PetTheDoggo
PetTheDoggo
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@GhostsCore said:
Killers are already starting to slug. But sure, give me more reason to bleed people out instead of hook anybody :)
Posts about basekit unbreakable incoming.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809494#Comment_3809494
The killer can literally hook the survivor and thus win because 3 kills is a win, again my suggestion is to give the last 2 survivors a chance to escape again this won't suddenly make them super skilled against the killer, it speeds up the repair of the generators and they can pick themselves up infinitely if the killer doesn't hook the survivor.
Your suggestion doesn't help if the survivor decides not to give up so what would you do in that case? this is a game that is supposed to be enjoyed.
Generator repair speed increases by 100% so they can finish quickly
Oh right, because losing to this would be so much fun.
So if you want 4k, instead of slugging at 2, you will start slugging since 3 survivors alive. So much better.Your suggestion doesn't help if the survivor decides not to give up
That's their choice. They would have option to end it, it's their issue if they don't want to. I don't see a reason to punish killer for winning, just because survivors don't want to admit, they lost the game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808516#Comment_3808516
some killers rely on add-on to have an effective kit.
What about limiting rarity for both sides? Basically noone can use anything purple, or iri.
There are killers who need addons to be viable, but except Myers it's usually green or lower addons. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809498#Comment_3809498
they'll never make him 115% m/s before buffing his gun. Maybe as iri add-on.
Why not?
I don't really think he would be too strong as 115%. Way easier fix than trying to buff his gun even more.
If they just made Trickster 115% and reduced recoil he would be perfect. But they just had to over complicate everything. I really don't want to see same thing for Deathslinger. It's bad enough we have Freddy situation happening again. -
Just make him 115% and that's it. Don't try to do Trickster situation again…
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809359#Comment_3809359
The goal is to give the survivors a chance to escape, this does not prevent the killer from killing them, however it prevents leaving the survivor in a dying state for a very long time.
this does not prevent the killer from killing them
When it's easier to escape, I would say that is preventing killer from killing them, no?
If survivors gets to "give up" when slugged in that scenerio, it prevents leaving the survivor in dying state for a very long time too without annoying killers. -
Yeah, lost game for it yesterday because gen got blocked. It's very easy to do with Eruption… Try to add Surge to it and you are completely screwed.
I would count only kicks, not any reggression event. -
What about keeping the condition, but you stop generator from regressing instantly when you start repairing it when Rookie Spirit is active?
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Instead of letting them infinitely recover and make game even longer, what about just letting them suicide when they are slugged in such situation (two survivors alive) for X seconds? (I would count that as sacrifice to not screw with achievement / challenges)
That fix the situation without making it even longer than now.
I don't really see a reason to give option to even more survivors free escapes. Hatch is enough. -
@[Deleted User] said:
Nightlight's userbase represents a fraction of a fraction of the total userbase that plays the game. The stats are fun to look at but don't necessarily mean anything.
Doesn't change the fact, it's best we have. Whenever devs release stats, Nightlight is usually quite close to their numbers.
Stats don't mean anything in general. -
It needs a rework, not a nerf. It's already not a good perk, unless you have full soloQ group.