Orthane
Orthane
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- Username
- Orthane
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Comments
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@Royval said:
That would probably be the worst nerf in killer history.
It would at least be a nerf, something these 2 killers don't ever receive even though they're OP as all hell.
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@charity777 said:
please please please bring back Map offerings to how they were before the recent update. The fact that it’s 1/5 chance to get the map desired, makes using it a waste. I had one map offerings on and wasted 5 or 6 before I got to play the map. Since it’s a strategy both survivors and killers can use, there really was not a good reason to make the change. Idk I don’t ever come on here and post but this one really was unexpected and unnecessary.
No, Map offerings should never have even existed. They should be removed entirely.
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Why are the forums now extremely bright dear God what is this? HOW DO I CHANGE IT BACK?
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@TheWheelOfCheese said:
It's a bit silly that with Springtrap you click left mouse to throw the axe or release right mouse to cancel, while with Huntress it is the exact opposite. This screws up muscle memory for no good reason whatsoever. The two abilities are similar enough that there is no justification to make the controls exactly the opposite.
Yeah I kinda agree, but I've gotten used to the controls and in some ways actually prefer it.
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@Seeayzee said:
New changes should only be restricted to the first few minutes of the match, why am i wasting time on hook when multiple teammates are hiding and no gens are being done?
Disagree, the no going next changes are one of the best things they've ever done. It's been a plague on this game and it's finally gone.
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@AdamZ said:
Why bhvr? no one complained abt the perk, so why revert it to being useless?
Before the buffs literally no one used it, and now that its an actual good perk u make it almost useless once again.
Whats bothering me the most is that it was mosty used on m1 killers, u know, the ones that actually need it.
Like i bet my kidneys on it that u never seen it on blight/nurse/hillbilly/spirit/drac etc. at most singularity which i can understand, but cmon, at least make it 7/8 %.
edit: never mind they made it 7%, tho i still wish they didnt nerf it
edit 2: after some testing it turns out that 7% is just not enough so this perk is just straight up garbage, ty bhvr for ruining this perk :)
BHVR has a bad habit of nerfing perks that weaker killers use a lot. Even the regression nerfs, like do you really think Blight or Nurse cares at all about 5% less Pain Res and Pop value? Meanwhile killers like Trapper, Wraith, Skull Merchant etc feel it hard.
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@YamamuraVideoRentals said:
But I've had mostly the opposite experience.
Seems a lot of downs I have seen are unfair seeing how there is pretty much no cooldown nor slowdown between throwing an axe and being able to land an M1 attack.
There's actually quite a decent amount of slowdown and cooldown when you throw the axe.
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@Emeal said:
Given the audio bug and the danger associated with Door Travel, most survivors never touch doors which means we hardly get devious points.
Make the axe grab devious and make detecting a survivor in the axe aura grant devious points pls.
I actually kinda like the fact you get Hunter points for axe aura. It's one of the very few killers that can get those points outside of chase. But yes, axe grab should give 300 Brutal, 300 Deviousness. That would keep the total BP gained the same. Or they could switch all 600 to Deviousness, or even give 600 of both because at the end of the day there's almost no way to earn Deviosness.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944111#Comment_3944111
yeah, 10 seconds of not interacting is considered AFK. Completely insane.
Yeah that's definitely excessive. I do think it should exist though for the same reason I think Anti-Camp should be buffed. Hiding survivors is so boring and unfun to play against, camping is boring and unfun to play against. They shouldn't be completely removed obviously but the systems to counteract them should exist. I think the AFK system should kick in after 1 minute 30 seconds of not interacting with anything 1 minute after the match starts, then after another 45 seconds you get 1 crow. 45 seconds again 2 crows, 45 seconds again 3 crows.
Also as a side note 1 crow should be enough to lose collision with the killer, there's no reason for it to be 3, it's not like it's abusable, and even if someone finds a way to abuse it it would require them to sit and do nothing for a while.
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@The_Hattur said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944748#Comment_3944748
as a skin… you know for one of the speedy bois maybe blight or hillbilly
Ohhh yeah I guess that could work, my mind just instantly went to Springtrap skins. A Freddy skin for Trapper would be kinda cool.
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@CammyChameleon said:
Since the queue times were so long for killer I played mainly survivor for like 8-9 hours and most of the springtraps I faced were getting stomped. I stopped by a lot of streams to see if this was the case for others and the survivor streams they were all escaping pretty easily, and the killer streams were struggling a lot just to secure 1 kill even. (Even the good killer players I stopped by to watch).
What I don't understand though is why?
His stealth is great, and his map mobility with the door near gens is great. His two tap potential is even really good if you hit them with an axe from right behind them and then grab it out of their back. (Although you need to be like right behind them like bubba).
But he just gets ran forever at most jungle gym tiles, and considering that maps are generally made of these, it seems to be his biggest problem. The axe when in the ground does seem to take a while to call back and when he does he can't usually pull it up fast enough before I vault the window (especially from what I tested with having resilience on). I don't know exactly what he could use in his chase department, but maybe faster cooldown, or faster pull up or something could help.
Shack is probably the most painful of the loops I had from the matches I played him. You feel so slow, and so I threw the axe to become 115. But then you are just an m1 killer at shack, and so you see them go for the window vault and recall the axe but by the time it's back and you pull it up they are long over the vault. So was it even worth throwing the axe to get the speed in the first place?
In short of making him just 115 all the time I am not sure if that would make him to strong or not. At the end of the day he only has 1 axe that goes on cooldown so it doesn't seem like it would be that bad, trickster somewhat worked becoming a 115 ranged killer but he has to hit multiple shots to injure.
I do think though he comes out of doors a bit too fast given the fact that the doors can almost be touching gens, and sometimes he even is invisible (although I assume that's a bug). That was my biggest grievance against him as survivor.
Perhaps if they nerfed how fast he came out of doors in turn for a small cooldown buff to his axe power that could work best, helping out a bit for both sides.Idk I think he feels pretty strong. Then again I prefer M1 killers so maybe that's why he feels strong to me. The only thing I want is more Deviousness score events. He only has 2 and they're very rare.
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But… the Killer is Springtrap, not Foxy. It would be cool for Foxy to appear as a rare Jumpscare when going through doors or something but other than that I don't think there should be skins for any of the other FNAF characters. All the ones we have are related to William Afton directly. Also as for the fire axe I never understood why people didn't like it, fans almost always portray him with a fire axe. Even the fanmade version had a fire axe.
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@CoolerBleend said:
Almost all of his power interactions with the Axe give BP in the Brutality category, with his only Devious score event being if you catch a survivor in the security room for 1000BP. He is effectively 1 category short of BP
Yeah I've noticed this too, it's very awkward that even his axe grab jumpscares are Brutality for some reason. So far the only 2 Deviousness score events I have seen for him are the door jumpscare grabs, and hitting a camera with your axe when someone is looking at you, which will almost never happen as it's really risky for the Survivors, takes time, and also bugs out your audio right now. They at the very least need to make his Grab Axe Jumpscare also give 600 Deviousness.
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@Plaguegamer_1 said:
So there's been a lot of buzz lately regarding people that want Darth Vader added or people that think Darth Vader could be added
And I am here to say... please don't add him into dead by daylight
Me and other like-minded people do not want Darth Vader in dead by daylight and we would hate it(might even quit the game as a whole if added)
Darth Vader would be too much of an sore thumb in dead by daylight amongst the other killers
Dead by daylight is meant to be a horror themed game and Darth Vader isn't horror based at all
Can he be scary? Yes
But just Theme-wise abd mechanically-wise it would not make any sense to have him
People like to argue this by saying certain killers aren't scary and yes that might be True but let's be honest dead by daylight lost it's scare factor long time ago. People are rarely actually scared unless your playing a jumpscare build
Me and other people just don't want Darth Vader cause then dead by daylight would slowly just look like Fortnite and lose more of it's identity
The star wars universe does not fit for dead by daylight
We should focus on collaborations that would actually fit and make sense with things like:
Friday the 13th
The Purge
The smiling
The shining
Thankskilling(I think that's correct)
Etc
Please do not start adding out of character collaborations BVHR
I love dead by daylight and I would hate it to be ruined by characters that simply do not fit dead by daylight
Please genuinely consider this and do not add Darth Vader or any other out of character collaborations
Lets stick to collaborations that are the core of horror and are fitting for the realm of dead by daylight
Thanks for reading
My dude the killers that are sacrificing people to an evil God can have a trans flag on the hook they use to sacrifice people to said evil God. Nick Cage is in the game, and some Survivors are running around shirtless. The game doesn't really have a set theme anymore, and anything can be made to fit it. Darth Vader would be fine.
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@VibranToucan said:
Originally Wesker had a 40 meter terror radius as the only killer. I didn't really think about it much, just a quirk of the character. But now Wesker has a 40 meter terror radius in addition to Hillbilly, Ghoul and Blight. And he really feels like the odd one out.Lets see how fast each one can move.
Hillbillys Chainsaw allows him to move at 10.12 m/s until he hits a wall, meaning you can clear 40 meters in under 4 seconds.
Blights Dash allows him to move at 9.2 m/s, with 3 seconds each dash, with up to 5 dashes. Realistically you will need to bounce earlier, but you can quite easily make 40 meters in under 5 seconds. And have ton of movement to spare, while being able to change directions after each slam.
Ghoul has 3 Leaps in enrage mode, each one allows him to move up to 14 meters with a speed of 14 m/s and slide for 0.8 seconds with a speed that, from what I can find varries. It starts at 28 m/s and drops over time, sadly I cannot find the exact values. However, even without sliding he can clear 42 meters in 3 seconds. And with sliding way more, in slightly more time.
Wesker has 2 bounds. Moving at 14 m/s. The first one is 0.5 seconds, the second one is 1 second. Meaning he can clear 21 meters in 1.5 seconds once. Before going on cooldown. The remaining 19 meters he has to clear by And dont forget the cooldown after using bound, which gives him a speed of 2.3 m/s for 3 seconds. So using your power, from a pure mobility perspective, lets you move 27.9 meters in 4.5 seconds before returning to normal speed. For context walking forward at 4.6 m/s for 4.5 seconds takes you 20.7 seconds. So using your power gives you less than a 2 second advatange in mobility terms.
If Wesker uses his power first and then walks the remaining distance, it takes him longer to clear his terror radius then it takes Trapper to clear his own terror radius by just walking.
Sure, you could say that "Well, if I Bound later, I don't need to count the penalty towards the distance, since I can use that to hit the Survivor." And that is true, but it goes against what the terror radius is. The terror radius is supposed to tell the Survivor "Hey, the Killer is coming." The reason behind higher mobility killer have a bigger terror radius is that the Survivors need to have more time to react. If you cannot close that distance quickly, you don't need a bigger terror radius. Deathslinger, Dracula, Houndmaster, Nurse, etc… all fall into the same category.All killers with a 40 meter terror radius have high mobility abilities that can start being used outside the terror radius and still end up reaching the Survivor. Except for Wesker.
The only argument I have heard for the 32 meter terror radius is that the 21 meter bound would be OP with a 24 meter terror radius from monitor and abuse. People comparing it to instant scope Deathslinger with Monitor and Abuse. But I don't think that comparison is warrented.
The Deatherslinger can shoot you from anywhere in his range as long as he has light of sight. He can shoot over low obstacles, through window, up ledges, down ledges, through holes in the wall, etc… In addition to that, the terror radius from slinger doesn't get that much louder as he approaches, as he hits you from a distance. There also isn't an audio cue unless the Deathslinger has already fired. None of this is the same on Wesker. You'd need a long open area, which means the Survivor has easy LOS on you, with a rapidly growing terror radius and other sound cues.
For comparision. Billy used to have a 32 meter terror radius. He also has an add on that mutes the chainsaw outside of his terror radius. And even if that was used, it was like never used with Monitor and Abuse.
So that is why I think that Wesker does not fit a 40 meter terror radius, and it would bring him in line more with other killers with similar abilities if it was 32 meters.
Nah, them changing other killers to 40M was the way to go. Wesker is still in a good spot, he doesn't need any changes.
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@Coffeecrashing said:
No. Ghoul has this restriction because he has a long-ranged hitscan grab attack. He doesn’t have this restriction because he has a dash.
He also can't down you with said attack, Nurse and Blight can.
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@bashfulboog said:
PUHLEASE!!!! Either that or let us change individual key bindings!! (Instead of having one key decide so many different things) I am so sick of checking behind me to see where the killer is, and because my camera is facing towards a locker, I am prompted to quick hide instead of vaulting. Usually I remember to flick my camera around to avoid this, but it isn't something I should have to do! It's incredibly frustrating.
Also please fix how ping affects gameplay. I am very clearly outside of the locker, two feet planted firmly on the ground, and Chuck still gets the pull animation. I could've had a much longer chase, instead it was snuffed out because of things I cannot control. Feelsbadman.
They also need to change the bind for interacting with Killer power on controller. I have gotten so many undeserved downs on console players as Skull Merchant because they end up hacking my drone instead of vaulting, especially at Shack. It's hilarious but also complete bs.
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@Unequalmitten86 said:
The go next thing should be paused until other things are implemented. I do realize people do this for stupid reasons but most of the time is game frustrations.
Anti tunneling and the anti camp is very important. This would more than likely cut down on the go next because seriously what is the point being in a game when you can’t really do anything and your tunneled off the bat.
This will only hurt new players. Most players will be in soloq and let’s face it that is a dumpster fire. Also they need to do something about SWF’s I myself are pretty fed up with them.
Improve the crow system. I mean we get crows for being slugged like what are we going to do.
Again the list goes on so there needs to be core issues addressed or there will be more survivors gone and less to play the game.
No, this is a huge issue in the game. Anytime something goes wrong for Survivors, or they see a perk/killer they don't like they just instantly give up. It's so unbelievably lame and boring, the fact they allowed it to go on for this long is honestly shocking..
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I know what you mean, the actual chase theme feels more like a Layer 3 close terror radius instead of chase.
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@coldflame said:
the mode is flat out boring for survivors and loses any interest factor after a couple games of it as killer
what it does do, however, is empty the queue for normals of casual survs who want their instant queues and 5x bloodpoints, meaning killer queues in normals takes forever and you are constantly up against juiced SWFs. the game is actively worse when this event is live
Hard disagree, I enjoy playing Survivor and Killer more in 2v8 than in 1v4.
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I like most voicelines but I do think they're starting to go a bit overboard with them. Chucky yapping incessantly actually fits his character but why does Springtrap need to as well? I prefer characters like Wesker who have Voice Lines but isn't just yapyapyapyapyap all the time.
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Yeah I haven't played for quite a while and now coming back I hate the new colors. There was just no reason to change the colors, change the rarity tiers of some items absolutely, but man I HATE the new colors for some reason.
And from what I can tell it seems most people do not like the new colors much, finally, something to unite Killer and Survivor mains.
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Ughhh Colonel, I'm trying to sneak under the Skull Merchant drones, but the clap of my ass cheeks keep triggering their detection radius.
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Lol Bluesky. No one who uses that platform should be taken seriously.
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@SAWII said:
Why would you allow a character to be played that can softlock both the killer and a survivor for an entire match? In what world does that make sense? Take him out until you fix him! There are plenty of other killers to play.
I just can't believe that something that was an issue and commonly happened last 2v8 is still an issue.
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This was a bug in the last 2v8 as well… how did they not fix this, it's a serious problem.
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A lot of times it's not even a VPN. I've been sent to servers where I get 150+ ping and get a lot of hits that I know are bs, and I don't use a VPN. Sometimes the servers just decide to send you to another continent and idk why.
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@bearcoalsocks said:
I have played about 20 games in a row now and every. Single. One. Had a camping killer even with no gens completed, they would immediately find someone and camp back up just far enough for the bar not to move and sit there. This is a constant problem. Makes me not even want to play if I’m going to be hooked in the first minute of the game and die. I carry a tool box and am ready to do some gens but don’t even get to use it and then lose it. It’s like bass pro had a major camping discount.
The point is to force campers to sit at a range so that you have a chance to unhook without a guaranteed 1f1
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Fire Up is fine the way it is. I am a certified Fire Up enjoyer and honestly I would still use it even if they never buffed it in the first place.
Also the break speed isn't even the reason you bring it, it's to ruin any sort of flashlight/bang saves and also for insane synergy with Bamboozle.
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@AbsolutGrndZer0 said:
So how will the perk Slippery Meat interact with the proposed Go Next punishment? Even without the perk, how is the game going to tell the difference between you legitimately trying to unhook yourself and you trying to "Go Next?"
While the Go Next problem is an issue, I feel any sort of punishment will unduly affect legitimate attempts to try to unhook yourself.I'm assuming that it will check for the perk and if the Survivor has it it won't flag them. Personally I still think they should disable attempts period unless the other Survivors are all downed/hooked or you have a perk that enables it.
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@strikemike2k said:
Seriously, any map with a dead end for survivors to have no way out of need to go away. That is all.
Yeah true, every map should be nothing but loops so you can't misplay clearly.
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@Alen_Starkly said:
I think that outside of organized SWFs, CoH is useless. I play predominantly solo Q, and whenever I boon (CoH), my teammates avoid the boon like a plague. If they are injured, they make sure to heal far away from the boon (outside of the boon area). If I'm injured and inside the boon, even though my aura is revealed, no-one makes an effort to come heal me.
The way this perk was nerfed was bad, and I called it. The perk is not worth running in solo Q.
I will repropose my suggestions for CoH from back then, to make it a viable solo Q perk, but also strategic:
- enable self-heals
- when snuffed by the killer, the boon perks go on a 30-60 sec cooldown. this will disincentivize mindless booning anywhere, anytime, and incentivize strategic booning (where, when), so that the killer doesn't immediately find the boon; you'd also have to pay attention to not bring the killer to the boon during the chase
- the (self-) healing speed will depend on the proximity to the totem. The speed would be the highest right near the totem, but would drop the further you are. This would make healing on another floor not "just an easy heal". You would have to make choice to either take longer to self-heal on another floor, or go close to the boon for better self-healing speed, but risk the killer catching you and/or the boon, and then snuff it and trigger a cooldown
- optional - when healing has been done for X amount of seconds within the boon area, the boon dies out, and the boon perks of the booner go on a cooldown. you could also make it that if the booner wants to reboon before the first one dies out, the start of boon interaction on a new totem immediately snuffs out the old boon, and triggers a cooldown, while also cancelling the new bless interaction instantly. (similar to when you touch a totem and Dominance kicks you off the totem). rebooning while there's an active boon would kick you off the totem, snuff out the old boon, and trigger a cooldown
This imo would make the boons useful for solo Q and incentivize strategic use (instead of simple mindless booning without punishment).
Here's the easiest fix, buff all boons a ton, to make them insanely powerful things that the Killer HAS to take time out to go hunt down but make Shattered Hope basekit.
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@poigeaos said:
I am against the upcoming Map Offering balancing.
A 20% increase in the chance of getting the specified map makes Map Offering worthless.
I hope it will be scrapped.
Yeah I agree, they should be entirely removed.
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Flashbangs are already super strong in the right hands. They're fine as is, they were even buffed and given QoL already, they need no more changes. Especially with that wonky ass hitbox they have that causes you to get blinded even if facing a wall.
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Well maybe if they do something about gens all being done in 5 minutes. You can pop a gen in literally 15 seconds or less in 2v8. Legion's slow down feels damn near required if you want to actually win, hell if you want to even get to play after waiting 20 minutes for a game only to see 4 gens pop in 2 minutes.
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@sawahhh said:
I stream and twitch and also play with others and there has been to many incidents for killers coming into our streams. If we can’t see their names at the start of the match they shouldn’t see ours.
Um then just go into Anon mode?
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@VibranToucan said:
If you ever bring this absolutely terrible mode ever again, I might actually permanently quit the game. Like it is actually awful. I'd rather work than play 2v8, and I hate my job. I outlined the reasons why I hate it so much in a previous post (https://forums.bhvr.com/dead-by-daylight/discussion/438347/2v8-continues-to-be-the-worst-gamemode-ever-added-to-dbd#latest) but with 400% incentive and only 1 bot I tried it again. It is still awful. Like absolutely terrible. This is the worst time I ever had playing any video game. This mode is unfixable don't even try. Keep bringing back chaos shuffle, and seasonal events, and even lights out. But please do us all a favour and never touch this absolutely failure of a mode ever again.
2v8 is one of the most fun gamemodes in any game ever, if you don't like it you can still play 1v4 if you want.
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"dude, when you say 0 antiloop, remember that this works in 1 vs 4, and not in 2 vs 8 where the second killer just follows and finished."
If both killers are wasting their time on getting a single Survivor they're likely going to lose. Gens absolutely fly in 2v8 so the Killers have to split up to pressure multiple points on the map, and then team up when 3-4 are dead.
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@Falcao said:
Do you really think that the bonus to bp and exp will make people tolerate this? disable Legion and never add it to this mode again. If it had MMR selection and many people knew how to resist it, I would understand. but it's a terrible gaming experience, it shouldn't exist with so many players.
He's a basic M1 killer, Legion has next to 0 actual kill pressure, he's purely support.
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@Firellius said:
Killer: *Bans DS, OTR, StB
Survivors: *DisconnectOn the flip side Survivors ban Pain Res, Pop, Grim
Killer DCs -
@BugReporterOnly said:
Just had a Myers with Tombstone Piece and a red Mori in the event. Make events less toxic and remove things like Moris Hexes and maybe limit which add ons can be used. Do something on survivor side also but this is getting ridiculous this garbage should be left in the 1v4 non event queue. Can only see this get worse with the Bloodhunt and Blood Feast.
How are Moris and Hexes toxic? What in the world is this take?
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Nah, queue times for Killer are already torture. Throwing Survivors a bone to make it easier to win in exchange for shorter queue times is a-ok with me.
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@Chiky said:
Title. Bringing up the issue because it's ridiculous
I'll be honest I would 100% support a nerf to a bunch of gen regression/slowdown perks in exchange for 10 seconds longer on generators. Because it does sometimes feel like you almost HAVE to bring 2 gen perks as killer. However gens can also be kinda boring so I would like to see them bring a new Skill Check to them, just make it the Skull Merchant Drone hack but only 3 instead of 5 so and increase the chance for skill checks by 10% so it's a bit more engaging and opens up a bit more of a chance to speed up gen progression with good skill checks.
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@PixelBush said:
SUMMARY OF THE ISSUE: Skull Merchant's drones do not rotate like they should, even without the Low Power Mode addon equipped.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Place a drone. If it does not work, place another. After a few attempts, you will see. About 1/3rd of all placed drones have this issue.
VIDEO: https://drive.google.com/file/d/1rf6Nyn74lg8Bejws3PEnZDIuECuR2JCo/view?usp=sharing
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/ANP9TKABRYJV/deadbydaylight.log
- Player logs are required from PC players only.
Just came here to report this, it's completely broken, her drones sometimes don't scan either.
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@KaTo1337 said:
Pyramid-Head + Demogorgon + Spirit in one killer.
This guy is in desperate need of a Nerf. Its just too much.
He got micro-buffed into the skies.
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@Leachy_Jr said:
Obviously using killrates is a bad idea when it comes to balancing. But since she was nerfed because "70% is too high" when is she going to be buffed now that she's at 57%?
https://us.v-cdn.net/6030815/uploads/0O691KEJ4UAO/image.png
Isn't your target 62% for all killers?
The funny thing is her 70% KR wasn't because she was strong, she was B+ at best, it was because people refused to play against her. Now that she's essentially a free win for Survivors they no longer give up.
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I think some of it is that Killers can't really win while doing event stuff, it's been a reoccurring issue with DBD events. If there was something like "Generators are blocked for 6 seconds whenever the Killer enters the void (can only occur once every 45 seconds)" or something like that I think Killers wouldn't feel so bad about interacting with it. Because that's not long enough for a Killer who doesn't want to interact with the event to abuse, it's just for killers going to cash in their void energy.
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@Rokku_Rorru said:
As someone who hated Skully's new rework and didn't enjoy facing her, you've fixed my personal gripes with her with the haste being rewarded with no input. I think this new iteration is a step in the right direction, rewarding her for using her power in chase to her advantage.
I cannot stress enough how you listened to both sides! thank you!
I hope this is the approach you take going forward with other killer balance changes (not the nerfing but listening to the community as you have!)I don't think you understand how bad this will be to play against. Her playstyle is now "Put Drone at loop, spam rotate, injure, M1" and that's it.
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Nah, I personally find it very unfun to essentially force players to heal. It's already unfun enough on Plague and Legion.
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@Caiman said:
I love weather effects in video games, they add a lot to atmosphere. Sadly, in DbD, we only have four maps with rain: the two Red Forest maps, RPD, and Midwich. And the latter two are mostly indoors so you barely notice it anyway. I'd like to have more maps with rain on them. Another snow map like Ormond would also be nice.
Maybe when Backwater Swamp is reworked, we can add some rain to it?
I agree, heavy Rain especially in a game like this would be soooo amazing.