TigerSnake
TigerSnake
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Comments
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378708#Comment_3378708
With so many complaints about the CoB and OC meta and they are definitely the most used perks I'm expecting them to get nerfed. Even if they aren't destroyed I still makes the current regression even weaker and only makes it more 3 gen reliant for non mobile killers.
Do note that Eruption’s rework had nothing to do with gen kick/3 gen meta, but rather the realization that the Incapacitation status effect is unhealthy to have on a perk. So I doubt they’ll nerf the other two members of gen kick.
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Thank god, Gas Heaven will likely still be pain, but at least that issue looks like it’s about to be gone.
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Call of Brine nerf could be coming in the midchapter. I’d say it’s a 50/50. I doubt they’ll touch Overcharge though.
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It means you’re suffering from high latency or something like that.
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I’ve been literally saying this since day 1. Only noticeable difference is the gen layout and lack of behind to the main building. It’s literally the exact same map otherwise. Downright insulting they called that a “rebalance” and tells me they won’t be fixing any of the issues with their other god awful maps. Whoever designs the maps needs to be fired already.
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I’ve been literally saying this since day 1. Only noticeable difference is the gen layout and lack of behind to the main building. It’s literally the exact same map otherwise. Downright insulting they called that a “rebalance” and tells me they won’t be fixing any of the issues with their other god awful maps. Whoever designs the maps needs to be fired already.
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“I’m surprised!” said no one.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377710#Comment_3377710
How is destroying a killer and making her unviable good design?
She’s a complete failure in every way, and no one wants to play against the only thing she’s good for. She simply never should’ve been released as is.
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Disagree with some, but looks fine overall. As a side note though, I doubt much perks are getting changed in regards to nerfs.
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Funny enough I think her 3 gens are still as strong as ever.
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Another original would be a massive disappointment. Hated the fact that we got Dredge last year who's not even that good or interesting, last thing we need for sure.
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Sadako at least has one good addon that single-handedly fixes her.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375286#Comment_3375286
I run into Bubbas with "the build" at least 3-4 times a week depending on how much I play. Actually, I'd say about 40-50% of the Bubbas I play against have that exact build, and about 70% of the Bubbas that DON'T have that build will facecamp after being ran for 3 gens. Even the most braindead player of all time can get an easy 2k with that build. It's about time we did something about instadown killers being able to use their power around the hook.
Yeah, but the fact that survivors could take chase to the hook every single time without fear of the killer’s ability being used against them at all is what worries me. Like I said, I’m not even trying to defend the strategy here, I just genuinely don’t think there’s a good solution for it.
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Yeah, this was a problem I saw coming from a mile away. Just make Power of Two not stack and give it a complimentary buff. As a side note, I believe Hope doesn’t stack with other Haste.
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Try hitting them as early as you can. At least that worked for me.
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Just basekit BT not apply in end game, unless actual BT is being run. Problem solved.
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CoB and OC aren’t issues, and is there really a good way to stop Bubba from face camping? I’m not against getting rid of that strat, but I feel like the only thing that could work would be preventing him from using his chainsaw near a hooked survivor which would either be ineffective, or abused by survivors.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375135#Comment_3375135
Where do you get 25 seconds from? Regression ramps up by 4.17% every second. After about 6 seconds, your regression matches basekit. After 30, your regression is double of the basekit.
And even comp survivors miss OC skill checks all the time. It's a perk that double dips too much in value.
In order for the increased regression to make up for the initial lower regression, it takes about 25 seconds for that to occur. Anything past that you will really feel the value from it.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375125#Comment_3375125
I doubt the roadmap said anything about gutting the scream perks but it happened anyway. You really can't predict the ridiculous decisions they'll make.
Well, that was a small change that was only done for the sake of “consistency” which is why Mettle of Man and Blast Mine got their nerfs too. But it got reverted along with MoM (or in Blast Mine’s case, complimentary buffs) cause they didn’t take into account how their “consistency changes” made already weak perks even weaker, which (unsurprisingly) the community didn’t like. If they wanted to do another 6.1 meta shakeup deal, we would probably know, especially by now.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375039#Comment_3375039
If it's a near guaranteed 15% regression every time a survivor taps a gen (because of her addons), and an exponentially fast gen regression if the gen doesn't get touched, you're forcing a lose lose scenario for survivors, which is objectively poor design. If OC is problematic (which it is), then it needs adjustment.
Well we’re gonna have to agree to disagree then, because good survivors should be able to hit the skill check 80% of the time, even when running. Perk’s original intention was to punish tapping, it just did it poorly cause there was no real reason to risk a -15% with default regression. Now there is reason to consider the risk since there’s potential for it to really eat away at the gen. In other words, it’s supposed to force a “lose-lose”. I haven’t even mentioned that (unless you fail the skill check) it takes 25 seconds of the gen being left alone for Overcharge to get value when you consider it starts the regression lower than default.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375069#Comment_3375069
Why not? They've done it before.
Because the roadmap hasn’t mentioned anything about “changing the meta”. They’ve only stated that they want to include a small package of perks with each update to change. Looking at how perks were changed with the 5.3 or 5.5 updates, I’d wager they’ll be looking more into buffing up to like 12-15 perks total, or 6-7 perks on each side. I honestly think Eruption was the main thing on the radar for a nerf, which was only pushed into this recent update due to overwhelming demand. Beyond that, I don’t think anything else is getting nerfed. If there are more nerfs to come, CoH and CoB will probably be the ones. DH has already been implied to not be getting nerfed, and nothing else beyond that really needs to get nerfed, unless they want to do another meta shakeup.
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She’s only playable cause of Iri Tape since you can actually traverse around gens as much as you like. You don’t even have to condemn kill people to do well as the map pressure’s good enough with Iri Tape. Without it though she is hot garbage.
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Hide prestige level so people have less of a reason to dodge. Lock in survivors characters and items too so there’s no DC in loading screen cause of a last second swap to flashlight.
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@Aven_Fallen said:
I mean, it is rumored that the next MIdchapter-Patch will contain a few Perk-Changes. It is not unlikely that this will also affect Call of Brine and/or Overcharge, so it might be possible that the popularity of Nowhere to Hide will go down again. It could also be possible that they remove the 2 extra seconds of Lethal Pursuer which they added with the latest Perk-Changes (something which was not even needed IMO).
But I would say that if they go after Call of Brine and/or Overcharge, it should be more than fine. But I can also imagine them nerfing Lethal Pursuer to the pre-6.1.0-state. Nowhere to Hide overall is a good and healthy Perk IMO.
And aside from that - well, you say it... a very specific Killers. Thats the Dev for you, giving Nurse just another slap on the wrist and what a surprise - she is still broken. Yay.
Why would they nerf Lethal? This isn’t gonna be a 6.1 deal. They’re not gonna nerf perks just cause they’re heavily used.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373865#Comment_3373865
The skill check is pretty tough to hit if she's building for it specifically.
Which goes to show, is OC really fine with no cooldown on its skillcheck?
Yes. Why are we trying to strip away the perk’s main identity? It’s a Doctor perk, so it makes sense it should be a part of the difficult skill check family.
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Rotten Fields is definitely not stacked against survivors. Pale Rose, Sanctum of Wrath, and old Shelter Woods are the only ones that fit that category, imho.
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If they’re doing nothing, but guarding that 3 gen from the very beginning they can still get heavily punished for it if they don’t go for any other chases or hooks, especially if survivors are equipped properly.
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@BlueHorkew said:
I don't think its that black and white.
Right now gen blocking feels contained, not too strong but their effects have limited applications. Like you can only have 4 Deadlocks, 1 corrupt.
Gen regression feels overwhelming when is stacked or doesn't stop. CoB/Overcharge being always available creating this 3 gen meta, because the killer has regression power and no incentive to chase survivors. While regression as reward like POP, Jolt or Pain Res might feel overwhelming if survivors is doing bad, it also does nothing if the killer is doing bad.
It's kinda of a weird situation. If you buff Blocking to be more common like regression, i am not sure if psychologically survivors would find it more fun, i think doing the gen will be more fun than being forced to wait.
One thing that maybe some killers should understand, gen regression is a double edge sword against gen rushers. Regression perks don't matter if you can't get to the point of applying them. The best effective counters to gen rush are Corrupt, Deadlock, NOED, NWO and fast chases.
Kinda weird that one is more effective when you are down while the other while also effective makes stomps much harsher.
Things are not simple.
If they’re not chasing survivors and spending more time kicking gens, then they’re not winning.
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I’m not expecting “tons of perk updates” personally. I doubt this’ll be another 6.1 deal.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/368412/why-trapper-have-to-pick-up-his-traps
Two Words:
Basement Trapper.
Thats why they don't do it and the purple add on has a massive downside.
Yet Bubba can camp basement far better and he doesn’t need to set it up. Bad reason.
@Emoba said:
Because it's what make Trapper Trapper. They should improve other areas of his kit imo.
So what you’re saying is that being garbage is what makes Trapper Trapper?
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A lot more than increased. They’d be unbearable. Idk why people are so hell bent on punishing people for playing what they like. Should we punish survivors for using DH or Windows every match?
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Overcharge is literally the least of those problems lmao. If you can’t get back to the gen within 25 seconds or hit the skill check, that’s on you.
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Even if this doesn’t do much in regards to 3 gens, at least it (possibly) incentivizes going for chases more. Not bad changes at all, and very glad they reverted the stupid scream changes.
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Honestly, as I think more about it, there might not be any nerfs and just buffs if we consider how they’ve done perk changes before in the past. It’s been implied that BHVR doesn’t mind gen kick meta or DH, with Eruption only nerfed because the Incapacitation status effect was deemed unhealthy to put on a perk, not to mention it was supposed to be changed this upcoming midchapter, only pushed forward due to overwhelming demand. Therefore I anticipate seeing just 6 perks from both sides (probably 12-14 perks in total) getting buffed. If there’s more nerfs to come, CoB and CoH will likely be the ones on the radar. Everything else such as Pain Res, Overcharge, Windows, Adrenaline, or Prove will probably be fine.
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The amount of lobby dodging would be insane. No thanks.
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There’s no reason to nerf Overcharge, and Call of Brine still looks strong as ever.
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I still see it so much, it’s like they didn’t even change anything about it.
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@Hex_Ignored said:
If by "was fine" you mean "was basically a dead zone with 8 pallets (on a good day)" then sure, it was absolutely fine
Unless you’re facing a Nurse or Blight, it was absolutely fine before. While adding a main building was more than reasonable, it didn’t need to be that OP, unless they shrunk the map size. Which even then, meh.
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@Phasmamain said:
It’s the same size?
Yeah, but the size in combo with the main building have really ruined it.
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@Gandor said:
And yet I see so many killers doing more then fine on the map. M1 killers too. The main and shack are the only truly safe things on the map. Even loops that were part of the map before rework got much worse (there are barely any now). I have no idea why you complain about it.
Cause it’s a big ass map with a strong main building that blocks the view of most of the gens?
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Wasn’t even that good before its nerf tbh.
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“Mechanical power fantasy he’s supposed to be” So, trash?
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Can’t say I’d be against this strategy going away, but a Pinhead who’s just camping box is completely throwing the game. Even AFK Pig was better than this as assuming rng was on your side, you could probably get at least one kill with practically nothing survivors could do to stop it. AFK Pinhead though really isn’t achieving anything other than annoying survivors with a long game. My suggestion to fix this would simply be to rework Chatterer’s Tooth as it doesn’t do anything, but encourage box camping.
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Parry mechanics aren’t fun in pvp games.
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You can still get away with wasting a crap ton of his time by predropping the countless number of pallets Gideon has to offer.
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Gas Heaven’s not even a priority of maps that need changes imho, but I’m still down because this map is pretty ######### bad. Get rid of the Car Walls of China, and redistribute the gens better and I’d be happier.
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After their pitiful Eyrie rework, I’ve just given up entirely on them ever fixing the horse crap maps in this game. Map designers should be fired.
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Me and my friend did it last night too with success. Honestly proves to me that SM would still be dumb in 3 gens even if 6.1 never happened. (Could you imagine using Ruin over Devour?)
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@[Deleted User] said:
3 gen strategies aren't necessarily new. They've been an elephant in the room for a long time. Anyone who has paid attention to competitive play would remember that games even as far back as 2020 would go into the 30 minute range depending on the gen splits. It's just bleeding into public matches now (hey devs, pay attention high level play).
Due to gen kick regression buffs, it is *much* easier for the average killer to hold a 3 gen now. We also have map development that is overlooking gen layout a lot of the time.
I think both sides should have to play with strategy regarding the gens. But there should never be a point where the game effectively turns into a stalemate where either side loses if they attempt to meaningfully advance their objective. Let's be real. It's not fair to either side. Not all 3 gens are the survivor's doing. And at the same time, it shouldn't be a guaranteed loss for the killer to commit to any chase if survivors are smart about chase location.
Neither side should be expected to throw the game to advance it, but that's the situation we currently have with killers like Knight/Skull Merchant/Twins/Hag/etc and gen kick perks.
I get your point, but I just genuinely don’t think there’s any way to curb the problem without heavily changing lots of aspects from the game, ranging from killer powers to maps and whatnot.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369948#Comment_3369948
Well, sure, but surely that only adds another element to consider, it doesn't override the fact that the situation we're describing isn't exactly engaging for one side of the game. It's not as though you need CoB and Overcharge at all, let alone in their current state, so we can absolutely change CoB to be less problematic while still being useful.
That's kind of why I like this idea. Letting it synergise with more perks by having it not be based on a kick but rather on everything that isn't a kick opens up a lot of opportunities for solid and dependable perk builds, something that is pretty unambiguously a net positive.
I can live with CoB getting nerfed and not killed, but I don’t think there’s anyway to do that while satisfying both sides at the same time. The proposed nerf in OP for me would basically make it useless.
