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OneGoodBoyDemo

OneGoodBoyDemo

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OneGoodBoyDemo
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  • Chucky sends his regards...

  • So Dwight finally managed to solve the box... but at what cost...

  • I don't think it's fair to say that they don't have any new ideas for perks because not much time has passed since they introduced new perk mechanics such as Boons, teamwork and invocations.

    I really think they are afraid to introduce new mechanics into the game so that the CoH situation doesn't happen again, which if we're honest really broke the game. This is why perks that introduce new mechanics are usually weak.

    You have a point about the status effects. I had totally forgotten that the deafness status exists in the game and I agree that it was poorly explored. It would be cool if there were more perks or even a power that affects hearing.

  • These perks are far from broken, but I don't disagree that there is some aspect to them that I really don't like.

    Trail of torment is not necessarily a problem but rather the colors of the generators' auras. Most of the perks related to generators, both perks of killers and survivors always leave generators with yellow auras which makes it difficult for some casual players to understand which perks are being used.

    You can't tell if the generator is being affected by trail of torment, blast mine, wiretap, better together etc. It would be cool if they changed the colors depending on how the generator is being affected.

  • Plot twist: your teammate was trying to take value from reactive healing.

  • @Ayodam said:

    Explain me what these penalties are? I do not see Dredge, Unknown, or Singularity unable to tunnel or camp survivors. I don’t see them punished more than any other killers for doing so either.

    I'm not saying they can't necessarily use their powers to tunnel because all killers can do that even if they refused to use their powers the entire match. I'm just making a comparison with other killers.

    Dredge lockers become blocked around the hooked survivor.

    Unknown and Xeno has a slowdown in teleportation after returning immediately to the unhook area.

    Singularity takes too long to mark a survivor in the area of the hook.

    It's like you said, these mechanics don't have much effect on these killers but they exist and if they have no purpose then why were they implemented?

  • I agree, MoG in its current state is not worth it because the time is too long and its activation takes a long time too.

    I've been trying to use it in some matches but it's very difficult, especially when you're facing an antiloop killer who knows what he's doing.

  • What kind of counterplay does M1 killers provides? if you drop a pallet on a safe loop they literally can't do anything except cry.

    1. Ok perk
    2. can be broken depending on how the incapacitated status will work on the killer. 12s without being able to do anything is a lot of wasted time
    3. The perk has a very strong effect and seems to be very easy to activate and can be used several times. Of course the killer has to hook on a tempered hook but I imagine 4 survivors using it a little too strong.
  • For contradictory changes like this I wonder how they will balance other killers if they are added to this game mode.

    If they somehow buff Pig instead of nerfing it I will be extremely disappointed. Some things are immutable traditions.

  • I'm happy they brought Iron Will back but they should have improved light footed by removing at least one of the conditions. Playing completely silent can be fun I think.

  • Playing against Demo + Xeno would be a dream for me.

  • This is something that BHVR should be keeping an eye on and needs to fix as soon as possible.

    I made a post talking about this 2 days ago and it seems that most people agree that the last 2 survivors just hiding and not progressing in the trial is a problem. let's hope BHVR solves this problem someday.

  • The most evil build that I always use consists of hexes!

    Ruin, devour hope, plaything and pentimento.

    Place your portals near the totems and watch the magic of 5 pentimento stacks happening.

    images.jpeg
  • I completely disagree.

    People have been using this perk in my killer games and it has made things a lot easier for me...

  • If everyone tried to experience and understand the other side not only in the game but in life too about things that we are not aware, the world could be very different.

  • Nemesis is a good and fun killer but being honest Xeno is far way better due to mobility i think.

    Playing Nemesis against a competent team it will be hard because good survivors will use the extra hit on their favor while Xeno just needs to avoid the turrets and if he can stay in crawler mode for a long time it means he knows what he's doing.

    Both will struggle against decent survivors like any other killer, but if we're just going to compare these two, Nemesis will have to try harder.

  • SM is so OP that matches against her end before they start...

    When i see the black circle in the Hud I already know it's better to go to the next one because the match is going to be miserable, someone is going to DC or kill themself on hook.

    SM is something that souldn't exist.

  • I think the new survivor is Homer Simpson or Peter Griffin. Both of them are truly survivors.

  • One change I would make! Basic attacks would do a 5% penalty while special attacks would do a 2% penalty. this way it would help the m1 killers more while the others would be decent perhaps?

  • year 3 was the best time and anyone who disagrees is because they weren't there.

  • I think they are a good representation of us despite some stereotypes. E vai respirar um ar puro por favor.

  • I think that BBQ and WGLF should have the bonus BP again.

  • I can't blame them. being the first one to be chased for 40s or more while your teammates are doing nothing is quite disheartening.

  • I always thought the 2 extra chests were supposed to be traps...

  • The power seems underwhelming but the perks are great.

  • @adam1233467 said:

    Sorry to say this to you, but you are going against bad blights who don't know how to use bump logic

    the bump logic is how it was supposed to be played since release and now that the hug-tech has been removed people are starting to be terrible at playing him? he was always strong for people who knew how he should be played from the beginning.

  • Yes, the Knight is dependent of 2 addons to be actually playable and even if they become basekit, he would enter the list of killers with horrible addons like Pyramid head and nemesis because the rest of his addons are garbage.

  • These are good QoL changes, but I feel like it won't make much of a difference in terms of strength.

    I've been saying for years that the trapper's real problem is how easily survivors can nullify his power in a matter of seconds. It doesn't matter if he starts the game with all the traps or if he has 50 traps because it's very easy to disarm them and it doesn't require any type of skill.

    One solution I proposed is that Bloody coil should be basekit and work in a different way. the traps should have a risk when disarming them, I think it could be a difficult skillcheck like overcharge.

    If the survivor fails the skill check, he is injured and is trapped for 1 or 2 seconds with an animation as if his hand had been trapped due to a mistake but if he completes it successfully, the trap is disabled for the trapper for 20-30s, this way the basement strategy and the strategy of locking down some areas do not become so oppressive if the survivor manages to get it right.

  • SM is an abomination, that's true but saying that the community is not paying attention is flawed because she continues to be a recurring topic and people really hate her (with good reason) and I'm sure she's on Devs' radar again due to community sentiment and her high kill rates.

    But if I'm honest, her rework can wait. other killers need attention at the moment like Freddy and Myers. their mains have already waited too long.

  • Garden of pain is still unplayable as killer.

    The worst rework they've ever done.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716393#Comment_3716393

    Yeah but just wait till they make more of these and they stack. I have no doubt in my mind they will make one of these OP and it will be meta.

    You have a point. More invocations perks are coming and it may be possible to repeat the CoH situation again by creating a perk that breaks the game completely.

  • @Nazzzak said:

    They should have put the Broken status on a timer. Even if it's for 5 minutes or something. Because you're right - it pretty much puts you out of the count for every other aspect of gameplay

    Maybe the broken status should remain until you have been hooked once after completing the invocation.

  • @BlackRose89 said:

    Fine by me, I hope ppl continue to not run this perk mainly bc I don't want to start having to check the basement as killer. I HATE the basement as killer, I don't even hook in there if I can avoid it. Its a waste of my time and I dont want to feel like I have to check every game bc of one perk. Its the one reason I dont like the idea of invocation perks.

    You don't even need to check the basement, just let them use the perk and they would be doing you a big favor.

  • As someone who loves playing Chucky I think the changes are very positive. My biggest problem with Chucky is the fact that his power runs out too quickly and it can be very punishable for making a mistake because being a 110% killer for 18 seconds without being able to do much is a terrible feeling.

    Scamper had to go but the nerf will impact him a little because using slice and dice on a window or a pallet isn't much useful after they removed the flicks.

  • I love Bubba and I'm looking forward to the changes. He was already a decent killer and now he's going to be much better to play and I'm already getting scared of the players who can make those insane turns.

    This change will make some survivors respect him at least.

  • Hell no, Blight is still a very strong killer even without the hug tech. Making him 110 will only make it harder for new players because they will have to use the power more precisely while veteran players will have no impact.

  • @ReverseVelocity said:

    Doesn't he just grab people with Endurance now?

    Was this supposed to happen? because I just had a match where that didn't happen.

  • Forgive me father because I have sinned 😢

    Yesterday I played several clown matches with a very evil build: knockout, infectious fright, Hex: Third Seal and STBFL.

    I don't know what possessed me to do these abominable things. All those survivors… l slugged them all.. for 4 minutes. I don't know why I did it but it felt good... a feeling I haven't had in a long time.

  • I used to like solidarity and resurgence before the hemorrhage buff but now it has become difficult to get any value from these perks.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709946#Comment_3709946

    Double the range to 64m, Remove the cooldown, and make highlighted gens show progress based on intensity of aura (like that one wraith addon)

    Deja vu and Boon: illumination would still be better options but good changes l guess.

  • I remember the devs saying that Deja vu buff wasn't forever but no changes to this day but you're right. visionary is a joke compared to the other information perks and needs changes but the question is how? they can't add repair speed to visionary because if combined with deja vu it could be a problem.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708776#Comment_3708776

    I honestly agree here. While seeing red skillchecks pretty much every game got stale fast, I still liked this version of Ruin better. Like you stated, it was a really good tool to practice great skillchecks, and it was a nice tool for killers to slow the game down a tad.
    As a wise Monto once said. "We got Hex: Ruin … … … to slow the game down, just a lil' bit"

    Now the prime reason why it got changed was due to how punishing it was for new players, so I totally see that side of the coin as well. But what if the perk worked on a token system, like Devour Hope in a way, where you needed to hook someone to gain its effects.
    I would have definitely gone with this idea, to make it worthwhile.

    Hex: Ruin - Re-balanced:

    Now gains a token for every unique survivor hooked (up to a maximum of 4), and does not apply on a totem before gaining tokens.

    • 1 token: A random dull totem gets cursed, and generators will automatically start to regress at 75% normal speed when a Survivor stops repairing.
    • 2 tokens: Generators will now regress at 100% normal speed.
    • 3 tokens: Generators will now regress at 125% normal speed.
    • 4 tokens: Skillchecks will now turn red, and good skillchecks will regress a generator by 5%. Great skillchecks will still grant 1% extra progress, and has a 40% larger success zone. Additionally, letting go of the generator will make it regress at 150% normal speed.

    That is a really cool idea for someone who likes both versions.

  • @lagosta said:

    @OneGoodBoyDemo A stronger Ruin would certainly benefit a casual/new killer, but would also harm casual/new survivors.

    It's really hard for casual/new survivors to learn totem spawns, especially with the growing number of new maps. I've had games where totems simply couldn't be located by 4 somewhat experienced players. That is somewhat common in the swamp maps, where totems can spawn along the edges and corners.

    200% Ruin was so good, it was worth investing 2 perk slots (along with Undying).

    This is exactly why Hex totems exist, high risk high reward.

    the RNG factor is something that can help or harm a lot because Hexes were made to be found. They can be destroyed at the beginning of the game or they can last until the end due to their spawns, but they are still situations that can happen or not.

  • @lagosta said:

    No.

    Being a hex does impact Ruin's consistency but on average, it still delivers good value. Here's an analysis Otz did with 200% ruin. Note other perks had their effects changed too.

    https://www.youtube.com/watch?v=lhQvjsIqobE

    Despite losing half of its efficacy, Ruin still sees play in competitive DBD and buffing numbers is the wrong way to go here. A different activation requirement would probably be better, as we have seen with the new hexes.

    I understand your point of view but I think we also have to take into consideration that the way DBD is played in competitive mode and casual mode is completely different.

    If we take into account the competitive mode in which both sides know exactly what they are doing, all the perks and strategies will be well used because we are talking about people who know how the game works 100%. Even perks that are considered weak like Forced penance have a lot of use there because the way people play is completely different from casual.

    I feel like the current Ruin isn't good enough for people who are learning the game or just want to play casually.

  • From the survivors' point of view, the generators take forever and from the killers' point of view, the generators are very fast and that's how it's been since dbd was created and I don't think it's something that can be resolved easily.

    The truth is that at the beginning of the game most killers are at a disadvantage due to the lack of pressure/mobility and trying to create barriers to minimize this problem would make the few killers that are good at the beginning of the game more oppressive.

  • I do not think so. Being tunneled by an anti-loop killer is not an easy task if the killer has its neurons working, you won't last long.

  • I didn't even know that offerings followed in an order. I always thought it was random, except for the last one, which was obviously from the killer.

  • If paradise exists, there is a place reserved for you!! 😘

  • Twins, Hag, singularity, artist and demo…

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