Ohyakno
Ohyakno
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- Ohyakno
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There's so many easy perks to update.
Dark sense not activating on hook, perhaps with a triggerable token system
Spine chill vault speed back.
Better than new +15s to next hook state
Stuff like that. It's all so so easy.
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OP is absolutely correct. Locker blinds with flasbangs shouldn't be happening, since they're impossible with flashlights. I'd go so far as to say flashbang blinds when you're facing a wall shouldn't be possible either.
However, I was not replying to the OP. I was addressing the concept of "anti fun" another poster mentioned. Feels silly to me. Your opponents aren't supposed to be facilitating your fun.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737551#Comment_3737551
Problem is I've had the "locked animation, lose hook" thing too. Both things can be frustrating antifun, I just don't think we should be promoting stuff that's antifun.
Everything your opponent does in a multiplayer game is "anti fun". You want to hook. Survivors don't want you to hook. They're using tools that hinder you from doing the stuff you want to do. That's never going to feel good but that's the nature of a competitive game.
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People say the same thing every update, every new killer.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737401#Comment_3737401
The original incarnation was that mori offerings allowed you to kill survivors in dying state with no hook requirement.
Really? I remember it taking a hook but in fairness I ran them only a couple of times.
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@board24jason123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736970#Comment_3736970
killer main I see 👀
That's not how good and bad ideas work. If I proposed the old Moris system come back and survivors could be killed off first hook, most people would rightfully say it's a bad idea. Because it is. It doesn't make me a survivor main to think that's a bad idea. It's just a bad idea.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737182#Comment_3737182
This was already discussed a lot on this forum. Its close to a consensus that Knight has some issues like gamebreaking bugs, silly counterplay, some cheese strats and addon dependancy and its on the weaker end of the killer rooster.
As being OP, i don't think so. It would be the same as the Knight but with a faster depoly of the desired guard. Today we can do this by popping a guard, hit and get to other one, but its so boring to do this that its easier just to deploy the "wrong one" and just do the chase the way its possible.
Edit: I've made a topic on some suggested changes for the Knight were i deeply discuss his problems and how i would solve them.
https://forums.bhvr.com/dead-by-daylight/discussion/390781/a-suggested-rework-buff-for-the-knight
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737187#Comment_3737187
Well, at least i would use all the guards: Assassin for ranged snipes, Carnifex for some chases and Jailer when i need info or to hold an area. Also, keep in mind that with individual cooldowns you wouldn't be able to just spam a single guard, but would need to circle at least between two of them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737251#Comment_3737251
I can understand what the devs have thought in the release, but seeing how Vecna plays it feels a much better design than the Knight original one. Also it would fit better his theme as his lore, as the guards are his loyal servants, each of them fulling a specific role inside his army.
Ranged snipes don't do anything. If the survivor throws a pallet or vaults a window the assassin will never catch up.
Jailer for.... Info? Holding an area? That's nonsense. If you're randomly plopping him out to try and find survivors, he's not going to do anything and you're going to have to either not have a power for the patrol duration which is forever or trundle back over to him and hit him which is a huge time waste. If he's "holding an area" you're out a power for any survivors you might spot on top of survivors just advancing their objective elsewhere.
All the other guards are just pathetic compared to carnifex. The chase duration for the others is too short to effectively herd survivors where you want them to go and their utility is middling at best.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737242#Comment_3737242
I mean, those kinds of hits are pretty rare, and also reactable if you're quick enough. 0.5s is within the span of human reaction time.
Compare how often you get these hits (like once per match TOPS) to how easy it is to dodge literally every single other hit from the skeletons.
They won't be so rare after people learn the killer better. Eventually it'll just be a part of the killers kit, like hug tech for blight. If you crouch it at that distance vecna is getting an easy m1 regardless.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737187#Comment_3737187
Maybe that leads to the why, which is more often than not because he is much better… Which leads to why are we not changing that and making the others more usefull as well?
Dunno. There's a lot of stuff you can do. Here's some ideas:
Carnifex can perform two break actions during a single patrol.
Assassin banner is invisible beyond 8(?) meters.
Jailer patrols faster, has a longer path and reveals the first survivor chased's aura when they are first detected in addition to the aura of any survivor within his ring during chase.
Jailer seems a little overloaded but realistically he's never getting a hit so I think it's best good info is very good.
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Certainly nerfs. You can spawn them inside survivors for unavoidable hits.
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@Beaburd said:
I saw this on a stream recently and thought of this thread:
https://clips.twitch.tv/BreakableSweetPuffinBudBlast-qUHaPu0GZIeMvo0h
Look at the range on that aura reading perk 'Weave Attunement' - literally 24m diameter. I couldn't fit it in the clip but he had 4 items on each corner of the map and saw the auras of everyone very frequently. Heck, he actually watched Claudette run around the entire map for a minute or two looking for hatch.
His build around the perk is a bit overkill too imo as you could argue he just needed Franklin's + Weave Attunement to pull this off.
The map is favorable, but this is a great example of why I believe survivors need more (conditional) aura-blocking perks.
Is there an excellent reason they couldn't have dropped their items in a corner?
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You'd never use any guard but carnifex.
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@bakedpot8oesbro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737098#Comment_3737098
you can disagree that’s fine, but i think it’s more telling that a killer is too over powered if someone with little experience can stomp a team of 4 experienced survivors.
for perks, it’s been a reoccurring theme now where survivors get meme/bad perks that barely do anything, whilst killers get let’s say for example, weave attunement - dropped items give aura reading across a large sections of the map, paired with franklins the killer has walls on anyone in the dropped items radius and survivors get what? a perk which increases skill check bonus (might as well run resilience)
same with alan wake; they get a boon which reveals chests/generators, or there’s deadline which increases the chance of skill checks like i don’t see how it’s fair that survivor perks are so bad and barely benefit them, even CoL is mid. meanwhile killers get perks that actually assist them in chase. there’s unforeseen, makes the killer undetectable to assist in chase and survivors get generator auras… likeeeee??
even xeno got good chase perks, granted ellen’s perk chemical trap was probably the last decent perk survivors got, her other 2 perks are awful because you never get a chance to put them to use.
chucky got really strong chase perks, batteries included which gives you haste around competed gens, friends til the end reveals obsession and gives exposed status/hex 2 can play- a good chase perk once again, the last good chase perk for survivor before chem trap was mft, was it op? yes. but now killer has a bunch of perks to increase haste, assisting in chase and survivors get to stand still and play a guitar…
like surely you see how useless survivor perks are in comparison? just always so mid.
as for the maps situation, no they’re not awful but coldwind has a massive portion of the map with just rocks and empty space since its rework and because they class the tractor as a viable tile, even though killers can just swing across it making it useless, theres no tiles around them to connect to so you just die. haddonfield is a good example and that map is where most of my frustration stems from when it comes to map reworks because if they think that is a balanced map, god knows how they’re going to rework future maps, forgotten ruins i couldn’t even tell you because i can’t see anything.
it’s good mage hand is being nerfed because atm like i say, free hit wonderland its very much a thing for killers with the likes of trickster/twins/singularity/xeno/chucky/skull merchant…
but anyways excluding all that there’s too many reoccurring bugs, too many fomo cosmetics, too many licenses instead of fixing their game. just a whole lot of frustration which drives me to not want to play anymore because it’s like they don’t actually care about the game and just want to rake in as much money as they can as soon as they can you know, just my opinions
You think hex: two can play is a good perk.
Alright folks, wrap it up. We're done here.
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@VomitMommy said:
So basically rework bad perk to be different bad perks…
That's not what they are saying? They're saying make them good. I've seen several killers run furtive chase with friends till the end. The synergy is there.
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Played vs vecna a few times last night.
Gotta with OP. It feels like half the stuff he can do gives guaranteed hits. Mage hand is a hit as far as I can tell, every time. I tried greeding and the duration it gets held in place seems to be long enough so the killer can hit you regardless. Then at the next loop they either spawn skeletons inside you so that you get hit or while you're locked in an animation.
Unpopular opinion but artist is actually my least favorite killer because it feels like you're just constantly put into lose/lose situations vs her and vecna gives the same feeling. I'm not sure how to fix it. Mage hand is on a razor's edge. If the numbers are adjusted too much it becomes useless. I don't want another useless killer in the game.
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The problem is that sadako can do stuff, on occasion? Ok then.
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Would it?
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@cruelb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735351#Comment_3735351
Well, then, I expect; progress.
Yes. How? I can't think of a solution. Can you? You're just trotting out these tired, blase complaints with no potential solution or ideas.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735882#Comment_3735882
...so you only read the scratch mirror Meyers part?
Yes, and I disagreed with your statement instead of line item refuting everything you said.
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Scratch mirror Myers is a substandard terror radius killer, like I mentioned. I am not exaggerating, vs a 32m terror radius killer you will not run out of tokens. It's impossible unless you actively avoid the terror radius and even then you'll probably have a hard time running out.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735438#Comment_3735438
Interesting how people don't like Distortion but they never run perks that actually eats up all Distortion tokens
Such as Gearhead and EruptionYou literally cannot run out of distortion tokens vs a standard terror radius killer no matter what perks they run. The tokens only come into play vs lower TR or stealth killers. It's a low effort high reward perk that nullifies an entire suite of killer perks.
Also eruption is a terrible perk and only uses one distortion token. I have no clue where this myth that anything eats two tokens comes from. There's nothing in the game that uses two tokens simultaneously.
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How are you running out of distortion tokens? Vs any killer with a standard terror radius you simply cannot run out. I've only ever ran out vs a huntress with 4 aura perks.
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@cruelb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734091#Comment_3734091
Is that rhetorical?
No. Do you have further inquiries?
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What's your idea?
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This perk has a usage rate near hysteria and unrelenting. It's pointless to even do anything with it.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734392#Comment_3734392
I doubt new player is going to play only during BP events.
I will make it easier for you.
There is 42 survivors and 36 killers. So you need to prestige 234 times.
1 prestige usually takes around 1,1 milion BP, if you use automatic system. That's 257,400,000 BP
One game (lobby, queue, actual game) would be around 20 minutes on average +/-.
Let's say every game you use cake, so that would be around 60k per game (less if you are survivor), which is 4,290 games. It would be more as survivor main…
Even with cakes, BPS, events you are more than thousand of hours. Where you also had to spend a lot of money to get those DLCs on top of it.
I unlocked everything around 1.5k hours. How is that not an insane grind?
I don't even want to know how many games you would need, if you wanted to unlock everything possible with shards…Not only on events or blood hunts. But during them. Collecting millions of bloodpoints. The grind is not even a thing anymore.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734233#Comment_3734233
Also I don't think "the grind" is even that bad
Try to use some simple math to calculate how much hours you need to get every perk…
How's that work when there are events and blood rushes constantly? There's one right now. It's multiplicative with BP offerings. When you get millions of bloodpoints in a play session it alters the math.
Also again: you don't need every perk. Why would anyone fret grinding for bloodhound or red herring? It's entirely unnecessary.
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This is so incredibly convoluted. Just make map offerings iri or something.
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@Kaethela said:
The grind for a new player is astronomical. Reducing bloodpoint gain would make that even worse.
No. If anything bp needs to be much much easier to get.
Yeah that's definitely not what I said due to this response. Read the post.
Also I don't think "the grind" is even that bad. You don't need every character on p100. You don't need every perk in the game considering only a couple dozen are actually good. You don't need thousands of every item and addon.
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What do you expect BHVR to do about half this stuff?
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No thank you. Having no way to track survivors through walls was hell. Iron will, leave to next loop. Repeat. It was busted.
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Dunno but I'm fine with it. It always annoyed me that she gets better phasing than sadako, just because
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@Alen_Starkly said:
I'll actually link this, just to show how absurd things have been:
https://x.com/basicbarbiez/status/1797660147537649919
https://pbs.twimg.com/media/GPKSX-dXUAELqQJ?format=jpg&name=large
That haddie outfit is so cool. I wish I'd ever seen it in game
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@n000b51 said:
It is nearly double his range, and he can't do anything at all against Survivors who run instantly the second they hear him. Both untress and Trickster have potentially unlimited range, so they do not suffer from this problem nearly as much.
Well, yesterday, a slinger shots me > 40meters in the distance (I wasn't in his terror radius) from the main in Garden of Joy on the edge of the map, near the shack.
Naturally it was a lost shot bc I could escape (but with an injury) from his harpoon but it was a nice shot.
I don't know how limited is his range but except that, an extended range for his weapon doesn't seem to be useful.
The problem with the deathslinger still was his instant aiming with so few cooldown/penalty for cancelling it. He is almost silent when he is aiming…Thirdly, the survivor collision hitbox feels a tad too small. You get instances where it looks like the harpoon will pass through players, and it's really annoying.
And on the contrary, his fastiest shot can go through some very very small holes of the environnement when the huntress' hatchets have to go over the environnement.
So I don't know… I'm a bit doubtful, but.. it is the survivor who speaks here…He does not have anything approximating an instant aim, it takes a half a second before you can fire. That's forever in terms of human reaction speed. It rings like a bell when he begins the action.
Yeah slinger can shoot through small gaps. Good. Every singer that learns what weird little gaps they can shoot through has put time and effort into that knowledge. It's a huge part of his skill cap and I cannot even be mad when I get hit like that.
I'd rather play vs slinger than huntress any day of the week. At least he's punished for missing shots and pellets actually matter vs him.
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I don't play him, but I did think the 24m terror radius was a big part of his identity.
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I don't understand why people go nuts over this. Just run different builds if you want.
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@JustAShadow said:
I would say that having to wait 38 seconds to get a chance to misposition survivors and MAYBE get a hit is not good at all. I'd rather have his Mage Hand be a bit weaker but have skeletons do the chase work(or at least not be crouchable) but maybe it's just me.
Fortunately he's got three other things he can do.
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Nah, they're pretty good.
He seems to be just firing them off and expecting them to get free hits. They don't work like that. Get survivors in an animation lock or force them to crouch on a loop so you can hit them.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731866#Comment_3731866
Coulrophobia exists, and Clown exists in DBD, there even a perk with that exact name.
Emetophobia exists and Plague exists, her Mori is the nightmare of anyone having emetophobia.
So why not a Spider killer?
Yeah that stuff is grandfathered in, for the millionth time. Do you think BHVR of 2024 is the same as BHVR is 2018-19? They aren't. There's a mindfulness about accessibility that didn't exist back then and I'd bet arachnophobia is more common than either of those.
There will never be a spider killer.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731912#Comment_3731912
I mean… is it that terrible? Or is it only terrible from the point of view of some people?
and it wasn’t me that got personal first, I have asked from the very beginning to stay respectful even if you dislike the idea. I never asked anyone to tell my my idea is perfect when I said from the beginning I know it has flaws.
No, it's pretty bad. Sorry.
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@GRIG0 said:
Let killers leave through the exit gates (or something alike) once all gens are done and let survivors stay till the end game colapse ends in case they want to do extra objectives for challenges or whatever
By that time the match is already over and is not like giving up mid match. I don't want to camp or get kills by hitting ppl unhooking, just let me move to the next match, thanks.
Ah, I feel the exact same way. All gens done? Ok I lost. Let's go next. Not really interested in securing a 1k.
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If you have to add a content warning for spiders, why would they add one to the game?
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@n000b51 said:
'Why should you get out for free when you failed to do all gens and also did not manage to find the hatch first?'
The thing is: to stay on the open hatch is probably more like to take a game hostage because the game is locked & no progression can be done from both sides. So I think to do not close the hatch is probably bannable if it persists after 2 minutes because the last survivor can do absolutely nothing except to search a chest and to hope to found a purple key for some reason…
Anyway, a killer with 'No Way Out' can camp the closed hatch as well.Taking games hostage has a clear and steady definition. It's not just a catch-all for "thing I don't like".
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731645#Comment_3731645
Nope, I play weaker killers for the most part. Strongest I play on a regular basis is Nemesis. Or maybe Skull Merchant? Whichever of those two you think is stronger.
Yes, I'm talking about those scenarios as well. You ignore them until they force it with that scenario, you hit them to remove their collision, and then you CONTINUE ignoring them. They will need time and distance to get into position for another bodyblock again, time and distance during which you're gaining on your actual target and during which they're not progressing generators or resetting or contributing anything at all to the match.
In that scenario, the scenario you're describing, you are just chasing two survivors at once. That's a win.
There's still two dudes on generators while you're fruitlessly chasing two survivors who are the next best thing to invincible. Progress is being made for the survivor team while you're faffing around being bodyblocked or slugging the survivor who almost certainly has unbreakable.
It's undeniably strong, which is why good survivors do it.
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@Devil_hit11 said:
sphere disables haste item from survivor. haste item from survivor is strong for making mage hand completely useless even vs a total beginner.
I would like see sphere grant Exposed status effect for 60 seconds but I understand BVHR is too hesitate to oppressive vs casual survivors.
Hahahaha
So the same duration of ghost face exposed for the price of shooting out an orb? Come on
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@Yoshirama said:
I never thought that someone could complain about farming, but I forgot this is the DBD community
Thing happened one or two game? Inconvenienced? Fix it now!! Rabble rabble
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So the killer has the same vote as survivor? How's that work?
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I feel like the lone idiot that doesn't mind map offerings. I'll use them once in a blue moon to exit corn map or rpd hell. They don't bother me when my opponents play them because it gives me an excuse to sweat, which is fun every once in a while.