NerfDHalready
NerfDHalready
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@MaddieMage said:
People really want everything survivors use to be nerfed. MFT nerf hasn’t even gone through and you’re already attacking something else.
Every time a widely used perk gets nerfed and survivors adapt and find something else to make useful for themselves everyone starts calling for it to be nerfed.
No one gave a damn about FTP or buckle up until survivors found a use for them and now all of a sudden they gotta go. Not to mention still complaining about windows because it’s the number one used perk.
It’s clear some of you (not all) but some of you just don’t want survivors to have anything that helps them survivor at all because you need that 4K every single match. 🤣🤣
adapt and find something else
blud buckle up became a whole different perk survivors didn't find anything. bhvr didn't think the buff thoroughly and the perk turns out to be broken when paired with ftp.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583802#Comment_3583802
You can force medium vaults, the Killer IS faster than the Survivor.
they have an entire 10 seconds. if you block the window they can just find a pallet or another window.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/396818/buckle-up-ftp-nerf-when
Never no reason just wait 10s if they vault grab them
you can't grab a fast vaulting or pallet dropping survivor :) hope this helps with your issue.
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@Rudjohns said:
god forbids survivors to have good perks
original and thoughtful comment. thank you
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@Travis_Bateman said:
I never thought i would see the day someone asks for a buckle up nerf.
we wouldn't expect eruption complaints either in ruin meta but they went overboard with the buffs on both these perks. actually buckle up by itself is fine but they overlooked its synergy with ftp which is not okay at all.
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those killers are both simple to pick up so they attract newer players, and have a very high skill ceiling so they aren't too simple for more skilled and experienced players so everyone can find them fun regardless of game hours.
also, i don't think having a secondary power or different mechanics that's only there to hamper the killer's power is being complex. for example wesker is like 5 times more complex than freddy, he definitely doesn't "just dash".
having a large killer variety is definitely nice so there is no failure, some people like complex killers that have higher skill ceiling, some people like killers that excel at macro play and some people just want to focus on chases with simpler powers.
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stick my body to the nearest gens i see, loop as long as i can and take my chances of basekit deli after getting caught. if she doesn't chase i just won't leave the gen.
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@altruistic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582723#Comment_3582723
It’s not fun going against Pop + Pain Res + Surge + Whatever else literally every single game. I don’t sit and cry for nerfs in the forums for things I don’t like. I try to improve my gameplay so the annoying perks aren’t so noticeable.
topic is not about those perks but still, they need to earn all these perks and if they are running all slow down and no info you can stealth to deny the down so the build is mostly useless. what do you need to do to get ftp buckle up value? press a button xd and there is literally nothing a killer can do to prevent it. run stbfl in case someone is running the combo? what about m2 killers?
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pallet saves have always been cheap and with bgp there is no avoiding. i don't dislike the perk otherwise though.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582695#Comment_3582695
In a pie in the sky world, everything gets addressed at the same time. But that isn’t how this game gets balanced. In most cases it takes years. Tunneling has been an issue since day 1. Let them look at that again before touching the combo.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582722#Comment_3582722
please point me to where I said that?
you are trying to justify it because it is effective against tunnelling? what about other times it is used then?
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@altruistic said:
Effective against tunneling. Situational. Fun. We must nerf all (survivor) perk combos that synergize well !
fun. FOR YOU. you are not versing an ai and bhvr has to consider both sides' fun while designing content.
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@SOULWARRIOR71K said:
It’s great against tunneling too not just swfs. Until tunnel off hook is made less rewarding, this combo should stay as is.
surely it's only used against tunnelling killers, right?
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581535#Comment_3581535
Hahaha nice name bro
nice argument bro. go to twitter if you are gonna throw nonsense around and not say anything productive.
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they were probably lowering mmr. or it might have been a map they don't like or a map offering and they already gave up in the loading screen. or it might be a farm attempt but survivors didn't seem interested.
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getting stunned with a pallet doesn't change anything on whether you need to leave the chase or not. there are definitely times you need to leave your chase but pallet stuns generally aren't that.
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@ratcoffee said:
My (apparently) hot take is that the game is killer sided on average
My other hot take is, that's a good thing and BHVR should work to make it even more killer sided, if only slightly so.
a decent swf (probably a very small portion of survivor playerbase) > killer > soloq
a miraculous coordinated soloq team still has a good chance against even a good killer though.
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nurse and certain blight add ons would be the obvious answers.
most maps so naturally map offerings.
ftp buckle up.
tunnelling.
hittanking with endurance especially with resources survivors get after getting unhooked (bt otr and ds to some degree).
not to complain about boons since they are not very good but spammable blessing, which also is a barrier preventing boon buffs.
perma t3 myers. hot take but tombstones aren't unfair, they are very easy to play around. (facecamping 99% tombstone piece needs a change, like immunity to the mori after unhooking yourself but that's pretty much it)
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@indieeden7 said:
I think people need to learn the difference between a nerf and a bugfix...
Now, don't get me wrong. If something is not working as intended, then it is understandable that BHVR fix the issue.
how about you learn how to read instead? it literally was the second sentence.
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they can't just disable playing with friends, and they definitely shouldn't nerf survivor perks/items because swfs can abuse them (except very abusable and almost swf-exclusive stuff like boil over). i'd say some perks should be limited for use only by 1 person in a swf but the only contender to be such a perk would be ftp buckle up combo which already needs a nerf so.
but undoubtedly swfs are more challenging so it would be nice if they gave killers a bp bonus or something for facing a swf.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581278#Comment_3581278
Exactly, my teammates just use self care, calm spirt and distortion.
But when I play killer it's all adren, ort, mft and hope.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581284#Comment_3581284
The fact that mft nerf brings you such joy shows your a killer main perpetrating "us vs them".
uh huh yeah. i'm currently iri 1 on survivor and just got iri 4 on killer and mft is on EVERY SINGLE survivor build of mine. try again. i just want a balanced game.
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knowing all this complaining is because of the mft nerf brings so much joy. learn the game and get better, sorry not sorry. next step stop offering maps and learn how to play on different maps and you'll be a skilled survivor finally. no dependency on anything = good.
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Oni doing 360s
that would look so goofy lmao
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579354#Comment_3579354
then what is the point they're making? that playing "nice" isn't viable? because that's literally not true
to point is, survivors are so quick to complain about the tiniest toxicity from the killers but they will never appreciate and even worse, be toxic themselves instead if the killer is visibly, obviously being nice. such behavior feeds the toxicity cycle
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a location reveal with a 1 minute cd isn't as strong as 3% perma movement speed so they aren't comparable. though i'd argue it should get its numbers tweaked like 5 seconds active window and like 45 seconds cooldown.
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@Wowie said:
I uh
routinely 4k with what you consider a "nice" playstyle
perhaps you're simply not as good as you believe yourself to be
that's not the point they're making.
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survivors misplayed. there was a midwich offering lmao open your eyes.
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no. ooo counterpart for killers might be a perk idea but i don't think notifying people of aura reads is a good idea. i hate alien instinct for this exact reason, you can't use the aura it just keeps them on their toes, which isn't the actual purpose of an aura reveal.
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@TSQuint said:
Do some people want this game to be like Friday the 13th with the maps? Meaning, EVERY match was Packanack Small and that gets pretty old fast. There's a lot of maps in this game now and some are good, some great, some bad, that's kind of the point. I think map offerings should be removed because random selection is always fair.
exactly. i am ok with unbalanced maps as long as there are about equal amounts of them favoring each side, but map offerings would need to go if maps are gonna be obviously one sided so they aren't abused.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578508#Comment_3578508
Irony is lost on you isnt it?
Nice name by the way.
😂
do you even know what irony is?
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yeah i see, thanks. so it is just a "certain-killers sided" map, which isn't really healthy especially since map offerings exist.
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i was a newer player back then and didn't really understand map balance. how does this map upset both sides? is it one that's great for some killers and awful for some like rpd? does it blatantly favor one side? i don't remember struggling on it as survivor. it seems to have lots of pallets but really unsafe ones, and seems exceptionally good for mirror myers and wraith, overall stealthy killers/playstyles.
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good. no attention = no complaints/nerfs. he is in a good spot.
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@EvilSerje said:
Distortion is great and I take it every single game. It's the only counter to "Nowhere to hide" and "Darkness", when you can waste a lot of killer time while he is searching the area around gens, also a supper helpful vs. "Lethal" so you don't end on the hook in the first minute. Overall very great perk that prolong your inmatch time.
Some wrong statements:
- survivors only hide. These survivors would hide and ignore gens with or without this perk.
- bad at chase. Yes, they are. And I am. On your god-like MMR where everyone is tournament player probably it's common, but on my MMR almost everyone bad at chase. After 1600 hours I still don't know how to chase more than 15 seconds, unless killer is very sloppy. On the other hand, if you have hiding crouching survivors, maybe you are on the very low MMR with new players.
If you don't use infoperks, then this perk is a waste of slot, btw.
survivors only hide. These survivors would hide and ignore gens with or without this perk.
at least they can be found without the perk and be chased. they are more useful on the ground or on the hook than when they are being a bush even when the killer is nowhere near or chasing someone else.
bad at chase. Yes, they are.
and they won't ever get any better since they aren't practicing it at all.
maybe you are on the very low MMR with new players.
or maybe the matchmaking system isn't working properly as majority of playerbase complain about it?
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@GolbezGarlandGabrant said:
Aura reading is very common on killers. It's a counterpick at this point. It's almost like killers running Fearmonger because they know how common Exhaustion perks are for survivor.
the issue is more the distortion users and not the perk itself. the killer already can't find the user with their aura perks, and if they also hard immerse and not take necessary risks/aggro off their teammates, survivors lose that match most of the time.
killer didn't even see you and 2 of your teammates died and now you "have to" wait for the last one to die so you can get hatch. good job i guess?
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576342#Comment_3576342
Imagine killers having a perk that when they lost 2 gens they would get a permanent 5% haste for the whole match. The thing is: eventually you will lose a health state/generators. Its dumb to assume that its a "risk", specially since Thanato got gutted.
PS: After reading you post for a second time, i could sense some irony. Hope you are being ironic.
i was but trust me there were literal people unironically say "mft is risky". mft defenders came up with the funniest arguments you could ever see about any topic, but honestly they kinda had to to defend their hilariously broken perk and not lose it one day.
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i like playing against the most popular killers (wesker and blight) so no. unpopular killers are unpopular for a solid and understandable reason: they are boring. both to play as and against.
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@Dweet_Unfairfield said:
I'm not saying everyone who uses it is bad or anything i just think it's a bit unhealthy at the moment for solo and gets frustrating to deal with a massive increase in super immersed teammates.
And before I'm called a "killer main" or told about how mft is getting nerfed, i also hate stbfl and want it changed too. There's quite a few unhealthy(imo) perks on both sides
if you don't i'll say it: 90% of people that use it are bad.
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i had a p100 nea miss one. personally i miss a lot too, my fps drops right in the middle of the skill check or i just go for a great and miss it. unless someone misses like 10 in a match, it doesn't indicate the experience level of a survivor.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576669#Comment_3576669
Not sure why lobbies with full cosmetics can be the reason for the lobby dodgings, but I understand what you are talking about. I think it is the difference of the sentiment. Lobby dodging was never an issue in my country.
apparently it's the biggest reason for awful matchmaking, which is obvious in my matches personally.
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i had a match against a dull merchant on rpd during the event. my pc froze and then went on like 10 fps for probably 2 entire minutes. this event causes awful performance issues.
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there is nothing much killers can do against a team that wants to win especially if they send you to one of the "you already lost" maps. i'd suggest taking certain precautions after seeing such map offerings on the loading screen but other than that losses are okay.
you can click this and from that point on you won't see end game chat until you press it again.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576357#Comment_3576357
I would disagree to the idea of removing pre-game lobbies, because I think killers should be able to see what items are survivors holding. Killers should have chance to think whether they should bring lightborn/Franklin's demise or not.
i mean, survivors don't have a chance to switch out of their healing builds after they see they are about to face a plague, right? that's another topic whether killers seeing survivors while survivors not doing so is fair or not but that luxury would be worth the sacrifice imo. full flashlight/toolbox lobbies, entire lobby with cosmetics, someone with legacy, names/game hours they can all cause lobby dodging.
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@Mandy said:
Whilst the testing is finished, the analysis of the data and the feedback is ongoing. When a decision is finalised we will definitely let you know.
i'd love if pre-game lobbies are removed as a whole. i can't think of any purpose they serve other than enabling dodging teammates/opposing survivors.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576290#Comment_3576290
MFT worked as long as you were injured but once you healed it was gone.
Yeah, and then you're healed, so you can get injured again and get it back. How is this a point?
nah you wouldn't understand it. being injured is a risk, it is your choice. killer makes you an offer before hitting you: either they don't hit you and you run at normal speed or they hit you but you get faster. see?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576218#Comment_3576218
It's always interesting to me, that killers seem to understand the time-per-survivor thing with healing, but not always understand it with gens. As in, 2 survivors being required to heal one health state is clearly 32 survivor-seconds of time, and it was the main argument for nerfing circle (because ~21.3 seconds healing yourself is clearly less than 32 if you completely ignore setup and travel time).
But when it comes to gens, there's a (sometimes willful) misunderstanding of the same idea. It takes 2 survivors ~53 seconds to do one gen entirely (without prove), which is 106 survivor seconds, where they could split up and do 2 entire gens simultaneously in 90 seconds. There's a reason the 'efficient teams' always split up on gens until the last one.
This whole 'willful misunderstanding' was the entire basis of the prove thyself nerf, which has actually backfired tremendously now that people aren't wasting time grouping up to maximize BP.
disclaimer: i don't defend prove nerf, especially the bp part. i used it all the time.
BUT. it was not useless, there are times you kinda have to do gens with multiple people and perk was saving the day in these situations like when 3 or 4 survivors spawn together and there is a gen right there. it was best to all sit on that gen instead of spreading and looking for new gens and killer loses that gen in the blink of an eye. or like you said doubling or tripling the last gen with prove. it was not weak or useless at all, there are times multiple people sitting on a gen is the most optimal choice.
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@RoastedGarlic said:
it was only 3% mft defenders said, that was a lie and topics like these are proof. You still have your beloved 3% you just dont get it for free or indefinitely anymore.
perk is balanced.
now its ultimate weapons turn.
it's just a 3% haste, what is this massive fuss about then, right?
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@bornagain234 said:
All the whining, and bhvr actually listening to it is why the game is so stale right now imo. Its an optimised, boring mess.
oh yeah mft made the game so much fun. especially for m1 killers that have to play on a handful of abominations for maps that survivors decide to bring. do you people mean survivor fun when you say game isn't fun anymore?
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@Caiman said:
I think both perks should have their regression speeds increased to 150%. And Call of Brine's other effect should apply to Great skillchecks too.
I think I'd prefer if Overcharge's skillcheck was a regular skillcheck, but the arrow moved faster, like Coulrophobia's effect. Perhaps the arrow gets faster over time along with the regression rate? So it's normal if you tap the gen immediately but if OC is allowed to ramp up, the skillcheck gets harder and harder.
this would be perfect. survivors are extra punished for abandoning gens and the skillcheck isn't a problem if the killer just spam kicks and you don't leave the gen.
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oc skill checks need a cooldown.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575851#Comment_3575851
Calm spirit must remove the bubble. If it doesn't, what would be the point of running it...
it already does i'm pretty sure. i'll be very surprised if it actually doesn't.
