TieBreaker
TieBreaker
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- TieBreaker
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Buff: Trapper - I'd give him a really nice party hat.
Nerf: Nurse - No more recharging blink tokens during fatigue.
Rework: Pinhead - Chain Hunt is just too annoying for a passive ability.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687805#Comment_3687805
It is Mandy, not Mindy
About original question, I think they skipped explanation because usually the perks that causes exhaustion cannot be used when you are in exhaustion.
Ah, that might the issue.
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I too have experienced this. The bar stays empty, even though you are healing.
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Making some form of Left Behind, basekit would work for those who are hard of hearing, while not affecting balance much. Killers should also get the proximity aura reading. It would address accessibility issues for both sides.
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@RFSa09 said:
you can´t :/
Why does the description not include "cannot be used while exhausted", like all the other ones? I thought they changed it to be more versatile after they nerfed it the last time. Is it just a descriptive error?
Do you know if Mindy answers questions sometimes?
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Don't tell us. It won't be as cool as whatever we are imagining in our heads.
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Help @Mindy, thank you.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687775#Comment_3687775
Risk on the front end, sure, but there's a big safety net on the back end.
But would increasing the overall risk be better for the game? Are they not risky enough already?
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Dead Hard is still good, because it can save you in situations that no other perk can. But overall you get more value from other exhaution perks during the match with less risk of counterplay from the killer.
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I mean, it's not a bad way of making great skill checks harder. I just wonder, do they need to be harder?
Going for a great skill check can still result in a failed skill check, so there's still risk there.
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Based on their highest potential, I would only consider Blight and Nurse to be OP. Not broken, but stronger than they probably should be.
If they were as strong as Spirit, I'd consider them balanced, as I think she's in a great spot as far as potential strength goes.
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The changes in this patch are pretty good overall. But going after Adrenaline's kneecaps was unnecessary. It was an incredibly strong perk because of how limited it was, how situational it was, and the requirement for activating it.
The perk is still good, but it's still burdened with all of it's requirements. So it's a limited, situational, and requirement heavy perk, that's only good, not amazing.
Not to mention that because full squads can make great use of the perk, your average solo queue player now gets an inferior version to traverse through hell with.
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I'd trade it's offensive capabilities (collision) for getting better defensive tools. I want DS to be good enough that any survivor can get real use from the perk. Something like giving them a few seconds of WoO. That way less experienced survivors know where to run to. The hard skill check should definitely go. Missing a skill check shouldn't mean your anti-tunnel perk should not function.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687080#Comment_3687080
Odd, it really should say that in game. The behaviour of the perk is that it can't be activated while Exhausted. I'd file a bug report for the in-game description because it's currently wrong.
The wiki description is currently accurate:
All exhaustion perks state that they can't be activated when exhausted. But Dead Hard only states that it causes exhaustion.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686725#Comment_3686725
But you can't use Dead Hard while Exhausted 🤔
The perk no longer says that it can't be used whilst exhausted, so in theory, yes? Cos I can't get it to work.
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@ReverseVelocity said:
I think this'd make the perk a lot more useful if it applied Exhaustion permanently until cleansed. It'd be kinda like how they gave Mindbreaker the Blindness effect, but the other way around.
I will answer your question, but in return I demand an answer from an exhaustion nerd like yourself.
My Answer: Yup. Why not. Nobody uses the perk. Make it evil.
My Question: If DH can be used whilst exhausted, can I used a perk like Balanced Landing and then DH, even though I'm already exhausted?
I await your response.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686645#Comment_3686645
In that case, it can be identified because it is not facing the direction of the killer. There is no need to hide obvious malice as it is different from bagging while looking directly behind you or bagging facing forward.
I am joking somewhat with my answers, but if BHVR has ideas on how to limit the toxicity in game, then I'm all for it.
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686642#Comment_3686642
You crouch at the exit gate 3 times within 5 seconds the exit gate gets blocked for you and you are exposed
What about friendly teabags? Some survivors teabag to communicate with their teammates. It's like morse code.
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@WitchWalpurga said:
so your suggestion for a disadvantage is to level the playing field by making the whole player base worse off? I mean with that argumentation we can get rid of breathing and injured sounds too because hearing impaired killers have a disadvanage there
I completely agree with the OP. Misery for all, opportunities for none.
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@shalo said:
BHVR endorses teabagging, they won't do anything to stop it.
With the animation updates in 2021 Dev Guillaume said they wanted to "make sure that teabagging still feels satisfying to our players "
How exactly should BHVR go about removing teabagging? Put crouching on a cooldown so the tea bags are extremely slow?
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Doesn't Thanatophobia make gens speeds slower for every survivor that is not healthy?
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I was hoping this was a zombie thread about Deja Vu needing a nerf. But it's a fresh one. How does anyone have strong feelings on either side? It's Deja Vu. It's so meh.
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@ExcelSword said:
As a Twins player, I am hoping that this will be a choice that you can make to have Victor latch onto downed survivors, and not forced. If two survivors are about to pop a gen and one of them gets downed and pinned, you still can't stop the gen because you would be forced to switch back to Charlotte. Granted the survivor can kick Victor after the down but that is time they aren't spending on the gen.
I also don't want Victor to down people after them not being removed for too long. This would lead to scenarios where you follow someone as Charlotte until they either remove Victor and you get a free hit because they stop moving, or Victor downs them for free just because the chase was too long.
"As a Twins player".
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I've always split my BP between all characters, making sure each is P3 at least. So I have a low prestige army.
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Cheers for the heads up.
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@CountOfTheFog said:
I'm so grateful 🙏 that Nintendo Switch doesn't have end game chat.
Not everyone is that way though. I'm a respectful Survivor and I play Killer how I see fit.
Do yourself a favor and just turn off the chat. Out of sight, out of mind.
BHVR is grateful 🙏 that someone is playing the game on the Switch.
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685592#Comment_3685592
looping isnt toxic at all. but i can understand their frustration. its must be not very fun to getting outplayed in loops. it sounds like the killers you played against were just a bunch of bad killers. i hope it gets better for you.
It's just how people feel when they are outplayed. Some people get salty and often get angry at their opponent instead of feeling bad. It's occurs for both sides, fortunately all survivors can do is teabag lmao.
Yeah, I'm all good. I get pretty strong killer players most of the time, so I don't encounter it much. Experienced killer players don't get tilted very easily.
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@nodforkiss said:
you will get a smack on the hook (might be more than that if you were super toxic) and few nods from me if you piss me when i play killer. usually killers dont hit survivors out of nowhere.
I don't BM at all as survivor. But before the AFC went live, the amount of killers that would BM me on hook was unreal. I still get it sometimes, and do you know when that is? It's when I loop well. If I screw up and go down fast, it doesn't happen. But if I loop well and don't disrespect or teagbag, I get BM.
I was playing with a friend who is on PC, and I got hit when I was hooked repeatedly from first hook till death by a Wesker, and all I did was loop well. He was just inexperienced with his power, so I dodged him a lot. My friend asked him why he acted like that in the end game chat and he said "Because he pissed me off".
Maybe you are more experienced with the game, but a lot of less experienced killer players get tilted very easily and will be toxic and unkind, if the survivor does anything other than go down in chase quickly.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685517#Comment_3685517
Singularity is super strong and does need some QoL changes to appeal to the average players but he requires 10x more effort to get the same value as SM does currently
SM's gameplay is pure auto pilot. Singu is on the other end of the spectrum.
I'm down for him being easier to play and less janky feeling.
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I think Singularity is much stronger than SM. So many people throw against her that her actually kill rate must be incredibly average.
He's definitely a really strong killer, but reaching that potential requires more effort than any video game should probably ask of a player.
I don't think he needs to be stronger, but if he feels like crap to play then that should be addressed (as long as it doesn't completely cave in his skill ceiling). I do think that QoL changes could be good for him. Changes that make a character feel better to play without lowering their skill ceiling is always a good idea.
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@Bafugaboo said:
It might be a coincidence but every doctor I have came across was very try hard and toxic as well.
That's just because most of the people who play him are newer to the game. It's the same with Wraith. New players get stressed out pretty easily, They are overwhelmed and often get angry and toxic as a result. Experienced Doctor players are surprisngly chilled out most of the time.
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Did this event even include an offering for BP? All I have is like four hundred Bloodsense maps.
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I quite like Otz's idea of making it deactivate when someone is sacrificed. That way it can be oppressive in early game but doesn't make gens awful to get done when someone is sacrificed early.
I think PR is mostly fine, but when someone gets tunneled out early, it's probably too strong in a 3v1.
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Anyone here appreciate getting hit in the face with a pebble?
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683938#Comment_3683938
when was healing nerfed? medkits got slightly nerfed but they are still OP.
Slightly nerfed?
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@Aven_Fallen said:
Well, this happens when BHVR makes a Killer strong.
When Overheat was a thing, Billy was one of the most difficult Killers. And only some Gigachads played him who did not care that much about winning.
Now Billy is way stronger, most likely Top 5-Killer. And then you get a lot of not so nice people playing him who play him for his strength and not because he is fun. And this results in some of them playing like total scumbags.
This is just the reality we face now. Gone are the days of hearing his chainsaw in the distance and knowing you were in for a fun match. Now it's mostly super sweat Billy.
@Rogue11 said:
It feels like we're quickly heading back to the days of having a whole team slugged by Billy in the first 2 mins. There were good reasons for nerfing old instasaw. And that was in an era when maps were stronger and gens were faster.
I think people have forgotten about insta-saw and hook camping Billy. I think we all view old Billy with nostalgia goggles. Forgetting all the most annoying stuff.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683820#Comment_3683820
it´s not only DH, it counters DS, BT, DH, OTR, Babysitter, We´ll make it, Aftercare, No one left behind, Pain res, pop, grim, etc etc etc, only Pyramid head can do it (if YOU step on the trails)
I can sort of see why it makes sense for the other perks. You give up hook pressure and in return anti-tunnel benefits don't activate. I just don't think DH should get invalidated now it's been nerfed. I get that it makes sense based on how the game is programmed, I just think it's too punishing for a perk that is so limited in it's use.
I know how the trails work. But if you're looping you can't always crouch walk through them. Sometimes you run through them or you get hit.
I feel like being able to insta-hook someone is a strong ability in and of itself, due to it countering flashlight/pallet/sabo saves. Nullifying DH seems unnecessary.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683393#Comment_3683393
Well that's the whole point of the cages.
The cage ignores every hook perk for both sides
I just don't think DH should be made useless by any game mechanic, now that's it so heavily restricted on it's use.
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Adrenaline is so limited in it's use, being once per match and only when the gates are powered, that it justifies having a strong effect. Being that limited and being mediocre is bad design.
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Cages should count as a hook state. They currently stop Dead Hard from activating. This is too punishing for a perk that can only be used twice per match, maximum.
Couldn't be bothered to create a whole thread to say that, so just tacked it on here.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682264#Comment_3682264
Im not shaming people for it. I just said that it bothers me. Im not going to attack or harass someone over it since it's literally just a game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682480#Comment_3682480
BP Offerings are BP Offerings. It's not so much "dont bring this since it doesnt benefit me" but moreso "why arent you bringing something that at least benefits yourself during this event".
I even put a section that says "at the very least bring the Common and Uncommon Bloodpoint Offerings since while their benefits are small they can go a long way".
Pardon me if that was not articulated enough.
The reason I say this, is because there's a difference between feeling hacked off, and going into a public place and ranting about it. When I'm getting griefed by a toxic killer player (pretty rare), I do ocassionly think to myself "why are killers so butt hurt all the time", when I'm getting hard tunneled after I threw a pebble at their faces. But if I make a post venting about it, I'm just inviting people to contribute their negativity for towards killer players (for whatever reason they have at the time).
I just thought it was a bad choice to include the disparaging part.
Edit: You removed it. Any slight issue I took has evaporated.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682150#Comment_3682150
They can always change the achievement. Multiple achievements (and their requirements) have been changed in the past couple of years (due to hatch/key changes, and due to Stranger Things "withdrawal" from the game). The tombstone addons simply need to be reworked into addons with new functions. But to be honest, Myers basekit needs to be adjusted, too. Without strong addons, he is quite weak, and with certain addons he is too strong.
Body blocking possibility (where a person is trapped and prevented from moving or doing anything) can and should be addressed. I gave 1 easy solution to it. Even if BHVR doesn't feel my solution is the best, there are still other solutions out there. It would relieve the report quantity, and make things easier and less frustrating for everyone, in the long term.
If they could change the achievement that would be a good fix.
BHVR doesn't think that body blocking in the corner needs a solution, as it's a bannable offense. Suggestions have been made about the crows before, but they shot the idea down. It would be better if killers couldn't ruin the match for a survivor out of spite, but BHVR feels it's better to simply leave it in and rely on reports to deter players from doing it.
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Is it so offensive, that players should be shamed for it? This feels like a non-issue to me.
There's a lot of things that don't feel nice to deal with in this game, but this wouldn't even crack my top fifty.
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I don't think the tombstone add-ons are ever going to get changed. They can't make them weaker if there's an achievement for killing all four survivors with it in one match. Which is a shame, as they are essentially supercharged tunneling tools and make the AFC mechanic completely useless.
The killer body blocking survivors in the corner thing won't get changed as BHVR has said that it should just be reported, so they don't plan on doing anything about it. So if you can't capture footage then you are just kind of screwed.
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@Chocolate_Cosmos said:
I don't think they got banned. The reason was "harasment" which is NOT when you hold someone hostage or for gameplay stuff. Its for chat stuff.
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Seems like a really weird thing to do to avoid a free hook and twenty seconds of aura reading. Especially if they've already used shack pallet.
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Pretty awful so far. First match the killer insisted on proxy camping at five gens and then hard tunneled when the survivor got unhooked. Second match I looped well and Chucky rewarded that with a load of BM when I was on the hook. Third match was against Cenobite and two players disconnected right at the start. I don't know if I can be bothered to play a fourth lmao.
Events always seem to be like this though. The players that come back all seem to suck.
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Rubbertis-Duckitus, most commonly referred to as the Rubber Ducky, is rarely seen in the wild and most commonly found in children's bathtubs. It's the most buoyant of the birb species and is often featured in the top ten of "What Will Survive the Apocalypse", alongside cockroaches and Cher.
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@Moman624 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681339#Comment_3681339
Yeah, you got me there but I'm not sure you understand how other people using perks to repair the gen faster can activate the perk quicker lol. Yes killers have plenty of second chance perks, one of the best being Spirit fury. But you have to remember its not like killers vault and go 150% of there speed, there's a difference between both sides perks.
Yes, there is a difference between survivor and killer perks. That's because the two roles are completely different. The role of survivor is extremely volatile. It's four players, who can't communicate in-game, trying to work together to win, and every mistake that occurs makes winning harder for everyone. Survivors need tools to plug those gaps. If killers had to work with other players in order to win, they would also need perks to compensate for all the things that would go wrong as a result of that dynamic.
If you gave some survivor perks to a killer, they would be completely busted. If killers had a copy of Lithe, almost every loop with a vault would result in a guaranteed hit. That's why the Unknown's version of Lithe only grants +5% speed boost when vaulting.
You just can't make straight comparisons between the two sides and expect to make a good argument about balance. Killers and survivors might play on the same field, but they're playing completely different games.









