Steakdabait
Steakdabait
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- Steakdabait
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Comments
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@Shroompy said:
I don't think there's a single time where MfT mattered. Thats more Gideon being Gideon and the killer refusing to let go which is probably the worst thing you can do
He probably wouldn't have been able to take a few of those tiles for another loop but yea that's just gideons vs a m1 killer moment
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4 hooks first kill is 100% tunneling but over that it really just depends.
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killswitch lockers instead
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Ego, tho idk if i personally would feel that good after smashing a team of randoms with blight while having my first kill happen at 4 hooks and 4 gens but whatever.
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If you slug for the 4k you 100% deserve having your time wasted as well.
there's a massive diff between slugging when you can literally see the other survivor and when you have no idea where the last survivor is.
If you do the latter, please uninstall
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it does basically nothing vs actually poxy camper who tunnel, if im being honest deadhard does basically what otr does but better now. I just want ds back
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Emps really aren't a problem if you're good at singu. It's really easy to reapply slipstream super fast after getting emp'd. And tbh, they should stay strong to make sure 3 gen singu never becomes a thing.
Also nerfing emps won't fix getting indoor maps with him
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536809#Comment_3536809
Maybe because almost all games out there right now doesn't have "unbiased servers" as again, every game uses some kind of lag compensation.
Where's my lag comp as survivor then? To my knowledge it's literally only biased towards survivors for grabs from gens and totems etc., other than that nearly every other chase related aspect of the game has little to no lag comp for survivors
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They tried making the server unbiased and killers weren't happy with the tables being turned on them, so we're probably stuck with a killer biased servers till dbd dies
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536455#Comment_3536455
Correct, but if it goes through pallet and window, what are you doing? Vaulting, so you are stuck in an animation, so you ain't dodging it anyway. And, if it is about the "bait the window vault" then making it reactable doesn't change that, because that isn't about reactions, it is about predictions.
Xeno can reaction punish fast vaults
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535908#Comment_3535908
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535911#Comment_3535911
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535913#Comment_3535913
Here's a better question that nobody thought to ask. WHY should it be reactable?
Here is some math for you.
A killer's lunge makes them move at 6.9 m/s for 0.9 seconds, and their hitbox extends out by about 1 meter. In 0.9 seconds, a survivor can move 3.6 meters. This means that the killer's max range to hit that lunge from a running survivor is 3.61 meters.
The tail attack has a 0.2 second windup, during this time a survivor can move 0.8 meters. It has a 4.8 meter range. This means that the killer needs to be 4 meters away from them to hit them. The difference between 40 meters and 3.61 meters in a chase, is literally .66 seconds, almost exactly. It is 0.39 meters. And the differences in movement speed between a survivor and killer is 0.6 meters per second.
So the tail attack is "saving" the killer, less than a second in a chase. While also having a smaller hitbox, and is much easier to miss and mess up the attack.
So again i ask, WHY should it be reactable? It isn't much different in speed and distance and timing than a normal killer lunge. Where the tail gets its power, is that it can hit over and through things, like windows, and pallets. Which, if you are doing that, you aren't able to dodge anyway because you are stuck in an animation.
EDIT: I was wrong, the range is actually 4.8 meters, not 5, making my point even more.
tail attack ignore pallet and window, lunge does not. Respect the 1v1 or people with more than 3 seconds of survivor xp will not just play survivor.
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534354#Comment_3534354
Running, stunning me, vaulting, all the actions that would normally cause a chase to start, like here https://www.youtube.com/watch?v=yV3FEILeKvg
They already saing in my previous report it's being reviewed, but the fact it's still there is annoying, doesn't happen all the time but when it does it sucks.
huh wild, i have never gotten that bug personally.
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Overall net gain imo they overnerfed a lot of perks tho but that patch did a lot of good for the game
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Yea, bhvr were really scared of it. Which is lame since all the req for the perk makes it basically unusable outside of just hovering the killer with a light. I would like to see the disabled on rushed actions part removed.
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My idea to give it a minor rework would be
Grim embrace can now trigger twice per match (still have to hook each survivor once each refresh)
Grim embrace now reveals the auras of ALL survivors instead of just the obsession when it triggers
The perk would still be bad but it would become the most gigachad slowdown perk in the games history.
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Are they walking? They have to be running to start a chase
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I hope they selectively add them back. Killers with objects on the map or map wide sounds should get their own hook
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lol lmao even
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Why are we kicking already dead perks lmao
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@Shroompy said:
Did you know that literally every killer can get gen rushed with the right set up?
He's not OP, just incredibly boring
^
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Garden tools. I want to hit a hoe with a hoe
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Just make survivors spawn together instead of hard buffing nurse/blight
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You're completely in the right for not objecting yourself to a skull merch match. The killer is almost always intentionally played to ruin the xp of the survivors in the lobby.
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im like 3/7 or something. Xeno isn't op but the power is just not fun to play against
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just bandages will let you heal with bot
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Just revert most of the ptb changes tbh
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I like the idea but 15% is way too high Emeal has the right idea
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The 1v1 is the soul of the game, if you don't respect it with killer design people won't stay on survivor. There's a healthy way to balance the 1v4 along side of the 1v1 and killer powers that minimize or remove the skill expression of the survivor in the 1v1 isn't the correct way to do it. I had really hoped that bhvr figured that out when they released wesker but oh well.
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@[Deleted User] said:
Object and Shadow Step could be fun
counter synergy. OoO doesn't reveal the killers aura every 30 seconds, it reveals your aura which in turns reveals the killers aura due to the other effect of the perk. If your aura is blocked for the killer you won't be able to see theirs
As for OP OoO is just a perk you toss into basically any build. You don't really build around OoO tho putting it on will mean you will get into more chases
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they promised it a year ago, so in another year we have it
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i heard it's the 3rd biggest map but the tiles are pretty weak unlike other big maps.
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Literally doesn't matter survivors can see the control cents and xeno has map wide sound cues
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There's perks i really hate playing against but i really don't think any perk is really op by themselves atm.
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It should need to get its numbers pumped if it wasn't usable while exhausted
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Reverted like every other time bhvr fixed killers hitting you 2-3 business weeks after you fast vault
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Go next.
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Really really tired of ppl who say stuff shouldn't be changed just because it's not oppressively op. I hope that bhvr will give xeno the deathslinger and twins treatment
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Well before the mdr nerf you unironically had so little time to react to the sound cue that it made the addon really annoying but idk now, i haven't seen a spirit in a while
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This game was clearly made with the intention of dropping support for it within the year it was made
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unless they make turrets outright stun or slow you it will never be close to what emps are to singu
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xeno is another killer who's power is up to the killer to fail rather than the survivor to succeed. Please stop making killer who can get value out of their power by the mere threat of it.
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Other than the ambient noise when out of nightfall and nightfall itself, he's pretty fine as is
Nightfall should be changed to be more kinda walls of darkness that prevents vision pass X meters instead of just actually making it hard to play the game with how dark it makes it
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@GroßusSchmiedus said:
I couldn't disagree more. We already have a stale meta for many years now. Hit and run is a playstyle that would be ruined and that would ruin quite a few Killers who need to rely on it to get anything done, best example being Dredge. If you nerf something that many Killers outside the top need, you will only reinforce the Meta and push Killers into even more obnoxious any annoying playstyles. Remember that Sloppy doesn't really do much for people who camp and tunnel for example because the tunneled survivor doesn't get a chance to get healed anyway, so nerfing it would punish all Killers except those who use those strategies.
Just about every method of pressuring survivors do feel oppressive, and thats exactly the point as they would ignore it or generally be ineffective otherwise. Trying to fix that is just asking the monkey paw to give you the middle finger.
Good, despte how op i thought coh was i loved it since it killed hit and runners
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They said they were remaking the traps again in the ptb.
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God no
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Please stop punishing survivors for winning. mft just should just be 2%
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All this does is makes unsafe loops even more unsafe
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Yea, it wasn't needed lmao why is bhvr so scared of making killers have punishment when they fail with their power lmao
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No, he's another hard 50 50 at every tile killer. zzz


