VomitMommy
VomitMommy
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586969#Comment_3586969
I should play one killer out of a selection of 30 (?) killers to notice that opening a locker is a big inconvenience that can make you lose an entire game...? We are talking about a perk, not a specific killer.
Sure, but both needs lockers. Dredge needs them more, so you can feel it more. UW will often make you go out of your way to activate it, not much usually but it will.
I would make a nerf for Ultimate weapon, but nothing major really. Basically to reduce effectivness for fast killers like Oni, so probably reduce duration for each scream or something like that. I wouldn't really try to nerf it for normal killers.
Screaming will always be worse than aura reveal.
UW is going to help you find next chase, but it's never going to give you free hit like aura reading does. Screaming is information for both sides and it's short duration, so survivors are going to relocate before you get there and always prerun from you.
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Just no, most SWF groups are not some tournament level players that will destroy you with 2 hooks total. There are few groups like it, but I can say exactly same about killers.
There are simply extreme examples on both sides, but I wouldn't consider it an issue overall.
You never want to punish players for playing with friends. SWF are great way to bring new players, that's how you get new survivors, almost noone is going to start soloQ and learn from it, SWF makes it way better to start and they are really not players you would need to punish.
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@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/397140/ultimate-weapon-needs-a-nerf
I'm sorry my friend but this forum is full of killer mains, they will oppose everything that is against them while they're whining about every survivor perk in the game.
Then what are you doing here? I don't see your killer passport, so you are not allowed to be on this killer only forum.
Comments like this are just funny to me.
So let's see top posts:
Ultimate weapon nerf
2x Nurse nerf
SoloQ buff
Ghostface/Huntress nerf
Buff balance landing
Better spawns for exit gates (for survivors)
More mechanics like dodge for survivors
Cannibal update
Buff killers against SWF
Wow, such a killer sided forum...
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585483#Comment_3585483
I don't remember having to sweat bullets to open a locker that is usually nearby a location I'm heading to any way...
Try to play like 10 games as Dredge, that will display it better.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586867#Comment_3586867
that is not true. sometimes leaving survivors on the hook is best play especially if killer is camping and is poised to tunnel player out. It means you can work on generators and loop killer without needing to loop killer because they're not committing to any chases.
Bond is really underrated perk
you will never bring killer to survivors working on gens
you can easily go for body blocks
easy to find survivors to heal
If soloQ survivors had passive bond, they will be often worse for killer than most SWF groups.
I disagree in regards to being worse then Strong SWF groups. those just some of advantages of playing as 4 man swf. soloq would be the same as most swf groups. those are some of main problems of soloq. slow healing, poor teamplay and improper looping/generator efficiency. that is why this perk should be base-kit so soloq can make proper decisions in-game and not leave everything up to chance/luck. This won't really do anything for bad survivors because bad survivor cannot loop properly, they do not have game-sense to bodyblock correctly and healing does little when your not good at optimizing chase-time.
sometimes leaving survivors on the hook is best play
That's true, but this is only when you have information, which is not something you have unless you play SWF, kindred would give you quite a lot of information at that point and it's up to you to decide.
Bond would also not give you that information anyway, because of limited range. Kindred would simply work way better for this and definetly way more balanced (only survivor aura).
that is why this perk should be base-kit so soloq can make proper decisions in-game
You would have to make global changes either nerf other aspects for survivors or buff killers. This is simply not perk to bring into current state of the game as basekit.
This won't really do anything for bad survivors
So it won't help bad survivors and good survivors are going to be even harder to deal with...
It would just remove many mistakes survivor would do otherwise.
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Have you ever played Singularity? When even a leaf will stop you from tagging a survivor?
Larry is new killer and he is basically broken exactly same as Ghostface, that doesn't give me much hope on fixing this.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586172#Comment_3586172
kindred is situational, it only shows aura when someone is on the hook. what about if they gave bond base-kit and bond perk increases default by 8/10/12 meters.
window of opportunity is excessive. i think I would prefer any mean necessary passive where you can see dropped pallets aura. that is enough information to know when your teammates uses a pallet.
it would be nice if soloq could use more perks without feeling too much of disadvantage in doing basic gameplay actions. The same thing would be nice if killer had some base-kit generator regression for hooking survivors to not make generator so oppressive when killer is ending chases quickly.
Kindred is situational that's the point.
It would help survivors basically only when they need it (someone is on hook), it wouldn't happen you are left on hook, or there is multiple survivors going for unhooking (this got way better with HUD change tho).
Survivors don't really need help when everyone is standing.
Bond is really underrated perk
- you will never bring killer to survivors working on gens
- you can easily go for body blocks
- easy to find survivors to heal
If soloQ survivors had passive bond, they will be often worse for killer than most SWF groups.
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@Skillfulstone said:
I swear I see you two fighting in nearly every threads these last few days XD
In all seriousness, rng is part of the game and, barring high-mobility Killers or certain maps (Midwich, Gideon and I think Nostromo consistently have gates pretty far from each other) if at least 3 Survivors are alive (and no perks like No Way Out/Remember Me are in play) then gate proximity won't stop at least one person from leaving.
The frustrating situations emerge when only two remain and the gates are so close and in view of each other that there's no way to reasonably approach one without somebody getting downed and left slugged for 4 minutes while the Killer simply keeps watching doors until the last Survivor is spotted (and the bot system has removed the ability to just pop out of existence to cut the game short when the Killer is slugging for the 4k by giving a chance at Hatch, nobody wants to sit for 4 minutes doing nothing especially if they can't go next until their friend dies or escape).
While always having gates be miles from each other would be unfair for slower Killers (as fast or teleporting Killers don't really care) some sort of middle-ground should be looked for.
Either that or the option for a slugged Survivor to "give up" if the Killer attempts to slug for the 4k. Or if only two Survivors are left standing then they can get up by themselves, this would shorten games that the Killer already won anyway (would also stop some Killers from just downing the last two and waiting for one to bleedout before hooking the last which has to be boring even for the Killer).
I like to argue. When it's with hypocrit it's also fun.
So just grab a popcorn and enjoy the show.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585119#Comment_3585119
Oh no, my team lost the match, at least i have my second chance, hatch
Oh no, killer closed the hatch, at least i have my third chance, gates
Wait what??? They are close??? DaMn KiLlEr SiDeD GaMe!!!!!! I earn this free escape, how dare game gives this killer FrEe KiLL!!!!1!
nailed it, 10/10
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Just use those perks instead if you want them?
It's my most used build for soloQ: Lithe/WoO/Bond/We'll make it.
Those perks are really good and are definetly not something to ever be basekit for anyone.
I can get behind survivor aura kindred, but that's about it.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585116#Comment_3585116
Rng shouldn't give the killer free kills ;) and it makes 0 sense for exit gates to spawn next to each other.
So would you agree Rng shouldn't give survivors free wins?
I will gladly agree with this change, if we also fix spawning system of survivors, so they will never spawn separate on different gens.
Let's have gates on opposite sides of map and two survivors will spawn on each.
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@surv43 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585465#Comment_3585465
I believe that now a player’s MMR is considered regardless of whether he plays in a group or not.
I believe that this will help on the principle of a self-tuning system if you set anchors for configuration.
I take a broader view, not just from the perspective of survivors.
There are really good maniac players in the game, you need to select really good opponents for them.
You agree that players in a group have a higher MMR than solo players, but they should also not suffer if they decide to play in single player mode, so separate calculations are needed for each survivor game mode.
From a single MMR rank, I expect the selection of a weaker opponent (against the one that is being selected now), or in other words, the MMR rank of the Maniac is equivalent to the total calculated MMR rank of the team of survivors.
It doesn’t matter to me whether the MMR rank of a single survivor increases or decreases, it’s important to me to assign really working anchors for their more accurate calculation. Which will ultimately help select sufficiently equal opponents
I see only two anchors for adjusting the MMR rank, this is (close to the number of emblem points sufficient to raise the rank, which also reflects the effectiveness of the player in the match) and (the ability of the team in most matches to start all the generators by supplying power to the gate) there may be more of them, but I propose these particular anchors, considering that, from my point of view, these anchors are the most correct for the team to implement all aspects of the game.
I need criticism, please don’t refuse it to reveal the topic completely.
players in a group have a higher MMR than solo players, but they should also not suffer if they decide to play in single player mode
So you don't want to help soloQ players. You want to help SWF players.
There are really good maniac players in the game, you need to select really good opponents for them.
MMR actually used to be quite strict and most players hated it. It was really sweat festival and really long queues. If I remember Dowsey waited like an hour just to get tournament team with his Twins. That's simply not a good system.
MMR is not going to help DBD to be better or more fun, not at all. It's not competitive game, it's not balanced for it. Players who want this should seek competitive players and play custom games.
I liked rank system, it made sure regular players didn't play with starting players. That's good enough for this game in my opinion. Current MMR system is quite close to it.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585474#Comment_3585474
More endurance effects? Interesting
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585630#Comment_3585630
If a perk makes you go from an obvious loss to a win that easily, maybe it's time to address it and nerf it. No perk should carry anyone, remember? That works for killers as well:)
How is it interesting?
Buckle up + For the people is quite popular combination.
STBFL is great way how to deal with it. I mean, I will be more than happy to get more stacks.
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STBFL is currently only "counter" against endurance. It's not really a surprise to see more of it, because there is more endurance effects.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585203#Comment_3585203
A pig taunting and harassing a survivor trying to get rid off their trap all game long is what it is: being toxic. Which is why they don't hook...
If I find survivor with red alert -> going to die soon, my best play is to not let him finish it. So either follow stealth, where best thing survivor can do is just try to solve and I will have to grab him and slug him, or just slug him from start.
It's simply best play in that situation. I thought there is no need to care about fun of other side, so shouldn't be an issue.
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How do you think it works currently?
Why do you think this would help in any way?
If you tried to bring ideas how to calculate MMR better, then sure, we can talk about it. Simple escape / death is really basic and not really good, so it could be improved.
I just don't see any benefit of having separate MMR for survivors. Like what do you expect to happen with solo MMR? It's currently lower than players playing only SWF (most likely). Do you want to lower it even more, or increase it?
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Interesting idea, but kinda hard to balance.
Currently killer is basically at his weakest at start of the trial and strongest with 1 gen left. This system breaks it completely.
You would have to basically slow down early progress for this to work and try to balance it so average duration of the game is same.
So really interesting concept, but it has quite high chance to break the game.
but there are two possibly good things about it:
- fix 3-gen
- this could help with your chance to fight 3v1, so basically against tunneling and hook suicides
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@IlliterateGenocide said:
Counterargument: Skullmerchant
What about her? She is way more manageable after her rework. Games are definetly faster, so why give up?
I could understand with Chess merchant, but not really now.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583788#Comment_3583788
Which is probably intended since skull merchant players have proven they can't behave normally and "play chess" (=3 gen-ing for 40 minutes without even trying to chase). Deserved
What are you talking about? Trying to make argument out of nothing again?
I am just saying that's how she works now, I don't really mind that aspect, but nice try.
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@BooperDooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583634#Comment_3583634
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583623#Comment_3583623
She can still place drones directly next to gens, and if you disable drones i'm sure she knows like before. She still annoying to go against like... cenobite, hag and knight. But I haven't read up on her patch notes but she still seems annoying to go against, the 1 hour match thing is obviously better tho
Just my opinion, dont come for me tho lol. But thats my thoughts after facing her a few times since.
if you disable drones i'm sure she knows like before
Have you even played her?
There is very small difference in aura of disabled drone -> it gets sligthly higher. You can usually tell only if you look at it while survivor is disarming the drone.
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@myersgoestochurch said:
You listed perks that can be used once after being unhooked, some deactivate during egc so no, you didn't provide anything worthy enough to talk about.
If it happens multiple times then...ok? Still on you, no need to call for nerfs because it hurts your feefees. Just play custom games with bots at this point
When did I call for a nerf? Again trying to claim things noone said? I noticed you like to do that a lot.
You asked how it can happen multiple times. I answered. Why are you getting so defensive?
So what it can't happen during EGC? That doesn't change a fact I can force it on killer multiple times in one match.
It's easy to force Off the record, just body block him, are you going to wait 60 seconds?
It's easy to force Buckle up, when you have for the people, it's one button press.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583725#Comment_3583725
Yup, and you came up with one (1) incredibly specific combo of perks you apparently keep falling for (??), that's a you problem. Every other perk works as intended and are situational at best, unless of course the killer goes out of his way to tunnel :)
I have listed multiple perks, who are used quite a lot.
Fact is it can easily happen multiple times.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583720#Comment_3583720
Those are valid builds/tactics actually encouraged by the Devs so that's still your problem :/ wait 10 seconds or idk, idc. maybe you should open a new thread to cry about it, worked pretty well for the past few years :)
Who said they are not valid builds?
You ask about how it can happen multiple times, I gave you answer. What's your issue with that?
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583707#Comment_3583707
"All the perks" which ones? You're being vague for no reason. So, which perks?
Styptic Agent is good start, but that's an addon.
- Buckle up
- Dead Hard
- Made for this
- Off the Record
- Soul Guard
- WGLF
- Borrowed Time
You can find that on wiki with little effort...
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583706#Comment_3583706
Was that an attempt at saying something? I can't really tell. What I can tell tho is that you seem a bit bothered, sorry about that! Still not my problem.
I am bothered by balancing in this game, like many other players should be. Some people likes to give ideas how to improve this game and have arguments to back it up. Some don't...
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583705#Comment_3583705
3 of these perks/mechanics are only available to survivors after being unhooked, so no, I don't know what you're talking about.
Multiple survivors can have them? Buckle up + For the people can be easily used multiple times per match?
Off the record can be forced with body blocking. Same for BT, but that's easier to wait out.
So how do you not get it? It's not really difficult to understand.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583693#Comment_3583693
Cry? The reason mft is getting nerfed (barely 3 months after release, lol) is because a bunch of crybaby killer mains cried about it endlessly, every single day 🙆
And, once again, your fun is not my problem.
Who said I was talking about you? Don't be so self-centred, or do you think you are only toxic waste in this community?
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583697#Comment_3583697
How come it happens multiple times in a latch if you're not tunneling? Interesting. Specifically, what perks are you talking about exactly?
dead hard (I mean nerf for the 3rd time), off the record, buckle up, BT, etc...
That's how it happens multiple times. Not really interesting, when you can answer it yourself in another comment :D
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583642#Comment_3583642
I play nice and appreciate going against people who do the same, but honestly it's not the killer's job to make the game fun for survivors and the killer's fun isn't the survivors' problem either.
I just don't like hypocrites. I don't do / use things I don't want to play against. That's why I have never used MFT.
Issue is survivors using those perks tend to cry the most when it doesn't go their way.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583684#Comment_3583684
Yes it does, that's how it's intended to work. You're finally getting it, congrats
Then it's not a counter and nothing is stopping to create a counter against it.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583676#Comment_3583676
Endurance can be a counter to tunneling, a counter to slugging, a counter to hits altogether... Having something counter it makes no sense whatsoever, the mechanics are already established like that and we don't need to add more to this pile.
It's universal effect, for this to be counter it would need to work against specific thing, but endurance simply works against everything.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583664#Comment_3583664
Endurance is a counter in itself, you don't need a counter to a counter.
Endurance is not really a counter against anything specific, it's simply a protection, extra life.
Distortion is counter to aura reading, UW is counter to Distortion, while Calm Spirit is counter to UW.
It's normal to have counters against other things. Nothing should be without a possible answer by other side.
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@Emeal said:
It would be nice if Exposed went through Endurance, then Killers would at least have a counter.
But that wont happen because Endurance is currently the tools bHVR picked to deal with excessive tunneling.
This in turn is because I know bHVR has a game design need to make things the same and easily understandable.
But the game design of the game becomes a little bit of a mess then because you have all these perks and powers using the same effects and you end up with people being annoyed that every hit they do is meaningless. For instance, new MFT is pretty much a perk that works best vs legion now.
That would be kinda difficult to balance, mainly when you have killers that can use exposed in their basekit like Ghostface.
You would need something on a perk to counter Endurance, so it's same for every killer, but also had to make it so you are not able to bypass Endurance after unhooking.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583652#Comment_3583652
It's okay, you can get some points breaking doors and pallets.
Nah, I prefer to collect survivor's tears. That's better than any amount of BP.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583646#Comment_3583646
I mean you can try, for sure. I hope you're satisfied with your 1k.
I am not, but that's rare to happen.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583644#Comment_3583644
They won't but hey, you can keep wishing. Have a beautiful day :)
At least killers can make survivors bleed out for it, that's good enough I guess.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583642#Comment_3583642
Correct, this is none of my concern.
I wish they would buff CoB and Overcharge again, just for players like you to enjoy.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583637#Comment_3583637
I'm glad they had fun, it is indeed a very fun build to run.
Not really for killer tho, but I highly doubt you care about that part.
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@myersgoestochurch said:
What?
Probably had fun playing against For the people + Buckle up.
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You know you can crouch to ignore her drones, right? You should never get injured unless you are in chase.
When you get injured in chase, you get a speedboost, so don't really get an issue. It doesn't work like Plague.
She is way more manageable for survivors after her rework, while not being completely useless. I see that as an absolute win.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583131#Comment_3583131
Awww now he wants to see some gameplay :) where are your stats regarding killers losing trials because of Mft?
Awww now he wants to see some stats :) How Batteries inluded is huge, while MFT is minor effect?
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I just want Ruin to be at least 150%...
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583285#Comment_3583285
I derive my opinion on this based on the thousands of hours I have on blight. I have gone against survivors who truly know counterplay, and they are able to reallyyy give me a run for my money.
But they are RARE. It’s absolutely astounding the amount of people who still just try to hold W, or just sit in a pallet while I set up for a hug tech. This is why I’m talking about learning counterplay, because the vast majority of players DON’T know it. This mentally of “I’m just gonna quit until they nerf it” is not going to do any good.
What happens when addons get changed and you still get spit on by blight because you never considered the fact that it’s not only addons, but your lack of game knowledge on blight. Same thing applies to the hug tech (although I consider it basekit at this point.
What happens when addons get changed and you still get spit on by blight
My guess is ask for basekit nerfs...
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@dknb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583217#Comment_3583217
- Hooked survivors can unhook themselves when being facecamped.
not true.
anti face camp system is dead in EGC.
That doesn't make it not true... It just doesn't work during EGC, but any other time, it works...
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That's really not going to save that addon.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582920#Comment_3582920
There is nothing strategic about just throwing a drone down at a loop when a survivor takes you there. You can technically deny her from getting a speed boost but you often can’t without just giving her a free hit instead. Unlike other killers that force you to leave the loop when they use their power (eg. Artist and Knight) she doesn’t have to stop or slow down at all. So you can’t use that to gain any distance on her.
Drones aren’t unlimited but if you need another drone you just recall one somewhere which has no cooldown and doesn’t slow you down. If Clown needs more bottles he has to stop and reload which often gives survivors a chance to get away if they’re not trapped in a corner with no connecting tile. Gas clouds also dissipate after 10 seconds and can’t be left at a loop to use later, unlike drones, every new chase needs new bottles.
So there is nothing strategic using her power in a way so survivors can't easily ignore her drones, but throwing bottle on position of survivor, or position of clown is so strategic... How does that make any sense?
Clown is not able to think ahead of current chase (when we talk about his power), you can think how to play next loop, but that's about it.
Skully actually can do it and setup drones in advance, but you can't really just spam it and expect it to work, because guess what? Survivors can disarm your drones without any real drawback and it's quite hard to tell just from aura of that drone.
Clown gets slowdown while realoading, so what? You don't do it while in chase, if so you screwed it. You throw yellow bottle before it, so you get speed boost when you are done realoading anyway.
She felt really bad to play as when she had cooldown on recall, that was simply terrible. You want to get her cooldawn on recall? Sure, but create drawback for disarm. Stack of lock on would work, but I don't think you would enjoy that.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583092#Comment_3583092
You're kinda boring but I'll reply one last time. Even huntress can outplay Mft by, you know, using her power. Or by, you know, double back. If you're running straight then yeah, I understand why you have these issues...
But hey, you got what you wanted with dead hard, why not Mft. What's next? Windows? Lithe? Lol
Is it so hard to answer what you are asked for? You are just trying to whataboutism as hard as possible and claim things I have never said.
I have never asked for Windows, or Lithe nerf, but nice try again. I have never asked even for SB nerf, which would be way better example btw, but you would have think a little for it.
so again, how Batteries inluded is huge, while MFT is minor effect? Cmon, you wrote it in your post, so tell me how it works. Create one valid argument, you can do it.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583092#Comment_3583092
STBFL gives a FAR bigger difference in chase distance for M1 killers than MFT. It's not even close. Then add Rapid Brutality, PWYF, Skull Merchant constant passive haste stacking, etc.
I don't see Batteries inluded anywhere in your list, which is what whole post is about. But nice to see whataboutism again.
When the author here likes math so much, I could show him how it is done I guess..
So STBFL, setup needed: 8 hits and can't be obsession
-base recovery is 2.7 seconds
-8 stacks recovery is 1.62 seconds
which means you start to walk 1.08 faster than you should.
-movement speed during recovery animation is 2.7 m/s
so STBFL with 8 stacks give you extra 2.764 meters
to get same extra distance with MFT you need chase to be 23 seconds long at least, is that really so difficult? Anything above is it extra value.
What setup you need for MFT? Get injured, that's it. You also get endurance for healing on top of it.
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@myersgoestochurch said:
Your argument is "I'm being outplayed by survivors holding W", which is hilarious in itself. The only thing I'd maybe change is the endurance effect, but it's wayyyy too good and fun to counter those killers slugging for the 4k so...
Do you have an issue with reading? It's funny how you are trying to twist it for sure.
You still didn't even manage to clear how Batteries inluded is huge, while MFT is minor effect, but you would need to make actual arguments, so I understand why you don't want to, mainly because it's not possible. Those perks are simple completely different league.
When you like math so much, it might be be good idea to actually calculate effectiveness of MFT against M1 killers, but please don't create just more mistakes like you did before.
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@myersgoestochurch said:
No one is being carried by anything, you're just trying to find reasons for your failures.
I'm noticing you have nothing else than salt to add to this convo, so I'll let you babble around your corner. Nice talking to you!
Said the one without making single argument and can't use math properly, but was fun reading your contradictory comments.