TheRealConsent
TheRealConsent
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Going on a camping trip through a tunnel and spotting some slugs on the way.
(I'm a killer main its ok for me to make fun of it)
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@Aven_Fallen said:
First of all the gamemode has to be good. That you are thinking that it will be good does not mean it will be good in the end.
I doubt its possible for it to be bad, genuinely. Sure, the non-perk system could raise a few questions but it should be balance-able to some degree.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757345#Comment_3757345
Do you really think it's possible to deny at this point? Case in point: Lich. This new killer is sitting at a 70% kill rate, and even if you support the 60% kill rate target you must agree that 70% is MASSIVELY unbalanced. Yet the devs do nothing.
In other live pvp games if something is so unbalanced it gets hotfixed within a week, sometimes even 24 hours. It's not normal for something to stay overpowered for years like Skull Merchant for example to the point it ruins the game for one side. Anyone who cares about balance should realize the devs have give up on it, because the goal now is to sell overpowered killers in the shop. This game can not be taken seriously as a competitive game anymore. I believe this business model will eventually end up being what kills the game, because survivors are 80% of the playerbase.
Lich is still a new killer, it will settle. Every killer starts their release with massive kill rates.
Also, lmao, you're sad. Survivors leave games that feel like losses? Sounds like a whole bunch of womp womp to be fair. Imagine if killers did the same anywhere near as much as survivors did. "Oh, these guys brought BNPs and did 2 gens during my first 1-2 chases, time to DC."
You literally admitted to the fact that survivors are whiny and selfish, as they will leave the moment they feel unwell about the course of the game.
You said, and I quote:
Survivors DC on a frequent basis, so this will have a huge impact on survival rates. But why do they DC? Survivors
primarilyDC because they will most likely lose the match, because the killer is winning, because killer is so overpowered. Most players, including survivors, will finish a match if there is a good chance of winning. This is just human nature.So, literally, you're implying that survivors will tend to not finish matches they don't think they can win.
And you're bold enough to make a suggestion so the game is shifted in your favor, even though you've shown yourself to be whiny?
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They should remove the DC penalty for the killer after the the only survivors left are bots -_-
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753577#Comment_3753577
It sounds like you don't need this option then. Must be nice!
In that case, if/when they add this option, you can leave it as Disabled if you don't need it. 😁
I am not forcing you or anyone to use this option. Please don't force me to continue playing without this option simply because it does not happen to you. 😔If it happens often to you, and not to others, shouldn't you consider the possibility that you're the problem?
Mayhaps, you hide all game while your teammates slowly run out of hook stages, never even once taking chase?
I understand what you're suggesting but its very unlikely that this happens enough to irritate you without you causing the issue in the first place.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750125#Comment_3750125
Generally speaking the killer will already want to get rid of you when you injured and on deathhook, so I don't think this perk would be much of an additional incentive to do so. I guess it could be okayish this way, you still need to consistently hit great Skill checks, which the vast majority of players is not able to do and given that you might get like 5-10 skill checks per Gen on a solo Gen the effect will still be rather limited and other perks will probably help you more overall. But I guess it could have its uses in that version.
Yeah, but this perk would punish killers (like me) who don't tunnel unless forced to. It's already punishing to leave someone alive, no need to make it worse.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750622#Comment_3750622
All maps should be survivor sided or nothing sided, but killer sided maps should not exist at all. Survivor can‘t do anything on killer sided maps except of hoping that the killer gives them the win, is bad or plays chil.
Survivors also don‘t have anything to deal with bad maps unlike killers.
Then you can‘t continue buffing killers while nerfing maps. Thisway you overbuff killers. If that continues most people will stop playing as soon as behavior goes too far with this.
What I find funny that even this shows that Gideon is killer sided. Thanks for that one.
This list is extremely outdated by the way!! It‘s from two years ago or at least 1 and a half years ago and much changed since then. Funny.😂😂😂😂
Most of the maps remain unchanged, the list shifts barely if at all. Badham 1-5 still are absolutely a nightmare for killers.
And no, there's no "side" maps should have. They should be balanced.
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Yeah, except there are 3 super Killer sided maps, and 6 super survivor sided maps.
Actually, I'll just reference Otzdarva's website for good measure:
You see the imbalance in the amounts?
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@RedPoncho12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748535#Comment_3748535
even than, if I saved 6 million BP than I clearly just played the crap out of the game prior and just bought their dlc. So they got their times worth out of me and furthermore, got money out of me
They can still get more, and so the cycle continues…
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748080#Comment_3748080
To be fair, I used to agreed with this video and it lined up with my own experiences as a survivor.
But, man, I don't know what it is about this event, but anecdotally, there has been a huge amount of tunneling in my survivor games in the twisted masquerade mode.
Like I'm not even saying stuff like the killer is at 1-2 gens left and they need to get rid of the person on death hook for pressure, I mean quite often it happens when there's 4-5 gens left to go.
I usually bring DS as a precaution and end up not needing it, but I've needed it quite a lot. I'm going to start bringing BT too to protect my allies.
Well, I do personally condone tunnelers that tunnel out of spite and not out of necessity. So, hats off to you for being super chill regardless.
As for a reason, so far I've been very annoyed at the one that hides the survivors scratch marks. Combined with the other ability to remove footsteps/blood/groaning, its a free escape from loops.
Far fetched, but maybe the tunneling happens because people don't count on their chance to find other survivors? But again, it's such a short duration to tunnel just for that, so maybe just unlucky.
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Killer main here. Here's the summary of what will happen if I KNOW and DON'T KNOW who brought a map offering for Badham:
No info:
- I make everyone's life as miserable as possible, tryhard and make sure to call out the person that brought the offering in the end game chat.
Full info:
- The survivor that tried to make my day miserable has his day made miserable instead. The others might even get the escape gifted to them since I was so busy tunneling one guy. I don't want them to think I just tunneled because I'm a bad sport, of course. And they don't deserve the punishment either.
Conclusion:
- It's good for 4/5 players when a Killer knows who brought the map offering.
Have a nice day.
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Its most likely to incentivize longer playtime after chapter releases, so you have to play games to get P3 instead of just spend some from a giant pool of BP and leave earlier.
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@Emeal said:
If you jump into a hole, do you stop momentum when you get hit by something else?
Don't the two different forces add up into a different, diagonal direction?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746849#Comment_3746849
Of course. The Killer moves faster and does not have to hide to find the Hatch. They have the bigger chance of finding it. The Survivor can only find the Hatch if they became lucky.
@Topic:
No, this would just make Hatch Stand-Offs return in some way. If Exit Gates would be far away from each other, some Killers might just stand at the Open Hatch and wait instead of closing it.
And lets be real, if not all Gens are done and the Survivor got a lucky escape via Hatch, the Killer still won the game.
Survivors don't have to hide if they're healthy either. You will most likely find the hatch / cover a lot of ground by simply holding W with the speed boost from the injury.
Also, that measly 10-15% faster movement speed is nothing compared to the 3rd person camera survivors have. Killers have to walk around and hope to get into the audio range of the hatch. It's very difficult to see it, and 9/10 times you find it with sound cues. Survivors? They can see it from a mile away. Of course, not everytime, but it's much more useful than the Killer's 10-15% movement speed advantage.
Even if not, so what? I get a 3k, then I should have a disadvantage at finding hatch? Why am I getting punished for playing well? I made this example before, but it's like a heart attack button that appears if you lose all 5 gens, and there's a 50% chance a random survivor will die to a heart attack because you found the button. Why am I losing a 4k because of some random 50/50 game mechanic that then leads to a 2 minute sweatfest of walking between 2 gates, trying to find an optimal spot and hoping that they aren't far enough to the point where you can't even hold W to one of them by the time it's open?
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@YuffieGreatestWaifu said:
Personally once the hatch is open the deck is already stacked in the Killers favor any minor help would be good
The Killer's favor? Are you high?
You need a 3k, then do a 50/50 game with a Survivor, then if you still win that 50/50 you have to hold 2 exit gates. Sometimes an exit gate is far enough from hatch that if the Survivor was camping it, they can open it by the time a Killer holds W all the way.
The Killer's favor?????
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And as a Killer main I can tell you that there is more that goes into "fairness" than numbers.
For example, losing scratch marks is more important than losing your Terror Radius. Why? Because you can cut corners and run away without making noise and leaving any clue behind, while the Killer only has the advantage if he knows your location. You can also turn off your pools of blood + footsteps + grunting with an ability during this time, practically guaranteeing an escape.
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@Ohyakno said:
It's funny that everybody's a singularity main now. I play about a dozen killers and he's in my wheelhouse. The changes are basically a wishlist of everything I've ever wanted.
I guess people were demotivated to write about him, as he has such a low pickrate. But now that he's getting a very major update, we are all crawling out of our little hidey holes to celebrate! Be loud!
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464239#Comment_3464239
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464314#Comment_3464314
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464352#Comment_3464352
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465169#Comment_3465169
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465865#Comment_3465865
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465901#Comment_3465901
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465939#Comment_3465939
Look like I was right all along. BHVR will implement the change I suggested, as mentioned in the latest developer update.
https://us.v-cdn.net/6030815/uploads/FG78UQN1ISHN/image.png
https://new.reddit.com/r/deadbydaylight/comments/1dkc94v/developer_update_june_2024/
Knight has been a failure all these years and currently has the 2nd lowest kill rate. Knight wasn't "fine as is".
https://us.v-cdn.net/6030815/uploads/XYSJ3N4F2FCI/image.png
https://nightlight.gg/killers/viewer?sort=kill&shown=kill&start_days=28&compact=true
Ladies and gentlemen, this is the biggest "I told you so" in history.
Congratulations on the W.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745695#Comment_3745695
We can personally guarantee you that cenobite and artist are not harder than hux on a default base
Thank you, kind sir.
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Singularity main here.
BUFF HIM. PLEASE. (Don't buff him too much.)
Thanks.
(No I'm not bad at the game, I just support the idea of the effort required to play a Killer being translated to that Killer's power.)
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I do understand Survivors' frustrations with the Knight's gameplay, but they seriously gutted him.
I'm not a Knight main, but I've played him enough to understand. Now, the only thing you'll be able to do is zoom your guards to a generator and get a chase that way. Moving 10m with your power is such a waste of time, that it will never see use in chase.
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Bro just invalidated his whole opinion by calling Pig and Knight harder to master than Singularity, lmao.
The top 3 hardest killers (by a large consensus) in the game are Billy, Blight and Singularity (in no specific order).
Out of all of the Killers in the entire game, however, Singularity is the one that has to micro-manage the most. And, he barely gets rewarded for it. You have to have a setup, game sense, map pressure, situational awareness and multitasking skills. What do you get in exchange? A worse version of Nurse's blinks.
If Killers were strong based on the amount of effort put into playing them, Singularity would have been an S tier killer.
Anyway, he didn't "need" a buff, but he certainly deserved it. At least the basekit +1s Overclock and +3% Haste are necessary, as 2 of is most used add-ons are Soma Family Photo and Baseball Glove. And, of course, he's very add-on dependant.
Either way please learn the game.
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Skill issue tbh…
As a Killer main, I can confidently tell you that no matter how good I play, and how short my chases are, some teams are just ridiculously efficient at gens.
You physically can't have a chase that lasts 4 minutes and get a 4k.
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I've been a Singularity main since his PTB release. I enjoyed him a lot back when the EMP spam was stronger, I enjoyed him when the EMPs were nerfed and I'm still enjoying him after the EMPs were nerfed again.
But, there's one part of his basekit that's just holding him back, and that's the fact that he's 115% even after a teleport, on top of the slowdown of "rising back up".
I've been running double brown practically since his release, "saving the good stuff for later" for a later that was never going to arrive.
Recently though, I had a game where it was just SO close. Every chase would have been perfect if I was just a tiny bit closer to the survivors. Normally, I disliked the concept of the Soma Family Photo. I normally run Glove for the sake of longer Overclock, and I like the comfort of knowing it will absolutely last me the whole loop. But I finally decided, what's the point of having that comfort if it doesn't result in a hit? I'll just get a pallet predropped, then lose all of my progress anyway.
I swapped Slurry for Soma Family Photo, and oh my God. How have I ignored it for so long? It's an entirely different killer with that +5% movement speed.
I might make a post about this, but here are my suggestions to make Singularity more appealing (as he's a very big hassle to play):
- Basekit Soma Family Photo (Haste reduced to +3%, Overclock duration reduction removed for the basekit)
- Basekit Slurry (+1 Biopod instead of +2)
- Basekit Kid's Baseball Glove (+10% Overclock duration instead of +15%)
- Basekit anti-camp REMOVED. This was always useless, but now that there's an Anti-Facecamp mechanic, it's just annoying.
- 10-20% smaller Biopod hitboxes (Placing pods can be… Trauma inducing at times.)
- Scan cooldown reduced (-10/20% cooldown)
These look like they're oppressive on paper, but remember, this is the killer with the highest skill floor. Effort should have a direct relation with outcome. Alas, these aren't oppressive anyway. Let me elaborate:
- Basekit Soma Family Photo will make predropping weaker, and give Singularity just a bit more personality than "M1 Killer on steroids." It's balanced around the fact that getting infections + teleports is good enough effort, compared to Nurse who can do that with just a click. Yes, that's right. Singularity is a balanced Nurse.
- Basekit Slurry is for mostly indoor maps, where your Biopod pool can dry out very quickly to cover the 47 different corners on the map. This is also necessary, as going over the Biopod limit removes your other Biopods, and removing Biopods you don't need manually is very difficult indoors.
- Basekit Glove was ALWAYS NECESSARY. When Singularity came out, this addon was +25%. Of course, BHVR devs saw the amount of people using it and just yeeted the amazingness of the add-on, thinking it was too strong. I personally believe, people run it because it feels super necessary. Kind of like playing Trapper without add-ons. It's suicidal. Basekit Overclock (unless you have everyone infected, which you won't, since 1 EMP can clear out all 4 survivors) is too short to cover most loops by the time you make it to the survivor. A recent example would be Vecna's Mage Hand. You hold the pallet up, and your slowdown makes it worthless, as your power expires by the time you get near the survivor.
- I won't even bother elaborating on basekit anti-camp.
- Biopod size is just QoL. The amount of times where you hold your Podgun towards a survivor and hit the wall to place a Biopod is insane.
- Scan cooldown reduced to force survivors to play in a preventative manner rather than aggressively with EMPs. You shouldn't have enough time to both get rid of an infection AND disable the camera if you get off of the gen AFTER you've been infected. This won't prevent the camera from being disabled and the infection being removed, but it will give Singularity a chance to teleport and punish the Survivor for greeding the EMP.
So yeah, that's how I'd balance the Singularity. I could think of more broken stuff, but I believe this is actually fair for what is practically among the top 3 hardest Killers to play: Blight (Post Collision Rework), Hillbilly and Singularity.
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Survivors do the same thing, and I'm honestly tired of some people acting entitled to a 50% chance to escape after the Killer handed it to them.
What if, hear me out, we added a button for the Killer? When 5 gens are done, you get to press a button, and there's a 50% chance a random Survivor will die to a heart attack. Does that sound fair? Dying after playing correctly?
Now of course, there's a difference. One is game balancing, so I do believe hatch should exist. But what about the survivors that just camp exit gates? Some Killers are simply not fast enough to even hold W towards the exit gate the Survivor is at by the time it's open.
And this is ON TOP of the alreadt 50/50 chance for the Killer to find a hatch. Imagine this:
- Have a good start
- Make the correct decisions, execute chases well
- Maintain an adequate amount of pressure
- Get 3 kills
- Win a 50/50
- Lose the last guy anyway
I think the fairest solution to all of this, is to make the Entity impale the survivor after the hatch is closed (If the gens weren't complete before). That way, the last Survivor still has a chance to win, the Killer can get a 4k, and there's no longer the issue of hatch/exit gate camping.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731638#Comment_3731638
Yep.
Ignore the bodyblocker until you absolutely have to hit them, then continue ignoring them while chasing the unhooker. The unhooker gets a little bit of distance, but you get to chase two survivors at once. That's a win/win overall.
Also, if you slug that survivor and someone else comes to pick them up, that's THREE survivors being occupied. That's even more of a win.
Finally, "you guys"? I'm a killer player primarily.
Then you're either playing Nurse, or are not getting survivors that know what they're doing.
I'm talking about scenarios where you DO need to hit them. Any survivor with enough brains will absolutely manage to bodyblock you. Either on the corner of a loop, between 2 rocks or a doorway. You're going to have to hit. Then, the same situation will repeat. Two hit cooldowns against the unhooker will lose you too much distance for that chase to be worth anything, and you won't be able to pick up the one guy you did down.
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@jesterkind said:
To be fair, at no point do you have to get stunned by DS. You're always making the active choice to pick up someone you know was unhooked recently in those scenarios, and you could actively choose to ignore them instead.
You're always opting in to letting survivors bully you with DS. Just don't do that, lol.
True, my bad. I should have let the bodyblocker tank 2 hits, ruin my pressure on his teammate, then let him stay on the ground so that his teammates can come pick him up later.
Why don't I just give you guys a free gen?
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@LapisInfernalis said:
If you don't tunnel they cannot bully you.
If you don't bodyblock after getting unhooked you won't get tunneled.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/414762/chaos-shuffle-proof-slowdown-is-necessary
Survivors got their basekit anti-tunnel. When are Killers getting their basekit slowdown?
Gens take 90 seconds, map are reworked to be smaller, and have weaker tiles, killers got basekit 2 STBFL stacks:
https://us.v-cdn.net/6030815/uploads/8V356PIV2QGD/image.png
Gen-kicking insta-removes 5% and inflicts regression, gen tapping is no more, on top of that medkit nerf.
If someone is miserable after all of this, I don't know what to say.
Then I really hope you never complain about tunneling, because survivors have a +10% speed boost and endurance for 10 seconds after getting unhooked. Surely you can make it to another loop then outskill the killer, no?
Also, in I believe the same patch as the changes you mentioned (or right after it):
- Eruption went bye-bye
- Call of Brine went bye-bye
- Overcharge went bye-bye
- Corrupt got its 1st down removal
- Ruin reduced to 100% instead of 200%
- Pop went from 25% of total to 20% of current
- Pain Resonance lost consistency and total progress, as you now need to meet multiple requirements
I think all of these accounted for more than 10 seconds of generator time. Heck, 4-5 instances of Pop were very common per game. That alone would have given you another 100-125 seconds of gen time. What's +10s for 5 more gens?
I'm not saying Pop didn't deserve the nerf, but it didn't deserve to be gutted. That's the same as every other perk here. There's a reason people only run Corrupt/Pain Rest/Pop now. All other gen regression is worthless.
My point being, again, if you just give half the context of killers doing things 10% faster and generators needing 10s longer, you're ignoring a LOT of what killers lost. Heck, even forcing a slot to be Borrowed Time on almost every survivor was a massive plus. Ignoring the million benefits of that patch you mentioned on the survivor side shows that you're willing to turn a blind-eye.
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I'm a Singularity main. I specifically never played him for Chaos Shuffle because he has horrible synergy with most perks in the game.
Just… play Wesker or something.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718778#Comment_3718778
well 'starting with' kind of alludes to the fact that more will be available?
Welp, my bad, they don't actually say "starting with".
But at the end of the stream in the Q&A, someone asked, and they did confirm they will add more killers in future iterations.
…along with saying the gamemode is not going to be permanent. Kill me.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718765#Comment_3718765
On stream they are starting with the 5 free killers so that it's accessible for everyone and as they iterate the mode they plan to implement more killers.
I went to the exact part where they say that they're starting with the 5 original killers to keep it accessible but afterwards there's nothing relating they'll add more of them. You're sure you didn't hear it wrong?
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@Crowman said:
They mentioned they plan to add more killers later on.
They also mention that they are giving killer powers teamwork. The example on stream being that cloaked wraith grants the nearby ally killer undetectable as well.
I am aware that the killers are getting "teamwork powers" instead of perks, but I haven't heard the part about adding more killers. Are you sure?
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I miss the old Ruin Undying Pop Lethal combo, sure!
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@codebibi said:
problem is when the killer close the hatch if both doors are right next to each others killer can just stay in the middle and turn around to watch both doors and camp and there is absolutly nothing the survivor can do to escape. that is a problem that has been in the game for too long that need to be changed.
I think if a killer gets a 3k, then beats you at the 50/50 hatch game, they deserve to win? Ever thought of that?
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Its just a 2 day ban, you'll be fine
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"Singularity loses the ability to teleport" in exchange of "EMPs take 3x longer to be ready"?As a Singularity main, i can confidently tell you:
######### no.
This has to be a bait post right? What even is the point of infecting people if you cant teleport? That's literally the whole power.
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Or just... Count to 16?
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Singularity main here. Here's my take on the topic!:
- Remove anti-camp slowdown. We already have anti-facecamp, and its frusterating to try to check a biopod after a hook, only to be practically stuck in place for several seconds after coming out.
- Basekit Ball Glove and Slurry. These are just QoL. Some maps simply require more pods due to the great amount of walls, and the +15% overclock duration is simply a compensation due to how long it takes to reach to a survivor after a teleport. That +15% saves you from getting stunned by a pallet just as you reach the survivor. There's a reason these add-ons are popular, its because Singularity needs them half the time just to feel smooth.
- Increase activation timer for EMPs / reduce re-infection timer for pods. This one isnt that important, but i feel like survivors should be punished for leaving a camera active when they're nearby. I go on a cam, i scan someone, and they instantly activate their EMP. Now i dont have the cam, they arent infected, and the cam is on max cooldown. Instead, the survivors should be playing preventatively against cameras, not aggressively. But again, not as important as everything else. Its just the free 2-in-1 combo that bothers me a bit.
As for the basekit Soma Family Photo, i think it should be an exponential graph, rather than a direct buff.
The further the survivor is, you get X% haste for a few seconds(?). This would ensure it cant simply be spammed short range, but rather reward map pressure.
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Remove map offerings. They simply favor survivors due to the 4/1 ratio of them and killers. Killers cant always bring SacWards, yet survivors can always bring a map offering. Why?
Killers play multiple killers. They need multiple bloodwebs, and each killer has their own few items. If i play an equal amount to a survivor, but play 4 killers equally, I will have the same amount of offerings in general, but will only have 25% of what that one survivor has on a specific character. That, will run out. The survivor however will probably have 1 main character that they always use.
Not only that, but there are FOUR survivors.
Aside from that, i disagree with the pre-game lobby dodging. I dont dodge for prestige, but i dodge if i see red ping. That, i think is fair for everyone's enjoyment.
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Bro had one bad game and decided a killer needs a nerf.
I have an idea, remove:
- Dead Hard
- Adrenaline
- Off The Record
- Decisive Strike
- Flashbangs
- BNPs
See the lack of logic?
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It's called ping
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625737#Comment_3625737
I'd love to use random perks as survivor.
Survivors can manage without perks a lot of the time. Half the time survivor perks don't take effect anyway. DS without a tunnel, UB without a slug, Renewal without a heal, etc. I've had pure healing builds against Plague and still escaped.
The outcome is decided more by actions and skill than by solely perks.
Or the map, how much of your weight your teammates pulled with their perks and how bad the killer was?
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Good luck throwing the game for your teammates and seeing it as fun.
I'm a killer player btw, this is purely empathy.
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@SoteloSama said:
"No ones gonna run it anymore"
"its a dead perk now" always the killers crying about the very few nerfs against them. People still run it regardless.
1- Stop necro'ing posts.
2- HE WROTE THAT WHILE IT WAS STILL 15% REGRESSION. Literally NO ONE would run it if it was still 15%.
Eruption does 10% and that can trigger on MULTIPLE generators; It doesnt require a Scourge hook, and its not limited either.
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POV: This guy and his AI artist takes over BHVR
Jokes aside, i really admire the passion put into this, and you seriously have to say which AI you're using.
As for the balancing, not my place to say but ill just tell you the perks are too overpowered.
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It works, it just cancels out the boost the offering gives to the map. RNG can still take you there.
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Well, good luck making the devs add 30+ new abilities to survivors. Could be interesting, but no idea how anyone could ever implement it in a way that wont make the game even more unbalanced. Voice lines are a no though; the killers that fit it, have them. Nemesis says a few words here and there, Wesker and Chucky straight up talk, yada yada. Doesn't make sense for Nurse to say stuff though.
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As a Singularity main, this video hurt me. Especially considering that GIGACHAD is using a controller to play the hardest killer in the game. I feel bad for him.
But aside from that, -no- to all of these changes except for 1 and 2. Flashlight changes are way too oppressive with Background Player and firecrackers. It's ridiculous how often its starting to happen. To those of you who might say "look at a wall" or "search the area", good luck. There isnt always a wall, and trust me, you dont have the time to search the perimeter.
FTP + Buckle Up is self explanatory.
