Rickprado
Rickprado
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- Rickprado
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I've played 4 times against Xeno on SoloQ and every one of them i got out.
I think people are underusing the Flame Turrents on loops, and trying to loop Xeno as a normal m1 killer.
TBH, i think the killer is fair and balanced as it is.
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@SirCracken said:
Knight is a killer that has a really cool concept behind him but is held back by its terrible and buggy execution.
His guard's AI has been broken since his release and still constantly breaks if a hunted survivor drops a pallet during a chase. That is, if they don't start running into a wall first. Creating patrol paths is still very clunky and very difficult for new players to get used to. Especially in maps with lots of clutter. It feels like controlling a bumper car inside of a hedge maze.
And as been repeated ad nauseum by myself and many other Knight players, he feels awful to play unless you use 2 of the 3 add-ons he has that act as a band-aid for his problems. Map of the Realm, Call to Arms, and Dried Horsemeat. An issue that the devs are apparently completely ignorant of since the latest patch gave meaningless number changes to 3 of the add-ons that no one used because of how useless they are.
Overall, I still play and greatly enjoy Knight. But it's despite how he is designed. Not because. And I really wish he gets the fixes and buffs he deserves.
Yeah!! i true believe Knight can become an even more better killer with some minor changes. His visuals are perfect; his power is interesting. They only need to ajust something and we will have a decent and fun killer to play as.
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@supersonic853 said:
I feel knight could be amazing if mor and call to arms wasnt basically a necessity to make them playable. I wanna try the other addons so much. But they become so clunky without the addons. So i mostly agree. Also the bugs of my guards running the opposite direction to chase a survivor. Halarious but no.
I wish they make the patrol addons basekit, even if its something tied to patrol distance.
Also, i wish the Knight had some buffs while the guard is active hunting, like a small % of bonus mov speed, faster jump through windows and thing like this.
Also, i believe that the knight will improve a lot if they change MFT move speed bonus, as MFT is a direct counter to Knight and his guards
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@MikaelaWantsYourBoon said:
Killers have Bloodlust for years, which gives them free speed. But when survivors have to use perk for weak version Bloodlust, now it's problem lol.
Yes, because killers can vault windows and drop pallets on survivors head to prevent them from escaping Kappa
Bloodlust is a bandaid fix for M1 killers because of awful map design, as most M2 killers lose bloodlust when using their powers.
Either way, the problem is not 3% mov speed by itself, but 3% speed means 20% more distance gained from the killer when running
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531317#Comment_3531317
Oh you still gain bloodlust if you use tail attack and miss? It doesn't reset?
It resets
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530559#Comment_3530559
That's not quite an equivalent, though, because it only has the one condition.
I see what you're going for - a generator being completed is a point of disadvantage in the same way that being injured is, neither being a failure but both being something you want to avoid - but considering your example doesn't disable at any point (EG, being healed or downed) and doesn't have the secondary condition (not being Exhausted), it's strictly stronger than MFT despite lacking a secondary effect like MFT has.
That's not even factoring in that a straight equivalent of MFT for the killer side would be far stronger just by default, because killers already move faster and almost universally have tools for aiding in getting hits easier on top of that. It's a comparison that just won't work, you can't draw a one to one comparison between perks in the two different roles some of the time.
TBH, any perks that gives survivors a looping advantage is stronger than a single one in killer side, as you must consider that every second that a survivor wons against a killer is 4sec on killers time. Then multiply that by 4 (every survivor could use that one perk) and we have a problem. I don't think we never had S tier chase perk for killers - at least as far as i remember - but if we had, it would only be strong as survivor chase perks, like SB, Lithe or Overcome; remember that killer also need info perk and gen regression perks, as without them, even making fast chases you still can get all gens done and take 3 to 2 escapes.
My point was: the game is made around 4.6 killers (and some 4.4 with projectiles or strong chase powers) trying to catch 4.0 survivors that can drop pallets (expendable resource) or vaults windows. You can say killers have powers to help them in chases - at least, part of them - but you need to remember that most powers change the killers speed to 4.0 or below while they are using it.
Giving killers an easy way to move 0.2m/s faster or survivors to move 0.12m/s is kinda game breaking, as all of game balance made in 7 years was made thinking that most of the time killers will move 4.6/4.4 and survivors will move 4.0.
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@TerraEsram said:
When I see these type of message, I just wish that Pebble become the most popular perk from survivor
Just to see the biggest silence from these type of comment, or maybe, see people complaining that a pebble is way to strong for the current meta
It will never will be because its not a broken perk. Lets not be silly that most of the meta in DBD in made by strong perks, and in some cases, broken ones.
About the argument of MFT being "fun" and other discussion on the topic:
People are not using MFT because its fun (how this perk can be fun if it does not enable nothing new for surv, only increasing the surv mov speed? LOOPING is FUN, and that is what this perk improves), but because you can feel the difference it makes in a match, if you have a little bit of game knowledge.
Plot Twist, Dramaturgy, Head On, even DH can be fun, but MFT its one of the most stale and boring perks in the game and wouldn't be used if wasn't one the strongest perks released in the years.
Want a fair comparision for what an MFT for killers would be? A perk that gives you permanent Bloodlust level 1 as long one generator have been completed, or a 4.8m/s killer basekit.
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@Chewy102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526859#Comment_3526859
3% on it's own is rather small as you figured out. But that 3% isn't on it's own, it's in relation to a Killer's 15% advantage.
3 out of 15 is 20%. So any chase will take roughly 20% longer. The type of chase doesn't mater be it straight line, looping, or what ever. The fact is that most every chase against a wounded Survivor will take up to 20% longer and that's a hell of a difference and since MFT has no conditions or limits beyond being wounded and not exhausted that time sank to overcome MFT's 3% will just continue to grow larger and larger.
It can and will easily snowball beyond control against the majority of Killers. That then leads to high tier Killers being used more often as they are the only ones "viable". More Killer meta builds as there's "no point" using anything else. More camping/tunneling as what downs/hooks Killers do get they will want to take advantage of. And more sweaty Killers in general. THAT then leads back to Survivors being drawn into their own meta builds and their own sweaty playstyles and that then is just a feedback loop of both Killer and Survivor pushing each other into meta and sweat.
That's just MFT. Combo it with other perks and it just gets that much stronger like with Hope, healing builds, other perks that work when wounded, and more.
No single perk should have that kind of power and DbD has had several single perks like this over the years. For Survivor you had Dead Hard, Decisive Strike, Circle of Healing, and more single perks that NEEDED to be nerfed as they was too strong. Killer also had it's own problem perks in Ruin, Eruption, and so on that needed nerfs as they was too strong on their own before being comboed with others.
MFT isn't as bad as some of those past OP perks. But it's certainly up there and is too strong for it's own good or the overall health of DbD. But like all of those other perks, MFR is likely to stay for a year or more before it gets touched.
People are also forgetting that MFT 3% makes the difference between reaching a pallet/window or getting hit and going down, which is a HUGE difference.
If you take the hit while injured, you are downed and the chase is over; if you vault a window/drop a pallet right before the killer can strike, the chase continue and it can go for much more time - meaning even minutes can be "lost" for the killer because of this perk only.
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To me, the main problem Singularity have is that his pod and infections are too much unforgiving: or you play the killer perfectly, or you will get stomped.
I wish they make small changes to Singularity, like a smaller time to infect, a smaller cooldown between infections, a wider window to detect survivors, etc.
I think these changes would make Singularity more acessible without making it too much strong.
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@Steakdabait said:
It probably should end if everyone is replaced with bots, but i think it's far funnier that being forced to play vs bots is kinda a form of punishment for killers if you are actually that unpleasant to play against that all 4 survivors dc on you
You know that there are some SWF that just DC's because they had a bad start or don't like the killer, even being a weaker killer like Wraith or Clown, right??
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@Emeal said:
It does not remove much, not all my chases end up with using Bloodlust anyway. I am personally looking forward to using it.
Take a look at this comparison that was posted to reddit, if you use the right perks with it its very powerful.
https://www.reddit.com/r/deadbydaylight/comments/15ngzo3/new_perk_rapid_brutality_visualized/
Its not too strong alone but together with other perks you will see true strength and power. This is really good and we should be Thankful to bHVR for allowing Killers to also be eating good after seeing Survivors feast upon Made For This for a month-
TBH, the problem is, its not a "good" perk stand alone. Its requires STBL to be viable, and if a survivor get into a loop quickly, he/she can be safe almost of the time. I wish it could be realiable alone, specially for killers that don't have means to save stacks against the obsession.
For Bloodlust, i think there still some maps that requires at least level 1 of Bloodlust for completly M1 killers like Pig or Sadako, and this perks seems mostly focused on helping them than the M2 killers. I don't know, but even very good killers i've seen get some level of Bloodlust in chases, specially when playing low tier killers with bad RNG maps.
Yeah, i am really happy that BHVR is giving killers some realliable perks, as most of the last ones weren't good enough to bother using.
I just wish they tweak this perk a little bit, so the lower side of the roster can get some benefits from it.
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@saintjimmy456 said:
I have said this before in similar thread, but asking for re-works of perks before they have even been released is overkill.
Its not a rework, but a small buff. I've lost the timming of the PTB suggestion thread, otherwise i would put those suggestions there.
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@Iron_Cutlass said:
I originally though that the 16-meter range would make this perk weak, but from my experience, it has actually been really good. And paired with STBFL you can easily snowball if Survivors decided to group up (which typically happens when there are less Generators remaining or all have been completed).
Ive also tried it out on a few Killers, and I think specifically Spirit and Slinger EXCEL at using this perk. Mainly since they can easily follow up their down with another hit, and with STBFL they can become a snowballing powerhouse.
Im really surprised I havent seen people use this perk more. And I think one of the strengths of this perk is specifically that no one runs it so you never expect it, which is why Im probably going to add this to my list of "favorite perks".
The perk is quite new, so many people don't acknowledge its power.
I'm testing it and having a BLASTT. Happy they've made some useful perk for killers.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417643#Comment_3417643
I wish it was like the pallet break equivalent of Superior Anatomy where it lets you break one pallet very fast, but only once per activation.
It would pair great with Skull Merchant's other perk, Game Afoot.
A VERY NICE IDEA for a perk
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@UnavailableName said:
Haven't faced a single singularity for more than 1 week...
The killer mechanics are awesome but the survivors can counter is so easily that no one care to play it...
Devs, you need to tweak the way the EMPs are affecting the pods. Removing the pods on survivors is okay (and survivor cannot be tagged for 15 seconds for exemple) but disabling pods in the environment must be removed.
Also the amount of EMPs available must be tweaked down.
If EMPs does not affect pods, Singularity will be the stronger version of Skull Merchant, trigening till death.
I think a good way to improve Singularity would be reducing the percentage of survivor body needed to start scanning, as making the scanning time slighty lower. This might make Singularity far less frustating, as sometimes you can see the surv on the Biopod but you can't goop them.
I don't know how EMPs could be tweaked, but i think that if you catch an EMP, at least the box from where you got it should stop producing EMPs until the one you got is used. When playing against Singularity, i just farm as many EMPs as i can, feels like it has no downtime.
Another thing that might help i think is when someone is holding an EMP and you goop them, the EMP should be destroyed. This way we could end the strategy where someone is doing a gen, wait to be gooped, use the EMP, cleanse the infection and the Biopod altogether.
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@Luckyz17 said:
Allowing to leave without any penalty. I am noticing a HEAVY amount of survivors who give up and purposefully try to unhook themselves on their first hook just to get out of the game without a penalty. "
And if they get unhooked, they run at the killer again, its legit just ruining the game.
IMO if a survivor dies within the first 3-4 mins of the game, let a forfeit submission between the remaining allowed.
I generally queue with 1 other person, and we legit have to gen-rush to escape and its 100% lame and not fun. I want to run away from the killers, but it seems like everything got nerfed for survivor and I legit can hit them through a window with 0 effort, its almost like vaulting through a window isnt worth but juking is.
Yeah, a forfeit button would be interesting in those situations.
@Annso_x said:
Obviously there's not much BHVR can do about useless teammates, but better MMR would certainly help (although I'm pretty pleased with it these days).
The only thing I'm asking for is to be able to see our teammates' loadouts in the lobby, not only it would help not bringing incompatible builds (inner strength / boons) but would also allow solo q players to have enough informations to make the same decisions and plays swf can do on comms depending on the situation (unbreakable, flip-flop, DS, deliverance...). It would also just help us knowning our teammates' playstyle beforehand (chase build, gen build...) and would let me dodge self-care and left behind players :)
I think we should be able to see perks midmatch too, as is hard to remember other people 12 perks in the trial
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480659#Comment_3480659
Would the opposite of that true?
"If you queue as a killer you should be ready to face any type of survs, not the ones you want.".
The biggest problem seems to be the matchmaking. All the blasted dodging is what wreaks the matchmaking the most.
Of course you should be ready. I've used to hate sabo squads, but i went against them anyway. Its a PvP Game, you should be ready to face any kind of survivor/killer, since you pick a side and face the other.
TBH, i don't feel the problem is the matchmaking, as many of my matches we could win easily as survivor, but people DC'ing/Killing themselves on the hook made it unwinnable.
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@I_CAME said:
Better matchmaking. MMR should be strict or it should not exist at all. This weird middle ground we have now is awful. I see 5000 hour killers getting matched with 500 hour survivors and it goes about how you'd expect. Nearly every game I get is a stomp where one side gets destroyed. Very few of my games are close. I can go on a huge losing streak in solo and still getting matched with an alch ring blight trying to break the record for fastest 4K ever.
Nerfing cheese strategies that rely on survivors having no communication with each other. Facecamping is the biggest example of this which is thankfully going to be destroyed in a future update.
Hide profiles and prestige so killers can't lobby shop as easily. It breaks the matchmaking and lets them identify who is likely the easiest person to tunnel out before the game even starts. Killers like to whine about SWFs but will dodge eight lobbies until they get one full of inexperienced survivors that they can bully. It's frankly ridiculous.
I agree with removing hook suicides. Make people eat the DC penalty or stay in the game.
End the awkward slug for the 4K meta which leads to one guy having to sit on the ground for four minutes doing nothing. Give the slugged person the option to give up after a minute or so.
Add a command wheel of some kind. Just simple commands like "go rescue" , "heal", and "do gens".
There should probably be something to deincentivize tunneling as well but I have no idea how to solve this issue. I think better matchmaking would go a long way towards making this better. Most successful tunnels I see are inexperienced survivors being bullied. Survivors who shouldn't even be in the same lobby as the killer.
I think basekit Kindred could be a thing against facecamping. I still don't understand why they haven't implemented it.
I've seen one dev once saying that making Kindred basekit would make the game too complex for begginers, but having killer like the Artist or Skull Merchant or even the Singularity, with a very complex power make this argument very pointless, as its far more intuitive seeing the aura of every survivor when someone is hooked than understand how these killers power work and how to counter them.
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@I_am_Negan said:
Sure, remove the hook suicides so the next thing everyone's crying about is the AFK players that can't suicide on hook.
Then they should get reported and banned for a couple of days. It will be faster to try to end the match with a sacrifice or a escape than going AFK (which already happen). I really don't see a reason to defend survivors being able to kill themselves on the hooks, as it destroy 4 other players match.
If you queue as survivor you should be ready to face any type of killer, not only the ones you want.
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Nurse, because she is overpowered
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@Pulsar said:
More like Hyperfocus.
Ahhhhh, the horror, 30 second Hyperfocus gens! But wait, nobody uses that perk now.
Yeah, but 1 week after the release i wasn't seeing a single Hyperfocus; Now most of my matches have 2 or 3 MFTs.
I don't think they are on the same level, as MFT alone is very strong and Hyperfocus requires you to be uncommonly good on skills cheks or to pair it with Stake Out + Toolbox.
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I think it will be in the future. I hope its sooner than later
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467089#Comment_3467089
Thats the issue you should never counter a killer power,thats why people find really unfun and weak a killer becuz the other side can counter your power.
You must make power interactive and killer feel rewarded accordinly
Many of DBD killers are based on counters: Trapper and Hag you can disarm, Dredge you can lock lockers, and so on...
The problem is when the "counter" negates the killer power totally
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@IamFran said:
The Kid's Ball Glove was ridiculously good for being a brown addon tbh, and it's still his best brown addon by far.
I really think people are sleeping on Nutritional Slurry, as having +2 biopods can create a wider "web" of pods, countering EMPs even easier.
I wish that we would have a higher rarity addons that increases the biopods by +3/+4/+5.
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I know its a troll posting but...
I've playing both sides, i can say killer of course is much harder than survivor, mostly because of the 1v4 aspect of the game. (i'm not complaining). If the killer does not plays perfectly, he/she can clearly lose a match in a matter of seconds.
Most of killer mains can remember a match where they lost a match for commiting to a chase for too long, lagged and lost a catch/hit, even wiffed and lost a potential down that would change the entire course of the match. I remember a match where i wiffed at a Nea, which gave enough distance to get her to the shack, which increased the chase for a couple of seconds, which gave enough time to the other survivors to heal and do gens, denying me a use of pain ress. You see: a lost hit from a whiff costed me a whole match.
Playing as survivor, the win remains more in coordinating with the other survivors than playing perfectly in a chase. 4 medium skilled survivors can get an 1, 2 or even a 3 escapes against a good killer if they do gens and does not give free pressure to the killer (free hits, go down near a generator or a hooked survivor, try to tank hit unnecessarily).
Really, the only change i think it needs to me made is buffing SoloQ with more info, so people can coordinate more easily. And getting good at the game, as even with much information, a bad player taking bad decisions will always lose the game.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466966#Comment_3466966
Photo was a add on that nerf you instead of buffing you.
I keep saying that to fix emp issue to make the crates a place to cleanse the infection while the emp is for cancel biopods
Its a very cool idea, haven't thought of that.
I just wish the infection where more persistant, althogh, since the changes, i don't feel the Singularity its that easy to counter.
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I'm a killer main and i think it was more a balance change, with a buff at the end more than a nerf.
BHVR made Soma Family Photo usable now, specially when combined with Baseball gloves. The speed you get after teleporting is very good to catch up with a survivor running.
The change in rarities did hurt a bit, but BP farming is very easy these days, so i don't think it will be a problem.
About the Iridescent Shard, people are forgetting that every aura addon can be strengthened by Lethal Pursuer, so its quite a buff for this addon. If the survivor have distortion, you can easily spam the biopods to waste all the tokens quickly.
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466748#Comment_3466748
"4 survivors using MFT almost every game is aparently less of a issue for BHVR"
In ALL MY games since the patch it did not have a single game with 4 MFT! And I would know, since I upload nearly every game to nightlight! In the last seven days, the pick rate by random team mates / survivors of MFT is at 18%. Sure thats quite much, makes it fifth most-picked perk, but still way to low for your claim. For MFT to be run "almost every game", it needs to be way higher than that, at least around 50%. Not even WoO reaches that.
So pls, stop such exaggerations. That doesn't help anyone.
About MFT, its just two weeks from release and the perk its already the 6th most used survivor. Give more time to survivors buy the DLC with shards/money/aurics and level up Gabriel and you will see that the perk might be the 3rd or 2nd most used.
I don't remember a game with 4 MFT survivors, but i do remember games with 2 or 3 MFT already. We must remember that we are not even a month after the perk release.
I think if the perk is not adressed, it will be like the old DH in terms of popularity
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TBH, i think the nerfs and buff are equivalent. Now the "old" Iri addon can be used with almost no downside with the gloves.
It will cost more BP to use the stronger addons, but we can farm it on the event.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465820#Comment_3465820
Says who? Have you tried all those killers and actually played the game? Instead of making up hypothetical scenarios that fit your narrative? This is so much whining about 1 perk that 1 in 100 gamers use.
Yeah, i've played all those killers and these are basic notions of how to counter them, nothing too advanced. Its nothing hypothetical scenarios because these are basic chase strats that most of experienced survivors and killers knows. If you knew better about killers, you wouldn't be saying that Clown struggles against MFT, as he is the only M1 killer which does not because of his slowdown power.
About Made for This being a "1 in 100 gamers use", you are wrong too. These are Night Light statics that show the perk is 6th most used survivor perk (and its increasing in popularity, as last week it was the 7th with 13%)
So yeah, this perk counters a lot of killers chase potential and its becoming one of the most used perks of the game. They should adress this in some way.
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@Mandy said:
Wanted to kick off a discussion to find out what each of you finds fun in the role that you play - please feel free to speak about both Killer and Survivor Role if you play both (and if you don't play both, why not?!)
So for example "as a killer I find xxxxxxxxxxxxxxxxxxxxxxxxxx fun" Please of course give more details!
And if you don't play for fun, what do you play for?
I'd be really interested in hearing people's opinions on this, so thank you in advance for all the replies - I will read them all.
I think i can say i'm a killer main that play some games on survivor (80% killer / 20% survivor)
As survivor, the fun is in surviving a chase - or at least lasting as long as possible to give my team some time to escape. Another thing that is very fun to me is seen smart teamwork: when my teammates prioritize saves when needed, when they know where the killer can be looped and where they can't lead the killer. Feeling that the another surv is coordinating to outplay the killer and get us out such a good sensation!!
As a killer, i really feel the fun when i can use my power to generate pressure on the survivors and possibily winning the game.
Let me explain: i've tried playing Blight when i started on DBD (2020), but since i was so bad with his power, i was bumping into everything, could not get any survivor injured, and if i get any injure, i couldn't get a down. So, since my pressure on the match was so low the gens were flying and i made it back to the lobby soon. It wasn't any fun, it was frustating.
After this time with Blight, i've tried some other killers like Wraith, Plague and Spirit, and being able to down survivors, get some hooks and good chases was a blast!!
The most recent killer - the Singularity - can be quite fun when you can counter the EMPs, as you can be everywhere on the map at any time.
This is what is fun for me in killer: being able to use a variety of powers and feeling there are having a huge impact in the match. Like: playing as Dredge is quite fun, but can be much more fun grabbing someone on a locker or spookying a survivor while in nightfall; shooting someone through a tiny gap with Deathslinger; or when a survivor is downed by a guard from the Knight.
FEELING THE IMPACT OF THE POWER is where the fun resides to me.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465049#Comment_3465049
Wdym? Trapper and Hagatha have their traps they can tactically place.
Bubsy, Blight, and Billy can easily catch up.
Plague, Huntress, Caleb, and Nemesis are long-range attackers, so they'll be fine.
Philip can also easily catch up.
Freddy, Sadako, Nurse, Singularity, and Dredge can all TP, thus will be fine.
GF, Clown and Legion might have a bit of an issue. I think most of it depends on your own playstyle and form of creating pressure 🤷
Really? If you are saying about running into a straight line, ok, but if we are talking about running through the loops and just dropping god pallets/vaults, its different.
Trapper and Hag, the survivors can disarm your setup very quickly; if you set a trap in the loop, the survivor will just leave it.
Plague needs to get a dark fountain first, which is only 1 in the map if the survivors doesn't cleasen or she doesn't bring any addons
Huntress need to catch up a little bit before throwing a hatchet if the survivor is running in a loop instead of out in the open
Wraith barely catchs a survivor after uncloaking, since its slowed down when rigging the bell
Sadako and Freddy teleports are a joke for chases
From all of these, only Blight, Nurse and Clown (with his slowdown bottles) can negate MFT value for straight running from loop to loop.
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@Vampwire said:
I think it's a neat concept. Although I really have no clue how to make it work. I had the idea when fantasizing about when of my own characters into DbD. I won't go off about that though.
I think if not done right it'd be very frustrating for both killers and survivors. If survivors are left without resources for end-game, they're screwed. That means the killer has to be weak early game and rapidly pick up momentum as gens go flying. But, if the killer doesn't clear out enough stuff then they would still be struggling to get any late game pressure. It would definitely be niche, and probably end up like Twins.
I think it has a lot of potential still. A fresh breath of air for killer design as well, since we don't have anything like this yet.
Pig used to be an End-Game killer, as the traps would activate after every generator was completed. As someone pointed out, Freddy used to be too (which i didn't knew).
I think it would be nice for a change, but maybe something like for every gen lost, the killer gets stronger. A killer that gets at his strongest when there is no gen left would lead to situations where survivors just don't do endgame saves and just leave. Maybe the killer could get very strong with 2 gens left, and have some special mechanic for the gates, as the correct play against a strong endgame killer would be to leave as soon as possible.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463745#Comment_3463745
It gives you few (maybe two-digit of) additional meters for every windows/pallet you uses, it very well enhance holding W a lot, just that it's even stronger in looping.
No other exhaustion perks are THIS strong, all those perks only works for a tile or two while this perk works for every tiles and allows survivors to chain the tiles they otherwise couldn't, MASSIVELY enhancing holding W unlike those exhaustion perks.
Yeah!! Thats the problem: Lithe / Overcome/ Sprint Burst can make you get to the next tile only, but MFT can make you get to many different tiles as long you can get the killer to break the pallet/take the stun without enduring.
Really, this perk gives a very strong power (3% speed), for a normal condition (being injured). Hope they rework it soon.
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@Iron_Cutlass said:
What do you mean "again"? It's always been viable.
Since the patch 6.1.0 holding W from loop to loop was far less effective, as killers breaks pallets faster and survivors gets less distance from being hit. I remember clearly that after that patch i the amount of time where i chase a survivor through the while he/she drops everything is far less common.
Since this perk come around, i've seen some survivors drop a god pallet, run to another one, drop again, run, etc etc. The 3% boost can be enought to reach another loop after droping a pallet or vaulting a window. I had some situations where as soon i was about to down the survivor, he reached a pallet, dropped, and then the chased started again. After the match ended, i've found out he had MFT.
@ReverseVelocity said:
Sprint Burst and Overcome are way better for holding W.
In the short run, for sure. But in long run, i think this perk is a better, as Sprint Burst can give you enough distance to get into a loop before becoming exausted; and Overcome, since the healing nerfs, is too hard to maintain. With MFT you can reach pallets/vaults much easier, making the play of "run to a pallet -> drop the pallet -> run to another pallet" much more consistent.
@Phantom_ said:
Who cares? People whine about literally ANY TYPE OF MOVEMENT. Whether it's doing 360s, doing any FOV-tech, holding W, vaulting, or whatever. Everything is always an issue that needs fixing by the devs.
With the recently released killers, there is not much else to do but hold W. So get used to it.
The problem is not any "tech" or thing like this; the problem is a perk which gives a very strong reward for such low conditions (being injured), making some killers a burden to play as. Holding W is the most boring and frustating thing, for killers and survivors. It should not be incentivised.
Of course, most of the blights and Nurses mains are not feeling any issue with this perk, but most of the m1 killers are struggling to deal with the perk.
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@Sonzaishinai said:
How is it that Skull Merchant, a killer with who it isn't uncommon to always have atleast one person on your radar and thus always having a 3% or more speedboost is considert a weak killer who's only option is to guard 3 gens cause her chase power is so abysmall while a 3% haste bonus for survivors turns them into uncatchable monsters?
That seems like a very odd contradiction. Is MfT overrated? Or is Skull Merchant underrated? What is the source of these mixed messages we are sending to the devs?
There are SOOOOOO many points to adress... 😴
First: The whole game is designed around the survivor running 4.0m/s and killers running 4.4m/s (ranged) or 4.6m/s (m1). Survivors could run 5.0m/s and killers 5.4m/s and 5.6m/s and we would still have the same situation: killers are faster than survivors by a small margin (0.4 and 0.6), what makes then catch up to survivor when running through a straight line. That why survivors use windows and pallets to counter killers, because on pure mov speed, survivors are weakers than killers (and must be, on a 1vs4 game)
But something changes when survivors starts to be 4.12m/s : killers need to spend more time to get to survivors, because, their relative speed (when compared to survivors) is slower, which means LONGER CHASES, potentially, AGAINST EVERY SURVIVOR. The base difference of speed goes to 0.28 and 0.48, making chases 20% longer just because of Made for THIS.
Giving a survivor or a killer a speed boost is something strong and will be stronger the less conditions it needs to be active. If Play With Your Food gave killers a permanent 5% bonus for some easy to achiev condition, it would be the strongest chase perk in the game, as most loops wouldn't work against a 4.8m/s killer.
Probably, a killer with no power but with 5.0m/s speed would be the strongest killer in the game, as chases would be 40% shorter than any 4.6 killer in the game.
TLDR: Mov Speed and distance is the core component of this game, and anything that changes mov speed needs to be adressed carefully, as it will have a huge impact on the gameplay.
Second: The 3% speed on Skull Merchant is not weak, but its just not enough. If there were no pallets or windows in this game, she would be stronger than most of the 4.6 killers, but the problem is that Windows and pallets deny the killer mov speed advantage - and thats why being 3% faster is so strong, as you will probably reach a pallet or a window sooner than being on 100% speed.
I personally think her basekit is quite complex, and the problems are more on how it stacks with itself than just being basekit mov speed. You need to remember that her 3% mov speed is something that survivors control more than her.
But since we are talking about Skull Merchant, when you get into a chase with her using two purple addons (the combo that make the mov speed difference in 0.4m/s, or 10% speed). you will see how opressive she can be into a loop which you cannot give up.
i've wrote a whole chapter of the Bible, but just scratched the surface of this topic. Anyway, 3% for just being hurt and not exausted is too strong e needs to be adressed.
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458852#Comment_3458852
If you want my opinion? Up the haste to 7% but it only lasts for 10 seconds after healing a survivor (same duration and condition as the Endurance). It's like a Reverse BT when picking up a slug. Much more reasonable.
Anything like that. Its suck that the perk will be one more situational perk but... its better than having a busted perk with almost no requeriments.
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The "problem" with Wesker is that he is a strong + fun killer to play as, not too hard to get the basics. If people hate seeing Wesker every match, they could ask for buff on others killers, like Billy (which had the reputation of being the strongest and the most fun killer to go against) or in other weaker killers, or even some balance on Blight (which can be quite fun to face when not using busted addons).
I don't like that much to play as Wesker, but i can clearly understand why he is overused.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458648#Comment_3458648
Unless you're Nurse, Blight, Spirit, Wesker, Huntress, Deathslinger, Wraith, Clown, Legion, Oni, Pinhead, Twins or Knight.
You are kinda countered if you're Singularity or Billy.
Everyone else is pretty hard countered by it.
The Knight is heavilly countered by this perk, as with MFT the survivor can run faster than the guards, meaning they represent no risk for the survivors. Of course you still can "pinch" the survivor with the Knight and the Guard, but if the guard does not take the best route, the surv can outrun the guard easily.
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Since Mov Speed is so crucial in this game, in think MFT should be reworked into another thing. 3% for just being injured and not exausted is a huge deal - and you can combo it with Lithe or even DH - especially against the non top-tier killers. I was seeing some matches were because of Made For This the survivor could reach 3 pallets he would not reach without the extra moviment speed. For a perk with so low requirements, i think its too much.
Maybe a quick fix for MFT would be: you get the 3% mov speed if you are not exausted, but after 30s, you gain 60/50/40s extra seconds of exaustion. This way, the perk could help you in chase, but only in a limited time, and if you use an exaustion right before it expires, you would have a large amount of time exausted.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446226#Comment_3446226
i thought the percentage still wasnt that high for rare addons (i think someone mentioned like an extra red or purple per web)
Yeah, but i was saying that not because of the percentage of high rare addons per web, but since you will be investing tons of Bloodpoints, you will have the oportunity to get much more Purple and Iri addons than if you spend just a little bit.
This way, if you are a Legion main (for example), you can get many Brown and Yellow addons, which are pretty good on him; Otherwise, if you are playing Sadako, maybe you will need many Iri Tape for your matches, which requires a lot more of BP spent.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447044#Comment_3447044
Actually I've been a Wesker main since at least 2.5 years. I think what I know what I'm talking about 💅🏻
so, you was playing as him almost 1.5 years before his release in DbD? Care to explain, how? 👀
This guy is obviously a troll. Lets stop feeding it.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446882#Comment_3446882
bestie your just bad.
"He has two dashes so he can hit if he misses"
If he fails the first one, then yes he can correct it. Just like, literally any killer with a charge function. Huntress doesnt lose all her hatchets after missing a shot. Why should making one error be that punishing, unless the killers power is strong enough to warrant that? It shouldn't.
"Guys hes literally just nurse"
Unlike nurse, he moves at 12m/s in dash. She moves 16m/s, with a lunge and she gets to choose where she lands. Wesker has no lunge, is locked into the set distance, and moves slower. They are only the same in that they move in straight lines. Nurse goes through walls, moves faster, is more consistent thanks to the lunge, is more versatile thanks to the choosable distance, and has a much shorter cooldown.
"If he fails the hit hes still 4.6"
So... if he goes into fatigue... and he hits you right after... then thats on you...? his fatigue is long. just run away. it isnt hard to understand. He doesnt have range like huntress or ignore game mechanics like nurse. So he is 4.6. You also didnt mention that because he is so speedy, his TR has basekit distressing. so you get to know hes coming a mile away. Im sorry but if you dont understand how to make distance you just suck.
"Unicorn Medallion is sooo OP you guys!!!"
No. Its not. Get a grip. All it does is open up for more plays in more situations. Yeah, super overpowered. You see that addon that buffs him one way, but nerfs him another? Super overpowered guys. Equal tradeoffs are bad game design bc im losing.
"Recharge addons are super duper op bc nurses were!!!"
Because nurse is the best killer in the game. With a 3 second cooldown per blink. And the TWO addons could be combined to a 4 second cooldown. Have one full blink before fatigue even ended. It was overpowered and bad nurses crutched it. But you see darling, the difference with wesker is that he is in fact not the best killer in the game. He is high-mid A-tier. And he only has one addon. A yellow that decreases it by 20%.
His base cooldown is 6 SECONDS PER TOKEN. See the difference? How nurses whole cooldown is doubly faster than his? It takes 12 seconds to fully regain both charges. So, a 20% decreases 2.4 seconds off of his cooldown. Down to 9.6s. Still longer than nurse with nothing. And since hes weaker than nurse, its not a big deal. If he had two addons it definitely would be. But he doesnt. At all. Unlike old nurse.
"Gold egg op bc I'm bad"
Really? Gold egg is such a mid addon. WHat do you even mean mindgames are useless? What mindgames are even to be had, using the extra time to walk around a corner and get someone? just stay behind the wall. You have 3rd person he doesnt. I am so lost as to what is even being complained about here. What, that if he misses he gets extra time to focus and correct? GOOD. ITS A GREEN ADDON. ITS EFFECT SHOULD BE IMPACTFUL. EVEN THOUGH ITS REALLY NOT. Are you really saying gold egg is uncounterable? You. Are. Just. Bad.
"S+ Tier"
So he is stronger than the killer that goes through walls, moves faster than him, is more accurate than him, has more room for error than him and has a shorter cooldown? And hes also stronger than that killer that effectively cuts map size in half with his power, and chase time as well thanks to the speed of a rush if you are skilled? Sorry no.
https://us.v-cdn.net/6030815/uploads/8JT7TVGBN8VY/image-2023-06-05-095136494.png
See that? 5th best killer. In A Tier. The tier where the unquestionably balanced killers go. This was made by otzdarva, someone with thousands of hours playing since 2017. I'm gonna guess you have like, idk less than that. You do not know more than this guy... or really anyone with any semblance of knowledge on this game. Bet your surprised that tricksters down in c tier, after all his knives are super uncounterable and overpowered to use.
I can't thank you enough for this post
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446583#Comment_3446583
He's literally S+ tier
You can't be serious²
Happily @nars adressed most of youy points.
I really think Wesker SHOULD BE the reference for future killers for the devs: Very Strong, counterable, engaging, not boring to play as and against, and with a High skill ceiling.
I rarely play as Wesker, but he is a MASTERPIECE of a killer. One of the best designs of a killer in this game. If the devs released killers fun and strong as Wesker in this game every chapter, i think the community would be so much more happy!
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@egg_ said:
I agree. Wesker is literally nurse, but stronger, since his power is basically like 2 blinks (with a longer cool down) but if he fails he's LITERALLY 4.6 m/s, so he can still catch up without his power.
Absolutely broken
You can't be serious
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I've voted for the debuff, but i think BNP should have their % lowered, or just protect the gens from SOME regression (like 50% less regression applied to that gen over 100 seconds).
Crafting a pallet from nothing would turn some maps into a living hell for most of the killers in the game.
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Are you really complaining about Demo, Wesker and Dredge? Demo and Dredge are among the most balanced killers in the game; Wesker can be quite strong, but is very punished for mistakes.
TBH, the real problem with survivor is the team coordination and loop skills of teammates, but this cannot be solved by nerfing killers.
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I think part of this "Gens are flying" thing is that a big chunk of the playerbase now is experienced, which make then do gens faster.
Let me explain: Doing gens optimally as possible as survivors is the easiest way to win, so when you learn how the game works, what to do when the killer is chasing someone, etc, etc., you probably will be doing gens whenever you can, which make the gens go MUCH FASTER than if the survivors would mess around, doing totems or opening chest. And i don't think there is an easy way to "solve" this "problem".
TBH, i feel the game is far more fun now, as without boons and with nerfed medkit its easier to create pressure to slow down the game (depending on how fast you can down a survivor).
I think they just need to add something to slow down the start of the game and everything will be fine.
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As a personal task, i think your favorite characters;
As addons (for killers), i think the killers which have very good Iri or Purple addons, like Spirit, Sadako, Wesker, Artist. For killers which their best addons are Green or lower, i don't think too much prestige is necessary, as Green/Yellow/Brown addons are quite easy to farm.
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Playing Knight while this perks is around will be quite frustating... a survivor with this perk will be faster than the guard, will make the "hold W" gameplay much worse.
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I think we are in the most chase oriented meta in the game, thus i a believe in a very fun meta.
Some survivors will can "unfun" any game that they can't win, so i don't think you should mind that.
