Steakdabait
Steakdabait
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- Steakdabait
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i would rather that incap just be a mechanic that is only used for killer powers, incap should not be easily accessible via perks.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335328#Comment_3335328
right... I am not entirely sure what makes him badly designed or not interactive in your post but i take it that you do not like playing against the knight.
If you honestly can't tell why the knight is an abomination of design in dbd, i just really don't know what to say. The main counterplay to knight in chase is to do everything you can to not interact with his power in anyway, this is in fact not fun for ether side.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335314#Comment_3335314
oh yes... only when survivor messes up. Only when the survivor messes up. What if survivor never messes up? indirectly, that means that killer can never play well because its entirely on survivor to play well. I do not agree. The killer play should matter to some degree. I am not saying that every power should be 100% killer sided but both gameplay should matter to some degree.
The knights fundamental design doesn't care about the survivors side, that's why he's such a badly designed killer. He needs to be more interactive not less.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334895#Comment_3334895
personally for me, guards still feel ineffective at getting hits. The survivor I play against do not get hit by his guards and shift-w very easily. for me, I noticed very little impact from the changes. 9/10 times, rather 99% of the time, I almost always get the hit with main killer over the guards. I wish they made his guards 5% faster when drawing 10 meter paths so that I get more chances for injuries with the guards. Map of the realm being mandatory since his ptb is not ideal either but its grey add-on. I can live with equipping an add-on to play the killer.
guards should never be able to get a free hit by themselves unless the survivor messes up, that's not the point, they're meant to tie up the survivor. If guards could get consistent hits on their own the knight would actually be the worse designed killer in the games history instead of being the second worse designed killer.
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same reason potential energy isn't meta despite the fact we're in a 3 gen meta.
Both of those perks are just really bad lmao
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im already willing to give up 1 of my perk slots for more fov, i don't care at all about making flashlights slightly less bad.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334170#Comment_3334170
please don't say that. Now somebody gonna come in here and make a terrible nerf pig joke
the "nerf pig" stuff is actually really funny when you realize that all of her nerfs but one were to kill cringe strats like afk on a box, holding your hats till end game, and random standardization changes like making her tr 32m instead of 28m
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@Ithiria said:
I swear BHVR once said said that they do not intend to ever buff the perk, and are happy keeping it as a "hard mode" thing.
yea i remember them saying that as well, i just wished they made it only active once you've been injured so the killer doesn't just hard tunnel you off the bat
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This is the most killer sided the game has ever been, this isn't 2018 dbd where you were actually at the mercy of complement survivor players as killer. I personally overwhelming stomp most of my matches, all the streamers i watch stomp most of their matches, streamers are going on huge win streaks as killers, BHVRs released stats show that the game is killer sided (and that the higher the mmr the more killer sided it gets). I simply do not grasp where people are getting the idea that killer is weak other than that in their own perspective they find playing killer difficult - see skill issue.
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actually such an over reaction to basekit ub tbh the perk only ever does something once every 20 games, then half the time during those games it doesn't actually matter that you picked yourself up since it's just some gigasoy killer slugging for the 4k at 3 gens to feed their ego.
Making UB basekit would ironically remove the most powerful part of it which is when the killer gambles and hopes you don't have it.
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Exhaustion perk: increases action speed by 100% for 3 seconds gives you 20 sec of exhastion instead of 40
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@Kimplir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333460#Comment_3333460
Please elaborate?
it will make some killers nearly unplayable.
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as much as i would love to never ever see a knight/artist/hag player again this isn't a good idea.
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@NewPlayer100102 said:
Why does everyone hate this perk
It helps you get rid of a specific generator in a stunningly short time.
If I had 3 gens and one had to go, I'd want this perk.
Seems dumb to nerf it, hopefully its just accidently broken.
because it's extremely undertuned lol we're literally playing in the most oppressive 3 gen meta the game has ever had and still no one runs it. If that's not a sign on how god awful PE is idk what is lol
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@Moxie said:
Glad this perk is terrible.
Last thing we need right now is more "generator go fast" perks on x4 survivors.
PE will never ever be a gen go fast perk because that's outright not what it's designed to do lol
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i would prefer if bhvr stop wasting dev time on a killer that's gonna get a large rework in the future tbh
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the sole issue DH has atm is against some killers it actually has no counterplay, against 90% of the killers it's fine and in a good spot.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331822#Comment_3331822
Say I have a P100 Claudette but I choose to play a P1 Meg. Did my skill level drop 99 points?
Was my skill level actually high because I have a P100 Claud?
🤔
wow that was a really smart take if only i forgot to mention checking profiles for hours lol.
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same reason the swamp is so bad ace goes around putting his hair grease on everything
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being able to see items, character levels, and check profiles.
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Killers already get too much info pre match, they don't need anymore.
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lucky break+overcome for survivor
eruption+cob for killer
hating windows is a kinda big self tell if im being real lmao
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blight could 100% be 110% not wesk tho wesk is fine other than how his infection works
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god no even mclean said the game was a mistake
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Killers control the pace of the match as long as skill levels are similar, they are the power role of the game. So if a killer player decides to make the match as unpleasant as possible you're gonna have a bad time unless matchmaking decided that said killer player needs a L and matches them with significantly better players than themselves.
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never encountered a auto dh once myself.
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@scenicpickle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327200#Comment_3327200
I think you have a problem with camping not the killer his power doesn't work on hooks tapping a hooked survivor stops a hunt not rescuing, just touching and you're immune to being hunted for 4 seconds after saving or getting saved
no there's a reason BHVR gave up 750k BP and 500 shards when they released the knight lmao they realized the knight is probably the worse killer design they pushed since legion
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@HugTechLover said:
I haven’t had too much issues with it. I’ve definitely seen a rise in boil over, but I don’t fight the wiggle. I just change my direction with the wiggle direction and I haven’t been wiggled once today.
Yea, i also never see anyone get boil over value even on maps with drop downs.
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knight has always been braindead but he's still not op he's just outright one of if not the most unfun and uninteractive killers in the whole game
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327157#Comment_3327157
I can do that very easily. PTS boosts gen speed for every person near the gen after the first person, meaning 15% for two, 30% for three, and 45% for all survivors. The game has a default gen penalty of 15% per survivor on a gen beyond the first one. Without PTS, gen speed is 0.85c/s+0.85c/s for two people, or about 53 seconds for a gen. With PTS, individual speed is 0.85x1.15, or 0.9775c/s, which is about 46 seconds for a gen. Two different people on two different gens will complete them in 90 seconds, or an avg of 45s per gen. There is no world where PTS boosts gen speeds by 60%, or boosts unbuffed gen speed above 1c/s.
People stacking up on a gens are also easier to pressure. If four people are on one gen, if you get close to it, that's four people doing nothing.
Lastly, Pop and assorted flat regression perks aren't regression DOT buff, they are straight progress deletion. They don't remove a set number of charges per second, they remove a set of flat charges.
It's incredibly idiotic to look at a bunch of percentages and start conflating them with each other with no understanding of what they represent.
I 100% agree with everything you said. People really need to stop thinking pts is some insanely op perk because it has big numbers on it and actually think about how actually using it works in game
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@HugTechLover said:
I genuinely have no idea what these complaints are for. I have had zero issues on the new eyrie.
map rng was mean to be once so now im basing my entire opinion around that one experience
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rework lmao BHVR has really whipped this community into really lowering the bar on what a "rework" is
Knight still has the same problems as he always did and is still the most unhealthy killer in the game and no amount of variable changes or random added mechanics to his power will fix that
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disgustingly op. having someone in your tr for 0.1 seconds would be enough to make brown medkits useless and remove a heal from more kitted medkits. Overwhelming is a fine perk it's actually much better than franklins against every non medkit item but killers only care about dealing with medkits so they just use franklins
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it's to "prevent tunneling" but if a killer is tunneling then they can just count to 3. I really hope they just let killers see hook stages
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yea if you have 2 people hooked next to each other if you wanna win you have no reason to leave. DBD has always had the problem where the best strat is the most boring strat sadly
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75% of your build self counters
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honestly i only think stuff like darkness revealed and nowhere to hide are problems since they can be used freely and easily unlike nearly every other aura perk that's triggers are ether out of your control or require you to interact with the survivors before hand to use them
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323986#Comment_3323986
I mean that’s being hyperbolic don’t you think? Their goal is not to waste as much time as possible even if it may feel that way. They’re drawing the game out long enough to burn through the pallets and one of the survivors slips up and they can capitalize. They’re trying to win, not be malicious.
Yea, i was being a little extreme but matches with the unholy trinity of kick perks really can make matches 35+ minutes it's very miserable
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@Blueberry said:
Don’t get me wrong I’d make some changes to Eruption, but how often do you realistically see Eruption in matches and how often do you get hit by it on average? It’s meta don’t get me wrong but it’s not nearly every game and even in games with it I get hit maybe an average of 2 times? Not that much anyway. It’s just not nearly as unbearable to me as a lot of people seem to feel like.
you could see eruption only 25% of the time and those matches would still be most of your play time due to how eruption users main goal seems to be to waste as much as your time as possible sitting around a 3 gen
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he ether insta downs you from healthy if you're in a bad position with his power or he slowly but surely gets 1 or 2 knives in and downs you eventually. Ether way it's very unfun and it feels like nothing you do matters against him
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due to how the mmr system works from what data miners said it's much much easier to move your mmr as killer since you're able to get/lose up to 4x what a survivor can get per match. So you might be riding the skill bracket line and keep going over it with 4ks and then losing bleeding your mmr by getting 1-2ks
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boons themselves as a mechanic are fine only COH needs to be looked at.
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Yes, if the John Behaviour graces someone with a 4% on a hook near an opened gate than they get out
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yea i feel you man, i maybe played under 10 matches of survivor since the knight came out since eruption abuse seemed to be at an all time high then. I'm flatly not going to play survivor until killers aren't able to force a 35 minute match without chasing people.
Killer is pretty enjoyable atm tho this is the first time in a long time i've been mostly a killer player in dbd
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it's there because of tombstone tho if im honest if you run out of stalk on a non tombstone game and the game isn't over you messed up big
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@ViperTheCharon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320040#Comment_3320040
Well, how do you explain that it doesn't increase total repair time across all gens other than the last one? Prove Thyself can really shine, even at the start of the game, when the killer is at the weakest position. when the match just started, there can be 2 gens done already with it and you can't do anything about it as the killer, since the match just started. It would be worse if survivors were just bumping gens and play stealthy instead going for chaser playstyle.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320218#Comment_3320218
Yes, Jeff has good perks as you say, some tweaks and they'd be perfect.
Im still suprised that Distortion is still underrated.
I'd only take the breaking Hook aspect when you unhook, since it would overshadow Babysitter (Guardian).
With aftercare i've done what you're saying here, it's a bit dumb that you lose it when you get hooked like, seeing your teammates 24/7 is not that OP.
With this change for Deliverance, it would overshadow Desperate Measures since it grants the unhooking and healing speed for each survivor that is not healthy.
How do i explain it? because it's true. Prove doesn't increase your repair speed, it only removes the repair penalty for working on a gen with friends. You are far better off trying to split and find your own gen at the start of the match to minimize how many survivors the killer can pressure at once and prevent snowballing.You are in a much better place if 1 gen pops in 30 seconds than if 3 gens have 80% progress on them.
Prove thyself is an anti 3 gen perk not a gen repair speed perk like hyper focus
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@ViperTheCharon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319810#Comment_3319810
Take a Look on the calculations how long it needs to do a generator with and without Prove Thyself:
Reminder: 1 person: 90 seconds
None: 2 people: ~52.94 seconds, 3 people: ~42.86 seconds, 4 people: ~40.91 seconds
Prove Thyself: 2 people: ~46.04 seconds, 3 people: ~32.97, 4 people: ~28.21 seconds
"the perk isn't that good" Prove Thyself is just like 5th survivor in the match if person with it is stealthy.
Also there are a lot of anti 3gen perks on the game just look at the Potential Energy and regression perks are different topic to talk about.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319881#Comment_3319881
In my thoughts it was like 90 seconds, which is a long time and that's why I got little worried.
wow those are some impressive gen speeds lmao if only you couldn't get those speeds by working on different gens already. prove thyself DOESN'T increase total repair time across all gens other than the last one. If you're letting 2+ survivors sit on a gen in your 3 gen long enough to get meaningful prove thyself it's a pure skill issue.
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blight? yea please neuter like 90% of his addons but spirit only really needs mdr and cherry blossom removed
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don't mindlessly pick up face walls check corners ahead of you
the only thing the flashlight buff did was make it so you don't get off for free when you misplay in front of a survivor with a flash