Sonzaishinai
Sonzaishinai
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Time it takes for 2 survivors to do a gen: ~53 seconds
Time it takes for 2 survivors to do a gen with prove and resilience: 42.69 seconds
Time it takes for 2 survivors to do a gen with prove and resilience while thana is full power: ~53 seconds.
Slowdown inheritelly is stronger then speedboost cause of math. Just because they have the higher number doesn't mean they have the highest benifit.
Also you kinda forgot thana aplies it's slowdown to everyone not only one survivor like resilience does.
Thana is extremely mediocre and still in your example counters 6 survivor perks when fully active (4 resilience + 2 proves)
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440290#Comment_3440290
>2k on Leon, 6k on Claud, 8k on Yui
>P E R F E C T example
Most killers here would say a 20 second gen is a unwinnable situation
Yet like you said.
2k on Leon, 6k on Claud, 8k on Yui
The 20 second gen didn't matter in the slightest. You can snowball out of control at any time
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Perfect example of the first gens don't matter
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Remember people thought Overcome was going to be better then old dead hard?
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I don't think windows blocking punishes the killer, they use to never block
neither do speeding up the longer the chase goes on,breaking pallets faster (did you know they used to take 3 seconds to break?), vaulting windows faster, survivors not being able to teleport from one side to the pallet to the other (yes they used to be able to do that), flashlights blinding you irl with a white screen in 0.4 seconds or something rediculous you as a human couldn't react too, etc.
Outside of that sticks just tend to work better then carrots. And carrots tend to be sticks for the other side
What if a killer wants to facecamp a survivor because they don't like their cosmetic, no amount of grim embrace will help against that.
Taking away collision does nothing if the killer actually wants to tunnel
You say in build deadlock for being looped to long is a carrot. Look at it from the survivors perspective and it's a massive stick that punishes them for chasing well.
Same with the noed under 5 minute thing. Why punish survivors for doing well? If it actually is a problem wouldn't it make more sense to prevent it from happening. Like increasing gen times and nerfing addons that could complete a gen in less then a second (actual changes made)
Bodyblocking one of the only ways to save your teammate. You have to already trade a healthstate for it and allow the killer to just drop the survivor and start chasing you. Which is a very risky situation that can quickly snowball into the killers favor. Why would you punish it even further?
I do agree with the hook suggestion but note how that's the only one that's a carrot to both sides.
Recently it may seem that killer get "punished" but it the past most of these kind of stick changes were for survivors. They happen for both sides
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434059#Comment_3434059
Doesn't matter, it shouldn't exist at all. And if it's that slow, there's no point adding it in the first place. More than 0 is stupid.
The point would be that if a killer is facecamping and a survivor enters the radius when the meter is 99 it shouldn't stop filling.
Also i disagree. Nobody likes facecamping. Even facecampers would rather be able to win in a normal way. But adjustments to make that happen can't be done untill it's gone
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433328#Comment_3433328
We literally already know the specifics:
A killer being within 5 meters of a hooked survivor will cause this meter to increase substantially. Between 5 and 10 meters causes a gradual increase. A killer being further than 16 meters from a hooked survivor will cause the meter to stop filling up completely.
5 Meters is fine, even 10 meters is fine, lunge distance is 6 meters. But 16 is getting quite large, half a terror radius. This is going to be a massive problem where survivors can purposefully make a chase go to a hooked survivor, or on maps with multiple floors, where you actually aren't able to "camp" a survivor on a hook because you are actually really far in terms of walking distance, but because the survivor is on the floor above you they get a free unhook.
Unless they make the timer completely stop if another survivor is nearby, this is going to be exploited, all i have to do is just run over to the area the hooked survivor is at when i get chased. Now, if they abandon chase, i can freely unhook. If they don't abandon chase, the other survivor can just unhook themselves.
Just like the last time they did this, good survivors will be able to heavily exploit this. Which is precisely the problem and always has been. The balance between "low skill" and "high skill" survivors is insane. The types of things high skill survivors can exploit is bad.
A BETTER solution to camping i have always thought is to have 1 set of shared hook states. Basically, there are 12 hook states to kill all the survivors, but the first 4 are shared. This means if you camp someone, you'll need to camp them through 6 hook states before you can kill them. Which will take 6 minutes. The other 3 survivors will easily finish all the gens. This also effectively removes tunneling from the game, because you can't tunnel a survivor out anymore.
THEN they can go and do some sweeping killer buffs that increase their lethality (NOT increase gen speed) and make chases shorter. The best solution for that is to heavily nerf some of the ridiculous loops that can spawn in the game.
"A killer being within 5 meters of a hooked survivor will cause this meter to increase substantially. Between 5 and 10 meters causes a gradual increase. A killer being further than 16 meters from a hooked survivor will cause the meter to stop filling up completely."
What is substantially? What is gradual? For somebody who says we know the specifics you aren't being very specific.
Meter could slow down to the point that if a survivor is in range constantly the hooked one dies before it can fill completely. We just don't know.
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This says nothing
What if a survivor being near means the bar fills so slowly the survivor on hook dies before it gets filled?
No point in discussing something we don't know the details about yet
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432620#Comment_3432620
I didnt see the gasoline thing, can you show me it? I hope Gas will be a thing to extend objective for a long time.
I guess op was talking about this.
Sorry i don't think it's anything serious
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Teased a upcoming feature where survivors need to get gasoline cans to power the gens.
Confirmed at this point
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I liked it personally.
New chapter looks cool. A machine looking to enhance itself with fleshy bits instead of the other way around is not something i've seen often.
Don't know anything about the gameplay obviously but i feel they nailed the aesthetics and the feel of the chapter so far.
Search bar is going to be so handy, random perks will be pretty fun too but i can see why that wouldn't excite a lot of people.
New licenced with a capital L excittes me too cause the only big ones that i find aren't here yet are Chucky and Jason which i both would love to see in the game.
There is a argument for Fnaf being big too but i wouldn't mind seeing that too tbh. Wouldn't be as excitting for me but not a dealbreaker.
Anti face camp sounds like a good change all around. Will have to wait to see how it works ofcourse but from what they told they atleast put some thought into it. With it slowing down when survivors are near or shutting off during end game.
Also this might be me reading between the lines too much but them saying it works on both hook stages means they might change how hookstages work and that might mean no more bypassing the DC penalty by suiciding on hook
Which segways nicely to the next thing DC bots which i'm all for. Most excitting thing for me.
Somebody DCing completely ruined any match for me (both sides) i usually end up feeling bad for the other survivors which means i take my foot of the gaspedal a bit and a match that was suppose to be fast and excitting turnes into a boring stroll.
I haven't played a lot against the bots but from the little i have they seem to be better then half of the playerbase so i no longer have to worry about my matches being ruined. Also no more getting cucked out of challenges /points. No more DC to give the hatch. This change seems amazing for both sides to me.
Overal i'm happy
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@Devil_hit11 said:
I use we'll make it since COH change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431094#Comment_3431094
that is fine. it means player does not want healing.
They should reconcider if they can't last longer then 10 seconds in chase while injured
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431260#Comment_3431260
DH gets hard countered by just tunneling harder
Not with DS, that's the cool part.
Killer hits you off hook to counter DH, you get a speedboost
Killer downs you and picks you up, you DS them.
Deepwound is now gone and you can DH them for another speedboost
Works reasonably well tbh
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DS new synergy with DH makes it a very good option to make tunnelers life harder.
Hope people will catch on eventually
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Sadly i am cursed, whenever i run We'll make it everybody runs away from me and doesn't let me heal them
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Congrats!
What's your next goal you are aiming for?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429881#Comment_3429881
This can be solved easily. Just force bans before you queue - for SWF 1 ban is allowed. For soloQ you can slightly prioritize banding together people with same bans (if you have problem with matchmaking).
I know quite a few people that will heavily weight pros/cons of DC-ing if they face certain killer. And as I said previously - it's not even a same killer for those people...
Your easy sollutions just increased queue times for survivors too. I don't think you realise how big of a effect adding more restrictions gives to matchmaking.
Your new solution now needs to look for lobbies without a certain killer and 3 other people who banned the same killer
Every thing you add just makes it worse and convinces me more how bad an idea it is
Implenting this would easilly increase the queue time by 5-10 minutes for each match.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429551#Comment_3429551
It's about addressing root cause of ppl DC'ing instead of treating symptoms (just make DC penalty more hefty).
My kind of solution lessens (does not remove) DC's while potentially keeping more players in game. Punishment lessens (does not remove) DC's while lowering active number of players (including ppl facing cheaters, ppl having phobias from certain killers, bad internet connection, game crashes/bugs that force you to DC, etc).
Suppose an idealistic (AKA impossible) state - if the game was fun for both sides all the time, all the DC's would be reduced to technical reasons or IRL problems - and that would be true even if there were no DC penalties in any way.
Your solution doesn't lessen DC in the slightest. People who DC often have a plethora of reasons why they do it. One killer they won't face isn't going to put a dent in the number of DC's
Also thinking your solution will keep more players in the game is naive. Pick a lobby of survivors and every survivor picked a different killer to ban. Suddenly 4/31 or close to 13% of killer players get screwed with higher queu time
That is if every killer is picked equally, which they aren't. And seeing how it's more likely the popular killers that get banned that number is going to be much higher.
And for what? Just so petty people have one less reason to dc but isn't preventing them in the slightest to DC vs the other 3 killers they hate.
It's a bad idea and that was the worst argument for that bad idea.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428603#Comment_3428603
As a blight, you are safe. Its merchant+problem killer for that person - some hate bubba for camping, some trickster as he doesn't belong, plague/clown for specific fears/conditions, nurse (maybe here occasional blight instead of merchant) for meta slaves, nemesis/wesker for seeing them too often or legion for "mending simulator", knight for "AI-only/flipchart/nobrain" interactions, pinhead being annoying/soloQ stomper, twins for slugging too much or any random killer for random reason (like he destroyed me so much last game, or some less objective reasons like "slinger is braindead easy and unfair").
The point is, there's too much variety in "hated" killers for you to have serious problem as blight player. If you wanted to play merchant - then I would understand. But for anyone else? Not an issue.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428784#Comment_3428784
You presume brutal unimosity. Even most picked killer does not get picked more then 15% of games by official stats. Why do you think everyone will be meta slave? From what I can tell by talking to quite a large number of people (sure statistically irrelevant for general usage, but already good sample), people hate different things and most hated killer can be weakest. Like even before SM got buffs after PTB, lots of people already hated her and would pick her over objectively stronger killers - see my response above, those are real reasons I remembered people complaining about - none of them are made up by me. Overall I think Merchant is the only killer, that would have really hard time finding match now (but that's devs fault that should have been fixed months ago).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428571#Comment_3428571
I don't know about you, but I don't like 3v1 and consider them unfun for both sides. Picking "wrong" killer greatly increases chance of this happening - especially if that killer gets good start.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428798#Comment_3428798
Swamp? I doubt it. Again. There's enough variety in maps already, that coldwin, garden, eyrie, badham, the game, mac, RPD, midwitch, lerys will see the light of the day even if both sides could ban a map.
It would be different with banning say survivor item (there are only 6 types out of which 2 are really bad making it possible to ban 25% of usual/used options), but that's not the case for maps (or killers for that matter). Like even single perk would be manageable now even if the end result would be felt a lot more (because most people on both sides do use 1 of top 10 perks making bans effectively limiting 10% of choises), because there are so few trully good perks on both sides. But banning single killer (2 might be too much) will just lessen worst DC's.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428950#Comment_3428950
Do you realize you yorself named so many different killers, that this would stop to be an issue? Because nobody can ban your whole provided list in a single game (meaning some people will make room for the other killer on "hated" list, because they hate something else more)
"I don't know about you, but I don't like 3v1 and consider them unfun for both sides. Picking "wrong" killer greatly increases chance of this happening - especially if that killer gets good start."
Sorry but that is a absolutely awefull argument. You're just rewarding bad behaviour at that point.
What's next? Stunning the killer for a minute at the start to ensure they don't get a good start?
Punish the people who cause the 1v3 not the person who is equally a victim. Remove the easy ways to circumvent the penalty
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If you only have fun 1/10 times you need to take the hint your brain is telling you and move DbD aside for a bit.
I don't know why that concept is so hard to grasp for this community
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How does increasing queue times increase the fun side of a player base? Unless you only look at one side ofcourse
Also not the biggest fan of map bans, although i would like to see the offerings go
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424105#Comment_3424105
That is the most untrue statment about DBD I have ever read, period.
There is no way in hell a killer can recover at 1 gen at all unless they go for a Noed / No way out slug strat.
My dude, you ain't getting 12 hooks on even a 3 gen left unless they are braindead
You don't need 12 hooks to win. Games where you get 12 hooks are games you styled on your opponents. If you go for 12 hooks all the time it's like playing a fighting game without blocking and you have only yourself to blame when it's too hard
The biggest part of the game is momentum and you can get that at pretty much any stage of the game except the very last moment.
I've had ton of games where the first 3 gens got done in 2 minutes, the 4th one in less then 4 and the last gen never being done cause i got my pressure ball rolling.
The snowball heavy nature of this game means you can very quickly go from a losing position to a winning one at any moment.
Ofcourse for clarification when i say the only gen that matters is the last i don't mean that you can win by being afk for the first 4. Just that losing gens early really isn't as big of a blow as some people think it is
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427621#Comment_3427621
You said all that and still didn’t explain the point they were trying to make. Why don’t you explain it so everyone understands?
Explain what? How when you are frustrated with a game it might be a good idea to just, you know switch it up for a bit. Should honestly be common sense
Or do you mean the analogy?
The question he got was why MMR was based on kills and escapes only and he compared it to hockey where it's also the number of goals a team makes that detirmines the winner. Cause good play leads to goals/kills/escapes. There is absolutely nothing incorrect about that.
Anybody who pulled out their hockey manual and started comparing how DbD is different from hockey are not the sharpest knife in the drawer to put it nicely. Analogies never are the exact same thing. They are always based on simular things cause comparing the exact same thing to help explain something would be stupid.
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We as a community have proven we don't deserve Q&A's
Constant word twisting, misconstruing, people being too dumb to understand how analogies work
Too many people are just going in with the intent to use it for a way to turn every word against the devs. When you have something that is suppose to be a fun community thing and it turns into having to tripple check everything you say so you don't get backlash which is most of the time questionable at best why bother.
Most controversial things like "play Civ" or the hockey analogy are 100% correct things that the community is just to immature or childish to understand
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"Hard to do"
Seemed to me that a flashbang anywhere within 10 meters from wraith screwed him no matter what he did
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I still want to see some kind of desperation bonus for survivors when one is killed.
Something to make the swing from 4 survivors to 3 less swingy
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426623#Comment_3426623
removing the hit box after hitting them once on the hook is enough to stop the scream
yeah the tbagging against a non projectile killer? that make them miss their m1 swing?
macro flashlights were only changed after enough people complained about it...they didnt think about epileptic attacks until enough people pointed it out
in all fairness there is bullying in the game between ddos attacks, speed hacks, 1 tap gen completion hacks, etc. you just have to play long enough to be an unfortuante victim of them especially at iri ranks
So you remove the hitbox and the killer keeps swinging. Now what? Is it suddenly not bullying anymore now that the hit phases through you?
You technically made it worse as the miss cooldown is shorter then the on hit one.
You should never miss a hit from a m1 attack cause of a crouch, just aim for the butt. You also can't change crouch speed vs specific killers. That's a universal thing
Reason for the macro change still was at it's core the epileptic attacks. That people had to point that out is completely irrelevant
I pointed out that DDosing and cheating is bullying and they are trying atleast to get rid of that. Those are actual serious issues
Devs have enough trouble fitting everything they want in the limited space patches are allowed to be. Filling it up with clutter to prevent someone from having a bruised ego just isn't worth it
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How would you remove hitting on hook? Not allow the killer to swing near a hooked survivor?
It also does have a purpose. It shortens the scream for one and survivors can try to use the hooked teammate as a shield to be able to unhook.
Again how would you remove t-bagging?
The ability to crouch quickly up and down helps you avoiding projectiles cause your hitbox gets smaller. It does have a purpose
Macro flashlights weren't removed cause they were used for "bullying". They were removed cause it caused epileptic attacks. You know actual serious stuff, not somebody's ego being bend a little
Removing things cause of "bullying" is pointless, people will find other ways. Like how killers did that silly shuffle back and forth over dying survivors
You losing in a video game, no matter hoe hard you lose is not being bullied. Calling it that is a slap in the face of anyone who actually got bullied.
The only bullying that can happen in this game is in end game chat, which they gave the option to hide and added a censor. Cheats and exploits that hold you in the game for extended time (that means more then the measly 4 minutes from being slugged) that they are actively trying to fight against or people DDosing you which well i hope they are looking into
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I find the reverse to be true tbh. It's improved for solo's but significantly weaker for swf
It does happen that you go in the boon and nobody comes to heal you while nobody is on gens either. But that's honestly typical soloq hell shenanigans. They probably wouldn't have healed you if you were right next to them cause they are to busy opening 3 chest for the archive or something.
There is also the flipside where injured teammate go to the boon area while 2 others are on gens who are 75% each and the third is getting chased around main for 2 minutes already. Sorry but those people need to get the game sense that at that point grouping up to heal is not the play
Thing is if you have a decent team it helps you coordinate heals with the aura reading.
Swf on the other hand has that coordination by base. They can meet up and heal anywhere.
They don't need to spend 14 seconds setting up the boon. And the 8 seconds per heal the boon would give is made up most of the time by not having to travel to a specific location. Also a lot less risky.
Swf can use it to good effect sometimes ofcourse but not much more then solo's and they are honestly better of with 1 or 2 people running we'll make it instead
If there is one more change i would like to see to CoH it would be that injured survivors in the boon see all other survivors aura. Then you'll atleast know if nobody is coming
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The only time i see it is when people do their adept.
Simular to Overcome with was another perk everybody was going crazy about. Some people still think it's good while nobody uses it cause it's absolutely terrible.
This community is horrible at judging how strong a perk is. They only want to see the best possible case scenario instead of realistically looking at how it would play out
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After the recent changes i've been playing Billy way more so the chance to see him went up by a smidgen
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This is one if the funniest post i've seen in a while.
OP bassically kicked the door in yelling that wraith isn't weak. Then after a awkward stare people agree that he's pretty decent to where he then yells at them to shut up and goes on a rant of how people put killers in boxes.
Seriously though. Step back, take a deep breath and asses what you are reading. Your level of intensity is not matching the room
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424726#Comment_3424726
Anyone who unironically discounts a player based on the killer they play, automatically loses points,.
Nobody does though? Most people seem to agree that he's mid B henceforth not weak per say.
You seem to be trying really hard to argue for something most people agree with.
He's okay. If you're really good you will probably win most of your matches.
The screenshot kinda undermines your point though. You were using some really strong stuff while the survivors builds were questionable at best
One screenshot already doesn't mean much but it actually works against your argument when you show a lobsided one like that. Half the team didn't even have any notable exhaustion perk
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If survivors do a gen under 30 seconds it takes to get Onryo's tv's on then that is actually a good thing.
It means that most likely all of the survivors had to be on that gen and blew all of their resources to get that single gen done fast. It would be way worse if they split up from the start and pressured multiple gens.
Early gens don't mean as much as people want to believe. The only gen that really matters is the last one. Once you realise that it's easier to keep your head cool.
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Old hatch and pallet vaccuum
Nothing was as anticlimatic as having a desperate tug of war vs 3 survivors over the last gen to then suddenly have 2 dissapear cause they found a key in a chest. Really sucked to be the one left behind too.
And old pallet vaccuum was a free DH for distance at every pallet. It was horrible
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423181#Comment_3423181
save the best for last depends on if the killer has a secondary ability to not lose stacks but yeah it is pretty good...that is why licensed killers dont seem to be worth the auric cells in most cases unless the person really just wants to play that specific killer
Not really. Stbfl is amazing on clown and he doesn't have a way to avoid losing stacks.
Just ignoring the obsession is more then enough to get good vallue out of the perk. You typically want to focus on 2 survivors anyway to get people out of the game asap so ignoring the obsession is a good rule of thumb regardless of if you have stbfl.
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@AdaWongSpy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422522#Comment_3422522
Ok once again I don’t understand what you people on here think , you just put words in others mouths and make up narratives and run with it . I said to the killers who do that , was this a moment for any of y’all ?? Woohoo let me go and make up a narrative and then get a bandwagon, if I said I eat hotdogs and you just start talking about hamburgers where did that come from ?? That’s exactly what you people do . So How do you know I’m a weak link ?? He obviously role played I ran him that entire match and gens got finished he obviously was to blinded by roleplaying to focus on a match . I don’t understand what you people think did you think I was just supposed oh yeah it’s nemsis let me just play with him the entire match and not help others escape
What words exactly did i put in your mouth?
All i asked was if you're actually sure it even was roleplay. Asking a question is putting words in peoples mouths now?
A lot of people disagreeing with you isn't always a bandwagon. It could very well be you just said something the mayority won't agree on.
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Sabosquads and flashlight heroes are annoying at first but once you realise what to do you can quickly turn it to your favor.
Especially sabotage. Once you learn you can drop the survivor they are bassicely giving you one of the strongest forms of pressurs for free. That being in chase with one slugged.
I love facing survivors who do this. It's more of a matter which side is more skillfull in chase that wins vs who can stall the other side the most
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I don't mind this strategy as long as they do start hooking once everybody is down.
Honestly i find it a really interresting concept. What DbD would be without hooks. It would have been a lot easier to balance.
Camping for example would be way less effective. 2 minutes on a stationary hook is way easier to camp then 4 minutes on a person that can crawl away from objectives.
Tunneling would be less too. The best way to win would be to get all survivors down so hovering around a single survivor wouldn't have been as effective as it is now.
So yeah i don't mind these matches. I honestly would like to see this kind of hookless game mode
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Disagree, people can play however they want.
How would you even know they "roleplayed"? Who says they didn't just see you as a weak link and capitelised on it?
Either way, saying how other people have to play their game is entitled. As long as they aren't breaking rules or are bming they aren't doing anything wrong.
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If i had tge choice between the current one or the old one i would choose the current one anytime.
Stronger but finite slowdown early is better then weaker but infinite slowdown eventually imo.
The new one is also way more concistant. You only need 4 scourge hooks in a match to get full vallue. Where the old one every scourge hook you missed was vallue you would never get. You save so much time not having to search for a scourge hook on people you already PR'd
On top of that you rarely need to sacrifice people on scourge hooks anymore so you don't need to hurt yourself anymore to get full vallue
Probably unpopular oppinion but PR's rework is one of the best we have ever seen. Made the perk stronger overall but also promote more healthy gameplay.
I would never go back
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421137#Comment_3421137
Are you sure self care + Botany is 30 seconds? I don't want to cuck myself if I pair it with Reactive Healing
Self care heals at 0.35 charges per second. Botant increases your speed by 50% to 0.525 charges per second
16/ 0.525= 30.5 seconds.
No mangled ofcourse, if mangled is in play it takes 38 seconds
Half it if you get reactive healing to proc once before healing
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Shocked at how right you are
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....
Removes sunglasses
Deer god
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For killers
Overrated: Corrupt Intervention
Now don't get me wrong, Corrupt is a very strong perk. But people act like it's the universal slowdown perk on all killers. And for killers who want to down fast and snowball out of downs other perks just work better
Overrated survivor perk: Overcome
I feel like people who praise this perk got hyped up by streamers who only look at best case scenarios when valuating perks and never actually tried it.
Gets shut off by so many killers, does nothing for you from unhook to heal so killers can just tunnel you and don't even need to give you base bt speedboost.
Outside of niche builds with lucky break and bite the bullet absolutely the worst exhaustion perk.
Underrated killer perk: play with your food.
Speed differences matter, a lot. Even with one token standert killers catch up to survivors 33% faster then base
Bonus to hex: third seal.and hex thrill of the hunt
Survivors use more and more aura perks so blindness in general is very underrated. How well a WoO user can loop change drastically when blinded
And full hex builds with Thrill are nasty. Even if they cleanse them all the time they have used to do so is well worth not having perks for the remainder of the game
Underrated survivor perks
Rookie spirit for solos
One of the biggest complaints of soloq is that the mayority doesn't do gens. And very likely you are unknowingly part of that mayority.
Rookie spirit is a reminder to do gens, shows the ones who are losing progress and thus have progress. Shows certain killer perks you have to watch out for (jolt, pain res) and works like a mini Alert
Gen aura perks in general are underrated. People see then only as training wheel perks but are too proud to concidder they might need it.
Bonus to NoLB.
Being able to see everybodies aura at end game helps so much in solo, and the faster unhook/heal speed can really come in clutch
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419130#Comment_3419130
You could also skip those 2 perks and use Bond and then run for a team mate. Saves you a perk slot.
Selfcare+botany ironically enough is more efficient now.
30 seconds alone vs 16 seconds with 2 or 32 gen time.
Not to mention the time you save not running to a teammate. And you get faster altruistic healing on top.
It does cost an extra perk slot and bond gives more benifits then just finding someone to heal you.
I think both options are pretty viable now. Both with ups and cons.
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This is nice.
Somebody who had the self-realisation to leave the game on good fate rather then force themself to play it untill they hate it.
Hope you have fun in the next game you delve into!
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I'm too busy being annoyed i have to watch through a pringles can to notice the height isn't right
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420933#Comment_3420933
Oh that Tall Man. I have a really hard time remembering Phantasm, I've never seen it. I wouldn't actually mind him though, that's one character I think BHVR could actually make work in DbD.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421009#Comment_3421009
Chucky might be around but he devolved into a mediocre comedy franchise. The killer Cabbage Patch Kid is not bigger than Jason and Freddy, both figuratively and literally.
Again opinions be opinions but i'm going to disagree with that.
Calling Chucky a mediocre comedy franchise and praising Freddy who killed a person by turning them into a piece of paper or turned people into olives on a pizza calling them soul food is quite something.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420247#Comment_3420247
Candyman is lame, Chucky is lame and wouldn't do anything original, Jason wouldn't do anything original, The Thing doesn't fit, Alien and Predator won't happen, IT doesn't fit, The Shining doesn't even SLIGHTLY fit it's just Jack Nicholson with an axe how is that even a little bit interesting, and who the hell is Tallman?
What is and isn't lame is subjective and you can feel how you want ofcourse but you are in the minority if you think chucky is lame.
They still made movies and even tv-series. In term of horror icons chucky had very little downtime.
Might hurt some nostalgic spirits here but Chucky is a bigger icon then Jason or Freddy. They ain't around anymore
