Avatar

NerfDHalready

NerfDHalready

About

Username
NerfDHalready
Joined
Visits
0
Last Active
—

Comments

  • there is no way you are this insistent on your undeserved win. you couldn't do your objective, you couldn't find hatch and you still get your chance to get doors, lol. it's a team game and you lost as a team, deal with it.

    the gates are almost never a problem if there are multiple people doing them so i am assuming you aren't complaining about that.

  • you can't default to this playstyle, that shouldn't be an every game thing. also you can just watch the hook from distance and start face camping as soon as ppl start showing up. the problem *to me* mostly is heavily immersive survivors literally forcing you to control an area so they take risks. with the facecamping gone, you probably will need nowhere to hide or other reliable info perks

  • any lucky break build variant, generally along with overcome.

    as said above, sole survivor and left behind, even by themselves. but that's towards your teammates.

  • megs are either total babies or juicers, no in-between

    neas clauds and zarinas are decent

    aces and nanc(ies?) are very good and experienced players (and generally "toxic")

    idk how i have a stereotype for her since noone plays her but haddies are generally super unproductive and selfish, they will pre drop the whole map

    leons, bills and jeffs are... uhhh... especially if they are low prestige they are the only survivors i will lobby dodge

    yuis and rebeccas are cute, and somewhat good

    fengs are average, i rarely see cracked fengs. not toxic tho

  • @indieeden7 said:

    Is there any chance we could one day get the option to disable the forced camera positioning that Wesker's grab activates? Because I find that it sometimes bugs my camera out for a short while after the grab ends, and therefore makes controlling my movement extremely difficult (I'll usually go down almost straight away whenever this occurs).

    It's difficult to describe how it's affected exactly but it feels like my camera sensitivity gets bumped up by like 200-300% for like 3-4 seconds after the grab+slam animation has finished.

    (Edit) I'm also curious to know whether or not anyone else has experienced this, or if I've just been unlucky each time I've had it happen.

    it happens to me too, i think everytime. hopefully gets fixed soon

  • do you value blood points at all?

  • it's probably after he closed the hatch and doing so starts egc.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427055#Comment_3427055

    No, the bug actually had to do with Insidious

    Insidious would activate whenever you were Undetectable by any other means. Meaning if you were Undetectable from Serotonin Injector and you had 1 second left of Undetectable from it, Insidious would keep that Undetectable (if you stood still before it ran out) even if you didnt stand still for 2 seconds.

    It was REALLY gimmicky, but it was so much fun. To watch TTV's be hesitant to turn a corner because the last time they did there was a giant just standing in the middle of the hallway was very enjoyable

    ohh never knew about that, thanks a lot for explaining. sounds fun, rip

  • @Shroompy said:

    Well I liked my variation of Stealth Nemesis (I liked to call it Lore Accurate Nemesis) until it got butchered thanks to a bugfix

    Trail of Torment, Tinkerer, Insidious, Devour Hope. Add ons were Serotonin Injector, Tyrant Gore and I always sent myself to RPD while running it.

    It was such a fun build to use and always a treat to rewatch the PoV of streamers. Its the same reaction people had when going against Scratched Mirror. Technically still works but its no where near as effective or fun. At least it was fun while it lasted

    what was the bug, did he not make loud ah thump sounds?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421276#Comment_3421276

    Pyramid Head aint oneshot tho?

    Also in my experience hes pretty decent at getting points

    neither is plague. avoid oneshot killers and those killers then. you'll need to use m2 as pyramid head and that's not always a choice on him and you can't cage since doing so gives deviousness points, not sacrifice.

  • doc, legion (as many mentioned), blight, and nemmy (licensed) come to mind. just avoid oneshot killers, plague and pyramid head, they are awful for points.

  • it's an auto aim problem, they should give us the option to turn it off i agree on that.

  • @NoHookDC said:

    Welp. Every time I don't camp or tunnel, or clearly go out of my way to cut off a chase on an injured player for a healthy player; I get t-bagged, flashy-clicked, and told to uninstall in the end game chat.

    So now I play how I feel like playing. If Survivors don't give a rats behind about my enjoyment; why should I care about theirs?

    i relate to this sadly, but as killer i still don't resort to such strategies since they aren't fun for me either. as a survivor, when i recognize a fair play by the killer, i make sure they don't regret it. if you pay close attention, when you very obviously TRY to play nice and survivors still bm you, it's either them being brand new and absolutely clueless about what's going on, or some scumbag with ill-intentions and it's most of the time the former.

  • @DaddyMyers_Mori said:

    I have been watching Otz trying to get 40k BP as survivor and it's some real struggle, which doesn't seem right to me.

    It's not really easy as a killer to get 40k, but it's possible, it's easy to get on 30k as most killers. Depends on specific killer tho, some have it easier.

    But as a survivor, I am usually happy to get 20k and that's a decent game. 30K is really good game, where we got out. 40k seems near impossible.

    EDIT: without BP offerings.

    akshully, it's near impossible to reach 40k as killer unless you have some end game fiesta going since sacrifice category will almost never get maxed. i did get 40k like 2 or 3 times as surv i think, and i get 35k not that rarely when i run PT and don't have the killer on me all the time so i can get some unhooks.

  • even though i do not want them back, my survivor matches with my loot build felt like adventures before the hatch rework. (never played in hatch stand-off times, i mean after that)

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411546#Comment_3411546

    You would be right back here to complain again, since those buffs would need to be very substantial.

    Boons, currently, are really weak. They don't deserve more nerfs.

    no i wouldn't? i said i wouldn't mind even massive buffs because once you get rid of the totem(s), they would be gone for the rest of the match and that's fair.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411686#Comment_3411686

    I wrote it several times - I do not agree. The requirements make it too situational. If you are not within CoH reach, you and somebody else need to travel to it. If you travel for longer then 4-8s (probably closer to those 4, depends on where you want to go after healing), then it's better to heal on the spot and not go anywhere - and this presumes CoH already stands. But it also requires quite some setup time - making it net negative.

    The only time where it's really useful is if everybody needs to reset (travel time gets watered down) or if you happen to already be in radius (but being in radius means it needs to be close to killer AND he must not stomp it at the same time). Or if you are soloQ/no-comms SWF to actually inform other users you are here and need healing (but usually nobody can't be bothered to travel to you so... Not useful)

    So as I said - 3 of boons are very situational to be helpful and 1 is outright bad.

    this is a matter of the location of the totem. if it's in a central area but also in a hard to reach spot, you will almost always get value and killer either wastes lots of time snuffing it constantly or won't bother at all. and that's the problem with boons. someone said totem placements is the problem but like, if boons make the totem spots a problem, why not fix boons instead?

  • @toughluckman_ said:

    Oh please c'moon. They already made the COH to be a Circle of Nothing. They don't need any nerfs, buffs actually. And yes I play killer too daily. Never had a problem with them. Skill issue. Run shattered hope if it's that big problem.

    yes, let me run perks to deal with flawed game mechanics. as i said, with the limits to the amount they can be put down, it would also be safer to buff boon perks or boons overall.

  • they should go, along with anything that encourages unhealthy gameplay

  • those spawns dont affect anything other than boons, so...

  • @sizzlingmario4 said:

    All the boon perks except CoH should get a buff and then at the same time, they should all become more limited.

    i agree. i wouldn't mind even massive buffs

  • @Pulsar said:

    Boons are pretty weak overall, I don't think they need nerfs.

    what if i said i have the worst time when there's a survivor that spams shadow step in badham main, or ironworks main?

  • coh doesnt need any further changes, boons overall do.

  • @Skill_issue said:

    i have started to use lethal over corrupt with almost every killer (except trapper/hag) yes i even use it with skull merchant

    you can start a chase immediately at the start of the round (which is what corrupt does as well but you know exactly where to go)

    lethal pursuer has better synergy with perks and addons that show aura (nowhere to hide, gearhead, and bbq especially) whereas corrupt is gone after the first down or 2 minutes

    corrupt disables after the first down (which in reality should be after the first hook) while lethal continues to give value throughout the round depending on your build

    with 3 gening become harder to manage it is more important to go for chases when possible which lethal does

    am i missing any good reasons to use corrupt over lethal? what are your thoughts?

    like many others stated, corrupt is better on a few killers that doesn't need to get in a chase and down someone immediately like hag, trapper and tombstone myers. other than that, i agree lethal is basically a better corrupt since you will be in a chase right off the bat anyway

  • unlike the joke that the only thing you need to play spirit is a headset, she isn't that easy, at all. no way wraith is harder than all those killers, and huntress has -i think- one of the highest skill ceilings. i am talking about cross maps and angled shots and not "just lob a hatchet and throw it 4head"

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402096#Comment_3402096

    Just tested it with a friend

    So first of you were right. The blocked gen did not lose progress cause of pain res.

    The interresting thing is that the next highest unblocked gen did get hit. I had no idea it worked like this! Pain Res looked for the highest progressed gen, saw the blocked one, skipped it and when the the highest progressed after that

    I have no idea this is intended or not but it is kinda a funny interaction. Thanks for letting me learn something new

    not sure, but blocked gens don't lose any progress with jolt, eruption or regression either.

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402393#Comment_3402393

    Unfortunately no. If the killer dcs when you aren't holding your original item it's lost (if they have say franklins) and I'm pretty certain you also don't get a new item you pick up either

    didn't know that you don't get the item you found in the trial honestly, i was today years old

  • @IWasLrft2Die said:

    -old hex ruin was fine and borderline weak because totems are in terrible spots

    -myers is underated. His mirror addons are great and his tombstone addons are Overrated. Yes you get a 4k but your score is awful

    -dcing should be handled differently. If killer disconnects, survivors max out survival score and it's considered an escape and you keep the item you started with along with whatever item you are holding when killer disconnects. If survivor disconnects, survivors scores are 30% greater (no cap) at the end and the killers gets all 3 hook counts for the disconnected survivor. 1st DC for the day 20minute ban, 2nd 2 hour ban, 3rd 2 day ban, refreshes after a week.

    -flashlights aren't nearly as good as some of yall make it out to be

    -there should be more hooks on most maps. Too many deadzones.

    -clowns yellow bottles are worthless.

    -keys should have another meaningful use

    you keep the items, and even the add ons w/o ace in the hole if the killer dcs i'm pretty sure

  • knight. the easiest question in the universe

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400268#Comment_3400268

    No? This thread is asking for quality of life suggestions. My suggestion is purely quality of life since I've already won if I have all survivors slugged. The only difference is that I don't have to waste 4 minutes looking for them.

    i semi-agree. if a match comes down to this situation and they crawled away in hopes that i won't find them, i just go on my phone and let them bleed not a huge deal

  • @DrFrozen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399563#Comment_3399563

    literally remember unhooker also has dead hard avaliable

    pretty sure you don't get it from unhooking others anymore, it works like otr -active after you get off a hook.

  • @GolbezGarlandGabrant said:

    Making it so Archive challenges doesn't block the end game chat window and cause me to accidentally back out of the results screen trying to type in the chat window.

    especially when i complete a challenge. it takes forever to get the %&+! out so i can't type anything before everyone already leaves the lobby. similar to completed dailies

  • as much as i'd love every map to be balanced, this sounds super boring. only a few but some maps are killer sided and some are survivor sided so it's just luck. but the problem is this luck shouldn't be able to be altered (map offerings).

  • i'm only concerned about the boons because coh is still gonna be an issue. you are still going to have to snuff the damn totem 15 times because only 1 person can put it up a million times if they want to

  • i think all skill checks should be like overcharge - skill check still goes on after you let go. it's so frustrating

  • honestly i wouldn't like pain res becoming a non-scourge perk because it's up to you to not use it at a given time and save for later.

    edit: but i definitely advocate for improved spread of 4 hooks or even increased number of hooks available.

  • don't mind losing, don't mind gens, don't use your valuable add ons and offerings, try to enjoy only the gameplay and basic mechanics and not the macro play. and dodge map offerings

  • boons aren't really comparable to hexes imo since they are range limited and are "balanced" around the fact they won't go away unless one useless survivor cleanses all totems for some god forsaken reason. though i 100% agree that the ability to put them up infinite amount of times still doesn't make any sense.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393969#Comment_3393969

    I guess I just found the wording to be misleading is all.

    8 second altruistic heals in a CoH doesn't sound neat to me though.

    yes coh buff worries me as well since altruistic heals doesnt happen that rarely. we'll see

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393951#Comment_3393951

    If it was already 24 charges (1 heal) in the original PTB, why add the extra line of "all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing"?

    This tends to confuse people and mislead them into thinking there were additional nerfs to self healing ("will now") when there was not, unless I am misreading something of course.

    because base heal was 24 charges too. they are trying to incentivize altruistic medkit heals and i think it's neat now idk. i just think efficiency penalty was needed to be 50% but i'm not that much of a math nerd so i'm probably wrong

  • @Mandy said:

    It's exactly 1 self heal I believe...DbD maths does confuse me I must admit!

    The Speed/Efficiency penalties make it 24 charges.

    got it, thanks! found it kind of important to post about since you wouldn't need gel dressings for 2 heals if this was the case

  • the 100% coh might be a bit of an issue, but other than that killer's shouldn't be the ones to leave just because of this update. there is no crazy self heals anymore and dh is gone (pretty much)

  • i always wanted to use oppression but it's just not very good. it has a 80 second cooldown and it has a chance to hit gens with no progress (idk if it hits completed gens even)

    and on survivor side repressed and blast mine can use some minor buffs

  • along with engravings nerfs, thats the only thing in the update that i think the whole community agrees on - 24 second heal is a mistake.

  • @Skill_issue said:

    almost all of the maps in this game are oversaturated with safe loops(all 3 farm maps/knights map/the game) or are big maps sizes(red forest/springwood/macmillan/crotos)...i feel the only one that actually benefits killers is dead dawg and even that has a busted building

    I get excited when the devs say map rework and then realize map rework that still favors survivors even the new sheltered woods remake is adding more loops for survivors

    i dont mind any mac or autohaven map except suffo pit, ormond (even tho many say it's surv sided) dds, yamaoka or midwich (for obvious reasons)

  • @dollidahlia said:

    I’ll go first.

    im an onryo main and the 2 add-ons I can’t go without is the ring drawing and iridescent video tape. It’s just so satisfying to hit a survivor and hear that horn

    myers w/o any duration. even the brown one will do. and toy sword for twins

  • @knifola said:

    Preface

    Now, I try and play the game in a way that's fun for everybody. I tend to avoid tunneling or camping, because those just aren't very interesting ways to play the game for me. Chases are where the game is the most fun, because I'm actually able to interact with a survivor in a way which I can mind-game and out-skill them. Because of this, my builds on killers are usually designated to help find and chase survivors more effectively. Here is an example of my slot 1 build on Wesker and Billy.

    https://us.v-cdn.net/6030815/uploads/1TP64YW9AH26/screenshot-2023-04-02-132758.png

    As you can see, my entire build is dedicated to finding survivors, getting critical early info to get a down before the first gen pops with lethal, and feeling extra speedy when using double engravings with shadowborn.

    The Problem

    This might all seem well and good, the general gameplan of these perks being "get into a chase early with lethal, get an early down, get that survivor on a hook to proc bbq, go towards info obtained via bbq." Unfortunately, it doesn't work like that. I've seen more distortion/shadowstep users in my games now than at any other point in my playtime. These perks, at their core, might seem fair at first glance. Against killers who only run maybe one aura-perk, it's a one for one perk tradeoff. It's when the killer runs multiple where the issue is brought up. In my build's case, it's a two for one tradeoff. Given the rest of my build (shadowborn and infectious) however, it's taking away all of my ways to actively find survivors via hooking. Especially with bbq as it is, where you're going to be lucky if you find more than 1 or 2 survivors (2 is generally cooping a gen), it can be difficult to find stealthing survivors.

    The Solution?

    https://us.v-cdn.net/6030815/uploads/JKWMKFPUDMFA/image.png

    It's literally that easy. Why would a killer run builds which can be countered easily by 1 perk, when they can use builds which work with 100% effectiveness, and make games impossible to lose. Distortion and shadowstep are problematic because at their core, they work to disincentivize the killer to run aura-reading perks. Further still, running Distortion (especially against bbq) lets the killer feel more comfortable camping a hook, because the killer doesn't know where else to go. Why would a Billy sprint to the other side of a map to check on a gen he has 0 info on?

    Preliminary responses to counter-arguments

    "Would you prefer them to run something stronger instead of distortion/shadowstep?"

    Yes.

    "But what about (x perk) on killer???!!!! Are you saying that's alright and needs no changes?"

    No, I'm not saying that. I only really play killer, so that's where most of my experience lies. I think that looking at the game overall in this "killer vs survivor mains" way is dumb. There are things I'd like to see nerfed for killer and survivor, there are other things I'd like to see buffed as well. I think that gen-regression perks are equally as boring as gen-progression perks.

    "You fool, just get rid of distortion stacks!"

    If you've played killer, you know how hard that can be sometimes. Especially on smaller maps, getting stacks on distortion can be VERY easy.

    There are definitely more, but my main point in this discussion is that perks which completely eliminate an aspect of the other sides game plan aren't very fun, and further incentivize running more meta-focused gen regression builds instead.

    the sustainability of these perks are off the charts, is the problem. other than that i dont see that much of a balance/game health issue. they might run into a killer with 0 aura perks, a rock paper scissors kind of situation

  • @jamally093 said:

    What is something that at the start of a match that makes you just say well I'm screwed. For me no mither even if one player brings it I already know the match is going to be over in a second. No mither is a perk I just don't get the point of your basically permanently on one hit all for the sake of a whimpy iron will and infinite unbreakable which doesn't make sense since the killer will most likely accept the DS and just go after you again.

    It is that one thing in a match that I know I'm done for and if it's an Oni yeah the match is over.

    certain maps, absurdly close 3 gens, teammates camping pallets as soon as they hear TR, all 4 survs spawning in a corner of the map

1 … 27 28 29 30 31