Paternalpark
Paternalpark
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- Paternalpark
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Comments
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594907#Comment_3594907
Would love you see some of your gameplay so I can learn how to improve
How about I just give you my load out? Seeing as that's carrying me.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596354#Comment_3596354
on "basekit" the gens aren't faster. but realistically once you take perks into consideration they are actually much faster.
9% from resi = 81s gen.
6% from deja vu = 85s gen.
If the survivor has both, the gens now take 76 seconds, which is 4 seconds faster than pre-6.1.0s 80s basekit.
A single commodius with yellow addons lets you shave close to 30s off a gen while solo.
All in all, Resi needs to be specialized into a chase perk by deleting the gen speed boost, deja vu reverted, and commodious getting a severe nerf aswell as the remainder of the toolboxes.
its important to take these nuances into consideration before making a gen speed claim.
Mft was nerfed less then 24 hrs ago.
Can you chill with these goalposts for a second?
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Imagine struggling with killer in 2023.
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@UndeddJester said:
Don't really see a reason all Boons should be 24m. Makes sense to use the range as an important balancing tool.
Shadow step especially as it gives the boon away.
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Duh, but now we're back to 2017 meta.
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Yeah my tm just ignore coh it's frustrating.
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I love Knockout build, very fun going against the bots that can pick each other up so fast.
Soloq is usually easy win.
It's not to be toxic, I just prefer not to hook if I don't have to.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590676#Comment_3590676
Pallet stuns are handled a little differently from window vaults, and you're more likely to have your hit rejected at a pallet if your connection is poor. When a hit happens at a pallet, both the stun and the hit are timestamped and sent to the server. The server then looks at the timestamps to figure out exactly which happened first to account for latency. If the hit happened first, the Survivor takes damage. If the stun happened first, then the Killer should not have been able to attack and the hit is rejected.
Windows are a bit more grey, though. It's possible to hit a Survivor through a window, and there isn't a stun to say whether the hit was objectively wrong, so it's not as easy to draw a line and say, "This one was valid, but this other one was not." There is a distance check in place, but again, because the Killer always sees themselves closer to the Survivor and the Survivor always sees themselves further away, we have to be a little lenient otherwise a lot of legitimate hits would be unfairly rejected.
Yeah server says I'm closer to killer then I think. Sucks cause not only do I get hit but I also drop the pallet. Many times the killer ends up on my side of the pallet stunned.
Had a match where the killer had enduring and just grabbed me when I panic vaulted the pallet when he ended up my side. Was funny but brutal.
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I get around 185ms ping and as killer I will see a survivor near a pallet, hit them, they drop pallet, they scream, blood on my screen and they are still running around.
How is that an advantage?
As survivor I just get hit miles from the vault or drop a pallet. I don't feel bad ping helps anyone.
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I thought tunneling was resolved by the baskit borrowed time.
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Please. I main Rebecca.
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100% agree. Once mft is gone I'll be back to using 2017 build as nothing significant has come out for survivor in years.
New perks have been gimmicky and niche.
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I see pain rez, pop combo too often.
I dnt knw why devs nerf good perks then add just as busted ones to only nerf later.
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No.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586375#Comment_3586375
I know Blindness hides Hook Auras. The bubble still appears, so you should not be having any issues.
if you’re having any issues, that’s not on the Perk, it’s on you, so yeah, “skill issue”
"Not the perk, you're just trash".
Great argument guy.
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Yes nerf all survivor perks in fact.
Just don't buff the weak killer.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586344#Comment_3586344
Lethal Pursuer is for free and is way more impactful since the first chase is way more important than any subsequent chase.
And then there’s WoO, who also grants free info, but I don’t see anyone complaining about it since there’s no need to complain about it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586346#Comment_3586346
if you’re so busy that you can’t look around for a second to see where someone was hooked, you have bigger issues than just Blindness
Clearly you haven't gone against UW because you didn't even know that it removes hook aura.
"It doesn't even remove hook aura!". "Oh it does? Okay well why can't you pay attention then?" "YOuR jUSt bAD".
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585877#Comment_3585877
Because of the info?
No one runs Mindbreaker for the Blindness either.
Do you think any of these Perks are run because of the Blindness? No, it's because of their other (main) effects
Exactly, information.
So then preventing survivors getting information is good. Because information is good?
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585732#Comment_3585732
The fact that you think Blindness is a strong Status Effect is telling
If it isnt strong why would killers run UW then?
I doubt I'll get an answer tho :]
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Rookie spirit was decent during gen kick meta. It's redundant now.
@myersgoestochurch said:
They really need to make another meta shake up soon and rework like 30-40 perks altogether. The overwhelming majority of survivor perks are bad and it's no surprise people gravitate towards the same perks again and again.
Yeeeeeesss.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585661#Comment_3585661
Not necessarily free when you need a down + hook to activate it.
Not free but not out of your way seeing as it's your objective. Like getting blast mine as survivor.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585684#Comment_3585684
Blindness is a laughable bad Status Effect, tied with Deafend for the worse Status Effect in the game.
Opening a Locker is more time-consuming than holding down 1 button
Everyone suffering from a status effect at the same time?
Blindness weak?
Opening a locker too time consuming?
OK BRO.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585650#Comment_3585650
Except for the fact that Doctor’s Static Blast also grants slowdown and doesn’t require you to open a Locker
So blindness rather then madness?
Pretty sure blindness is stronger and opening a locker not hard nor time consuming.
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@Huxy said:
Ultimate Weapon doesn't need a nerf.
What needs to happen is for other information Perks to be as good as Ultimate Weapon
Yes I love you.
But in all seriousness, it's like having docter's power as a perk.
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This is why I'm always getting new players in my lobbies.
After the honeymoon period it's basically stay for the competitive aspect or leave.
Lots of solo survivors can't get a respectable win rate anymore so just bail. Which is fair.
This is why I will do my best, expect the same from the survivors and if they put up a good fight I'll usually let them escape.
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@I_CAME said:
I have 4000 hours and I can only manage a 40% escape rate in solo queue. My kill rate is more than double this. It's almost like solo queue is just too hard. The worst part is it's only going to get worse with the maps getting smaller and less safe with every update. SWF is the only way to enjoy playing survivor at the moment. The recent balance changes have turned DBD into a game that favors bad survivors to a game that favors bad killers. This new direction of making it so mediocre killers can compete with top 5% SWFs is just making the game horrible for everyone else.
Literally me.
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@Anti051 said:
'Save the best for last' is in 4 out of 20 of the top most seen killer builds.
'Made for this' is in 15 out of 20 of the top most seen survivor builds.
There is no STBFL "epidemic."
On the other hand, there definitely is a MFT epidemic, which is why it's slated for a nerf.
This is a baseless 'weaken the killer' campaign thread.
Stbfl is top 4 for killer and mft is top 15 for survivor?
That what ur saying? If so, then it should be nerfed.
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The perk isn't the problem.
It's the clueless obsession refusing to get more involved.
A blendette can easily throw the whole game like such.
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Why is this even being asked?
"Now that we got mft out of the way, what's next guys?".
Feels like.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581299#Comment_3581299
uh huh yeah. i'm currently iri 1 on survivor and just got iri 4 on killer and mft is on EVERY SINGLE survivor build of mine. try again. i just want a balanced game.
Yeah..
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Will test it out. Thank you!
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Fair, but only if unhook notification gets removed :]
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Yeah 4 man doesn't mean autowin brother.
Try have 2 do Sabo plays while others do gens. Works well enough in soloq
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When female characters don't vault as far. Or did they revert fast vault's momentum again?
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581299#Comment_3581299
uh huh yeah. i'm currently iri 1 on survivor and just got iri 4 on killer and mft is on EVERY SINGLE survivor build of mine. try again. i just want a balanced game.
Hahaha nice name bro
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581439#Comment_3581439
Bloodhound could get bloodlust faster while Predator could have haste while not in chase following scratch marks. Since everyone is on the speed topic this seems fitting no?
Sounds serviceable. Yes please.
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@RaSavage42 said:
Survivors have learned that doing Gens is the play against all odds
Plus chasing 1 Survivor means that 3 other Survivors should be on Gens
Plus repair speeds are out of hand at this point
Gens are 10s longer now how are they out of hand?
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581405#Comment_3581405
We might have lost track of something so apologies if we're off.
What we're understanding is that you don't want ANYTHING nerfed below a certain point. This point however seems to be REALLY high. Killers will have to deal with whatever perk up to 4+ times a match depending on what and how it works.
Ex: if 4 survivors ran DH and used it each time then the killer has to deal with it 8 times that match at maximum. Now imagine that on something super good, it's not gonna be a fun time for the average killer.
Now if they buffed killer to MATCH that, then the average survivor will probably run that perk just to stand up to the killer. The game will get stale quickly or go 180 and keep buffing both into broken.
No they can all be trash, like scene partner.
If they are all trash make the killer weaker ie faster gens, less bloodlust.
If they are all good make the killer stronger. All the perks are good so it doesn't matter the killer is stronger. BUT we now have a variety of perks that make games more diverse.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581405#Comment_3581405
That's kinda the point, though. They didn't remove, gut, destroy, kill, or whatever word you might want to use, Circle of Healing.
It's a decent perk in solo queue and a great perk in SWF. In what universe is that removing content or lowering the pool of available options? It's a good perk, you'll get moderate use out of it. It's also good in specific builds; pair it with Overzealous for near-constant gen speed, for instance.
This is my point in microcosm. People aren't willing to accept that a perk can be less impactful than the literal strongest things in the game and still be 100% viable. Nobody wants to put any thought or effort into making use of the plethora of good options they have available to them and then complain about the supposed staleness of perk variety when it's completely on them.
I didn't say it's a bad perk.
It bridges the gap between soloq and swf.
Making a few perks far stronger facilitates meta. There will always be a meta but if all perks are better balanced it wouldn't then be the same exact perks for a specific objective or playstyle like it is now.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581389#Comment_3581389
While pre-nerf CoH was definitely nowhere near as broken as release CoH, and I was in the minority opinion back then that it was totally fine on its own... people didn't run it on its own. They ran it with medkits, and other sources of healing speed, and those things made it completely unjustifiably overpowered.
You can't buff killer considerably to accommodate for something being that disgustingly broken. Bare minimum, you'd end up with survivors needing to run CoH or they'd be completely slaughtered, if that were the case.
While Circle is less useful now for solos specifically, it's still a very strong perk and it's much more healthy. This is still a good outcome, the game wouldn't be better with its pre-nerf version still around.
100% it needed tweaking. But not gutting like it had. Coh is actually still insane for sfw but for soloq coordination it's mid.
Then you get threads complaining about swf pre stacks to be disabled instead of enabling it on soloq...
Why remove content when you could add it??
This is why the game is so stale.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581350#Comment_3581350
The difference is that killers would need to run exhaustion perks just to turn off a single perk compared to sloppy that can be dealt fine without healing perks.
Killers can't just avoid putting survivors into the injured state and it's not reasonable for killers to just not chase injured survivors.
Yes they can, half the roster has insta down add ons and many killers have insta down as their power.
Sloppy is not fine.
Go against my wesker straight after hook and then we'll talk.
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@jesterkind said:
There are plenty of good perks on the survivor side, people just don't want to run them.
That's fine, obviously, people can run what they feel like, but it becomes a problem when perks that are totally fine and even quite strong in the right builds/with the right playstyles get called "useless", and when people start making broad sweeping claims about how "survivors only have five good perks". Neither of those statements are true.
Experiment with your builds. Think about what you actually want, how you like to play, and peruse the other available perks in that class. Maybe start thinking about playing differently, to spice things up for yourself. There's a metric boatload of good healing options, maybe try running some of those every once in a while. Maybe go for a killer-info build and bring underutilised tools like Alert.
The real issue is, people keep latching onto whatever is currently strongest - like MFT, or release Circle of Healing - and use that as their baseline for "good". That isn't the baseline, it's far and away above it; those two perks were too strong, not just only meeting the bar for viable strength.
Pre nerf coh was the closest we ever got soloq to SWF level. All the devs needed to do was buff killer considerably, then the game would be in a much more enjoyable state then it is now.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581326#Comment_3581326
There's only 1 killer player in the match. There's 4 survivors in the match.
Since when?
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@Crowman said:
BHVR literally buffed Background Player during the previous mid-chapter. It's not like the devs are only nerfing perks, they do buff perks at times. MFT was long overdue for a nerf, because there's no good reason survivors needed always online haste. MFT still has the 3% haste, but now is limited to deep wounds which if you're being tunneled, utilize one of the several endurance giving perks or the med-kit addon for endurance it'll put in value.
I don't care for mft.
It be completely deleted for all I care.
BTW there are many killer perks that give value for playing the game just like mft.
Sloppy butcher is one.
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Double standards all round.
4 healing perks that stack is way out of line.
But 4 gen slowdown perks is perfectly acceptable.
Both negate the other player's time and effort but are treated like 2 different beasts.
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@katoptris said:
You're playing against the same build numerous times. Mft,hope,dead hard and whatever you can find on survivor side.
Exactly, my teammates just use self care, calm spirt and distortion.
But when I play killer it's all adren, ort, mft and hope.
@NerfDHalready said:
knowing all this complaining is because of the mft nerf brings so much joy. learn the game and get better, sorry not sorry. next step stop offering maps and learn how to play on different maps and you'll be a skilled survivor finally. no dependency on anything = good.
The fact that mft nerf brings you such joy shows your a killer main perpetrating "us vs them".
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581058#Comment_3581058
When did I say that dark theory is unmanagable? Quite the opposite. Dark theory actually supports my argument. A strong effect that can be brought 4 times needs to have heavy restrictions. In case of dark theory that is : boon, only in a range, only 2% and can be snuffed by the killer. That's managable.
"Bring other perks in line with MFT" that's the problematic perspective that many in this forum and many playing the game have. This perk has a very strong effect that was not counterable for killer and made the problem of map design way worse than it had to be. If this is the standart strength you want perks to be at, i don't think I would want to play this game. That's like saying:
I want all killers to he as strong as Blight
I want all tiles to be as strong as a dschungel gym.
Making everything ridiculously overtuned is not the way a game should be balanced.
DS + unbreakable hasn't gone anywhere. It's still there. Against weaker killers and with correct positioning, ds is still a strong perk. Also, I have to say, the mindset of :"I love to be in the killers face and do a bunch of stupid things because they can't do anything about it" is not the most healthy to preserve a wholesome playerbase.
Last but not least, making this game more interactive in general should NOT come down to the strength of perks but to map design, killer design and the overall progression system concerning gen speed and hook stages.
Dark theory only uses 1 perk slot AND works even when uninjured for EVERYONE. 2% vs 3% not much different ey.
I've never seen anyone using ds unbreakable.
So you think all pallets should function exactly the same, all killers should be just as easy to master, all perks should contribute nothing to the match.
Sounds like poor repayablity for the sake of fairness in a asymmetrical game.
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I've always been creeped out by dolls. Chucky will be the most thrilling chapter yet. A little doll running around that can lunge crazy distances will be terrifying. Can't wait.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581063#Comment_3581063
oh yeah, i'll totally get so much sbfl value on m2 killers.
Yes, you would.
@PotatoPotahto said:
It's easier to nerf 5 perks to match the other 100 than to buff 100 perks to match 5. The latter isn't just hard, I'd say it's unmanageable.
All at once yes that's a tall order.
But bit by bit it's no problem. Just as they are doing with nerfs.
