VomitMommy
VomitMommy
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@Coffeecrashing said:
Survivors already got the following for QoL....
SURVIVORS...
1) Survivor HUD
1.5) Additional stuff added to the Survivor HUD
2) Easier flashlight timing
3) Removed hook grabs
4) Anti face camp
5) Upcoming 3 gen "solution"
6) The entire Mangled mechanic being updated in the future, to be less frustrating for survivors
MEANWHILE, KILLERS...
1) Upcoming FoV slider
2) LITERALLY ZERO OTHER THINGS ANNOUNCED
You could say killers got some things in past:
faster recovery on hit
faster pallet breaking
faster pick up animation
bloodlust
longer gen timer (that got kinda offset by nerfing most slowdown perks)
There is not much you can do for killers on global level anymore, because you have massive difference in powerlevels (Freddy vs Blight etc.)
Next changes need to be mostly killer specific buffs, reworks.
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I liked idea of 5v5 and both Tag versions.
VIP would be terrible mode tho.
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Holding W in chase suddenly becomes fun when you can just throw snowballs on eachother.
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@sizzlingmario4 said:
Events that have little to no impact on gameplay are almost always better.
This year's anniversary and halloween events were way too unbalanced.
anniversary would be fine without that exposed part, that was kinda broken on some killers. It was quite fun otherwise imo.
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Really? It's so long since I had so much fun in DBD.
I just love those snowballs. Somehow it's really funny to get chased while you throw snowballs on eachother...
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@WashYourHands said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609000#Comment_3609000
It requires more skill to be more precise when slice n' dice-ing, and manipulating the survivor's pathing in your favor. Expressing skill and being skillful are not the same.
When did I say Blight doesn't have a skill ceiling? Read it again. The fact that you're being offended by another player's opinion in a video game tells me all I need to know. Continue to live in your delusion.
You need to be less precise when your options are more limited.
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Survivor aura reveal, sure
Killer aura reveal, hell no.
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You could make it for achievements.
Or just make base options -> survivor / killer portraits.
Current version of this feature is simply sad.
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It already had 0 synergy with other slowdown perks, maybe except Corrupt.
Any nerf will make it useless. It's already not that strong perk.
Just get one far gen to 99% and keep him there -> deadlock is useless.
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You can ask for buffs to those killers, then you will play against them more. Simple.
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generator timer increase was trade off basically for nerfing most slowdown perks...
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600611#Comment_3600611
Exposed and it’s map wide and on a killer with mobility way too strong for end game especially when that survivor is in a dead area
Oh right, because those other perks are not map wide.
Alien Instinct shows injured survivor, so that's basically same result as exposed.
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600348#Comment_3600348
It takes him forever to get to tier III, and Myers is no where near broken. By the time he is at tier III most other killers have someone dead on hook unless its going really badly for them.
Myers is not broken, those addons are for sure without any counterplay. It would be hell to play against it.
And you are ignoring Tombstone Piece, you can get to tier III quite fast, if you use J. Myers Memorial.
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Just make it blind for same duration as stun / blind.
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You need to hook a survivor for this, how is it different from BBQ, or Alien Instinct as aura reading perk?
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600331#Comment_3600331
The whole point is to run, and if he catches you your dead. This is a cheap, zero skill exploit.
It's not really an exploit. Tombstone would be beyond broken addon without this counterplay.
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Oh right, you know there are people who have need to puke just from hearing those sounds, right?
That's really bad idea and also pointless. DBD has nothing to do with realism.
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@Spirit_IsTheBest said:
I'd rather leave Pop alone.
Pain Res does everything Pop does but just better and less situational, which I do believe it needs to be toned down instead of Pop.
Pain Res was reworked so killer actually has a reason to chase different survivors. Why would you nerf that?
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You are really asking for 3-gen, don't you?
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@radiantHero23 said:
I WAS SUMMONED! 🐽
Disagree with some of them.
Pig might seem weak in some instances, but with enough experience, the traps become a lethal weapon that destroys survivors.
They should not be buffed in any way. They are the reason for Pig's consistent high kill rate
Now to Amanda herself.
The problem with her stealth is how slow she moves. This combined with huge maps makes stealth very unappealing. Right now the best option is to use the John's medical file because it elevates her to 100%. Making her stealth maybe a bit faster would be good and not problematic in any way in my opinion. It helps with chasing and getting a first hit.
The roar if that's what you mean, is fine in length. It is connected to the charge up of the ambush. A great idea is to put the ambush on the attack itself and not the charge up. This makes survivors a bit more oblivious to when the attack is gonna start and therefore will make them want to leave the loop a little less often.
The ambush should always be connected to being crouched. Everything else would be very inaccurate to her lore and her appearance in the movies. (including Saw x, which I was finally able to see!!!) I do t think she needs more stuff added to her kit, which is already pretty full.
I dont like adding a synergy with perks like huntress lullaby to the jigsaw boxes. Again, the traps are very lethal in the right hands. Making it even harder for beginner players is not the way to go. In addition to that, there are a lot of addons that would destroy survivors for missing one or two skill checks. Not a good idea.
Now to your opinion on the timer. IN NO WAY SHOULD THE TIMER BE INCREASED! This would make her a extremely lethal for all the WRONG reasons. The reverse bear trap is the strongest slowdown in dbd period. Nothing comes close. Understanding box Rng and how to harass survivors effectively makes head pop not as uncommon as you think. With the correct Rng (1-3-4-4) I get a head pop almost every time. The time is already very limited if you have 4 searches. Making it longer would mean almost certain death for the unlucky ones getting these traps. Reverse bear traps should NEVER give you kills for free. They should however enable kills if you as the pig work for it and harass survivors.
I would even recommend a nerf to the reverse bear traps that will make them a lot weaker but in a fair way.
Survivors are no longer able to die while searching a jigsaw box.
This seems small, but would have a huge impact to the kill pressure of the reverse bear trap. There are several addons that make searching a box difficult for people that have problems with skill checks. There are also addons (gears) that make searching a box take a lot longer. With some combinations (double gears) (crate of gears + tempered timer) and a little interruption on a survivor having a 4 - search trap will GUARANTEE that this survivor dies. I'm not joking. I played her enough to know. Making it that a survivor cannot die of they are working on a jigsaw box (timer runs out but you won't die if your working on it) will make this problem less extreme. The survivor should however immediately die if the timer runs out and the search doesn't lead to the trap coming off.
Im neutral to the idea of the ambush being longer the longer you crouch. At most tiles, Amanda goes into her stealth, charges the ambush and attacks. This would mean that there is effectively no longer distance. It is already way better to stealth up to a survivor, uncrouch and hit them with m1 for Stbfl stacks. I don't think this would improve her performance that much, but it would also not make her weaker.
Same with ambush out of a locker. It would never be something you use in a match due to the time lost. Pig already struggles with huge maps. Incentivising her to stay in one spot to surprise a survivor will make her lose a ton of time, making it not worth it at all. Again, it would not nerf her, but it would not really buff her either. Same thing with dredge, who can enter lockers to surprise survivors. Its never useful.
What should she get to make her more effektive?
Faster crouch movement speed base
Faster ambuch charge up base.
Faster ambush dash speed.
Longer ambush dash speed.
(Maybe) the roar on the ambush not the charge up.
That's all. It will improve her chase a lot and not make her too oppressive in regard to her slowdown.
(Maybe) the roar on the ambush not the charge up.
No, I want to spam my oinks...
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I would like that.
Would be good to show off some hard achievements.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599063#Comment_3599063
But why not fix all of them from the source? Like I don't think it's that big of a deal to just make it in the lobby so everything can be fixed and everybody can play comfortably.
because it creates different issues.
You can't think only about how to fix current issues, when your solution creates other issues instead.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599030#Comment_3599030
The problem with my example of the totem builds would still persist tho ): that's what woke me up about this issue. Ever since the introduction of boon totems, it's a problem I have faced in my games and that could be solved if we knew prior to entering the match.
But many other issues would be fixed and it would be way better than current version.
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You could make it display on loading screen, then survivors can't really lobby dodge for this, unless they want to DC whenever you don't like something.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598671#Comment_3598671
The perk needs to be changed to pause the Killer's power for 10 sec after then stun to function equally against all killers.
and maybe it needs to be able to fire twice in a match.
10 sec seems bit too much, it would be devastating for 110% killers and Nurse is completely screwed.
Something like 6 sec would be alright in my opinion.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598137#Comment_3598137
If all hex totems activated on getting your first survivor hook, except the ones with different ability. Then bHVR would eliminate the critique that the Hex always gets cleansed in the beginning of the match and Survivors would have one less person to start looking for Hexes. Its honestly NOT a bad idea.
Just saying it should be base mechanic for all hexes.
You could make Hexes work, so they are created, when they have an active effect. Basically Face the Darkness system.
So some hexes would be active from start:
- Retribution
- Haunted Ground
- Thrill of the Hunt
- Undying
But other would work like
Blood Favour -> when pallet gets blocked
Crowd Control -> when window gets blockd
Huntress Lullaby -> first token
Ruin -> gen starts regressing
The Third Seal -> survivors gets injured (blidness)
Devour Hope -> I would make it spawn from start anyway, unless you want to show survivors you have it like other hexes, which I doubt. It's simply really powerfull effect that shouldn't be protected in my opinion.
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598131#Comment_3598131
So I waste a perk slot to get hit through basekit bt anyways it’s alright but so situational that it doesn’t even prevent tunnelling
I would "nerf" it and remove Iron Will part from that perk, so killer can't tell you have it.
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We have Nicolas Cage in dbd, so Terry Crews next?
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Devour hope doesn't really need a buff.
It is perk that can easily win you games, alone. It should be risky to use.
This is more like a generic hex issue with totem spawns. That should be fixed overall, not just for one hex.
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I would definetly rather let console do it.
I mean, they won't be able to do it, because it's way harder with controller and they would lose any accuracy, but at least make it possible.
Flicks are not easy, but it is fun thing to do and it increases skill ceiling on any killer that has them. It also makes those killer more interesting compare to regular killers, just because you can learn something most players can't do and show off.
I don't think it would be a good thing to remove that from everyone.
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Off the record is useless?
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So just more slugging?
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@XenRedspike said:
Thought of some more feedback and potential ideas in case the dev team hadn't thought of them, don't know if these would change anything for the better but maybe they're ideas worth thinking about:
What if you made it so Trickster didn't injure with his knives, but instead built up enough knives to be the equivalent to two health states and insta-downed with his power instead? For example, he needs to hit 15 knives to insta-down and he doesn't injure in between. This sounds miserable in theory but if you made his power feel stronger and funner to play (higher throw rate, faster throw movement speed, longer laceration decay, gradual ramp up throw speed) then I think it would make up for it? Just a thought.
Also what about introducing a new movement speed of 4.5? So that way he's not as sluggish as 4.4 but not as oppressive as 4.6? This could make no difference but I think people underestimate the overall effect slight number changes make. I know it feels tempting to do huge buffs or nerfs at a time but maybe more small number tweaks would be good to try out at this point?
I feel like the main thing that needed to be changed from PTB was just the ease at which he could get Main Event and the synergy it had with certain add-ons. Those were rectified and I don't think the throw rate needed to be nerfed in such a way. Throwing his knives feels way too punishing now and you feel incentivized to just use his M1 instead, which feels counter-intuitive to how a Killer should feel. I play a specific Killer because I want to have fun using their specific power, not feel like their power is a detriment and puts me at a disadvantage. That's how Trickster feels now.
hat if you made it so Trickster didn't injure with his knives, but instead built up enough knives to be the equivalent to two health states and insta-downed with his power instead?
That's way stronger and way more annoying to play against. Also harder to balance.
You realize survivors won't get speed boost, right? That's kinda Plague on steroids.
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Oh right, because noone cares about queue times.
Good thing is it won't be just Wesker, it will be Wesker and Chucky. Unless Chucky gets nerfed tho, like Xeno.
I don't really mind neither of them to play against.
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Why didn't you just make him 115% and remove recoil...
I hope Freddy rework will be handled better than this.
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@XenRedspike said:
I think his throw rate should be reverted to how it was previously, where it would gradually ramp up over time.
Just decrease number of knives required.
7 would be enough, so you don't get main event (can keep it for next survivor)
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595776#Comment_3595776
Maybe they will release something in the future for the rest of us peasants.
It is funny that Cote just gave an interview where he implied that BHVR is consumer friendly, cos their FOMO isn't that bad, due to things you miss being available a year later. Then they immediately do this. I genuinely don't know why this surprised me at all.
Funny is it is just so low effort to put current survivor/killer portraits as badges... It would be more than enough for most people.
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Well, I would say it is disappointing.
You may say he is more noob friendly, but he is definetly not a better killer than before.
- recoil -> that's the noob friendly part, but if you had enough hours and played PC, you didn't really care about it
- movement speed -> that's relevant on short loops for sure, but doesn't seem worth the cost
So main event:
- duration is not long enough to keep for next chase
- you are going to injure a survivor before you can use it
So what's the issue about it? Main even was used basically get behind a survivor and try to down them from healthy just with main event.
- survivor is injured, so if I get behind them, I can just M1 to down
- if there is distance, I risk losing LOS and get stunned when main event ends
- faster decay means if I don't get down during main event, it's mostly likely all gone.
Slower throw rate and more blades needed is also terrible combination. You just increased his time to down and decay is faster, which is going to get you into even more trouble.
It also means you have to reload basically after each chase.
I feel bad for Trickster mains.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595755#Comment_3595755
If you buy Chucky you will have something to customize. They just forgot to mention that you have to spend money to do it.
just checked what cards you get from chucky... Empty void doesn't look so bad now.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595755#Comment_3595755
If you buy Chucky you will have something to customize. They just forgot to mention that you have to spend money to do it.
I mean, it's BHVR, everyone expected there will be some more advanced borders/cards behind paywall / rift.
but no free options? really?
Just survivor/killer portraits like on this forum would be enough...
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Have they confirmed it will get nerfed?
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What's the point of this feature, when there are no default options to use?
Currently there is just a big empty border that is really annoying me...
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@siro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593877#Comment_3593877
How can't injure you, the slow-mo bottle applies to a survivor it's literally a free hit, also it can use the yellow bottle to speed itself up. It should get slowed when doing those actions
What exactly would be point of having power for movement speed when you nerf base movement speed?
And it's not free hit at all, it doesn't matter how much slowed you are when you have pallet/window nearby.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593887#Comment_3593887
Well the only way to fix it is another rework, right? Or do you have any alternative that wouldn't make SM mains cry?
No, I think your issue can be fixed only with rework.
So there is not really a reason for just a nerf, it won't help your issue, so there is no point in doing it.
Good luck suggesting another rework.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593863#Comment_3593863
And there we go. You talked about how one token wouldn't do much and now it's an issue. I can't change the issue if people cry about small nerfs like that.
Not really, I just find it funny you say something is an issue and your fix doesn't do anything about the issue.
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Why just those are 4.4 and clown isn't?
Because it can't injure you? That's quite a big difference
Btw Trickster is going to be 4.6
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593844#Comment_3593844
It would allow survivors extra time to not get injured by a drone without Skull Merchants crying about such a insignificant nerf.
Since when 33% is insignificant nerf?
Funny is it wouldn't change your issue at all.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593428#Comment_3593428
Trapper's fakes aren't as effective with good pathing. It is very easy to chain loops with Windows of Opportunity, hence why I run it. His fakes still make him stop moving for that brief second which allows you to act accordingly and determine the course of action. Let's say he did fool you. You just have to go around the loop until he gets a hit, you still buy your team a bit of time. It was just an effective mindgame from the Trapper, that also takes skill against high MMR players which won't fall for desperate attempts. You should never feel forced to stay at a loop unless you are in a dead zone or you have bad pathing, although they can go hand in hand.
Artist would be S tier if that was the case. If her chase power was so opressive, people would just run gen regression perks because that's all she needs. That doesn't seem to be the case. Even Otz didn't put her in that S tier. She also has a high skill ceiling so it's undeniably hard to master her truly and not just land lucky hits.
The example you gave me only had one good, and experienced, survivor playing against him. The Gabriel was really good and read Otz like a book whilst the Yui was only good in the first part. You do not get teammates like Gabriel in solo queue. Also, Otz should've landed those hits at the vaults so that was really detrimental for him and made the looping seem good. Yui only got chased for a while by pre-dropping safe pallets Otz was forced to break as well. Even for the more unsafe loops Otz didn't try mindgaming which was questionable. The Mikaela is a better representation of a solo queue player. That Gabriel was a survivor you see once in a blue moon in one of your games.
What seems to go over the heads of some people is that all Skull Merchant games go exactly as I described in the discussion. There's no fun involved, it's just the cycle of boredom that gets repetetive. Every Skull Merchant game is like I'm facing the exact same one I faced before. At least with Wesker that's not the case and I enoy facing him. That's also the reason people DC. They can tell how the game is going to go. It also doesn't help when most Skull Merchants play toxicly.
There's no fun involved, it's just the cycle of boredom that gets repetetive.
Well, you think your fix of adding 1 token would fix this? It would be exactly same for survivors, just worse for Skull merchant.
Chase wouldn't change. Playstyle wouldn't change.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593275#Comment_3593275
Chess Merchant only happened because they enjoyed irritating survivors. That made it fun for them. Every single endgame chat they would stay and let the insults unfold. That was their source of entertainment. Even the actual Chess Merchant was really toxic.
3-gen with any killer is going to trigger survivors.
I have simple logic behind this. When survivors use multiple toolboxes, for me means they want a boring game, so I give them boring game. Probably not kind they expected, but that's not my issue.
I usually prefer to play hit&run build, but that's mostly because I play Wraith a lot too. He can also have good 3-gen btw, they are kinda similar in my opinion...
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593265#Comment_3593265
Never said it wasn't possible. Just harder to do. It never ever took skill for Skull Merchant to three gen. More players don't do it because it's boring. Simple as that. They have a oppressive ability, so why not use it in chase? Old Skull Merchants couldn't be bothered with the learning curve and were stuck with three genning. They were fine with that because they loved annoying survivors.
We can both agree her three gen capability is bad now so that isn't even a playstyle to consider.
Oh right, just not viable.
More players don't do it because it's boring.
Quite a lot of players played Chess merchant, because it was easier to do than Chase. So boring is clearly not an issue.