Avatar

NerfDHalready

NerfDHalready

About

Username
NerfDHalready
Joined
Visits
0
Last Active
—

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666871#Comment_3666871

    Okay, so then on a serious note.

    You'd need both:

    A) High-level Survivors. Not common, as shown by Kill rates and win streaks.

    B) Very specific RNG. I have to assume they'd have already posted this if they had seen it before, which means it's fairly rare.

    rng shouldn't be such a massive deciding factor. op's wording is weird, but their point is valid. those shack into gym set ups, or any good filler pallet into gym window set ups shouldn't exist at all. same with a coldwind map with all tiles being LTs and C tiles. that map is basically one big dead zone.

  • @Rudjohns said:

    The DS "buff" should be

    -5 seconds stun

    -Only activates after being put to the dying state (60 seconds)

    Conspicuous action and endgame still deactivate the perk

    But I will not be surprised if DS get a nerf

    -Only activates at death hook

    -30 seconds

    i like the idea of removing the ability to force it with locker grabs.

  • camping scenarios require a better coordination unfortunately but it's already punishable in itself if you play correctly unless it's something you can't counter like bubba: do gens and save/trade last second.

  • i wouldn't want any nerfs to swfs even as the killer in said lobby. just gimme extra bp for my efforts against that advantaged team of survivors.

  • can spawn disgusting 3 gens with one in a literal corner of the map, but otherwise i like it.

  • main is way too strong with 4 very strong windows and too many pallets in addition. at least it's not in a central location and not reachable from any position so it redeems it a bit.

    other than main i like the map a lot (except as artist and i probably would hate it as blight if i played him). the only issue-ish is the LT variant(?) of dock is a bit weak compared to others especially the one which is both a short and a long wall; that might need a little touch.

  • it's disgustingly broken i don't even know where to start. it's both an indoor and an outdoor map in a sense so survivors are safe against any type of killer. a whopping 4 safe buildings to play around against mobility killers or killers like huntress (with gens to do inside) and outside with millions of quite safe CONNECTING pallets against stealthy killers. ridiculous house of pain is weakened in haddonfield but for some unknown reason kept in this realm.

  • plague trickster huntress beetle wesker or any killer with save.

  • yup :c 2 mil bps as compensation right neow!!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662488#Comment_3662488

    But thats just bad killer play, if you need aura perks to find survivors. - Here is a free hint -> Try looking near gens, especially the ones that have progress

    i'm coming back to that hook if i patrol all the gens and can't find anybody and the person still isn't saved. trust me, that would be your average gameplay against multiple distortion gamers in the lobby.

  • i'm currently running self care botany and will try to replace it with heal in basement one and see if it works out. not excited for any other perk honestly, might try the skill check perk on double dress freddy build but i'm doubtful.

  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662046#Comment_3662046

    Ill go with this as long as you have 3 or 4 exit gates.

    🤝 not more gates but their spawns definitely could use some fixing. both gates on the same side of arp or suffo is only okay because of hatch.

  • not until hatch is removed

  • as a player leaning more towards killer, i'll say distortion isn't op. stack generation doesn't make sense and isn't on par with similar terror radius perks but whatever. only the scratch mark hiding part of the perk is kind of annoying but still doesn't make the perk op, in my eyes at least.

  • they are either that clueless or purposefully being a d about it, either way nothing to care about. people bm/trashtalk after a hatch escape also so

  • because that would be too many buttons, simple = good. i'm not being sarcastic, that's not a brain size thing simple controls are always better and also please let's not complain about cjs, people attempting that literally should be free downs.

    the only exception should be trapper picking up his traps.

  • remove map offerings and make survivor load-outs shared 🤝 i'm down. would killer offerings also being shared create issues do we think, since they aren't just skins unlike survivors?

  • bushes or twigs that have collision? if bushes, no. if twigs, hell yes.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656599#Comment_3656599

    I’ve gotten value from it. I use it strategically. And I’m not sorry about it. 🤷🏽‍♀️ y’all hate a PE player until you need that PE play to break a three gen or compensate for someone having a bad chase.

    way too specific and your everyday match against a 3 genning killer will end up with survivors giving up anyway. you'll need a far gen people won't repair, and it's soloq people will rush to the main gen on dead dog so

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656506#Comment_3656506

    How do you feel when you see a survivor run up to your gen, get on and start using PE while you’re working on the gen?

    oh nothing feels better, those are the moments i love dbd even more.

  • @C3Tooth said:

    Yui left the lobby and replaced with Vittorio and his Potential Energy.

    oh baby vittorios are the only reason i will dodge because of that perk lol. they will use it while tripling just to put progression right back to the gen anyway.

  • @Tsulan said:

    Could you specify, what exactly is so unbearable in solo queue right now? Since there are so many threads, it should be easy to pinpoint.

    Lets say, whats worse, compared to... lets say 2020?

    teammates are the only unbearable thing, since it's soloq that's unbearable and not survivor overall and that has nothing to do with game balance. hope this helps everyone here.

  • i assume they will make it so it decreases bottle count by 5 and not 3, shirley.

  • in a match with a competent lobby that tries? probably yes but will be really close if killer ever wins, had such matches so many times and it's generally a 2k. it would be 3 gens and i play all chill and stuff and all of a sudden it's 8 hooks at 1 gen so 1 bad chase means i lose. or 2k at best.

    i mean, it's still a win for me. a kill at 3-4 gens can instantly turn into someone else suiciding or a farm attempt or a hide and seek, all of which suck to drag out and those matches give way fewer bps.

  • @OrangeBear said:

    Yeah that's new. Old one would inflict haemorrhage on injured survivors who walk through trails, until fully healed.

    until torment is gone*. tried using that with a dedicated build and it was still very bad, mangled might help in this new version.

  • at this point i think they are purposefully keeping matchmaking the way it is so matches aren't complete sweatfests. some people might argue they still are, but in my experiences even as my most played killers i don't feel much pressure, which is nice.

  • pig's rbt nerfs were unnecessary and like 5x shiny pins added to huntress' basekit might be a bit overkill but other than those i like all the changes. mangled's slow might need to be increased if it's not going to be permanent anymore, 60-90 seconds is such a short duration considering it's just mangled.

  • buffs were qol improvements AT BEST and didn't warrant compensation nerfs at all. i run the glue add on and only play chases as pig so ambush buffs are all welcome even at the cost of rbt nerfs, but at least buff their slowdown aspect in return. poor pig tasting it once again.

  • they should just make it so slugs can't be healed until 5 seconds pass.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652753#Comment_3652753

    Yeah, you cannot eliminate it completely.

    Like, there is one Survivor I know, they ALWAYS suicide on their first hook. It does not matter if there are 5 Gens left or 1 Gen left, when this person is on their first Hook, they suicide. Also regardless how the Killer is playing, can be the most nice Killer, no camping or tunneling. (Funnily enough, they camp and tunnel as Killer as well... So not sure what they really want from this game)

    And stuff like that cannot be avoided. But at least some things can be reduced.

    i was watching a stream a bit of time ago and they recognized a survivor who apparently suicided in any match they got them. such extreme cases might need to be looked at but i don't know how.

  • @Aven_Fallen said:

    Two obvious things:

    A Survivor who does not want to play, will not play regardless. At best they are afk, at worst they ruin the game for the rest. It will not help at all if Hook Suicides will be punished.

    There are edge cases where punishing hook suicides would make a Survivor, who already feels miserable, even more miserable. For example, I suicided a few days ago, because I was just not getting saved. One Survivor was in Chase (so everyone knew the Killer was not camping), one Survivor was crouching next to the one in chase and the last Survivor was doing a Gen instead of getting me (they ran away from me to do that Gen..). So why should I stick around? It is not like I am buying time for the team, because the Killer is not camping and I wont get unhooked anyway. So why waste my time? Punishing in this case would just be wrong.

    Another example would be a SoloQ-Survivor who gets camped by the Killer. Yes, the best thing to do is just to stay on the Hook for 2 minutes to give the team time to do Gens. But we all know that this a) does not mean that they get all Gens done and b) that Survivors will still try, crouch around and so on. Let alone that a SoloQ-Teammate does not really have any obligations to stick around.

    And then they should be punished after they already got camped?

    The real way to solve this is to remove things which are unfun and make people suicide on Hook. There will ALWAYS be people who dont want to play for the most stupid reasons. It is not avoidable. You can play Clown without Perks and Add Ons and the first person going down might still want to go next. Happens. But at least the Devs can try to remove things which are without a doubt unfun for the other side. (E.g. Skull Merchant needs some work, her Killrate is inflated due to people giving up against her since the experience against her is miserable... Working on something like that will reduce Hook Suicides for example. And there are many other things)

    as long as survivors are in a team, there will be frustrated survivors. i don't think i have ever gone next for any reason other than it's a skull merchant or my teammates were... gaming.

    but of course they can and should fix outstanding issues causing hook suicides like sm or killers that create accessibility issues for some people like clown plague and dredge.

  • designed to chase = loopable. we can talk whenever this mentality changes because those playstyles have nothing to do with killer design. yes most later killers are boring and lacking but i don't agree with you looking into it from such a perspective.

  • characters and cosmetics. i never buy shrines.

  • nsp legion, velvet fabric artist, uni medal wesker. all hand holding add ons imo that aren't necessarily strongest/meta.

  • because this game isn't competitive and people should leave in peace whenever they want. with all the garbage that exist in the game, people shouldn't fear they may have to endure them for longer periods and just decide to log out instead. map offerings make me feel this way currently and for example if they decide to prevent not playing on a map offering i think i won't play this game after i run out of sac wards of which i only have 50 something on my p100 oni.

  • she has the most brainless and effective area denial in the entire game. what exactly makes it this way? well because the only counterplay to area denial is holding w. artist, tapping knight, trapper/hag trapping mid chase etc. and as long as you don't let them zone you in a corner you are safe. good luck doing that against this killer who can basically cover an entire half of some maps. you can't go around and disable drones because they stay disabled only for 45s which is absurdly short for such a hassle. there certainly is no avoiding drones for the most part if sm has more than 5 brain cells, and you can't ignore them because of the haste she gets and hindered on survivors on top.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651055#Comment_3651055

    I've tried healing with basic medkits that I found in a chest when afflicted with sloppy and I've not been able to fully heal, always running short, even if the heal is uninterrupted. Perhaps there is something else at play that I'm unaware of.

    once there was a bug where a full medkit didn't suffice to heal one health state but normally they should, mangled only makes it use its charges slower and hemorrhage does nothing if you don't let go of the heal. i'd post it in bug report section if that happens consistently because it shouldn't unless you are using botany knowledge or something.

  • @TieBreaker said:

    Sloppy is kind of busted now that medkits got nerfed. You can't even get a single heal from a medkit without add-ons if the killer is running the perk. I'm certain that's why it's getting reworked. If it is on a timer then it will still slow down healing, but it won't straight up invalidate basic medkits.

    that's not how hemorrhage or mangled works.

  • @GentlemanFridge said:

    I have to wonder if people aren’t blinded by a hate boner, cause this trend was a thing from the very moment she got her first ‘rework’.

    Did people even try to learn how she works? I’m getting the impression very few people cared to. Which is unfair regardless.

    what is there to learn? leave the area with a drone and take a free m1 hit or stay in the area and get:

    • a health state (or deep wound)
    • hindered
    • broken
    • detection
    • various potential effects from add ons

    oh and she gets haste. woow i learned and a lot changed.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648768#Comment_3648768

    This post is about how genrushing isn't "tunnelling gens".

    i always assume people that use that term just mean focusing gens/genrushing/playing optimally or whatever. if we are actually arguing the word choice, i honestly don't even know.

  • tunneling survivors and tunneling gens are only equivalent in the sense that they both are optimal plays, and nothing else. they are compared mostly exclusively to justify one another, but noone needs to do that. play however you need to in order to win, all power to you.

    tunneling people and genrushing without healing both should be more punishing, is all i want to say. why would you not tunnel survivors if you want to win, and why would you not focus gens over healing when killers won't be able to keep up anyway and you are more than safe with current maps even while injured?

  • there are times to be stealthy and not to, if you know when you need to/can do it, it's very strong indeed. doesn't matter if you do all 4 gens, get unhooks and whatnot while your team gets slaughtered and you have all your hook states available.

    i don't stealth but if i were to, i think i'd go selfcare botany, distortion and lightweight. cosmetic-wise probably renato since his footsteps are almost silent and cosmetics are overall darker in color. his grunts aren't that loud either imo.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648410#Comment_3648410

    It works the same as PWYF, for which there is a great table here:

    https://deadbydaylight.fandom.com/wiki/Play_with_Your_Food

    As such it IS intentional, but there are a few things I think that should be altered for both perks.

    The really curious one is Pinhead chains remove stacks... but wounding with Engineers Fang does not.

    The really curious one is Pinhead chains remove stacks... but wounding with Engineers Fang does not.

    i think that just implies that launching the chain will use up a stack, but that chain injuring won't use another.

  • @UndeddJester said:

    Well unfortunately the both of them benefitted at the expense of yourself. To give an alternative perspective:

    • The Deathslinger gets an extra hook state, which could be the difference between an iri emblem or a gold emblem, which gives him more points and makes it easier to pip.
    • The Yun Jin obviously gets to escape and get a Survivor iri herself, which gives her more points and makes it easier to pip.

    So the only advice I can give, is don't take it personally. It was unlikely to be a personal attack on yourself, more likely an agreement between the 2 of them to mutually benefit at your expense.

    It's harsh on you, but not entirely unreasonable.

    Edit: It also depends on your build/play style. If you've been running Distortion/Calm Spirit and/or the killer hasn't seen you all game, he may well have concluded you've hidden all game and left your team to die. Some killers take exception to that and will try to make sure they catch you, even giving up a kill to do so... and survivors who feel the same also won't be charitable with you either.

    It could have been for many reasons, but the same thing applies regardless. Don't take anything in this game personally.

    agree with the edit. the only time i will bother looking for a specific person in a 2v1 or a 3v1 situation is when i strictly disagree they deserve the chance of finding hatch. i refuse to get tbagged on top of hatch by someone i hardly even saw throughout the match.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646940#Comment_3646940

    Well I have 1400 hours on this game, not really sure what the split is. Started playing it as a killer, generally play it more but try to play some survivors to change the play up.

    I see offensive bt bodyblocks all the time. Granted the majority of cases like I said is because some killer wants to force an unhook and the only thing to protect the unhooker from them camping (majority of cases) is bt. That or bt is just blatantly disregarded and the killer tunnels the save off the hook.

    what i meant by offensive was using it to bodyblock a killer outside of legitimate camping scenarios and the ratio definitely isn't 99.99% to 00.01% in my experiences.

    • i head off of the hook and see scratch marks. i follow scratch marks and bam, somebody blocks me.
    • i take a chase and they for some reason lead me to the hook. i don't leave them just because. bam, the rescuee bodyblocks.
    • i see someone after leaving hook, they rush to the hook with enough distance and bam, bodyblock.

    can you relate yet or? are you going to suggest me to act like i don't see them and move on looking for someone else?

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646926#Comment_3646926

    I do play both sides and you can take a look at some recent gameplay for proof, ill provide a link. Theres no need to assume someone does not play both sides of the game or say "your just a typical X main" which was removed it seems.

    Granted this is lights out. https://www.twitch.tv/questionmarkkony

    Malding through survivor today as well... and so far 4/5 hook camper matches.

    Refer to this for a more clarified answer. As the case for 99.9999% of cases, its because the killer is just camping the hook

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646728#Comment_3646728

    i'm sorry but there is absolutely no way you have at least 1k killer hours and didn't see ANY offensive bt bodyblock. i guess you can be using bbq and instantly run off to the auras you see, disregarding any survivor you might see closeby going like "i don't want you i have my bbq auras". because more often than not, you will get to hang around the hook if you take that chase since most survivors don't understand macro and loop you around hook, or just (try to) farm the person.

  • surely it's only black and white and there can be no abuse of 10 seconds of endurance in any case, right? it's not a board game, brother. play both sides and see for yourself what actually can happen and what cannot then come and comment on matters please.

  • it's almost unplayable for any killer that has an actual m2, powers that doesn't just empower killer's m1 like wraith spirit clown etc. other than that it's just a bunch of god pallets or garbage ones so basically no gameplay in that regard too. main hall is just pain if survivors actually play it, either bottom part or top part with the pallet on stairs; they can loop 2 times those massive circles with full vision on the killer without using up any resource or any possible input from the killer.

    on the other hand it can be painful for survivors with its disgusting 3 gens (which shouldn't be as much of an issue anymore but still) or against certain killers (sadako skull trash).

    so it's just a horribly designed map that can easily be a nightmare for either side depending on the variables and i hate it.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646452#Comment_3646452

    It doesn't affect normal gameplay though.

    Everyone assuming pre-running will work 100% of the time. The longer the match goes on the less resources are available and the more chances the survivors have to choke. It is also entirely dependent on rng, killer powers, and player ability.

    If the survivors have all four up by the time there is one gen left, why shouldn't the killer be in a tough position?

    That's what I don't understand about this topic. Because even if one survivor is dead the entire match gets skewed. This is why tunneling and camping is efficient, the point is to propel the killer into that favorable position right away to snowball.

    Capping the amount healing required won't stop tunneling or camping, all it does is severely nerf survivor again to reward killers for playing badly.

    So survivors should be rewarded in the war of attrition for having the maximum amount of bodies available.

    survivors aren't punished for 3 genning themselves anymore which was the main concern the 3 gen solutions would interfere with; before they needed to play aggressive and take risks or gens would regress but now they just need to play very slow and they win eventually.

    but i mean i haven't formed a definitive opinion about the topic yet just saying it does in fact affect normal gameplay with a killer that doesn't play for a 3 gen from the get go. i personally just don't have issues with it and i actually like it; survivors caused the 3 gen themselves or not a match shouldn't last very long regardless.

    but my other point stands, 3 gens can turn into a disadvantage if you don't play for it (which you can only do for a certain degree) against smart careful survivors that play it slow. you can't hang around too far away from all the gens remaining in the map but then survivors run light years away from them, putting you in a very awkward situation. this is the main reason i dislike azarov's and og suffo pit.

  • people didn't use to openly admit they want their pity wins this bad before when talking about hatch, probably some sole survivor left behind distortion calm spirit gamers that farm their consolation prizes wanting to keep their generally only means of escaping. fair enough, but i personally think hatch is awful game design that promotes/warrants horrendous gameplay choices from both sides so it should be removed.

    to respectable people that think hatch should exist because it allegedly solves taking hostage situations, it couldn't be easier to deal with it without hatch existing. i'm going to repeat what i said in an older post that got bumped:

    • remove hatch
    • after 15 minutes pass, killer can open a gate and start egc. if they don't want to, they will have to find the last survivor(s).
    • the last survivor alive gains a massive repair speed boost based on how many gens are left when their last teammate died. this isn't because they are expected to actually repair them all and leave but because they shouldn't be able to kept for too long in the match by cringe killers.
    • after 15 minutes pass, survivor(s) can suicide on the ground if they are kept slugged for 1 mins (after their last time going down), or if they are picked and dropped by the killer, OR on killer's shoulder if it's their second time getting picked up without being hooked. this way they can suicide or finish gens and leave if the killer intends to take them hostage.
    • ???? profit. solving issues hatch is thought to solve is this easy. if survivors only stay in the match because they can get hatch, they might as well not play since they don't add anything to gameplay from that point on for anybody remaining in the lobby.

    this way hide for hatch and slug for 4k bots can fight each other for as long as they wish without bothering anybody else. if the killer doesn't care, they can just end it by opening a gate and survivors can't be held hostage either. should be very simple.

1 … 7 8 9 10 11 … 31