Shroompy
Shroompy
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055874#Comment_4055874
The key difference you missed is that nurse is 100% dependent on her power compare to blight because she moves slower than survivors so she needs very strong power but blight can play as m1 115% speed and than use few rushes to secure a hit or use his power to trawel across the map which nurse cant do.
There is reason why nurse killstreak isnt same as blights and why comp survs consider her weaker than blight even the fact he was nerfed through years since his record killstreak.
Making blight 110% saves his power because 110 needs good,strong power and making him loose two tokens after preforming pallet break action just shuts those that say he needs same as ghoul (which is truth in this matter), these changes wont kill blight or make him unfun to go against they will just force him to use more of his power which is why people like to go against him.
There's a difference between your first statement. Her power isnt strong because she moves slower, she moves slower because of how strong her power is.
Nurse is also still considered number 1 by a large majority of the player base and all it takes is a really good Nurse to remind you. Her one weakness is LoS breakers and that can be rectified with aura reading, of which there is plenty. When it comes to mobility its definitely not as good as Blights in most scenarios but what people forget to consider is not everything is a straight line. There will be obstacles or even different elevations in the way when youre trying to go somewhere and that is something she doesnt have to worry about, meaning she is a lot less map dependant than Blight.
If they ever make it so aura reading no longer works when using her power, Blight might just take the number 1 spot. But as it stands right now when comparing her to Blight, her lethality more than makes up for her mobility.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056206#Comment_4056206
And then get mad at everyone but the person who decided to use pop Main Event from forty meters away
Forty!? Ive been popping it 50 meters away!
Thanks for the tip you a real one 🔥🔥
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056127#Comment_4056127
oof definitely not anything good
Idk man, its because of Tru3 that I learned the most optimal way to use Main Event as Trickster is to wait when there are minimum 6 trees and a rock between you and the Survivor. That way you might get a stack of Laceration!
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@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056118#Comment_4056118
Yeah, exactly this. You’re not seeing all the matches where they struggle against good survivor teams.
Struggle you will see, but losing? Large majority of the time you wont
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@100PercentBPMain said:
people aren't gonna upload videos where they get destroyed.
This
Not saying its a bad thing tho
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Im thinkin more of a roar ability that sort of calls them over. Of course if they were to just walk over itd take 3-5 business days especially on larger maps, so instead if theyre further than lets say 32m, they would be destroyed and then respawn nearby.
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Dead in 2018
Reborn in 2026
Welcome back pallet town
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Eruption is still a solid pick but probably the only gen perk that's worth bringing nowadays.
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@radiantHero23 said:
I might be wrong here, but can't you make a comparison to Nurse here?
She's even slower than your regular killer. Imagine her being 4.4 or even 4.6
Nurse's that can't hit a blink for their life would still be able to brute force a pallet drop and hit your right after / use power to catch up.
That would definitely be an issue, not to mention how awful it would be to play against a semi decent nurse - > a good nurse.
What people are complaining about, at least from my experience, are the blights that play normal m1, force a pallet, break it and then catch you before you make it to any resource. The fact that he has a pallet break, s-tier mobility and a lethal chase power all combined in one ability ON TOP of being able to chase you like a normal Trapper feels a bit ridiculous.
I think he should follow the rule nurse follows, which means he should be weaker outside of using his power. This means weaker than killers that have a way weaker / more limited power, that often have to chase as a normal m1.
The key difference between the 2 is that Nurse's power completely nullifies pallets and anything LoS she can still play around due to being able to just go through it. Blight still has to play around these things.
Something you made me realize as well is that I think there's conflicting opinions due to what we see as an issue. Personally I don't think Blights who just walk forward and then use their power to catch up is much of an issue. Boring? sure, but to me that person is just not playing the killer correctly. What I'm concerned about is that someone went on a 2k+ winstreak, and I can assure you he didn't do that by just holding W and beating through every pallet.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055345#Comment_4055345
What you mentioned about inexperienced players not being the metric of balance I whole heartedly agree.
Hell yeah! I was worried that if this couldn't be agreed upon, it'd be rocky going forward lol.
That's why in my suggestions I go after things that he's good at because that's where the problem lies.And then we disagree again, but I am curious how this plays out. I've been swayed many times by you and others in the past.
It would lower his mobility, make him easier to outplay and reward them more for making good plays.All of this sounds wonderful to be honest. Lowering his mobility is the only thing I wouldn't want. Making him easier to outplay would be a welcome change as it's pretty damn hard currently, seasoned vet or newbie. I dont think this change would affect this aspect more than needed (Needed is a choice word as Im at work and can't think sometimes lol. It's not accurate, as this isn't necessarily a 'needed' change.) Lastly, getting MORE reward for playing well doesn't really sound like a bad thing, ever?
Nerfing him in these aspects and keeping him at 115% just means that in the areas where he's weakest he at least has something.
So taking him to 4.4 will destroy all the things you just listed? I'll be blunt here: You're trying to sell to me that Blight, of all the other killers on the roster, will be hamstrung so much he'll need help? Specifically this: "areas where he's weakest he at least has something." I do not understand what this means, as he really doesn't have areas than he's helpless in. If a situation were to be explained, it would likely be a very niche, perfect planetary alignment cosmic event type stuff. But I could be wrong, and there are many, many situations where a 4.4m/s blight might be F tier. I suppose. Just can't fathom it honestly.He can play
a lotof tiles with his power currently and being 110% is simply not going to change that.So this change wouldn't affect this. We agree. +1 for going ahead with the nerf.
What will make a difference (at least at the higher levels) are the times where he cant use his power due to the map.This is now a map issue, not a Blight issue: everyone has bad maps and is likely by design. Good maps and bad maps should exist. Thoughts on this?
Things like Lerys or RPD for example, he can struggle a lot on these maps since it limits his power usage heavily. These are the only kinds of maps where lowering his movement speed will make a difference, and all that does is add to the problem of map dependency, which I think we can all agree that it is something we should strive to move away from.As does Huntress, Springtrap, Trickster, etc. Indoormaps, specifically, are a pain stake in the community. But I still think they need to exist. If all maps are balanced and just neutral all the time, variety disappears, even if you get different maps. Personal view I suppose, but worth noting imo.
Lastly, I agree about moving away from these map dependent designs. BHVR needs to step it up imo as a consumer. But Im not going to drop a change to a killer such as Blight because of 'Bad maps'. It would never be a rational, healthy reason imo. 4.4 m/s still seems like a mild change that wont affect killers while making survivors feel like they're getting some sort of deal. They aren't. 4.4 m/s isn't going to change hardly anything. So lets just do it and see what happens? Even a ptb would work, despite ptbs never working. Thoughts?
I don't think that him being 110% would hamstring him, to be completely honest if they were to reveal that he was 110% next patch its not like I would lose any sleep over it, its just I don't think its the right place to nerf him since it wouldn't make a meaningful impact. Lets use Trapper as an example, lets say they go ahead and give him a simple buff of making him 120%. Would it help? Absolutely, but he still has the same problems and weaknesses as before. Just the same as Blight where sure, lowering his base movement speed helps in some scenarios but its a lazy way of doing it and its not enough to make a meaningful impact.
As for maps I do believe having good and bad maps should be something avoided at all costs (Even for the killers you mentioned, in fact this is something that should apply to all killers. You can still have variation and consistency at the same time, and currently Blight does some what achieve that. That's why lowering his movement speed is just not the way of going about things since that's all you're really achieving.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055332#Comment_4055332
Again, if it is such a small change that is basically not affecting Blight at all, why is this an issue?
Brand new blight players are not going to be a good crutch to use as a means to this end. Is there any other reason why this is a bad idea? I'd like to hear as many as I can, because currently, it still falls pretty flat imo.
Its because when nerfing a killer (or anything in literally any game) keeping the feel of a character while bringing down their strength is the most ideal scenario.I agree!. So this change will remove the feel of blight? I would think not. Such a small, almost unnoticeable change wouldn't have that kind of impact, at least I think? If a Blight main could pop in and explain why this would be a devastating change, would love to chew on it.
Sure 110% would definitely knock him down a little but mainly for inexperienced Blights which I think its pretty safe to say that nobody is complaining about.
Inexperienced players, imo, should not be a metric when trying to balance a killer who has been around as long as he has, is a top tier 'comp' killer, and considered 'advanced.' This last reason should be enough.
Thoughts?
What you mentioned about inexperienced players not being the metric of balance I whole heartedly agree. That's why in my suggestions I go after things that he's good at because that's where the problem lies. It would lower his mobility, make him easier to outplay and reward them more for making good plays. Nerfing him in these aspects and keeping him at 115% just means that in the areas where he's weakest he at least has something.
He can play a lot of tiles with his power currently and being 110% is simply not going to change that. What will make a difference (at least at the higher levels) are the times where he cant use his power due to the map. Things like Lerys or RPD for example, he can struggle a lot on these maps since it limits his power usage heavily. These are the only kinds of maps where lowering his movement speed will make a difference, and all that does is add to the problem of map dependency, which I think we can all agree that it is something we should strive to move away from.
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@Terror_Misu said:
I find it annoying that one of the top killers in the game is getting defended like this, over something that apparently wont even affect the Blight player. Incredible!
Its because when nerfing a killer (or anything in literally any game) keeping the feel of a character while bringing down their strength is the most ideal scenario. Sure 110% would definitely knock him down a little but mainly for inexperienced Blights which I think its pretty safe to say that nobody is complaining about
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@Wyndsor said:
A rare miss from you but no one is perfect.
This the only comment that made me chuckle from this thread ngl
Mods, delete this thread to maintain my perfection
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@XDgamer018 said:
it might be a super situational perk BUT its one of the few times in dbd when i got scared shitless idk why but it always gets me
fr
only reason why I still see dbd as a horror game
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Forgot RPD
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054918#Comment_4054918
Well, yeah.
In a proper suite of changes that address Blight, some would be targeted at higher end problems and some would be targeted at lower end problems. Some would address the ways his skill floor can be low, and some would address the issues that arise at higher level play.
There's no one change that'll affect everything, he'd need multiple changes at once.
Which is why the suggested changes above have a larger impact at higher levels of play. Doesn't matter what other changes you give him, 4.4m/s on its own simply kicks him down at places where he's already low.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054915#Comment_4054915
It'd make the appropriate impact elsewhere too, it'd weaken his ability to fall back on conventional looping.
It's not a one stop shop quick fix to address Blight completely, but it'd be a sensible part of a suite of changes.
And conventional looping is only something lower skilled Blights do. You are unnecessarily increasing his skill floor while barely having an impact at his peak. Its basically giving a desk fan to somebody in the middle of the summer which wont do anything other than a incy tincy tiny breeze when its 30C+. But hey, on the cooler days it'll feel nice.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054907#Comment_4054907
That's the point. His power allows him to easily catch up, so he should have to use his power. That's kinda the whole point of a 4.4m/s killer to begin with- they have a power that lowers the effectiveness of distance, and in exchange, they are less good at looping without their power.
Which I understand that, but he cant really use his power in indoor maps and that is basically the ONLY time where this change makes a proper impact. If we nerf Blight we should nerf him at his strongest, not his weakest.
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@jesterkind said:
Honestly I'm not sure I agree that's a particularly huge downside.
Map-based variation is something that's baked into most killer kits, and while there are certainly extreme ends that become unfun, to a degree it's an intentional weakness some killers have to offset their powerful strengths. I don't think it'd actually be damaging to Blight if five maps out of the game's total forty five are ones where he's slightly disadvantaged comparatively.
Killers like Hillbilly have worse map spreads than Blight would have at 4.4m/s and that doesn't immediately make them weak or unfun to play, they do just fine.
Map dependency is something we should strive to move away from rather than make it a bigger issue.
You also have the issue that 4.4 would make little to no difference on anything other than indoor maps. As mentioned before, most tiles he can still use his power to play around, and the little distance he now does lose due to 4.4 might is negligible because he can still easily catch up.
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@Philscooper said:
Spirit seems fine at 4.4m/s
The first seem fine at 4.4m/s
Dont ask me why hag is 4.4
Ranged killers usually are 4.4.
Spirit can turn sharp corners and indoor maps/highly dense areas dont really impact her power as much
Henry can still hit over obstacles and through walls, but still struggles a little with LoS
yeah idk either about Hag lol
Ranged killers also struggle on indoor due to needing direct LoS
We dont need more map dependant killers, we need less
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@OrangeBear said:
Since late 2021, yes. There's factors to it though and also a rework to mmr is in development.
In practise it does not feel dynamic at all though. If you lose a lot on either side you are not suddenly gonna get an easier match. It often feels like though winning a small amount increases the difficulty greatly. So it's probably designed to not be abusable but it's also just wildy inaccurate anyway.I just want to mention that SBMM (Skill Based Matchmaking) and EBMM (Engagement Based Matchmaking) are 2 different things
They both use the same system of using a hidden number to determine your skill and match people, its just how they match people thats different
SBMM tries to put people of equal skill against each other, while EBMM will purposely put you in a streak of lobbies that are either heavily in your favor or heavily against you. An example of a game that uses the latter is Marvel Rivals
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Im sorry but this just isnt it. Your proposed changes quite literally make everything you are trying to address even worst.
Lets talk mobility first, assuming he's travelling in a straight line, right now he's got 3 seconds per rush (5 total) at 9.2m/s, meaning he gets roughly 138m of travel with one use of his power and then he has a cooldown of 10 seconds. With your suggestion, we are talking now 8 seconds per rush while running at the same speed and now a cooldown of 4 seconds. So instead of 138m every 10 seconds, its 147m every 4 seconds.
Now to address the rest, one thing I find funny is how you mention that LoS breakers have been added more and more as time goes on and that does have an impact on the Nurse. Well that equally has an effect on Blight, moreso in fact since even lower obstacles still prevent him from directly running on top of you. You also say he has 5 chances to hit when really you have 4 since you cant attack out of the first one (this also means your suggestion gives him a singular lethal rush to work with) You dumbed him down from a skill expressive killer which requires you to learn how to use bump logic to a hold W bot who has mobility which is leagues better than any other killer. Sure his skill floor is lowered, but not every character needs to be easily accessible. Its ok for a killer to be difficult. He also doesnt move faster after each rush, thats only with add ons
Pallet density in theory is actually good against him since there is still quite a bit of clutter around the maps that you can use to try to avoid him, the problem is you dont get rewarded enough for making a correct play. You can still very much keep his identity the same as a ping pong by simply tweaking some numbers. In another post about the Blight I suggested these changes which addresses the above while still keeping his high skill ceiling and skill expression:
-Reduce Rush count from 5 to 4 (Makes the Blight have to be more precise while still maintaining his current playstyle)
-Increase time to recharge tokens from 2 seconds to 2.5 seconds each (ensures he keeps the same cooldown when all tokens have been exhausted)
-When stunned out of a Rush, tokens only start recharging at the end of the stun instead of at the beginning. (This is related to pallet density. A good chunk of pallets can simply be walked around and even if you get a stun, he can still get right on top of you since most of his tokens are already recharged by the time he's recovered. This way he at least gives survivors a bit of breathing room)
-Breaking a pallet consumes 2 tokens (Basically the same reasoning as the previous point)
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054348#Comment_4054348
I find it weird how players let dms get value after the first 4 procs, Id assume once you see the killer has it you just let go before a hook, like its simple at least to me and my swf.
Simple and DbD players should never be in the same sentence
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054311#Comment_4054311
Hmm I kinda agree but I think the recharge time should be 3 seconds and breaking a pallet consumes 3 tokens or just forget about that and just make him 110%
The only thing that I dont like about making him 110% is he probably suffers the most out of any of the top tiers when it comes to getting an indoor map and that's pretty much the only case where him being 110% actually matters.
As for the cooldowns you don't want to be on cooldown for the large portion of the game. 2 tokens being removed is already 5 seconds of down time that you didn't have before, and I think with your suggestion of it being 9 seconds is a bit too much. Gotta remember his chase is also affected now as well with only having 4 tokens instead of 5
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It used to be possible back in the day when other killers had first person POV's during their mori, so I guess its a remnant of that?
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DMS is not a perk thats ran often on its own, its typically brought with Pain Res. Letting go of the gen before the hook is how you get past the gen block, and the exact same applies to the mask.
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@Ragna_Rock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054311#Comment_4054311
Honestly this is probably the best take on a blight nurf as taking anymore tokens would destroy his bump logic playstyle and does not ruin the speed people like about him.
Which is exactly what I was aiming for
The token recharge time increase was made to keep it the same when he fully exhausts his tokens which is 10 seconds.
Pallet break consuming 2 tokens is also there to at least give survivor a bit of breathing room since on some maps he can just immediately catch up (no idea why this hasnt been done yet, Ghoul has had it for months now)
The stun recovery and recharge is a lot bigger than it seems. A lot of filler pallets nowadays can easily be walked around and stunning him with one of these arent as rewarding as it should be. Token(s) recharging only when the stun is finished means you have a better opportunity to reach somewhere else, rather than him stepping to the side and immediately rushing towards you.
Blighted Crow being made basekit is mainly because it might as well already be. I cannot tell you the last time I went against a Blight who didnt have at least 1 of the rush speed add ons.
Add on pass is mainly for the lower rarity add ons like the Rat and Crow which are basically the same but with different numbers.
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Ive always thought of this as a few tweaks:
- Rush tokens reduced from 5 to 4
- Rush token recharge time increased from 2 seconds to 2.5 seconds
- When stunned during a rush, tokens only recharge after the stun rather than during it
- Breaking a pallet consumes 2 tokens
- Increase movement speed for each consecutive rush by 3% (Base kit Blighted Crow)
- Add on pass
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053730#Comment_4053730
what'd you think of Legion at the time?
I was in my OW phase at the time, but I saw the award show where they debuted Legion and I was like "amogus guy?" they certainly do not play like I woulda thought from that video
I thought the same as pretty much everyone else at the time, absolute terrible design and with so many flaws. So bad in fact I don't think a single killer has come even close to being as bad as them.
One very common misconception though is every body thinking they were a disguise killer on release which is simply not the case. By the time the trailer released we had already experienced the PTB a few weeks prior and already knew what they were all about.
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Oooof, probably about 800-1000? Forums came out in May or June of 2018 and I had been playing for about a year. What I do remember is making a cringe ah tier list post when Legion came out and had about 1400 hours at that point.
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Your grandma sure sounded cool, sorry for your loss man. My condolences to you and your family 🙏
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052319#Comment_4052319
I mean kinda? Hallucinations are easily cleansed fast and his tp spots might not even be worth it to to too
which are basically the same downsides as Sadako
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Maybe as an add on, but base kit seems a bit much. He already has a lot going for him as is
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Unless Im blind Im amazed no one has mentioned @Aven_Fallen . A fellow veteran
EDIT: Yup, blind
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If we were to add more to the list of "Gone but not forgotten" Id add @Lord_Tony and @Orion. Grandpas_Crack_Pipe is also someone else but it looks like their account is just gone since I cant @ them.
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ICONIC? ME?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052074#Comment_4052074
Basically this I agree with however my tweak would be is Unknown hallucinations have there own separate tp cooldown and unknown has no universal tp cooldown anymore.
Lastly Unknown can manually place Hallucinations when it's charged up
The issue with that is it would become a better Sadako TP in quite literally every single way
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I dont think he needs a rework since his power for the most part is fine, its just power crept heavily and way too punishing for mistakes. So personally what Id like to see is this:
-More hallucinations (5 or 6 total?)
-Shorter TP cooldown
-Increase time to get rid of weakened substantially (Im talking like 20-25 seconds), but getting a hit doesnt refill it as much
-Dispelling a hallucination gets rid of weakened/a portion of weakened.
Something else that I would like to see as well but might be unnecessary is reducing his TR to 24m. One of my favorite things to do as and go against when it comes to Unknown is being a mortar, and reducing his TR would def help with that.
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I like the idea... but some of these suggestions just arent it. They all just seem tedious and annoying.
Now something like a small chance that youd be able to play an old event mode? (Bone Chill, Masquerade, Haunted by Daylight, etc) I think thatd be pretty neat. Maybe have the event offerings remain active as well to have a better chance to get into a trial with that modifier, but they still arent available in the bloodweb
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Nah
All they did was confuse new players by needing to memorize even more maps and a lot of em were just horrible.
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Willys Wonderland is a guilty pleasure of mine, but I dont think they can do a skin for Springtrap since thatd mean 2 licenses would need to crossover and I dont see that happening
But a skin for Cage as The Janitor? Sign me up.
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no
gimme granny
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048486#Comment_4048486
If old lady wins and I get sleep darted as killer I'm uninstalling this game bro 😭
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@Aeltere said:
Are we deadass acting like Sprintburst/Dramaturgy aren't completely busted defensively? Don't want to be tunneled? DS and Off the Record will waste minutes of the killer's time. Hell, you could take Shoulder the Burden and stop other people from being tunneled. Are we going to pretend Prove Thyself hasn't completely busted SWF and the game pacing singlehandedly?
What killer perks are you comparing these to? Lightborn is a meme and a crutch for new players, every perk that can grant exposed comes with conditions that have to be met, and literally not a single person is running Spirit Fury which, by the way, still makes you eat the stun even if you are breaking the pallet for free.
Prove Thyself 💀
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@100PercentBPMain said:
the gooner characters aren't always the most popular; Nea used to be kinda butch and was probably the most popular survivor
That was mainly when the meta of content creation was being a "toxic survivor". No0b3 kinda started it and he just so happened to main Nea, which made her the face of toxicity.
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@XDgamer018 said:
im just waiting for a TCoFS (The Casting of Frank Stone) Chapter as fas as original chapters are concerned….
right beside ya
I need me Linda as a survivor man
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Its not quite as black and white as it would seem.
Typically when playing solo Q at a lower/average level, killers have the upperhand. Its a lot easier for one person to keep track of everything than it is for 4 people to do the same thing while also trying to coordinate with little to work with, unless you run certain perks. There are some perks that also just dont work/are much worst in solo compared to swf purely because you cant communicate to your team that you have them. Being able to tell your team "I have Deli, do gens" and someone going (or even multiple people) go for the save when its not necessary could be the difference between a gen being completed or even multiple.
Now at a higher level the killer still needs to keep track of everything, but now with survivors who dont have any of the downsides previously mentioned. You have very little room for error, and RNG has the potential to screw over killers WAY more than survivors. The difference between a Hillbilly on lets say Wreckers Yard and Lerys is practically night and day.
So all that being said, it all boils down to efficiency and consistency. Times of gens have become a lot stricter meaning you dont really have the time to do more fun things like say chest or totem builds, or do gimmicky builds as killer. If you do so but the opps arent on the same page, the game will fly by.
It really is just the game being more modernized and more competitive which is something a lot of games have fallen victim of. People back in the day cried for balance when in reality balance =/= fun. Some changes made were necessary dont get me wrong, but ya cant get your cake and eat it too.
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The youngin is just so basic and doesnt really check off any new boxes as opposed to others who do.
We dont have an older black man other than Tapp, but I wouldnt necessarily count him since he's licensed.
Granny to me is the obvious pick since we dont have an older female survivor yet.
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@THE_Crazy_Hyena said:
I voted for the old woman. DBD really needs a "super-granny" type of character, in a similar fashion to Ana from Overwatch.
Ana is quite literally the first thing I thought of when I first saw her.
We need granny bro

