PetTheDoggo
PetTheDoggo
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@UndeddJester said:
The problem with the "Kaneki is an m1 killer" argument, is that if the Kaneki is good, that is only true at trash loops... which bear in mind, you're automatically injured.
What makes strong loops strong is the fact that walking around them takes time. Killers are normally forced to break these tiles and taking the time to break allows the survivor to leave to the next tile. If Kaneki does this then Kaneki isn't that hard to deal with at all...
A good Kaneki however, won't break the tile, as Kaneki can grab you over a loop with his enraged leaps. It is not hard to hit at all, because a good Ghoul will not let you leave the tile and will instead keep zoning you until he can grab you and vault. When he does, he heavily hinders you for a moment while he in turn also has the fastest recovering vault in the game, beating both Legion and Wesker...
What this means is if you're at any decent length tile, he can just grab you over the tile and gets a free m1, so traditionally strong tiles for survivors become weak tiles... no "m1 killer" can subvert strong tiles in this way.
The only place his vault isn't a problem is at already weak, crappy tiles... which he can just keep 50/50 mind gaming until you lose... you still can't leave tile cause he just catches you... and nobody can win 50/50s forever, and since you're auto injured, our "m1 killer" is basically playing like you're perma-exposed...
So basically playing against Ghoul tends to feel monstrously unfair. The only place you can fight back is at crap tiles, that you will eventually lose anyway against even the weakest of M1 killers. It just takes one decent fake from the Ghoul and that's it.
His nerfs at least make it so that trash Ghouls get run over... we don't have a Skull Merchant situation when a terrible player still often runs over much stronger players for free...
However a good Ghoul who is accurate and really knows what he's doing, it's like playing against Nurse... there isn't a lot you can realistically do, especially when he takes perks to make loops even less safe like Blood Favour and Bamboozle.
Someone gets it…
I think devs simply nerfed incorrect things. I really didn't mind his leap range for example.
Pallet breaking was good nerf, but didn't really affect him that much, when he can just vault. -
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/451432/how-is-the-ghoul-balanced
Ghoul is perfectly loopable since he can't down survivors in his power
That's not even true in literal sense. He can down you with vaulting, which I would say is part of his power…
It's not even close to be true overall, when he can just fully cancel his dash next to you with lower fatigue than Legion.
Get rid of his ability to cancel his power and I am perfectly fine with him. -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966441#Comment_3966441
XDDDDD neither do I
I also unlock new content with Credit Card on day 1. At this point idd buy a rock if it had perks in dbd.
For me it's more about my little collector addiction. That grey spot would look really bad there…
Sadly that means BHVR can release whatever they want and I will probably buy it. I was really close with Houndmaster to not buy her tho… If she didn't have Compass perk, I would probably skip. -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966415#Comment_3966415
not with that attitude. The Free Character weeks are pretty good, its a good system they have.
I have all chapters, so I have no idea how free character weeks really works :D
If you think it's good enough for new players, then sure. I just remember I asked for such "Demo system" in past. -
@Emeal said:
you mean, a custom match vs bots?
Yeah, but forced so it can be only bots.
I expect they would want something simply so you can test a killer before buying. I think that would be good idea, but doubt BHVR would ever do something like this. -
@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966274#Comment_3966274
Tunneling is only acceptable when get bullied by toxic Survivors or gen rushed, but anything other than this, is not acceptable, but I doubt something will be put into place that will work
Tunneling on low gens seems accaptable to me. Killer simply needs to take someone out of the game to win and going for this at like 1/2 gens left seems reasonable to me.
Tunneling for me is an issue basically only if killer goes for it since from start of the game. -
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966066#Comment_3966066
It's the worst of both worlds. You're just asking for longer queues and players finding unhealthier ways to quit the game versus striking a balance that you might not love but benefits the game overall.
I highly doubt there is enough players with penalty to affect queue times.
Even if it increase by few seconds, I am fine waiting for lobby without a player throwing tantrum when something goes wrong… -
@mooasis said:
imo there should be a permanent basekit repair penalty similar to gift of pain after being hooked (maybe 10% or so). this would actively encourage killers to leave an unhooked survivor as they repair slower anyway and encourage spreading hooks to slow down the pace of the entire game. there should also definitely be punishment for intentionally tunnelling as well, as the problem needs to be solved by making tunnelling inherently less efficient than other playstyles
Kinda interesting idea, if you would lower a bit base time required to finish gen.
Issue is such feature makes the gap between best and worst killer even more. Simply because top tier killers are going to apply that slowdown way faster. -
Banning players for disconnecting was one of best things they could do to help soloQ.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/451432/how-is-the-ghoul-balanced
Sadly he's pretty simple to play and has kit to everything. Free injury across 16m, free cancel to follow quick m1, scamper ability that either freeze you or autohit you and so many other things. I feel people defend him, because they want some really strong killer that doesn't require so much effort. Sadly, they can't make him fun to go against without reworking his kit. They nerfed him twice, but didnt really matter because they didn't nerf the correct part of his kit. He didn't have slide on PTB and was completely fine. Everyone shouted for slide basekit so here we are.
Slide made him so much more fun to play imo, that was a good change.
He would be more fun to play against and more difficult to play as, if he couldn't cancel. That should be removed imo, that's the main thing why he is so simple to play as.
Either that, or really increase his fatigue, which would make even his mobility worse, not just chase and would kinda feel bad. Long fatigue never feels good.
I would definetly prefer just removing cancel, so he keeps his high mobility, it's just less viable in loops and survivors have chance to double back. -
I am not able to help with Huntress, but Legion is my main.
- use at least 2 chase perks, I prefer always enduring and then either Bamboozle/Spirit Fury/Dissolution
- use Frenzy to body block survior, you can lunge in front of the survivor to block pallet/window
- if you know you won't reach survivor with Frenzy, cancel sooner so it recharges when you reach there
- always try to lunge when you are about to run out of Frenzy, you reach quite far with it
- don't use antihealing perks
- don't use undetectable, or oblivious perks because it cancels killer instinct from Frenzy
My favorite build right now is Enduring, Surge, Bamboozle, Phantom Fear
Enduring can often let you "instadown" survivors when you lunge under the pallet, because you often end on the same side as survivor so can quickly turn to down them on vault.
Also if they are already mending under pallet, try to cancel your power under pallet and move with survivor to be on same side as them.
Bamboozle allows you to use Frenzy similar to Kaneki on safe windows, just vault using frenzy and either cancel behind them, or try to lunge in front of them to block next window/pallet.
I just like Surge, so don't have to deal with kicking gens, but you can use whatever you want for slowdown.Phantom Fear is way better than I expected, because Legion is very good at finding other survivors as soon you find 1 and this is exactly what this perk does. You can quickly find a survivor and use Frenzy. Also kinda skip endgame hiding…
Instead of Phantom Fear you can just use Pain res, or Ruin.
Legion is bad at downing survivors, so you simply need to use chase perks to help with that, otherwise you won't have good experience. -
@ralecgos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965788#Comment_3965788
I never said to completely remove his cancel. I said increase the time between his cancel and being able to M1/attack. Should be similar to Wesker. Or even a little bit longer than his.
You mean fatigue, I would personally rather remove his ability to cancel his dash and slide, so he actually takes same skill to play and has some counterplay.
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@CrossTheSholf said:
His cancel being removed would gut him, unless you let him down with his power.
Why exactly would it gut him?
People say he is just M1 killer all the time, so let him be one. He really isn't right now when he can just press button next to a survivor to fully cancel his dash and slide with lower fatigue than Legion on top of it.
It would definetly make him more difficult, when he would need to actually know where to target his dash so he end near survivor and survivors would be able to double back if he dash too close, which I think would be hilarious to see his zoom past me.
His ability to cancel his dash is my main issue with him. It just makes him so easy to play. -
So we got finally rid of map offerings, just to make it basekit? Yeah, I would rather not.
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@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965609#Comment_3965609
You can use windows and pallets, not in every loop, but that's not unique to Ghoul, you can't however mindlessly pre drop against him which together with holding W is what 95% is doing. There was comment on reddit yesterday that sums up Ghoul perfectly so I'll just quote
...knowing how to loop completely destroys the ghoul. He’s strongest in wide dead zones, but struggles in tight loops. His power is unable to down people, and you can abuse vaults/pallets to stop him from vaulting.
I’d honestly argue the exact opposite. The ghoul is very good at stopping players who only know how to engage in boring gameplay such as holding W and immediately wasting resources.
Same deal with Trickster. He’s alright if you’re caught in the open but gets absolutely destroyed if you’re able to loop.
Ghoul is the embodiment of "mad cuz bad" and since vast majority of survivors suck ass he's "miserable to play against". Notice how top comp players don't complain about him, he's not even in tier 1 balancing on dbdleague but t2 :)
I would say you have to predrop pallet instead and now you say I can't do it?
If I wait and let him get close, he is free to latch on me and vault the pallet. Safe pallets is down, or 50/50 at worst…
Funny how even ghoul players can't decide what to do against him. All they can do is throw generic comments like "knowing how to loop", "he is just M1 killer".Notice how top comp players don't complain about him
Are you watching CompDBD? Because they don't like him and didn't ghoul even end some of their streaks (or it was just skirmish)?
Was it Knightlight who reported Kaneki for harrasment with resoning "played Ghoul"
The whole "he can't down with his power is joke". Especially when he can down survivors on vaults… -
@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
Yeah, that was not meta. You had seen it like 1 in 20 games? Maybe… most of them did not use knockout, because it was done by M2 killers…
Meta is something I would consider majority of killers do. Mass slugging was definetly not something majority of killers would even try, because they can't.Knockout was changed purely for fun aspect, nothing to do with balance.
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@jedimaster505 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965648#Comment_3965648
this is just a coin toss as to whether the killer has a perk which apply hemorrhage which is quite common now since so many killer mains believe there is a healing meta and run anti healing perks. plus a main benefit of healing is to not make noise to reveal your position and you lose that most of the match, which is why old iron will got nerfed in the first place cause killers claim its "OP". plus you can be jumped by undetectable killers and downed while 99'd which still poses a big risk, even more common now with Glitch trap. so to play most of the match injured like this and call it a "healing meta" is a really big mental gymnastics 😂🤣 it's called using the healing mechanic as normal like I do gens and run and throw pallets. might as well say there is an unhooking my teammates, throwing pallets and vaulting windows and holding M1 meta too because every mechanic that I use as survivor is some kind of OP meta abuse according to killer mains 😭
this is just a coin toss as to whether the killer has a perk which apply hemorrhage
What perk, or even addon can apply hemorrhage without killer getting near you?
And if he has hemorrhage, then Resi is even better, because it's completely fine for you me stay injured.
Most of those effects are kinda bad, so it's not that popular.plus a main benefit of healing is to not make noise to reveal your position
You don't care about noise level, if killer is not nearby…
you can be jumped by undetectable killers and downed while 99'd which still poses a big risk
That's why I said, if you are safe. I usually heal when playing against stealth killers and just use Resi in chase.
even more common now with Glitch tra
Yeah, I do 99 heal against him, he is still very loud.
so to play most of the match injured like this and call it a "healing meta" is a really big mental gymnastics
Not really, you just have to think about what you are doing. I don't personally play healing perks, but my teammate does and I just tell them to 99 my heals, which they still do faster = save time.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965564#Comment_3965564
The amount of times I've screamed coz an orbital hit me LOL
yeah, but that's simply something I can definetly respect.
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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" 😂🤣
You 99% your heal, so when you are safe you get all the value from Resi.
When killer gets near, you heal yourself so they first have to injure you = longer chase and you can use resi until you get downed.
It's really not that difficult strategy… -
Well, buff bad perks and create new good perks.
Last killer meta perk is Pain res and you are surprised why it is stale…
You need either information (RIP Ultimate weapon), or slowdown to become killer meta perk, rest is killer specific. Devs really don't want to give killers new slowdown perk, so it's most likely not going to change any time soon. -
@jedimaster505 said:
wait most killers mains say were in a healing meta…now resilience is the meta? so a stay injured meta? make up your minds 😂🤣
Resi is meta, because of Kaneki.
Also heal meta works with Resi quite well. You know it's possible to 99% your heal and just heal yourself with medkit when killer gets close, right? -
@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/451432/how-is-the-ghoul-balanced
Any exhaustion perk against him is useless because he can just catch up
The survivors when you can't just run to the yellow, proc Lithe and hold shift W:
Also:
can't hold W
can't use windows
can't drop pallets
can't take protection hits
can't double back
It would be so nice, if it was just about hold W… -
@boosm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965558#Comment_3965558
In my experience, if the killer start slugging, they will almost always drop you if you force a locker grab
I never said it was always happening. But just because it’s not always like that doesn’t mean it’s not an issue that could be solved. If 1% of the time you went into a room with people inside you’d got punch, I think that would be an issue worth trying to fix. The fact that it’s only 1% doesn’t matter. And it does happen often ; I would say probably about what, 10% of the matches or something like that, counting only those where I’m amongst the last 2 survivor.
As for survivors hiding, doesn’t happen that often anymore, but it’s still a pain when it happens
I don’t think it would make it worse for everyone. And I don’t think I’m the only one that’s annoyed by it. Just because it’s not annoying you doesn’t mean it’s not annoying to others
1% of the time you went into a room with people inside you’d got punch
Ok, so with that logic time to nerf full SWF… You have so many things that kinda are issue, but doesn't happen often enough to be considered one.
Just because it’s not annoying you doesn’t mean it’s not annoying to others
New DC system gave you easy way to fix your issue. Just let killer down you and you can DC. Bleeding out is not a thing anymore unless survivors allow it.
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965513#Comment_3965513
I think a full revert to 2.0 would be a mistake, but until the rework comes I'm on board with reverting the more knee-jerk nerfs and giving her safe numbers buffs. Like scanline immunity in vaults and the Hinder going to 8% would be welcome. Maybe make the Undetectable activate faster (like Ghostface and Pig), maybe reduce the scanline immunity to 2.25s, base kit Prototype Rotor, maybe an extra drone... But one beam should stay; two beams were the source of her exceptionally low skill floor and as such it should stay at one.
Merchant 2.0 did have some problems and the nerfs did address a couple of them, but only in the most pig-headed ways possible.
Like scanline immunity in vaults
This change was what completely made her useless...
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I like playing against him, but anything would look good after Kaneki.
You can juke his axe quite well and it's amazing to watch ambitious Springtraps trying orbitals. -
Why? I actually like to play there a lot…
I have yet to play killer there tho, so far only survivors. So I don't know about that. -
@boosm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965485#Comment_3965485
When I play survivor, I’d rather die instantly when the game is over so I can go next, rather than wait for 3 to 10 mins in a cycle of "picking up survivor - being slugged on the ground" where I, in fact, don’t really get to play the game imho
Then do it and go to killer and force locker. Majority of them will hook you.
I really don't believe every killer you play against is going to slug you no matter what.
And if they slug other survivor, just run into killer so they down you and you can DC.
No need to make it worse for everyone, because you don't want to deal with it. -
@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965515#Comment_3965515
that is not the whole counter play, i made a complete post about it, you just said something an experienced kaneki wouldnt fall for it, yet the tight loop still works, the open one too
Well, you claim he is balanced under expectation he can't cancel his slide.
Well, then nerf him so he works as you think, so he can't cancel his slide. It wouldn't change how you view him and if you consider that balanced, he would become one. -
@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965509#Comment_3965509
well it works, i loop em, i see more trouble against nurse and blight than a kaneki, the only bigger difficult he gives me is when he is not chasing me and my team just complains and take 5 second chases.
Well, I am happy for you if you play against Kaneki, who also doesn't know how to cancel his dash.
That doesn't change the fact, the he can easily do it, so it doesn't really work….
So it seems like he isn't really balanced, when your whole counterplay is based on something, that is not true. -
@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965500#Comment_3965500
he can cancel his power, allowing him to hit, but he dows NOT cancel the slide, he always move , thats inclusive how you get the easiest second hit with him, you throw yourself in front of the survivor, cancel mid air, and slide towards them already able to slap
Ok, there is dash itself and then slide after every dash except last one, right? Just want to be clear, if we talk about the same thing.
Your expectation is, if he dash towards me, I should double back and he would slide past me, right?
Issue is this doesn't happen if he cancel during dash, it fully cancel his slide.
I tried it right now in custom game and I can fully cancel both dash and slide, which means I can simply press cancel when I am next to survivor. -
@brunohvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965492#Comment_3965492
he can only cancel the slide, if he has a place that holds him tight, what does not exist on an open tight loop, he need to throw himself at a wall to stop, if there are no walls, there are no brakes, i use that in game, and that works, principally on second floor loops like the saloon main one, if he dashes against the fence to close the gap there, he slides against the fence and drops to the street, every time, also coming from the "basement" to the front, he will many time fall on the hole if he uses his power
no, he can cancel it even in open by press of a button…
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@brunohvs said:
he is completely balanced, his point is exactly the opposite of nurse or blight, he is simply good at moving around, the other too are decent on that, but since their movement is lethal, its inprecise, so you run away at the right time and gain distance, but in loops theyll excell on you, nurse ignores the entire thing and blight bumps his way to you with ease.
Kaneki is the complete opposite, no matter when, if you try running full W forward, he'll catch up, you need to find a very sharp loop and stay there, preferably an open loop, cause kanekis always slide, them in a short loop he will not be able to use the power well, becoming an m1 killer.
And exactly because of this survivors are finding him hard, we are too used to just use W to gain a bunch of seconds in any chase. I have myself already use the full W on a nurse and gained ground. When we are presented with a killer that is good against that we are broken untill we get used to how to not play like that.
But, when looping a kaneki, try finding open spaces with a tight loop nearby, if he is using power, go to the open, he will have very lil amount of places to go, then you apply the nurse logic, if he dashes in a direction, you go to the other… When he gives up the power and begins waling, jump in the tight loop, do quick vaults until everything gets blocked and go back to the open.
Also, when he locks on you, dont panic and cuss him, i see many people complain that he locks them and then gives a second hit, but they already could be running a long time ago.
Buy the character, play him enough to start seeing good survivor, learn how they will loop you
cause kanekis always slide
Yeah, he doesn't. He can fully cancel it even on first leap. You can't double back against him, because if this.
So your idea simply doesn't work. I would perfectly fine with him, if it worked like you think, but it doesn't. -
@boosm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965381#Comment_3965381
I don’t think that would be even remotely close to old hatch & keys, since that would still only allow for a single survivor to escape through hatch, or maybe for a single survivor to escape at all (if the other survivor is killed instantly when hatch closes behind the first one).
And the hatch would also not be available until endgame, regardless of the amount of gens done compared to number of dead survivors.
Fact that it's not connected to number of gens compare to dead survivors makes it worse imo.
That means, I would always have to deal with this situation, where I am highly unlikely to win.
Even if I find hatch first, it's unlikely to end with 4k. Gates would get powered and survivors just need to split and start open both gates, then I find one survivor and they can try to reach other gate.
Majority of games would be 2/3k even if killer was winning, where it's simply outside of killers control.
If you would kill second survivor when one escape, or both if killer finds hatch, then it kinda sucks for survivors imo. -
That would feel so bad and nearly impossible to get 4k unless you slug last 3 survivors.
I would like hatch to reveal when all gens are finished, but definetly not open.
This suggestion basically bring back the situation of old keys, which was one of most obnoxious things in history of DBD and you want that basekit… -
Legion and Oni
I like M1 gameplay and both of them require pure M1 in some situations.
Also I like to play Dead By Fashion and those two have some very good skins. Skully matched it, but she is trash now. -
@Spirit_IsTheBest said:
No.
Skull Merchant is receiving her rework this year, and if they buff her in the current state she is, she’ll be like her previous version where no one wants to verse her and people will complain, the current power she has is boring and uninspiring, she needs a total rework where they make her much more interactive and fun to verse, that is what she deserves, not buffs in the slightest.
She is not going to be reworked this year because of Operation Health.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965111#Comment_3965111
Honestly, my friend, a full revert to 2.0, then this slowdown when placing drones is something I would be fine with, as long as it remained her power and the design previews / reworks are out of the question.
I was always saying version 2.0 was easy to save. There are things to do about it to make her less noob stompy and more setup oriented without gutting her.
But nooo, we drop a nuke on her and yet survivors still hate her, so seems kinda pointless to me.
It's going to end exactly same as Twins rework, especially when they are trying to make it "take control" power like Twins/Houndmaster, so it will be buggy mess beyond saving. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965061#Comment_3965061
Where she was before the previous nerfs would've warranted some minor, smarter nerfs. The only one I'm definitely gonna stand by is the slowdown on placing a drone though, it's the SINGLE good idea from that patch.
The only reason Merchant is even in the conversation for "place thing at loop, survivors run away" despite her power being designed to be played around in loops is that she gains more distance than the other killers who can do this. Lowering that won't hurt her for doing anything else, and it'll tackle a notoriously unfun problem that has existed across multiple killers.
For the stealth, eh, I've never had an issue with her stealth but it is quite good and people do complain about it. If making that slightly worse is the price for getting her drones to be functional again, I'm willing to pay it.
Making her slower on placing drone would suggest her to be setup killer. I would be fine with it, but not really with 1 line, which is always visible.
Give her back 2.0 version of drones (2 lines with stealth mode) and then sure make her slower on placing drones, lower hindred, remove broken.
Would be cool to make it so drone is always in scouting mode if you are in chase to nerf it even more for chase…If making that slightly worse is the price for getting her drones to be functional again, I'm willing to pay it
I am not, stealth is only thing that is kinda saving her now and even in version 2.0. I highly doubt they would buff drones enough to justify her stealth nerfed.
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Just use killer/build so you are in control of the game, then go easy on survivors if needed.
I would need to see gameplay to comment on your playstyle, but you should be fine with Blight/Singularity. I would suggest simply watching streamers play those killers and mimic them.
If you want to see good Blight, then I would suggest Lilith Omen. God like flicks with entertaining commentary.
Singularity is heavy macro killer, so that's kinda more difficult to get into. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965080#Comment_3965080
If the perk was STRICTLY a chase perk, you'd have a point. Its not though... and realistically itll just get used as another anti-hook perk. Its kind of alarming to me that they released both a perk to deny hooks and a perk that lets a survivor pick themselves up after being on the ground after like 6 seconds...and its even on the same character.
It will definetly be used like this, but it's only different way how to achieve result you already can.
While counter is same as always, you just look around and chase if you see someone.
Antislugging perk is the one I am worried about. Not this one… -
Why should they be punished for it? Sounds more like abusing report system…
Also no, there simply are situation where killer needs to slug, where some of them can be forced by survivors. So unless you want to remove all reasons to slug in first place and buff all killers who need slugging, this should never be a thing unless behind some defined requirements to limit the usage.
Slugging is an issue only if used since start as only strategy. -
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965072#Comment_3965072
No... even then, its pretty normal to be within the TR while they're chasing your teammates. Its why old distortion regained stacks so well. Just playing the game normally will have this requirement done like 90% of the time.
Yeah, but hitting the vault near killer is also part of requirments. While killer can see different animation when you vault and can hit you before you stun them.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965057#Comment_3965057
The requirement is "be in the killer's TR for 60 seconds" which is ridiculously easy with more and more killers getting a 40 meter TR.
Those killers are usually top tier, so I don't see the issue with it working better against those, quite the opposite…
It's definetly not going to be that easy against stealth killers.
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@jesterkind said:
As much as I don't think BHVR are going to, it really would be appropriate to give her some placeholder buffs so she actually functions between now and her rework.
While it wouldn't be difficult to just… fix her previous iteration, I also think that would take a bit too much work to really justify as placeholder buffs, so in lieu of going all the way and fixing her outright I'd probably propose the following tweaks:
- Revert her Haste and Hindered numbers/functionality to where they were prior to the nerfs
- increase the slowdown for placing a drone
- Let her scan people vaulting again
- Maybe make her a bit louder to offset how good she is at using Undetectable
That still leaves her with a few of her old problems, most notably her power not conveying itself very well and being unintuitive as a result, but even with a pure total reversion she wouldn't be outright problematic.
Yes, some people will be mad, but to some degree you have to ignore the most unreasonable subset of commenters.
I really don't think she is on spot where you need to add nerfs to possible buffs…
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I don't think it needs to be nerfed… it happens once with not that easy requirments.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/451333/new-meta-perks-are-so-boring
Agree:
Killer side - corrupt, dms, pain res, surge, lethal
Survivor - windows, resilience, ds, lithe, off the record
They better not touch my resi as long Ghoul breaths…
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I think it would be fine, if DC happens in first 2-3 minutes.
Sure, there would be some players to abuse it, but I think it would be on level of DC on loading screen. -
@VibranToucan said:
The issue with that would be that SFWs could get free disconnects by just managing who DCs first.
It's not really that easy anymore, when you can't just wait out penalty. It would start snowballing.
Would that happen? Yeah
Would it happen a lot? No -
Ok, how are we going to help killer in losing scenerio? Survivors can't start opening any gate until survivor is killed?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964824#Comment_3964824
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.
I think survivors have many possible and viable builds. I don't really see an issue there, simply because it's more flexible with 16 perks, so you can focus on single thing and let others handle rest.
When people complain about "meta", it's usually killer's meta and nothing really got into meta in last years…
Killer meta perk can be only information, or slowdown. Other perks are going to be specific for each killer. Well, we didn't get new slowdown perk since Artist, at least not good one…
So of course killer meta didn't change, instead it shrinked, because of 3-gen feature, which directly nerfed several perks and their synergies.