposed status), cruel limits, i’m all ears, no where to hide, and make your choice… to me, they’re brainless, but there you go.
Sorry, calling a niche counter perk for full item team as "no brain" is ridiculous, you can literally get zero value for it unless you change loadouts depends on enemy item usage
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@Seraphor said:
If this were to happen, then similarly to the gen kick limit, it would be designed to only affect fringe cases where survivors repeatedly heal an absurd number of times to the point that it's stalling out the game.
It would probably be around 15+ health states recovered. Then after you've been healed 15 times you become permanently broken.
Most people would never see it come into play.
Probably like 5 times then, because gen kicking is "meant to not affect normal matches" but very well happens in like half the matches, same would happen for this
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738425#Comment_3738425
Precisely.
Anti-FACE-Camp.
Bubba was face camping the surv in the basement and it wasn't enough.
Also what you said about the projectile killers.
For these killers the range should be extended.You can always just dodge the projectile, go other side of survivor, and rescue without any real injuries
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@lazypedro said:
I think, slugging is something you prevent best by countering it with certain perks like buckle up. It can backfire for the killer as well. To make it less valuable, the recovery speed could be a bit faster.
BUT at the same time it should be more beneficial for the killer to pick up!!! How to achieve this?
- nerv survivor saves (power struggle only once, background player was nerved, right?)
- new killer perk: picking up survivors is increased
- survivors bleeding out time is increased
If you get slugged, crawl away from the hook. I usually get picked up then.
Fire up is faster picking up but pretty much no one run it
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It's literally the best tunneling perk, deserves to be changed tbh
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Survivors are too simple in nature to give any meaningful variation, perks are basically enough
Not to mention the fact it'll force people to stick with meta survivors, which is very very bad for survivor playerbase because it effectively forces them to ditch the cosmetics
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It'd be especially interesting because I don't really think anniversary players bother to counter weave anyway
Also pretty sure BHVR is going to nerf it because it's "frustrating" to survivors, meanwhile ignoring all that ridiculous sabos because killers not being able to hook is apparently not an issue
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738127#Comment_3738127
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738179#Comment_3738179
I see the trend of killers giving reasons to deny the kill count they got, so Devs can buff them for more kills.
- 60% kill doesnt mean 50% win rate.
- Survivors made mistakes, if not the kill rate would be lower (I mean…really?)
- Blame on MMR mismatching weaker survivors to killers…while actively looking for easier teams
- Blame on survivors inflate kill rate by suiciding on hook…with a teammate already dead..with 4 Gens remaining.
- 2000 win streak Blight doesnt mean Blight is broken
- Now we have I got 4K doesnt mean Gen time is long enough.
You've intentionally avoided survivors who suicide on first hook, and which will obviously inflates KR due to 1 suicide basically means 3K minimum
And objectively speaking, win streak is always an outlier and means nothing, whether it's 500 or 99999 doesn't matter, because if you include that literally everything in this game is "broken"
You are talking as if all that is wrong, but ultimately just showing that you are mocking people without actually understanding most it
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Honestly reasons doesn't matter, it's literally throwing, a toxic behavior, killing the game and harming the community, don't see the reason to not disable the feature
SoloQ is so miserable thanks to all those who don't even participate in the game, despite the fact they literally pressed "ready"
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@Jaredleto1234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736973#Comment_3736973
If a killer wants to slug someone from the very beginning of the game there is very very little counter play when it comes to getting that person back up. I don't see how that is fun and fair game play. You can't leave open the opportunity for people to take advantage of exploitative game play.
I am not even talking about situations where the entire team gets slugged and loses, that is absolutely their fault for that happening, but even the fix I proposed wouldn't impact that outcome.
There is like dozens of survivor perks that counters slugging very well, I don't understand how can you believe there is "very little" counterplay
On top of it, just playing well does counter it due to it's volatile nature, it's not like killers can do good slowdown while slug, only when they down survivors consistently
And this change doesn't work because killers can't know where downed survivors are, it works for hooks because the location is obvious, not for slugged survivors because they can very well hide within range
Also not to mention Bleeding out being longer is extremely ridiculous, it can literally hold the killer hostage and there won't be any counter at all to it
@Jaredleto1234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737875#Comment_3737875
I think if you do something as simple as, allowing survivors to bleed themselves out. It would significantly reduce slugging for the 4k. And if you add the camping a body unbreakable, then the chances of them forcing a slug game also significantly goes down. You don't need to kill ALL slugging to address slugging, you can just reduce the chances of it happening without entirely killing the play style.
Slugging for 4k is not toxic or even problematic, trying to reduce it already shows you are killing the playstyle
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@ad19970 said:
No need to make Vecna completely broken. And Vorpal Sword basekit for Mage Hand? That would just completely nullify the nerf to Mage Hand.
The Mage Hand nerf is fine, it will just allow survivors to have a bit more counterplay against it, but Mage Hand will still be a strong tool. And his other tools are also strong, no need to buff them. He is still going to be an A tier killer.
His other tools are certainly not strong for 38 seconds cooldown, decent maybe, but definitely not strong
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The harder it is to win, the more people going to use strongest strategy, what's really surprising
None of those playstyle is inherently toxic either
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@bakedpot8oesbro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738069#Comment_3738069
if you read what i said, i said in comparison to the survivor perks they release…and i find killer boring so i dont play it, survivor is more of a challenge.
If you can't think killer is a challenge, it's just that you never matched with any competent survivors, meaning you haven't actually playing the killer
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@Hex_Ignored said:
Why not just make no mither (minus the upsides, of course) base kit?
Because there is no accomplishment of hitting survivors in that case, I don't understand why you thought that's in same vein
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Probably because hooks are meant to be defended, and killers are more or less meant to strategize rescue aspect of the game
If notification is unneeded, hook itself is a pointless mechanics and deserves to go, personally I believe it's the case
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@Caiman said:
This is the kind of thing that maybe could have worked if the game was designed for it from the start so it could be balanced properly, but it's way too late for something this radical, and I don't know if it would improve anything anyway.
Same goes for literally any balance changes we've got, it'll work no matter what
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@C3Tooth said:
Finally survivor can put away healing perks and stack 16 Gens boost perks.
Yes, why not, meta shakeup we all love right
Survivors should use more of gen boost perks, they are being too underutilized
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Honestly I'm believing there is always an internal war for balancing in BHVR, many many decisions are so weird
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First hook in 2 min is borderline winning for survivors, that's literally four gen worth of seconds
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/416990/did-they-kill-pop
Dont know about you, but half the matches I see still have people using Pop + Pain Res and STILL winning matches.
Doesn't look dead to me but if (And keyword, IF) killers complain about it being too weak; i wouldn't be surprised.If you think "winning" has any real meaning in a perk being good or not, you really have no idea about the game
You can literally "win" with no perks, it's just that SBMM not working properly
With your logic, no mither is not dead or meme because people use it and escape
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@FixedIce913 said:
There are other perks in the game. Creaming over slowdown perks is pretty cringe. There are so many other fun perks and fun combos in the game that are both satisfying to use and strong in their own way. For most m1 killers, comboing enduring and brutal can make a killer significantly better in basically killer zoning and there are so many good aura perks like gearhead, barbecue, and I’m all ears. I find it boring to just run slowdown perks all the time and artificially extend the game so I can keep up. You shouldn’t base your builds around the “comp squad” everyone says they go against every game. 95% of lobbies are solo q gamers just trying to have fun.
for fair amount of killer players, 95% of lobbies are actually sweat squad or at least comparable good solo q lobby, it may not be the case for you but don't expect everyone to be in same train
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736323#Comment_3736323
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736334#Comment_3736334
You don't have to like it but complaining whining being tiresome isn't going to change it. Being sore losers isn't going to make it go away. Just like the celebration when people get touch downs and win their sporting events people get excited here. It's sad many here dont understand basic sportsmanship. Your happiness is directly correlated to their losing/winning to be mad at how people express the excitement is in your words "peak" saltiness.
I personally don't even wait at the gates past finding out that everyone made it there safe but I'm not entitled to think my will should be forced on others like the people in this thread it's not my sand box I don't get to dictate how people play or celebrate and neither can you
No worries, I love celebrating my slugfest by bleeding everyone out too
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It's really ridiculous to nerf him when community isn't even sure about their strategy against him, and it's not like BHVR is going to buff him afterwards just as quickly
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Hooks in general is abysmal nowadays, I don't understand what devs thinking when it comes to hooks
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He only has one guarantee and which is iridescent addon
Anything else require precise control, mindgaming, and prediction
Literally everything of his kit has counter, too much counter even, and high win rate is also meaningless because he is new and most survivors don't even try to learn complicated killers
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He has Two chase power and both of those are mediocre and prone to holding W, he has two support power and both of those are nearly useless and also prone to holding W, overall he is mediocre at best if we look his entire kit
It's not like his powers have any special synergy between them, having all of it means nothing especially when all is so limited with really long cooldown
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@C3Tooth said:
Lethal is only problem with Blight or Nurse can start chase in 4 seconds, then the remaining 5 seconds used as wall hack to hit a survivor. Other than that, its fine.
I think killers should have 3 seconds of killer instinct at the start of the game ase basekit to get the general spawning of survivor.
Nurse is no faster than 4.6 killers in average speed nowadays, you are objectively incorrect
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You may always play the game of rancor
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Huh, majority of killers are having issue with even injuring them, pretty much impossible to hit during animation
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@KateMain86 said:
Franklin's demise has always been an unfun perk to play against. White wards don't even protect against it. It should only disable the use of your item for a few seconds. It shouldn't make you drop the item and deplete its charges. Its one of those perks that makes you instantly hate the game the moment it hits you.
Few seconds is literally nothing due to the way this game works, you are proposing a perk that does nothing
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He feels rather powerless when survivors know how to hold W, fly can close the gap a little but not much and has very long cooldown
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This is ridiculous, it's literally just an aura perk, you will never get real disadvantage over this one
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It's effect will always be either of broken or useless, just a bad perk design
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735048#Comment_3735048
this isn’t a buff to the perk it’s clearly a nerf
I don't believe so, against fairly decent SWFs knockout is much more valuable for it's capability to slow down the recovery, while aura hiding do nothing
Ultimately I don't opposed to reduce recovery speed to like 5% in trade off, but that seems a little too much
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For what purpose, multiple auras are pretty much throwing and never help you unless you are a nurse
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Pretty sure there is a bunch of smurfers though, I won't match against any real "bully squad" nowadays while playing killer, yet my newbie friends ALWAYS match against those kind of bad survivors
You can believe Dbd matchmaking is not strict or whatsoever, but bad players are real, do exists and can harm you if you are new
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We are living in the world where hook leavers won't be penalized because "there is no way to differentiate those who is just bad", yet we'll penalize those who crashes with exact same reasoning of "there is no way to differentiate those who disconnect"
A little strange I feel
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What's worse is addon nerfs and FoTD nerfs, those can very well kill the killer just like they did with merchant chucky and the sadako
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Increase recovery debuff to like 75% and remove the invisible aspect of it, now it'll be not that bad for solo que while being really useful against SWF
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@C3Tooth said:
Great news is, the toolboxes now are used for Sabo, not on Gens
Whether that's a good news or bad news is in question
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And you'd be stomped by the new map forgotten ruins, oh well
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7% is hella big without doubt
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nearly guaranteed hit when survivors are careless once every 38 seconds will not be strong, pretty sure other killers can do that better
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Pretty sure this is just achievement problem or even community problem, nothing to do with killer
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This will certainly kill the game for newbies thanks to bully squad, but in common matches the difference is rather small
You'll get sabo'd anyway when they reach earlier, and you'll get sabo'd anyway too when you are forced to hit them. the sabotage was pretty much guaranteed to success as long as they had health state
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Is there ever a time BHVR didn't broke wesker?
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just longer lunge killer with longer cooldown I guess
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It's funny how many people yell for "fix the game", when it's the community that is breaking the game
fix the community, and game will be better too
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@ZE8ERDEE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731629#Comment_3731629
they couldn’t remove hook suicide as it would require them to change completely how hooks work and knowing bhvr probably break them for a few weeks lol.
eh, it's not hard or even complicated, just remove self unhook and skillchecks, done, no one gets hurt and game balance will not change in slightest
There is nothing special in doing this, pretty sure BHVR will break everything anyway though
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Remove DC penalty or Remove hook suicide, pick one, don't be so weird by having both