Sngfun
Sngfun
About
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- Sngfun
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Comments
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875735#Comment_3875735
Wait chaos shuffle only counts for perks you have unlocked? I mostly played it as killer (where I have every perk unlocked) and never saw anything weird about them because I have at least half the survivors xD
Thank you for tellin me this, this makes SO MUCH more sense now!
No it is true random perks, it doesn't matter which ones you have unlocke
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200+ perks but the player base only uses 10 on each side and you wonder why you always get useless perks?!
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Dracula 's hellfire us better in every way except for 10 sec cooldown and half the speed while it's fully charged (2 m/s vs 4.4 m/s) and he has access to 2 other killer powers that prevent holding w (bat) and weaponise long wall loops (wolf)
Just hold w and his power is shutdown for most of the chase
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Reminder terrormisus are valueable because of this!
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Play nemesis and Wesker during the event as protest since they are the only killers positivity affected by this "feature"
As nemesis even if you prevented a single spawn you already got the purple addon for free
As Wesker use the iri to get to world saturation even faster
Make the strategy mainstream so the devs are forced to do something about it
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Dude I have the same issue here, apparently my most played killer the last 12 months is legion, when I haven't played legion this whole year. However I have the legacy prestige on legion because legion is my lifetime most played killer.
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Anyone gotten their stats yet?
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The dude got in the lobby, called u stupid lory and left lol
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Im more comfortable with playing against nowhere to hide as survivor because it triggers more chases in exchange for less slowdown, which is more fun imo
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Houndmaster Is the best killer to sort these morons out. If snug catches you at the exit gate, even if you are at full health, you're dead.
That's what keeps me so addicted to this killer, each gate kill is more satisfying that the last lol
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Hate to be that guy but old hatch was the comeback mechanic we got rid of. It made the 3v1 and 2v1 actually playable by adding a dynamic secondary objective that incentivised survivors to move around the map for the chance to escape, risking being found by the killer.
The problem with these types of mechanics are that they can be abused by coordinated groups, which are the reason we lost these comeback mechanic in the first place…
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Don't get hyped, the outfits buyable with shards what massive until we realized they came with fomo outfits, so we'll see what comes around this time
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Where on the Dev update does it say that faking teleports is gone?
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We still haven't seen the new mechanics in play in the PTB, so you should still have some hope left
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@GeneralV said:
I don't think so, tbh. The gameplay loop is vastly different.
Old Freddy was unique when compared to the others. He had something that no other killer had, and at this point I'm guessing that no other killer ever will: the sleep mechanic. The whole point of Freddy is that you pulled survivors into the Dream World in order to interact with them. If they weren't asleep, they could not even see you. The gameplay loop consisted of pulling people to sleep and using your abilities to control the map.
That isn't the case for post-rework Freddy, even after these changes. His individual abilities might be stronger now, but the gameplay loop remains the same: traps and the occasional teleport. He is more similar to other killers than to his original version. And, honestly speaking, I do not like that at all.
I think you should give him a shot, since he has a lot of aspects old Freddy had, even if he still interacts with you outside of the dream world
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The only killer that ever got officially changed so much that they officially used the term "rework" was Freddy.
And the only killer in line for that treatment's skull merchant, an update has a lot of potential
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Probably an Anti-tunnel measure since the bar lowers independently of the normal one...
Wait, wasn't this legions original deep wound? Where if you didn't mend before the timer you died?
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These sound lame but I guess this is what we're getting since it's just an update and not a rework
I hope they make the illusions feel like illusions that you can bank on, but I digress
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The problem with twins is that they are picked so little that people can't learn to play against them
It took me multiple games against them to understand when and when not you are supposed to kidnap victor, and I still roll my eyes when a survivor instantly kills victor while I'm in chase.
I hope they find a way to increase how much they're picked, since I believe the slugging is partly an "I can't learn to play against them issue"
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This is called client-side server-side distinction, is just a minor side-effect of plague having server priority.
If you are getting affected by that, you are at least compensated with better lunges from the bad ping, so try to capitalize on that instead
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What if you just don't give them the attention they seek?!
This works in all social media, just ignore them and move on why do you think they hide behind anon?!
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Resurgence + medkit skillcheck combo is my go-to build for healing
3~ sec self heal time with insane amount of charges saved
However, perfect skillchecks are rather tough, and will take a lot of practice to get
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Dude this is one of the chillest live service game there are.
This game's community is like tf2's, you will never face toxicity 90% of the time
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@GlamourousLeviathan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858969#Comment_3858969
Gen rushing is also a problem that is patched by perks. By getting rid of gen defence perks, killers also get hindered by a lot. Rotative modes such as 2v8 and Lights Out had no perks for both sides and no one complained about that. If you are still losing as a survivor because you don't have DS or OTR when the killer has no gen defense, that's on you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858973#Comment_3858973
Each survivor chooses one perk to ban. Like, let's say Felix chooses Pain Resonance, David Dead Man's Switch, Jane Corrupt Intervention, and Cheryl Knock Out. They should also be able to talk in the chat and convince each other on which perks to ban. On the other sides, the killer ban OTR, Lithe, Hyperfocus, and Prove Thyself. That's 8 banned perks in total, 4 for each side.
Now what would happen if no one chooses the same option? How do you think people who cructh on a perk would feel about it?
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So how would that work, if a killer perk equals 4 survivor perks?
How do you make the survivors choose which killer perk gets banned?
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This is probably offerings converting into other offerings
That misttle toe was a mystery box (they appear during the anniversary) and they also happen to reuse this in this event and Halloween.
Your mistery box from the previous anniversary converted this event's mistery box, awarding you the misstle toe.
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Or we could keep designing killers that make waiting at the exit gates a gamble.
Houndmaster's the perfect example, she is the most dangerous killer on exit gates ever released
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/435084/new-thrill-is-better-than-undying
Nah, Undying is better.
Since every time I use Thrill, it ends up taking the most well hidden spot, while the hex I actually care about gets cleansed.
You're supposed to use killers that preassure the totems
Like you have artist in your pfplmao
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@danielmaster87 said:
I think you're losing more momentum than you're gaining by defending a hex, especially if you're unsuccessful. If the killer has free time to do that, or is defending their hex as they've already got the ball rolling (3+ stacks of Devour), he would have won regardless of Thrill, and probably regardless of any hexes. The survivors need to be pressuring the killer in order to win, and it sounds like most teams just crumble when the game situation prompts them to do so, because most survivors are bad at the role (they don't do gens, hide vs heal, etc). It begs the question: Is the perk overpowered, or does the player caliber make it overpowered?
I never understood the Singularity so-called synergy with the perk. He puts a camera down, right. But then you just EMP it. EMPs are everywhere all the time. If you're not doing that, it sounds like the killer's using his brain and strategy, and you're not. The rest of the killers mentioned will be even weaker than he is at defending totems, and that's saying something.
You are right about the function that Undying serves on contrast to Thrill. But in what world would moving your hex to a hidden, better spot be worse than it taking slightly longer to cleanse? I think Undying is better at this point. But both are weak. You're spending an additional perk, which can be destroyed, to protect a perk which can be destroyed either way. If you just get down to the meat of what these perks are and how they play out, they're not impressive or overpowered at all. They're noob stomp stuff; you never see em in tourney/high level.
As I said, on specific killers , they can use their power to not lose momentum, such as singularity, Houndmaster, Pinhead and Plague.
A hidden totem sucks because people know the totem spawns. 35 seconds are good but they can be interrupted to get much more than 35 seconds, which is better than 14 seconds here and there, even the travel time accounted for you get potentially much more time with thrill
I think that potential time can be obtained more consistently with said killer powers and skilled players, which makes the perk worth as a slowdown and as a hex enabler.
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Swamp's honest reaction:
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https://x.com/beerey8/status/1867303797006966793
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The soloq improvements. Honestly I don't know how people survived without it, even with kindred it's still insane to me how bad it w
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Ask yourself how you perform on all killers, and if you think you do badly with more killers than you do well with, that's the answer
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I think this means that your averege mmr per killer is low enough to match you against these people, so ghostface gets this mmr assigned, assuming you will do equally low on this killers as you did on the other killers.
My recommendation is to stomp through these lobbies as fast as possible so you don't get matched endlessly with these people
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851862#Comment_3851862
So dredge remnant with more steps? And I say this as someone who plays a lot of unkown, hallucinations are easy to counter once you know how to play the game.
Unlike dredge, it is instant, barely any cooldown, an unknown has a real chase power
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@LordGlint said:
Buff it to 20%...
Fun fact: That would equal to 0 charges per second
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You would think a twins main would be able to see a top tier killer held back by bugs more than anyone else!
I honestly think she's going to be s-tier by the time people discover her quirks and her bugs get patched out, she's literally the ice climbers of this game, she has such a dumb amount of potential, she's like a deathslinger on crack if that even makes sense.
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Bait used to be believable
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Jonathan or the portrait of a murder survivor
Jokes aside Jonah hasn't been played at all since his voice actor got changed, removing the core reason Jonah players played Jonah: The funny screams
A shame , but a necessary evil...
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Surprised about the amount of people saying 12%, that's 35 seconds on the first totem, and 26 seconds on the second totem
Which, well, adds up with penti...
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849528#Comment_3849528
The idea was probably to bring hex perks back from the grave. They succeeded in that but in the worst way possible.
BBQ actually did receive a buff at some point. They increased the duration by 1 second, which doesn't make a difference but it still happened.
I think Thrill of the Hunt could use a small buff over its previous state but I would make it so that totems can't be closed for some time at the beginning of the match. That would ensure that a killer has a chance to use their perks before they are destroyed. Thrill wasn't all that good before this buff, so a bit of an extra edge wouldn't hurt. Just nothing as crazy as this.
BBQ got it's duration increased the same patch perks started working instantly on hook, rather than at the end of it.
So, no. It didn't really get buffed, since the only time this buff affects the game is when you have a survivor revealed while you are hooking
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Fun fact:None of this works against Sadako lmao
Do gens and ignore totema? You have to deal with her secondary objective first
Instant unhooks? Doesn't work since she can teleport away instantly
Do totems? You get condemned passively and you have to leave the totem
Just something I found fun
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848492#Comment_3848492
I never expect haunted grounds, its been ages since Ive even seen it. Never even had it with a spirit since her release.
Also havent had a wraith with NOED in awhile, I havent even had noed in general in a hot minute
Havent had artist with dead mans switch since its nerf as well
But back then, that was the expected staple, and people played around those perks regardless of if the killer had them, because they were NEW
The grind plays a mayor role in forcing people to play characters for those perks
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Don't forget that it's a SET. None of those "incredibly valuable" pieces can be used outside of this skin.
Why not sell different dogs at the price of another weapon? Why have them attached to a skin?
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848508#Comment_3848508
Basically, at 5 tokens now the maximum penalty is 70% (14% times 5), meaning the charges per second is 1 * (1 - 0.7) = 0.3c/s, since the penalty is a multiplicative modifier to the totem cleansing speed.
Totems normally take 14 seconds.
14 / 0.3 charges per second = 46.7 seconds.
Then for example at 4 tokens it's 56% penalty instead, so 1 * (1 - 0.56) = 0.44c/s, then 14 / 0.44 = 31.8 seconds for the 2nd totem cleanse.
Repeating the same process, at 3 tokens now it's 24.1 seconds, 2 tokens is 19.4 seconds, and 1 token is 16.3 seconds.
Hope this helps
Thank you so much dude, thank you so much
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@zarr said:
Absolutely. Speaking as someone that loves using Hex builds, I think they went too far on this.
4% more per token might not seem like much, but it's 20% in total. Not only that, the cleanse time increase is not linear, since rather than increasing the time to cleanse, it decreases the cleansing speed. So we go from 14 / .5 = 28 seconds with old Thrill, to 14 / .3 = 46.6s now. Blessing a Hex with Thrill on 5 tokens taking a whooping 93.3 seconds, more than a gen.
Between how strong Blood Favour, Crowd Control, Devour, Ruin and Pentimento are as well as the existence of Undying and the - also now buffed - Dominance, I don't think this is healthy. Especially considering that various killers can be oppressively good at protecting their totems (such as Singularity, Demogorgon, Knight, Doctor, Pinhead, Trapper, Hag, Twins, Artist, any high mobility killer, …). Face The Darkness, Pinhead that has the Configuration add-on/knows its spawn logic, Doctor with big static blasts/Interview Tape can make it downright impossible to cleanse totems.
I like that they want to buff Thrill. But I'd rather see something like the explosion notification returning when a survivor touches a Hex totem (albeit with a cooldown of a couple of seconds per totem), or even a slight increase to pallet break, window vault and pick-up speeds or even hit and pallet stun recovery per token.
Hey dude, would you mind explaining the math to me? I have been failing to get the other 4 instances for each totem cleanses. I know it is applied to the charges per second that it takes to make a totem take 14 seconds to do, but so far my results haven't been successful.
If you cannot, don't worry I'll still thank you for giving the base maximum total.
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How many times have you doubted whether you should cleanse the hex against a spirit because of haunted grounds?
How many wraiths have you played against that didn't bring noed?
How many times have you expected dead man's switch from artist and were correct?
It's just the nature of characters being assigned perks, give it some time for these killers to be proven wrong and they will stop their reasoning
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If Myers actually gets buffed and Freddy and Skullie end up having a proper rework,he may end up the only resident of d tier by mid 2025
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I hope Sung gets the nemesis treatment, where the AI becomes significantly better as times goes on.
Nemesis' zombies are 10 better than release, since they literally never get stuck unlike release nemesis, and have much better pathfinding.
However, when the main power revolves around an AI... Yeah, it will probably take months untill she's playable.
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@Nazzzak said:
I think this is a great compromise. I imagine killers will use one when they suspect they're facing a 4man and survivors will use them when they're not in the mood for an undetectable killer on Midwich lol the latter is why I will use it
Lmao me too, literally only reason to run ward on survivor
