Avatar

NerfDHalready

NerfDHalready

About

Username
NerfDHalready
Joined
Visits
0
Last Active
—

Comments

  • i use it on my healing build and it's actually a solid perk. only buff it needs might be some assurance that hemorrhage won't completely **** on it, like protection against hemorrhage until you are being actively healed. same with resurgence and reactive healing.

  • map offerings are enemies of fun for the opposite side of whoever used them. i really can't comprehend how they are still in the game when maps are legit, objectively, admittedly, factually broken i really can't.

  • unless you have some sort of strong healing perks/builds healing is a waste of time because he will be getting his power constantly anyway, especially if he has splintered hull.

  • yup running to a hook-dead zone or having a duo sabo one singular nearby hook isn't cheap at all.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587626#Comment_3587626

    You know you already get punished by slower regression at start, right? So if survivor is nearby and is decent enough to hit skill check, which is not that hard if you know about it, then you just gave them free progress.

    You are just trying to make this even worse.

    they can buff that part to compensate for sure, increasing the initial regression rate to default.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587607#Comment_3587607

    30 sec cooldown for current effect is just bad. It could work, but you would have to change more than just that.

    Basically revert all 6.7.0 nerfs and give it cooldown, that might work.

    i like the increasing skill check speed idea more, honestly. so killer can't go back and forth kicking gens and get free value if survivors are agressive.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587591#Comment_3587591

    Yeah and oppression is not a good perk, because of that high cooldown. How often you see oppression?

    If new Overcharge wouldn't make it worse, then it's just useless. Why would you use it? It would be exactly bad as Unnerving presence.

    unnerving is a complementing perk, it's great with coulro and merciless. overcharge would just serve its newly designed purpose, punishing survivors for abandoning gens. also it's either cooldown or the faster skill check one, not both. of course i'm not talking about a 80 second cooldown, just enough so it's not spammable. like 30 seconds.

  • @VomitMommy said:

    Overcharge is already not a good perk and you want it even worse...

    If it would work as Coulrophobia it will be either useless or bring back 3-gen lock again, nothing between.

    you already need to play agressive against a 3 gen defending killer so new overcharge wouldn't make it worse. spam kicking killers might get very annoying and with input delay + fps spikes missing those skillchecks stop being a skill issue. i'll remind that oppression has a 80 second cd.

  • how and what perks do you buff for them to reach the level of absurdity of mft? beast of prey buff: you get bloodlust 2 seconds into a chase? or infectious buff: you periodically make people in your TR scream?

  • it's great. seasonal cosmetics are fine by me and them returning means bhvr isn't aiming for (further??) fomo.

  • it is not a good perk almost like no mither. there are times you need to remain hidden just like there are times you need to be healthy. but i run it if i have one of the get chased dailies or if i want to call out killers' perks to my duo who is a newer player (i can't stomach using distortion).

  • @HamsterEnjoyer said:

    Currently its Hag by a long shot even if she herself is borderline F tier now. She has always had probably the best add ons in the entire game with no real standouts besides mint rag rusty shackles but even then they dont make her like SUPER OP SHE CAN NEVER BE BEATEN they just make her much stronger which is normal for an ultra rare + very rare add on combo.

    I also think old Skull Merchant fit this well as well. Current Skull Merchant only has a few good add ons but old one had so many good ones that could change how she plays in all sorts of ways.

    range feels like an obligation on her otherwise you cannot play her outside of 3 genning.

  • i'd say wesker. strong power, not op or completely worthless add ons maybe except iri vial (wouldn't call it op myself but still), offering a wide range of variety and opportunities to different playstyles.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587307#Comment_3587307

    They do, unfortunately. You'll still hit them when you can't see that they're there even with Shadowborn. Especially when it comes to the jungle gyms, TL walls, 4 lane walls, pretty much any walls with vines on them are terrible (with the exception of the pillars in main building, they're pretty much fine). The stones feel quite similar to how they used to but I will admit I got one hit there, that I honestly didn't expect.

    When they changed the hitboxes I spent a fair bit of time experimenting and I found that you can move right through them and even swing your weapon (as long as you aim a little to the side) but as soon as a killer power comes into play, they seem to grow by approximately 2 shacks worth of size. The random bushes are just as terrible as before too, but at least we weren't led to believe they improved.

    At least Trapper has one more map that actually allows his power to work in some capacity. I think Hawkins could use a few small changes and it will be perfectly fine. Not just for Trapper but also for some newer killers. Maybe they could change a few of the pallet loops too. You do not want to play against a Doctor on that map.

    hopefully they can fix janky hitboxes once again, especially yes bushes on garden and badham are horrendous.

    my only complaint would be the window in the "portal room", i guess? other than that it's only an indoor map that's good for some killers and awful for others (ie singularity💀) i just know wesker is bugged on hawkins, can't dash through doorways and same with toba main. i like loops though, very chainable but unsafe for the most part. i thought you said you don't want to play AS doctor on that map and it made sense, since the pallet loops are so short and chainable. playing against doc shouldn't be that big of an issue imo.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586827#Comment_3586827

    What? But they added all these little things on the ground for Trapper, even said you could hide your traps in there...

    Not sure what they thought would happen with a few see-through plants on the ground. It definitely does not help. Guess that's similar to the changed hitboxes on that map. I'm still trying to figure out which ones actually changed because to me it feels the exact same as before. You still can't curve around half the loops thanks to the 2 inch twigs of doom. Must be made of steel.

    Anyways, I think this is tolerable. The traps are still somewhat hidden in these pictures, so it's not quite that bad.

    do those twigs that are standing by themselves still have hitboxes of like 5 square meters? they feel better but i have no idea about ones that are attached to tiles. poor demo and billy are affected by the most random and dumbest stuff.

    hawkins isn't swamp or dead dawg for sure but not the worst imo. it's a dark map at least and i like the debris at doorways, traps don't stick out that bad on them.

  • idk those traps still seem very well hidden to me. gideon/eyrie are pain though.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586470#Comment_3586470

    It’s pretty easy to avoid bloodlust with pallets that can’t be mind-gamed. Not to mention, with MFT and Fixated, I can turn shack, most haddonfield windows, goj main, etc into an infinite, avoiding being in chase at all.

    A five gen chase with a baby killer is not hard at all. It’s not very often I get baby killers, but it does happen, and it’s an absolute slaughter of a game. Definitely don’t experience what OP is talking about. Tunneling does absolutely nothing unless the survivor is also garbage. Trying to tunnel a good survivor will cost you the game.

    let alone a baby killer, even veteran players playing top tier killers won't beat a full team of good survivors but what i understand from the op is these "comp" killer tactics work wonders against solo q players that have zero clue what they are doing or just too selfish to, say, trade. just realized they edited op with lots of "soloq" in caps lmao, that was what i felt at first anyway.

    if the killer happens to see you first and commits until they get you, you can carry the team, that's a possibility for sure. but what happens when you need the team? you might go down, get to a dead zone, get bhvr'd or they have lag or whatever, and your entire team swarms your hook while the killer is camping but not saving, what happens? or what if they were being a bush or a rock while you are having your "5 gen" chase? or what if the killer instantly turns the game into a 3v1 or 2v1 tunnelling your teammates? or my favorite, i trade a survivor killer is camping and i die or go 2nd on that exact same hook because noone is aware they need to save at some point.

  • @HugTechLover said:

    If they are a baby killer then why are you and the whole team going down? Baby killer is ez 5 gen chase if you’re a vet survivor.

    Maybe you’re a baby survivor too…..

    bloodlust. killers aren't supposed to get looped for 5 gens even if they are a baby.

  • @[Deleted User] said:

    I miss when Nemesis used to say

    "dEaD bY dAyLiGhT" at the game intro.

    Please re-insert this. Very important.

    i started around the release of nemesis and thought that was an older feature of the game after it's gone lmao. it came back during wesker chapter and then i realized it had to be something about RE.

  • hackers and bugs.

    gameplay/balance wise i'd say map offerings first then reworking all the problematic maps and then bloodlust.

  • i don't think there are any more reliable haste perks to stack and i never thought hope is an unhealthy perk, same with adrenaline. ftp buckle up combo is the only bs to exist on survivor side imo right now (after mft nerf).

  • @HamsterEnjoyer said:

    Well, you all know my hot take that Skull Merchant was never the issue and was always fine

    this one is hotter than the sun itself, can't even look at it


  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584237#Comment_3584237

    GoJ is getting already nerfed.

    Eyrie. Filled with deadzones. Strong palets are on top of main and in shack. Rest is either filler or rng based Gyms. 13 palets on average with the vast maroity being mediocre is not exactly a lot. Far from littered.

    Badham has 2 in main, 1 in shack and 2 in houses. I would not call this "littered" aswell.

    those are some lil hot takes right there. first, those maps don't have god pallets all around but they have strong safe pallets (which the person above claimed), A BUNCH of them.

    goj is basically the same, main i think didn't change at all besides a breakable door forcing you to use another god window instead of the dining room one. 2 loops changed the truck one in front of main and the fence one, and they are basically another objects of same size.

    eyrie? dead zones? okayyy, that's a take i guess. they didn't reduce the pallet count when they shrunk the map. that should tell everything you need about dead zones or whatever.

    i won't even explain why badhams are not balanced maps.

  • i don't think i'll ever get upset because of annual cosmetics as long as they are available for shards (non license ofc). i'm just thankful they don't make cosmetics leave forever except losing related licenses.

  • they are just doing some squats because obviously the survivor you never even saw the whole match earned that hatch/door escape.

    but if we are talking about hanging around gates after gens are done and multiple people are alive there are valid reasons to not just leave. even if the killer is right there and i can't leave to be useful i'll force the killer to hit me out so everyone else sees where the killer is. if multiple people hang at the gate all together they might be snagging some heal points.

  • nope, you did not. unless you purposefully carry them so they can't bleed out there is no holding hostage. they could attempt doing gens, get found and killed.

  • i don't say gg when it's possible to seem sarcastic.

  • low quality bait but will explain nonetheless; all info perks have strict conditions or are behind high cooldowns and uw has neither of those. it needs its numbers tweaked like 5 seconds active duration and 55 seconds cooldown, still remaining at 1 min cd but user has to be more careful and not be able to reveal everyone in the entire map.

  • if you are zoned out and have nothing after that pallet is broken do blind at it but otherwise survivors lose distance doing that.

  • i don't hate him but he is generally hated because he's a zoning killer so you can't play chases like it's your everyday m1 killer. just like against nurse, you should change how you loop against zoning killers entirely.

  • first, you can wait until the chucky release (mft nerf). and second, you gotta realize you are most likely going to lose against a FULL team of good and efficient survivors unless you are also gaming (top tier killer with full slowdown). ftp buckle is literally broken so there is nothing to say there, at least it is rare. just tunnel the user. and yes a little break from the game might help you seem burnt out.

  • you should be able to suicide on the ground if there are no standing survivors left aka if the killer is bleeding you out.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584635#Comment_3584635

    I've learned that as well in my testing. It helps with knowing the center of the screen but that about it, I still waste 3 hatchets at short loops because I didn't aim high enough, miss because I have no patience etc.

    Another question though how do you guys handle maps like lerys and Hawkins? Are there maps that your just destined to lose on?

    0 patience here too, i let it go as soon as there is clear los without aiming properly and often those miss.

    not the biggest huntress enjoyer but personally i hate rpd the most as huntress. no long range shots on any indoor map but for chasing lery and hawkins are still fine as you can cut them off but rpd is really bad since half the gameplay is chasing fading scratch marks and that's not hunty's best suit.

  • used to use it on nemmy and trying to whip the obsession in the most awkward areas and missing millions of times was so frustrating lmao. and it definitely disincentivizes using the killer's power, basically making you an m1 killer.

  • 3,7k hour non-huntress main gamer here, have always been considering using a crosshair for huntress and i finally did it after seeing this post, can confirm it doesn't magically make any player a god huntress, i'm still a trash huntress. verticality is still super hard but crosshair allows going for very long range shots you could most likely never hit otherwise. and no i played a bunch of huntress here and there and i could never be perfectly precise with my shots without a crosshair.

  • used to be david :( but now probably meg but for a newbie might be claud for self care and botany

  • @jamally093 said:

    I have to do that sabotage a hook within 10 meters of a killer. I already hate because I don't know what 10 meters in game is so I decided go to The Game a two floor map so simple. Not so my teammates give up on hook right away and everyone else does so. I can't have a normal survivor match which is funny I can have one good match and of all sudden this. I'm forced to play SoloQ because I don't have friends who play the game. So in the end the game screws me over because it gives me a challenge that's annoying to do and I have to deal with the worst matchmaking in existence of the game.

    it's simple, bring an alex's with at least hacksaw add on, be healthy, get hit and sabo the hook. you just go down after but you should get the challenge done. one of the harder challenges though for sure.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584451#Comment_3584451

    I mean, killers have been asking for this. Survivors adapted their playstyle and now killers don't want to adapt so they're asking for nerfs. Yawn. It they think Mft was bad, just wait.

    just adapt and counter stbfl. you can try ds or ftp to become the obsession and counter it yourself! :)

    survivors are given this new buckle up which is mft and wglf infused into one perk so they didn't adapt ****. wglf has an activation condition (isn't free and braindead), mft doesn't work with ftp but for some reason buckle up does. i understand you need broken stuff to have your own fun but this has gotta get that nerf like every other broken stuff in the game.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583958#Comment_3583958

    "Ah yes, allow me to try to FTP Buckle Up against this Demon Dashing Oni, surely they won't turn around and kill me."

    I've been playing a ######### ton of Myers and Oni recently. I've had people following behind me literally throw the game trying to do something, couldn't tell if it was Buckle Up because they died

    if they are running right next to the person you are chasing yes they won't be able to make the play. let's not talk about potatoes now. as oni especially if it's the last bits of your power, after your down you getting out of your power gives plenty of time for the ftp user to react.

  • @HugTechLover said:

    I think it’s so ironic some of the people in here calling for a STBFL nerf are the same people on here constantly complaining about always facing nurse, blight, wesker.

    calling for nerfs to the prime m1 killer perk and wanting to keep mft which screws over m1 killers the most and they wonder why those "sweaty dirty killer mains" play top tier killers only. i wonder too.

  • idk it's essentially an m1 killer perk so i'm not a fan of m1 killer nerfs. sure m2 killers can use it too but they don't have value if they m2 then, basically becoming an m1 killer (except slinger). the only nerf that would make sense would be disabling it near hooks but that's pretty much it. (i like the idea of switching obsession to the most recently unhooked survivor too)

    if a wesker or demo is using stbfl and specifically going for m1s they are losing potential of the killer. for example i use stbfl on demo but i still find myself using shred even in open areas to save time.

  • the only map where there are many god pallets is gideon and for some reason that map's problems are forgotten by the devs so. otherwise the issue with other problematic maps like eyrie garden and badham isn't really the god pallets but rather the connectivity of tiles. god pallets are uninteractive, but there already aren't many of them on maps other than gideon.

    edit: god windows are common though which isn't a depletable resource and i think that's more of a problem than god pallets. and another point, a standard map imo should have stronger and weaker areas so all the tiles shouldn't be a 50/50 loop.

  • ngl it has been so long since the prestige update so p100ing doesn't mean a person is a giga-gamer or anything but seeing a lobby of 3 or 4 p100s still intimidates me, versed a p400 swf recently and got crushed too. i wish pre-game lobbies were gone as a whole so stuff like this never happens, so does lobby dodging.

  • if you are comparing the dashes, chucky's is definitely better and seems more fun too. but they are different killers after all, his stealth is limited with a cooldown, and he doesn't have traps; but he is 3rd person and, well, very small so mind games with him should be very easy and strong. wait until mft nerf and see how you feel playing pig after that and if you are going to enjoy playing her any further i'd say.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583921#Comment_3583921

    The gameplay against it is fine. I have never once felt frustrated at it like I did against, say, locker saves or when people could bug on top of objects.

    I think I've only had someone proc it on me once or twice because I HAVE EARS and will smack the other person whilst zoning the Survivor I was originally chasing.

    Also, yes, it IS risky against a lot of Killers.

    Oni, Nurse, Blight, Billy, Trapper, Myers, Huntress, Bubba, Spirit, Legion (you won't use it on him, tbh), Plague (you won't use it against her, tbh), Ghostface, Pinhead, Trickster (especially new Trickster, actual death sentence) and possibly Wesker, who may not give you the opportunity due to the slam.

    i'm not getting hit with it all the time either because thankfully it's not that commonly ran and i refuse to play lower tier killers because of mft so my pressure is generally high and people can't always afford wasting time healing all the time and hovering chases. it is an extra kick in the privates of a losing killer just like old coh was; as a losing killer you couldn't run around snuffing boons and when you didn't you couldn't establish any meaningful pressure. when you are a weaker killer going through the map breaking pallets, gens getting done left and right and you get hit with this bs? you already lost the match because after resources are gone and you finally get some hook pressure going it should've been your stronger phase of the match but nope.

    again, counterplay isn't always there. you can't bodyblock a completely open area, and w/o stbfl or any m2 killer other than huntress (short range shot) you literally can't magically get out of hit animation and deny the play even when you see the play coming miles away. and please ever don't suggest changing targets mid chase because if a perk combo made you switch from an injured target to a healthy one the combo already did its job more than necessary. if you mean "tunnel their *** out asap", then sure that can be a valid counterplay which is ironic because lots of people even here defend this as a counterplay to tunnelling.

    mostly agree with plague and legion (since healing might not always be the best choice or even an option) and wesker obviously, but others especially oni are enormously affected.

    sorry for the essay but hopefully i'm making some sense to maybe change people's minds about this broken combo.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583913#Comment_3583913

    You are sacrificing gen time for a POSSIBLE opportunity to delay a hook.

    It's a risky wager that can be punished easily by multiple Killers.

    It's best use is to delay a tunnel because the risk is worth the reward.

    i've always thought and said gen times don't matter if the gameplay is as unfun as it can get for one side but quoting someone else in a thread similar to this: "there is still 2 people progressing their objective meanwhile killer cannot against this perk combo". and no pulling off a ftp buckle up is not risky like a flashlight save, it's almost guaranteed.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583891#Comment_3583891

    You are still faster.

    It is extremely unlikely that if they commit to a window, that they'll be able to make a safe pallet.

    them making to any pallet or even going down under one is still a way better state since they were already about to be picked up. we are talking about bt-length of endurance from the point the killer already got their down, there shouldn't be much to argue about especially stuff like whether you can deny a fast vault or not.

  • @Xernoton said:

    We know that Blight's Hug Tech is an exploit and they even said they wanted to get rid of it. We just don't know why it hasn't happened yet. The vaults weren't just quirky. They were completely game breaking. There is a reason, that old Balanced Landing was considered a disgusting perk. If survivors can skip their stagger time (in any way), that allows them to play certain structures in ways that should not be possible. The stagger time is a way to balance otherwise overpowered structures. I have seen people abuse this on Mother's Dwelling and Coal Tower in my games but there were more instances of this on other maps too.

    Oni doing 180s is perfectly fine in my opinion. He should be able to hit people right next to him. Let's not make him another Billy, who sometimes can't even hit people that are centre screen. Also, we don't know if this is actually a bug / exploit. Just as J-techs for Blight. They work but were they intended or not? We don't know, because the devs don't tell us.

    i'm calling it, if they ever "fix" oni's 180s, he will be a multiple times weaker killer probably bottom b tier. he would have to chase m1 around rocks and simplest objects and waste probably half his power just to get the pallet thrown. hope it never happens.

1 … 15 16 17 18 19 … 31