Ohyakno
Ohyakno
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@Eon said:
your complains apply to legion as well, and if this killer takes away exhaust, guess why other killers are much worse than him because you can use the exhaust. The problem is not only the killer being overpowered but is the survis depending on exhaust to not ######### themselves. The moment you take away survis toys most people have no idea on how to play.
Listen: legion has to respect pallets, can be juked and has to traverse to your location for his injury. Kaneki looks at you from within your zip code and gets a health state. He does not care about pallets, it cannot be juked. The survivor has zero agency. Are you seeing the problem?
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@UnicornMedal said:
I don't think incentives are realistic. I think the best way is an accurate scaling difficulty model. Essentially allow tunneling to still be possible at every stage of the trial, but so worthless and easy to counter until it can be used as a catchup mechanic. A quick example would be something like 5 gens = struggle bar beefed up, killer slowed significantly, etc., 0 gens = current state of tunneling. It'd require a lot of unique variables to prevent cheesing which I think makes it the most unrealistic to implement, but it is still what would work the best imo.
I think you've nailed the nuance of the it.
People want to say "tunneling is bad" as a blanket statement without looking at when it's acceptable. Every survivor is stealthing and you can only find one. Survivors using second chance mechanics offensively. There's only a generator or two left. Sometimes you have to do it and people cannot own up to that fact.
So scaling it somehow based on game progress is the natural solution.
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@Johnt1219 said:
he is balanced. hes the only killer in the game that is punished for simply breaking pallets, and his one free hit is just the same as legions. You cant mindlessly hold W against ghoul like other killers, you have to actively loop.
Nope. He only loses power tokens if the tokens are full when breaking pallets. So if he swings to you, you stun him and try to make distance and he breaks the pallet he has full tokens to chase you. Then if you don't stun he downs you. Then if you predrop he scampers and downs you. See the problem?
Comparing ghoul to legion is incredibly disingenuous and I think you know it. One killer looks at you and you get injured, no matter what. The other one can be juked, has to respect pallets and has to travel to your location to get the injury.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965727#Comment_3965727
people started using it because hooking survivors wasn't worth it (and still isn't since otr ds and other 2nd chance hook perks are really strong) and decided to pressure more with alternating between slugging someone and hooking another for constant pressure so for killer it was constant chases and engagement then survivors complained and changed it to what it is now
No, they didn't. Some content creators made videos about it. The actual usage rate stayed the same.
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@ralecgos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965585#Comment_3965585
Every time they try to, like with the walking dead chapter, content creators scream bloody hell and act like it's going to break the game. This causes normies to join in and complain and BHVR caves and nerfs the new perks on release.
Scavenger from Gabriel anyone? Ironically, they released Made for This unbalanced and eventually nerfed it and made it more balanced after a while. But Scavenger is still in the gutter.
Now people are saying the mini-unbreakable on Michonne is going to blow up the game basically, so I assume that perk gets nerfed on release too.
Basically all this to say, the meta stays the same from like 2018 because everyone complains about new perks on the PTB. So they get nerfed or have so many activation requirements that people don't BOTHER.
The meta isn't the same from 2018 at all. It used to be DS, unbreakable, dead hard every single lobby. The variety is much greater now.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965614#Comment_3965614
nah last meta was slugging meta with knockout and the devs just straight up changed knockout
The perk that had a usage rate commiserate with unrelenting was meta? How's that work?
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This does nothing but punish killers for bringing perks that are necessary to compete with even mildly efficient teams. You'd see a huge increase in hard tunneling because the ersatz pressure from game delay perks is gone.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965611#Comment_3965611
oh yes...it is certainly possible to heal with resilience, but the more you stay healed, the less resilience value you get in a match. objective fact. so a healing + resilience meta is an oxymoron and the dumbest play style I could think of. killers are just calling whatever perks survivors bring that they lose to "the meta". but there's no consistency to this claim, because in reality survivors are just bringing varied builds and it's all "op" to killers that perform below average. being injured is "op". healing up is"op", doing the main objective called doing gens is "op", bringing decisive to counter tunneling is "op"...in the average killer mains noggin, every unique strat that breaks their win streak is "op" 😂🤣
They just told you to 99 your heal on top of explaining that resi is meta due to the oversaturation of ghoul. Did you even read their post Mr emoji man?
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He's never going to feel good as long as he has a hitscan auto injury. No other killer in the game looks in your direction and takes a health state. That's half the chase gone right there.
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Survivors have great options. Vigil is a thing nowadays, dramaturgy, finesse, botany and all the overbuffed healing perks, blast mine is a fun one. They have good and healthy options.
Most killers are locked into at least some slowdown unless they're playing an A+ tier killer and all the slowdowns have been nerfed so you're left with pain res and whatever other mid perk you want to run.
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@PetTheDoggo said:
Changing meta doesn't make sense, at least in how Patch 6.1.0 did it.
You just created exactly stale meta as before and some perks are simply needed for their unique effect. There is a reason why many of them got buffed back later…
You need to simply buff other perks to create more alternatives. Not really difficult imo…
Issue is most perks have simply effect you can't save with number changes.They've already done that. Dramaturgy, vigil, finesse are all stuff that's viable next to built to last, botany desperate measures, etc. the survivor meta is pretty flexible.
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People go on about how swf would disarm killers like this and that's true,
But even competent solos wouldn't have any trouble. The activity HUD shows everything you need to suss out what this killer is doing. Claudette just got hooked and yet she's hauling ass at me from across the map: that's the killer. It's not difficult stuff
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@Emeal said:
This Perk can singlehandedly kill an entire soloQ at minimal effort from the Killer, why on earth should it be buffed?
By minimal effort do you mean "take a health state from four survivors before the hex explodes into confetti"? That's not minimal effort. That's a hefty ass activation requirement. And solo teams can see the hook bubble just like anyone else.
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@CrossTheSholf said:
To counter ghoul:
Run tight loops
Break los
Dont be afraid to greed pallets
Stealth is your friend
Bait him off ledges
"Hope he is bad"
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Legion's power has clear and simple counterplay and they have to chase you as an m1 killer with zero antiloop to get a hook. It's as interactive as it gets.
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Buffing every healing perk was a mistake.
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Isn't this literally just worse trapper?
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This stuff is way too overwrought to be implemented. They obviously wanted springtrap to be a medium complex killer and that doesn't entail them trying to lob axes at a particular set of angles for him to be playable.
Moreover I don't think spamming orbitals and trying to hit axes with 2x the current hit boxes is more engaging than using it as a zoning tool.
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It's weird to me that people propose stuff like basekit kindred and bond like people on comms have infallible information about where their teammates are at all times.
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I think with Almo gone there's nobody left on the dev team to advocate for the killer experience, to be honest.
It's always the stick instead of the carrot. Killer is a bad man, does stuff I don't like. Punish them. Nobody addresses why a killer has to tunnel or slug from time to time or why that's an important part of their agency. People just see bad thing and want it changed with little empathy.
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I love seeing sadako mains banging away at this cause. As an occasional sadako player I salute you!
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It's just an achievement. I have this one. Know how much it affects my gameplay and life? Not at all. Just pretend like you have it and it's the same thing as having it.
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Survivors would never get to actually complete all gens and exit the gate.
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It should work both ways, but no on demand aura blocking.
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I don't think it's worth the dev time to muck around in the code to implement this for something that happens every thousand games.
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@TotemsCleanser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834707#Comment_3834707
Me? I'm a killer main so idk what kinda tribalism you're talking about. I'm just making fun of the idea of survivor mains planning a coordinated attack on the forums to get this perk nerfed or that perk become basekit. Which is completely delusional lol. Don't pin the us vs them mentality on me, buddy. It's your way of thinking, as understood from your own words, from the moment you said there was "a concerted gaslighting atempt" from survivors. Not mine.
I never said there was a concerted gaslighting attempt from survivors. Kindly don't put words in my mouth; I don't think about people like that. Survivor players are not a hive mind or a singular person. They're just people that play the video game. Individuals.
What I did say, if you would do me the kindness of reading the stuff I write with your eyeballs Is that certain voices are amplifying a false narrative. People pick up on that and start parroting it in order to be and feel included. I already explained the logic behind it. If you want to shrug that off it's completely fine, but you're also not worth engaging with in that case.
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@PinheadGlazer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834378#Comment_3834378
Not quite, depends on the skill level. If you're hitting chains from a kilometer away, then it's pointless. However, better pinhead players calculate where and when to place the gateway so it's timed and breaks the least chains.
I put it on their ass when I'm right on them. He's not exactly the most difficult killer to play in the world and good survivors don't let you hit chains from a distance anyway.
Without impaling wire they just break them on the environment and it does nothing. With impaling wire they kinda do something, unless they spawn way behind the survivor. In which case lol. Just pinhead things.
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@TotemsCleanser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834379#Comment_3834379
"A concerted gaslighting attempt" dang survivor mains are truly evil masterminds, aren't they? With their macabre plots and manipulative shenanigans.
I don't really think of the game in terms of this or that main. It's tribalism and an unhealthy way of thinking about people. The folks you play against are your opposition in a game, not your enemy if that makes sense. I play whatever the incentive is anyway.
That being said basekit unbreakable is the obvious end goal of the slugging complaints, even though objective statistics and anecdotal evidence do not bear it out. It's been shown that if something is complained about enough BHVR will do something. Basekit BT(great change), anti facecamp(good change), three gen restrictions(flawed but okay change), skull woman(awful change). The natural progression is yet another powerful basekit perk and I think certain voices are trying to force that change regardless of what reality says.
It seems like you're not a rational actor though. You're entrenched in a tribalistic mindset and want something to be upset at.
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What is slugging? Like what's acceptable to you? 5s? 15s? What average will make you happy?
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@MissClove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834379#Comment_3834379
orrrr it’s actually happening. Not that many people are “gaslighting”. What a ridiculous statement.
It's not. The statistics don't bear it out. I will play duos with you for an evening and if anyone gets bled out one time, I will buy you a steam game of your choice. Sound good?
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Remember when survivor queues were 15+ minutes at night? Why would you want to go back to that?
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@bleep275 said:
Yeah its kind of an epidemic right now. I found that I have no choice but to run anti slug and anti tunnel perks now. Too many killers have adopted the "Im not responsible for your fun" mentality. A tragic sentiment to have in a multiplayer game tbh.
But I do think the DC penalty needs to go since it encourages people just to die on hook rather than leave us with a bot.
It's really not. I have no clue why people are pretending like it happens more often than every hundred games.
Oh wait, I do know. It's a concerted gaslighting attempt to get yet another powerful perk basekit.
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@PinheadGlazer said:
If you think that Impaling Wire should be base kit, you've gone mental. How do you expect one of his strongest addons, maybe even THE strongest to be base kit? He'd simply be too OP and unbeatable. The haste effect would be practically useless because there's rarely any hits farther than 12 meters.
As of for the skins, I would love to see some new Pinhead skins, but let's be honest, Butterball (the fat one) would look really funny when put in the original skinny Pinhead model. The only exception I could think of is if somehow Clown gets that skin. I'm not entirely sure if contracts allow skins to be implemented on original chapters, but if they do, that would be a really cool skin. Regarding the female cenobite, I don't know if you're referring to the 2022 female Pinhead or Deep Throat from the original movie. BHVR only has a contract with the first film, so cenobites from other movies won't be seeing DbD.
The Iridescent Lament Configuration receiving that big of a nerf would cause a lot of damage. They could nerf it by a bit, no more than 5 meters. As a Pinhead main, I think this addon needs little to no change.Impaling wire is the only thing that makes hitting chains worthwhile. Without it it's just pointless.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833995#Comment_3833995
Just makes bond more mandatory to run then what it already is. Maybe they should change the perk where you deplete 20 seconds of bleed out timer if you down a survivor with a basic attack. my experience with pure slugging is that you either win because entire survivor team makes loads of errors rapidly or you get this long drawn out game of survivors picking each other up vs swf.
Why would it be mandatory to run a perk that counters a killer perk with about the same usage as unrelenting? Do you see unrelenting a lot?
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All this frothing rage for the sake of an animation that you have to see sometimes.
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This does not happen in most of your matches.
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@BurnedTerrormisu said:
Just came out of a game with a killer that had 145 pages of -rep on steam. I don't think badges will do anything to improve the situation.
God, I aspire to harvest these levels of salt. What a champion.
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@turksmall236 said:
BHVR needs to add more server locations
This. Sometimes I get matched with South Americans. I live in Kentucky. There is no absolutely no reason for it.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833069#Comment_3833069
I think with a buff like this it would be equally as strong as Q&Q, one requires you to make a loud noise before being hidden and then you need to keep vaulting or doing rushed actions to keep it which could make you predictable, the second just work whenever but has a shorther cooldown, so it could be potentionally used more times in a chase!
Oh, I was misunderstanding. It's a loud noise and then subsequent actions are quiet? That sounds like a good sidegrade.
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Isn't this just better quick and quiet?
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831865#Comment_3831865
Maybe your surv games haven´t changed but i can say i see aura reading pretty often now.
Just played against a Huntress with all aura perks + the aura addon.
It is just that you can´t do anything against this anymore - hiding is pointless because she just sees you.
And yes - these are wallhacks. What else?
Huntress is one of like... Two killers that can actually make a full aura build work. Nothing has changed in that regard and if you had the last iteration of distortion she's also one of the few killers that could kill out all the stacks due to her substandard terror radius. It's exactly the same as it was before the distortion nerf.
You can harp on about "wallhacks" until your lips fall off but the fact is that every aura perk has a thing the killer has to do to make them work. That's not how hacks work. "Yeah my aimbot only turns on after I headshot someone on my own". See how ridiculous that is? But you know how ridiculous it is, you're just mindlessly parroting the Aura Bad mentality.
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They've said their code doesn't allow for replays before. My understanding is that it's a native Unreal feature, but I guess they've built it up to where it doesn't work anymore.
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It's not going to happen. Nobody would ever get to finish a game on top of the issues you've pointed out.
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Yes, I would definitely love to turn chase music off completely so I can hear exactly what the survivor is doing at all times. What could go wrong?
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Ah, tiktok. Lots of worthy discourse on there.
I've already resigned myself to basekit unbreakable from this tantrum. They got base BT(an excellent change) anti face camp(not a bad change) three gen system ( flawed but could be worse) and now, in the face of hard numbers, they'll tantrum about slugging to gaslight the community until base unbreakable happens. Yet another thing for killers to juggle.
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I like your first idea a lot! These are both super smart.
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It's better as a cute community culture thing.
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Dropping a pallet and getting hit meters away is symptomatic of packet loss. You ping can be as low as you like, but if your line is degraded or you're on a wireless connection the server cannot communicate with your client properly, leading to what you are describing. That's why there's different status symbols on the top left for poor connection or missing packets.
I dunno what to tell you. The pallet hits you're describing simply do not happen unless you're experiencing connection issues. I also find it amusing that you copy pasted your Killer Bad screed from your other thread.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832150#Comment_3832150
Okay fine
1. The heartbeat is a status icon for all players including when downed or on hook.
2. The anti-camp bar is a status bar for all players
3. Killer hits a player or grabs the player/downs them the Killer is revealed.Do you think swfs infallibly call out exactly where the killer downed them?