Rokku_Rorru
Rokku_Rorru
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I don't know but it's getting exhausting, there is little to much you can do now with killers slugging on purpose to draw the match out in solo queue, the maps are way too small now so pressure is easier than ever and 3 genning is easier than ever, the 3 gen fix doesnt do enough (it should have been focused on 3 genning not what they implemented).
Skull Merchant still hasn't been dealt with, she is the most unfun thing to interact with.
Most of the new killers are easy enough to play but very hard for survivors to survive against.
Hooks are too easy to win the game by, camping them with scourge hooks and hyper mobility for free pressure. I really feel hook durations need extended still to compensate for the increased gen times.
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it's a cool idea, I think it would be a nice way to make boons more enticing as a distraction. I'd take support boons more if I could also double it up as a way to buy a bit of time for sure. Depending on context maybe the stun being a head on length would be better, or maybe the boon has to be up a certain amount of time before it activates.
I'd also love a boon: Undying would be nice too where you could have a backup boon once per match or token depending.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668117#Comment_3668117
That last sentence there that you wrote though highlights the problem. Yeah, its probably too oppressive on blight/nurse. But someone like legion actually NEEDS that kind of thing to compete. Which is why i think they should nerf the perks, and buff the basekit like they often do with addons for killers that feel required.
I do agree with this, I feel its really showing how badly some killers need help, thankfully they are starting to look into this.
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I personally think Pain Resonance is too snowbally in it's current state and when paired with Grim Embrace + DMS (not all together mind you, one or the other) it's a bit infuriating and makes the snowballing far worse. Do I think they are an issue on standard m1 killers? No, but on high mobility killers its a huge issue.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668094#Comment_3668094
I cannot believe I'm actually doing this. You're giving me a headache. It's pretty obvious that I was not talking about the 7.2.0 patch, is it not?
https://forums.bhvr.com/dead-by-daylight/kb/articles/408-7-2-2-bugfix-patch
That is the one. That is when they reverted Xeno back to the PTB state and they fixed the bug that caused it to move at full speed instead of the 2.0 m/s that were intended. Although the phrasing is incorrect here because the bug did not happen only when downing a survivor, as I'm sure you and many others remember. In Xeno's case you made literally no distance.
lmfao that isn't a bugfix, it was a balance update the bugfixes are below. That was a balance change, stop twisting it. I'm done here you're gaslighting yourself.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667745#Comment_3667745
The same to you:
bro what distance are you talking about? i literally have a clip where i dodge his chainsaw at a jungle gym and tried to make it to the pallet which is obviously so close and i couldn't he downed me with an M1. you literally can't make any distance idc about whatever math you're saying here. in action none of what you're saying happens and i literally clipped to make sure to show it to anybody who says you can make distance whenever he misses.
Please explain how anything in here is related to hitboxes. This is the exchange that happened between us. Everything else they wrote, I do not read since it's not addressed to me.
I aknowledged your point about latency issues (I guess that was a mistake?! Not sure what else you would want me to do.) and I also explained that I do not see this as an issue with this killer in particular. We have 34 killers in this game and a majority of them big problems associated to latency.
I have my doubts we'll see such huge nerfs to Hillbilly. They nerfed his cooldown twice already (I'm counting addons here) and it's really not that big of an issue. Even latency does not change the fact that you make quite a bit of distance after a missed chainsaw. The math is sound and I even twisted the numbers in your favor because I did not factor in the time it would take him to accelerate to full speed again. With that, you gain even more distance.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667779#Comment_3667779
Before you make these claims, I suggest you fact check this. Because you are objectively wrong in the very first sentence here. Xeno was not overbuffed but simply bugged on release. The recovery after a tail attack did not slow you at all. This was not a buff but a huge bug. For some reason instead of fixing the bug, they completely reverted Xeno to the PTB version in that regard. If you need prove, then just find the patch and look where they put this change. They titled it as a bug fix.
But since you are so set on your opinion it seems, I doesn't matter. I will not change your mind and we'll just have to wait and see. One thing is for sure though, nerfing killers until they feel horrible to play (like pre buff Hillbilly) does not have the positive effect that you may think.
You are just proving you like reading your own text here, you listened to them and proven it again lol. It's a huge problem because he takes 2 health states at high speed, it does not read well nor feel good to constantly have a killer even if they miss their power right behind you with that threat, no maths nor logic can defend that.
I don't think Billy should go back to his pre buff state, but he shouldn't be where he is at currently either. Thank you kindly for seeing I'm set on my opinion, I'm not going to budge on someone who has not been on the other side of the chainsaw, he is not healthy for the game in his current state.
Xeno was overbuffed from PTB:
Do you want it zoomed in for you...?
It was not a bug, it was intended.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667779#Comment_3667779
Eeeehm or maybe the information they gathered on PTB wasn't enough and they wanted to see how it does on live and then fix it accordingly? I find that a little bit far fetched...
People are more likely to spend money on characters who are getting them wins, it's been a thing many a team has used to sell their products. Blizzard as one example lol
If you think it's far fetched... are you new to live service games? lol
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667745#Comment_3667745
"he was clearly buffed to sell the rift"
How do you come to that conclusion.
Because Xeno, overbuffed at release, nerfed after the launch hype.
Chucky overbuffed for release, "bug fixed" after the launch hype.
It's a recent trend with them, they didn't used to do this but it's becoming more apparent, I guess we will see when the next rift comes out and if lines up with one of the buffs/reworks. I'd not be surprised if we see Huntress cosmetics all of a sudden.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667520#Comment_3667520
Are you sure you quoted the right post? They didn't say anything about hitboxes, lag or FoV slider related issues. They only said they didn't care about the math and made some claims that are factually wrong.
I'm not going to pretend that lag can't lead to some very questionable things but I'm not sure how this is connected. This is not a problem with this killer. If they can fix that somehow while avoiding a repeat of the great hit validation wave of summer 2021 (that was the most horrible time to play killer), then that's great and I'm all for it. But that has nothing to do with Hillbilly's cooldown.
I did quote the right post as I was replying to you dismissing their points, so you just acknowledged them? And it does, it directly relates to your "omgmaths" arguement, if you have ever done data collection you have to take into consideration these kind of things to some degree, the servers can't keep up with faster killers everyone knows this.
But that said he isn't fun to play against anymore, he was clearly buffed to sell the rift, and he will be nerfed when its over LMAO
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666888#Comment_3666888
"I don't care about facts because I want it nerfed regardless."
I don't even need to prove you wrong anymore. You just discredited yourself.
tbf they have a point re the hitboxe and servers, there is so much inconsistency not to mention the jank FoV sliders seem to have brought with them.
I got hit by a flashbang which was behind me while playing billy the other night, and I've gotten so many hits under pallets I shouldn't have thanks to it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666317#Comment_3666317
You need to elaborate on how this is the case... Because I find this hardly arguable ^^
he can do both of what these killers can, still has no CD and his power takes 2 health states, doesn't require and injury for his blue chainsaw like oni does his m2... lmao
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666287#Comment_3666287
Ok let's use simple comparisons, assuming Survivors are using altruistic healing with NO healing perks or medkits (Botany Knowledge alone, a starter perk, completely nullifies Mangled);
Current Sloppy vs Inexperienced/Casual players: Provides slowdown by slowing down healing (by a few seconds), those kinds of players, due to inexperience and/or lack of confidence in their looping skills, will quickly heal when they can which will make them waste more time.
Current Sloppy vs Experienced/SWF players: Provides minimal slowdown due to those kinds of players being not only better at looping but also not hesitating to do gens instead of healing immediately, if Resilience is brought then being injured effectively shaves off a few seconds off of gens. However if/when they heal they HAVE to deal with the extra healing time eventually, possibly giving a hint of slowdown. This makes hit'n run playstyles semi-useful even against good players.
Now let's compare to what will happen (and what did happen during the PTB) with Mangled on a timer shall we?
Post-nerf Sloppy vs Inexperienced/Casual players: Provides slowdown by slowing down healing (by a few seconds), those kinds of players, due to inexperience and/or lack of confidence in their looping skills, will quickly heal when they can which will make them waste more time. Effectively making little to no difference from before it was on a timer.
Post-nerf Sloppy vs Experienced/SWF players: Provides effectively no slowdown due to those kinds of players being not only better at looping but also not hesitating to do gens instead of healing immediately, which means that if the Killer can't guarantee a down then experienced players will simply slam gens during the timer and get healed at normal speed after. With possibly Resilience this means that Sloppy Butcher might as well be a Survivor perk against good Survivors since no slowdown will be gained and Survivors will do gens faster until being healed at normal speed.
Now, let's follow the Killer logic here;
Why would weaker/M1 Killers (you know, the ones that actually used this perk commonly since powerful Killers like Nurse, Blight, Alien and Wesker don't really M1 that much since they don't really need to and using M1 attacks instead of their power is borderline handicapping themselves) use a perk that offers no slowdown as soon as Survivors know what they are doing? They can't afford to drop chase anymore since doing so would just mean that Survivors will repair gens injured while waiting out the timer and if they try to kick gens/use regression perks early (to compensate for anti-heal providing less slowdown) then they are setting themselves up for failure in the lategame if they can't guarantee at least 2 kills by the time the 4th gens is done.
So the obvious solution? More tunnelling out the first Survivor and use only Pop, Pain Res, Grim Embrace and something else (likely DMS), something that's been on the rise ever since 7.5.0 and that no one likes, not even Killers like to tunnel since it's boring and repetitive and only spreads toxicity.
I feel having more meaningful healing slowdown that isn't insanely uninteractive is the better solution than applying a blanket debuff which makes so many niche perks further useless (Resurgence and reactive healing).
By making it more enticing to heal as a meta, you will have people risking less time to be on gens and heal, especially in casual games. It also makes games less snowbally, the likes of Spirit making the perks extremely toxic honestly.
This perk needs to go to make way for better killer healing slowdown, we still have gift of pain, blood echo, leverage, coulrophobia. None of these perks compare to sloppy, infact so many addons don't even compare to sloppy's value. They even gave that explanation, it's just too good for what it does.
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I definately agree zombies should be more of a threat, them only afflicting infection at first is a tad silly.
maybe an addon that makes the infection have a timer to take a health state if left untreated for a period of time, or make this part of tier 3 mutation? Not downing the survivor but taking the healthy state off of them after a period of time, making vaccination seem more enticing
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666106#Comment_3666106
Pharmacy sucks because they nerfed the hell out of Green Medkits.
They need to boost the heal speed of medkits gained from this perk.
I'd just like the chest opening bonus always active tbh, I miss being a loot goblin
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@_Onyx_ said:
Hillbilly is in the best state of his entire time in DBD. Just because you need to react to and anticipate a missed Chainsaw hit, doesn't mean they should nerf it. Doing that will make players that can actually do those things be near impossible to actually follow up and chase effectively...like he used to be before the buff.
his m2 is literally better than his m1 entirely, there is no reason to lunge when you can chainsaw for 2 healthstates.
I adore my cat billy, spoopy ragged cat werecat thing, but these are way too much and anyone defending it is on copium.
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I personally really love Head on, if used in a good locker by a window/pallet can be very valuable in mixing your chase up with a killer who is guessing, or serve as a good distraction or even counter to some powers. I use it a lot solo for when I want a more aggressive build as I love fighting back/protecting others, even if I die in the process LOL
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666336#Comment_3666336
why its one of the most used perks
because it's one of very few decent generic perks any killer can use?
it will be just as useful a minute
Well, you talked about injured meta. This change will aim for injured meta more, because staying injured will get rid of it.
You think staying injured is an issue? So wanna nerf Adrenaline?
Adrennaline can go for all I care, I main healer in this game and sloppy has been one of my biggest annoyances since the hemorhage rework for introducing new players to the game, telling them it's best to just stay injured as they are being tunneled out with no way to heal for the better part of the match, even if they do well to elude the killer is just completely unfair.
You are literally one of the people that makes this game so unapproachable for the casual playerbase, sloppy does nothing but enable what makes this game awful, unfun and uninteractive for people trying to learn.
Let people heal, engage in more chases, make more mistakes to learn, if you want to punish co-operative play there are perks like forced penance which targets the one trying to help rather than the one you are tunneling.
Go play plague.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666287#Comment_3666287
Let survivors remove it in some way
Healing is how you remove it... Sloppy is useless if you use some healing perk and not just chase only build.
Welcome to the stay injured meta... where people just rush out gens. Don't be so ignorant to why its one of the most used perks, it will be just as useful a minute and over is still a long time. I remember last time it was discussed it was "no one uses this perk ever."
If you want people to not heal, use broken, that's what it is there for.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664492#Comment_3664492
Dang ... I get a sinking feeling, that this reply is unironic ... and thats just wild!
I mean, he can't stay the way he is LMAO he is a better Blight and Oni now, with no power CD and higher reward with lower risk.
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I'd love any new costumes for Rebecca honestly:
-the wedding dress
-The nurse outfit
-Cheerleader/basketball
-her leather outfit
-her alternate classic ones
-Her t-shirts
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@Skillfulstone said:
1: Dead Man's Switch isn't a regression perk, nor is it really good on it's own.
2: Pop and Pain Res, ever since the 7.5.0 update, are the only regression perks worth using as they give good regression per activation. With only 8 regression events per generator, using any other regression perks (or non-regression perk like Nowhere to Hide, Surveillance, Dragon's Grip, Trail of Torment, Unforeseen soon etc.) simply doesn't provide enough slowdown per uses at a higher level.
3: Pop and Pain Res, while arguably the only valid option outside of low MMR now, was always a common combo.
4: Let the weaker/M1 Killers have some options, it's bad enough that regression, non-regression kick perks, Sloppy Butcher and STBFL got killed (all perks that benefited weaker/M1 Killers far more than the powerhouses) are weaker, tunnelling is at an all-time high since 7.5.0, we do not need even more good Killer perks to be killed making tunnelling and proxy-camping even worse.
Sloppy isn't even "killed", it's stupid the value it got for such little effort, a blanket debuff which is unremoveable is never good design. Let survivors remove it in some way then defend it. Which it has now, it's still going to be a good perk lmao
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@Yoshirama said:
You can barely make distance when you avoid his chainsaw, he can just spam the chainsaw
Honestly its that and he can just camp/slug easily due to it. Everyones defending it to protect their zero interactivity playstyles.
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664516#Comment_3664516
Bring sabo and flashlights, you have to think and make your own fun in dbd. Survivors actually have the resources to do anything now, killers don't especially if they can't hook.
Yeah I do that anyways, Decisive being rebuffed will turn the game upside down anyways and stop the current tunneling situation.
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@Bafugaboo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664516#Comment_3664516
Please let me know this is a prank take
it's sarcasm
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659927#Comment_3659927
So that's now the killers fault? The survivor objective is easily accessible. You act like survivors magically get thrown on hooks now?
I mean there is perks which block off gens when a survivor is hooked, why not the other way around at this point? That would feel GREAT
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664087#Comment_3664087
The experienced DBD nose can already smell the stench of an overheating chainsaw on the horizon.
it's that or his chainsaw should be only taking 1 health state if it's to stay the way it is. Their is little no risk to it anymore
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@gaydavidking said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661503#Comment_3661503
I am not disagreeing with the change, only the condition that specifically hurts Killers with Special Attacks that have multiple hits like Deathslinger and Trickster.
If you use Trickster's knives with the current STBFL, he loses tokens when only using knives on the Obsession and not just when damaging the Obsession like the perk intended.
Deathslinger loses 4 tokens because his harpoon counts as a Special Attack and then when he Basic Attacks to damage the survivor.
It's ridiculous for these Killers to be so negatively affected by a perk when they could just change it to fix this issue.
I know you aren't this is a valid criticsm and should be changed for specific killers compatibility with the perk rather than a blanket change (legion doing multi hits but keeping his tokens would occur if it was blanket).
It did 6.1.0's base attack recovery buff happened and it was never adjusted, Demo/Pig/Nemesis etc have been abusing it for tunneling since day 1 of their release and it needed changed. The perk is to help m1's be better, helping killers who need it most, not your m2.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661503#Comment_3661503
People who tunnel are going to tunnel nonetheless. Most killers didn't even need STBFL, anyone who used it on a non M1 oriented killer was borderline wasting a perk slot. STBFL is still the same for killers like Trapper, Wraith, and Hag so it doesn't stop them from utilizing its camping and tunneling potential.
The best and most optimal user of STBFL prior to its nerf was Pig and she was still one of the weakest killers in the game, seems like she needed another nerf after all. Demogorgon was also good with it, but then again most good Demogorgons play M2 mostly so Demo doesn't really need STBFL especially with the existence of Black Heart.
Exactly, which is why it needed it's nerf it was used to make worse the issue the game already has. It shouldn't be a case of some killers get to cheese it and others don't. Makes it easier to balance, it was becoming one of the most used perks because of Decisive strikes nerf, as it made the easiest playstyle even easier. Unhooks are very hard to do against it etc.
That's the issue exactly, STBFL is very easy to use for casual players which shockingly is the majority of the playerbase, Xeno etc also isn't "Optimal" but people commonly use it with the movement speed because its easy to use with rapid brutality.
It was a needed nerf, 6.1.0 base attack reduction gave it an unintentional buff, which it's now down to pre 6.1.0 values.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661527#Comment_3661527
Yeah but its a perk that cuts off most of the time in chase, for weaker killers
Trapper (good)
Wraith (good)
Billy (pointless)
Nurse (extra pointless)
Myers (pointless)
Hag (decent but its still just trap placement)
Doctor (good)
Huntress (pointless)
Bubba (pointless)
Ect
It was good on ~11 killers but none of those killers were S tier or even close, people just want the weaker killers to stay weaker killers so they could enjoy their plaything longer, also dbd doesn't suffer from snowballing thats just the only way killers can win matches and stopping it is the best way for survivors to win
No DBD does suffer from Snowballing, the first chase dictates the direction of the match. How important it is to get your pain res etc.
Thats why people complain about SWFs/Genrushing, Thats why people complain about tunneling. it's Snowballing from one-sided matches for each side.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661527#Comment_3661527
STBFL was never a problem and it working well with some killer powers was fine. Removing perk synergy from powers makes DBD dull, because instead of having fun interactions to play instead, there's no reason to not just play the best killer with the best perks.
Also for the record, I tend to play more survivor than killer.
The perk still has synergy, perks exist that work with it, plenty m1 perks, plenty obsession perks, so that isn't true at all.
Also it doesn't show at all because you always bring up killer experience, but never survivor experience, you are far from relatable in my eyes.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661503#Comment_3661503
It honestly didn't need any change.
The complaints about tunneling are not unique to STBFL and face camping was already fixed with the anti-facecamping.
The perk was fine and it got killed for no reason other than survivors don't like the killers having decent chase perks.
It did need a change, it's not fun to go up against watch any content creator who plays often its usually complained about even still and it was easily exploitable with some killer powers. Its the one perk which cuts the most time off of chase, you will see less of it when survivors can actually heal again with the fracture changes.
DBD currently suffers from snowballing on both sides, the last thing it needs is anything to catalyze that matter.
You don't play both sides, I never agree with your takes lol
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I know so many people who disagree, it did need a change it's been abused on killers who can use their power to curb the downside. It's a common tunneler perk atm, You all will be complaining when Decisive comes back because that's the main perk which countered it in the first place.
it's still useful, it's still strong. Just adapt and stop wanting to cheese the perk.
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I honestly feel with all the killer buffs recently all of 6.1.0's base chase changes should be reverted with the current stats and buff the killers who are struggling.
Also why did they not show High mmr and low mmr for individual killer kill rates. It's actually like they are trying to gaslight us regarding Nurse.
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A lot of people do as they are catching up to get perks etc. Sometimes it's the funnest way to play coz its more rewarding for newer players.
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It was an overused perk with no counterplay, the meta was stay injured for a reason. This will make way for better perk diversity anyways, they explained why in the livestream recently.
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I think it's a good step in the right direction, it's just the synergy it has with DMS and Knight being able to camp and proc it which is the issue
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It's crazy it costs more than a chapter but offers no customisation either
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@The_Krapper said:
Because healing in general is a waste of time it's better to just sit on gens with adrenaline in your back pocket, if you've just popped a gen with someone and they want the points I'll let them heal but what's the real point in healing ? If you're good in chase you don't need to and if you're an easy two tap then what's the point if it just wastes a few more seconds compared to healing taking longer than you would get chased anyway? Either way healing really is just a waste to me unless it's a endgame situation and someone needs to be healthy for an unhook.
it may not be the case soon with the new grim embrace, gens being locked after every hook may give you a lot of time to heal.
Healing context is a thing, and in some cases it's very key to some matches which are drawn out due to genlocking/heavily guarded gens.
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Tunnelling is the one thing which drives so many new players I've tried to introduce away from the game. Which is sad, because trying to explain to them, this is how it is in casual lobbies is hard, It really shouldn't be the norm.
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Imagine if you could use your flashlight while hanging there haha, or throw your item
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I would love to see more game crossovers <3
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630618#Comment_3630618
And it's my right to play or not if I don't want to. Survivors can leave a sweat fest at any time via hooks. Killers are locked in and have to sit there sweating every second, or afk until survivors let them out
you will be leaving every lobby eventually. Good luck lol
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I just can't get over how I have to play killer to get pretty/cute male cosmetics because Behaviour seem to think being such is exclusively evil (Trickster).
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I'd say that survivor animations are my biggest issue with the game atm, for an animation set that is reused for tons of characters... it's really mess and makes the models look ugly.
That and stop caking everyone with excessive dirt and pores, it looks awful
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Lobby shopping needs to go in general, it's not good for matchmaking in anygame
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With the aura reading in the game atm, it's hard to argue she is anywhere near as hard to learn as she used to be. Before you had to guess... with iron will etc, now it's literally you always know where someone is and your blinks can just use flannel while you learn the spacing.
You shouldn't be rude about it, what you say isn't true at all.
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@MrDrMedicman said:
I'm not here to sweat every game. I'm going to skip p100 lobbies because I really don't want to deal with it
"P100 doesn't mean they're good"
And I really don't care to test it. I don't use perks or add-ons on an m1 killer, I just want to vibe. I don't care about kills, but I don't want to get tbagged at every loop because someone thinks their using every pallet in the map is good gameplay
You do realise eventually as more time goes by more and more p100's will show up, it's already becoming common as it is.
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@Raconteurminator said:
Did the other Survivor not attempt to crawl away at any point?
There isn't enough time on the hook to allow for that most of the time.
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I dont think this would work in killers favor though, imagine trying to body block a BT'd survivor and they just run through you and leave
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603957#Comment_3603957
The unhook time should not be tempered with. There is no way to deny the unhook anyway (apart from insta downs before the animation starts). You can go down halfway through the animation and the hooked survivor is still getting off.
I do not like the idea of giving survivors even more time to go for an unhook. If you don't manage to do that in 60 seconds, then that is not a game flaw but a huge mistake by the survivors. Even if the killer proxy camps, you still get the exchange at the very least. At some point these kinds of mistakes should matter and making the game more forgiving in that regard really goes against that.
Camping was a problem immediately after 6.1.0 but since then hook camping has been nerfed significantly. Hook grabs are no longer a thing, unhooks cannot be denied anymore and there is also the AFC. Any impact that the 10s on gens had on this have been more than compensated for.
By that arguement if a killer can't stop gens from being done it's their fault right? Mistakes should matter but usually one mistake is made and a match falls apart instantly in casual games. I don't think these sorts of changes would affect the higher end much at all, its more in line with the more common playing around the hook atm, mistakes can still be made and matter, a small change like this is to compensate for how silly it is right now if all survivors go to unhook because no communication.
It's been nerfed but you still go down in laggy situations with all your health to spare, this is without STBFL or Desperate Measures in play. AFC barely does anything with the current hook timers also, it always bleeds into 2nd state or death, this helps this new effect have more time to kick in, so I don't really agree with you, not enough has been done as its far too common a playstyle even now :)
