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Toystory3Monkey

Toystory3Monkey

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  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785284#Comment_3785284

    they said the same with nemesis infect slowdown and look who got slowdown buffs it'll happen with unknown too

    look above, it won't.

    at least not another 4 years till unknown is powercrept, if unknown is powercrept.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785345#Comment_3785345

    more than you

    Sure you are, if it makes you happy…

    yet another example of PTB being useless

    You sure you are not new? Because before they didn't do any changes between PTB and live. That was actually useless PTB. This is way better than what we had before.

    it's kinda funny how you accuse me of being new

    I asked, because you act like this is new thing, while it was always like this. Yet, you are so suprised by it… I never asked about your "skill", nor I care.

    yet grossly underestimate the impact of that distance increase

    Nemesis doesn't see his range and he is punished by missing a lot. It's not going to be regular thing for this it matter. Most hits will be under 6 meters and this is working only for tier 3 anyway. I don't believe it will make him that much better.

    such an experienced veteran player like you should be able to understand that randomly increasing one of the most important stats for characters like that without any testing isn't a good idea, especially for a low effort killer like nemesis

    I don't consider Nemesis low effort. He is easier than killers like Blight, Nurse, PH etc. but there is many killers easier than him…

    I can guess the impact of those changes quite well, because of my hours in DBD and mainly on Nemesis. It will help, but it won't make him suddenly super oppresive. His counterplay is still exactly same and equally effective.

    That amount of experience should mean you'd be able to recognize the balance between effort&skill and reward for that.

    Yes, it does. Funny you think it doesn't, just because I don't agree with you… Feel free to mention me later, if it will become an issue BHVR needs to deal with :)

    Oh well, doesnt matter bc people wouldnt pick nemesis often

    So it's not an issue… If he would be S tier killer, players would play him. But he won't be anywwhere near close to it.

    you look more interested in arguing semantics and nitpicking on my words. keep it going, i wont interrupt

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785320#Comment_3785320

    At this point there's no reason in doing PTBs at all.

    Are you new to DBD?

    You better get used to this. It's normal for them to do such changes. They have done way bigger changes than this in past...

    Nemesis destroys predrops & has very fast wind up and very generous hitbox making it one of the easiest abilities to use.

    Well, but can't hit over windows and any loop as long survivors crouch...

    Zombies are really random.

    His tentacle is not stronger than Pyramid head's attack.

    And Zombies are definitely not good enough to justify third hit.

    So options were either buff tentacle, or zombies. Survivors wouldn't like buff for Zombies and there wouldn't be direct feedback for Nemesis (player), so focusing on buffing tentacle is definitely better option.

    He still gets slowed by pulling tentacle, so greeding pallet is still good against Nemi. His power also cancels when he gets stunned, unlike PH.

    No, im pretty familiar with dbd, more than you, simply pointing out yet another example of PTB being useless.

    as for nemi's tentacle, it's kinda funny how you accuse me of being new and yet grossly underestimate the impact of that distance increase. such an experienced veteran player like you should be able to understand that randomly increasing one of the most important stats for characters like that without any testing isn't a good idea, especially for a low effort killer like nemesis.

    it's kinda weird how experienced veteran players will die on a hill defending any random buffs to characters because these buffs wouldnt delete these character's weaknesses or wouldnt make them S tier. That amount of experience should mean you'd be able to recognize the balance between effort&skill and reward for that.

    Oh well, doesnt matter bc people wouldnt pick nemesis often even if devs buffed him into S tier as they're already bored with 3 y/o killer with basic power.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785279#Comment_3785279

    Most killers in DBD would be terrible if survivors had 3rd health state. So it is the issue.

    What matters if killer's power is good enough to justify such a thing.

    Nemesis is not really better than PH, yet PH doesn't need to deal with third health state.

    Those changes gets Nemi's power closer to be good enough.

    Nemesis destroys predrops & has very fast wind up and very generous hitbox making it one of the easiest abilities to use. On top of that, he has zombies which take zero effort to use. Nemesis is the easiest midrange M2 to play because how low his skill floor is.

    Just randomly buffing his power even further without testing isnt a good idea. At this point there's no reason in doing PTBs at all.

  • no it shouldnt, it's enough it applies slowdown.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785153#Comment_3785153

    unknown has to get an extra hit in every chase, but you wouldn't call him bad, would you?

    And Unknown is not really slowed for using his power. He also can teleport.

    Can Nemesis teleport? No, he needs to walk around the map all the time...

    Unknown is way better than Nemesis....

    so the issue isnt a 3rd healthstate.

  • Spirit needs a big rework, imo, her current design is too hostile to any people with hearing disabilities on both sides.

    Would be interesting if she had no sound / scratchmarks in her power and instead had short glimpses during which both she and survivor could see each other and make a move. Sorta like reverse passive phasing. So no sound required, just noticing spirit appearing on the screen.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785244#Comment_3785244

    Ah I see. The old "I choose to completely ignore your argument and not engage with any points raised" counter.

    You're entitled to that point of view.
    You're wrong, but you're entitled to it.

    Im not the one gatekeeping fun things from the game :)

    You're objectively wrong because your entire point boils down "they cant do that because I said so".

    If they ever decide to add rocket launcher, we'll have one. Period.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785233#Comment_3785233

    Firstly, that means that survivors not dying from rocket launcher isnt that big of a deal as you make it out to be.

    Umm... sorry?

    Secondly, Unknown's blast works just fine. Rocket launcher being a variation of it with some other limits would be fine. It's not that deep as you think it is.

    Ummmmm... sorry?

    I am totally confused... neither of those statements are compatible at all with anything I just said.... 🤨🤨🤨

    it's very much compatible.

    let me put it even simpler: all you said is not relevant.

    if devs want to add rocket launcher (Which would too late for nemesis alas but we`re speaking generally), they would add and no amount of coping "tHiS dOeSnT mAkE sEnsE" would stop them.

    If devs do add rocket launcher - best balancing would be to make an alternative version of unknown's UVX blast with different balancing factors which always worked just fine.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785167#Comment_3785167

    A bad idea in the source does not make it a good idea to bring across my guy… Whether you love or hate Resident Evil, even as a fan and labelling it as the Resident Evil goofy cheese that we adore, anyone would have to admit Jill tanking that hit was pretty ridiculous if you consider it with even the hardest lean of realism. Like the game doesn't have to be realistic… but it does have to have some semblance of logic and rules in place… and once you've defined your logic and rules in your Universe, you have to stick to them, you can't just break them at will… and a Rocket Launcher in DBD just doesn't make sense.

    I mean think about it… are we honestly saying a survivor could survive a direct hit from a rocket launcher… but not a knife to the stomach from Michael Myers? No amount of suspended disbelief allows that to not be a 1 shot… and you might think it's not important, but to plenty of people, it is.

    Having the world grounded in rules allows lots of people, like myself, to maintain investment in the world and story. If literally anything goes, then that lowers the stakes, and drastically reduces investment in that story/world/universe, because you know that there is no cause and effect, whatever the creator wants can just be deus ex machina'd in without rhyme or reason. E.g. Why should I care about the narrative of trying to kill/catch survivors, when the Entity can instead just say "I choose to not let this survivor die in this explosion, cause it is not yet time". Like why am I as the killer even here?

    Even if we push that aside…. for balancing, that'd be awful… The Unknown's main power is that he can hit AoE… and even he has to hit the target twice, AND he can't hit direct hits…. How precisely are we gonna balance a Rocket Launcher… when Unknown's goop is balanced, and takes 2 hits to injure someone?

    Like if I was to be serious about adding a rocket launcher for Nemesis… I'd say… a rocket launcher spawns with a single shot in a crate after all injections have been used by survivors. This rocket launcher has a minimum arming distance of 24m, and will instant down any survivor caught in the outer explosion, or hit directly by the missile before it is armed. Any survivor caught in the central explosion of a shot over 24m is instantly mori'd and turned to giblets.

    Now that sounds about as healthy as a Sulphuric Acid enema… I would not recommend it…. but realistically that's the only way I could even fathom the idea of a Rocket Launcher being in DBD.

    Firstly, that means that survivors not dying from rocket launcher isnt that big of a deal as you make it out to be.

    Secondly, Unknown's blast works just fine. Rocket launcher being a variation of it with some other limits would be fine. It's not that deep as you think it is.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424541/the-nemesis-changes

    As a Nemesis player yourself, I did want to ask you...

    I personally would have liked to see his zombies become more dangerous via use of red heads, with self defence tools like in the RE:make to compensate, so I'm with you on that direction...

    But, I hear people talk about giving him a rocket launcher often...

    I genuinely wanted to ask... have you given any thought to how that could possibly work in the game? I admit it would be cool... but practically speaking where would you even start in making a rocket launcher remotely believable/engaging to face?

    Every other hit in this game is something that you can squint and believe someone could survive... yes chainsaws, hatchets, knives, harpoon guns, kunai, bear traps, etc would maim you more than is represented in the game, but the point is you COULD survive, so our suspension of disbelief isnt hit too hard....

    However no amount of squinting or logic twisting is gonna remotely allow me to accept surviving a shot from a rocket launcher... and how would you even juke the darn thing?

    Maybe if it had a minimum arming time, that might work... but again, how on earth would you begin to make it remotely fair? Far as I can see, it'd have to have so many restrictions, it almost becomes pointless having it... like literally I'd be considering giving it 1, and only 1 shot if I was to remotely take the idea seriously.

    Do you have any thoughts of how a rocket launcher could work? Cause I'd be interested to read it.

    Pretty sure Jill survived the rocket launcher in games too.

    As for balancing - balancing it like Unknown's grenades but with direct aiming/projectile would make the most sense. Give survivor as laser pointer warning which also helps to see where the killer is aiming and make it so they need to slightly predict where the killer shoots so there's room for a mindgame. Add a minimal windup and max wind up hold duration to make it worse at zoning.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785015#Comment_3785015

    It simply makes crouching, vaccines and infection less punishing.

    His time to down is still going to be bad, because he needs to get an extra hit.

    unknown has to get an extra hit in every chase, but you wouldn't call him bad, would you?

    considering how easily nemesis reaches t2 now and that survivor is now slowed much more meaningfully, I won't be just randomly issuing really big buffs to his chase & catching up capabilities without testing.

    again, he won't break the ceiling of S tier, but he'll very likely to become extremely annoying in pubs.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785011#Comment_3785011

    Ah yeah, this version of dbd, where everyone runs in straight line 100 meters on open field, without any objects on the map and survivors surely not dodging at all.

    In reality this 0,5m will make a difference maybe 1-2 times in match.

    that range will make a difference way more often than you can imagine.

    survivors dont run 100 meters in a straight line and yet they still shift w key from nemesis and always will, meaning that with the buff he would get an opportunity to hit them even earlier and they wont be able to reach the windows/turns they previously would.

    0.5m increase to range on an ability that manifests its hitbox all the way through immediately is a way bigger buff than you can imagine.

    as for "not dodging at all", if survivors consistently dodge you tentacle as nemi, they are not dodging, you're missing it and making horrible reads on them.

  • @Chocolate_Cosmos said:

    Stop acting like 0,5 meter range increase and 0,25s cooldown decrease will break him into S tier killer without testing.

    it wont, but stuff like that should be tested.

    nemi just randomly got effectively 2.5 STBFL stacks and 1 second less to catch up to people.

    all these buffs combined make nemi catch up and down people even faster.

  • @Devil_hit11 said:

    i think range change does nothing because survivor can crouch his tentacle strike. the cooldown change is really nice. still sad that linker tongue doesn't work on normal hits but oh well.

    the range change means he would need to spend one less second to get within hit range. thats 4 less meters survivor can run.

  • they take perks and expect them to get value so they force it which usually ends with them losing hard if they dont use them correctly.

    most survivors, luckily, lack game sense to understand when diving killer with OTR/DS up is a good idea and when it's an equivalent of throwing.

  • singularity is effectively 4.712, Skull Merchant too and so on.

    They rarely chase people while having default movement speed and to get they speed they have to work for it and play around their powers' restrictions.

    If we do get 4.7 or whatever higher than normal default speed killer, their power will most definitely put some huge limits on them.

    Like making the killer effectively blind and having trouble finding survivors or keeping track of them in chase or having shorter/no lunger, etc.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784855#Comment_3784855

    Did you even read what i wrote?

    let me copy paste some of my replies from before :

    First off, 80% of survivors just stand around and waste time at the exit gate when they've already won. So, I don't see how slugging is a real issue here, other than the fact that it seems like it's only a problem because 'it's not fun when survivors aren't in control.

    Team A has been dragging time from Team B for ages, and now that Team B is doing the same, suddenly Team A isn’t having fun anymore? It’s a bit ironic, honestly.

    It's not anyone else's responsibility to fix your actions, nor can they be held accountable for them. - Suggesting that is just toxic. So please stop pushing blame on the killer for the exit gate camping, this is purely on the survivors..

    Its kind of tireing that a lot of survivor mains think its ok, and even trying to downplay or even push the responsibility for the exit gate camping to the killer, and over-dramatizatize the bleedouts.

    again, if you dont like it - go push them out.

    if you get bled to death there's nothing you can do except waiting 4 minutes till killer is done feeding their ego.

    idk why is that so hard to understand. that's the core issue and that's why bleeding people to death is problematic.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784842#Comment_3784842

    First off, 80% of survivors just stand around and waste time at the exit gate when they've already won. So, I don't see how slugging is a real issue here, other than the fact that it seems like it's only a problem because 'it's not fun when survivors aren't in control.

    Secondly, It's not anyone else's responsibility to fix your actions, nor can they be held accountable for them. - Suggesting that is just toxic.

    So please stop pushing blame on the killer for the exit gate camping, this is purely on the survivors..

    again you keep missing the point.

    learn to lose. take the l. accept you lost the game and wont get kills.

    choke your ego and push them out. cut the losses and get points for starting chases and hits, you most definitely dont have any categories maxed out if you have survivors teabagging in exit gates.

    if you dont, it's entirely "YOU" issue for not taking the opportunity the game gives you to force end it. Slugged survivors dont have an opportunity like that in the gameplay because they're slugged and forced to bleedout with no feasible way out.

    yeah, it's annoying, but that's it. There's nothing fundamentally broken in that situation because you still have full agency to keep playing and getting something. If you willingly refuse to, that's YOUR problem that YOU need to fix with YOURSELF, not use it as whataboutism argument to steer the discussion away from the ACTUAL issue of people being forced to go afk because they have zero agency in the match, yet are still forced to wait for ¬30% of the average game's duration.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784701#Comment_3784701

    "something happens" - no i dont go and chase out survivor when im killer, and that is not the killers responsibility.

    Survivors already won, and they drag time with the intent to annoy the killer.

    then it's a self inflicted problem.

    i dont have ego issues and i either chase ppl out or dont complain about the game being dragged out.

  • Terrible ideas.

    They wont nerf crowd control because it's extremely underused perk despite being pretty decent.

    Bloodrush shouldnt get plain buff, it's a perk specifically punishing killers that are not tunnelling.

    Weave attunement will get a nerf, but it wouldnt make sense to kill the perk like that, it most likely will just be an item aura reveal or reduced range.

    Shadowborn doesnt need rework either, it's a good perk in its niche and the most likely buff is either increase to the duration or the timer being paused while you're blinded / stunned.

  • @[Deleted User] said:

    I will copy paste my reply from another post :

    Bleeding out a survivor is no worse than when survivors intentionally drag out the game by camping at the exit gates after they've already won. This happens in about 80% of the games, sometimes survivors even split up across the map, forcing the killer to chase them to both exit gates and the hatch.

    Yet, when a killer slugs a survivor for a few minutes, there’s often a big uproar, and players rush to the forums to complain.

    If this is such a big concern, there are perks available to counter it and if you’re not willing to use a perk slot for that, then maybe the issue isn’t as big as it’s being made out to be.

    Ideally, neither of these situations would happen - But the reality is that both do, and exit gate camping is much more common than slugging. If anything, it might be worth having the developers focus on how to address exit gate camping first, - maybe by adjusting blood point rewards to discourage staying in the game after the exit gates are opened.

    Bleedouts do take longer, but they’re really rare. I can’t even remember the last time I saw one in my games. (not talking about the 2 vs 1 slug for last kill)

    Considering that survivors camp at the exit gates in 80% of the games anyway, does it really matter?

    In the end, if one team drags out the game, it’s only natural that the other team might do the same in response. But when the tables are turned, it suddenly stops being fun for some.

    It’s hard to know whether to laugh or cry about it.

    And just to clarify, I’m not a killer main anymore.

    the difference is that while survivors are dragging out the game, something still happens, even if it ultimately doesnt change the outcome - killer chases survivors or hits them in gates, forcing the leave.

    when survivor is being bled out, nothing interactive happens, they are just lying on the ground while killer waits for them to die.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784604#Comment_3784604

    Iron Will buffs the loop ability of the survivors because they can use checkpoints and line of sight blockers much better than without it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784647#Comment_3784647

    Nightlight is a more trustful statistics than saying "I don't see it that often". At this point players don't use this perk to see how strong it is, they use it because it is strong.

    doesnt help them vault or run faster or see my aura so fine by me.

  • id rather deal with iron will than another mft.

    anything that doesnt directly buff survivor's ability to loop, reach&vault windows/pallets or get extra distance is manageable and fine.

  • I dont think there should ever be a moment in the match where you need to "just alt tab and wait". It doesnt sound like a good design.

  • @Brix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784361#Comment_3784361

    Might be overkill…………BUT what if DS deactivates when the killer gets a hook which isnt on the Survivor with DS active? Since then it would technically not be tunneling.

    I just wish Killers got equally punished when hit by DS. And this isnt a thing where i want to killer be miserable but someone like Trapper/Ghostface hurts DS so much more then like Nurse/Blight and such killers.

    But i think it will be an endless problem with no solution in side sadly.

    Deactivating DS on hook would be a good start, but I dont think it would be sufficient, especially in the context of given example where you getting a hook on the other survivor usually means the DS bodyblock has already failed, unless the trade is the case.

    I dont think there's a fair way to prevent offensive DS and buff it.

    I think it would be better if that nerf is applied directly to blight/nurse/spirit as the worst offenders. Ofc there are other killers who could deal with DS just as easily like Huntress/Singularity/Deathslinger, but they arent strong enough to warrant the nerf. This way you dont have all killers with loosely token/charge based powers punished collectively for the issue caused by the particular killers.

    Nurse especially is long overdue losing her power over stuns because otherwise she catches up way too fast.

  • @Grigerbest said:

    Xeno just objectively can't be weak.

    Quick map traversal with the ability to spot survivors without any perks or addons.

    A pretty good anti-loop power, helps at pallets and windows if you use it correctly.

    Not really hard to play.

    People just find xeno frustrating with missed tail attacks, and flame turrets. But in reality… Flame turrets are doing nothing but slowing you down per hit, in most of cases it's not enough to even slow you down.

    Missing your tail attack is pretty punishable, probably the main reason. But it's on people… Right? People should aim better…

    tbf turrets can mess his power up pretty badly if used right.

    "just slow you down" when they make a difference between you getting an opportunity for hit/down or the chase being extended even more.

    i dont think xeno is weak, i think he's pretty balanced, but turrets arent something to underestimate.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784215#Comment_3784215

    And if others have thousands of hrs proving those beliefs are "factually wrong"…where does this leave you. You want to disagree, fine and fair, but calling it factually wrong is itself factually wrong.

    Slugging leaves said survivor on the dirt which under common circumstances needs others to pick them up as we've stated. Said slug is effectively in time out until healed. And the best part is we can add on to this. After you get them, your then free to move on to other survivors which would then increase pressure as now that's more survivors occupied on things other than gens. And should they choose gens before friends, depending on how good the killer is would leave them in a precarious situation.

    On to the next part. You hit the blocker you know has been recently unhooked. K, now did you completely lose the other one? As we've also said before, you as a killer are free to chase others, so what is stopping you from continuing onto the rescuer? Inefficiency? Would you then not be inefficient because your gambling on said blocker having DS or not instead of the one you know can't use it? Loops? Burn a pallet and find someone new or just say f that. Hit and run has been a thing since forever.

    Third, this specific buff of the OP would only hurt the part of the cast that can easily recover from it (GF and Meyers are the only 2 we can think of atm that it would really feel it undeservingly). Regardless of even that, you think a good Billy or Nurse and the like would care much anyway? Doubtful, and they're the types who can most easily avoid it. Would this make DS more powerful? Yes, it's called a buff for a reason. Will it make it more annoying? Only to those who forget there's easy work around.

    Again, if it wasnt good for survivors, they wouldnt be doing that. Why do you ignore that? You made sure to write an essay on a hypothetical scenario that suits your narrative but ignored the actual argument.

    Also, here's a cherry on top: Devs not only arent going to buff DS, they proceeded to nerf it in one of the previous recent patches after letting 5s DS that was objectively worse than pre 6.1.0 version to exist for 1.5 months officially (and 1.5 months thanks to a bug). Seems like devs too recognize DS isnt a healthy perk and just a necessary evil they have to cope with until they get a better solution for blatant tunnelling.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784118#Comment_3784118

    If OP wants DS buffed - offer a solution for DS being weaponized, alas there's none, therefore DS shouldnt get buffed due to situations like this.

    Why not? As killer, you choose who you go after and who you don't want. If a survivor body blocks its the killers choice to smack and continue, wait then smack and pick up, and also perfectly able to leave slugs (and in this instance is where rational survivors can't whine about it), etc. Adding on the effect wouldn't be to terrible (It'll probably add bugs to Nemi and like but thats a separate issue)

    Which is why Im saying that in the context of buffing DS even further, please dont ignore the context of the thread.

    So correct us if we're missing something. In the OP, they wish to have DS set powers that need charges and tokens to 0 should the killer be hit with DS. Your argument is you want something to make it unable to be weaponized first. Firellius argues its free pressure and doesn't see an issue. You next say that its not pressure (or your wording strongly implies it at any rate) and your losing a chance to apply bigger pressure. We then reaffirm its still pressure though. What are we ignoring?

    Im not going to argue with you about things Im not going to change my mind on because I have thousands hours of conscious experience validating my belief. Your words mean nothing to me as I know they're factually wrong. Spare me of a semantics talk, thanks.

    Slugging DS person is losing pressure instead of gaining it. You miss out on the opportunity to hit/down a person you could hook and therefore proc your anti gen perks or secure a stage / kill because you must hit a person weaponizing defensive perks.

    If that wasnt the case people wouldnt be doing that because it would be suboptimal. It isn't the case though. Therefore I firmly believe buffing DS even more will make its offensive usage even more annoying and powerful which is not what would make the game better.

    Have a good day.

  • @Sandt1985 said:

    My biggest issue with Xeno is that the tracking aspect of turrets makes any kind of stealth play impossible. Why even give Xeno a smaller terror radius in crawler mode when a turret can tack you from 40 meters away??

    you can still mess with survivors because they dont really know where you're coming from and if the tunnel is in a good spot, they have to prerun. just in your hands

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784024#Comment_3784024

    It is still pressure though. We agree it would be nice to have a solution for that, but a slug is effectively a useless survivor until someone gets them (which is 2 not working) unless they got a way to pick themselves up.

    Which is why Im saying that in the context of buffing DS even further, please dont ignore the context of the thread.

    If OP wants DS buffed - offer a solution for DS being weaponized, alas there's none, therefore DS shouldnt get buffed due to situations like this.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783967#Comment_3783967

    It's free pressure though, so I don't see how it's an issue.

    its not.

    im losing a chance to apply bigger pressure.

  • I would really like that before that change is implemented, we get a solution for DS being used offensively.

    Survivors with DS still bodyblock and pull aggro knowing they're safe and "can just be slugged" meaning you dont chase down the other person while they get picked up as the safety timer on DS is decently long.

    It's not fun.

  • @RickSanchez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783910#Comment_3783910

    I think people just want to be able to use their skill expression bro, theres literally nothing fun about getting tunneled by a nurse

    and i brought up nurse as an example of a very one sided gameplay dynamic which is the opposite of how it feels to play as m1 killer that are different ends of the "onesided boring gameplay" dynamic.

    all other killers offer enough skill expression that people simply fail to recognize.

  • yeah, these people speak so confidently about things they have no idea of.

    they think chase in dbd should be streamlined and entirely depend on one side entirely with no risk for them, so if they just get good enough, they'll win every single time which is how they define skill expression. that's not how things work or should work. look at nurse.

    they often fail to recognise or just outright ignore the situations where killer must take a risk and "guess" in order to win the chase as fast as possible which is where survivor can make a play, guess (aka make a read - prediction what the killer might do) and win more time and instead focus on situations where the killer has full control over them getting a hit as they already got close enough to survivor.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783206#Comment_3783206

    either way getting a direct hit should be skillful and rewarding especially if its an arcing grenade

    no it shouldnt be & it isnt because the unknown's power isnt designed to encourage direct hits any more than it does now by slowing survivor down briefly. getting direct hits is pretty easy especially at close enough range and it has very little counterplay which is why it's not something unknown is encouraged to do.

    being forced into bouncing the projectile makes you use environment which creates unique gameplay.

  • Considering that the devs and community keeps pressing killers into playing fair which inherently means survivors dont get to use their intentionally overpowered perks that are meant to make efficient unfair strats as hard as possible earlier into the game, it's a bit unfair to hit fairplay killers with DS.

  • i wouldnt take things that people like scott jund say too seriously

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782789#Comment_3782789

    The game was never in a worse state gameplay-wise, unless you consider year 1.

    really weird criterias you have to call current dbd worse than anything but year 1

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783450#Comment_3783450

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783446#Comment_3783446

    Classic DbD way of balance things
    "Just make it a perk(s)".

    Nice. Instead of redefine or improve base mechanics that are outdated or they are not good, lets just slam 10 perks and hope some of them will make it worth it.

    Next time we should make 10 new perks around luck mechanic since that is even more worthless.

    almost as if such mechanics should be optional and not part of the basekit making whichever side they would therefore benefit even more to be even more oppressive / powerful.

    it's like asking for hexes to be basekit instead of perks. the point of chest perks, especially recent killer chest perk is that it's an optional mechanic that you have to dedicate a perk slot for.

  • The perks is what makes chests worth it, duh.

    Dracula's new perk, for example, turns chests into a secondary objective survivors have to do in order to prevent killer from gaining info.

  • Can and will end with a lot of controversy around it.

  • @TieBreaker said:

    Slugging isn't inherently bad. When Oni downs me and immediately runs off to use his power, I don't get mad. It's just Oni focusing on playing with his power instead of killing survivors off early. You can also slug if you accidently down a survivor that is dead on hook, or slug your favourite survivor so you can give them hatch.

    I assume people are complaining about more excessive slugging, into a four minute bleedout. Which is pretty lame, on the rare occasion it happens.

    Or when the slugging is actually used smart instead of giving survivor easy time like you described in your examples..

  • no, thats my experience back up by objective data - in all 9 incomplete years of this game's existence that i were around to witness, years 8&9 were my biggest playtime.

  • yeah, i had similar idea, but for the thing with assimilation mechanic.

    let killer toggle on/off infection upon attack and make it so killer can look from infected survivor's eyes and attack anyone from their body.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783005#Comment_3783005

    Man has never gotten a direct hit kill with a grenade or noobtube in cod and it shows

    this aint cod

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783035#Comment_3783035

    She is because everybody has different ideas about what they want to do to her.

    yeah, but people always have different ideas and they rarely are good, esp when it concerns not just giving, but also taking. so it doesnt matter.

  • Thank god killers can get enough pressure in 1v4 to keep all survivors away from gens at some point because gen speeds can be really nasty otherwise.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783090#Comment_3783090

    all m/s reduction and m/s boosts follow a curve. I am not sure if it is same curve universally for all of them though. If you shorten the cooldown such as running unrelenting perk, you lose less distance because your curve to regain m/s stops quicker. with that being said, his cooldown is very long that he slows to a crawl.

    idk why you keep arguing against a fact.

    go into a lobby as xeno and see yourself. hitting with tail > hitting with m1. you lose less distance with tail.

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