UndeddJester
UndeddJester
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I think the only real issue people are having with the tail strike is there isn't much you can do other than spin juke if there isn't a turret nearby. If we compare the Xeno to Nemesis:
Nemesis T1/T2 Tentacle
- Range: 5 m
- Movement: 3.8 m/s
- Charge Time: 0.35s
- Hit Time: 0.333s
- Attack CD: 2.5s
- Damage: Must be infected already
Nemesis T3 Tentacle
- Range: 6m
- Movement: 4 m/s
- All other stats same
Xeno Tail
- Range: 4.8m
- Movement: 4.6 m/s
- Charge Time: 0.2s
- Hit Time: 0.4s
- Attack CD: 3s
- Damage: Immediate, but prevented by turrets.
I think people are having a hard time figuring it out because the Xeno tail stab is fast to charge (0.2s is not very much reaction time, and can easily react to pallets/windows), it doesn't slow the Xeno at all (no need to time anything, just pull up when you're in range), has a long lingering hit box (can obviously drag to extend the hitbox laterally), and ofc it wounds immediately.
I think after getting used to using turrets, Survivors will be better at dealing with it, but without a turret nearby, it does kinda feel like you're screwed and have no options.
At least with Nemmy you can greed a pallet and bait his Tentacle. Doing so slows him down, and if you're not infected, then no worries really., you can throw a pallet and run to make distance even off the hit... but vs. The Xeno, if you throw the pallet, your animation takes too long vs. its charge, so Xeno can react immediately to the animation, and you get stabbed over the pallet. If you don't throw it and Xeno pulls up her tail, the Xeno doesn't slow down at all, so you gain nothing anyway... so its a damned if you do, damned if you don't scenario. Your only hope is the Xeno misses, and you get more distance on her, or she mind games herself and walks in range of tbe pallet...
Not convinced its OP yet, but have to be mindful of it...
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If the Xenos are anything like Ants, they're all female, but you have 1 super female as the Queen, the rest of the females are workers. The males are literally born to fly off and mate with another Queen during nuptual flights then die.
Given all those curves, I believe it.
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Played a good portion yesterday... 80% of my games were Xeno... and I dunno why, but almost all of them were Betty Swollocks try hards... xD
I kept thinking I was against Adepts... but nope... just maximum cheese builds... wouldn't even let me pet them when I surrendered after being caught as the solo survivor with 3 gens left...
Y u h8 us so much XenDoggos? π₯
Chapter is pretty damned cool though.
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I'd vote for the green trap bag personally. Purple add on is a very specific playstyle, whereas green is just a nicer version of current Trapper
Otzdarva was always against giving all traps to Trapper at Basekit, and then he demonstrated why in a video (but I can't find it quickly).
On a number of maps, there are a number of locations it allows you to easily box a survivor in with no means of escape. Otz used Lery's as an example, where you can completely trap the route to the exit gates. He had a survivor trapped on the other side at the time, then went around the one remaining opening and the survivor had 0 counterplay. Obviously you are suggesting keeping the weakness... but the point is it allows a Trapper to do this mind of thing in lot of locations... especially basement.
I actually really like to play with the green bag myself. Just having that 3rd trap slot and extra trap at the start feels so much nicer, and allows you to actually patrol instead of assing around walking back and forth between traps.
3 traps means you can swing towards traps in the world as you start heading towards survivors and trap up decent windows and pallets as you go out of the gate without having to worry so much about whether survivors will come this way and the respective time worth.
You can throw down 2 in decent spots and pick up 1, you still have 2 traps to use elsewhere, and with the extra inventory space, you can usually keep swinging by and grabbing another trap on route to patrolling gens and between chases. The fact you have 3 slots means you rarely have to worry about having enough carry space to pick up the crap traps.
Ofc I also like the suggestion to grab your furthest sprung trap out of a locker. That would be nice.
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Friendly techs dont work... I'll say that much xD
Any noticed Xenos playing particularly sweaty/try hard?
I assumed I was seeing adepts, but nope, every single one has a full comp of perks, really strong builds and absolutely no chill... coming at us like we owe them bloody money...
Not complaining, just weird π€
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Try Now, it seems to have been fixed in the Xeno update.
Note you don't have to reunite with 2 survivors at the same time, you need to reunite with 2 injured survivors throughout the match, and you need to heal 1 complete health state.
A save off off hook and a full heal, them meeting an injured survivor later is sufficient for it to pop
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The bots do feel as though they make more mistakes than they should... why they miss so many skillchecks is beyond me... Also they are insanely resistant to being healed sometimes? π€
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Not gonna lie... as a newb, if it does get changed, I'm still gonna use it... this change wouldn't make the perk any less usable really...
Actually the more I think about it, the more I'd quite like this change... because it would help me to see where windows are and know where to run, but then after I vault, I have to remember it.
This means I might start actually learning to identify tiles and committing things to memory... rather than totally leaning on the perk all the time, I might actually start memorising tiles properly...
A bit like turning off the sat nav and having to use your own brain when driving helps you learn a route so much easier.
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@Th3Nightmare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507775
This is my thread from a few weeks ago, I wanted to do it as Freddy Krueger really is and what he represents, he must be like that, and the closest thing we have had is the old Freddy, here I present some ideas that may fit.
The one thing that is confusing me there is that Freddy hitting them wakes them up and he has to bring them back into the Dream World. The thing with Freddy is, the longer you are in the Dream World, the more dangerous he gets. I can't really see why anyone would volunteer to enter the dream world, because you'd be better off as survivor just doing gens, let that person try and loop/evade Nightmare as much as possible, then grab them off hook as per usual.
Your rework suggests a kind of Wraith type ability, where instead of decloaking, Nightmares "decloak" is pulling survivors into his dream world, and his movement speed is replaced by an ability to teleport to asleep survivors. I'm not sure if it is unique or strong enough to make him viable.
I saw Freddy in this game as not so much a hit a runner, but a looming threat of the dream world that builds up in strength if you continue to ignore his power, like Pig and Sadako. The NoES films were always a battle of time... try and find a way to beat Freddy before you fall asleep and are left at his mercy, keeping a constant battle going of trying to stay awake... and I feel thats how he should feel in this game... Survivors should be trying to stay awake at all times.
The invisibility while survivors are awake is pretty akin to my thought processes though, it doesn't make sense ot me that he can injure survivors while awake, as that just isn't Freddy. That's why I wanted more of a "you are actually asleep, but you don't know it" ability.
The animation to pull them in to the dream world is something I did think about, but considering he flexes his knives after hitting a survivors, and the intermittent visibility with his lullaby captures the idea of him stalking you, I proposed being able to see him normally when he makes an attack from his intermittent visibilty state. The attack recovery animation is already close enough to the flavour I was aiming for.
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@Grabn12 said:
Lo siento pero Freddy no va a recibir nada, no lo ha hecho en esto 3 aΓ±os menos lo va a hacer ahora
Didn't BHVR say they were looking at Freddy? I can't remember where, but I'm sure they mentioned it in passing in a Dev stream or something?
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@Shroompy I'm just curious my dude (as ofc respect thine opinion), did you see the experiment Otz and Hens ran on identifying MFT?
On average vs. Otz Pig, MFT allowed Hens to extend the chase by about an additional ~75-125% once wounded over not using MFT (we'd see around a minute extra downtime without MFT and about 1m45s/2m15s when using MFT). This was on Garden of Joy, and ofc no 2 runs were the same, so it was spawn reliant, however... it was a noticeable time jump when Hens had it.
Now ofc this isn't enough data, you'd need way more players of different skill levels, multiple sessions to account for adaption of playstyles, different characters, different maps etc to really get a good data set where you could start drawing some full conclusions...
However even in this isolated test, this time jump seems pretty disgusting to me as an ignorant layman... the fact a good survivor can use MFT to keep their resources for at least 1 extra loop each time before they have to be thrown seems insane strong to me... Other exhaustion perks give a one time save, but MFT stays in effect for every interaction, and the value just mounts up.
In fairness... Both Hens and Otz agreed with you and said the 3% wasn't really the issue, it was the uncertainty of it being in effect that's the actual problem... as Killer CAN account for it.... but I'm not sure can agree with this when a really experienced Pig player can take on average an additonal minute to down their first survivor... and if everyone runs MFT... you breaking off for someone else, that isn't gonna help... by the time you burn resources the game is over...
My concern is, MFTs speed boost will obviously affect M1 killers more... and M1 killers hate this effect, they don't want to deal with it, and everyone is bloody using it, and I guarantee they aren't using it for the pick endurance... Regardless of whether it's truly OP or not, the MFT speed boost is annoying for M1 killers, and the paranoia of it is gonna drive people away from playing M1 killers, even more than them just simply being worse than Nurse, Blight, Spirit etc already does... it really doesn't seem a healthy perk for the game.
That's my untutored idiot opinion anyway.
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Distortion charging in chase is a given, and should removed. I was stunned when I saw it allowed it while I used it... otherwise perk is absolutely fine.
I would like an alternative info perk that informs you when your aura is being read by the killer though....
Perhaps Spine Chill could be changed to simply grant its extra action speed effect whenever your aura is read for the aura duration +5 seconds. It lights up when aura is read, then counts fown when the aura ends. Seems a fitting rework to that perk to peel it off the bottom of the trash can.
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Only really see the Tampered Timer as being a real problem element on RBT, others are mostly fine.
Unlike Ghost Face who has the ability to instant down, Pig needs her ambush to pull more weight in chase, which it currently doesn't.
Basekit 3.8 m/s crouch movement, buffed to 4.2m/s by John's Medical File would be pretty danned nice...
General crouch speed, ambush charge speeds and/or charge duration improvements would also be crispy... so we can actually use it on more loops. Not sure smart survivors will allow us to get ambushes in though without just W running pallet to pallet...
However I suppose thats the counterplay I guess, and we can always take Enduring.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389320/myers-ew3-mori-basekit-on-death-hook
pyramid head has a mori on death hook. homogenization a killer makes the game boring.
Pig and GhostFace are not the same just because they can crouch and becone undetectable.
GhostFace and Myers are not the same because they can both stalk.
Hillbilly and Oni are not the same because they both have an instant down off a fast moving, difficult to turn charge.
Legion and Wesker are not the same because they can both vault pallets.
Myers and Pyramid are absolutely nothing alike. Pyramid Head and this proposed Myers execute are not remotely alike.
If you don't like the idea, that's fine, but please argue in good faith.
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This is a very "stick" suggestion that punishes people for playing SWF. You do not want that, as stated, it kills the game.
I'm still a believer that Solo Q players should get an additonal bloodpoint bonus... a carrot suggestion to encourage players to play Solo instead of SWF... since IMO, SoloQ is how the game is meant to be experienced.... 4 strangers dropped in map by a mysterious entity, who get hunter by a killer, who don't have magical telepathic communication available...
However even that is met with "you're punishing SWFs! You cant do that...". Even though their "punishment" is literally a "hey he got more than me! I don't care he's doing more work, thats not fair!".
However regardless this doesn't matter. The game is balanced with the idea of SWF in mind. The fact solo is harder is a moot point, as the intended way to play is in SWF. I would like to have a little more faith in humanity, where SWF players are not greedy and dumb enough to see a bonus for people playing solo as a punishment vs. SWF... however the push back I got doesn't fill me with faith.
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As a new player late to the game, before I even touched the game I spent about 2 weeks watching videos by Otzdarva, Spookyloopz, Scorpions, Kyto and Rowby on YouTube to learn the basics of killer so I could hit the ground running, and actually I feel like I picked the killer game up pretty fast and started doing well immediately.
The main tips that I think every new killer needs in order to get going are: -
- Learn to face walls when you pick up survivors or if not possible, ensure you punish anyone nearby for waiting nearby for saves.
- Understand what a 3 gen is and why it's valuable (this made me instantly better).
- Learn to hide your red light when looping by turning away but keeping going.
- Pick a single killer and learn as much about their specific power, addons, and nuances of that killer as you can (e.g. Strafe on Nemesis tentacle whips is game changing, dropping traps in front of dropped pallets during chase on Trapper, the 3 search average and don't chase survivors with bear traps on as Pig).
- Understand the prestige and perk share system. Look at build guides to get a rough idea what perks you want to aim for on your chosen killer.
- Most importantly, don't chase the survivor that wants you to chase them. If you take 30s to 40s and still haven't gotten a hit, ignore that survivor and go for someone else.
It's a tough road still, but understanding these ideas before I started made me immediately start doing well and having fun on killer... it's a lot of information to get across though... the trickle be getting it across in a way that doesn't overwhelm or bore people...
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526169#Comment_3526169
I don't always pay attention to them it would mainly help you to not kill someone you don't want yet if you go for 2 hooking everyone. Sometimes I don't follow if someone uses chances as well. It would not reward tunneling killers as they certainly follow who exactly they hooked.
This is a sentiment I agree with I fairness. I have accidently hooked survivors I was trying not to tunnel, thinking they were only on 1st hook. Happens rarely but has happened time to time.
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@MikaelaWantsYourBoon said:
Runner mode is confusing. When first i was playing, i thought it is giving me haste effect.
Renaming it is good choice. Hunter mode or crawler mode could work.
Predator or Hunter mode was literally my first thought... so Hunter seems a solid shout to me.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/389138/killers-need-a-hud-update
At very least killers should see hook count of each survivor.
On this point, did you know that video games are often cited as a great tool to help combat alzheimers?
Think of the long-term health benefits of not having a visible hook count ππππ
Seriously though, this doesn't bother me personally. I don't really have a hard time tracking hook stages unless I have to survivors who look exactly the same... bloody bunny Fengs...
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Reading the back and forth a while, while I dont agree with everything, Biscuits is correct. Giving Killers a HUD is a pretty huge buff for killers. The more info you have, the better your decision making. That is objectively a fact.
The real question I think is how much of a buff via an improved HUD do you give?
Being able to see any status changes (such as haste from MFT) is more powerful than you think, because it gives you passive information on what survivors are doing, even when out of sight. You dont get a choice on this, you instintively get a feel for survivor actions based on the status changes on the HUD.
Blindness tells you someone jumped in a locker, endurance kills any perk that gives it since the killer will never swing until its gone (OTR even tells the killer when a conspicuous action is done!), exhaustion means you can track people's exhaustion perk so you know who to go for, any haste effect tells you people aren't on gens. You learn a lot about survivor actions based on statuses.
Even if you limit it to just effects the killer applies themselves, Fearmonger suddenly becomes an insane info perk, cause it tells you how many survivors are, and even WHO is on generators.
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525325#Comment_3525325
The only reason survivors got the HUD Icons besides that it should have being in the game since the beginning is because people won't stop complaining about SoloQ being in disadvantage because they were unable to coordinate and that's why they lost so many games. So, now they can see how they lose because their teammates didn't touch a generator all game while still complaining about how BHVR is babying killers.
Taking that in count, I think that asking for something that also should have being in the game since the beginning, visual feedback about status effects like in any other game, is not that much.
What I recommended in the day were literally visual effects, both for status effect affecting survivors and perks affecting generators (i.e. A sea wave effect on top of a generator affected by CoB, black fog effect in front of the eyes of survivors affected by Oblivious, etc.) so both killers and survivors can make informed decisions around the different effects affecting them.
But to be real, even some icons in the HUD along a hook counter (seriously, why I have to still memorize what survivor I have hooked and how many times) would be appreciated at this point. Any QoL improvement for killers would be.
Batusalen's original idea of applying killer caused statuses' to survivor models to show the killer those effects is reasonable. Like a red strike mark on their heart for exposed, fog around eyes and ears for blind/oblivious, fog around knees and ankles for Hindered, fog coming off the torso for exhaustion. Though I can imagine trying to make a build to make survivors run around looking like Smoke from Mortal Kombat would be pretty funny, it might not look so good in game. xD
The other issue is there are some grey areas, such as causing exhaustion for a time while the survivors exhaustion perk is on CD... you only extended the exhaustion... should you now be made aware of the survivors exhaustion recovery? If not the code now needs to be altered to track killer induced and survivor induced effects.
Overall as Killer I think I would prefer perk slots and add on slots are utilised more for better status effect tracking. Examples include: -
- Starstruck gets its cooldown obviously, but ALSO an exposed indicator in the middle that also shows its countdown.
- Hysteria gets an Oblivious indicator inside it that also counts down.
- This doesnt come for free though... Fearmonger would get buffed by having a blind and exhaust countdown when triggered. That tells you that someone is/left a gen... however at least you don't know who or where.
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@AbsolutGrndZer0 said:
Then they'd have to change the requirements for the Killer Adepts. Plus, if they slug for the 4k, it's not really that big of a deal unless they lose you, which you can wait for crows to tell them where you are. It's only really an issue when they intentionally bleed you out, and even then... eh, go get a snack or something.
As a player of both sides, I don't think trying to go for a 4K and make sure the last survivor doesn't get hatch is "greedy" it's just something some killers choose to do. The idea that a 3K with the last survivor getting the hatch is a "win" is something completely up to the player. I know that's Otz's chosen win conditions when he does his streaks, so many players, especially survivor mains, see that as a "win" but not all killer players would agree with Otz. To them, a 4K is a win, and that's what they want. That's not greedy, it's just their chosen way to play.
This, I will only slug for the 4k when going for adepts... yes it sucks, but honestly what would you have me do instead?
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I always learn something from more experieneced players whenever I discuss Myers balance.
As others have said, suprisingly perma tier 3 Myers is fine... Even perma tier 3 execute Myers is fine considering how long it takes to actually build up to tier 3... though it is basically dependent on survivors messing up and spending time doing stuff they shouldn't be doing to get any value, and it is completely unengaging on both sides. I wouldn't be upset if the execute gameplay was removed from add-ons completely, but it is pretty lore accurate so the Judith Tomestone variant can probably stay...
Now Tombstone Piece is straight broken and needs to have it's execute completely removed. I dunno what to rework it to, but this definitely needs to go.
My current stance on balancing Myers is to have the EW3 execute added basekit for survivors dead on hook, and can be used standing, injured or dying. This would make Evil Incarnate something you can go for on any Myers build, and still keeps Michael unique as the only stnading execute in the game.
This keeps Evil Incarnate as a doable achievement/trophy without backwards compatability issues cropping up, and also frees up the potential of buffing Myers now the Tombstone Piece isn't breaking the game... if he needs buffs that is... Myers really benefits from the fact his power synergises really well with certain perks.
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It's to protect our young delicate eyes from the true horrors of toxicity on the interwebs.
We console gamers are clearly not mature/emotionally stable enough to be allowed unsupervised in the same lobby as the PC gaming master race. God forbid anyone hurts our poor feelings with their nasty words.
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Wouldn't mind bloodpoint bonuses going up even higher truthfully... I mix it up between Killer and Survivor based on my mood... but a 300% BP bonus would change my mood pretty quick π
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It's a good change far as I'm concerned. Instead of hesitating and looking for the grab, I just commit to the swing earlier, so my weapon is wiped and their sprint is on CD by the time the unhook finishes.
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I suppose there is the argument of you could just not buy the chapter I suppose.
I personally would hate FNAF, because it's bargain jump scare horror... This is where I start to sound like a pompous ass... but to me FNAF is the prime example of just throwing something onto the screen that is very fast and obnoxiously loud to spook the player. That does have some value, but it's not in the same league as making someone genuinely afraid of a creaking door, or a glint on a window, or a shadow under a doorframe only to learn nothing was there, before finally hitting you with a really disturbing death/fate for the victims.
I've deleted a whole long winded explanation, but the short of it is, FNAF doesn't carry the same weight as other horror franchises because it was always predictable and its scare was just to have one of the anamatronics stare at you a half second before screaming at the top of it's lungs and racing towards you. There is something to be said for letting your imagination do the work, and the original FNAF did an OK job at that with it's end game death screen... but that is peak it has to offer, making it basically kiddie entry level horror.
It simply doesn't compare to Freddy throwing Philip off the top of the church while puppetting him using his tendons as strings, or Myers pinning Bob to the cabinet by stabbing his kitchen knife through the chest, or Jason using a Saw to slice the Coronors throat before twisting his head backwards, literally anything that Pinhead does in all of the movies, etc, etc.
So I don't think FNAF belongs... but FNAF fans could probably say the same thing about the goofiness of classic slasher films, of which there is no shortage of dumb tones.... so... who am I to gatekeep really?
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524257#Comment_3524257
I don't disagree but both sides of the coin have to be considered, are you ok with save the best for last or coup de grace, or next alien perk rapid brutality ?
These perks massively mess with distances and timings, if I want MFT deleted and I'm logic with myself then I want these perks deleted too
EDIT: Ofc I realise I've taken the bait and started debating MFT again... and lord knows we have plenty of these threads already... To keep on track to the OP... no MFT shouldn't be Killswitched. It's not what the Kilswitch is for. Now back to our regularly scheduled programming...
In all 3 cases, I agree this same problem exists, though I have stronger opinions on some rather than others.
- Save the Best For Last is very strong, but at the very least it must be built up, it's not an out of the gate power up. Before it starts to get strong the survivor will be getting the 165% speed boost for 3 seconds after being hit to make it to another loop, which they will usually still do prior to the 4 stack tipping point.
- Coup De Grace is really strong now... like nastily strong, and like MFT, comes passively as a result of the Killer not doing anything to earn it (in fact the opposite, failing to achieve their objective). I'd be more in favour of this perk buiding up 2 tokens per gen to a maximum of 2 (multiple gen pops means no extra tokens for you), and you lose a token on ANY successful attack. Basically, you use them or lose them. At least then the Killer is forced to show his hand, and the survivors can see it in effect early and account for it, instead of being completely in the dark until it really matters.
- Rapid brutality, I haven't seen in game yet... I'm not a fan of the idea of subtle haste buffs, but it does come at the loss of Bloodlust... which is not insignficant... I imagine some killers will greatly benefit from RB, whereas others will find it trash.... so I'd have to see it in practise to see it's overall value.
The reason I push so much harder vs. MFT compared to these perks, is the Killers are all unique characters, and none of these perks are a universal best choice for all Killers. A lot of the time the Killers that really get high value out of them are Killers that are usually in need of help.
MFT helps all survivors the same, and as pointed out, it hurts the Killers that shouldn't be being pushed behind.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523983#Comment_3523983
Will 100% cry for the next current thing, lithe, sprint burst, windows of opportunity, adrenaline, resilience... it never ends. Need something to blame for my skill issue
TBF, MFT is a special kind of annoying because it's so subtle. It's really hard to tell when it's in effect, and yet it's effect ripples into every single interaction... and the only way the Killer can account for it is to delete all existing timings and assume everyone has MFT.
Every loop around a pallet, every mind game, every break off to a new loop, MFT affects everything... Every single other perk you've mentioned there either gives a benefit that the killer can see and react to, or doesn't alter the Killer's gameplan/timings significantly... but MFT is a general paranoia that messes with your timings and makes you question everything that you do, so it's unbelievably hard to learn how to deal with it, because you simply can't tell if it's just someone juicing you with pure skill, or if it's MFT, or both.
The fact is, Killers play Killers that are fun to play, and MFT is a generally annoying perk that killers don't wanna deal with by unlearning their timings to account for it... this paranoia around MFT is a pain in the ass that nobody wants.
So the reason MFT gets the hate it does, is it's a far bigger slap in the face for the Killers that are already not good in chase. A lot people don't bother playing killers weak in chase like Pig, Trapper, Nightmare, etc, because chase and map presense is King in DbD, and instead they just go for your Blights, Spirits, Nurses and Weskers. the fact MFT exists furhter encourages these killers because, unlike their weak chase counterparts, they don't have to care about MFT.
So if you're someone who already doesn't play the big 4, because you like playing other killers, MFT is basically a constant reminder that you should be playing the Killers that don't care about it.... which I don't need to tell you is very frustrating to accept.
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Hahahah, I was a huge fan of the original Killing Floor official release.
Would be hilarious to see Kevin in this game.... though I must admit I struggle to imagine how someone who is basically a Nemesis with a Rocket Launcher and Minigun strapped to his arm could be remotely fair xD
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Revving your chainsaw to make a survivor move in a manner that makes an m1 easy?
I call that a successful mind game my friend. π
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I think it's tough to top an Oni charging across the map at you for sheer badassery...
This combined with the fact Oni doesnt really have cheap tricks; him catching people and applying good pressure requires a respectable level of skill... that makes him pretty damned cool in my book.
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Hmmm... I disagree... I think Resilience is the healthier version of MFT.
It's the version that actually takes skill to use cause you need your carefully crafted knowledge of loops and to have actually made it to said safety in the first place. Resi in this scenario is giving you a little more of a chance of clearing when it's really tight.
MFT on the other hand alters timings in chase across the board in loops, mind games, ditching yo other loops, and it passively increases your chance of making it to said safetys.
I actually would be one to warn Survivors not to use MFT because it screws up killer timings sure, but it will also screw up your own... and encourage bad habits in your own gameplay where you get away with things you shouldn't just because of MFT.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522606#Comment_3522606
She just patrol the 3 gens, kick with Overcharge and place new drone. Two people gave up and stood under hook waiting to be let out. Try getting us two to get a gen done. If too much progress she camped it. She ignored people under hooks and only stopped people from doing gen. People under hook had crows and nothing.
Oh I understand, but, if you want out of the game (via a forfeit), in the meantime, while the feature doesn't exist, what is stopping you from just holding the generator and ignoring SM?
She either has to down you to stop you, in which case you'll bleed out, or she has to let you complete the gen.
If you've actually given up, just give her the kill to inflate her win ratio.
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The game IS balanced around SWF, so if there is a valid argument for not making Kindred basekit, its that you can't buff solo without buffing SWF too... and as a solo Q survivor I'd be much more in favour of denying this power to SWFs than gaining ot as a solo.
Outside of that, and this opinion is highly subjective ofc... but as a pretty casual solo Q player who believes Solo is how the game should be played.... My main gripe about adding basekit Kindred is that I as a solo player enjoy the immersion of dbd, and flooding my screen with auras detracts from that.
I still get nervous and tense from time to time in this game, and uncertainty/imperfect information is a big part of that tension. When I see someone get hooked, I watch the status HUD of my teammates carefully to see what people are doing to decide if I need to leave or not.
Ofc sometimes I take Kindred, or Deja Vu, or WoO, but that's my choice to get the benefits of those auras.... and it comes at the expense of another perk more directly linked to my survival, so the games tension is preserved...
The more auras you make basekit, the less investment I need in information perks. I can take all my direct survival based perks at no cost. This gives me less agency over my builds to balance info, gen progression, healing prgression, utility and survival, since info is already provided for me. Why wouldn't I take my strongest survival perks when the game is already giving me perfect information... and what tension is there to be had in that?
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It's a cool idea, I enjoyed reading, though it does come with consequences.
The big question is do you want a meta around survivors? We sacrifice the ability to play any survivor we like at any time, to having a best choice for a particular build.... that's not an insignificant feature loss.
However to give the suggestion a fair shake... I liked the passives that generally offered rather benign effects that for the most part you won't notice, such as Jill, Rebecca, Feng. These are nice cause you dont really gain much more on what you have already so they are more a "flavour" that a build feature.
Ones like Meg, Mikaela and Claudette might be fine, but may need dialing back a tad. Ones like David, Vittorio and Cheryl are interesting... not too strong but situationally advantageous... though trying to give other survivors equivalent value is difficult to assess. There are some in there that are pretty damned strong though... Jeff, Jane, Jonathan and Zarina are pretty darned good effects...
We do already have the issue of just balancing the perks in the game... how confident would we be accounting for passives too? π
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Well... one would think a greater forfeit function would be preferable to just allowing DCs... but not an unreasonable idea.
Otherwise with these absurd length games, I'm trying to think if there is a counter that I haven't thought of to just holding the generator until SM downs you.
She can't kick gens while you keep repairing... she can't stop you repairing gens without downing you... and if she downs you you'll bleed out eventually...
I'm wondering if there is some combination I'm missing that means she can stop gens progress without downing people... π€
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Hmmmm... this is literally top of my head, but how would people feel if this perk lost the allies cant see your aura effect, and instead slowed recovery/healing from dying rate by 40%?
Or perhaps blocks endurance for 45 secs or something
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@Pavel_Ch said:
"There's so much untapped potential here... for a real laugh."
for trolling and bullying you wanted to say. don't need emotions
Ahahahaha, that is such a negative view my guy xD
You know not EVERYONE in this game is an a-hole... its hard to believe sometimes sure, but some people are pretty cool and wouldnuse it for funny things π
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I can see why its annoying... though personally I dont let it bother me and just take my bloodpoints for finding/chasing/swatting them out the door.
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Only 2 gates and the shared Killer perks seems to be the only blatant mistake in that mod... every other balance aspect... who the hell knows man?
It looks ridiculous and tbh... but even if it would be broken... would you really care? xD
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There is this weird phenomenon where being a Killer is more intimidating than being a survivor...
As a new player to DBD, I threw my lot into Pig immediately, and before I played a single game, I watched numerous guides and cobtent creators of Killers (of all kinds) so I could hit the ground running... but damn nothing prepares you for this.
It's a real shame this was this players first experience. I am not sure I believe this community is more toxic than any other tbh... but the game is high both in skill ceiling and skill floor. It is highly punishing for new players, and it's very concept makes it a prime candidate for being a jerk to your opponent... this makes it a pretty harsh game for casual players...
BHVR is one of the more lenient companies I've seen regarding toxic behaviour and DCing. Most other match lobby dependent games I've seen are really quite harsh on DCs and hostile language.
A cap on account level being matched up for players in their first 20 games probably wouldn't be the worst idea.
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Entity air dropping in eggs would be funny
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Agree with this.
The existing effect is simple, effective and looks good, but it is too intrusive and can block crucial information at certain moments.
I'm a proponent of keeping stylised effects in DbD, I wouldn't be too keen on an icon replacing the bubble...
I'd prefer a less intrusive audio shock wave effect. Although this example is centered on the player, something like this kind of wave to give a rippling audio effect on my hud I think would look very good without obscurring vision.
28 seconds Β· Clipped by undeddjester Β· Original video "Perception Gameplay Trailer" by The Deep End Games -
Eh, I think it's harmless.
It's a little more awkward on console players on low sense, but it's certainly not unmanageable to simply look away. Once I learned being quick blinded successively was a thing, I've not fallen for it again since.
If anything it's a good teaching tool... stop being lazy and look away you scrub π
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I share this opinion that this character has potential, and dont want her to go. I dont like to bash a straw man, but there is so much unconstructive and unhelpful criticism, it's hard not to think SM suffers from people bashing her for easy/free validation.
It's frustrating because I do have things I like about her, and want to see her issues fixed to then push those qualities... but I've seen most conversations around her devolve into "just delete her" and nothing more.
Her concept as a tech/scanner/tracker killer is pretty awesome, and the idea of playing MGS to get past her drones sounds loads of fun... Its just unfortunately that the obvious issue with such a power is the gen guard potential, which obviously is the very pitfall SM fell in.
I'd like to see her radar reveal scratch marks detected by drones, maybe a deadzone on gens so they can't build lock-on. Or a complete rework... whatever, but just to give up on what could be a really interesting killer because its popular to hate her annoys me.
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Django! Wait...
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520430#Comment_3520430
So you think current self-care is powerful?
I did not say that π
Edit: To actually be useful with this post... its an effect that is massively game altering, if you buff Self Care, you have to account it for every other healing effect you ever add.
Having it so limited at base and requiring hefty investment for value makes it quite unlikely to be a problem perk again.
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self care was popular but also fine
I have to disagree with this statement.
Self healing is extremely powerful, that is why everything that offered the ability to do it was always extremely prominent in the meta; Self Care, CoH, High Tier Medkits, etc.
Being forced to heal each other regularly is major source of pressure for the Killer because now you have 2 survivors occupied at once, and the ability to subvert that is not insignificant at all.
Having to commit 2 perks to get value out of Self Care is a reflection of just how strong being able to do it really is.
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For both the Teamwork perks, you add the "unhooked or unhooking" condition, and you've got yourself a really good perk.
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The rework had the desired effects: -
- Forced survivors to actually use tapes
- Made using tapes on Sadako's TVs to shut down her TP actually a thing.
I still stand by my suggestion for one final improvement to nudge teleporting to be a little more deliberate.
@UndeddJester said:
Condemnation Proposal
Nerf: Projecting to a TV inflicts 0.5 condemn stack globally to all survivors not carrying tape.
Buff: Projecting to a TV inflicts an additional 0.5 condemn stack to all survivors within 16m, regardless of whether they have a tape or not.
Current Gameplay
Onryo is quite polarising with the latest changes.
In soloQ/low MMR games she is a hefty pub stomp, porting around kinda mindlessly and building up condemn to easily nuke an uncoordinated team.
At high MMR however, Sadako struggles to get going, because survivors just grab a tape immediately, limiting her teleports and shutting down condem completely. Instead she has to chase them down to remove the tape from even one survivor, and since she isnt amazing in chase, she can struggle to keep up her pressure. Usually what helps her here is indoor maps that make finding gens harder.
Intended effect
The hope with this change is bringing back some of the skill elements of old Sadako. Greater rewards for good teleport prediction/usage, while simulataneously limiting the global condemn presense.
With only the global portion of the condemn blocked by tapes, Sadako can still apply condemn pressure to survivors carrying tapes at higher MMR where players know what they're doing.
And at lower MMR, she can get even bigger threats of condemn for good usage of her teleport... but she can't as easily just port around the map blindly and get huge condemn pressure for it.
What do you think?
The only thing I would appreciate is some kind of rough indicator of when the TV will come back on from the survivor side.... even if its just differing levels of static... that would help solo players a lot vs. Her power.