Neaxolotl
Neaxolotl
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- Username
- Neaxolotl
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Comments
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918742#Comment_3918742
knight is in no way weak anymore. Most consider him a low A tier, high B tier killer
Pretty sure "most" consider them mid B or lower tier killer, which is super weak side in dbd tier, and his "buff" was pretty much a nerf as "trade off" side for the almost negligible buff was so big, and then he was pretty weak before the "buff"
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He is one of weakest killer with all the things, not an issue
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If it can be a reason for back out, it's unlikely they gonna implement something like that
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I think your rating should go somewhere else that actually matters
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They are broken as #########, in literally every aspect, including balance
This thing seriously needs a fine-tuning if it goes base game, and I highly doubt that's something bhvr is good at, thus rather not have something like this
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Just slap bond basekit and every ######### problem like this is fixed, easy as pie
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@SpecopsKapkan said:
So you can AFK as killer and then abandon? Sounds like a good idea.
What's the matter if you gonna AFK anyways? you can always afk and pretty much all survivors will automatically do entire gens without any interactions from killers, this doesn't change anything for it
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In 2026, every killer would be reworked to have some kind of teleport, anti-loop, stalling mechanics, and there will be no "set up" killers anymore
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100% not, not even tome challenge should be only achievable in event mode
Seriously, how many amount of messed up broken balance in all that events? we shouldn't force players to play those half-baked game mode, that only kills the playerbase
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Also honestly if we really want a "real" MMR, as in MMR as a team, all they need to do is simply change survivor MMR by "winning" (the amount of 3+ escapes) and "losing"(the amount of 1- escapes) instead of individual escapes
This way those who hid in corner will lose MMR, those who die heroically will increase MMR, and doesn't work against the way game works, they really need to ditch 1v1v1v1v1 #########
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There is no point in it as majority of "veteran" players who play sweaty enough is pretty much softcapping, which means there is just a divide between "those who tryhard" and "those who don't", individual MMR numbers doesn't really matter
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Solo Q would be a nightmare without perk, and MMR less matchmaking would be nightmare for new players
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This thing has been in the game for god knows long, probably impossible to exterminate as there is like dozens of hacked/free client
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@Hex_Ignored said:
Because med kits got nerfed, they had to buff pretty much everything else that the perk does. It's still quite bad.
Wasn't that more of a thing with perk overhaul, which isn't exactly related to med kit nerfs?
I don't remember much
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@Coffeecrashing said:
I thought BHVR hid prestige’s levels specifically because there were too many lobby dodges happening because of it???
Why would they give players stuff that can be seen in lobbys, so people can lobby dodge the P100s again?
Just implement a system to not show outfit in lobby, probably only against killers
Killers can't interact with survivors in lobby anyway
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917936#Comment_3917936
Happened to me yesterday we were three left and by some luck the killer did it. He kept doing slugging runs most of the time one of us was up who have to run picking others up while killer chased another who got picked up. I got event gen to millimeter done but because the pump was half a map away and he came to it I could not get it done as he started chasing me. Still at the point the game got "abandoned" me and the other two had already managed to do comeback were full health and was going to go to get that gen but the game ended because the killer could abandon. We literally got penalized of getting the group back to a state where we could maybe even finish the two gens we needed to do but because of this feature we got denied that.
Extremely rare case for sure, in actually "normal" matches, those situation will either results in killer quickly downing everyone or survivors rather quickly getting back up and resetting/finishing gens, 10 minutes is a long time and there is no wonder killer rather decide to leave
In the end, I'm not even against prolonging it a little longer, just thinks that's not needed
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917931#Comment_3917931
The thing here is that it does not take into account if survivors has worked on gens it only takes into account if gen has been finished in past 10 minutes. Even in normal gameplay you can get standoffs where everyone is playing not hiding but can't get a gen done because killer is keeping the gens from finishing or slugging survivors to force them to be in loops of whack a mole healing people up and trying to again evade. This in no way means the game is finished and survivors have no chance of winning it but they have more important priorities than getting gen totally finished when you have to get the others back up.
Easy way to make this not be the case would be made so that if survivor is unhooked or picked up it will reset the timer. Easy fix for a problem they created with this 10 minute rule.
maybe 10 minutes is a little short, I don't really care if it goes 15 minutes or 20 minutes
But realistically speaking, BHVR are the one who have statistics, and also in my experience entire game length for pretty much all matches are like sub 15 mins lately, so I don't even believe stalling for 10 minutes is a "normal gameplay" in slightest, let alone winning as there will be zero pallet or anything at that point
It's not even a win for killers anyway, just take the free win against a killer that has surrendered
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Because killers are the one who taken hostage by eternally hiding survivors they can never find, survivors can easily end the game by doing generators or simply getting hooked
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Very informative and thoughtful explanation for a balance issue of dead by daylight
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Actually, those killers will always match against highest possible team game can offer, just play less sweaty and you'll actually match with some fun killer
Speaking from my experience
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His power is mostly only capable of injuring, honestly no nerf is needed from here on
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Honestly even 100% kill rate is irrelevant if that killer has 0.00001% pickrates, that's pretty much those high tier killers
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@DarKStaR350z said:
Until something is done about survivors giving up or ‘going next’ kill rates are still basically meaningless.
Edit to add that these stats also don’t account for wether players were running meta or meme builds, or if people were doing some tome challenge or playing normally.
This is actually a truth, as long as survivors can effortlessly inflate kill rates by much higher efficiency than killers, it will be higher than actual game balance
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@WolfyWood said:
It's a boring perk that encourages more time sitting on gens before the person getting tunneled dies.
I'm not sure why anyone should ever enjoy going against it. It doesn't change interactions it just removes them.
Please sit on gens
-Your dearest teammate
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They effectively removed chucky, just play something else
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Honestly he is weakest side of rushing killers
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Because literally everyone except for the one who actually doing stealth hates stealth
Killer is boring against stealth, survivor is cumbersome with stealth pals, no one loves the stealth gameplay
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Honestly higher MMR tierlist mostly matches with my expectation of killer power, even though low pickrate is severely inflating the number
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As long as 60% kill rates objective stays, any nerfs would be immediately fixed by ridiculous killers like kaneki
Such business lmao
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Removal of SBMM only harms everyone, there is zero reason to do it
And making it even more strict will also not an option, as matchmaking time is the most important factor than anything else
I don't even know what to "update" here
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Just play the killer, take the rancor and devour, that's about it
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Because non high-tier killers are laughably underachieving, kinda balancing those out
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@cestoda5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914828#Comment_3914828
It's not 2018. Killers aren't regularly getting ran for 5 gens by people without "any brains".
Sure, with brains then
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914674#Comment_3914674
I think this is really well thought-out and well written.
When nearly every killer on the roster has anti-loop at this point, your success is heavily determined by RNG. That's ridiculous in a PVP game. Did I get a few tiles that connect to buy me time? Is there a massive dead zone with no pallets that covers 25% of the map? Are there a ton of tiles rendered unsafe by bloodlust 1? Are my teammates doing anything? The list goes on. Your individual skill is like the 5th or 6th most impactful thing in a solo queue trial. Again, this is a PVP game.
You also touched on pre-determined outcomes before the trial even begins. This absolutely has to stop. A lot of the going next stems from players determining that the game isn't worth their time to play. They're never going to be able to eliminate that behavior, but they need to understand that a lot of it comes from matchmaking that doesn't respect the player's time. The devs keep thinking of this as an asymmetrical survival horror game while the veteran playerbase thinks of it as a PVP game. They have to come to grips with the fact that a lot of players don't see this game as an asymm that should be lopsided anymore.
This game is always been a RNG because tile strength has been so variable to the point of ridiculousness
In a game you can run whatever killers for 5 gens without using any brain, in a game you have no way to do anything at all because pallets or windows just doesn't exist, this is what happens when you forfeit actual map balancing for the sake of randomness
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I'd make it "when a survivor is invigorated, they will be exposed for 5 seconds" or something like that, because I think removing haste with purple crowd will outright cancel/remove invigorate buff
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lethal pursuer, they can't do gens when they are on hooks
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914626#Comment_3914626
You do realize the majority of the player base is solo que? We never had this rampant of dc or giving up in the past. Also if majority of your player base is quitting because games aren't fun the solution isn't to ignore them and help the rest or buff them. It should be to buff solo q. The only thing they did was implement icons next to the players name to let you know if your teammate is doing something or not.
Do you actually believe today is the time where DC and giving up is most common?
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No, steve should be a killer
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@Wezqu said:
Read the how to play section of the event in the game. Its clearly listed there what can't effect event gens.
Doesn't make this any less dumb though
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@TwinsMain2004 said:
play ghoul they go next
play vecna they go next
play perkless SKULL MERCHANT and they still go next
And here is a plot twist: play perkless trapper and they somehow still go next
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@Kleine_Klompje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914536#Comment_3914536
Then why are they playing survivor when they do this? It doesn't make sense.
Probably they hate survivors so much, I suppose
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If you are talking about blood moon event, this is the world where regression doesn't exist
every game is tunnel or gens done in 6 minutes, there is no in between
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914488#Comment_3914488
Nope you definitely can’t make that claim. Streetwise is 100% not a second chance perk. Object, Built to Last, Red Herring and so on. None of those can remotely be considered second chance perks.
If you’re in a chase Red Herring won’t save you. Built to Last won’t prevent you from going down, Object won’t prevent you from being hooked.
There is a very clear and obvious line on what is a 2nd chance perks and what’s not. It’s very simple really:
I'm hardcore toolbox repairer and streetwise and built to last is absolutely a second chance perks, because my chance is solely based on existence of toolbox
Without toolbox, we are nothing
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914462#Comment_3914462
The definition of "second chance" has been beaten into meaninglessness at this point. There are absolutely people who use this phrase to describe a survivor perk or item that "does anything". And, even worse, it often gets applied to things that literally do nothing (AFC, for example).
^ this. And IMO the definition of a "second chance perk" was dead when Killer Mains started to call DH a second Chance Perk (old DH). With DH being bugged for years, using it for distance was the only way to use it and Killer Mains started to say that DH is used to correct a mistake done by the Survivor (second chance), while the Survivor was actually greeding the Loop because DH gave the ability to do so.
So instead of thinking of it as a smart and calculated thing to do, Killers decided that it was a mistake and therefore a second chance-Perk. Absolutely wild.
being a second chance and using it with calculation doesn't cancel each other at all, a thing can be second chance and you can absolutely play with those in mind
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Only actual second chance is the hatch and gate power up after it is closed, tbh
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Kinda true in blood moon, not much in normal mode
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Hiding in locker is absolutely risk free beside iron maiden, if anything we should nerf it
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Honestly, this game is better for killers if they don't have to tunnel or anything at all
Current game is balanced around all those boring tactics in mind, just kill it so we can actually play the game
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@SoGo said:
Intoxinated/Invigorated should not count as Haste.
That's nice to know