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Toystory3Monkey

Toystory3Monkey

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Toystory3Monkey
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  • Chains dont break over environment.

    Impaling wire reworked.

  • i've looked through my singu footage and i can confirm there's something going on. i`ll do testing tomorrow and report back with the footage.

    if that's true, needs to be fixed ASAP

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792868#Comment_3792868

    Weird mindset to be fair. Quick example - they added specific Anti Camp Feature only for Leatherface - so it also would be hurting Bubba Mains for existing? I just know that adding base kit Corrupt also for Killers like Nurse would detroy the idea of adding this feature.

    Bubba didnt get any specific interactions with the system itself, only a tweak to his power.

    Similar changes could be made to Nurse/Blight/etc like making their power start on cooldown.

    And, obviously, if some design feature is bottlenecked by certain killers, you either dont add it or tweak those killers till they no longer bottleneck it. Or you just ignore them as exceptions - trickster/huntress/bubba with anticamp system who can proxy and guarantee downs just as easily.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793141#Comment_3793141

    Locker blinds were fixed because they basically gave you walmart lightborn while locker grabbing; you can't be blinded until the animation finishes.

    The issue with flashbangs is theres no "start" to the blind required, it instantly blinds the moment it goes off, which is timed after the grab completes.

    well thats what i thought, they just kept old blind saves for lockers. tbh they shouldve extended the immunity, it feels so bs to deal with that because the only viable play vs survivor jumping into locker is to grab them and that's no longer allowed.

  • @Hex_Ignored said:

    Play in a coordinated swf

    Otherwise you're done unless the singularity player is busy fixing their cortex irl

    you dont really need coordinated SWF unless singularity is on such exceptional level that having comms is what makes or breaks it.

    you moreso need all people in the team to understand what to do against this killer at all times as he can interact with survivors around the map almost simultaneously.

    they need to understand how to deal with cameras on gens, when to pick up camped EMPs / avoid cameras and free tags in the open, advanced level would using EMPs to cleanse chased teammate to prolong chases or not getting free slipstream spreads when meeting teammates in order not to feed singu info. On top of having strong chase, ofc.

    some people say that's too much of a requirement, I say that's very much fair for a killer that has to earn everything he gets.

  • I agree about lockers. It's so annoying they can still pull that off. I recall devs allegedly fixing locker blinds, but apparently not.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793043#Comment_3793043

    I don't really play much vs hux as survivor but every time i do, i escape. when a killer is mediocre, you barely need understand the intrigues of the killer.

    sure, but that doesnt mean you should spread misinformation because at some point that knowledge will be crucial.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792930#Comment_3792930

    i am trying explain the mechanic to Chocolate_Cosmos who is having trouble vsing him.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792783#Comment_3792783

    you hold-w when he teleports and just as teleport is about to end, if your able vault a window, hux will be just out of range because they nerfed his overclock from 5% to 3% and his overclock duration. you can time out his overclock just as you vault window.

    you're explaining it wrong because that's not how it works. it doesnt matter how much time elapses for the teleport position to be determinated, all that matters is survivor movement

  • @Devil_hit11 said:

    abuse windows and always be ahead of him. Hux's teleport has this weird mechanic where he is always 4 second behind on the teleport. So if you stand still, he'll teleport on top of you but if your moving in straight line, he will always be behind you so as long you plan in advance to vault a window, he will like lose distance.

    As long as Hux doesn't break the pallet and hit you in enduring spirit fury style, you almost always have enough time to go the next pallet.

    He's not "4 seconds behind", he basically teleports to an invisible marker dragging slightly behind the survivor.

    People call it "chainball" and it's a spot on description of how it behaves.

  • Be better in chase.

    You dont need comms if he cant catch you. Nothing in his power is guaranteed hit cheese, it's all mindgames & catching up.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792592#Comment_3792592

    It's not hard to add more Killers that wouldn't use base kit Corrupt feature. I think it needs some work, but it would be a good idea to add some Killers new statistics - faster speed actions, modified stun durations and some features like Corrupt base kit. Many Killer just need to run Corrupt every game if they want compete and win a game. It's like Borrow Time for Survivor before the Patch 6.1.0.

    Remember - these are just suggested changes and I thought about more Killers, but I started from S tier Killers to limit them.

    The Nurse has her own, weird way to counterplay, but the is on the top since the start of Dead By Daylight. This change would make Pallets actually viable and great play from Survivor would have some impact against the Nurse. Additionally, Decisive Strike would actually help Survivors while playing against a Nurse.

    Just an example - when Cannibal gets a Pallet Stun during his Chainsaw Sweep - he has stun and he lost probably like a few Chainsaw Charges and Survivor have a distance. Survivor played very well, he got an reward. Why wouldn't it a thing with the Nurse. Okay you can say, that if you perfectly read her movements and don't let her see you - you can counter play that, but I thought about adding new counterplays such as Pallets.

    Either all killers get it or none. Otherwise you're excluding people from QoL features simply for existing and it feels bad. Not all nurse players are gods wiping survivors with 4k5.

  • Made it harder to pinpoint obvious sweaty SWFs which made me not play as well as I shouldve on my weaker mains.

    Nothing changed for Singularity, most games are pretty easy.

  • Excluding some killers from certain basekit mechanics is a really bad idea.

    You won't be able to correctly identify which killers need to be excluded from basekit mechanics because things like Spirit definitely dont need a 5th perk slot for free, yet you've given them a pass.

    That just becomes another headache to manage.

    also 12s powerless nurse is definitely a funny joke, keep it going.

  • i hope they wont ever add anything that has to do with "finding parts" for gens or whatever other concept like that.

    if they would ever have to make gens more interesting, they should add new minigames.

  • @Akeeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792447#Comment_3792447

    i always imagined that dodging the shot isnt the counter play, but rather the chain break mechanic, since every other killer that land their power instantly injures or downs. but the hitbox is so tiny, makes me think that at one point slinger was going to be hitscan, and chain break was counter

    dodging the shot is not the counterplay.

    predicting the killer takes a shot and making a move is the counterplay.

    in your particular example you were aiming a bit ahead of the survivor and failed to predict their movement pattern and therefore missed. when you slowed the video down, it's very clear the survivor isn't reacting, but rather just moving in a random pattern trying to move away from the possible trajectory, expecting to eventually commit to running forward while you lose the opportunity by waiting.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792457#Comment_3792457

    Huntress hitbox feels fine if everyone has low ping imo, it's when the huntress has high ping that you get awful looking shots. Even with low ping. If you make her hitbox smaller, getting snipes will be way less consistent and all it would do is make Huntress less approachable for newer players. I think people should play her some against good players, then they'll feel her limitations.

    I'm not saying she can't be oppressive in chase, but it's not like the's overpowered or anything with her current hitboxes. She had quite low killrate according to the last official stats, lower than both Deathslinger and Trickster. Yeah, I know these stats are skewed towards the average player, but you don't see many Huntresses in high MMR either as far as I know.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/433-developer-update-stats

    ive heard the ping excuse in 2018 too and it's a really lazy way of downplaying the issue. It's very clear as of now that her hitbox is unfairly big compared to other ranged point&click killers in the game and somehow they dont have to crutch on a bloated sphere to work.

    It's also incredibly disingenuous to justify an issue that affects a lot of people in any games with huntress present by bringing up a very niche trick that's used by a very minor % of players. The game should never sacrifice the quality of experience for the sake of not even preserving, but simply keeping niche tricks easier. Orbitals are a cool flex and they would be an even bigger flex if the hitbox is adjusted and the horrible downside of it would be that huntress doesn't feel like unfair killer that hits air and gets injuries/downs. God forbid.

  • @nam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792483#Comment_3792483

    No matter what game you are playing, you have to play the most OP char to get more effect with the same effort. In DBD, a top SWF team is dominating, they can relax, gen rush, or bully as long as they want. In opposite, how many top killers can get 4k as long as they want? That's my point, killer and surv do not get the same effect with the same effort

    this is 1v4 assym with no proper matchmaking past pretty low bar, what do you expect?

  • I think you should stop worrying about that and focus on improving your general skill before expecting to win against much better opponents running meta. That'll get you way further than trying to play full meta and sucking all the fun from the game.

  • Flash news: humans are hypocrites.

    Been like that for 9 years in this community. Both ways tho, it's just survivor players feeling more comfortable complaining about that.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792441#Comment_3792441

    I think she either needs the hitbox reduced or her recent buffs reverted. She didn't need them and something needs to be toned down to compensate. That being said, her hitbox is sometimes the only thing she has going for her at certain tiles, otherwise she's just a worse m1 killer.

    hitbox reduced. devs tried doing that in 2018, but huntress players cried so hard they reverted it instead of finding a middle ground. should go back to it, esp in light of how many killers have similar timings to their abilities as huntress (dracula) but infinitely more fair hitbox.

  • OP doesnt remember how bad that was before devs implemented various "anti" systems.

    If you lose to camping/slugging/tunnelling killer in current conditions, that's really on you and your team. MAYBE not when you're facing S tier killers. Not even certainly, just maybe.

  • @dbd900bach said:

    This is the skillful part of Deathslinger that doesn't really need to be messed with. I think everyone would just be messed up and end up hating a change like this. Compared to Huntresses massive hatchets, Deathslinger has the advantage of hitting shots that she simply can't because of the hitbox. Once you understand how the survivor hitbox works, it becomes less of an issue and becomes an advantage.

    yeah, if anything they need to make huntress' hatchets smaller. Those have insane hitboxes.

    The only ranged killer that deserves huge hitbox is unknown for VERY obvious reasons.

    Huntress needs to be brought in line with others.

  • Pyramid Head.

    After they made him clunky, I physically cringe playing him. Never abused his power for zoning so I couldnt care less if they made the cancel even longer, but the initial long m2 is what killed him for me.

    Anytime I try to get into playing him, I alt f4 the game halfway through half of the matches because playing him physically pains me and I forget about that every time.

  • balanced for the effort he takes.

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791303#Comment_3791303

    Raising the numbers of control stations is what Xeno needs the most, having double entrance/exit would make the Alien so much fun/better, you could really play with it's main thing, the tunnels.

    I agree with everything else except the anti predrop thing. It's not a bad change at all, but it would be weirdly implemented i think.

    I would in addition to everything else make turrets finite and separate the motion tracker from the flame turrets. Limit the Motion Tracker to 1 and 3 flame turrets per stations. You have 7 stations + the additionals one that would only be entrance/exit with not turrets/MT.

    This way, you could play stealthy by destroying all 7 MT. As for the FT, it would be just like Wesker, you can run out but it's very unlikely.

    After that, i would reinforce it's stealth mechanics and call it a day.

    Im not a P100 Xeno like you, but im on the way (62 rn). Best killer ever.

    >I agree with everything else except the anti predrop thing. It's not a bad change at all, but it would be weirdly implemented i think.

    Maybe, but I think it would be a fun way to implement xeno's agility & give players way to flex his menacing stance more in chase without implementing some ridiculous stance swapping or whatever. Shortly losing crawler mode for a reward like that sounds fair for both sides - survivor doesnt have to deal with crawler mode xeno for ¬10s and xeno doesnt have to play boring predrop sim.

    >I would in addition to everything else make turrets finite and separate the motion tracker from the flame turrets. Limit the Motion Tracker to 1 and 3 flame turrets per stations. You have 7 stations + the additionals one that would only be entrance/exit with not turrets/MT.

    Im not sure if that would work out. Losing turrets to xeno is super easy, even though they often win you slightly worse equivalent of an extra healthstate, it's not uncommon for your plan to just not work and turret to be wasted in vain. Also not sure about the logistics of splitting them in two.

    I think its' okay there's a lot of turrets survivors have, it's just that xeno's kit is very oppressed by them. It's not like Singularity that can just smash buttons harder to match the pressure. Xeno just has to eat extra chase resources while having nothing to help that. His power does help outplaying safe pallets / outright shutting down less safe ones, but that's only true if survivor is actually staying there instead of chaining multiple tiles and predropping stuff at you while you never even get the chance to hit them. It doesnt help that when you do get the chance, it's a ping-reliant 50/50 because you literally have to forward drag the tail to hit the pixel.

  • @Citrusfruit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791291#Comment_3791291

    I can certainly agree with a lot of this - the bulk of Xeno counterplay boils down to holding W and double turret set-ups - though I'm curious to see if you might have some clever suggestions to help Xeno shine. :D

    if I had a say, I'd ask devs to add more control stations so they're more accessible and versatile. Or at least raise their priority over chest spawns so I dont have a random useless control station instead of one near main building gen.

    I'd also reduce movement speed penalty while carrying turrets. It's a pretty annoying part of facing xenomorph.

    Would also be nice to get some way to combat predrops specifically. Like being able to just walk over a pallet and lose crawler mode for ¬10 seconds and get slowed a bit so it works like Vecna's flight over vaults.

    I dont think tail attack by itself is problematic like people say it is so I wouldnt focus on changing its mechanics like adding a wind up (idk what people imagine would happen, best case scenario xeno gets a slowdown for winding up and his power just stops being usable in most tiles and more likely scenario he just holds it and it results into creating the very issue people think they had as no wind up xeno has to prefire his power a lot which inherently doesnt let him zone with it).

    Other than that, I'd give some basic QoL like reducing tail cd to 2.7s or making anti turret addons partially basekit (just so you can m1 turrets in open field if you react fast enough) and give these addons a more suitable effect instead. So a net loss overall in terms of turret protection, but better basekit.

    Like emergency helmet should be an addon that activates when you do get burned out of the crawler mode (like increasing pallet breaking/vaulting speed for some time) and star map should do something with getting information on your surroundings. Maybe revealing auras of turrets within / outside certain range so its a direct upgrade to cereal rations that only work in tunnels.

  • I feel like most people dont play xeno because this killer is marginally harder & more punishing to use than other midrange m2s and the payoff just doesnt feel worth it.

    as day 1 p100 xeno main, Im starting to agree with them. Survivors have learnt the counterplay enough to make tail into 50/50 in a lot of tiles (as you must prefire it to make it in time and they can play around it) and they can buy a lot of time in chase with predrops and turrets.

    Xeno also has big issues like bad or really clunky tunnel spawns and very punishing m2. Not to mention all the bugs.

    In the light of recent killer buffs, xeno got outdated really fast.

  • people dont loop because most killers are designed to make looping unsafe because being looped is not fun and less people play such killers.

    survivors only play tiles either when they feel like it's safe to loop or when they have no other choice. it's not necessarily bad, but that's just how it is.

  • it is pretty much useless because they overnerfed it.

    i still dont understand why couldnt they just add "regression speed doesnt stack" condition to overcharge/cob and keep them as is instead of nerfing them both to "unplayable unless used together" numbers.

  • @VomitMommy said:

    annoying parts of her kit while still keeping her strength (For the love of god remove haste, it is unnecessary)

    So not really keeping strength, if you want to remove her main strength for looping…

    I don't care about broken and hindered, but she is trash without haste and undetectable.

    imo they should double down on haste and fix the undetectable part. her randomly going undetectable is what screws solo players so often.

    i also dont think the haste is the actual issue with her. i think not being able to remove stacks is the more annoying part.

    would be nice if they nerf undetectable / remove it and let SM maintain bonuses from stacks as long as they're on survivors and not for the first moments of them being scanned for the drawback of them being able to remove them somehow. Hacking drones maybe.

  • second chance perks exist for survivors because a single mistake can and will throw the whole match for their whole team.

    and since this game's base design implies survivors cannot communicate and avoid lots of macro mistakes, such are unavoidable and therefore inevitably have to be cowered with perks like that.

    it's not a flawless approach, but thanks to it average survivors dont immediately collapse if the killer gets a chance to punish them for poor teamwork or positioning.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790625#Comment_3790625

    ??? He's frequently played in DbD League. He's a 3 gen monster on indoor maps.

    yeah, though he's played on only one map with heavy restrictions for survivors. and even so he struggles. so that says something.

  • @TheArbiter said:

    Bonuses are determined by region AND mmr. It seems weird to make assumptions on one player's own personal account

    it's also very likely it triggers only when there's not 4/5 players queueing for survivor (as 4 times less killers are needed) so it's natural the system is triggering way more often for survivors because there's way higher demand for them.

  • I wouldnt because I dont think proxy camping is an issue, especially with all the perks survivors have at their disposal.

    If you want to win, you run these perks + anti tunnel perks and smash through gens and no killer can really do much because they cant really keep up while being forced into fair play.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790450#Comment_3790450

    I think cooldown would make this perk better than exhaustion. You would never pick this as your main exhaustion perk since it requeres:

    • A teammate to take a hit around you (for you most likely)
    • The speedboost is almost the same as any other exhaustion perk with way lower reguirement to trigger.

    i think making it on cooldown would make it useable with exhaustion perks resulting into an insane amount of W keying gameplay which is extremely unhealthy and unfun. Also an insane buff to swfs who are the ones most likely to coordinate proper protection hits.

    This perk wont be used often because it's still a teamplay reliant perk, but when people will use it, it will be extremely unfun for the killer to deal with on top of already dealing with coordinated group that would be the one to be most likely to exploit it.

    So really, just spare the trouble and keep it limited. It's better for such perks to not have a synergy.

  • should cause exhaustion instead and then it's balanced.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788399#Comment_3788399

    They specifically stated in Asia. Are you from there? Because if not then you have zero room to make that statement.

    I’ll remind you the Asia region plays DBD very differently compared to the rest of us. As highlighted in an Otzdarva video where a good sample size of their player base were polled on different things and they have drastically different opinions. Like Huntress being accepted as a Mid B Tier killer and Self Care still being an S Tier perk.

    No region is the same

    ive played on asian region for a while to tell you as a matter of fact that anti solo q build would work with equal efficiency anywhere. just as it would fumble when you are not dealing with solo q (that also lose chases fast enough to let you ramp up).

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789941#Comment_3789941

    They must be desperately trying to find some new slowdown with all the nerfs then, since ruin is garbage survivors can just completely ignore ruin and then the killer has 2 perks. Either that or they banned more perks again. I'd have to see the banlist.

    penti is usually used as camping tool since survivors in comp arent allowed to use antifacecamp system or perks to combat camping/tunnelling.

    so you can get penti totem near hook and secure 2nd / kill easily.

    obviously this just doesnt work properly in normal games because it's way too easy to deny it or trade. unless, of course, survivors are terrible which is usually the case.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789552#Comment_3789552

    I am not even sure if it is working as intended. Sometimes I think that the incentives are not based on the number of players playing but rather on specific timeframes.

    E.g. for me the BP incentive is on Killer in the evening. Yet I had 50% incentive for Killer yesterday, but still waited longer for Killer than Survivor, while in theory it must be the other way around.

    I think it's just because the players simply tend to play certain roles on certain times of the day.

    Plus I think it's possible the system enables incentive not when there's no 50/50 split, but when there's less than 20% of people playing killers. so it aims for 20/80 split and there's just too many ppl playing survivor in the evening due to it being the most available time for everyone.

  • new prestige system was released barebones and never fleshed out.

    i appreciate the chivalry to put old prestige outfits & charms in first 9 prestiges, but seeing 91 more levels being completely empty is just silly. alongside the pettiest and most disingenuous excuse.

  • bloodlust is cancelled for most killers for using their chase powers.

    bloodlust is a mechanic that specifically exists to give killers without chase powers an ability to chase survivors in maps that are still balanced for killers with chase powers.

  • hardly.

    it's just +1 slowdown you can use, but killers have already had multiple options to fill their 4 perk slots with slowdown, so we just got variety.

  • the whole point of this mechanic is to fill up queues on either side.

    if it doesnt depend on the amount of people playing either role at any given time, it's not doing its primary job of making queue times faster.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789498#Comment_3789498

    We never got to experience Xeno WITHOUT the bug before they nerfed him... That's the part that gets me. If his intended speed was deemed too strong, then fine... but we never got to see what that looked like.

    people had the issues even when the bug was not occuring. The bug was only affecting xeno's speed on successful hits after downing a survivor making this killer really good at slugging, but the real killer was missed attack CD.

    "Nerf: reduced the Movement speed during the Cool-down after a missed or obstructed Tail Strike from 2 m/s to 1.2 m/s (same as after a successful hit)."

    Tail hits count as missed attacks when you destroy turrets with them. Survivors got 40% less distance than they should've from using turrets successfully as intended. Instead of 8.4 meters of distance they got only 6. That's an insane difference.

    We could argue that now that people have actually learnt to use turrets, the Xenomorph probably could use some buffs (especially in the light of Nemi & Dredge gigabuffs), but it would definitely not involve buffing it back to 2 m/s because that was simply insane.

    I'd rather them reduce the amount of turrets survivors can place or buff xeno's power elsewhere than make him punished less or being less affected by turrets.

  • I dont like having to use sac ward every game instead of BP offerings.

    I shouldnt have to sacrifice my bp gains just to not get hit by map offerings.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789467#Comment_3789467

    Hopefully they just fix the bug instead of adding a nerf to it. I don't want a repeat of what happened to Xeno...

    it's nothing like xeno.

    they just gave xenomorph an absurd speed increasing during tail CD ON TOP of a really nasty bug (no movement speed loss at all when downing people) which they promptly reverted/fixed.

    nothing of value was lost.

  • Always has been for T3.

    I guess if they never bothered and not even now, then probably never.

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