TicTac
TicTac
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@Ricardo170373 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472868#Comment_3472868
yeah but, how you do that? put every on p1 first and in your main take the tier 3 on bloodweb or you put every on p3 directly?
I would go for p1 for the first 4 perks, bc it should be quick. After that p3 bc you dont need more perks asap.
But with the current event p3 is not even that far away and going straight for it is more efficient.
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You should get 4 perks for your survivor, so with 4,5 million bp (even less if you like something like resilience), you have a good and fun build to play and earn bp.
I did the same: deliverance, sprintboost, windows and resilience.
The current Made for this-Build also works with two free perks: resilience and hope.
Killer is different, depending on how many killer you play. Plus i didnt do it yet, so i have no experience. But honestly get corrupt first, than things like Pain res, deadlock and nwo. Thats a build which works on every killer. After that you can get slowly get all perks.
Sure, there are perks which boost bloodpoints (but the effects get slowly removed like with prove), but maximising your bp gain will make the game suck and burn you out.
And sure i would use the anniversary event and hoard the bp offerings on killer, but thats obvious.
Also smartest way to go would be to go for p3 on all characters first, but bloody outfits are nice if you have nothing else.
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@mikewelk said:
If it was Decisive Strike you would see a notification on the right of your screen once he activated it (I think at the top) with the name of the perk. The perks he was running do not seem random at all. If it wasn't a pallet/flashbang/flashlight save then I guess they were cheating. Endscreen loadouts are always correct for me.
I know that it was a decisive.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457389#Comment_3457389
But then it still punishes those speed killers heavily when they make a mistake, additional distance is no joke.
Thats not the point. The perk is always useful. The additional distance is also good against a nurse or every other killer when you reach safety bc of the faster speed.
But the point is that its less useful. Yh if a spirit misses her phase, you can make more distance with the perk. But with sb, lithe, etc you can dodge one phase if you use it correctly. So they are more useful.
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@Riski said:
Machine learning has the issue of being a contradiction. To activate it you need to kick a gen, then you need to kick another gen and then you need the last gen you kicked to be completed. In other words you want to go around kicking gens but without actually defending them and the perks that benefit you going around and kicking gens are gen defense perks, leaving it with awkward perk synergy. I agree that once activated it's very powerful and could be toned down a bit however to justify that you should change the activation condition, if it worked like you said it does where you just have to kick one gen then yes I'd agree it would need to be toned down (5% haste maybe or a buff similar to overclock's action speed bonus instead).
Made for this is ultimately a win more perk. Against a killer who is beating you in chase such as a nurse, executioner or nemesis it does very little, against an instadown killer it does very little unless you never want to heal which is a large risk even with haste and against a stealth killer who wishes to down you without chasing it does very little. In any situation where you are injured for less than 50 seconds it's worse than a sprintburst/lithe triggering, it also has the endurence however that is a relatively minor effect in the scope of things and the 3% will mostly matter in chase with little impact on map traversal. The perk helps make compliations against killers who aren't as good and does little against the killers you actually need help with, if you wish to predrop every pallet you don't need this perk to do that or make the chase not worth taking for the killer. The biggest issue with the perk as a whole is that it can be stacked with other exhastion perks like dead hard or balanced landing which are harder to trigger but very powerful when they do as then you can get the benefit of made for this and then get the benefit of another powerful exhaustion perk.
Made for this is great against 50/50 killers like executioner and nemesis. With 50/50 i mean you can either drop the pallet or run another round, and you need to guess correctly if the killer uses his power or runs through the pallet.
You also reach pallets faster and can predrop more safely, which helps aginst them.
Made for this is like you said weak against an ambush from stealth killers (but bl and lithe are also weak against that) and insta downs. Also against speed killer like spirit.
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Just let them unhook you, get a long fun or a short chase and everyone is happy.
If you want to give up bc you cant win anymore, you shouldnt play solo que. If a fun chase or some other small thing isnt enough to make the match worth it, most matches in solo que wont feel worth it.
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@betelgeuseyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448298#Comment_3448298
By putting a survivor on hook there's a chance they can free themselves. By leaving them slugged, they have to have unbreakable or soul guard. If you hook them there's more chance of them being freed. By letting them bleed out there's less chance of them surviving.
The whole point is to sacrifice survivors on hooks. But this MMR rewards killers for no hooks at all. It is quite easy to bleed out survivors especially with perks.
I think there is a huge misunderstanding of the game. Slugging can be effective in some situations, but only slugging is harder than hooking. (3x 4% chances on first hook is not really a factor and if you have teammates picking up a slug is easier than unhooking)
And another thing: you cant have a match outcome, where every player loses. It would be the easiest way to stay at low mmr and torment new players.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445820#Comment_3445820
That kinda is my point though, that even on a favored map as one of the weakest Killers, you can still force a hit (even easier tunneled) in the majority of circumstances. There most certainly were the stronger loops where I needed to kick the pallet, but most people burn them prior to going down near that hook. When I say 'Bloodlust the Borgo/Garden pallet', I mean T1 Bloodlust, so 15-24s before getting the hit.
But thats not completely true. In this case the skill of the survivor matters.
If you loop most of this pallets on the long side and vault the pallet, the killer needs more than T1.
So the survivor needs to make a mistake:
- dropping the pallet, when the killer can go around the short side, while in animation
- panicvaulting
- looping the short side
- etc.
Dont get me wrong, i would gladly see bloodlust removed, bc i thinks its an unfun mechanic, but getting tunneled out by a weak killer is a skill issue. (You can die but in the time, gens get done)
I would also like some changes, to make tunneling weaker, but its more bc of strong killer.
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Too much information.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445664#Comment_3445664
Just imagine the vault animation with the shark jumping through it and landing into ground on the other side!
He could even have a stealth mode with only his fin showing.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445176#Comment_3445176
I legit won the other week as Pig just using stealth for a quick first hit and Bloodlusting those filler pallets. Is it fun? No. Is it effective? Yes.
Yh well everyone gets bad survivors. Borgo is widely known as survivor sided map and i have no trouble looping on it.
I mean you can definitely get a hit with bloodlust 3 on this pallets, but you would lose too much time. Without even counting the safe pallets, which reset your bloodlust and after one hit they are easily reachable.
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The entity could just give him the ability to swim through solid ground. Not the weirdest thing, it has done.
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@ElodieSimp said:
Curious how some people seem to have match after match of harassment. Think I've had maybe 5-6 in my entire DBD experience since 2016. Not saying it doesn't happen, just weird to see posts make it seem like it's every match.
For me its the same. Well, at the start i had a lot, i even disabled messages for a while.
I think at some point you just become good enough, so you win your games against them. Most toxic people are not that good, so now you mostly lose against people, who arent toxic.
For example if i play solo que, its almost always the worst teammate, who tbags at the exit.
And i see more toxic behaviour, when i play nurse. Bc i have no experience with her and play console.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444991#Comment_3444991
Well the other problem is you have to reach a normal loop, not merely a filler pallet. Even an M1 Killer can bloodlust any Borgo filler pallet, even if there are 30 of them.
Borgo filler pallet? Almost every filler pallet on borgo is strong and so close, you can chain them easily. I wish someone would try to tunnel me on borgo. They always give up (Nurse excluded).
To be fair i use windows, so its really easy.
There are some weak pallets in one corner, but no reason to loop there.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443993#Comment_3443993
As far as Deadzones, I think they are talking about getting hard tunnelled off hook. The area around where you got hooked typically is a deadzone because you wouldn't have gone down and utilized the resources if it wasn't. Also many Killers can force a vault grab or bodyblock the vault point even if it isn't a deadzone. Theoretically even against an M1 Killer, the Killer still runs slightly faster than the BT unhooked Surv, but most times you get tunneled by a power use like a Demo Shred/Wesker Dash/Blight Rush/Huntress Hatchet/Nurse Blink/etc.
That almost never happens. Yh some killer are strong and get you quick, but not bc of deadzones. You reach a loop, but against a blight or nurse it doesnt help much.
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@CorvusCorax86 said:
Interestingly, it is not the camping that makes it a viable strategy but knowing how altruistic survivors are. Half of the team is unavailable. The other half will definitely go for the save. So, in reality, you look for them if you stay and patrol the vicinity.
However, if you actively look for them and hurt / down a 3rd one the other 2 can escape as the team is still in disarray.
Meaning, you can ask yourself the question: shouldn't I allow them this small victory and continue? If you know you can win isn't winning with more BP better?
I'll give you an example: If I manage to do 2 hooks and down a 3rd survivor I never go and look for the 4th one. I allow this person to do the save. You said yourself: "I have already won." But I want an exciting match and I want to earn more BP.
I did the same at the beginning, but now i dont need bloodpoints anymore.
Sometimes i still use it bc i want to practice with the killerior the build. But if i just want to do chases, i can still let one die and have more time for chases.
But on the other hand i want to know which situations will give me a win. Which is the smartest play, what can survivor do against it. For example as a survivor i use deliverance and saved some camping situations.
Some killer just dont want to get bmed after that, its probably sucks more if you gave them a chance.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443489#Comment_3443489
I mean, 53% was the kill rate they released during prime CoH and DH god validation. Obviously the kill rate means far less if that was the case. Factoring in how much harder it is to get into survivor than killer 58-60% probably makes more since than 50. Even if mmr was perfect, survivor being far harder to learn without outside help will always skew the kill rates one way or another.
It has nothing to do with how hard it is to learn a role.
Its just far harder to get a 4-man-escape than 4 kills. If you are winning as killer you can slug for the 4k or even the hatch game is in favor for the killer.
But even if you are dominating as survivor there are many ways that the killer can secure one kill.
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Tunneling and gen rushing is pretty similar.
On the hook would be camping, not tunneling and there you can do nothing.
And why would you run into a deadzone? Being there bc a gen needs to be done sucks, but if you getting tunneled you dont do gens. And you have two downs to identify a deadzone and run to another location after the unhook.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439343#Comment_3439343
Killers and killer players aren't as trash as this forum and as some content creators tend to say
Of course we do also get players that get rolled over, just as often as when I play killer and get soloqueuers that I easily steam roll
What do you want to say with that? Its not about how viable killer on average is.
A team which is good enough to deal with a good nurse, will have an easy time with other killer.
But the good team rarely exists, so killer have a pretty good chance to win.
My point was that its not an argument to not nerf the nurse, only bc there are teams, which can deal with her.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439310#Comment_3439310
Of course, i only play in swfs so nobody gives up. We know what we're doing, and nurse games are usually engaging regardless of the outcome and unless she's a baby nurse
But how many other matches are engaging? If i play with players which can keep up with a nurse, most other matches against other killer end with one or two hooks.
I personally have many fun matches against nurses, but its hard to tell if its bc of the skill level of the nurse. Sometimes i go down in 20 seconds in the first chase and loop her then for 2 min in the second chase, just bc there are more los-blocker.
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@SpiritsHusk said:
Yes, imagine this, being face-camped until you are able to unhook yourself, you then unhook and immediately get hit and lose endurance, 5 seconds later you are instantly teleported to and downed again, Nurses could essentially tunnel out players like this at rapid rates.
What do you think? (Also believe the same could be said about spirit & Blight)
That makes no sense. I dont think you get unhooked immediately. So if a survivor waits for the last second, a nurse will waste more time than now.
So it cant get worse. Now you could say survivor unhook themselves earlier bc they want to quit. That would still be better as hook suiciding.
So this change is still better for survivor, other survivor even could bodyblock (hard against nurse) bc they dont need to trade.
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As a user of deliverance i know the value of unhooking yourself. But i get rarely camped, so it wont make a big difference.
I die mostly on first hook in a trapper basement and it will not help there. (But no problem, you can just avoid basement against trapper). Still there are some killer which can can still camp and down the unhooking survivor quickly. Luckily i run sprintboost.
In my experience tunneling is the bigger problem anyway. But atleast a chase is more fun than getting camped.
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@Fawiola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429609#Comment_3429609
It's not funny that this happened to you but look at that this way. You are still better then him. Besides you shouldn't have done it to that extent, right?
My baby team survivor was also tunneled out right at the beginning, at 5 gens. He wasn't even allowed to try the game and have at least a little fun. I mean this survivor is anyway in 5 seconds down?
This blight could have him tunneled out even with 3 gens? He would still have won. But no He need to be an ass. Sorry
Thats not really true. If the next survivor has a good chase, gens are quickly done. Sometimes not, but i play as a 2-man and if i get a 2min chase, the game is over.
Granted, a blight should dominate in chase and a 2min chase shouldnt happen.
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Yui and Artist.
Claudette and Clown.
More i cant remember.
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Just a quick note at the start: there is no 50/50 hatch spawn at shack. Its always outside on the opposite side from the window. There was a realm which was the exception but dont know if its fixed or which one it was.
For the wraith-topic: i myself play wraith with a pretty high win rate. My build is Haunted, Undying, Devour and Pentimento. Plus yellow swift and windstorm.
You can easily play a variety of builds with him and be successfull. I agree with you, but posting this screenshot with this claim was the worst way to say that.
I saw one guy who claimed to have a 70 winstreak with myers (no tombstone). But after asking they showed gameplay and explained the playstyle. I got an 11er winstreak first try. Thats a better way to show something.
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Screenshot_20230506_190650_YouTube.jpg
There is a tierlist from otzdarva.
Also with video: https://youtu.be/-wt6SAMQQQw
I personally prefer to play with my favorite killer and give survivor a chance when they would lose too quick. This makes not that much of a difference and you can also have fun. But some killer, for example with instadown, dont work.
You can also only farm bloodpoints when there is an event like for the anniversary. So you waste less time with farming.
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Its not about mobility alone. Its about chase power. And its even more important than mobility. Like you see with the billy example. Or Wraith.
And the easier way to fix mobility is to make maps smaller.
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@foodie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381244#Comment_3381244
Healing has never been an issue for Hag and the healing nurf is not going to change anything for the better. Instead of survivors healing, they will just be rushing gens injured with adrenaline ready, inevitably making it harder for Hags who already struggle with gen rushing more than most killers.
This change will be more beneficial for other killers maybe, but not Hag. She has 5 counters to her power as it is right now. Devs will be adding a 6th counter that will only damage her. Tell me what other killer has 5 counters to their power, let alone 6? I'm not counting flashlights in the 5 counters
She won't be able to do anything about her traps getting constantly destroyed by 4 survivors. She is slow, and she won't be able to get to the destroyed trap's location in time, she will need to constantly retrap and lose all time.
Her biggest issues are the trap setting time, given her slow movement speed. She needs a lot of time to set up her web, and constantly retrap, leaving survivors to do, gens.
This is an extremely oppressive change to a killer that already is in need of a buff.
As it stands, Hag is only viable at the hands of an experienced Hag and even they struggle. Imagine new players trying out this killer.
Devs are not working to motivate their player base to play this killer, learn how she works and have fun with her. I'm sick and tired of facing the same killers over and over, and Hag will become even rarer to face with this kind of change.
I would not mind such a change if some of her other counters were removed, or if she received a buff to compliment her and help her more with gens.
I'm considering making a video showing off her counters, especially one that is already very oppressive and abusable even during chases.
The entire thing depends on the time you need to remove a trap. The devs notes say several seconds and its impossible mid-chase. So it shouldnt be that short, but we need to wait for the ptb.
And healing was always a problem. Maybe not for you bc you dont play a territorial killer territorial. But if i have a web and a survivor gets hit and he gets out of the web, i need enough time to repair it, so healing time matters. With the current boon, healing is so easy and fast and as hag i cant go to the other side of the map. Every web which is bigger than half the map has too many holes.
The dead hard nerf is great bc now i can teleport and swing immediately. The other exhaustion perks are not that strong when the camera-flick lets survivor run into a wall.
And with the medkit and flashlight nerf franklins isnt mandatory anymore, even if the items were good bait.
And just bc im sick of hearing it: playing territorial doesnt mean placing 10 traps around the hook like every noob hag. I have 3k hours, play since 2018 and hag was my second main.
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Did you read the Dev post? They changing two maps. And not like graphic-wise like the Realm Beyond (which was sometimes bad gameplay-wise, they trying to fix the gameplay problems.
And the maps are the same like the other things. They did cost time, thoughts, money, designer etc. Thats no reason to not change it.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381373#Comment_3381373
you've been a member since 2020 and still think there will be fine tuning?
A bit stalky, arent we?
There were many instances of finetuning. Yh it can take while and not all things got it, but it happened a lot.
Im not okay with many things in the current game and sometimes it feels like nothing happens. But if i look at the complete picture i realize that a lot of good things happened to the game since 2018 (when i started playing if you want to know). But it still takes a long time, too much imo.
No keys, no dribbling ds, no one hook moris, etc.
But yh finetuning ds, ruin or now dh after their first nerf took a long time. The broken undying was far too long in the game. But at the other there were changes, where i thought they would have a different impact. So it was the right idea to just wait some months.
A quick example for finetuning would be background player. Or even knight and skull merchant. Even if i dont think highly about current SM.
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@Beatricks said:
Oh great, can't wait to feel like I'm back at grade 20 after all these years watching everyone walk everywhere to keep their SB ready.
How is it possible that BHVR constantly finds new ways to nerf SoloQ? DH will still be a huge annoyance for killers facing SWFs that can coordinate the saves.
The guys who walk around with sb all the time, didnt hit one dh. Maybe once against a nooby killer.
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You are too pessimistic. Just wait a bit, it wasnt the first meta shake up and it will not be the last.
Healing times need fine-tuning, but its a good first step.
"Fun" interaction with flashlights where really unfun for the killer if many survivor had one and really unfun for the survivor if nobody had a flashlight and one counterplay for the killer was just gone bc of what? Bad luck? Not looking in the future for the next killer? A balancing nightmare.
Nurse is busted anyway. She need a real rework, this small buff doesnt matter.
Billy is bad and hopefully they learn to not balance with excel sheets. But atleast they try to change killer. Better as doing nothing even when they miss some shots and kill some, which are already on the ground.
The perk nerfs change the meta. We will see what will happen.
But in the end its all the ptb, lets just wait for the outrage for the live release. Now is the time for playtesting and valid feedback. Some stupid things came to the lifegame, but some got changed (like background player).
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@kill4escape4win said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377637#Comment_3377637
I have 1 gameplay video for you about how I use the build, https://www.youtube.com/watch?v=nUo-8hORVfA
Here's one that got me n.4 position on speedrun.com https://www.youtube.com/watch?v=RNnMFKGj9ys
Can easily make a video out of every match because I always win.
I pretty much play all the time like this and I have this result pretty much all the time.
Now the flaws you mentionned.
If they predrop just stalk them at 25% speed and go 99 and leave them, catch others off guard or find your obsession, don't waste your time on them if they waste yours, since they will call out your 99 if in swf you are more likely to get stunned, and for solos they have no clue so they will stun you, if they don't you are 99 so they die, happened a few times where i'm 1 meter behind them and they don't drop the pallet and I just go T3 haha, if they won't give you stack just get the hook.
Bad early game doesn't matter because YOU are the one in control with this build, once I had a game they did 2 gens the first minute and they didn't do another one after that, the game lasted around 8 minutes, this build can ALWAYS do a comeback and only when the exits are open and they are at the exit it's over, don't think you lost even with 1 gen left, get your stacks and 99 yourself.
Finding the obsession isn't the priority, it's the best scenario, you'd get out of T1 very quickly and get a stack but if you can stalk others simply do until you get T2 and keep stalking until they see you or if you are close enough start a chase when close to pallets so they stun you, if they don't simply stalk until they forcefully stun you from fear of T3 and get your stacks, do not worry about losing gens, once the pressure is applied you pretty much always have them pressured.
I do not down the obsession most of the time, it's so I can start a quick short chase while carrying a survivor if possible to be able to get a free stack, I often have 2 stacks and the obsession is 2 meters from me and I leave them alove, I care more about having 3 stacks and get 2-3 downs per T3 with 2 hooks, get the obsession when you know you've won or you have 3 stacks and you'll have 2 after it, but I suggest you do after some hooks/pressure.
I T3 whenever I can get someone, if there's another survivor around and I can start a chase they will drop 100% and so give me stacks, even in T3 I try to get stacks and not down my obsession, once the obsession is down you need a stun/blind to get new stacks, as long as they are up you can get new ones everytime you see them, best case scenario like I said it's when you carry a survivor and they go for the other one on the ground, you back to 2 stacks or so for free and by the time they get the survivor off the ground you will get another stack and can get back the injured one, tho if they are injured you have to keep in mind DH, most of the time, nearly all the time they still heal against you, but injured, keep DH in mind.
Game afoot is useless, your chases are very short most of the time unless you chase your obsession because of the stacks, you want to constantly get stacks and if you down a survivor but they were the one you chased the most they are now the obsession and no way for you to get more stacks anymore until you get stunned, so use my perks and only those, check the gameplay I sent you and you'll see how I use it.
My 2 add-ons are Judith's journal and Judith's memorial, 40% obsession and 25% stalk speed.
Hope all this info helps you.
So i got a 11 winstreak. Messed it up with really idiotic plays.
Im still not sure if enduring is worth it or some match delay like corrupt, deadlock and nwo. Maybe i will try corrupt, but now i need more judiths memorials.
Are there some techs/tricks withy myers? I only know stalking to go through a bodyblock.
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@Kimdinhold said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381024#Comment_3381024
Survivor still can drop pallet and hold W and now generator more faster.
This patch kill M1 killer.
Not really. They werent viable against good player before the update. So they didnt get worse.
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@MerleDixon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380980#Comment_3380980
Yeah it seems like BHVR wants everyone to genrush since it's the only thing anyone can do now.
Looping didnt get nerfed. Well, for dh player. But thats not the point. So you can still loop.
The healing change is problematic, bc killer have more time going back to the hook, survivor need longer to reset to counter a camp and the strongest killer have it easier.
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It will be fine. There was a similar meta. Well, it was better bc i could use iron will, but resilience is also good.
Is the meta perfect? No, but should the gen kick meta stayed forever? Its better to try things out.
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Good changes. Base 24sec healing is probably too much. Billy engraving nerf unneccesary.
Yh it would have been better if tunneling and camping got nerfed at the same time. But atleast one important step to a better game is done. Three gen strat got nerfed and hit-and-run buffed, thats good.
It was also good that flashlight dont interact with specific killer anymore. Sure, nurse buff is not good, but with or without lightburn is a nerf for her neccesary.
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@Rizzo said:
I think you are a bit late with this:
https://forums.bhvr.com/dead-by-daylight/kb/articles/382-developer-update-march-2023
Yh shouldnt have taken too long to search for perks. Welp.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378695#Comment_3378695
So how do you explain Survivors only escaping 39% of the time at "high mmr"
Are they also bad?
How do you explain the comptitive scene? Why do Killers like Ghostface and Plague able to get 4K's? Surely you aren't saying comp players suck
Ah come on. I agree that all this changes without nerfs to killer would be really bad.
But Ghostface in the comp scene? The ban list for survivor against him is insane.
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@EvilBarney666 said:
In my opinion, I feel that BHVR making the win Conditions for both sides as escapes and kills should be changed.
Chases are more fun for survivors. Getting more hooks as killer makes you feel good as it shows your doing well in the chases.
Make the game more about hooks and chases / helping your team. I feel that while it would not take away camping, tunneling, gen rushing completely. I do feel It would help make the game more fun.
Remember, win and lose with dignity.
But tunneling is still the best way to guarantee a 12 hook game. If one survivor is dead, you have more time to get the last 9 hook stages.
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@kill4escape4win said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377209#Comment_3377209
I had a 70+ win streak with this build and now currently at my 17th, I see no reason for it not beat my previous streak, give me the link once it's done :) i'd love to see your video.
Im surprised bc i use a similar build and win most of my games, but not even close to such a winstreak and i wouldnt call myers A-tier with it.
So i really would see your gameplay or get your tips how to deal with some flaws i found:
People predropping pallets. Early game its easy bc i can lunge into a pallet, but later i would waste a pwyf-token. Is this tradeoff for the obsession change worth it? What do you do?
Bad early game. I use corrupt bc of it, but you dont seem to struggle to get out of T1 without it. Do you search for the obsession to get out quicker?
Do you down the obsession or do you just get the stacks and chase someone else? Sometimes i need to play without pwyf bc the obsession is on hook and nobody else stuns me, so i waste the rest of the T3.
With how many stacks do you use T3? Always with three or also when you have the oppurtunity to down someone with zero stacks?
What is your second addon?
What do you think about the new perk Game Afoot?
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@Krazzik said:
Blanket buffs no but there are a bunch of killers in this game that do need some noticible buffs to their power. Trapper, Myers (though nerf tombstone piece), Clown, Knight.
@RoastedGarlic said:
basic killer buffs aren't needed, what they need to do is buff bad killers to bring them up to average killer level. then go from there.
@Pulsar said:
I don't think the role needs any changes.
I do think that a lot of individual Killers need buffs and even more need changes.
Yh they do need changes. I play with many of them and i know it.
But the question is do we need those killer? If some of them never existed, would it be a big loss? And im saying that while talking about half my mains.
If you want to play with a viable killer you have a choice. When i started there were only ten killers anyway.
It would be great if all killer would be viable, but thats really hard to achieve bc it takes forever. And four new killer (and atleast three need to be fixed) per year dont make it easier.
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@HugTheHag said:
They should absolutely work on making the weaker killers more viable. You don't like a killer because it's strong (unless your only notion of fun is winstreak bragging rights), you like them because they're fun to play for you. And if your favorite killer has been neglected and is now in a pretty bad spot, you can't substitute it with another killer as though they were interchangeable. All killers in the game should be fun to play as, and at least decently viable.
I'm not saying every killer should be able to handle seal team 6s, it's okay to have some power variations, but every killer should feel good to play as and that means buffing them when needed.
Compared to that, a singular uneven map is less important : there are dozens of maps and variations, so especially now that they've implemented map repeat prevention, you won't be too often bothered by that one map. (I'm in favor of removing of map offerings btw)
Whereas people playing weaker or clunky killers are bothered every match they play.
That being said, other reworks like maps, items and perks are important as well, but I don't think they're dealt with by the same team of people anyway, so it's kind of a moot point.
Bhvr has the resources to work on several aspects of balance at the same time.
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/368708/should-they-really-buff-killer
it sucks if your favourite killer is weak, but with the amount of killer we have now, there are plenty of strong alternatives to play
The point of having a favorite killer is that I want to play them. If BHVR is going to charge money for a character then that character should be worth playing and therefore worth my time and money.
It would be great if every killer is viable. I mean i play Wraith, Ghostface, Doctor and even Myers. And it really sucks when i lose and know that another killer would have had it a lot easier.
But if not losing is that important for me, i should take a different killer. For example artist, plague or hag (hard choice nowadays).
Sure you will never get the same killer, but many have similarities. Well, in my case, there is no viable stealth killer, but thats probably impossible.
In a perfect world we would get the killer changes and i would be happy, but if we have to choose (like right now), i would prefer other changes.
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Sucks. But to be honest it rarely happens. I guess, adding a faster bleedout button wouldnt hurt anyone.
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The problem was that you were playing ghostface. I also like to play ghostface, i even got a 23 winstreak with him without addons (before mmr, never tried after that), but honestly he has too many flaws.
So you cant really balance around him and even when you would, haste is the smallest problem.
What would you do against someone with powerstruggle and flipflop and a hiding teammate with sprintboost? Thats an even simpler trick. It doesnt get fixed bc similar to haste stacking almost nobody does it.
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I had a similar thing with a legion. So i 99ed one gen and was 50% at the second, than he closed the hatch. I sneaked near an exit, looked when he was patrolling and opened the door (i had resilience).
Other problem i have is when gates are too close.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368208#Comment_3368208
Chess isn´t a game?
Anyway, we´re are getting kinda off topic here.
As this was about balance decisions and Onryo not getting any buffs, despite her heavy addon reliance. Because the devs don´t look at hooks but only at kills.
Yh but what is stopping me from killing one with any means and then farming 9 hook stages?
And should we count hook stages or hooks? Is camping to death 3 hooks stages?
What about things like devour? Is that a bad play?
Can i hook everyone twice, let them escape and we all win?
Is a hook stage earned bc someone goes down to protect the dead on hook survivor? Was that the skill of the killer?
There are many problems with hook stages. Wouldnt it be easier to fix the ways to get easy kills? Then getting kills would be skillful and a good metric.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369001#Comment_3369001
I agree - But not every killer needs to do it. Vaulting should be for agile killers and breaking should be for more brute force killers if anything.
I think its more important what makes sense gameplay wise. If Pigs chasing power would be usable we wouldnt talk about this.
And i forgot Oni, Nemesis and Legion (Addon)
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@Dustin said:
Would prefer a vault if anything because not everything needs to destroy pallets and quite honestly if everything destroys pallets it doesn't feel special or unique to the killer. Would also prefer an easy to control ability not being able to force pre pallet drops because now you can't block a Pig pathing safely with a pallet. If the ability was harder to land or control sure but it's one of the easier utilities a killer has in the game.
Breaking pallets with a power already doesnt feel unique. Billy, Bubba, Demo, Blight, Wesker (Addon) and Knight. Im not even sure that i listed every killer bc its so common.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366078#Comment_3366078
Its not the team that plays better. But the team with the most players left on the field that "wins".
But there is no real game like that, right? So why do you bring it up?