NerfDHalready
NerfDHalready
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i feel like wasting my "dbd battery" when playing survivor during this event, it's so hindering having to finish the gens. you either give up points or change your gameplay entirely which isn't fun.
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i read someone's idea for a new oni add on which was like perma duration but demon strikes won't be insta downs anymore. i'd love it, that would be so much practice and gameplay with his power.
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for the first instance; i'm sure otr puts you into deep wounds if you get hit by a double hit attack while healthy so even though it didn't show the endurance status on the right, it would put you to deep wounds if the killer hit you again. idk about the second game, either you didn't realize the timing with the heat of the moment or it simply bugged.
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ada and ace are both very quiet. loud? i don't really know bill, meg and laurie probably.
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trail + tinkerer i'd say. you know when a gen has high progress and apply the perk, show it to survivors with trail and maybe getting a bit of undetectable meanwhile in case survivors actually abandon the gen.
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peaceful? yes. easy? yes but not all the time. as a killer only good loopers, an efficient team and maybe immersive survivors give you a hard time whereas as survivor many things can make your experience a lot harder, things that don't even require skill. and there's "teammates" factor as well. the issue is there aren't too many very good survivors that know what they are doing, there aren't too many good killers either but killers can use skilless "tactics" to win.
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i'm just gonna assume this tier list is just "how skilled of a player are you if you can 4k as this killer against survivors with more than 80 iq. or just you are praising basic m1 killer players but idk how much it will work out to incentivize ppl to play those in this meta.
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i can't see the correlation between your points. killers DO get outclassed but what does that have to do with mft? mft still needs a nerf and bhvr still needs to be careful to keep killers' uniqueness, regardless of our focus.
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he has potential but i personally didn't and don't want to sink my time to learn playing him. placing pods is super inconsistent and switching to a wrong pod is so annoying. he can use massive qol improvements and maybe some buffs, to his overclock duration for example.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508315#Comment_3508315
Hatch is needed, though, in order to give the survivors a glimmer of hope and to prevent spiteful stealth and hostage situations. Its better for the game to end when the survivor can no longer win, then to have hour long hide and seek sessions.
EDIT: I wouldn't mind a hope system for killers, though :P 4% Hope mechanic to peel yourself from the hook? Imagine if a killer with zero kills had a 4% chance to just mori a survivor they knocked down :D Hillarious
they can just give killers the ability to open gates after x minutes into the match, and this would solve the issue where 2 people take killer hostage which currently killer has nothing to do about. if survivors are motivated to play the match only to get hatch, you already know how their gameplay goes and that playstyle is unhealthy in a team game.
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remove hatch and these won't happen anymore. i understand people that don't want to lose their kill to some rng based garbage design.
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just add a duration.
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i don't think any of these perks need(ed) nerfs but windows may get some treatment, like getting its range reduced.
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yea here's the suggestion made a million times already: it's not cheating but yes it's extra challenge for the killer. there's nothing they can/should do to prevent comms so just reward killers with a bp bonus when they are going against a swf.
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it is a problem, perk is busted. and yes, doc is one of the killers that are affected the most. i'd suggest maining strong killers or killers that synergize well with blood echo/fearmonger
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if the trolling is like simping or trying to farm, i frantically shake my head multiple times, leave them and try to play the game normally. if they go on after we bump into each other again i'll just kill them or farm with the whole team depending on my mood. if they sandbag a teammate for no reason however they die. i got a teammate do that but i think i never saw one as killer
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503565#Comment_3503565
"Killers hate the hiding survivors, survivors hate getting slugged and bled out while a killer runs around looking for the others, I wish they would fix both at the same time."
If there are only two remaining survivors and one of them is downed, the Entity opens a hole in the ground and that survivor falls onto the nearest hook (all hook/unhook perks apply). Now the hatch race (which is already in the killer's favor) can start sooner. The killer slugging is what's dragging the match out.
so you never got multiple survivors hiding as killer? yes slugging for 4k is more common but definitely not the only issue with this mechanic.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503595#Comment_3503595
Helps if your playing a killer with memeable mechanics. Tbag around as Ghostface, do Clown's bottle refill dance, Spam Pig's Roar, Hit the Bell as Wraith, ect. They come out to boop the Pig's snoot...and you ATTACK!!!
that's a better solution than wasting both our times looking for them i suppose
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@Nazzzak said:
I think if you let the good survivor sit on a gen, the hiding one will think you're farming and eventually come out. Then do as you wish. The other has done nothing to sell out the useless one at that point.
smart but then i'd probably feel bad for tricking them after lol
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@crogers271 said:
Line breaks, please, especially with questions if you want an official response.
My understanding:
as the mighty killer themselves, do i have the right to decide who i am willing to kill and who to spare?Generally, yes.
to making an agreement with the other survivor who would still be tryingThat I think is an explicit violation. You can target survivors for whatever reason you want, but survivors cannot work with the killer.
can i refuse to kill the survivor i keep finding because they will still try to do gens and go after the other one?This I think is fine, because you aren't working with the survivor and the game can still be brought to an end.
isn't the hiding useless survivor attempting to take the game hostage, which also is a bannable offense?It's a contradiction in the game design. The developers want survivors to be able to play for hatch, and they don't want survivors to have to work together, but also don't want survivors to be able to drag the game out. I wish they'd do something to limit the hiding, but I don't think they actually penalize it (maybe with the exception if a person does it from the start of the game).
I believe the official answer on this is that they aren't holding the game hostage because you as killer can still technically find them (compared to say body blocking someone in a corner).
is there a path i can take to avoid violating rules to not reward being useless because i don't want them to be majority of survivor playerbase?Unfortunately I think the only answer is find them. Devs seem generally cool with the idea of survivors playing absolutely for themselves, even if that creates an incredibly boring scenario.
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There are so many things on both sides on end game that I wish they would fix. Killers hate the hiding survivors, survivors hate getting slugged and bled out while a killer runs around looking for the others, I wish they would fix both at the same time.
yeah sorry i just realized it looks like a brick of words, might edit it
i think i never faced a killer that wants my teammate while playing survivor, but from now on if i do i'll just stand and be afk while they try to find the teammate so there will be no working together. not progressing the game isn't a violation for sure (wish it was) but as killer i'm hoping to get a solid answer to what i'm supposed to do in such scenarios.
meanwhile by the way i'd also be wasting the other survivor's time so isn't it understandable they want to get this done asap?
idk how much sense this makes, promoting selfish play. are they smarter for being selfish in an "already lost" match? what happens when both remaining survivors decide to hide? this is where the hiding becomes taking the game hostage, hence an "attempt".
That I think is an explicit violation. You can target survivors for whatever reason you want, but survivors cannot work with the killer.
if it's a violation only on survivor's end then my question above would be answered.
There are so many things on both sides on end game that I wish they would fix. Killers hate the hiding survivors, survivors hate getting slugged and bled out while a killer runs around looking for the others, I wish they would fix both at the same time.
i really hope so. the fact hatch is the root of all these problems... i made and reinforced posts about the removal of hatch but i don't really believe anymore we'll get any improvements on this aspect of the game since as you said selfish play is promoted, mind boggling.
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they look like old wglf bug ngl, rip demo/wesker i guess. they do feel off, hopefully this isn't intended right now and gets fixed, once again.
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survivors have too much info so you can't really do fancy long range stuff against half decent players, then it's just hag on loops with extra steps and that's just boring. i kinda liked her in the past but knowing her shenanigans will only work against potatoes ruins the fun
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they nerfed it because they buffed botany and as far as i'm aware the healing time didn't change a lot before and after the patch 6.1, but that's assuming it isn't ever being used by itself. i agree on the thought that if it stayed at 50%, it would become a little strong when paired with botany.
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@Dreamnomad said:
There really is a huge disparity between killer and survivor. There are several reasons behind it. A huge part of it comes down to the way survivors earn bloodpoints. They have 4 different criteria for gaining bloodpoints whereas the killer has one. So if you happen to be playing as survivor and you are the first survivor found, if the killer chooses to tunnel you then even if you play perfectly and run the killer for 5 gens then die, you get 10k bloodpoints in chase. No objective, cooperation or survival bloodpoints for you. Alternatively, if you happen to be working gens and your teammates are constantly keeping the killer busy then you'll cap out your objective bloodpoints quickly. Sure, you can leave the gens to play with the killer too but someone has to get the gens done. So you are left with a messed up decision, work the gens and screw yourself over on bloodpoints or go chase the killer and hope your teammates get on the gens.
The other major issue facing survivors gaining bloodpoints is that survivors have a lot of dead time where they can't gain bloodpoints. If you get slugged then you are just laying around with nothing to do except recover which gives jack for bloodpoints. If you are left hanging on the hook then you get jack for bloodpoints. If you are forced into a position where you have to sneak around then you get jack for bloodpoints. There is just a lot of time where survivors are put into a position where they can't actively earn bloodpoints.
I can think of a few solutions to the problem. They should address the fundamental problem is having bloodpoints split into different categories. The way I would do this is to make it so when you've reached the cap for a particular role then you should earn bloodpoints at a reduced rate that go into a "general pool". These bloodpoints are applied at the end of the match for any categories that weren't maxxed out. But these bloodpoints wouldn't take you over the total bloodpoint cap for the match. So for example, let's say that you were chased by the killer non-stop. You cap out the chase points at 10k but then you earn an additional 15k bloodpoints in the chase category. 7.5k of those go into the "general pool". Those points are then given to you at the end of the match as long as it doesn't put you over the total amount earned in the match.
The other thing I would like to see done is for more survivor perks to increase bloodpoints earned in a given category. There are surprisingly few of these. Like maybe 50% bonus bloodpoints earned in objective category added to the Technician perk. Just pick some under utilized perks and slap on 50% bonus toward something.
i can already see people spamming boons non stop and driving every single person in the lobby insane. would need some polishing but i like this idea a lot. it should be for survivors only tho because on killer you can easily get 40k every single match if you go for it, i get 2200 points per hit on wraith with the meme add on and distressing lol
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you can get many bps as survivor but it's very conditional: it depends on the killer first of all. they need to be good but not very good. you need to get some chases, have time to do gens, be able to sneak for hook saves. all at once. and with bp bonus from prove gone, objective category isn't getting maxed, ever. but for killer you can prolong the match if you are stomping on poor survivors but you leave with barely more than 20k if you get destroyed. conclusion: yes killer gets more points
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503194#Comment_3503194
It still technically requires a slug to work. And the devs need to move away from the habit of deactivating survivor perks during endgame. Endgame shouldn’t by itself give the killer unearned advantages.
oh yeah it needs a slug. unless you are wesker or grabbing some rat out of a locker this is what you need to do as killer to attempt and hook someone, downing them first.
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buckle up should be changed to be in line with how mft works - only activated on the user if they are injured.
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@Rythoriak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501819#Comment_3501819
How is it not malicious intent if they do it multiple times per game. Or in TWO of my games bring them next to me and use the point emote or crouch spam to show the killer where I am and run off.
i could only understand such behavior if the other teammate (you) is one of the people that refuse to understand hook states are resources and doesn't take any aggro the whole match. otherwise scummy, bannable regardless.
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you are making fun of people but i mean, it is kind of normal people get upset when they are disrespected. it's a game, losing it shouldn't be made a bad thing. good sports is important
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unhooked survivor needs to have no collision and hitbox for the duration instead. mft is broken and overloaded and its endurance should go as well. buckle up IMHO should give endurance to the user only if they are injured so it doesn't synergize with ftp since the killer can do nothing about it, it's a lose lose.
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that rule is as funny as "comp dbd" itself. the weird and cheap thing here is the team reported the rule "violation" after they lost, badly. if they won they would just take the w.
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obvious answer: sm
another one: knight.
*they are the same picture.jpg* but whatever
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@jesterkind said:
Two minutes is a lot, but I find a lot of people overstate how hard these challenges actually are. You're in the killer's TR a lot more than you'd think you would be unless you're unlucky enough to face a stealth killer, it doesn't require going out of your way to follow the killer and urban evade in a corner or something.
For two minutes in one trial, though, you may have to be more proactive about it. That is a really high number for one trial, kinda too high.
it used to be 12 meters or something instead of TR. i remember using no mither to do it
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i respect it. not one single hit.
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you either over-cleanse to reset her pools or don't cleanse at all, so you can deny her her power. i generally don't cleanse, but if my teammates do i will do as well.
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i hate all the "do in one trial" challenges. like why? can you let this be a chill game??
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she is a noob stomper for sure. but counterplay is super simple and very strong so it will just take some time before she is unplayable.
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perks are all you need to see if you would consider dodging your teammates so i don't agree with that. i don't understand what this feng and sm have to do with lobby dodging, but i second the idea of "no lobby". it can be a good solution for lobby dodges.
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window slaps should infect. but grabs were a bug
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you can't unless you literally camp the gen and they somehow can't find the other 2 gens. the game is already lost after coming to this. you can try pop but that requires you to get a quick down, which may not possible. you can run no way out and/or other end game perks if you find yourself in this situation often.
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we still complaining about pr dms? that has 4 times use only, and if the killer is planning to get value from dms only with pain res, it's a wasted perk slot pretty much.
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that had to be a bug, dream pallets counting for spirt fury or hubris doesn't make any sense
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i stopped trying to play nice and fair unless survivors are total babies, because in that case i won't even care if they bm me after i was obviously being nice.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491306#Comment_3491306
Wesker is more brainless than Blight, is what I 'hope' he means. Wesker isn't brainless compared to most of the killer cast.
If this isnt accurate, then I think they're just drunk atm :)
if that's the case i would agree, blight is more complex and more difficult than him for sure
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@Sharby said:
The Jill and Renato in your first game look like the most boring players in the world I'm glad Talbot put them in their place.
Also I'd rather play vs Blight than Wesker, at least Blight requires a brain to play.
wesker is brainless? that's easily the most interesting take i've seen here so far
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just learn to enjoy your match against a lobby of bots if you like playing killers, or in a way that will cause every single survivor to dc.
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survivors' mentals due to awful soloq experiences, matchmaking and survivor meta are all terrible and bnp is getting nerfed so everyone is trying to use their pre-nerf bnps asap so i think you might want to wait before trying to have fun as killer.
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I know someone will mention how "they have a ranged power for a reason"
these people never played mentioned killers against at least semi-decent players with mft. surely i can throw over this rock as huntress, right? or i can just throw a homing hatchet that will travel through all those doorways. i can't sometimes with mft defenders. i agree about the map design decisions as well, devs actually act like they hate ranged killers.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488424#Comment_3488424
And sometimes the game matches you with people where you have poor connection. The person with the bad connection is not always intentionally doing so.
So again, you just want to punish people for things they don't necessarily control.
idk, having a constant high ping yet continuing to play the game seems intentional to me.
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unless you want to zone, his power is bad. might be the easiest special attack to dodge. i was gonna say he isn't all that appealing if you aren't interested in tunnelling but i don't agree he is any better at tunnelling than any other killer after the ds nerf, so i'd say his tunnelling aspect is non existent now. so he is just a worse nemesis imho. (p22 pphead here btw) i just want to be a demon pphead but he is just hard to play, i lost countless of i'd say free games just to go for shots. they are super easy to dodge, it moves slower than a snail and ground level differences are everywhere and screw him over so bad.