SoGo
SoGo
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Honestly, all that Deja Vu's 6% speed boost does is give you a dopamine rush with the gold bar. That's it.
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I was able to win on this map as Trapper, against survivors of my level, while not using traps for half the game.
I don't need more evidence.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716803#Comment_3716803
I have been running a mostly chase oriented build on my main (Pyramid Head) for the longest time, and it very fun and strong if it works, but the second you make one big blunder and lose a chase/let a survivor escape, it tends to all fall appart, because you have literally no gen regression and all those other survivors that you aren't chasing have just been sitting uninterrupted on their gens.
This game is hella hard to balance and with every new round of balances and meta shakeups, it seems that the rules and restrictions are coiling ever tighter around everything, leaving even less room for playful build non-sweat playstyles. Maybe we should really pedal back A LOT and just try to have fun. The problem probably is, that this community is too far gone down the sweat hole: you can't make them unlearn the behaviours and tactics that everyone had to rely on this last 2 or something years, so even if we went back to a more pure and innocent build of the game, the community won't regain its innocence and just play as sweaty as they are used to, now.
Agree with this.
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This update is not a meta shake-up.
It's a slap on the wrist for all the nerfed killer perks.
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Most of the new pallets are jokes.
Almost every window is easy to get around.
The map is a visual downgrade of the original one.
Very good 3-gen spawns.
Killer main here.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715109#Comment_3715109
HES SO RIGHT RELEASE A BIKINI ARTIST SKIN KILLER NUMBERS WILL SOAR
Hell nah. Just, no.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715887#Comment_3715887
This all comes down to hwo this map is designed. It's super small, therefore stacked with pallets. Pallets only mind you. There are barely windows on Gideon meat plant.
Most of these pallets are so safe, that they need to be broken by most of the killer roster. This results in extremely one sided gameplay. Either the survivors will win hard because the killer can't get through all the pallets or the survivors loose because the killer can get through the pallets / had a mechanic to ignore it / runs surge.
No matter what the scenario is, the gameay is dull and boring. The map doesn't allow much else.
I'll repeat : it should have been reworked years ago.
So something like making it bigger and spacing out everything so there are less safe setups + nerfing some loops would probably help it.
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I would love if a perk like Slippery Meat would increase the anti-face-camp range.
It would make it more viable, non-p2w and would make camping a bit harder.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715864#Comment_3715864
Its just this map. Solely this map.
She just goes from ok to busted.
The Gideon meat plant was busted for OG Sadako and is busted for sadako 3.0 as well.
This map should have been reworked years ago.
I agree that this map needs a rework.
It's a pallet town and it's very small.
The bathroom is a death room.
The basement is just... there.
On an unrelated note, I like running perks like Nurses Calling on Nurse on this map, the value is guaranteed.
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I don't understand all the doomsaying, and agree with this post. All the nerfs except Pop are really minor.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715327#Comment_3715327
Hey, nice try. I am just saying how I would break it, it's just clear flaw.
My suggestion some time ago was 3 seconds stun, then 3 seconds power disabled. Basically so all killers are affected same +/-.
3 seconds against pure M1 killers is more than enough in my opinion.
When it is only stun, best killers in the game are affected by this way less than worst killers.Sorry if my response sounded too agressive to you.
But this perk. This. Perk.
It kind of represents this game. No matter what you do, people get angry at you.
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I would love if this was her base outfit.
It's much more consistent than her tactical outfit paired with an alluminum foil Pingu mask.
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I agree with this take.
Even though people are whining about every single perk change, the only one that was too much is the change to Pop. 25% is a good middle ground. As it takes only a percentage of current gen progress, not overall gen progress like PR, the number has to be higher to compensate for it's inconsistency.
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I feel like most of the perk changes were slaps on a wrist, or just buffs or reworks (including survivor perks). All of these perks are still really good. Pop is the only one I think got overnerfed, 25% would be a good middle ground.
But yeah, I am very much in the favor to now just buff ing and reworking the bad perks so they are usable.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715106#Comment_3715106
So your idea is to buff it even more?
They take a protection hit
This would be really bad. If I am around the hook and hit survivors trying to rescue, if I hit that hooked survivor ASAP, it will always be counted as protection hit. So this would punish completely wrong group. Killers who wanted to tunnel from beginning would ignore it completely.
As mentioned already, this was an attempt to satisfy the people repeating over and over about how DS is busted (also, these threads achieved the new DS nerf). Forgot about the campers tho.
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@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715106#Comment_3715106
Killer proxy camps the hook, survivor comes to rescue, gets hit in the unhook animation, killer hits the unhooked survivor, unhooked survivor took a "protection" hit and DS deactivates.
The bodyblocking issue could be solved if the survivor simply loses collision during their basekit endurance period, survivor could get a bigger speed boost in return in case killer decides to clip inside this survivor until their endurance runs out.That's an option too.
My ears are bleeding hearing the 1001 discussions about why 5 second DS is busted when used offensively and whatnot, so this change was basically an attempt to shut these people up.
But yeah, if the survivor just lost collision with the killer, they can't bodyblock even if they want to.
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@Crowman said:
Artist's antiloop already has counterplay to it and her antiloop isn't even the strongest part of her power.
PH's entire thing is cages which bypass defenses however the only way to send survivors to cages is if they get tormented which they need to run through the trails to do. Survivors can opt to not run into trails to prevent PH from getting his cages.
Agree 100%.
Artist's best asset is her map presence, as she can annoy a survivor on a gen from the other side of a map even mid chase. Although her antiloop can be unfair at times. I wouldn't be against bringing back the lightburn on crows.
And for PH, his Torment does absolutely nothing, except maybe making tunneling a wee bit easier + the fast mori. That's it.
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I think that some changes brought with this update, like Pop or DS, were way too much.
As Pop gives you 30 (now 20)% out of the gens current progress, it's a bit situational since sometimes it's not worth it.
25% would be a nice middle ground.
Other changes are, imo, fine.
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I think that Buckle Up just needed a condition on it activating only after healing the downed survivor for X amount of time, disabling it's synergy with FTP and not making it useless.
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@Alen_Starkly said:
From the devlog:
- [CHANGE] Reduced stun duration to 4 seconds (was 5 seconds).
Dev
note: Our last update increased the stun duration to 5 seconds. This
was a little too effective, so we have fine tuned the stun duration to 4
seconds instead.DS was "a little too effective"? You mean, when I stun a Nurse with DS, and she downs me again in less than 3 seconds after the stun is over? :)
Seriously though, DS doesn't need a number tweaking. It needs to disable killers' powers buttons. By default, those are M2 and CTRL. Disable those for X seconds when hit by DS, just like killers can't use their powers while carrying a survivor.
My idea of an update to DS that would make (hopefully) most people happy:
• The stun will be 5 seconds. End. Of. Discussion.
• DS will disable every killer power for 5/7/10 seconds after the stun ends.
• Survivors will lose DS if:
- They touch a generator.
- They take a protection hit.
- The endgame starts.
Thoughts?
- [CHANGE] Reduced stun duration to 4 seconds (was 5 seconds).
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715060#Comment_3715060
Exactly. They most likely just halved the Exhaustion to make the Perk somewhat more appealing than Sprint Burst. Because with 150%, I would rather prefer Sprint Burst over Background Player, even if I get 2 seconds less Speedboost, but way more flexible. Same like they did back then with Smash Hit.
But I dont think that we will see Background Player often anymore after the Nerf.
Not as often, yes, but we will still see it. It's now a good perk instead of an OP perk.
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@fussy said:
BHVR proved once again they don't understand what middle ground is. It's either too weak or stupidly strong. Perk wasn't even that bad in swf.
Yeah, this perk can be nice with SWF, as coordinated people will take advantage of the fact the invocation speeds up for every person that joins it.
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I am really glad that this perk is getting some love from the devs (or at least attempts at love).
I am glad that this perk got buffed, but I would like to add something to it:
[Nerf] Invocation: WS no longer becomes faster each time a player joins in.
[Buff] For each additional player that joins the invocation, the amount of charges that are retracted from all gens increases by 3 to the max. of 19 charges.
[Buff] Invocation: WS now applies to blocked gens as well.
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@Aven_Fallen said:
You indeed are.
The thing is, how often do you think it will actually apply that someone can go for BGP-Saves every 20 seconds? I dont think it will really happen, but the Nerf to the Movement Speed will restrict the area where the BGP-Survivor will have to be to actually get into position.
They probably just wanted to give the Perk something because with 150% there is not really anything to gain from running BGP when you can just run Sprint Burst.
I think that the halved Exhaustion is much less relevant than the movement speed nerf because:
• Survivors now can't zoom in to your position even though they were on the other side of the map.
• During the time it takes to chase and down a new survivor after someone failed to save with BGP, the player would very likely already recovered form Exhaustion, regardless of the length. (Unless the killer is snowballing)
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I was running Tombstone on Myers recently without the other iri add-on.
Managed to mori the whole team except a Feng because I ran out of stalk points. The irony was, she looked like she was willing to help me get the achievement. I let her go.
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Nah.
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@caligraph said:
this is actually cool, the hanging might look too similar to a certain kind of self nflicted death for bhvrs tastes though :( BHVR has taken issue with before when they changed dead dawgs offering from a noose to shattered bottle)
I think that the reason why the noose offering was removed and the bodies on the map weren't, was the flavour text which... yeah, I can see why it got changed.
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Hot take:
• The Aura reading of Keys is a fairly powerful tool you can use.
• The only useless add-ons are the Milky Glass, Weaved Ring and Unique Wedding Ring
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713091#Comment_3713091
I too preferred the nighttime for the Coldwinds, but this could be a good compromise. Kinda wish the game could handle varying times of day, and weather effects.
I wish that Ormond had a snowstorm going on in it, it would make it much better
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I don't completely agree, I don't like how the old Coldwind looked, but having the map during sunset or shortly after, like Dead Dawg, would look nice imo.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/413053/billy-needs-a-overdrive-nerf
I don't think someone got the memo that Overdrive makes playing Billy extremely difficult for many players due to it kicking in at the worst timing.
So true. Every time I get Overdrive, the first thing I do (by accident) is 360 with it into the nearest wall.
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He needs a rework from ground up.
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@ChaosWam said:
These are the squads I get when I wanna practice different killers outside bots.
Same. I want to dust off Trapper, and end up with this.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712979#Comment_3712979
Honestly that would be cool. Jason had a 90% kill rate in Friday and people loved being counselors in that game so why not bump the kill rates up to 70%?
That was probably because Jason could just instakill you after grabing you, unless you had a pocket knife. He didn't have to deal with hooking or things like the hatch, he had to just yoink the survivor and kill him.
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I'm starting to think that every time the Twins are touched, the game implodes.
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@GolbezGarlandGabrant said:
I would think the buff to Pop would be the equivalent since Pop also got nuked at 6.1.
Excuse me... wat? How? Isn't it like, a top tier perk?
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I agree people are overblowing this "issue".
So a person with DS bodyblocks you and wants you to eat it. Who cares? They are wasting time waving their butt in your face, you can slug them (they are wasting time), or just power through it like nothing, if you have the right killer for it.
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@Venusa said:
Might as well disable Hawkins cuz my ass keeps teleporting between rooms 😭
Yup, I know your pain. The game just says: "You know what? You will stay over here." And it won't let you leave.
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I see I am not the only one who dispatches bots first without regrets.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711654#Comment_3711654
You mean the game is more unbalanced than it's ever been. 50% kill rate is balanced, which means the game was far, far more balanced pre-6.1.
No, I mean what I said.
And the game was far more unbalanced in it's earliest years. Instablinds, instaheals, instant gen repairs, instant moris, old DS, old DH, old OoO, old Ruin and NOED...
So no, it's the most balanced it's ever been. It's not even the most killer sided since that crown goes to the Eruption meta with SM in her prime.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/412691/who-cant-stand-the-game-anymore
This is literally the most balanced the game has ever been objectively and that can’t be argued. That’s probably why you don’t like it anymore, because all the ridiculously overpowered stuff is gone. This game used to be a survivors paradise back in the day lol.
The game is the most balanced it's ever been, yes.
But it's so stale and repetitive that it's insane.
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The gens could use some more creative ways to pass the time while repairing.
People would legit fall asleep on gens if not for skill checks existing, but gens are still the most boring objective.
So I'm all in for new gen minigames/ways to interact and repair
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The same issue (rubberbanding) is on Hawkins.
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After the match, no problem.
Before, yeah, that's a no.
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@MaTtRoSiTy said:
Its an ego thing generally, its a statement along the lines of 'see I won but I am actually a nice person' even if they played in the most toxic and scummy way to get to that point.
I have watched streamers do this; hard tunnel out one survivor in the most scummy way then pat themselves on the back as being a great guy because they let the last survivor go lol.
I agree with this.
Letting someone escape after hard tunneling everyone else out is a lame attempt to gain sympathy points.
Letting someone out after playing nice (8 hook with everyone alive for example) is just being nice.
And letting the last survivor left behind by their team out even though you're losing is a very nice and friendly gesture. Very few people do this.
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I dislike how the old Coldwind looked.
I don't like it now of course, it's too damn bright, but the old one was so ugly.
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OK, so, I have an idea how to make DS less... annoying, idk. Please don't crucify me.
• DS now deactivates when taking a Protection Hit
• DS no longer deactivates in the Endgame/when doing conspicuous actions except repairing.
• DS now disables the killer's power up to 10 seconds.
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I brought myself to the new Haddonfield with a map offering while playing as Trapper.
If not for a key, I would get a 4k.
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I legit won on this map as a Trapper, with me not using my traps for half of the game, against survivors of my skill level.
Also, I'll say it again: The new Haddonfield is a visual downgrade from the old one.
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I am really confused with this.
How is it so hard for everyone?
Am I just lucky?
Are the survivors I face dumb?
I really recommend using Tinkerer/Discordance/Merciless Storm, they make it easier. Also the Severed Hands add-on.
As for the playstyle, be unpredictable and fire at gens even during chase.