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TripleStryke

TripleStryke

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TripleStryke
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  • @EliteTertle said:

    I've just bought the houndmaster. trying to LEARN this killer right? well every single game is stacked medkits, stacked toolboxes, and map offerings. it just feels so bad man. I'm running some regression, but its never enough. I feel like the only way I could compete with survivors is by instadowning all of them. I like how most good regression perks have been nerfed, but to compensate, base regression, and base generator times have been also nerfed. But I still think with the ease of access to commodus toolboxes, it's too much. generators take forever solo, and it feels boring, but have a friend with prove, deja vu, resiliance, or built to last, they just fly. and all you can do is bring 4 slowdown, and that just sucks to do. I want to get value from other perks. Like I've enjoyed BBQ or Rapid Brutality on Houndmaster. but idk if my Houndmaster just started off with comp team MMR or there's just too many things buffing gen speeds.

    If you are trying to learn a killer, then you shouldn't be expecting a win to be gifted to you ngl. If you are good with most killers, especially ones that are quite strong like hound master, you can still run chill builds and get good results, but it will take time. Obviously the weaker the killer, the less true this is, and if you're a newer player its rough out there, but this still holds true for the most part.

  • If you are near the guard while it is chasing a survivor it loses chase time 3x faster.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/459-8-1-0-tomb-raider

    here's the patch notes with the Knight Changes

  • @brokedownpalace said:

    Double/triple XP is the incentive most likely to get me to play.

    The only time I care about BP is the week or so before and after a chapter releases so I can get the new character(s) to prestige 3. Log in bonuses will just get me to log in and then log back off. 2x daily ritual rewards? LOL I literally go months without looking at daily rituals.

    So ya all I care about is XP for shards, the most valuable currency after auric cells.

    Yeah I agree I just wonder if the average casual player knows that correlation

  • @Langweilig said:

    The lantern would be too strong against her, I suggest making her token recharge a bit slower and/or light burn

    I think there's a way to make it not too strong. If it was only active when you placed it down especially. The thing about slower token recharge is that it kind just makes her struggle to catch up to survivors instead.

  • @MissClove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799116#Comment_3799116

    this perk isn’t going to stop them from being selfish or none team oriented. That’s my point. This perk does help those who aren’t.

    the killer being able to find them will already make them more team oriented even if its not willing lol

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426950/nurse-nerf-suggestion-discussion

    There used to be a mechanic where when killers interacted with the shadow realm, shining your flashlight on them would hurt them, flashing nurse whilst she was in power used to stop her from blinking again. Not sure why the mechanic was removed. I feel like the best chance of ever getting a nurse nerf is encouraging this mechanic back.

    yeah this would bring that back and add a basekit way to do it so you don't need to bring a flashlight

  • @MissClove said:

    I’ve been playing dbd since release. (With breaks, of course) survivor main. I never really liked playing killer. Used to have more than a team full of friends to play with but over the years they quit playing due to how toxic the the community is and/or because of the hackers and perk changes.


    Distortion Is a perk I mainly use because I solo most of the time if my boyfriend doesn’t play with me. I was already losing all my tokens because alot of killers have aura reading builds. This nerf will render it useless imo. Why do the killers have so many abilities to see us and take away the one we have to counter it? I think this decision is bad and will probably cause me to quit the game again. Not that anyone cares or the devs.

    Just because I used Distortion doesn’t mean I didn’t do gens, help teams to get chased. There is a lot of times when I see a survivor getting bullied and tunneled by a killer that I throw myself in there to stop them.


    I’m really disappointed about this change. Hope I’m not the only one who feels this way.

    Distortion will be less useful for avoiding chase, and way more useful at countering the chase aura reading perks that are being buffed. It's a good change and still provides a bit of stealth. Just because you don't use it in a selfish/not team oriented way doesn't mean that other's aren't/weren't.

  • @Toystory3Monkey said:

    Can confirm, the bug is present and possible to replicate consistently.

    Filed another report to maintain the structure, mods merge if necessary.

    https://www.youtube.com/watch?v=X9M4-MQVTzU

    yeah its definitely something that needs to be addressed

  • @Archael said:

    It's also not like this has been over a couple days, it's been building over the past couple weeks where just once or twice a day it will randomly disconnect me.

    Im pretty sure that random events in few weeks would not adds up to 6h.
    But i dont know when DC penalty resets, someone could explain that

    it loses 1 tier per day so if it happens on average like 1.5 times per day it will still go up

  • @Khastrx said:

    I'm pretty sure "Dedicated Server not responding" does not give a DC penalty, at least there have been times when the exact same thing has happened to me and I didn't not receive a penalty afterwards. OP kindly just stop playing the game till you find an actual solution, 6 hours penalty is very serious and you've disrupted multiple games for your matched teammates.

    I play killer mostly, the match just ends lmfao and they get a reward. It also 100% says dedicated server not responding which is why it's so weird bc my internet is working fine it just disconnects me from the server. The server is not actually crashing, but its not saying that there's a network connection problem. Either way in a couple weeks I'm going back to my college where this doesn't happen.

    It's also not like this has been over a couple days, it's been building over the past couple weeks where just once or twice a day it will randomly disconnect me.

  • @Devil_hit11 said:

    Just make obsession affected by the perk. at least your actually building up strength vs entire team. hopefully it gets buffed.

    Yeah I thought of that too, but I'd rather do this one for more combos and debuffs stacking against the buff just seems kinda weird

  • @GrimReaperJr1232 said:

    Nothing on the 60 seconds of Oblivious after a teleport?

    Yeah there I edited it. Also bc I have been playing with iri shard more and its actually pretty nice. I get why they nerfed crew manifest because now this kinda fills its role and crew manifest + android arm can be pretty fun anyway.

  • @GrimReaperJr1232 said:

    Nothing on the 60 seconds of Oblivious after a teleport?

    Ngl idk how id make it into something that's useful. Maybe instead of iri shard getting buffed again they just make it a placing range addon

  • @Ohyakno said:

    This sounds fine, but when do all survivors ever let themselves get infected at once?

    If you're good its not unrealistic especially when you're slugging or something. Seeing all survivors is a powerful effect tho, so ofc you wouldn't constantly be getting everyone's auras.

  • Ultimate Weapon is getting changed again so not going to comment. Adrenaline is still good so I guess the change is fine, but DS is extremely problematic. I rarely tunnel, however survivors feel they are invincible and run at you, force locker, or plot twist to force perk value. They force you to down them or pick them up so they can use their get out of jail free card through no skill of their own. This is extremely out of touch, and plenty of people warned that we would see a rise of offensive DS after this update, very disappointing.

  • The 10 second recall is too low and oppressive, but reverting it back to 30 seconds is a bad decision. It makes the addons centered around crushing Victor while attached useless, and allows survivors to hold Victor hostage. While there are times where a survivor holding Victor benefits you, survivors should be incentivized to get rid of Victor. 15 or 20 seconds would be the perfect number, as it keeps the agency in the Twin's players hands.

  • Mostly fine, there's some double pallet set ups that haven't been fixed, and the red color makes tracking very difficult.

  • This map is very balanced with a relatively small size since the most recent rework. Nothing is overtly overpowered and the clutter adjustment made the map not that bad. I actually love this map and there's advantages for both sides

  • Very large and the main building can be miserable.

  • Way too large, sometimes the main building spawns with the right door RNG to spawn some really strong set ups, but its overall not that crazy, just way too large to handle.

  • Would be mostly fine if it wasn't so large. and if neighboring maze-tiles didn't spawn some extremely strong set ups

  • This map has way too much RNG variance. There aren't that many resources usually, but almost all of the ones that exist are way too strong. If there were more mid-strength pallets this map would be more fun against those pallet shredding killers that will make the map a deadzone very quick, and more fun to play on than just eating resources to make a deadzone.

  • This is probably close to the most balanced farm map, but it has some issues. The 2 main issues are that it is too large/the gen spread is too wide for a killer without mobility to handle, and that RNG variations allows for some very strong chained set ups, like a god filler connected to a jungle gym window to spawn. The main building is definitely fairly balanced though. Add more playable tiles so it isn't mostly resource management gameplay in chase.

  • This is a map that's just boring for everyone. The gen spread is just too large for any killer without mobility to handle. The outer ring of the map is either too strong or too weak, but the map size definitely compensates for the weakness most of the time. It also falls into the same issue as other corn maps where the fillers, especially on the outer ring are just unplayable for killer. People want to loop stuff, being forced to drop the pallet as survivor and insta break as killer just isn't fun.

  • This map is quite long with a lot of very strong set ups. Some killers can have a decent time, but the main building god window, even with the door broken, is fun for no one and the majority of resources being insanely strong creates boring gameplay. It promotes the play-style of just eating pallets to get them out of the way instead of having actual interactive gameplay. Although there are some mid-strength pallets against the walls of main they can just be dropped and looped on the long(main) side or chain it until the killer is forced to break.

    On the survivor side this map can form some pretty tight 3gens around main, but with the 8 regression events I don’t see it being too much of issue.

  • This map gameplay wise usually is pretty balanced. There is still RNG variation but the main issue is that although there aren’t many resources the ones that remain are almost completely unplayable for most killers. If there were more mid strength pallets/tiles this map would be a much more fun for both sides.

  • The first issue with this map is that it is extremely large, the size along with gens spawning far in corners of the map make it awful to defend as killer.

    Next is the main building that has multiple god pallets and strong windows. The window in the room where a generator can sometimes spawn just exists to waste the killers time and the other window that spawns in main is extremely strong. The curved shape also makes a lot of killer powers near useless in this building.

    Some other notes are that even though there aren’t that many filler tiles a lot of them are unnecessarily strong, and largely unplayable without a strong power. I think temple of purgation is a great example of a mix between strong and mid-strength pallets. And although there is a large main building it isn’t insanely strong most of the time.

    Finally there are some issues with connectivity specifically on the two tiles that can spawn next to eachother on either side of shack. These tiles are already such a bad choice for killers to chase because of how far they are from the rest of the map, and the connectivity of these 2 tiles can create very strong set ups.

  • The gen spread on the map is way too spread out to defend as a low mobility killer because a majority are spread out on the edge of the map or In buildings.

    This map can range from slightly to very survivor sided depending on the RNG with both pallets and houses, the double window houses specifically are unplayable for a majority of the roster, and the bottom of main building just exists to waste the killers time without any actual input from either side.

    Most killer powers are difficult to use or not worth it within the houses, and stealth killers are hurt the most by the large open area in the middle.

    The only time a killer has a strength on this map is when they are proxy-camping the middle of the map with a hook for example.

  • The gen spread on the map is way too spread out to defend as a low mobility killer because a majority are spread out on the edge of the map or In buildings.

    This map can range from slightly to very survivor sided depending on the RNG with both pallets and houses, the double window houses specifically are unplayable for a majority of the roster, and the bottom of main building just exists to waste the killers time without any actual input from either side.

    Most killer powers are difficult to use or not worth it within the houses, and stealth killers are hurt the most by the large open area in the middle.

    The only time a killer has a strength on this map is when they are proxy-camping the middle of the map with a hook for example.

  • This map can be balanced but there’s also situations where RNG variance creates insanely strong set ups connected to both main building and shack. When these set ups don’t spawn it’s balanced, and when they do spawn it’s survivor sided.

  • There's a lot of cluttered and inconsistent collision. The main building is insanely strong and depending on RNG the other places on the map can also be very unplayable. The RNG variance can be a bit much.

  • It has both good and bad places around the map for either side. RNG can also affect it pretty heavily, but overall I'd say its fairly balanced.

    The elevation changes and inconsistent collision can make this map pretty miserable for some killers though.

  • It's pretty balanced, the hill spawns can be annoying for both sides though.

  • It can be balanced if you're a stronger killer with mobility, but if you're anyone else it pretty heavily favors survivors. The gen spread is just far too wide for the slower killers to patrol and there can be a lot of strong pallets chained on the outer ring of the map.

  • If it was slightly shorter and wider it would be a bit better. It's long which can be bad for killer and thin which helps form some strong 3 gens.

  • This is already a strong perk that gives 6% gen efficiency for loading into the match, a minor downside is healthy.

  • They could use a small change, but if you're really having an issue you're just not good enough. Only changes I'd make are the EMPs breaking if you get hit while holding one.

    If the devs really wanted to do more they could make them take 0.5 seconds longer to use (3 seconds) and make the Pod cooldown 0.5 seconds shorter (3 seconds) so survivors would either have to react fast or use/charge the EMPs preemptively. Without nerfing the EMPs harshly, this would give singularity a few more tools to get EMPs out of survivor's hands.

  • You're likely not experienced with him and that's okay. I don't even think he's that insanely map dependent. If you're good enough with him you can make it work, and with the right build he's very strong because those "fancy useless abilities" are far from useless, it just takes a lot of practice before you're comfortable. He could definitely use some QOL, but that goes for most of the roster.

    He's also an original DLC so you didn't need to spend any money to play him.

  • The nerf from the PTB to live was needed, but a bit harsh. His throw rate is sluggish and I have 3 suggested changes to make him more viable and rewarding.

    1. The blades throw rate accelerates from 3-4 again
    2. Ji-Woon's Autograph and Fizz-Spin Soda are reverted to their previous effects
    3. Waiting For You Watch and Lucky Blade are each nerfed by 0.1 seconds per blade.

    Additionally, if there are concerns about the power being used for camping/tunneling, the throw rate could be restricted to 3 blades per second when within 12 meters of a hooked survivor.

    The combo functionality is also unnecessary and can just be kept as a score event as it somewhat defeats the purpose shortening the main event duration.

  • @TurboTOne said:

    honestly, just changing it so the EMP breaks when you Hit a Survivor might already be enought.

    But i would add these things:

    • Survivors using an EMP get slowed down by 2.5% per infection cleansed and Biopod Destroyed for 5 seconds.
    • EMPs break when you get Hit by the Singularity
    • EMPs break when you get Hooked (in Case a Survivor goes into a Locker)
    • Printers now only Print up to 50%
    • The Range of EMPs is increased once you are the last Survivor alive (so Survivors can do something about Biopods on Exit Gates)

    That Way Survivors using EMPs in Chase are getting a bit more punished and getting an EMP is not as easy as just picking one up.

    You could also add that Survivors are unable to see Boxes outside of a 8m Radius unless they are already Slipstreamed.

    But these are all changes that could be made by themselves and not all together. All of these changes together would probably be too much.

    Yeah I have had the idea to make EMPs print to only a certain point, but I like the idea of survivors being able to pick up an EMP during chase because of how risky it is and having to pre-emptively EMP pods to give more slowdown rather than just carrying a EMP once they automatically print and sitting on it until the moment they're slipstreamed.

    As for the EMP's breaking in lockers yeah I should've said losing a health state, completely forgot that it doesn't work with Sadako lol.

    I just think it would be simpler for them to change values to make him feel more flexible to play as and add a similar effect rather than adding new features.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550546#Comment_3550546

    Unfortunately he's just another killer who will see some adjustments, perhaps, in 5 or 6 years

    All in all it's a good killer, it could be improved slightly here and there but overall it's a good c tier

    I think he is definitely a stronger than C tier, but yeah it seems like they rarely make changes to killers soon after their release's midchapter when a lot of these killers could just receive a few changes to really set them in a better spot. Unless they're skull merchant of course lol.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550632#Comment_3550632

    one skill-cap for singlurarity is shooting pods and manipulating the movement of the survivor such that you can account the survivors total movement distance that a survivor can travel within the lock-on window to fire the infection. My guess is that your not placing bi-pods correctly in the chase and your lacking foresight in your gameplay. flicking issues sounds like mouse sensitivity issue or console issue with not enough sensitivity to move the camera.

    Yeah I know, I'm suggesting that the lock on window should be smaller, so he can do more on indoor maps where you have to be more content in not using your power in too many places. I know the limits of his power and think he should have more opportunities to tag survivors moving through smaller chokepoints. I am not really the one struggling from these issues (p100 and will continue to play him anyway lol), but I see a lot of people turned off from him because of how unforgiving he can be. These suggestions wouldn't buff him an insane amount, just make him more forgiving. Also flicking your camera to the survivor is not an "issue", it is the best way to play him to get survivors podded the fastest. Knowing to flick 45 degrees to the left upon entering a pod to immediately start lock on is going to get you the best results.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550588#Comment_3550588

    the vast survivors barely make any efforts to dodge infection so the fact that your suggesting to make it faster to infect someone is funny. the only survivor that make any effort to avoid being infected is the AI bots.....

    This is entirely not about dodging infection. It is just to make him more consistent for primarily people who aren't the best at flicking their cameras as someone is about to go behind a tree or behind a wall. This would also help the better singularity players have more options on indoor maps or cluttered maps like Mother's Dwelling, which make it significantly to infect people if they're not cornered.

    Missing slipstreams slightly because a fern got in your way for a fraction of a second right at the end is extremely punishing for the killer as you obviously have no means of regaining distance lost while looking through a biopod when they're not infected.

  • @ProfessorDunwich said:

    Survivors are not complaining about Singularity, so to BHVR, he is fine. Sorry you spent so much time of this, but it’s really that simple.

    Lol I just like talking balance and didn't have much to do

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