Rudjohns
Rudjohns
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- Rudjohns
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Calm Spirit was nerfed
Not gonna cleanse Devour with Thrill of the Hunt because I am running this terrible perk
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532346#Comment_3532346
So if killer is op, they will be scary to face which is so wrong. They will just be annoying.
Blight with add-ons or Nurse is not scary. It's just annoying to face.
But killers need to feel powerful. Toxic survivahs should stop complain and just die.
I think the devs should just nerf survivors
Kill rates should skyrocket to 85% to make everyone happy
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So for you guys, horror = die fast?
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Knock Out. Just promotes unfun gameplay. It should reveal the survivor's aura after maybe 15 seconds. The point of the perk is to not show where did the survivor get down. Maybe for balancing purposes just remove the aura reading for the 15 seconds altogether, regardless if teammates are in close range
Save the best for last. Too strong when the killer is camping. I have just 2 very simple nerfs: Lose tokes if the obsession loses a health state by any means, and completely deactivate when the obsession is dead.
Pain Resonance: Not really the perk's fault, but the new hook screams just shadowed buff the perk. It's way too strong for solo queue. They should just revert the hook screams to what it was before and the perk should go back to fine.
Nowhere to hide: Again, too strong on some killers. Instead of revealing the aura from the killer's position, it should be from the generator's. Maybe increase the range a little bit for balancing purposes. Or maybe decrease the range if it stays on the killer.
Ultimate Weapon: 30 seconds is way too long considering the cooldown is also 30 seconds. Either decrease the time the perk is activated or increase the cooldown. Just like Knock Out, this perk promotes unfun gameplay (slugging for 4k for example)
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@rvzrvzrvz said:
and calm spirit should be buffed now that we have a reason to run it, delete that -30% penalty...
I've been asking for this since the day they nerfed the perk
totally unnecessary
Its funny how they presented us Hex Face the Darkness right after the 30% penalty to Calm Spirit
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I want my prestige to be hidden too!
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Survivors aren't allowed to have good perks, gee
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Back to the old vaults, like this one
Watch "balance landing" on Streamable. -
Aaaaand the kill rates?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528487#Comment_3528487
Name one mechanic that allows a killer to win a game due to RNG, and you can't say something like pig traps, because that is normalized RNG (I.E. same number of box searches for all the traps)
Everything is RNG in this game my friend
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527832#Comment_3527832
So, let me get this straight.
A side winning a game due to RNG, is fun for the side winning, but the side that is losing, should just suck it up and say "good job?".
That is hella biased.
How about we just have the superbowl team that loses, play a guess the number game, and if they guess the number right, they automatically win regardless of how badly they played.
Yes because the side losing can also win by RNG, and vice versa
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@Devil_hit11 said:
calm spirit remains unchanged. it always made you immune to screaming. new aspect of calm spirit makes it so that cleansing totems and opening chest is longer at cost of -30% speed. you do not need to use second aspect of the perk.
Except that you have to use when you have to
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527708#Comment_3527708
Yeah, and just as many games were lost by a killer who played well. How much fun do you think THEY had because of RNG? Also, if they did such a change, you'd need to stop ######### from intentionally burning through your team's hook states. So blame the #########.
Killer's games lost by 4% should be admirable
Only people who play 1 side could be upset by that
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527193#Comment_3527193
I'm really surprised they didn't just do that. The easiest thing they can do, is just make the yellow mori basekit. Then suddenly mori's become a thing in a lot of games, then they can start selling mori cosmetics while they work on a better mori system. I'm really surprised that isn't what they did TBH.
I don't think extending the hook timer is the solution, although it is probably the easiest one. I think that tunneling and camping should be tackled as a whole, not individually.
The easy fix to both of these problems is quite simple:
- Remove the ability to 4%, its a dumb mechanic
- Rework luck because of the above, along with slippery meat and the like.
- Deliverance can stay.
- Survivors now share the 1st hook state. But only the first hook state.
- Rework bloodpoint gains for people being camped, so they get some of the gen progress bloodpoints because of "distracting" the killer
- Rework bloodpoint gains for people being chased, for the similar.
- Rework bloopoint gains for killers who camp, by PUNISHING them for doing it. (losing bloodpoints)
- The emblems work this way, why don't bloodpoint gains?
What this means, is that instead of having 12 hook states, 3 for each survivor. You have 12 hook states, 4 hook states for the whole team, and then 2 for each survivor. This means that to remove anyone from the game, you'll need to hook 6 survivors at minimum before you can do it.
Also, instead of sharing ALL the hook states, which would cause some problems with people feeling cheated because of a bad person on their team, it is only the 1st hook state.
This would effectively eliminate camping as a strategy, because you'd have to camp someone for 6 hook states before they die. That is a full 6 minutes, during which time the other 3 survivors have time to finish 3 generators EACH and thats asuming they take 30 seconds to find another one. They could finish 9 gens in the time it takes the survivor to die. Plenty of time to finish 5 gens, 99 some exit gates, and attempt a 3-man save. Which would be less necessary, because when killers KNOW that camping will lose them the game, they won't do it is often except to just be #########.
This would also eliminate tunneling as a strategy for the same reason, because you would have to down and hook someone 6 times, during which time the rest of the team should have plenty of time to get gens done.
You also adjust the bloodpoint gains, so the people getting camped or tunneled still earn the same amount as the rest of their team, and the killer loses bloodpoints for camping.
Then, they simply balance the game around the idea that, 4 survivors will be in the game for much longer than they are now and balance the game around hooks instead of kills. I.E. wins/losses are based on hooks, not kills:
<5 hooks is a loss
5-7 hooks is a draw
8+ hooks is a win
- "Remove the ability to 4%, its a dumb mechanic"
So many games were saved because a single survivor managed to free themselves from hook
you guys really are anti-fun with DBD
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Make sure you are playing with Gabriel
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"SWF"
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Pretty sure kill rate has increased since the healing nerf
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BHVR is too afraid to buff the perks, so we have useless ######### such as Poised, Corrective Action, Red Herring, etc
The only actual good buffs from the past few patches were Hope, Deja Vu and maybe Buckle Up now
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I 'd love to see Eyrie of Crows, Mount Ormond and Garden of Joy with a different main building
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@GolbezGarlandGabrant said:
I feel like this combo is in the opposite situation that MFT is in. In order to run BU+FTP you need to be healthy which requires either a teammate or a medkit. On top of that, you now have 2 people off gens (the one in chase and the one waiting to make the FTP play). I do wonder how much time the endurance saves vs healing back up to do it again.
Exactly
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So am I going to be forced to stay on hook and not give the last survivor a chance of hatch
because if I dont hit skill checks I get a DC?
No thanks
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Thread marked as "answered"
Was it?
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"IGN"
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513176#Comment_3513176
Tbf having 2% haste for 90s after an unhook sounds like a 100x more healthy version of the perk. Kinda like a low risk low reward anti tunnel perk.
Until conspicuous action is added
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Now the perk is gonna activate after you are unhooked... for 30 seconds
Its gonna be the ultimate "anti-tunnel" perk
"You don't like being tunneled? Just run DS, OTR and MFT"
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Slugging sadako with Sloppy and Knock out is the biggest GG this game has ever had in its entire history
It's literally impossible to beat
Impossible as solo queue, extremely hard as a 4-man SWF
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Honestly, consuming the toolbox would be a good balance choice
People definitely have hundreds of brown toolboxes that are pretty much useless. We should use them with BNP and done.
The other almost useless toolbox is the purple one that lasts 2 seconds. Not worth it at all except if you hold until the last gen, or if the killer is running Merciless Storm
The green toolbox with 2 charge add-ons + Streetwise + Built to Last is the most efficient alternative. Way scarier than a BNP in my opinion.
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Remove all vaults from the game
And all pallets
Killers mains will still complain
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DIssolution
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I've been defending this so much
A "win" should not be downing all 4 survivors at once in the first 3 minutes of game
A win should be having a long game, hooking many survivors as possible, despite all of them escaping
Same with survivors, a win should not be just doing gens and escaping without even seeing the killer
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"Playing killer is miserable now"
The game still allows you to tunnel and camp
Just do both and you will get a least a 3k in every match (considering hatch RNG)
If you can't then I have bad news for you
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I have 2 ideas
The King (a pharaoh killer)
m2 power: transform lockers into sarcophagus that slows survivors down if they are close to it
passive power: a curse that builds up with time inflicting annoying stats to survivors. Survivors can deny the curse by holding an Ankh that spawns in the map
The Illusionist (a magician killer)
main power: being able to shuffle gens and totems around the map, as well as survivors (causing a little dim effect on screen)
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Playing with your Food is in the game, and people can use it to hide a cheat too
Or maybe, people who cheat will cheat regardless of perks they are using
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god forbids survivors to have good perks
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498411#Comment_3498411
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498411#Comment_3498411
god you could not be anymore wrong could you? every stealth killer doesn’t have a lullaby to give away their position. ghostface, wraith, pig, and other stealth killers don’t have lullabies because they are STEALTH KILLERS. sure you can say “oh but pig has that roar!!” “oh wraith has his breathing!!” okay? well sadako has the screeching whenever she’s phasing, sadako is able to be seen within 24 meters too.
she does not need and should not have a lullaby, it ruins her aspect of a stealth killer.
Ghostface: you can hear his rags flying around
Wraith: he has loud step noises and the growling
Pig: her breath is the loudest of the bunch, probably louder than Myers
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Of course they will get nerfed, its a no brainer
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@DY86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497846#Comment_3497846
so? Are u bound forever to this commitment? Is it ilegal to back out of it?
bruh i paid for the game same as u, if I want out I will be out, one way or another. Hookicide is just one of those ways
Some people live for a game
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497693#Comment_3497693
You have an 11.5% chance to unhook yourself. That's about a 1/9 chance. It's very obvious when a player is doing it deliberately to circumvent the DC penalty. This entitlement needs to go. If you queue up for a game, expect to play the game. If you don't like how fast you went down, play better. Don't punish your team for it. And if you do something that results in the team being unable to play, you should receive a penalty.
I had many MANY games that I freed myself and escape
Or when everybody escaped because 1 person managed to do it
Its part of the gameplay and it's exciting
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@oreoslurpee said:
to me, the only thing she needs is to change how iri tape works, and remove her god DAMN LULLABY!!!! iri tape is the one addon that makes the playstyle so boring or so frustrating to go against, since her rework is NOT supposed to be played like how she was originally because it would be crazy strong, well, this is why its crazy strong lol. just nerf/rework iri tape and remove her lullaby so she can be an actual stealth killer and she'll be good to go
She is a stealthy killer, her lullaby is to give some kind of counter. Every stealthy killer has something that gives away their position to survivors.
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@ChaosWam said:
The copium and entitlement coming from this community, I swear.
Sadako is a bit tuned up in condemned, yes, but everyone is acting like she's the new skull merchant and as someone who bought, learned, and struggled through the game as old sadako this is just a mess. Guarantee most people who complain never bothered with her tapes before and now that it's a hard requirement it's too much for them.
She's not hard to counter, you hold a tape and loop. And it's not contradictory to say that, it's two steps.
She's not Skull Merchant 2.0, anyone saying this needs to play more killer in general
Slugging everyone is something most every toxic killer does, or killers that feel it is necessary in the match, Sadako is no exception to this.
And if I see anyone else bring up her old stats, may I remind you all where nurse sat on those charts and I still see people calling for her nerfs.
And before I get called out as a defender I've made change propositions that have been said to 'kill' Sadako by other defenders. Such as:
Condemned only Mori's on death hook and instadowns on max, with other effects as the ring fills up.
Cut tape-slap to one condemned stack.
Give Sadako more chase power if she's nerfed down, say being able to go through pallets and wooden doorways while demanifested at a 1%-2% slowdown in speed.
Tie condemned to her cooldown and not the teleport.
My main point being the hysteria around her new changes are only because nobody is willing to learn her counterplay because they were so used to BMing every Sadako because they could get away with it before since she had no chase power and no pressure unless she had decently placed TVs and perk combinations, as well as the slug condemn build.
nah, she is skull merchant 2.0
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497793#Comment_3497793
If she spams teleport it’s tough to find a tape because you can only retrieve them from active TVs. Obviously when she hits you while holding a tape you receive condemn & the tape breaks. What I’ve observed is that they’ll go back to spamming her teleport which makes it difficult to find an active TV so you can retrieve a tape. And mind you three other people are looking as well.
Yeah, most of the time you can't find a tv that is on to get a tape
Its a flawed concept that people are now catching up on how to play as her the most effective way
Its almost impossible as a 4SWF and impossible in solo queue
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Kindred basekit for anybody queue up solo is a start
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@MDRSan said:
My guess is it's because the actual problem is players who give up and not the mechanic of hook suicides itself. Trying to quantify when someone gives up would be a game of whack-a-mole that never ends. Telling a player's intentions based solely on their behavior is tricky and can lead to false positives as you go down the 'what should get a penalty' line of reasoning. DCs are the most cut and dry but even then they aren't 100%. I've DCed from several matches over the past 2 weeks - not because I intended to but because my internet decided to flake out for a min or 2.
Say they eliminated the self-unhook mechanic - now a player will just stand AFK.
Now they start flagging AFK players (what constitutes AFK - crows, no input - what if the killer won't leave and you can only stand still until they do). Players will lay something on their keyboard or lean their controller stick on something to perform meaningless, move forward inputs.
Now they start checking for uninterrupted movement inputs. How long does uninterrupted mean? The whole match? If the whole match, they can just pick the can up and put it back down once in the match. If not the whole match, how many false flags will that cause?
All the while, they 'fixed' the issue of self-unhook suicides but haven't actually done anything to solve the actual problem and have created collateral damage of removing a mechanic that had valid uses sometimes.
Exactly
Band-aids are not the solution
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497694#Comment_3497694
Taking advantage of solo queue having no communication...? Since survivors can't say where they got knocked, they are left to bleed out because of Knock Out. The more time survivors spend looking for the slugged person, the less time they have on generators. It's especially annoying on larger maps. It also lets Onryo focus on less targets to condemn so they can spam their teleports.
I didn't even bother to answer that
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497663#Comment_3497663
Give one argument for why they should still exist in the game, outside of being a loophole to get around DC penalty.
You can free youself out
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@ChuckingWong said:
I dont know if shes at the level of the 3 gen camping Skull Merchant.
But yes, currently she is busted.
Its funny right? The constant argument I see is contradictory
1: Just take a tape
2: Shes an M1 killer, with no chase, just loop and escape
None of these are enough
People are also playing scummy with her, using Sloppy and Knock out, and slugging
its literally impossible to play
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No
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The easiest way to win as killer
So why not tunnel and camp?
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496281#Comment_3496281
Shelter Woods is still killer sided, but the main building helped survivors more. It’s better than before even if it’s still not a great map for survivor.
Borgo is definitely not balanced at all. It’s one of the least balanced maps. A billion safe pallets that all chain together is not at all balanced (unless you’re Nurse).
Good. Garden is the worst map and should absolutely be nerfed.
billion safe pallets
not even a good joke
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@MarylinMonhoe said:
They should remove the animation when hitting a surv on hook, those nasty campers take great pride in bming us with that
Let them hit nothing
For a perk that, if the killer hits you on hook 2 times, the hook breaks setting you free and sprinting at 150% speed for 5 seconds, and the killer is stunned for 5 seconds