SkeletalElite
SkeletalElite
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@jesterkind said:
The "disables at endgame" element of the 6.1.0 DS nerf was pretty fair, so I wouldn't say revert it entirely. Bring back the longer stun animation, and it'll be fine.
OTR is a lot better than people give it credit for if it's used properly, but there's absolutely nothing wrong with having two strong, viable anti-tunnel perks in the game. In fact, the more the better, really.
Not a fan of OTR personally. If the killer is tunnelling you hard enough that you don't get an opportunity to heal it usually means you're getting hit in that 10 second window anyways.
Plus, OTR doesn't work with DH
It also provides less distance than the 5 second DS stun. This is especially true against killers with STBFL or who have powers that let them not lose distance or gain distance quickly on hits. ie. blight, huntress, trickster, nurse.
f you down someone with old DS you had to wait 3 seconds for the hit CD (lower with stbfl) then spend 3 seconds picking them up and THEN you got stunned for 5 seconds, which was just the cherry on top of all the distance you were getting from it.
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Becuse boons are not hexes.
Hexes dont require you to spend time looking for and blessing a totem. Hexes make much less noise than boons. Hexes affect the entire map. Even hexes whose effect has to be earned like devour, third seal, and huntress lullaby power up their effects by performing the main objective, chasing/hooking survivors, rather than spending time NOT performing the main objective like with boons.
And on top of all that. Killers are empowered to defend hexes and prevent them from being cleansed. Especially killers like demo with lifeguard whistle, hag with her traps, skull merchant with drones. Any killer can walk up to a hex and hit you off it. Survivors can do nothing of the sort.
The killer and survivor role are fundamentally different, even though both perks interact with totem, they cannot function the same because the abilities of the roles differ.
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you get them automatically just by looking you dont have to claim them
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No
I wish they'd change both of those back even if they reduced the %
Like 17.5% for pop
8% for eruption
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They should just randomize your scourge hooks every time you get a hook
This ensures you won't get completly or near useless scourge hooks and also makes camping survivors on scourge less effective since you wont get pain res on trades every time.
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Knowing if a breakable wall is up or not is useful as they affect the strength of loops. Some windows go from really strong to nearly useless depending on the state of nearby breakable walls.
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Yes I meant 8 gens in the orignal post, sorry about that if anyone was confused
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344673#Comment_3344673
That's only possible when survivors are hooked, also survivors have hand tapping to respond against that.
If you can't hook the survivor who is tea bagging you, that sounds like a skill issue to me.
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@fulltonon said:
Real problem is the fact killers can not teabag at them, that is just unfair and should be fixed quickly.
Like even just waving hands will do the job.
just hit them on the hook, thats the killer equivalent
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Dark theory should reveal the killers aura to all survivors while the killer is within range of the boon
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Coup should be changed so that it doesn't increase the lunge duration as long but it also has a large bonus to lunge speed so that the total distance is the same but over less time..
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The strategy I am referring to was the usage of true infinite window loops when they still existed in the game.
Spots where you can literally never be caught when getting chased there.
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The answer is not 3 gen
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skill issue
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Survivors downed at the exit gate SHOULD NOT be able to just crawl out before your animation is done, it's ridiculous and infuriating!
Dont let them get to the exit then. Skill issue.
Survivors should not be able to wiggle off just because you had to drop them. It's so stupid. That survivor is basically IMMUNE to being picked back up. NOW I gotta start the chase all over again.
Why are you droppping them? Sabo plays? I rarely see people saboing and even when they do it almost never works because you can walk to a different hook 80% of the time. The times where you do have to drop someone it typcially ends up in just having more pressure because now you have a slug and a chase. Skill issue.
Having four survivors wait at the exit gate t-bagging until the very last second? Annoying. Could hit them to get them out but it's not like it matter, can't pick them up!
Don't let them get to that point of the game if it annoys you. Skill issue.
Gens. are going to fast and I HATE having to run ALL GEN STOPPING PERKS, just to freaking win. I legit can't with this game right now, screw playing killer.
I have an 86% kill rate and 89% of my matches are either 3 or 4k matches. I seldom run any slowdowns at all. Sure pretty much all my matches are blight matches, but no one is saying you need to run 0 slowdowns. You can easily win more than half your matches running only 1 or 2 slowdowns on mid tier killers. In my last 348 matches as killer I've only gotten 4 outted 3 times, 3 outted 12 times, and 2 outted 21 timed. In other words, skill issue.
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My problem is only when the killer is laggy and doesn't work rather than because of your own ping. They should really reimplement DH validation because I'm pretty sure it got removed in the rework. Against laggy killers I will frequently get downed well into the DH animation.
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If they keep incapacitation on eruption this is a good change, but when eruption gets changed I there's a chance the status might be removed entirely fromt he perk making this change to vigil pointless
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@sanees said:
looking forward to the discussion "COH is bad at niche, prove yourself, bad at niche, hyperfocus is bad at niche, and of course dh is bad at niche"
potential energy does what it was created, for destroys 3 gene strategy, brushes are not to blame for a bad artist
looking forward to the discussion "COH is bad at niche, prove yourself, bad at niche, hyperfocus is bad at niche, and of course dh is bad at niche"
None of those perks have anything to do with this discussion apart from CoH and PT being better anti 3 gen perks than the perk whos sole purpose is anti 3 gen
potential energy does what it was created, for destroys 3 gene strategy, brushes are not to blame for a bad artist
Please elaborate. Perhaps you could explain or show me how this perk can be used to better effect.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333318#Comment_3333318
While I'd agree tunneling is an issue and is still way too effective of a strategy sometimes (along with camping), those are issues which should be addressed through baseline mechanics (and DS should get a buff since it was overnerfed). It's not a good reason to buff exhaustion perks when they're already some of the strongest perks in the game. The only exhaustion perk that could use a buff is Smash Hit.
The possibility of having a syringe doesn't completely remove the relevancy of being out of medkit charges either. While you certainly could equip both a syringe and a styptic, that would mean you don't have any other addons which could impact whether you have any charges left to use the styptic/syringe or not (or force you to not use the medkit for an extra heal if you want to save the chance to use the styptic/syringe).
Also, the killer hitting a survivor off hook doesn't necessarily mean they are trying to tunnel, if the survivor aggressively bodyblocks the killer and prevents them from going after someone else without hitting them first.
"should be addressed through baseline mechanics"
I agree, but this is not meant as a solution to tunneling. As is overcome is worse than basically every exhaustion perk apart from head on and smash hit. It's too situational. You have to be healthy. You have not to be insta downed. You have not to get tunneled. All that just to get a shorter boost than with other exhaustion perks.
"The possibility of having a syringe doesn't completely remove the relevancy of being out of medkit charges either. While you certainly could equip both a syringe and a styptic"
Youre not listening. There is NO reason to use a styptic with overcome. The syringe is always superior. You can use syringe + gel dressings on any medkit and be able to heal at least 3 times. There are very few situations where a styptic is superior. Either the killer is chasing you and you off the hook endurance will protect you and trigger overcome, or the killer doesn't come after you off the hook, and you have the opportunity to heal. In which case, overcome will trigger when you get chased because you are now healthy.
The only scenario where styptic has ANY synergy at all, is against an insta down killer because you can stay injured and potentially still get overcome value, but that's an edge case. Extremely rare, you have to choose to use a poorer addon choice and then run into an insta down killer. In which case it's not always necessary because it's often possible to force non insta down attacks against these killers, making it the the inferior choice.
"Also, the killer hitting a survivor off hook doesn't necessarily mean they are trying to tunnel, if the survivor aggressively bodyblocks the killer and prevents them from going after someone else without hitting them first."
Survivors should not have collision with the killer after they come off the hook as a base kit with or without this buff overcome. Makes it more difficult to wait out someones endurance and also makes aggressive blocking off the hook impossible.
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@sizzlingmario4 said:
Overcome doesn't need the buff nor do Styptics need to be made any stronger.
Overcome is balanced because while it is very easy to use, it has the huge drawback of doing nothing while injured. That shouldn't be taken away.
I literally explained why styptic doesn't matter.
If you have a medkit, you can just heal to full.
You can't use overcome twice in one chase, which means in order for styptic + overcome to give ANY value, you have to actively avoid healing after not being chased, with a medkit equipped. You can literally just heal with the medkit and "if youre out of medkit charges" doesn't apply because you could literally just equip a syringe instead. If you were able to use the styptic you're able to use the syringe. Even after this change the styptic is still less effective than the syringe because a heal lasts until you get hit, a styptic lasts 8 seconds. The delay on the heal is irrelevant because if you don't have time to heal that means you're actively being chased which means you've already used your overcome when he first injured you. Alternatively, it means the killer is tunneling you off the hook which is a scenario that overcome SHOULD work in.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/362650/please-kill-switch-the-twins
Why should they be killswitched? I have played about 50 twins games in the last 2 weeks and have yet to see this supposed bug.
The bug is performance based. It's common on older consoles and low end PCs
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I think the mobile version has something like this, when in proximity to a survivor you get an on-screen notification I think with a general direction.
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@kill4escape4win said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331018#Comment_3331018
I dodged, he missed, I outplayed him, but BS hitbox made me get hit, nothing more nothing less.
you didn't dodge though you can clearly see the blight rushed straight into you.
Let's assume there is about 100-150 ms of combined latency for anything you input on your screen to appear on the killer's screen.
Here is the frame where the hit went through
If we go back 6 frames, which is about 100 ms and 9 frames which is 150 ms (first image 9 frames, second image 6 frames)
At some point between those 2 images is likely the point at which the killer pressed m1 to attack on their screen. And we can clearly see you are in front of the killer in that time frame
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@DBDVulture said:
-"the ace perk for luck is generally rubbish since it doesn’t add up"
Once upon a time it did. I played with a group running four copies at the start of rank reset (back in those days each month = completely fresh rank restart with no MMR). We would average one purple item every 2nd or 3rd game. And while luck does not affect item rarity now - it did once upon a time. I am 100% positive it did before because we had multiple games with luck where we got 2x purple items per game. Then with no luck we had no purple items for ~8+ matches.
Ace's luck perk does stack still actually. It doesn't affect items though
Dit it in a 4 man last week.
4x up the ante
4x slippery meat
4x vigos jar of salty lips
Thats a 56% chance of kobe per attempt or (1-(.44^6)) x 100 = 99.27% chance of success across your 6 attempts for everyone on the team
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I mean you got outpositioned in that clip. He literally rushed you straight on in the open you deserved to get hit there whether it looked funky or not.
Blight hits have a tendency to look funky because of his wider swing and fast movement combined with a flick and even a tiny bit of a latency (unavoidable) can make hits look weird.
But at the end of the day if the blight actually rushes straight into you like this, you deserve to be hit. You got out positioned.
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@DBDVulture said:
There are two killer strategies that work when not playing Blight/Nurse.
- You hold a three gen and hook people who make a mistake inside that three gen.
- You chase one person until they are removed from the game.
Which one do you want me to use?
Chase one person until they are removed. At least 2 people in the lobby actually play the game when you do that
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I agree you should be able to see other survivors perks in lobby, it is just one of the many benefits that SWFs have that you just don't get in solo.
SWFs never waste perk slots on extra boons.
SWFs don't steal unhooks when there's someone with deli who needs the unhook or someone with we'll make it who can heal faster.
SWFs don't waste their time running to unhook someone who is just waiting till last second to pop their deli because the killer is camping.
SWFs don't waste their time running to pick up someone who is slugged with unbreakable unless they want to save the unbreakable for later.
SWFs bodyblock and take aggro when the killer is chasing someone who has deli so they dont get hooked before they get a chance to use it.
SWFs know if someone is down on a pallet with power struggle flip flop they only need to scare the killer into not picking up until the survivor is half way recovered.
SWFs don't go out of their way to protect someone who is being tunneled if they still have DS or OTR (or both) active and unused and stick gens instead
That's just a tiny fraction of what knowing your teammate's perks can do for your team's efficiency.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327151#Comment_3327151
Yeah, but not everyone is constantly saying their progress 24/7.
This update basically tells you that for free.
Thats because that information is not constantly relevant.
It can easily be called out at any time it is relevant.
If the progress each gen was at relevant all the time then SWFs would call it out all the time, but its only relevant at key points.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326560#Comment_3326560
Hook trading is the only thing you can do to most face camping killers. It is hardly unique to knight. Trade hooks. Finish gens. Easy 3 man out.
hard to do if 1 gen is 5 feet from the hook, 1 gen is deep in a deadzone corner behind the hook, and the 1 safe gen cant be worked because he kicks it with a guard every time you get on it with surveillance and the call to arms addon
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Then a hook trade happens and he does the same thing again
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/362057/knight-gen-kick-buff-too-strong
I remind you that the regression from the kick of the generator is made so that the survivors do not touch the generator when the killer is nearby,
and these 5% are only from the guards to summon + the time of the order, in the end it takes the same amount of time as the knight would spend if he kicked the generator 2 times
to roll back to 0 the generator, you need to kick the generator 20 times, which is 90 seconds, for this time the survivors can repair 3 other generators
The problem is he doesn't have to be at the gen, he can be face camping a survivor and kicking a gen with guards constantly while face camping to deny you the ability to repair it.
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"You can see the Entity Progression of a hooked Survivor, meaning you know when to return back to the hook and Camp to confirm a Hook State/Kill, yet BHVR never removes it because "it encourages camping".
You can see the Bleedout Progression of a Survivor in the Dying State, meaning you can basically just Slug a Survivor to death if you know they are already close to dying from Bleedout Progression."
They should remove those things too
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/361924/matchmaking-variety-system
-"What if the matchmaker would prioritise putting you with other killers for a few games"
You keep getting the same killers because at least half are not viable.
Let's say there are ~12 viable killers in the game and everything else is in the "suck" category. In order to have a system like this you need to change the difference between the best killer and the worst killer so that there isn't a mountain of difference. The best and worst should be no more than 15% apart.
Blight and Nurse are "op" because they have fast movement, strong antiloop and can always end chases quickly. This artificially creates "4v1" pressure that only a few killers have as part of their kit (Nemesis/PinHead).
Those main three elements represent a "complete" kit. Anything less is garbage by comparison.
this has nothing to do with balance this is because a couple of days ago I was encountering many legions and ghost faces.
I don't mind playing against a legion or ghostface, but when you play 15 matches and over half of them were legion and ghostface.
(5 ghostface and 3 legion)
I don't mind playing against those killers, but when you're playing against the same 2 killers every other match it just gets a bit stale. Especially a killer like legion whos counterplay consists of running into corners, so he can't chain hits and holding m1 for 12 seconds every time you see him. You get a bit tired of it when it's all you're seeing.
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Neither of these perks are a problem.
People who think these perks are a problem are like kids pushing trash under their bed instead of cleaning it up.
It doesn't make the trash go away you just can't see it.
If you're getting looped strong tile to strong tile very effectively by someone with this perk, just imagine how much more painful it would be if they did the same exact thing while running a perk that actually does something. They could run OTR, deli, DH, or adrenaline in that slot, loop you just as well by memorizing where the loops are at or having their team call out a busted setup on discord.
Windows/zanshin just lets you see the problems that map balance creates easily, it doesn't put them there.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321148#Comment_3321148
15 seconds to go down? I'm going to apply the survivor main logic that is used around here for killers and say that sounds like a skill issue, my friend 🤣
With PT, even 2 survivors doing the gen would do it in 46.04 seconds, at 1.96 c/s. Pair PT with Situational Awareness and even in SoloQ you would have more chances for other survivors to come repair the same gen as you. Grab Deja Vu with a map and you would know what gens to do so the killer don't ends up with strong 3 last gens. Not that is needed, as gens usually spawn at the same spots on the map, so it's easy to know what gens should be done first.
And why don't you start playing a non-high mobility killer, stack 4 regression perks, and come here to tell us how many games against high MMR survivors don't end with 1 gen left or less than 3k. Oh, and no tunneling or camping! Just plain good survivor moral rules book gameplay. Enjoy your stress!
Here are my stats: Mostly blight played but as you can see I very rarely use any slowdowns at all. (My most common build is Lethal + BBQ + AA + either IF or Enduring depending on how Im feeling
Here are my most used perks and results from my last 277 matches. 1 Trapper, 16 spirit, 28 wesker, 16 nurse, 208 blight
Most used survivor perks in those matches in case youre curious
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320680#Comment_3320680
You haven't even read what I said.
33 seconds is what it takes 3 survivors with PT to complete a gen, less than the average chase. So, in this situation countering Eruption is as easy as just do the gen before the killer can down the 4º survivor, something that would be easy if the survivor he is chasing is a good looper and/or use WoO to just go pallet to pallet to waste the killer's time.
And now, about your "40 seconds" point: Generator repair doesn't go by seconds, go by charges (90 charges in total). 1 survivor repair at a rate of 1 c/s, taking 90 seconds in total to complete a gen. If you only take one survivor without any perks, toolboxes or great checks repairing a gen, getting hit by eruption and just waiting for Incapacitated to run out then yes, that would be 25 + 9 = 34 seconds of unavoidable regression and 6.25 seconds of avoidable regression (as another survivor not affected by it can simply tap the gen and stop the "normal regression").
But in reality that aren't seconds, but charges. So even in that worst case scenario 34 charges can be recovered in 20 seconds by two survivors without perks, toolboxes or great checks. With PT and two survivors, that would be 17.34 seconds. A single survivor with a common toolbox would do it in 26.89 seconds. I think you get the idea by now.
But what if it was two survivors repairing the gen? Well, the lost charges in the gen would be the same, and now two survivors are incapacitated for 25 seconds so if those survivors would repair each a single gen would be a total lost of 50 charges. But for the gen affected by Eruption, in repair time, it would have only lost 5.29 seconds of unavoidable regression, as two survivors with just basekit progression take only 52.94 seconds to complete the gen, and in the same situation of just waiting for incapacitated to wear off as before, in reality the lost in possible charges would be 42.5 (0.85 c/s per survivor), which at a rate of 1.7 c/s would be... 25 seconds of progress lost (24.99 in reality). So, in the same scenario as before but with two survivors repairing and getting hit by Eruption, the total lost in seconds would be 25 + 5.29 = 30.29 seconds of unavoidable regression. Even less than with one survivor only. And again, that is just "wasted time", as the lost in charges in the gen is less and can be recovered much faster than that.
But for the last "but" we have to point out that all this is assuming those survivors with the Incapacitated effect would continue to repair that generator. What if the killer just downed the survivor close to the gen they were repairing and decide to slug the downed survivor and go for the ones in the gen? There, that 25 seconds of "progress lost" would be no more as they wouldn't be repairing that gen in the first place. In fact, those 25 seconds of "progress lost" never was really "progress lost" but "possible progress not gained", meaning that a gen at 90% after Eruption just triggered could be continue to be repaired at that % by a survivor not affected with Incapacitated.
So, as I said, that 40 seconds wasted is only true if you are hit by Eruption while repairing the generator alone without perks, toolbox or doing great checks, no other survivors comes to continue that gen, and you can just wait patiently in the gen for the incapacitation effect to wear off.
And about the "OP" part with stacking it with OC and CoB, a 400% regression is -1 c/s lost, basically the same rate at what one survivor can repair a gen, and to avoid this you only have to slightly tap the gen to stop the regression. And defend 3 gens is easy in some maps and if the survivors aren't smart enough to do the mid gens and let the killer with one gen in each corner of the map.
In conclusion, if you want to counter Eruption + regression stack just play smart and do gen fast.
The problem with doing the gen in 33 seconds is even if you can get all 3 survivors together on a gen, my average solo queue team mate cant go 15 seconds without getting hit so they get downed 3 seconds before we finish the gen regardless
if its so easy why dont you queue up for some survivor matches right now and show us how its done
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@YOURFRIEND said:
Just say you want to delete regression perks. Same thing, less effort.
@Batusalen said:
https://i.imgflip.com/77qs7u.jpg
Sorry, I had to do it 🤣
It's not a bad idea for a new mechanic tho, even if it is obviously and indirect killer nerf. Maybe instead of affect regression it could simply make the generator "harder" and add to the time a killer need to kick it or something like that (if they also implement a meaningful reason to kick a gen as basekit for balance).
Blood Echo and Fearmonger aren't just nerfs or deletion of exhaustion perk with extra steps. This is similar. It doesn't completely counter regression perks either.
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I've seen this happen before, Ive posted a bug report with video of it too
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The perk should be reworked to no longer cause survivors to scream and block the gen for 15 seconds instead of apply incapacitated for 24.
In the short term though because its literally changing a single line of code, the incapacitated status needs to be reduced to 10 seconds because this perk is incredibly unfun to face.
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This would only hurt character variety. The meta wont change at all because you just play a character with 1 meta perk and have free reign on all the others while characters like ace would be left in the dirt because they have no good perks.
edit:
You would also easily be able to tell 1 of the perks that people are running on most survivors which isn''t good I think
In most cases the following would become true:
Adams have deli
Meg has sprint burst or she has adrenaline.
Dwights have prove thyself
Neas have BL
Bills have UB
Davids have DH
Lauries have DS
Fengs have lithe
Jeffs have distorion
Ashs have mettle
Janes have head on
Kates have WoO
Zarinas have OTR
Mikalea has COH
Johnas have overcome
Rebecca has reassurance
Vittorio has fogwise.
Any unmentioned character would become much rarer.
This would heavily encourage 6 second swapping the lobby so the killer doesn't counter pick perks
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There's no point, have you ever unhooked someone trying suicide before?
They just go afk, it wont make a difference.
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@Emeal said:
Its only bannble if they are making no effort to down you and do it for a long time.
I recommend Survivors using Deja Vu.
I found the original comment from @Peanits cause OP's image is:
https://media.tenor.com/khJthyXJxtcAAAAC/ken-jeong-community.gif
https://us.v-cdn.net/6030815/uploads/ND6BNISWG3QY/image.png
Sauce: https://forums.bhvr.com/dead-by-daylight/discussion/comment/521124#Comment_521124
thanks for some reason the image downscale a ton for some reason when I uploaded and I didn't realize I'll update the post so its more clear
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15 second gen block
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Now that BHVR are no longer off for the holidays I would appreciate if we could get an official answer to this thread
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314893#Comment_3314893
The reason he is so unfun to go against his ability to just trap loops quickly, forcing survivors to run away from a loop, hoping they can reach another loop. That part of him is not being buffed in any way however.
Ideally, they would nerf that part of his power, and buff his path creation playstyle even more than on the ptb, but these buffs are a great start and won't make him less fun to go against. He might even become a bit more fun to go against with his more fun playstyle being encouraged more, but to really make him a fun killer to verse, they would also have to nerf his loop trapping playstyle.
I said any real buffs. The buffs on the PTB will do absolutely nothing
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In his current state the knight should never recieve any real buffs. He is incredibly unfun to play and to play against. He excels at 2 things and its forcing survivors to just hold W away from loops and holding 3 gens, neither of which are good gameplay.
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They can just last second swap using the preset loadouts instead of character switching there's no reason to lock survivor
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It just lets you use a keyboard on console. This thing isn't doing anything that PC players aren't already doing in your lobbies lol.
I assume by "scripts" you mean some kind of macro but I can't even think of a case where controller input macros are having a significant effect on this game. It's not like an FPS game where you can automatically counteract recoil patterns with the exact perfect inputs. The only killer with "recoil" is trickster and even then he has barely any recoil
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ive personally grown to hate the three gen strat more and more with time. I hope they add an extra gen spawn so you need to do 5 of 8 instead of 7
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Face camping your last down is the equivalent of the hatch






