NeverSolus
NeverSolus
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- NeverSolus
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119695#Comment_4119695
It’s pretty obvious why they want to move everyone over to Discord where you very accurately stated ideas appear and disappear like farts in the wind. It has been glaringly apparent for years that BHVR care very little about community input and they’re just going to do whatever TF they want to do. Now there will be no receipts. Blowing up the forum is a great way to make sure nobody remembers what the community have been asking for or what promises BHVR have made and never followed through on.
It is concerning how many companies are veering away from any instance of data that can be used to to cite or hold them accountable to their statements. I doubt that's entirely the point of the direction here, but it's not a point in a winning direction either.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119647#Comment_4119647
Feels like even some of the forums most passionate members with personal beef of bias, even those who were banned long ago for getting too wild would proudly and happily come together here, hand in hand against the forums closing down. Beautiful in a bitter way.
There's a beautiful symmetry to it, yeah.
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@Aven_Fallen said:
Well, the Forums closing down is sad to read. And honestly, I dont think that this will work with Discord. Another game I play (World of Tanks) removed their forums not too long ago and migrated to Discord and it is not compareable at all. The Forums were full of discussions, help and Memes/Trolling (in a good way), Discord is just dead. And I think something similar will happen to this Forum. Because of just a simple reason: People who use Forums use them, because they like them. If they would want to discuss on Discord, they would do that already. Or are doing that already.
But here on the Forums are probably the most dedicated members of the DBD Community and players who are really invested into the game. Throwing this away is pretty weird.
And when it comes to user decline… I think one big factor is simply warning system. Sorry, but you can have thousands of good posts, but if you have just very few bad posts, you might get banned. Pulsar is a prime example for that: 23k Posts, usually very respectful and detailed in their posts with lots of explanation for their points. I bet the number of Posts which lead to the Ban is below 20. Naturally this leads to a shrinking community, because either you get banned or you see other people being banned and lose the interest on the Forums.
Aven hit is dead on here. Mind you I'm agreeing with Aven. I like…. never, agree with aven. (<3 Aven) but you made me agree with Aven.
Sheesh. -
@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119613#Comment_4119613
Dodo, you've been a treat. Wouldn't have had it any other way. <3
Guess I'll retort.
I love me some folks. Granted most the folks I like prolly think I hate them given I argue with them constantly. You'll all be missed you glorious rejects. Ya'll were fun to argue with. Cept for one person. I won't name you, but you know who you are and I hope you stub your soul on a discount lego.@GoodBoyKaru, @GentlemanFridge, @CountOfTheFog @GeneralV @Skittlesthehusky @cogsturning @Arcturus @Crowman @ForTheEntity @HoodedWildKard @jesterkind @LordGlint @LeFennecFox @MechWarrior3 @pidgeon @Rokku_Rorru @Shroompy @Wezqu @Your_Dad_Playing_DbD @YamamuraVideoRentals @zonkednb
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@DodoSwarm said:
IDK, I just became overly active here recently although I had asked a couple of questions over the years… I came to find out that there are people I heavily disagree with like @NeverSolus and @HexSlugged and people I heavily agree with like @cogsturning , @Nazzzak , and @GroovieAshes but I'm thankful for both sides because unlike the other platforms BHVR is switching to, I could have actual conversations with people here about the game, these kinds of discussions are just impossible on Reddit and Discord.. Steam Forums are barely even worth a mention because I don't know anyone that uses them.
Thanks for the conversations everyoneDodo, you've been a treat. Wouldn't have had it any other way. <3
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@Mandy said:
I completely understand a lot of the sentiment here, I've been on these forums since before they opened and I have a lot of some very fond memories here - its been a wild ride with you all in some cases and I personally am very sad to be saying goodbye.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119518#Comment_4119518
Edit.: You say "steady decline".
Well… You kind of banned most of the most loyal members in one go, so yeah… No wonder the numbers are in decline… -
I can't tell if this is another BHVR 'joke' or not. I'm baffled. This is such a bizarre business choice, but plant the crop you want to harvest I guess.
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@KitiKatiK said:
This killer sould be reworked some way. It is just not interesting to play against him. It is a game, not a job when i have to tryhard for nothing, litterally for nothing because 90% when you dodge the beam you dont even earn bloodpoints. Flashlights are totaly usesell because of sending to another realm instead of hooking. People are just leaving from trials and it is understandable - no one wants to play against trash aura builds and killer just staying on one pos and sending beam 100 away. 0 fun, 0 interest to play it.
"When you dodge the beam you don't even get bloodpoints."
My brother in the mist you don't get incentives for the killer missing you. Your incentive is that you didn't get injured. -
I've encountered this a lot, it's why I stopped 2v8 duo queueing with my friend as a killer: partially because it made her quit the game entirely. I have no kind or charitable translations of the opinion, myself, as it just comes across as sheer entitlement and due to that event I doubt I'll ever see it as anything but.
In a game where people regularly defend playing in pre-mades saying it's not that big of a deal and not that unbalancing, the moment the killers do so in an event there are pterodactyl noises about how unbalanced discord communication is. It's bizarre to me the cognitive dissonance left on open display on this particular complaint for as common as it is. -
This is … uh… kind of exactly the response I would expect from someone named 'Boons123.'
That being said, it takes a perk slot. The killers are no more having their hands held by being shown where the boon is, than survivors are for using perks that tell them were the totems are. And just like survivors, shattered hope just lets a killer destroy the boon rather than snuff it.
No one argues that anti-totem perks 'slaughter totem perks completely and that is unhealthy.' At least, no one people listen to. Hell, several totems actively show you their aura. This is one of those 'rules for thee but not for me' situations. If a killer blows a whole perk slot on shattered hope, it does need to be worth it. -
I mean, I agree but I've agreed for a while on grounds of bloodlust being garbage because of shift-teching happening accidentally. Wild to see people saying it who aren't me though. Woo.
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@Anruin said:
Hello,
Shattered hope clearly needed a change as it was useless given the low usage of boon perks. However if I understand correctly, setting up a boon immediately reveals it to the killer for 20 seconds (and thus his location)???
That's a huge hit to boon perks, that are already not that common. Why not make the aura reveal of the Boon Totems only trigger when a totem is cleansed or destroyed (and not blessed)? It still gives a counter to Boons, but does not immediately punish a survivor setting up one.
I think the entire point of the perk is to be an anti-boon perk that punishes them for setting up boons.
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@100PercentBPMain said:
I was in a dbd phase with Judgment but 2v8 timers got me playing Halloween for now. I'll be back
This. I'll be back when 2v8 cycles out.
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I'm thinking we'll see dominance/shattered hope/thrill/pentimento as effectively the new sub-tweet build of super annoyance.
I think survs are gonna see a this is not happening, road life, hyperfocus explosion which feels a bit like a noob trap. -
[Giga Buffed/Reworked]
Machine Learning
Holy lord. That's a lot. Okay.
Shattered Hope
Classified as Giga Buff because it was worthless before, and now strictly is not.
[Solid Buff/Rework]
Distressing
Was cute before, but nice to see if have value payout beyond TR.
Dominance
Now synergizes with Thrill monstrously well at the loss of chests.
Hex: Nothing but Misery
Lower token count and vault slow will mean value is more likely. But still a totem so no giga.
Hex: Thrill of the Hunt
Weird rework. Potentially stronger than before on high speed killers.
Knock Out
Excellent. Worth running now.
Spies from the Shadows
Range enhancement pushes it into being useful.
Whispers
Haste is a bit weird, but out-of-chase mobility is a cute addition.
Scourge Hook: Monstrous Shrine
Loss of faster decay will suck, but good buff. Needs a visual indicator of range, or will lose pick rate due to inconsistent value.
[Buffed but still won’t run it. Underwhelming value.]
Bitter Murmur
Longer Aura read on generator completion can't compare to BBQ triggering more. A few seconds of Aura is enough.
Fire Up
Only returns true value when things are at their worst. Mostly only tennable for strong late-game killers/players.
Game Afoot
In the current alignment to how obsessions work, this ones an annoyance to get value out of even with the buff.
Unbound
5/25 is nice, but too conditional for these values. I'd sooner run batteries for something I can consistently count on.
Help Wanted
Strong but trying to do too much. When stacked would be nice, but DR kills stacking, making this an awkward duck.
Dark Arrogance
Adding attack CD is nice as a poor mans bam/SBTFL. But I'd rather run BAM and SBTFL. I'm sure someone will love this.
Ravenous
It's like Pain Res and Agitation had the ugliest baby. And no one is going to love it.
Insidious
Linger makes it functionally more useful but still too niche to matter.
Superior Anatomy
Some people will love this. Again, I see no reason to run this when Bam exists.
Undone
This one is actually rather good. But the value of a single kick after three hooks isn't sufficient to me personally.
Unrelenting
If you're missing that much you're probably in the kind of trouble a perk can't fix.
[Considerable nerf. Probably deserved.]
Dead Man's Switch
Borderline dead with the 2s interval. Rightfully so.
Dissolution
Strong for M1's, destroyed for all else. I'm fine with this.
Hex: Blood Favor
Strong for M1's, destroyed for all else. I'm fine with this.
[Little or No Meaningful change.]
Deerstalker
One of my favorite perks, but an extra second doesn't merit comment on this one.
Agitation
Only level changes.
Iron Grasp
Only level changes.
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It's clunk and was released in a state that I cannot imagine paying that much for. Shows promise, but for now it's just another mistake that may or may not be corrected.
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"No reason."
Wild. -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117240#Comment_4117240
I find it interesting that we're about a year away form BHVR cancelling anti-tunnel on the grounds of 'forcing players on rails'. Which, fair enough, that isn't great gameplay, but then using the opposite logic on survivor play.
I won't argue that one.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117232#Comment_4117232
Nope, my point is that Windows of Opportunity is already perfectly balanced. That the perk mostly helps those that need it the most; soloQ players without coms and Beginners, and helps solve one of DBD's fundemental issues; the unequal learning curve.
Due to that inherent learning curve, leading to low elo stomps by killers against survivors, this perk uniquely helps alleviate that fact.
Due to the time it takes to bridge that learning curve caused by survivors having to run backwards navigating a randomly generated map, it will take a long time to learn the maps, which is why, rightfully so, this perk will be the only perk that is justified in being played so much, without there being any need for nerfs. As its playrate is caused by it solving a fundamental issue with DBD's learning curve, and doesn't break overall game balance. It in fact fixes it.That's fair. But nothing is stopping those newer players from running both WoO and FMA either if they want the same information. Let's be realistic, newer players aren't thirsting for that Dead Hard slot, etc.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117209#Comment_4117209
So the solution is to "force" the survivor to stay in the same place? How is this a fun and engaging design? What will happen is that the pig will crouch and then force the survivor to leave the loop, just to punish the survivor by 20% Hindered for 3/4/5s for making the right decision.
This is a flawed design.
… what?
A killer chasing a survivor around a loop is "forcing" the killer to stay in the same place. How is that fun or engaging design? This logic doesn't work in the present game as it is. Most perks do things of this nature. Doing gens "Forces" a survivor to stay in one place. There's a great deal of things that "force" players to stay in a given place or loop to achieve a counter-action. That's… that's literally the purpose of looping.
Are you suggesting that looping is inherently unfun design? Because I'll agree, don't make me do it. I hate looping. -
@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117215#Comment_4117215
That is exactly not the lesson they need to be occupied with learning. You grossly underestimate what beginner survivors actually look like. You're unconsciously talking about intermediate survivors here.
This is what beginner survivors look like, and they are a large portion of this playerbase;I'm not going to disagree here - however, is your logic here that the game should be balanced around these players? I don't want to start arguing points you aren't trying to make as that would make me rather disingenuous and ranty.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117181#Comment_4117181
But the killer ignores breaking the pallet? That's not great.
The knight summons a guard and forces you to leave the loop? That's not great.
The pig is crouching and using a dash attack? That's not great.
The Twins using Victor? That's not great.
The first uses Vine Attack and Undergate Attack? That's not great.
I can continue, and what these killers have in common is that most of the time they don't break a pallet.
This perk has a very flawed and oppressive design.
Everything (save one) you just listed as 'That's not great' are literally just examples of killers using their powers, you realize that right? Also why is 'The killer ignores breaking the pallet' not great? That's literally a desirable outcome for most survivor players.
Also also, what is 'oppressive' about this? Once you see it's in play, you just… ya'know, don't trigger it. Only throw safe pallets and stay on loop until the timer is out. That's not 'oppressive,', it quite literally has its counteractions built in. -
@Your_Dad_Playing_DbD said:
People keep asking for the meta to be shaken up and then we get complaints when it finally gets shaken up. I will say that if some of the top killer perks don’t also get nerfed then you have a valid reason to complain.
This. Very much this.
From what we know blood favor, dissolution, and thrill are all being swapped up so I'm not all that concerned. Seems like both sides are gonna take fire. -
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117189#Comment_4117189
auras have been a "thing" ever since Nowhere to Hide and the Lethal buffs. It's why killers started to get upset at Distortion because now that auras were a "thing" they felt entitled to it 24/7
I am one of those killers that feels entitled to my auras 24/7. I run a 3-aura build and a 4-aura build on Huntress. I don't think it's legitimate or sensible that a single perk can counter three to four of my perks in totality.
That being said I don't actually mind distortion. Never found it all that problematic, as if one person runs it that just leads to me accidentally tunneling whoever doesn't. 🤣 Not optimal, but not that problematic either. -
@cammoking123 said:
Okay, I see people saying Windows should be nerfed because it has a high pick rate (does that logic also work for pain res and Ghoul or…?). But have you considered people use Windows because there’s nothing else. Anything that’s halfway strong will be nerfed into the ground or is extremely situational. I know I just play it safe and bring information perks because you consistently get value. Deja Vu ain’t that strong but you still see tons of people using it because there’s nothing else and the information is consistent.
I'd be fine with both ghoul and pain res being nerfed due to pick rate, yes.
And saying 'there's nothing else' is just disingenuous. But if there's 'nothing else' then I'm happy to inform you that for two perk slots you can get the same effect by running both FMA and WoO. Since there is 'nothing else' good for those slots, that's not a problem, right? -
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117188#Comment_4117188
If you want them to feel more separate that bad, keep the FMA change where it only shows pallets and leave Windows alone. FMA is more for experience players in the first place, and if they can see the positions of the pallets they probably have a decent idea of where the windows are as well, although a lot of experienced players probably have a decent idea where both are even without the perk and mostly use the perk for the fast drop animation.
Windows is the new player perk, it wasn't very useful to experienced players. You might call it "braindead go to yellow" or whatever, but if you started out this game maining survivor then you'd know it takes hundreds of hours to get a somewhat decent idea of where windows and pallets can spawn on the 50+ unique maps. That time gets even longer when you don't have the perk to show you where those resources are in all your games and instead you just have to run around like a headless chicken, end all your chases in 20s because you're running in a straight line, and then you never learn where anything is.
In fairness, WoO Still shows you the things you can commit to memory: windows. They can still learn from it. Pallets are something newer player should be learning may or may not spawn in given spaces, and they should be checking those spaces if near them.
Though admittedly I'd be more okay with the WoO nerf if it was combined with something like a small in-built, non-stacking Finesse. Just as FMA has a faster pallet pull. -
@Boons123 said:
"Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 3/4/5s.
This ends early if the Pallet is broken.
Dev Note: We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet. We've increased the range to account for some longer loops, as our intent is that this should only impact players who intentionally run away from a pallet. We've also updated the removal effect to now also end the Hindered early if the pallet gets broken, even if it's already beenapplied."
We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet.Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.
And what about The Permind Head? This killer shouldn't be looped, but rather trying to gain as much distance as possible because this killer is very strong at close range.
I'm not very excited to see Zanshin Tactics + Knock Out.
And why punish the survivors for every decision they make during the chase??Please, developers, stop holding the killers hands. The Judgment with auras perks for sniping without any skill is enough, making the whole match is a gamble with strikes you don't know when they will come.
I keep thinking on this. Besides the fact that it's not even in PTB yet, I don't understand this complaint.
» Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.
This isn't hand-holding, this is literally the premise of the game my brother in the mist. This is what perks are for. Survivors want to do gens faster, so they have perks to do gens faster. Or, alternatively, to loop better, etc etc. The killers have perks to try stopping the survivors from doing their objectives, because that's the killers job. Gen regression to stop gens being done, hindered effects to stop survivors running away, auras to stop survivors hiding, etc etc. That's not 'hand-holding' that's quite literally the entire principle and point of Killers having perks.
Will this be a miserable perk to face on some killers? Absolutely. As with all perks. Aura perks are strong on Judgment and trash on Spirit. That's just how that works. -
@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117185#Comment_4117185
Who said that? Nobody said that. I play both sides. It’s just lately survivors have been getting the short end of the stick lately, so I’m complaining from that perspective. What is this like five meta perks nerfed the last two patches? Imagine if killers were being nerfed that badly. Yes, I’d still be complaining.
I didn't say anyone said that, I said 'Why do people keep acting like'. It wasn't a 'you said X' statement.
My insinuation is that, yes, Killers are likely going to see a few meta perk nerfs as well. We already know Thrill is being changed again since its most recent nerf - though time will tell if this change is nerf or buff. We know Dissolution, Dead Man's Switch, and Blood Favor will all see nerfs. These are all popular perks on the killer side.
This hasn't even hit PTB yet and people are already upset. It's bizarre to me. This kind of knee-jerk behavior is the same thing that got the anti-tunnel updates scrapped in full. Let's give it a second to see how things come out in the wash, eh?
Though I would argue against FMA and WoO being 'two of the most balanced perks in the game.' Nothing that gives you that much constant information is that easy to call balanced. It's not as though people can't run them together if they really want that information, either. -
Why do people keep acting like killer perks would be the only perks getting nerfed in the perk shake-up? Everyone is gonna get nerfs and adjustments. This is quite literally what we've been asking for.
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@Boons123 said:
"Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 3/4/5s.
This ends early if the Pallet is broken.
Dev Note: We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet. We've increased the range to account for some longer loops, as our intent is that this should only impact players who intentionally run away from a pallet. We've also updated the removal effect to now also end the Hindered early if the pallet gets broken, even if it's already beenapplied."
We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet.Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.
And what about The Permind Head? This killer shouldn't be looped, but rather trying to gain as much distance as possible because this killer is very strong at close range.
I'm not very excited to see Zanshin Tactics + Knock Out.
And why punish the survivors for every decision they make during the chase??Please, developers, stop holding the killers hands. The Judgment with auras perks for sniping without any skill is enough, making the whole match is a gamble with strikes you don't know when they will come.
The judgement being released when perks exist is now holding Killers hands. Good grief. Is this where we are now?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116653#Comment_4116653
Nice try. You just hate Nurse and appear unable to apply logic in a discussion about her.No one forces you to engage with people on the forum if you don't think its worth your time, but if you're going to respond to someone it should actually include some type of response and not just avoid what they typed.
Arguably @ForTheEntity is entirely in his rights here. Esa just outright entered the thread straw maning and insulting people. No one owes anyone a response. Like you said, no one forces anyone to engage, but if we're going to, they should be actual responses contributing to a sensible, mature discussion of the topic at hand. Not a 'Lol your opinion is invalid.'
Calling For the Entity out for this behavior when he's responding with the energy he's receiving is not sensible. -
I wouldn't.
At high end (top 5% of players) she unbalanced strong. But in the hands of the other 95% she's a joke. She's balanced by the necessity of these numbers. The game isn't balanced by how the top 5% of survivors use perks or strategies, as that would get survivors nerfed into the dirt due to coordinated SWF's.
You just don't balance games based off of the top 5%. It's senseless, and leads to bad game balance. Much as people like to complain about the nurse, it's not common to see a cracked nurse in the queues. You're far more likely to hit a totem Jason, or a four-slow-down Kaneki. I'd focus game design balancing on those more common elements. Addressing Totem Jason being too strong is going to result in more quality of life improvements than aiming for high skill spectrum Nurses.
That or, I mean, go ahead and nerf Nurse, no skin off my nose to be clear. Just seems like a silly and awkward place to focus balancing when she's not that recurrent of an issue. Maybe you just encounter cracked Nurses more than I do. -
There are a few signs, but few are concrete.
Matched cosmetics, matching names, four flash lights are all indicators. You can check a steam players profile to see if they are friends with people who have names similar to those in the lobby. But really what gives it away is gameplay. If, for instance, Dwight finds my totem in shack and I run him off, only to immediately see Meg and Sable sneaking around the shack while David King tries to lure me away, I have a pretty solid grounding to believe they are using out-of-game communication.
Equally when I see people running body block squads when I fake a tunnel, that's another indicator.
It really comes down to just watching for communications that clearly could not have occurred in game naturally for the better part. -
Hex: Face the Darkness.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115810#Comment_4115810
Nurse cannot hit you ACROSS the map.
I am legitimately becoming concerned for your blood pressure.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115539#Comment_4115539
I'm both bored and particularly curious about how far the illusion goes. Plus it's a habit of mine.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115530#Comment_4115530
You know the stuff I quoted? That's NOT how that reads mate. Now who's the one trying to lie?
Well if you see it and can move, what's stopping you from attempting to dodge? Your really also comparing ghoul, who has minor auto lock with basically a hit scan, aka almost literally can't miss if he's pointed at you, to judgment, who has to AIM and control it so the big beacon of a beam hits?…Really? Yes in MOST situations it IS practically dodge able. People just apparently like to pretend to be Gohan.
And yes, you've been going "come at me bro" to me and xendritch at minimum. If you CAN record evidence THEN GO DO SO INSTEAD OF YAPPING RIDICULOUS THINGS. Like really. if it's so easy then GO DO it. Go record and show EVERYONE instead of "come see me in customs" cause that would help you better. And you said I don't use critical thinking skills.
+1 DBZA Gohan reference.
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Huge Aliens fan so I can't not answer.
As a pro the graphic representation and animations are crisp, discluding the Mori and skins.
Downsides are… everything else. Their M2 is just a worse version of Nemesis', given the turrets are unnecessarily powerful counters frequently used that not only deny the M2 ability, but also report location. The collisions of the maps block the tail with alarming frequency. The tunnel system is, while interesting, just not as useful as would be necessary in a game as fast paced as DbD. Add-ons are underwhelming.
The Xenomorph is 100% playable, but the same way hag is 100% playable by someone devoted. But beyond that they are generally only suitable for play by these individuals. For anyone else this killer is miserably powercrept to the point of obscurity. Nemesis M2 is the same thing only better. The tunnel system on Demo is while more countered, also easier to handle and use to advantage. The Flame turret counter benefits are just too overpowered and long-lasting to not be implemented en masse in a given match.
But, they look cool as hell. -
Astonished ya'll are still engaging with this troll. He quite literally said none of us are comp level players and therefor don't matter, when the comp scene has been pretty unified about not being concerned about judgment. This is just a cry for attention. Even the people he is claiming are more important than us don't care about judgment.
@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114943#Comment_4114943
I do think Huntress Hatchet is easier to hit close up because you're not firing it blind half the time and any time they're animation locked it's a free hit.
Also, yeah, Xen's right. Between animation lock being much much longer, and huntress having add-ons to correct for the animation lock, she feels much better. Huntress is easier to hit with at all ranges, barring collision obstacles.
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@Xristougenna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114821#Comment_4114821
so you mean if they can fight they allow it ? there are much way againist it but i bet they dont care it as long as they earn money from it think
I mean the only way they could fight it, invasive detection software, would make a great deal of people uninstall their game outright. And even that wouldn't stop it. It's a lost war. Kind of like trying to vacuum the water off your driveway in a storm - what's the point? Yeah you may mitigate something, but it's ultimately a waste of energy and effort.
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This is a common problem in gaming and game balancing. It's not unique to BHVR, and there is no way to disable voice comms on such games short of very invasive detection software. Even then it wouldn't stop people from running discord on their phone or something else, and would greatly diminish attraction of the game to people if they cannot play with their friends.
There's not really much that can be done about this. Communication is overpowered, evolution tells us as much, but there's no real way to adjust games like this for that feature. -
I sometimes run Thrill without other perks just to mind game survivors if I'm honest. They see a totem that takes an age to break and assume I'll be bringing Noed or a trigger totem, so they keep breaking totems when they should be doing Gens. It's good for a laugh.
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@posterum said:
This killer needs to be nerfed to the ground. Easy aura-reading add-ons and shooting non-stop? Why not limit it like the huntress. WHY play the huntress when you have infinite, ignore-obstacles shots?
They need a limit, they need to lose a lot of the aura reading, and they need to lose killer instinct.
As a Huntress main who has been playing Judgment, I can say you are incorrect here. On one hand yes the shots are infinite and ignore obstacles. On the other hand, Huntress shots are faster, harder to dodge, lack the visual indicators, have a much faster cooldown to next throw and next M1 to the point that you can two-tap people, and has more flexibility regarding what the survivors see coming.
Huntress is not made invalid by Judgment. They do the same thing in different ways. I run full aura builds on both. -
@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114398#Comment_4114398
Why does it concern you? The recovery process is normal recovery time. If one had a match with this and got slugged again and again etc. You would only recover around 4 times before one bleed out.
Plus your blood is glowing, the killer will find you on the ground easily. If not you combine with tenacity.
So instead of getting Deep wound. Would getting Broken 30s be better then?
Unfortunately, I think cog is right. The only way to meaningfully balance infinite ability to pick yourself would be perma broken. At the very least 120 seconds of broken per trigger. It's just a matter of how much pressure the perk obliterates. I recognize your intent is to counter malicious slugging, but imagine someone running this perk while organized in a team with power struggle, flip-flop, and tenacity. The result would be a group that crawls to a pallet, then punishes the killer for downing them at all. If the killer recognizes the tactic and waits until they scare the other survivors off, the survivor gets up on their own and pulls the pallet anyway.
It's just too much to be contained in a single perk. No-mither is balanced around perma injury for a reason.
Slugging does need to be addressed, but I just do not think this is the way. It's too ripe for abuse by coordinated teams. Would probably be fine in a solo Q sense though.
As for Alchemists Legacy, it's a cute idea actually. Busy, but cute.
My only objection to that set is largely that it introduces a lot more to memorize in a game that already has a lot to learn for folks. Additionally I think DR kind of butchers the concept all around. It's balanced in stand-alone, roughly, but becomes unbalanced quickly when DR impacts it. By example, if I inject as killer for 5% haste but I'm already running a haste perk, I only get 2.5% out of it whereas the survivor can build around it for max efficiency. But that's a standard problem in the current perk system.
Alchemist Legacy is fine if busy. -
You realize they did a whole thing for a good while on trying to disincentivize the go next mentality, right? If each surv had a single killer 'ban' this would destroy the queue times and disproportionately help coordinated groups.
Though, actually, I'd be all for this if soloQ players got a 'killer ban' they could opt into, but you lost the ability entirely if queued with a group in a SWF scenario. That may be reasonably balanced. In fact, I think I rather like that idea. SoloQ'ers need more oomph to help them out. -
The 'infinite self-recovery' part of this concerns me, as that's not unbreakable+Self-care, that's no-mither+Self-care, which would be kind of pointless, as no-mithers entire downside is that you are broken and can't be healed. If it was a one-time use thing like unbreakable, mixed with self-care, I'd be fine with it I think. But the infinite part of it is too much unless it inflicted broken and injured.
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'Fire in the Sky' really creeped me out as a kid. Beyond that not much scared me persay, as most horror movies didn't use the atmosphere of tension. Aliens did a good job but turned into more of an action flick.
These days movies like Audition spook me. But back then? Not a whole lot. Puppetmaster was weirdly scary for how stupid it was in premise. -
@T1MEXII said:
Here is some basic information about how long it takes for survivors to complete generator depending on how many survivors are on it.
- 1 Survivor : 90 Seconds
- 2 Survivors : 52.94 Seconds
- 3 Survivors : 42.86 Seconds
- 4 Survivors : 40.91 Seconds
I personally think that is too fast, for each survivor the generator should go definitely go faster but I think that right now it is a bit too fast. This is how I think it should be.
- 1 Survivor : 90 Seconds
- 2 Survivors : 75 Seconds
- 3 Survivors : 60 Seconds
- 4 Survivors : 45 Seconds
What do you guys think?
I do agree gen times seem a little fast sometimes, but your suggestion replaces the incentives of diminishing returns. Two survs on a gen complete in 52 seconds rather than 75 to incentivize two manning over three or four. The idea is that they want survivors (Reasonably) to not just run around 4 manning gens. It's most efficient to do 1 person per gen, or two tops. After that diminishing returns punish throwing more at the problem.
I'm not sure that removing that structure is necessarily beneficial. I'm very much a killer player and very much think gens are too fast mind you, but I don't think punishing them in this fashion is the solution. -
Sorry to hear about your struggle here - I'm not gonna argue against it. Just wanted to deliver a trace of empathy. Hope this goes well heard.
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