NerfDHalready
NerfDHalready
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- NerfDHalready
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679037#Comment_3679037
Garden had a dip? How do I not remember this?
thinking about it and i also couldn't remember, would love a screenshot idk how possibly. i vaguely remember there were one or two on the street? not even sure.
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wesker's "urobend" was bugged and removed in one ptb and people said it was terrible, and i can also see how he can be basically unplayable without it. also it was fixed and brought back before patch goes live, indicating they are in fact intended.
i might agree on blight since he is already the top 2 killer, but as stated above it's not as reliable and as strong as just bumping around. also you can easily react to when he is going for a hug tech and just... leave the tile.
against oni's flicks, you just have to take it wide after rounding corners because he can't see where you are before performing them, it's a 50/50 at that point. oni's flicks make him strong indeed, but do they carry him to the top tier? not really. and i feel he would be pretty weak and so easily countered if they were gone.
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the last time i camped a gate was when i got that massive bush attached right next to the shack's window side on garden of garbage. screw that.
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you aren't working with the killer unless you show them where the other survivor is, and survivors can't hold a game hostage unless they... hide.
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tantrum duration and the lethality of chainsaw should be adjusted to get rid of locker bs. bro is already countered by anything and everything on the map and locker counterplay is just way too much and unnecessary. also basekit chili and like yellow engraving without charge speed penalty.
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i have to be the only one that thinks it's ok and strong enough. devour hope is without a doubt the strongest hex perk so any other hex will be inferior to it. maybe except crowd control which is incredibly underrated after its gigantic buff.
the only buff lullaby might need is lowering the hook requirement for completely silent skill checks.
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@Ayodam said:
Isn’t the problem Oni, not the perk?
bug isn't abusable to a broken degree without mad grit so it's the same case as sadako and nwth and considering how much more popular nwth is compared to mad grit, choice should be clear.
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@RFSa09 said:
kill switch the knight instead pls pls pls
i'd be okay with that also 😄
@OneGoodBoyDemo said:
No, buff oni and mad grit please please please.
make the bug basekit! he deserves it
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because artist, twins, pyramid head and crouch "tech" exist.
damn i had to edit this twice already. please don't release more maps with f.ed up ground elevation.
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you shouldn't kick all pre dropped pallets and a map shouldn't have that many must-kick pallets; so such a perk wouldn't serve its intended purpose and definitely would be broken.
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second worst map after *bad*ham.
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i think they need to limit the number of gen slowdown perks you can have to 2 and significantly buff weaker ones for greater variety of both overall perks and of slowdown perks used.
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get rid of portal room window or nerf it very heavily and fix bugs related to killer props and map is good to go.
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rng completely dictates whether loops are awful or absolute god set ups., which is not a good thing.
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the best map in the entire game.
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the only thing that came to my mind is soloq teammates will still be soloq teammates. and now you know they misplayed despite knowing your perks, you will be frustrated even further. many people won't pay any attention to anybody's perks whatsoever or even know what perk you are using.
still would be a welcome change though of course.
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can i choose 2? evil incarnate and nurse's grab after 3rd blink one. that is almost impossible to do without farming.
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knight and singularity. still not my main or anything but i used to hate knight.
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you need to get rid of back windows of main asap. it's baffling it survived TWO WHOLE REWORKS. no way devs think it's okay to exist, right? surely?
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that and bt bodyblocking (which i normally despise) are the only things to clutch a 4 man escape and are healthy, in my personal opinion. removing such stuff will just dull the game even further.
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never thought about everybody's terror radius music but i love oni's (despite not loving his chase music) and wesker's (again, not a fan of his actual chase music). pphead's and blight's are also very nice, they got banger chase music too.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671842#Comment_3671842
I mean, you can still control if you pick them up or not. If they decide to bodyblock and you down them, you also have map pressure - one less person on a Gen. And potentially another one who needs to pick them up.
But the thing is, 3 second-DS does not change that at all. It just makes the perk too bad to actually do something, but this seems to be fine. So your point is that you want DS to be useless and not the unhooked Survivor to not bodyblock you.
block killer's path -> run after you make sure the other person made enough distance -> get in a locker.
what does the killer do here?
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can you all remind me again how i control whether the ds user will block my way or not please?
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pallet saves with it are beyond stupid but if you are getting fl saved when you know someone is lurking, that's kind of a skill issue. sorry
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people here having an orgasm from all those "killers cry" and all those nonsense but noone exactly knows why huntress needed to get such huge buffs, let alone asking for it.
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has to be better together and better than new. all other perks still might in some way work for someone but these are just outclassed so hard.
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killer props are all over the place and it's awful for mobility killers and huntress, but aside from those and portal room window i think map isn't that bad.
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i'd say even more info like emphatetic connection so you can apply the perk, but essentially they lose each other's value that way. i don't really know honestly, just perks that will prevent you going down (or hooked) i suppose like lithe or balanced? maybe prove in case they see yellow you and feel the urge to double your gen?
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just play wesker or tombstone myers, it's that easy. or use stbfl and play hit and run until it's stacked, no downing though it's forbidden.
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especially if there is a hill there, the back of main can be a massive dead zone and if there happens to be a 3 gen there good luck. i like it overall though.
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i don't mind its size but main is, again, a bit too strong especially after devs' "weakening" of the main by removing one breakable wall in the garage now, making the window an actual threat without survivors having to do the inside gen while also making the gen way safer to do.
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killer sided if killer 3 gens survivor sided if they don't. basically however-the-killer-plays sided, i guess. still not as bad as suffo pit 1 if they don't 3 gen though, since autohaven tiles are bit more unsafe than macmillan ones in general and its main isn't as strong as suffo's.
i don't like losing because i didn't doom the entire lobby with the decision to 3 gen from the get go so naturally i heavily dislike those two maps.
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@KeiOrtem said:
https://us.v-cdn.net/6030815/uploads/IKNWI3ASI8YT/20240307215832-1.jpg
This was my second game tonight getting bled out on the floor when the game was nowhere near done. Idk if the killer was salty that I brought a game offering(for a pallet challenge) only for his sacrificial ward to take us to RPD or what but like... As a killer main myself, how is this fun? You're waisting not only the survivors time(which I know is the main goal) but your own. The guy wasnt afk or anything, he was moving around us while cloaked but man... I just dont get why there seems to be more people doing this now.
gideon offering = anything is justified.
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new one is fine but god og suffo is atrocious. killer either 3 gens or loses, they dare not go to the middle of the map or they aren't touching that survivor ever, especially with bad rng for them. at least main side can spawn up to F I V E gens so killers will have the choice to play "smart" :)
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very very cringe main building.
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the upstairs totem spots need to go.
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i generally don't have any issues on the map or with its size as killer, except for that main window. that big of window loops especially with an abundance of sight is NEVER a good idea.
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Survivors have to learn that each player in the team has to take their turn wasting the killer's time, and in addition survivors need to be taking hook states during the game
distortion users entered the chat.
to add to the topic: i personally think 90% of the time in soloq the teammates of a survivor getting tunneled just need to do gens and not try to be heroes, especially if it's multiple teammates hovering/taking hits. in soloq that's mostly a waste of time since you don't know how good the player is or how favorable their position is. you never know how much help (if ever) the person needs and it kills the spirit of the player when they see you wander around instead of doing gens while they are already using resources and don't need any help.
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circle but as killer you always know where it is and everyone will have to have the perk equipped. not very close, excited to see how the perk does.
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if you can handle a power-using blight i'm sure you will be just fine against a normal m1 killer. this change will only discourage newbies from trying him out.
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i faced a blatant speed hacker 2 days ago for the first time in a very very long time.
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i personally don't think adrenaline needs a nerf but a change i still think would be ok is something like charging it up as the user gets healed. getting healed twice gains you the heal effect of adrenaline, movement speed isn't affected so people wouldn't be able to just stick to gens while injured since adrenaline offers enough safety to do so.
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map is balanced as it can be an absolute misery for each side heavily depending on the killer and how they play.
more than 2 gens on the street isn't okay. main is basically the most brainless looping of all time, but the other houses... while being still mostly no brain looping idk, not so much? they are easily bloodlustable as m1s i suppose.
THOUGH, both 2-windows-on-the-same-wall houses connecting to each other is not fine.
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i might be the only one that likes the layout of the map. the problem with the map is its main, quite frustrating structure especially for certain killers, and it's very strong too. the ramp window is way too strong considering there are 2-3 god pallets in it already and another window. there is no avoiding it for the most part as the killer either since it's right in the middle of the map.
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i generally don't mind the map but it favors survivors, heavily. carnival is very strong with its safe pallets and the cart, main is again really strong, and shack side can spawn disgusting set ups since it for some reason has a jungle gym kissing each other. there is not a weak area of the map everywhere is safe.
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i think map was ok before its rework maybe except main. that's all i'm gonna say.
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deserved gutting of the map, but depending on the rng, behind of main can be such a dead zone. there should be some guarantee that a map won't spawn multiple LTs or C tiles (the tile without a window).
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the only issue with the map is its potential to spawn very strong 3 gens around main building which generally isn't rich in resources. otherwise i think it doesn't favor any side heavily.
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i like it, might be a bit big but i don't mind it, pallet density and tile count are reasonable. shack is right in the middle of the map but i appreciate that it's isolated so it can't be chained super easily.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667483#Comment_3667483
And yet, I've yet to see a post from them about that.
This is about Survivors potentially beating them. They didn't, and they likely won't in the future, but they COULD and that seems to be what matters.
there are a bit going on in the post and replies and idk what op is actually on about, but i don't care honestly. i just think they brought up a what i also see as a real issue and i commented on it; overall bad map design and heavy rng factor on it.