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Rulebreaker

Rulebreaker

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Rulebreaker
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  • @Gwinty said:

    While I can agree on Sadako and Skull Merchant (please do not call her Chess Merchant...chess can be exciting and has quick formats like Blitz and Bullet... Skull Merchant only has one mode: boredom), I disagree on Larry.

    You can play a match against it without once using an EMP if the survivors are good and spot the biopods. EMPs just make it a lot simpler.

    I would also like to differ here because Sigularity has interactive gameplay with the hiding from the pods, keeping an eye out if the Killer is using them or dodging their line of sight. There is far more here and it is a lot more intuitive than Skull Merchant. Also the counterplay is a lot more rewarding: EMPing an area is a huge blow to the Singularity and rewards the survivors by basically turning it into an M1 Killer. Skull Merchant barely feels rewarding when you hack her drones...

    I would also say that there is nothing wrong with forcing survivors to interact with Killer powers. Pig is not a bad Killer and I personally like facing a Cenobite.

    The issue is if the counterplay does not feel rewarding, challenging or is just boring.

    Sadako with her current state is just no good. She needs a few tweaks that make her more interesting. Yes, carrying a tape should have a good risk/reward ratio and no, you should not be able to play only for condemn. Condemn should be a secondary things that slows the game down and not a win condition.

    In my opinion a good "mini-game" is to carry the tape across the map and avoid the Onryo via using her lullaby. This is sensible. However as you wast a lot of time this should also give a good reward to her.

    I like both designs and I have no problem if survivors are able to counter my power (yes, I play Oni how could you tell). However it should a in a good risk/reward ratio.

    Why do people call her "chess merchant" anyway?

  • To learn the killers base kit, to have a challenge, because the add ons aren't going to do much, because we just don't care.

    Take your pick on any given day

  • Well, correct us if we're wrong but someone has to interact with the box for pinhead or the match is basically thrown because no one will be able to realistically finish gens while the hunt is on.

  • Depends on who were playing (we like thematic builds/ builds with conditions) but generally we'd fall under your definition of specialist (Ex: Claudette is a medic, Cybil rescues ppl, yui goes fast). And yes our style would be the same as survivor or killer (assuming we understand the question right.)

  • Outta curiosity do lockers still protect against condemned or is that scrapped?

  • No, not really. We're assuming you mean he got hit by the pallet, visibly going through the animation, and hitting you while in animation correct? If so, we're calling bull on the guy.

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488507#Comment_3488507

    because it switches it self off after you get a down and it's only worthwhile on weaker killers that no one plays. example trapper. it simply isn't worth a perk slot comapred to other killer perks because suprise suprise bhvr killed it. just like they killed ruin. and a bunch of other perks that i'm not gonna bother listing

    Yet we've seen it on everyone from wesker and blight to myers and pig. Its nowhere near dead.

  • @BlueMoonBRUHMOMENT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487586#Comment_3487586

    STBFL is awful on Demo, if you miss your shred on the obsession it's INCREDIBLY unforgiving and gives into a playstyle not suited for demo: Prioritizing using shred for hits when it (IMHO) should be used for breaking pallets and walls, and sometimes using it for hits.

    Its not that its a horrible idea, its just that each keeps playing the same and will keep shreading even when its detrimental and its like "Reaaaaaaally guy?". Add in said basic beep build (which we get enough of as is) and its like carbon copies each time. We've had 1 in recent memory between the 3 of us that didnt do this. And that was over a year ago.

  • We're just sick of seeing the same thing on literally every demo for the past year. STBFL and 3 gen regression and every demo behaving the EXACT same way. If we saw at least alittle variation all would well but as it stands, long as the obsession can loop/dodge demo lunges, its effectively a win each and every time.

  • Depends on how it works. Some killers need them and we agree that playing around some add to the game.

  • We enjoy playing everyone sans bender (singularity) as we like the variety, though top 3 are Artist, Pyramidhead, and Ghost face. When we get bored we even use a randomizer to see who we play.

  • We'd might agree but even the people playing Wesker don't want to spend hrs learning to be effective. Last 5/6 went the tunnel and camp strategy straight out the start.

    Rant aside, there are killers that also fit the bill of simple and fun (by our standards anyway)

  • If it looks like we joined a 3 man swf, usually we get left for dead

    If theres 3 flashlights, 4/5 chance that theyre gona focus on blinds completely more than gens

    If theres a key, 50/50 on that survivor being useless the match

    These are just trends we've seen, most the problems comes after the first chase.

  • They recently changed killer specific items such as the box and emps so that franklin's wouldn't apply. Hoarder is news to us though so thx.

  • Welp...we can't fault that logic XD

  • @Dark_Vorahk1 said:

    Event rarity is scarcer than other items, so its considered more valuable despite the cost. Previously it was in our favor as event items were considered very rare+ and could be used for tome challenges, but now with autowebs it is a bit of an oversight.

    We never tried using event items for rarity challenges. If they do count for those then that could explain something (they're being coded as very rare with alternative cost)

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479961#Comment_3479961

    Guessing BHVR messed up with how Event tier items are placed in the priority system then. Wouldn't surprise me if they're the placed lower than Ultra Rare.

    I always just grab cakes before clicking auto.

    Its still just feels weird ya know. We gotta remember to grab first before hitting the big red button. (On a side note: event items are same price as browns)

  • @Krazzik said:

    I think the auto-button prioritises cheaper stuff, and anniversary stuff it priced at... uncommon level? I think? Which means if there are browns on offer it'll grab those over grabbing anniversary stuff.

    Could also be they just didn't program Event rarity into it and so it avoids em altogether, dunno.

    Well, while I dont know prices off hand, it prioritizes green over anniversary, which im sure is more expensive. Add to that theres no perks on my web so that reason is out as well.

  • We'll echo the sentiments above of "coulda worked but executed poorly".

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479510#Comment_3479510

    The Entity is stated to be an "Emotion Vampire" and feeds off the rage and anger of "Killers". The Singularity has no emotions, so it's technically worthless to The Entity.

    Hux is definitely mad at soma for hurting him and escaping.

  • Without seeing, the best we can say is keep practicing with what you want to run and become great with that instead of relying heavy on regression. Accept your going to lose for awhile and focus on improving.

    Killer requires knowledge that comes from practice. Learn when to drop chase, when you can afford to keep going, when to switch target, etc but that's generalized advice. Sorry if we're not very helpful.

  • 5 times total between the 3 of us

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383120/was-singularity-programmed-to-harm-the-crew

    Why would "The Entity" even care about "The Singularity". The Singularity isn't killing humans to be evil, it's just a machine. It would be like a school bus running over a bunch of people. Would the entity want to put the school bus into the realm?

    The machine gained sentience and is killing them for it's own reasons (to become perfect [such a good phyrexian] and contempt) meaning it's more than a machine. Also yes the entity put school busses in the realm {auto haven}

  • Depends on how you play and how you want to "counter" it. Endgame builds basically say F you to it, Deadlock screws the tempo, spreading pain and hooks (as in the physical location of where you hook them), or go to the (sadly) common method of tunneling the heck outa the weakest link.

    The best we can give without seeing how you play or knowing how you want to play is pick and choose the gens you want and not care about the others as only the doors matter.

  • Merchant, knight, and bubba. We don't really hate the killers themselves, but how A LOT of people play them.

  • Killer: Meyers

    Add ons: either scratch mirror or vanity mirror + your choice

    (Optional) Offering: Cypress Mori

    Perks: Furtive Chase, Nemesis, Game Afoot, +any obsession perk

    Catch: The obsession dies last (for style use the Mori). We probably don't need to say this but no camping without reason or slugging.

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472079#Comment_3472079

    • when unhooked, the survivor is totally healed + has a 30 seconds BT base kit -> BT base kit is removed for any action done by the survivor
    • rebalance the maps (that killers can really apply pressure)
    • nerf OP perks on both sides

    Well anyway, perks have become out of control too, devs have released so many perks that now the game is a mix of bad ideas stacking together giving the possibility to get extremely OP build on both sides. There is no sense anymore in this game.

    I really dont think that first idea would work so well...

    The second point won't stop tunneling if the killer really wants to tunnel.

    and the third is more a tangent, but again the above applies here too.

  • Killer: Getting 3 downs at the same time over half way across the map as artist. Having haunted grounds proc at gas heaven with 3 survivors in the garage and me at the door. Had a squad full of "never hook anyone" bleed out while learning nurse.

    Survivor: Ran a bubba and artist effectively the whole game. Saved someone all alone against a camping bubba. Saved someone across the map and got out just before the timer (or the doc) killed us.

    KYF: Long time ago when there was instant heal medkits, at old gas heaven. Teammate got downed, ran in and brought him up and tanked a hit, said teammate then caused the killer to whiff at us both, and we both managed to confuse the killer enough to escape the deathtrap room (the garage) and lose him

  • Shhh don't give good advice, its unwelcome here.

  • @killeriseasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476013#Comment_3476013

    Because it a ton of fun when you get a straight forward game. That's rarely the case

    Well measure how much fun those rare matches are vs how much your willing to put up with as (and we say this without malice, its just how it sounds to us) it sounds like ranting/whining about everything in general with no thoughts on how to make it better

  • So we're gona ask the insane question of why you keep playing if you genuinely hate it?

  • Do we count if we play both roles?

    We count hook states for wins or loss. 5 or below is a loss while 7+ is part of a win as a 8 hook 0k game is usually more fun than a 4h 4k one (theres other factors but dont really pertain to the question).

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472140#Comment_3472140

    In the vein of making hooks unbreakable and of having a throwback to Hangman's original iteration, maybe scourge hooks broken via sacrificing could repair themselves after 60 seconds. Hangman's used to do that.

    More to our liking, but we're just spitballing ideas

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472099#Comment_3472099

    I don't think doubling the number of scourge hooks in the trial would be a super great idea given how scourge hook perks ARE balanced around giving you substantial rewards for making it to these specific hooks; if we make the hooks in question too easy to get to then that'd create issues. And when it comes to making them unbreakable, I countering sabo squads was Hangman's reason for existing since its inception and the original rework kept that vision intact; to me it feels like they're trying to move away from that with these changes and make it more of a general information perk.

    Also, who's "we"?

    shrug never said it was a great idea, but if its not gona be the counter to sabos like before and its use is gona be limited, we figured go big and see what happens then fix it.

    {"we" is the ones sharing this account}

  • Personally we'd want something like a throwback and make those hooks unbreakable, but if going your route, we'd say 2/3/4 more scourge hooks with maybe reducing range.

  • Seems like a skill issue in communication X}

    In semi seriousness, we agree that most times its unconstructive to say, but there are times where it's legitimately the answer round here.

  • @BaByLLIKa1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471829#Comment_3471829

    Surely you cant just hit unhooked survivor to get rid of 3 things that you mentioned and surely you can get distance with current DS :Clueless:

    So if we can get the killer to spend 3+ gens worth of time tunneling us using the tools given to us, does that mean they don't exist?

    Also what would you propose they do to "prevent" tunneling?

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472031#Comment_3472031

    by that logic anything can be toxic. Sabotages can be toxic if their used just to upset the killer, slugging can be used jus to annoy the survivor.

    And thats how a majority of players see the game.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470940#Comment_3470940

    Yea it’s strong, but it also takes considerable time to get to that point. I’ve seen iri Mikey’s not even hit tier 3 before all gens are done.

    Not to mention his iris are hard countered by lockers, gens, vaulting, etc.

    Depending on map true, but since any of those gets a down anyway its a lose lose for the survivor. Besides, we're only going for add on strength, not how well it works overall.

  • We're gona go with mikey's. Being able to straight up remove someone is kinda hard to ignore.

  • @Chappy04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469034#Comment_3469034

    i really wish bringing a perk worked but the majority of them are not good enough to stop it enough. however on some killers where the addons are available for this, this is a plausable way to combat this perk. however i dont think its fair to the killers that dont have an addon like trickster for example or the killers that cant really spare that perk slot as its way to valuable for them. eg. trickster. im saying trickster as i main him and i have the most experience versing this perk as him.

    also the fact that people hold w anyway against most people. i dont get this point as this shows that MFT cleary has a good greater effect on an already successful strategy.

    i do however agree with the exhaustion thing i guess but what if they dont bring it and what happens until they use the exhaustion perk, you have to deal with made for this. in dead hards case. for other exhaustion perks, survs dont really combine these with mft as the synergy isnt there but if people want to bring that im all for it, limits its use

    For the "hold w anyway" point, simply it doesnt mater to us as we'll deal with it the same way we with or without mtf in herding them to where we want them to go. If they cant go to where safety is without getting hit, then we either get an hit, which they either spend time healing, or a down, because they were injured trying to make the most of mtf or somethin.

    Most the perks for exhaustion actually do wonders against survivors. The thing is, most killers we see rely on using 3-4 slowdowns (affectionately refered to by us and our friends as the basic [beep] build) and cant do well without. Admittedly you shouldnt bring all exhaustion perks (unless your doing a theme or gimmick) but getting more people to use variety would help teach them and make survivor abit more barrable.

    If they dont bring it then you dont have to deal with it anyway (or another exhaustion perk if they didnt bring one). Depending on what you bring and who you are there are solutions such as fearmonger with gf (surprised on a gen and any smart survivor would keep running keeping the exhaustion) or things like blood echo (injure as many as you can before committing to 1, easier with legion and plague). Sometimes rng screws with you but thats part of the dbd experience.

  • While we agree that m1 gets abit harder, there somethings we'd atleast like to point out:

    1: Survivors tend to hold m1 against anyone without mobility anyway (atleast 60% of our games).

    2: Exhaustion removes the speed part of it (which is what we see most complained about). Theres a good amount of add ons/perks that give exhaustion to survivors.

    3 (personal observation): If you can tell they have it then you also know they likely have dh. If your using something from point 2 you just effectively removed 2 perks off them.

    If you want we can also debate some the points of yours but the above (especially 2) generally makes us not give a **** about mft

  • Fun is subjective buuuut

    Artist can shoot through walls across the whole map and feels so satisfying when survivors go down by holding W

  • Its not over till the survivors are out the trial (one way or another). You need to pick and choose which gens you want to keep the most as trying to defend each gen like your life depends on it is futile without mobility. We're not saying camp a 3 gen at the start but if discordance is proccing across the map and you know your not gona make it in time, why go?

  • Do you mean in general?

    As killer we have fun when we feel like we're actually "hunting" as killer. Searching for survivors then trying to get a down, preferably in a "stylish" way {EX: Knight or Nemi double hit, Artist long distance downs, ping ponging as blight and hitting around a tight corner}. We enjoy a challenge as long as the difficulty is due to the survivors being good (if its challenging due to the map layout its more of a "ugg" situation).

    As survivor we like having a chance to fully play. Hard to actually explain but basically being able to do alittle bit of everything while still under pressure from the killer. Also being surprised/scared by the killer (hard after a few years and everyone running the same thing most the time but it does happen a few times)

  • Would probably make it's power tied to gens. The more that get done the stronger the power gets.

  • We find it funny how we're getting more slingers than Wesker lately while everyone else apparently is drowning in them (him?)

  • It started from the inflated ego and has been tossed for every other reason since. Sometimes people need an excuse for their ego or maybe they had a string of frustrations. In the end it's easier to let people believe what they want.

  • We get it, but hate it and it's an annoying grey area.While not progressing the game is reportable, survivors aren't required to be stupid either and we're left checking every locker on the map.

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