Pulsar
Pulsar
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lmao.
that's really all there is to say.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006029#Comment_4006029
Nerf Dissolution? The perk is very mediocre in majority of the killers. It don't work with Stealthy killers or perks, has a 3s delay to activate, only lasts for 20s and also don't work if the survivor slow vault the pallet, making the perk useless. If this perk needs a change, it has to be a buff, too many conditions and you still have to get a hit.
It is insanely slept on.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005511#Comment_4005511
People seem to forget Survivors get more pallets in many maps, which is more than just QoL upgrade.
because a lot of them are edge map filler or make the map weaker, like Asylum.
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@PressM1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006088#Comment_4006088
Bamboozle is definitely a strong perk on this killer, but nowhere in my post did I suggest "countervault a window". In fact, windows aren't even mentioned in my post.
And disolution will get rid of the next pallet that gets vaulted by the survivor, which will lead to a hit, absolutely… just like how it would lead to a hit on every other killer in the roster? Seems more like a problem with Disolution rather than Krasue specifically.
As you said in your post, Krasue cant catch up on certain loops if she vaults. Your advice was to vault and to keep at it. This functionally means she has zero counter. She gets a hit, first hits are easy, the Survivor predrops which is the correct play, Krasue vaults the pallet, the Survivor can now vault the pallet and die or leave the loop and die.
Not really seeing the counterplay.
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Dissolution and Bamboozle completely eliminate every counter you listed.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006067#Comment_4006067
Why are you quoting me when you were referring to Crogers?
yeah, idk who they're talking to, you me or crogers
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005658#Comment_4005658
maybe five? (I mean, you often get the same SWFs 4–5 times in one evening, you get the same people very often over and over again) .. Either way, I don’t care about the rest or the mixed. They don’t want to learn. I’ve read the forums enough to stop pretending I should be considerate.. and let’s be real, they don’t care either. i mean.. I’m a pvp player. so yes: Keep up or die.
And if there’s one thing I’m thankful to the forum/afterchat or whatver .. for, it’s that it taught me to show zero consideration for sometimes bad mmr ,.. and overwhelmed players. i know the mindset of this people of this community to much. Its not my fault that at some time of the day not enough high mmr player around.. or backfill lobbies exists. Its bhvrs job at this point to bring a better mmr system and not my fault.
If this community could be in any different, i maybe could chill a bit. But this community is what it is. So y, most of the time, i just don´t care.
You shouldn't be getting the same players that many times. MMR doesn't work like that, it hasnt since launch.
So, 5% of the playerbase dictates balance for the other 95%. As you keep saying good team, apparently a good team is exceedingly rare.
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CURSE YOU ASLYUM
I WILL NEVER FORGET WHAT HAPPENED THERE
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006012#Comment_4006012
OTR is only gutted if you like weaponizing it against killers that are trying to chase someone else.
And Tenacity is only gutted if you like weaponizing it to force killers to slug. In my games, survivors are using the faster crawling speed to immediately crawl under an undropped pallet, or to immediately crawl away from a wall, so I'm stuck slugging them to look around for survivors that either want to pallet save or flashlight save.
Which means the "anti-slugging" perk is being used to force the killer to slug. The faster crawling speed should be delayed by a few seconds, so that it's not preventing a killer from immediately picking up a survivor.
And that's the big problem. Defensive perks should be defensive only. They shouldn't be weaponized against the killer.
No, I'm pretty sure it's also gutted against Killers who can count ten seconds.
Tenacity is already a weak perk and they nerfed it, for some reason. The idea that you can somehow be victimized by Tenacity is somewhat laughable.
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Finally, people will stop underrating Dissolution!
….its gonna get nerfed isnt it?
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@OrangeBear said:
Whilst it's true that these perks are completely oppressive on her. I think if you get good with the Krasue you wouldn't even need these perks, she's that overpowered.
I played a few hours of her today and it seems like the only loop that is actually safe is Shack with a dropped pallet. These perks shut it down though but you can just break the pallet and put on aura reading and gen stall insteadThink KnightLight got a 35 4K streak with her already lol. Perkless and Addonless.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005793#Comment_4005793
Ah, the good old days, with the old forums!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005797#Comment_4005797
Worse, because OTR is stuck in that match for far longer than just an hour! According to Mandy, it's gonna be stuck in that match until the next bugfix patch!
Oh no.
They are making it play against Infinite Mend Legion, the only bannable bug!
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@bleep275 said:
they just BUTCHERED off the record. you know what. butcher is an understatement. They [insert teh most horrific thing you can image here] to Off the Record. The tunneling spike has been absolutely insane. not one match since this update (besides two memeing killers) have been free of hard tunneling. The ONE time i was not tunneled. was because i was Touka and the ghoul did not want to kill their wife from the anime. I have been showered in thanks by survivors because I have not even remotely tunneled and it gave them a break and a good match.
someone explain to me the logic of why they would coward out of an anti-tunnel update then effectively delete the one half-decent free anti-tunnel perk? Even DS (a p2w perk) is not a good anti-tunnel because half the time i loop them until its no longer active. I have had to let them down me, just so i could actually use the perk and get some distance.
Even better question. whoever approved this "balance" change on this perk needs have their employment revaluated and should have a red flag on any future video game studio applications.
I have been here since 2016-2017. I've survived the OG BNP. Infinite loops. Pallet vacuums. ACTUAL face camping. But this… this is the first time i have been genuinely furious at this game and the developers.
Like what are we supposed to do? I have to run PURE second chance perks and items to have a half-decent time.
they just BUTCHERED off the record. you know what. butcher is an understatement. They [insert teh most horrific thing you can image here] to Off the Record.
They made Off the Record play against release SM??????
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005753#Comment_4005753
If you ever had anything that could be called 'super killer-sided days'. I remember disagreeing with you at some point, but I've certainly never seen you make the kind of takes that seem to permeate the forums nowadays.
I've had my moments. I have compiled a list of posts :)
POV: Me after MMR was added and it actually worked.
Auto-ban system that was scrapped. Thank God.
There's me when Ruin got nerfed WAY back when.
Hey! There's a Console-Only Tier list from 2019!
And finally, the big tunneling strikes again.
Safe to say, yes, I had my moments as a Killer main. Glad I grew out of it, literally in a lot of cases. I've found that you get a little calmer as you get older.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005749#Comment_4005749
"But you must be a survivor main! I haven't seen you agree with me once in the three days I've been on this forum!"
I see that from older members more often than not, to be honest.
Not a lot of people left that remember me from my super Killer-sided days.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005744#Comment_4005744
Question the dogma and cause a paradox, since forum killers are also, to a one, 'Top MMR'.
And then I'll have to post the stats.
and then they stop replying to me :(
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005541#Comment_4005541
It's part of the forum killer dogma. If you question them, it is you who is bad.
But…I am a Forum Killer :(
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005639#Comment_4005639
wdym?
just good players, players who actually improve learn every mechanic, practice new stuff, learn counterplay on release. when they struggle, they dont complain, they jump into customs to grind weak spots, learn new maps, perfect pathing, and test everything at the new maps and min max every loop there or the new killers. invest some hours in pracise: and u don`t struggle the moment u get on this map. (and u know the spots where a hard tunnel most of the time is not wirth) that’s a normal good-player lobby .. not casual stuff.. i dont care about casual lobbies: i mean, they dont care either
And what percentage of the playerbase would you say these, in your words, acceptable players make up?
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While I am tempted to see how she is, since she's free, I haven't played Killer since my SM streak.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005556#Comment_4005556
phew..
there’s no contradiction or inconsistency: a strat can be the strongest and still situational/counterable.. this hard tunnel isn’t an auto-win and can be inefficient depending on the team; strong strat doesn’t mean that it is the best choice in every single situation.
and good teams know a fast 3v1 can secure you the win, so they’ll try to make that first-hook tunnel super inefficient and costy for you.. thats normal play. and good team organize around this on surv side. thats just a normal part of the game.
You keep saying good team, can you define that?
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Who is doing the streak?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005586#Comment_4005586
Official data proof from BHVR is not required. This isn’t a Law and Order episode.
Do you honestly think OTR has a higher pick rate than Dead Man’s Switch?
We wouldn't know, since there isn't any data on it.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005530#Comment_4005530
…and? It’s mostly newbies/casuals here. Doesn’t change my point. I’ve got my view, they’ve got theirs.
Are we to the point where we are calling anyone who disagrees "newbies or casuals"
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005480#Comment_4005480
another person who doesn’t get it: it heavily depends on the survivors, their setup, the first person u run into, and the playstyle they choose…plus map, rng, and a bit of luck .. where you can actually secure a down. sometimes a single 50/50 decides it. One hit connecting or nah, or whether the survivor reaches a bad zone for you, can flip the whole decision: do you tunnel off first hook or nah.
At some point, you've got to do some introspection as to why literally everyone disagrees with you.
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Counterplay is to simply not play Survivor, evidently.
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004785#Comment_4004785
Still a change that needed to happen, as much as everyone is going to complain OMG TUNNELING IS GOING TO GET WORSE, killers that were gonna tunnel beforehand already knew your hookstates. Its actually so stupid people are complaining about this positive change it should never have been removed and the stupid argument it causes more tunneling just has never mattered. Im sorry. Like literally is it that bad of a qol change to see hook states again.
I dont have an issue with the change itself, necessarily. More so the timing.
This makes opportunistic tunneling much easier, but it's really putting this in with an update that was supposed to be anti-tunnel but ended up being super-tunnel. Every Killer QoL went through, none of the Survivor stuff did.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004798#Comment_4004798
Ah this is true, for both the survivor and killer side.
in this case if the killer is to strong its okay to being them down. Because if they overperform with "techs" or "bugs"(quotation bot for saying they arent things but more to emphasize the terminology) its not healthy for the game
So putting killer changes on the same level as other things is honestly not fair
Side tangent-When ever I find you, I find you in interesting debates or commenting on interesting ones.Also adding absurdism fallacy to vocabulary
It's more that many of those bugs directly impacted Ghoul in a negative way. Sure, individually they may not be impactful, but together they are extremely important.
I would absolutely trade STBFL and PWYF tokens for a consistently functioning power.
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@XDgamer018 said:
https://us.v-cdn.net/6030815/uploads/Q1MXZI6HY4SX/image.png
me watching almost everyone vote instant ban (including me for the funny)
I can see who voted for what 😀
(i voted for instant ban)
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I'm ready for the ban now.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004755#Comment_4004755
Are you saying that if the following 6 changes are made, that it would be an overall buff for survivors, because it would be 1 nerf and 5 buffs?
- Generators now take 900 seconds to repair
- Survivors unhook 0.001 seconds faster
- Survivors vault 0.001 seconds faster
- Survivors run 0.001 seconds faster
- Survivors heal 0.001 seconds faster
- Survivors open chests 0.001 seconds faster
Absurdism fallacy.
The Killer actually functioning properly is exceedingly important.
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@tjt85 said:
Well, I tried queueing up for an all Switch lobby now that the platform has been locked out of crossplay and I couldn't get into a single game of either Killer or Survivor. I queued for 10 minutes both times, which I think is probably about as long as anyone would willingly queue up for. I can't say I'm all that surprised, because in the 2+ years I've been playing I can count the number of Switch players I've seen on one hand.
I think this change might kill the game completely on the Nintendo consoles in my region. Oh well, that makes the decision between getting a Switch 2 or a Steam Deck in the future a little bit easier for me.
I expected as much when the changes were announced.
Sucks for Switch players. They've been treated like 3rd class players since the get-go
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004774#Comment_4004774
Only does if killer plays against 4 claudettes with their skins being same then it helps him to navigate in this chaos but if its just one survivor with unique look from others then killer knows who he is tunneling dont you think?
If hes paying attention, yes.
All this does, imo, is make opportunistic tunneling more effective.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004608#Comment_4004608
I someone wanted to tunnel you hardcore (just going for you ignoring or slugging rest of your teammates going for bodyblocks) he would still do it. Now they can just play more focused game on looping instead of trying to remember which survivor they hooked and trust me its hard to know somethimes, maybe they should just give killer only first indicator that survivor was hooked and the one for second stage add when antitunnel is implemented what do you think?
It certainly makes it more accessible and easier to do.
No idea why all of these buffs are coming through when the system itself is in limbo.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004646#Comment_4004646
No. Buffs and nerfs do not have equal weight.
Even if the buffs only had half the weight, which I would contend that's too low, there's still nearly double the amount of buffs.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004579#Comment_4004579
No. I will say the changes make the killer weaker, because that is what they did.
I refuse to use this game's bizarre definition of nerf, that is completely different from other games.
Fine, let's go through the list you posted.
- The Ghoul's Kakugan Reticle no longer rotates when pointing at the ground while rotating the camera.
Buff to Ghoul.
- Survivors no longer become immobile after dropping a pallet on The Ghoul when the latter is attempting to perform a grab-attack.
Nerf to Ghoul.
- The Ghoul is no longer able to Leap Grab a Survivor during the dying state animation, preventing the associated issues.
Buff to Ghoul.
- The Ghoul's power now reloads properly when used a second time.
Buff to Ghoul.
- The Ghoul's input prompt over the power icon now updates to the current prompt.
Buff to Ghoul.
- The Ghoul's score event Become Enraged is no longer earned when performing a direct grab in enraged mode.
Nerf to Ghoul.
- The Kagune Swipe score event is now earned when The Ghoul does not reach the survivor on the first swing.
Buff to Ghoul.
- The prompt no longer remains on screen when a Survivor attempts to blind The Ghoul during a failed grab-attack QTE.
Nerf to Ghoul.
- The grab Cooldown SFX no longer persists after performing a Pallet Vault with The Ghoul's power.
Nerf to Ghoul.
- Damaging a survivor with a tentacle grab now removes Play With Your Food tokens for The Ghoul.
Nerf to Ghoul.
- Damaging the obsession with a tentacle grab now removes Save The Best For Last tokens for The Ghoul.
Nerf to Ghoul.
- The Ghoul's Tentacles now have aura when Tentacle swinging.
Buff to Ghoul.
- The Ghoul's Kagune Reticle is no longer momentarily visible when arriving at a window/pallet to Tentacle vault.
Buff to Ghoul.
- Enraged mode Countdown UI now pauses while carrying Survivors for The Ghoul.
Buff to Ghoul.
- The Tentacle Impact Smoke VFX no longer appears offset with the Survivor model for The Ghoul.
Buff to Ghoul.
- The Ghoul is no longer pushed forward after tentacle vaulting a pallet on one side.
Buff to Ghoul.
- Survivors with Kagune Mark KE now receive damage when Direct Grab vaulting to Survivor close to a Window or Pallet for The Ghoul.
Buff to Ghoul.
- The Ghoul's Enraged mode withdrawal vignette VFX now pauses when carrying a Survivor.
Buff to Ghoul.
- The Ghoul can now perform Tentacle Swing vault over the Killer Shack.
Buff to Ghoul.
- The Ghoul's tentacle animation is now present when performing the second Kagune Leap charge at the end of the cooldown.
Buff to Ghoul.
- The Ghoul's camera is now centered on the Survivor during a grab-attack.
Buff to Ghoul.
- After a grab-attack, the vault interaction is no longer available and usable to The Ghoul during the grab/bite animation.
Nerf to Ghoul.
- The tentacle vault speed bonus no longer occurs when The Ghoul is not in Enraged mode.
Nerf to Ghoul.
- The Killer effect now appears on the Survivor HUD when The Ghoul enters withdrawal mode directly.
Nerf to Ghoul.
- The Ghoul's Enraged mode Vignette now resets when having Enraged mode and getting Enraged mode again without the QTE by grab-attack tentacle vaulting to a Survivor across from a Pallet or Window.
Buff to Ghoul.
- The Ghoul can no longer Kagune Leap twice on Survivors with an obstacle in the way.
Nerf to Ghoul.
- The Ghoul can no longer use a Kagune Leap briefly after cancelling the power.
Nerf to Ghoul.
- The Ghoul no longer stutters after a Kagune Leap.
Buff to Ghoul.
- A placeholder is no longer displayed in the prompt when vaulting a dropped pallet with The Ghoul's power.
Buff to Ghoul.
- The Ghoul's adjustment time end SFX no longer plays after the player cancels adjustment time early if cancelled after an invalid swing.
Buff to Ghoul.
- The Ghoul's Tentacle Vault no longer creates a visual glitch after vaulting.
Buff to Ghoul.
- The Ghoul is now able to perform Basic Attacks after pressing the Killer power input.
Buff to Ghoul.
- With lag, The Ghoul can no longer M1 directly after cancelling the power.
Nerf to Ghoul.
- The Ghoul can no longer perform a Basic Attack after falling from a Leap while in Enraged mode.
Nerf to Ghoul.
- The Ghoul's power no longer breaks if stunned during a Kagune Leap slide.
Buff to Ghoul.
- The Ghoul's Cancel Swing icon is no longer always displayed when not relevant.
Buff to Ghoul.
- The Ghoul's Kagune Mark no longer remains visible on the Survivor portrait after being removed.
Buff to Ghoul.
So, let's tally all of those up. Anything that negatively affects Ghoul is a nerf, ergo a buff must be the opposite. For the purpose of making it fair, I have included anything that gives Survivors more information as well.
In total, we have 13 nerfs and 24 buffs. So, this patch actually buffed Ghoul according to your logic.
Or, we can use my logic and say that it's a bugfix patch. These things were never intended to begin with, ergo they aren't buffs or nerfs, merely corrections.
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@rydiafan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004568#Comment_4004568
Name a better way to fix the abusability of the perk. How do you give a survivor endurance without allowing them to use that endurance to take a protection hit?
Push the Anti-Tunnel Update to live with changes instead of pushing just the perk nerfs.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004478#Comment_4004478
Didn't you recently make a post saying that anti-loop mechanics don't need to actually involve loops at all?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004525#Comment_4004525
Survivors would just 99% generators to exploit this. Number of generators also doesn't make sense, because it doesn't apply to both sides of the game. If killers aren't supposed to do things at 5 gens, then survivors shouldn't be supposed to do certain things at 0 hooks.
Correct, just like slowdown mechanics don't need to involve gens at all.
I fail to see how that is relevant to you refusing to call those changes what they are. They are bug fixes, some benefit Ghoul, some do not. Call them bug fixes and let's leave it there.
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@rydiafan said:
OTR was a side grade. You lost endurance, but gained leaving no scratch marks. This is less abusable now, but still protects you from tunneling.
The Tenacity changes make no sense, however, because they obviously were being made due to the base kit changes that are no longer being added.
If the Killer did not have eyes, perhaps it would.
At least OTR gave you a hit tank prior, now all the Killer needs to do is ride your ass for ten seconds and then down you.
There were better ways to fix the abusability of the perk. I don't understand why the pushed this and Tenacity to live when the Anti-Tunnel/Slug update was delayed.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004473#Comment_4004473
It's even more bad faith to argue that BHVR literally made 0 changes.
A lot of those changes made the killer weaker. I'm not interested in semantic games, where this game has a bizarre definition of nerf, that doesn't match other games.
Seems like a decent portion of those are also buffs, since you want to argue semantics.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004431#Comment_4004431
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004454#Comment_4004454
It's not really a 'skill issue'. If you have the reflexes you can do it, if not then you can't.
I believe most of the comp community is in their teens / 20s which is when a person's reflexes are still incredibly sharp. They start to drift after that. I know Hens has joked about being too old for comp, and he's in his mid 30s I believe.
Also requires you to be running high FPS.
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My friend who bought the game during Anniversary, whom I was trying to teach, wanted to play a match yesterday.
He hasn't played since Anni because, you know, how DBD treats new players.
Yeah, he got tunneled off of first hook by a Houndmaster. She then proceeded to tunnel a bot and then bleed me out because I ran her for a while despite not really knowing how she works lol.
Not much of a reason to play Survivor. Paltry rewards, horrid matches, unfun Killers. Why would you even bother?
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@OneGoodBoyDemo said:
I feel that the problem is not the quantity of perks and addons for killers but the quality.
Let's be realistic, the game has 40 killers but not all players use all of them, everyone has at least 5 killers that they like to play the most.
We have 120 killer perks and 85% of them are garbage, not to mention that most of them are an improved version of some existing perk that, incredibly, still manage to be horrible.
I have a theory that the devs create bad perks on purpose just to change them in the future so they can say they did something. Some designs of certain perks are completely questionable if I may say so.
Every killer has 20 addons and 50% of them are quite predictable because the formula doesn't change. All killers will always have addons of mangled, blindness, speed, fast power recharge, terror radius etc.
I don't care if they increase or decrease the amount of perks and add-ons as long as they at least have some use. Give us some quality for the love of God.
They hit a creative wall years ago. There's only so much you can do when the game consistently breaks every few months. Likewise when the game apparently can't handle any amount of verticality, and that's just stuff we know about.
There's really not that many gameplay changing perks that you can have without repeating. That's why all the new perks are just worse versions of older perks.
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@joeyspeehole said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004263#Comment_4004263
If the argument against the anti-tunnel and slugging is that people just need to learn how to play survivor better, or learn counters to killer perks or playstyles, then you know, the counter to that argument has already been typed.
Wrong person?
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004281#Comment_4004281
have to force the pallet to drop first, lots of maps have a shack and if 1 loop can be a god loop that it breaks the game. there is a reason why bloodlust and vault blocking was introduced. cant honestly say 1 god loop isnt an issue. survivors shouldnt be able to hide or run to the shack or wherever this 1 god loop is and be safe for unlimited amount of time which was the case before they introduced bloodlust and vault blocking. now its not so bad because these mechanics have pretty much removed all god loops, now there are strong loops but not god loops. but removing these bloodlust and vault blocking mechanics creates god loops which myers and other killers that dont have powers to counter looping simply wouldnt be able to do anything about.
badham for example, had a new window in the upstairs of a house to stop people from being body blocked in the small gap by the gen. the result was a god loop that survivors could run indefinitely, never triggering chase. this was pretty recent and was also changed back pretty quickly because having this god loop broke the map.
They introduced Entity Blocking and Bloodlust because it was 2016-2017 era DBD.
You know, when maps had 30+ pallets and true infinites. I am pleased to say you'll find none of those in modern DBD, and if you think you have, it is probably a skill issue, unfortunately.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004276#Comment_4004276
yes but my point regarding god loops is that without bloodlust or vault blocking then some killers cant catch the survivor because they dont have the speed or anti loop. which is why bloodlust and vault blocking became a thing. taking 2 health states involves the killer being able to catch the survivor at the loop, it doesnt stop the loop which is what anti loops do.
There's what, shack? Having a single god loop isnt an issue. Break the pallet, now its fine. You shouldn't be able to catch people everywhere, no matter what. Not every Killer should be Ghoul.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004263#Comment_4004263
stealth maybe…depending on the loop. pointless having stealth if they can see me over the top of a wall or through the cracks in the walls at the shack. taking 2 health states i wouldnt say is an anti loop as you need to catch the survivors to be able to use this ability so its for use after the loop not to counter the loop.
Stealth isnt about the loop, it's about the approach.
Taking two health states is absolutely anti loop. You now only need to win once instead of twice, possibly more. It ends the chase prematurely.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004253#Comment_4004253
Crotuspren with main nerf if we call it is ok that main has many good windows and lot of god paletts and its probably strongest man in the game.
Predroping was his counterplay before but his use of yellow bottles was harder and more skillfull so many clowns used just perple bottles and devs didnt like that, now he is more balanced in ptb between his two previos forms the original one and his current one, still he is weak killer who is good in chase on weaker and mediocre loops (makes all loops weaker if both bottle variants are used correctly) but he sucks at gen deffending so you can rush him even if he has good chases.
Perhaps. Supposedly, that's what was changed. Edge map pallets for main pallets.
That requires both coordination and that the map has enough pallets to support that playstyle. Neither of these are things within an individuals control.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004255#Comment_4004255
what anti loop does myers have or ghost face?
Stealth and the ability to instantly take two health states instead of one. Non-traditional anti-loop.
You can hear Wesker coming from a mile away, not so much with Myers of GhostFace. It isn't really hard to get value out of their stealth either, just need to play slightly more cerebral than you might with another Killer.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004240#Comment_4004240
some killers can yes, but other killers cant. these are the killers im refering to, with no speed and no anti loop like myers, pig, death slinger, trickster, ghostface, houndmaster. these killers cant catch survivors at certain loops without bloodlust, vault blocking or major misplay by survivors.
Can't speak for Houndmaster, as I have never and likely will never play her, but the rest all of anti-loop. It just isn't traditional anti-loop.






