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Shroompy

Shroompy

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Shroompy
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  • Chapel Im a pretty big fan of, there is a certain window set up tho that I think needs to go

    The Ward can go ######### itself

  • @TheArbiter said:

    Whenever I play against a legacy player I check their steam achievements to see if they actually played back in 2016, as we all know hackers like to use legacy

    This

    Even then players that have played in 2016 may have still save injected, and you can easily tell by looking at the date and time. Saw some one who had gotten the prestige 1, 2, 3 and p350 achievements all at the exact same time.

    Nowadays thats actually possible if an older player who only got their characters to level 50 and never prestiged logs in for the first time with the new prestige system, it gives them all the achievements.

  • @Crowman said:

    I'm starting to think survivor mains have a victim complex

    Not just Survivor mains.

  • @Farenzyhawk said:

    what’s the difference in said “tech” and calling it a “exploit”?

    A tech is something that still has counterplay, CJ Tech is usually pretty telegraphed and you can hold off on kicking a pallet with a downed Survivor bit it or Hug Tech you can make a read that its coming and in some cases the pay off is massive.

    Then you have exploits, things like the Potential Energy exploit that allowed you to complete gens WAY faster, or the Flashlight/Locker one where a Survivor could walk inside a locker (without actually being "inside" the locker) to avoid being hit. There is absolutely nothing the other side can do to prevent this or play around it.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792152#Comment_3792152

    They already tried it in dbd and it didn't work, sure you could block "toxic" players so you don't need to see them again but the usage of the system didn't stop there because people abused it to block good killers for easier matches to the point where some good killers just couldn't play the game, at all.

    There was no such thing ever added into the game.

    Closest we had was a third party software that allowed you to see the people you were up against in a lobby, which people would dodge against if they saw some one they didnt like.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791787#Comment_3791787

    Honestly playing people who are overpowered and tunneling etc isn't fun so I dont blame people, it's deserved.

    If this is your mindset, youre part of the problem.

  • Spirit

    But Im too damn busy listening to the most absurd music my friends put on the music bot as they talk about made up stories, like how the grapes almost took over.

  • I used Shadow Dance with Serpent (especially when it was first introduced alongside Spirit Fury + Enduring) quite a bit back in the day and remember it giving a speedboost.

    Dont play Wraith much nowadays, so had no idea this was removed

  • Imagine some kid in the UK (hes a comp player) opening up his door to be met with the authorities because BHVR sent his information to the FBI (theyre canadian btw) because he said gg ez in chat

    ######### diabolical

  • @TieBreaker said:

    Were you playing on Ormond? Cold maps can do that to Nemesis.

    clever-jim-carrey.gif
  • @danielmaster87 said:

    It's the matchmaking. I know it, you know it, they know it. It's not fun getting sweats every match as killer but never as teammates, even when you yourself are good and escape regularly. We've grown competitive as a community, even those who frankly don't know what they're talking about. People care about winning. So you can't just throw your hands up and make matchmaking random for the heck of it, or base its mechanics off of things that don't link to skill. If you saw a killer get 0 kills, you might assume "Wow, those survivors must be really good." when the reality is that the killer was equally good if not superior, and he just couldn't do anything because of the gen speed and map. 2 of those survivors could have gone down in chase in like 20 seconds, and the killer just didn't happen to chase them. You don't know, hence why kills and escapes by themselves don't really tell you anything, and in fact they give bad info because all you see is the result. There could be a bad killer who got destroyed all game and then got 3 kills with NOED. But you just see that he won, so he must be good and/or "overperforming," right? So the devs have a choice to address matchmaking or address balance, and they've chosen neither. The more pressing one is matchmaking, because that's where they're getting their bad balancing info from, just kills and escapes and nothing else. But they simply refuse to adjust it, which is why there's players on here every day complaining about entirely 1-sided matches back to back. I don't know what else to say.

    Guy is complaining about Solo Q, and youre some how trying to make this into an Us vs Them thing.

    Stop. It was cute at first but it gets old quick

  • @Paternalpark said:

    You know the game used to have peer 2 peer matchmaking? So as killer ud have survivors closest to u match to ur lobby so ping would be much less of an issue.

    I preferred it for both sides. But hey, gotta cater to the 1st world. Who else is gonna buy skins?

    Reason why it was changed was mainly because people were begging for it back then because of how common lagswitchers were

  • Yeah, because "high MMR" is filled with comp teams practicing for their 100k tournament the next day.

    Lets stop this "High MMR, Low MMR" crap yeah?

  • @GentlemanFridge said:

    Ah yes, GenRush, the perk. From Chuck Norris, I believe.

    Errrmmmm Leaks arent allowed on the forums 😉

  • Freddy's a licensed killer, and from the looks of it a pretty strict one. The chances of this happening are about as good as a civil discussion on here

  • 1. No, incentizing apart of the game that is already frustrating to deal with and isnt really fun to do shouldn't be incentivzed

    2. This I wouldnt necessarily mind, his Jaw add ons are pretty worthless atm.

    3. The only way were making Iri Stone basekit, is if Bloody Coil goes.

    4: 10% haste would be pretty nice

    5. All Im asking for, is for Ashley to speak during the match every once in a while. Krampus should have bells and more growling sounds similar to the Were Elk

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787914#Comment_3787914

    If the basekit break speed was buffed by 20%, and then brutal strength was left unchanged, would that be okay? Personally I think changing something and indirectly buffing 5 other things is a bad idea.

    thing is with 6.1.0 they did buff breaking speed and didnt touch Brutal. STBFL also took quite a bit to get changed despite having a hit cool-down reduction in the same patch

    The increase hook timer with anti face camping is fine, 99% of the time you shouldn't be stickin around the hook that long anyway.

  • @100PercentBPMain said:

    Canadians always get the short end of the stick

    Legion and Claud regularly get skins so I wouldnt say so

  • Its probably to incentivize coop repairs which give quite a bit more

  • I mean I personally don't have any interests for this mode, and Im not seeing too many people ask for it.

    So sorry to say but Idk if this ones comin any time soon

  • @BlackRabies said:

    Tomorrow? Thought it was Thursday?

    nuh uh

    Tue is usually patches

    Thurs is usually gamemodes or events

  • Bloody Coil

    Picking up a Survivor from a trap grants 1 token, up to a maximum of 4.

    While carrying a Survivor, for every token in your posession your movement speed is increased by 5% and the time required to wiggle is increased by 4%.

    Survivors caught in a Bear Trap are faced with continuous skill checks. They must succeed 10 of them to free themselves.

    Iridescent Stone

    Automatically resets and arms a Bear Trap every 30 seconds. The most recent reset trap is highlighted in yellow.

    When a trap is armed by any means, reveal any Survivors aura within 16 meters for 5 seconds.

    BASEKIT CHANGE: Whenever a Survivor is hooked, cannot place or reset traps within 12m of the hook. (Prevents basement camping, as well as holding a small room in indoor maps that have very few entrances. Already set traps remain active)

  • @UndeddJester said:

    Shroompy! Good to see you back in the forums my dude!

    I feel like it's a good thing personally. Nemesis has been left behind so long... i was hoping for a bit more of an ambitious rework, but good to see him in the firing line 😁

    Ive been popping in and out as I always do, just been out a bit more recently due to life stuff. Basically been the case since Ive been on the forums, which sort of explains the post count which youd think would be higher for how long Ive been on here lol

    But yeah I wouldnt mind Nemesis to receive a rework, but I would like other killers to receive attention first

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785647#Comment_3785647

    Well, Freddy's ORIGINAL power was super faithful, super thematic. For that reason alone, he's always going to be a better adaptation than Nemesis, because he was at least ONCE a truly good adaptation. But even now, the dream transposition is a genuinely fitting and often interesting tool to use, because you can use it in chase to an extent, and use it for mindgames. It also thematically fits, turning what is otherwise a symbol of progress necessary to survival into a perverse source of danger you have to approach anyway, just like Freddy affects the concept of sleep. Nemesis has nothing like that now, and never has—Freddy has had and still, somewhat, has things that are truly faithful.

    Nemesis is still faithful but in a more subtle way, similar to Myers.

    With Myers, his power works very similarly to what you would find in a movie. Starts off fairly calm, Survivors starting to realize he's their enemy. Then the exposition is laid out when he reaches tier 2, giving a warning that things are starting to pick up, and with the rising action, it eventually reaches its climax with him reaching tier 3.

    Nemesis is similar but instead of horror, its more action packed. Even if he's not nearby there are always the zombies that are a looming threat. When The Nemesis itself is chasing you his presence is made clear from his loud footsteps, and his fear factor is increased due to the fact he can break your main line of defense with ease. No matter how hard you try to shake him off, he'll always be not far behind.

    Now as stated previously, I do wish he had a different kit as I think infection and vaccines arent really interesting considering its a very small part of RE3make. Personally Id try to make him sort of like Singularity in the sense that he has a really strong power than can be countered by items found around the map in supply cases. These items would slow him down drastically, but you need to be careful as the more you damage him, the more he begins to mutate and the stronger he gets.

  • dont think they are since there was a point in time where a lot of content creators were playing the game without a UI.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785776#Comment_3785776

    That also isn't anywhere near the same, either. It requires them to be in the open, you can still break LOS easily.

    Machine gun was problematic because it allowed you to get guaranteed hits at most loops. This is not the case with Babushka + Haft.

    Thats true, but it has a massive impact on camping which was also an issue with Machine Gun.

    @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785773#Comment_3785773

    A bit overturned but changes were still needed. Them being Huntress mains is irrelevant if you are implying bias, many people can set their bias aside. And honestly you should be going to a main of said character if you want to know how they feel and if any changes should happen.

    37 of 53 maps are awful for her. Even worse if you aren’t using Shiny Pin which is borderline a must run against good survivors. She has the most amount of maps that are bad for her on top of being 1 of 2 killers who have to go reload at a poorly placed locker.

    Look why people gave up on her, Scott Jund did, Sverkeran did and they were some of the best. And it’s because her kit and poorly designed maps. 7 hatchets is beyond fine as it helps new people more when it comes to learning her. Hatchets are not hard to dodge. Watch Coco and spooky play matches they miss a decent amount and Otzdarava misses even more than them.

    I’m digressing at this point but my point still stands, the buffs were absolutely needed and anybody who plays her a lot realized this. Maybe those CCs felt it was overturned but they never said they were unneeded. The buff she needed the most didn’t even make it through.

    The real problem is that against people who are bad at the game she is S Tier but against people who are good she is B Tier. Ohtofu said that best in his most recent tier list video and it’s undeniable how accurate he is about that.

    I am not implying bias, you yourself said to listen to those who poured thousands of hours into her and I did, both of them came to the conclusion it was a bit too much.

    Saying she has the most amount of maps that are bad to her is just straight up wrong, off the top of my head I can already tell you Trapper and Dredge are much worst.

    Scott Jund gave up on her because of boredom and Oni, the guy goes through phases. (which isnt a bad thing) Also to quote him on reading the initial patch notes: "I mean.. sure..?" Content creators may not have said they were unneeded but they also didnt say they were needed either (which again, she was and still is fine)

    And finally, a content creator missing a hatchet or 2 every once in a while doesnt mean shes bad, its just them making a small mistake which isnt nearly as impactful now that she has more hatchets

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785708#Comment_3785708

    Eh, double windup is nowhere near as fast as it was back in the days of machine gun huntress.

    It's roughly the same as old double windup, they were nerfed to compensate for the basekit changes. Maybe like a couple of percent more?

    Like babushka/braid + tink back in the day was legitimately comparable to current Slinger, it was that fast.

    Im not talking about double wind up, Im talking about green charge and yellow recovery.

    At a short distance if you hit back to back hatchets, you can down almost as fast as double charge + tink

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785708#Comment_3785708

    You made the assumption first by claiming “skill issue” I simply made my assumption off of your comment you made that tells me that you dont have much experience on her compared to people who play her more.

    Bringing up MMR is not pointless at all and can not be written off as such as it does matter if good players who have thousands of hours still struggle to kill with her. She is a well balanced killer in some regards but lacking very heavily in others.

    People who have thousands of hours on her alone are disagreeing with you so maybe you should think about what they say instead of dismissing it instantly as a “skill issue”

    Bringing up High MMR is pointless as we have no idea what constitutes "High MMR". Even streamers who play this game daily for several hours who are more than likely in top MMR go against questionable players all the time. It has the exact same weight as saying you were Rank 1 back in the day

    Also 2 of the people you listed (the 2 huntress mains mind you) initial reactions were that the buffs left her a bit overtuned, which is where I stand as well. I dont think shes overpowered, but having 7 hatchets has the Trickster effect where you she has so much room for error that its just frustrating to go against at times.

    Im also experienced enough to make my own opinions and have invested my fare share of time into Huntress. And on average I find she performed just fine prior to her buffs. She does have her fare share of rough maps, but its nothing exclusive to Huntress.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785657#Comment_3785657

    Well I’m definitely a much better Huntress than you are and have much more time on her so my opinion is definitely more valid than yours on this regard. Not to mention CoCo, True, Ohtofu and Spooky agree the changes were needed.

    Just because you don’t see it doesn’t mean they are asked for as I have seen countless people ask for them. Usually coming from people who actually play her and actually know what they are talking about.

    She has low kill rates in Low MMR and High MMR so your point about being required to be “sentient” is invalid. Also she is without a doubt one of the easiest to loop and if you struggle against her it’s just a skill issue honestly with how much is stacked against her and favoring the survivor in almost every interaction besides dead zones.

    I can genuinely tell you barely play her just by the comment you left.

    Love how youre making assumptions already 👍

    Huntress was regarded (still is) one of the most balanced killers in the game and the buffs were just out of nowhere. Her getting 7 hatchets is an understandable buff due to poor locker spawns, but is also lazy considering they could very well improve said locker spawns to not only help Huntress, but Trickster and Dredge as well (who are in a weaker state than Huntress, even after their buffs)

    Her buffs also brought back sudo Machine Gun Huntress, since her recovery and faster wind up speed with Babushka and the yellow Haft can down just as fast. All this did was make her better at what she was already strong at: deadzones and camping.

    Finally the movement speed buff, this Im actually fine with. On PTB though it was absurd

    Bringing up MMR is pointless. If it was really anything to go by Nurse would be number 1 in killrates but shes still in the lowest even at "top MMR".

    And finally, Ill admit she isnt my most played killer, but she is FAR from my least. And it doesnt take hundreds or even thousands of hours on each individual killer to realize what changes are good or bad for them.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784940#Comment_3784940

    I wish people would stop saying that. People who don’t play her weren’t asking for it. People who do play her have been asking for changes for ages.

    She is the least mobile killer in the game with 8 indoor maps, bad locker spawns and 60% of the remaining maps are unbearably cluttered.

    She’s still in the bottom 10 when it comes to kill rates. Even lower when it comes to top MMR and EVEN LOWER when it comes to comp. Ask any ex Huntress main why they gave up on her, Scott Jund talked about it in a video before.

    No killer in “A Tier” needs any nerfs. Especially not Huntress, one of the easiest killers to loop in the game and is only very punishing against survivors caught in a dead zone.

    Ive never seen anyone on these forums for 6 years asking for buffs like these, and you dont need to play a killer religiously to know what kind of changes are good/bad.

    Huntress being at the bottom in terms of killrates make sense considering you actually need to be sentient to play her properly, and using comp as an example really aint a good one considering some times they dont play for the 4k since its all about points. Huntress is good at camping, which makes her very good at safely securing points.

    Also Huntress being "one of the easiest killers to loop in the game" hasnt been the case in years, (could even argue her chase ability was just as good back when she was first released thanks to there only being 1 indoor map and maps being a lot more open than they are now) saying otherwise is just a skill issue.

  • @knifeinrib said:

    Last time I checked, players are allowed to voice their concerns. I believe most Resident Evil fans or enjoyers alike got back and find him disappointing because it's nothing like the RE version. None of it remotely comes close to what it is and lacks any adaptation compared to killers like Freddy, Ghostface, Leatherface or Myers.

    Ok I understand that and I agree he couldve been better, how ever how do you say other licenses have had better adaptations, and then mention Freddy?? Who is not only VERY poorly adapted but has been in desperate need of some sort of rework for several years now.

  • @HolyDarky said:

    I guess people just hate it when the developers make bigger changes to killers without testing it on the PTB or when no one was asking for it. I've didn't read every post about Nemesis in the PTB forum, but there was no big part of the community that suggested making his T3 tentacle longer is good and the cooldown shorter. It is one of the developers weird choices they do on their own.

    In my opinion, I think this is a good change becauset he tentacle is a power that you can control, but the survivors still have a counterplay for it. We will see if it will be too strong or oppressive when it comes live, but I highly doubt it because it is not for free. The Nemesis player has to work for it.

    Its not even about his buffs, its about giving him a full rework with a sprint and rocket launcher. There have been so many of those lately

  • Pretty sure they said they have no intentions of bringing them back.

    Same goes for the Hawkins achievement

  • Since there isnt any official win condition,

    do as you wish king

  • Just make her lose all charges upon being stunned

    youre welcome

  • highest res survivor on switch:

  • Dramaturgy, Finesse, Dead Hard, Resilience

    Drama is one of the most slept on perks in the game, its basically old DH if used correctly and Finesse allows you to be even greedier with windows (its also one of the most fun perks, you can go for more risky plays to try to roll that extra 2 seconds of haste if you have no other option)

    DH and Resilience is to still give you strong chase tools in dire situations where you cant get a heal. Many dont expect DH either since you have Drama, and Resilience is just great for greeding windows just a tad bit more, and makes certain mindgameable pallets reaction based.

    EDIT: Oops, forgot about the no exhaustion part lol

    For more "consistent" id probably do Windows, Resilience, Champion of Light, Iron Will.

    Champion of Light is more to get you out of deadzones and can give you that extra bit of distance you otherwise wouldnt get, have Windows to help you navigate where to go as well is a plus, and Iron Will adds consistency so they cant hear your grunts of pain while going for said play. Then you have Resilience, which is always gonna be good for its vault speed

  • You usually wanna aim for their neck/jaw.

  • Or they could make it so they lose all their charges if they get stunned. Basically the same thing

  • I mean... he's kind of put into a weird situation?

    If he doesnt do anything then he kind of throws the game for himself, and if it were me I would probably do the same just to move onto the next game as soon as possible. Also I dont really think he had an option of letting the claud go since, well, if shes portin around and healing instantly theres not much he can do.

    I would of probably done the same just to move onto next as fast as possible, only person to blame here is the cheater.

  • Mindbreaker

    Only stealth killers use it which are already unfun to go against, and it completely screws aura reading on gens which is primarly useful for Solo Q

  • No. Punishing people for playing with friends in a "not a competitive game" has and always will be a terrible idea.

  • Its the Cursed status effect. Every Hex that has some sort of long lasting effect that is apparent to Survivors will give you this effect.

    Curse it self doesnt have any impact, it just states that a hex totem is in play and you are affected by it.

  • We really gonna talk about this again huh?

    I can guarantee you, Windows aint the reason youre losing games.

  • This, and to mitigate people from holding the game hostage like this make it so EGC starts after a set period of time (say 20 min)

    This is to prevent Survivors from hiding, and also prevents killers from just going back and forth between Survivors until one/both of them bleeds out.

  • Personally Id like Fazbear's Fright (or whatever the place is called in the 3rd game) and for Springtrap to have all the shadow animatronics which all have different abilities.

    I think itd be interesting if they could some how incorporate the cameras for the Survivor side, no idea how theyd do it but theyre usually pretty creative when it comes to these sort of things.

  • Theres 0 way to tell since we don't have a video

    But just because youre getting outplayed, doesnt automatically mean theyre cheating.

  • @jajay119 said:

    You’re probably not going to like this comment, but I’ve been on these forums for about two years now and it’s always been pretty consistently killer sided which I think is what can cause a bit of animosity on sides sadly.

    You can say I’m feeding into the ‘us vs them ‘ mentality if you want, that’s fine, but it’s just an observation.

    Been about 6 years for me, and I agree

    Al though there are a lot less "extremists" than before. Most active users nowadays are more chill.

  • It also only activates once and makes that Survivor be down a perk for the majority of the game

    Its fine as is

  • 3 hatchets???
    Like, three???
    trois???
    tres???

    image.png
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