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Ohyakno

Ohyakno

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Ohyakno
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  • @cruelb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739095#Comment_3739095

    Maybe you should read your answer again. I see 2 min aura on over 80% of killer builds. Distortion is good and bad as we know, but isn't the answer.

    So a mix of information and other perks? Sounds healthy to me. Distortion is the one size fits all counter to those perks anyway.

  • @FrenchBagels said:

    The way you described him here is exactly how he will still function, and in fact, match that role even better. It seems like you’re not a fan of Knight plopping a guard at a loop and forcing M1.

    You may not like it, but that's basically his antiloop. A lot of his power is tied up in that. Taking it away and giving him longer chases on guards that don't do anything on their own is not a fair trade.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746886#Comment_3746886

    Well who are we to judge that? The game is 18+ and I don't think we have a right to judge the maturity of adults…

    I don't think it is much of an issue of you block other survivor players tbh, I don't think you get the same ones too often anyway, so I don't really see much harm there.

    Uhhh I can judge it. There's no reason to block 1,300 people unless you're constantly tilted at everything everyone does. That's absurd.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746756#Comment_3746756

    you can argue that dying with survivor can be skill for survivor for a future teammate to utilize against the killer. hook respawning has huge knock-off effect for how killer hooks survivors. This creates incentive for killer to purposely break pallets, create dead-zone and purposely hook survivor into hook dead-zones to camp.

    Good killer already do that. They specific pick hooks that are good for camping and break all pallets to minimize chase time. Examples are Ormond, They added new top hook on the building. Guess what most killers do with this? Break pallet → Hook survivor on top. Eyrie of crows, Top hook building, break all pallets. Camp hook at the top. Temple of purgation, Hook-survivor in the temple, Camp hook. Father chapel. Break all pallets on top-side. Hook survivor on furthered top hook. Crotus Asylum. Take bottom area. Break all the pallet. Hook them on further hook in the corner map. Growning storehouse, Pick one the corner sides of the map, Hook them on corner side. There is just countless examples of purposely breaking all pallets →hooking survivor on a hook near a dead-zone.

    Hook regenerating encourages killer to do this gameplay because… well there is no risk to doing so. Survivor dies on the hook. the hook respawn's. Pallet respawning is not that far off from hook respawning.

    Ok. Pallets are resources to be used in chase. Hooks are how the killer progresses the game. I don't know a simpler way to break this down. They are not analogous. If you're trying to take away the killer's ability to create deadzones then you have to give them something else, because that's a huge part of their gameplay.

    If the hook on a dead zone would break, you're down to a 3v1 and you've very likely lost regardless of whether or not it's in a dead zone. It's not anywhere as consequential near as giving survivors infinite map resources.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746696#Comment_3746696

    then stop killers from purposely creating dead-zones with pallet breaks and camping hooks within a deadzone.

    Creating unsafe areas of the map and corralling survivors toward them is a huge part of the skill cap of playing killer. You want infinite safe zones? You gonna megabuff low tier killers to compensate? Cuz that's the only thing they have going for them, assuming they can even afford the time investment.

    Precisely four hooks can ever permanently break in a match. Only one or two of those actually matter. Earning a hook requires the killer to outplay the survivor at least twice, then the time investment is hauling them over there. Pallets are a map resource designed to thwart killers in chase. They could not be more different.

    The respawning pallet thing is never going to happen. It has a huge knock-on balancing effect on the whole game. Respawning hooks is only gonna be impactful every few dozen games. It's such a rare occurrence that you don't have a hook that is basically quality of life.

  • You have 1,300 players blocked?

  • Sorry, but this stretches credibility. DM me and add me and we can duo queue and you can play against actual killers.

  • @GolbezGarlandGabrant said:

    I mean they could apply the same logic they've applied to Buckle Up/For The People or else it's just hypocrisy if they don't.

    Buckle up and for the people still works, though.

  • My idea was to alt click perks you want revealed to your teammates either during or before the game.

    Like I don't want you to know I'm running off meta perks, but I do want you to know I'm running vigil.

  • @jesterkind said:

    To the point about the new 10m restriction on patrol paths - the thing you're describing where Knight spawns a guard in a tile and survivors leave to hold W to another one is the entire thing they're trying to fix.

    It's not something that harms Knight in his capacity to use his power as intended, it's a nerf to an extremely obnoxious cheese strategy. I have my issues with a few of these changes, especially the change regarding hunt time shortening if the Knight is close by, but that particular change is a good one specifically because it's aiming to address the loop-zoning issue that a few characters share and Knight is the uncontested king of.

    That's not to say I'm of the opinion these changes adequately buff him in compensation, or to say that I don't think that - I'm agnostic until I can test it. Just that Knight has historically had a big problem: Flattening gameplay down to "he's knelt down, hold W, rinse and repeat". This update is pretty clearly attempting to both address that problem and encourage Knight to use his guards in alternate ways, it's not a bad update because it successfully addresses the problem.

    Hey, trapper has knelt down, hold w. Hey, hag knelt down, hold W. Hey skull woman lifted a drone into the air, hold w.

    Like that's not an inherently bad thing. I find every killer I just mentioned fun to play vs. The salient question is whether gutting his antiloop in exchange for maybe longer chases and swapping guards is enough of a compensatory buff. You know, the guards that don't actually do anything without help from the knight. That vanish when you try to do stuff with them now. As a fun thought experiment do you actually see that as a buff?

  • @Ebonbane2000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746447#Comment_3746447

    I remember Mandy mentioning something similar a long while ago. That ideally, matchmaking will give you a good survivor, a not so good survivor, and two in-betweens (or something similar). I'm not sure if that's still the case, though.

    This is exactly how it works. You can feel it out in action.

    The problem is that it thinks I'm the good survivor because I've escaped three games in a row from sheer luck or getting carried. Then I'm supposed to carry and I'm simply not that good. You know the games. The ones where you can last 20s in chase but your teammates somehow last five.

    That being said I really hate posts like the OP. It's just empty complaining. Solo bad. Ok? How? Why? The killer is finding and downing you. Yes? What do you expect the killer to do? It's just so bad.

  • It feels like they just gave content creators what they wanted on this one. They hate knight.

  • Nah, all of it is a good idea. Super excited about trying out the changes.

  • @ReverseVelocity said:

    I'm fine with the Killer Instinct honestly. The autoaim when entering a biopod is way too much though. It'll make him far too easy to play for how much you'll get out of him, and I actually like having to track Survivors manually with a biopod. Getting rid of that will make him more boring, as it'll just be "shoot biopod and press a button" to Slipstream Survivors.

    That said, I'm glad they're adding aim assist when aiming a biopod (not entering one), that'll make him a lot more accessible on controller, hopefully.

    I agree with your stance on EMPs. We'll have to see how the Overclock changes play out in terms of strength but I also agree that losing the extra duration for more Slipstreamed Survivors is a bit of a shame, I liked that reward for micromanaging the team's effects.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745689#Comment_3745689

    It's not really a gatekeeping thing, I'm glad they're trying to make the killer more accessible to controller players. However, we don't want the killer to essentially play himself. Sure, it won't have a significant effect strength wise on players, but it'll remove the need to actually track Survivors with biopods, which was part of the fun. I like the fact that he's a bit mechanically complicated, it makes him interesting and that's not really an ego thing.

    It'd be like if Huntress automatically snapped to the nearest Survivor when readying a Hatchet. Sure, it'd make her more accessible but it'd also make her less fun. Having to aim at and track Survivors is part of the fun of the killer.

    I really want this killer to be more accessible to controller players without removing most the skill required to play him. That's all.

    Do singularity pods directly do damage to survivors like hatchets or is that comparison as absolutely inane as it comes across as?

  • It's funny that everybody's a singularity main now. I play about a dozen killers and he's in my wheelhouse. The changes are basically a wishlist of everything I've ever wanted.

  • @glitchboi said:

    I think encouraging a sniper playstyle for Knight is actually a good direction for more skill expression for him. Not sure how I feel about the aim assist for Singularity but I think it would have been a great add-on.

    Billy is basically what he used to be prior to his Overheat rework, having little to no cooldowns especially with his old Thompson's Mix. He's buffed to the point where he's capable of competing in the current meta and the Realm Beyond maps.

    While I don't care about the hug tech, I do miss Blight's J-flick. I had a different opinion on this in the past but I think it was excellent skill expression and was fun to utilize as well as fun to go against.

    Removing Chucky's passive scamper as a whole wasn't the best decision IMO, I would have made it so that for a few seconds, he gets slowed down in movement speed and can't use slice & dice for a few seconds kinda like when Wesker vaults a window/pallet.

    You can get snipes as knight right now if you want. Go ahead and go do it.

    You have to use the same tracking tools as spirit except when you track properly you don't get a hit. You get an unreliable AI guard that will never get a health state on its own. Except now if you have the temerity to use the guard to corral survivors it vanishes at 3x speed. Like it or not insta dropping guards was the more impactful part of his power and if you take that you've gotta give him something else. This is just butchering him because content creators don't like him.

  • @Souplet said:

    I've seen this idead for many years now

    It would be funny but actually totally unplayable against swf

    Or like, anyone. As soon as you know the mimic is in play you just..... Don't get on gens with other survivors.

  • This is not what a rework is. He still does the same stuff, just mostly better than before.

    That being said people really need to stop gatekeeping singu. Let him get some buffs. It won't kill you.

  • Pallets and hooks are..... completely different things that do different things. This is an incredibly far reach for equivalency.

  • @Skitten56 said:

    100% agree. 120 or 180 seconds would be much more reasonable than 60 seconds. If you are creating hook deadzones as a killer then that means you are not managing your hooks properly. There should be some sort of consequence for playing poorly, even if the game will forgive you after a set timer. 60 seconds is simply too sort to feel any sort of consequence.

    Why on earth should hooks have to be something you manage? Like what's it add to the game? It's just an inconvenience for everyone for no reason.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744821#Comment_3744821

    https://us.v-cdn.net/6030815/uploads/12OQR5P5LN6E/sspeak.png

    Except, we have this addon, for a Killer that already has area denial.

    Claw Traps have a duration for 45 seconds, and can be extended by an extra 15% on top of that. Oppression having a 40 second cooldown means youll most likely give them a difficult Skill Check while they cannot hear Skill Check audio.

    And Idk if you remember the whole "Chess Merchant vs Team Eternal" situation, but even experienced players miss Skill Checks sometimes.

    How often do you run through the disco drone three times, SM leaves you broken and trundles off somewhere and then you go do a gen with a trap on you? Then she's gonna kick a gen every thirty seconds to hopefully maybe make a couple of tagged survivors miss skill checks?

    Do you see how incredibly inefficient this is? You have to jump through so many hoops to make it maybe possibly happen.

  • @Blueberry said:

    Unfortunately I think double chasing with the guards is unhealthy game play. There isn't skill involved in, I go this way and guard goes that way so you get a lose/lose scenario as survivor.

    The main issue isn't losing that. The main issue is them not buffing him properly to make him viable and fun in the way healthier way they want you to play him.

    Corralling survivors into areas where you can get hits is his entire gameplay. Skill isn't exemplified solely by hitting an orbital hatchet; it's expressed through macro gameplay and knowledge as well. Trying to make a survivor mess up enough to get double tapped is a good examples of it

  • I have no idea why people feel the need to gatekeep singularity.

  • You yourself, can remove endgame chat

  • As long as they have to support the switch this will never happen

  • @g00zilla said:

    Oh man, I would so love this. As a survivor with almost zero interest in playing killer it would be such a quality of life boost for me and I would play a lot more. Like sorry if your favourite killer is Myers I just hate playing against him. I mean I will do it, because as a survivor I have a lot less control over what kind of match it is. But yeah, the game was sold to me as a stealth coop with chases and I just wanted to sneak around with my friends I don't want the killer to be the sneaky one. Sorry if that makes the game worse for other people it would be a dream come true for me. Maybe if your killer gets banned too much you could just play a killer people hate less idk, frankly IDC.

    But killer mains saying queue times would be bad, like how do you know more people like me don't quit playing for extended periods? How do you know they couldn't have been online reducing your wait times if you could just accept some quality of life changes for them. Well IDK, I don't have access to that data frankly I just want it cause it would make the game more fun for me! This is my main gripe with the game. They release all these cool new killers but I don't want to play killer, idk. Seems like lots of people do, so it can't be an issue, maybe just give survivors a bit more control over the match so they don't queue for 10 minutes just to get tunneled again in their least favourite match idk. I sure would quit less

    I'm not a "killer main". Water gets you wet. Staring at the sun will damage your eyes. This will increase queue times. It's just factual regardless of what side you prefer. All this us vs them garbage is so tiresome.

    Why do you think you deserve preferential treatment? Why do you think your enjoyment matters more than others'? Selfish and indefensible.

  • Someone please do the math and tell me how much time it takes off vaulting. I could use the laugh.

  • These are very good, easy to implement ideas.

  • @k3ijus said:

    Why should survivors be forced to play a killer they don't like going against? Not to sound self entitled but some surviviors just hate or mentally cannot stand going up against some killers, for example
    -Spirit (person could be partially deaf, they cant read sound cues)
    - Plague (person could have Emetophobia)
    -Skull Merchant (Person could prefer to not face a killer that is unlikeable to them
    -Trapper(Person could be solq and cant coordinate with the team, I know this isn't the best example but it will serve as the point)
    -Pig(Person could have a history of fellow survivors "Teaming" with said killer and prefer actual matches)
    -Ghostface

    Obviously, this would slow down queue times, but if you were deaf would you even bother fighting a spirit? What if you literally found everything about Skull Merchant boring and refused to play? What if you had Emetophobia and forced yourself to DC for the sake of yourself?

    Survivors should respect killers fun and vise versa, and its neither sides fault if a survivor couldn't face that killer, so rather than making the match boring for both parties let a survivor disable at least one killer they hate

    This isn't targeted, but if I face a killer and half of my team dcs or does the equal of that, it instantly ruins the fun for me and probably everyone else in the trial.

    Killers could additionally have a similar function to this, and disable matches against certain perks that they find extremely triggering, or insensitive to

    So you're talking about accessibility. I'm talking about raging out because you just don't like this or that killer. You're muddying the water here.

    And you're talking about accessibility for one side. That stuff cuts both ways. Say I want to pay spirit but I'm hard of hearing. It's probably not going to work out very well. Should I get indicators of where survivors are? Apply that to any killer. Should they have visual indicators of where you are through walls because some can't hear footsteps?

    After a certain point accessibility starts taking over the design of the game. It's infeasible to be fully accessible to everyone. Sorry. You have to say to yourself "can I deal with the content in this game right now?" Before you boot it up. You're not forced to interact with any of the content in the game. There's other stuff to do. Especially if that content is a particular killer that irrationally makes you rage out at their mere existence.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742850#Comment_3742850

    Jumping in to add that yes. Hex: Two Can Play is bad. But it's objectively a really really funny Meme Perk in the way Blast Mine is kinda funny as a "NO U" perk, so it's fine in that niche. Sometimes perks can just be sorta funny.

    I never said it wasn't funny or that it shouldn't exist. I have the perk. I run it from time to time with hubris and enduring. What it absolutely is not, is useful. It barely does anything at all. Which is all I was trying to say.

    Also I think blast mine is not a bad perk at all. I'd put it low B high C tier.

  • I play about a dozen killers. Skull merchant is among them, but I enjoy others more.

    If you want to be irrational and say killer bad and beat your chest that's fine, I guess. But make a thread about that b-tier killer being a no good nasty menace instead of floating an idea that affects everyone. It's short sighted.

  • This is the scintillating discourse that keeps me coming back. Provoking and well thought out response.

  • That's honestly kind of cool. Pretty unapproachable from a standpoint of learning the game though.

  • It definitely feels like turrets don't do anything from the survivor side, but I understand as xeno they're very inconvenient. Maybe just let people move a little faster while carrying the turrets? It'd definitely feel very unfair to not have your power much of the time.

  • Yeah that's simply not true. You can get flashlight saves off it. I let a "bully squad" get over a dozen flashlight saves the other night while furiously hammering the hook key. It negates pallet saves though. How often do you get pallet saves? Survivors only get them on me very rarely.

  • It would barely be a B tier perk. As a hex no one would use it.

  • @YikesMaster said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741669#Comment_3741669

    Hey man, before commenting and defending something make sur to play the game,

    In the current event there's a "One-shot" Survivors gain "1 heal stat" and the killer a "One-Shot",

    with the current event not 10% of the survivors perks but alot more are unusable, and some items too (Flashlights, toolboxes for Sabotage)

    Survivors can: Block windows, create "stun-only" pallet (which can be easily countered), Quiet.

    Killers can: break pallets/doors, tp hook (and some other things but they only use them both)

    Nothing is really equal there… survivor things works 1 on 4, killer thing works everytime

    the haste buff from trix, doubles our speed but it also doubles the killers one, which makes a BIG advantage for the killer because by doubling it he got twice or more our speed… I don't know if BHVR test their own game only as a Killer sided but literally today the game literally a pain as a Survivor (I do play the game for years and years since 2018) but today the game don't makes me laugh or I can't even play it for fun..

    This event Hyped me but I think I overHyped myself in a killer sided game

    Oh btw I didn't mentioned their "NoFaceCamp project" which is a total failure idk if they're aware about that..

    Literally streamed more than 3hours on it, full of unplayable, unenjoyable games.. for the 8th anniversary event of Dbd tho..

    P.S. I do play as a killer too that's why I can compare them both.. and it's even more easier as killer, no more flash..no more sabotage, no more pallet blocks..

    What's your stream? I'd love to watch your unplayable games and how you're getting facecamped, somehow. Also flashlights work.

    The game isn't supposed to be "equal". It's asymmetrical. Killers can always do more stuff than survivors because 1v1 any given survivor is supposed to be at a disadvantage.

  • @bakedpot8oesbro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742362#Comment_3742362

    no it’s not 🤣 if a survivor is running around picking up items to move to the edge of the map, they’re not on gens = gg. if they pick up their item, the killer can SEE that, survivor gets oblivious = dead

    nice way to call everyone a noob because they lose to someone who can see their aura 24/7, i would LOVE to see you play against someone with this build, without object of obsession.

    im complaining because i shouldn’t have to run a perk EVERY game in the chance that someone will bring this dumb op combo and stomp the lobby. i’m complaining because object is locked behind a paywall. im complaining for my people darling. the survivor mains.

    it’s broken on EVERY map. doesn’t matter what map doesn’t matter where. it is broken full stop. i cant understand how you fail to see this? but then again i can. i see you comment on almost every survivor post on this forum.

    Taking a minute out to disable two killer perk slots is well worth it. When you cleanse undying/devour, is that a waste of time off gens? Of course not. You just shot what the killer wanted to do in the knee.

  • They're not going to implement a system that increases queue times for killers for nothing but survivor enjoyment. Only survivors get any benefit from this and people that happen to enjoy the hated killer of the week are punished.

    Listen: killer players are not here to facilitate your gameplay or enjoyment. When you play vs a no good bad skill merchant there's someone behind that screen trying to play the game, very likely without malice. They're just trying to have fun like you are. They are people, just like you are. So grow a little empathy and think about dropping the entitlement.

  • I actually got this one like third vecna match.

    I couldn't less less about cheevos. They don't do anything. Just thought it was funny.

  • @bakedpot8oesbro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742850#Comment_3742850

    it is a good perk idk being blind when u stun the killer is pretty good

    Yes, it does do that thing.

    Is that thing useful? No. The blind duration is too short to be consequential. You just turn 180 and hold w and it may as well not exist.

  • I just want to be able to donate BP like this

  • This just makes unknown huntress with an extra step. Boring.

  • Artist has to hit birds twice. Pyramid Head is not shooting out AOE lasers through obstacles.

    This is stuff that I shouldn't even have to address. You knew someone was going to mention it when you made the topic and you are also aware they are not equivalent. Why even bring it up?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742552#Comment_3742552

    I was quoting the person I was replying to. They made that comment. Ask them what they meant by that as I can't read their mind. Obviously the killer makes that judgement call. But, again, it shouldn't be up to killers to have to dictate the flow of the game to ensure survivors get the most out of the event. That's BHVRs job.

    Reckon if too many gens get done before the killer has a chance to do stuff, survivors should ease off gens and twirl around in circles or whatever?

    Game's asymmetrical, but trying to hamper either side from their objective is one of the few things that cuts both ways. People play how they want. There's another match waiting around the corner.

  • @bakedpot8oesbro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742623#Comment_3742623

    so we’re just straight up lyin now huh

    edit; ur the entitled skull merchant crying about survivors ruining your event aren’t u 😭 ofc you lyin

    And I remember your post where you said hex: two can play is a good perk.

    Looks like we've all said some goofy stuff, huh?

  • BHVR is never going to implement a free health state ability that penetrates obstacles. This would get a hit at most loops in the game.

  • You're forgetting the most obvious option, which is to drop a pallet or vault a window, in which case a guard will never hit you.

    Your proposed knight is the worst killer in the game.

  • @Karth said:

    This event is a joke for SoloQ survivors, im left with 10k points while killers get well over 80k.

    Guess ill not bring anymore cobblers and only care for the community archive while bringing meme perks as coping mechanism

    You know you're still getting more bloodpoints with a cobblers than without, right?

  • Make twelve hooking viable for most of the cast then.

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