XDgamer018
XDgamer018
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- XDgamer018
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938721#Comment_3938721
Perhaps but isn't a creator of FNAF controversial too, yet that is just about to have a release?
I know very little on the subject, just echoing what I've seen mentioned on these forums etc
From what i understand he has some controversy yes but at the same time he has done allot of good things
(same here on the little subject matter for jeepers creepers as i dont know the franchise all too wel. So i personnaly woudnt mind it im just pointing out the "controversy")
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and things like "go next epidemic" are indicators that it's too high,
i woudnt say that the go next epidemic was due to kill rates its simply due to the lack of spirit (for a lack of better words) the survivors have. Survivors wil go next against a trapper simply because they feel like it. This also inflates kill rates like crazy
in my opinion camping tunneling etc is simply a crux of the game that we have to deal with due to its asym nature.
and imo tunneling is the same as genrushing but you get punished for doing so. Since its just doing your objective wich is killing survivors (not hooking yet) but until bhvr changes the win conditions killers wil feel the need to tunnel and camp bc without it some matches are simply lost
for example i got sent to eyries second chase 3 gens alr popped if i didnt tunnel out a survivor atp and tried to get a hook trade i would have lost the game.
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@Linkdouken said:
Jeepers Creepers where'd you get those peepers?
How cool would it be if he could take a part of each survivor he hurts or kills to grant a corresponding buff
I dont think bhvr would want to partner with them due to the controversy of the IP itself
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938690#Comment_3938690
I'm of the opinion that encouraging chases is generally a good thing, and spreading pressure is not only more effective for the killer in many situations, but it's more fun and healthier gameplay.
The most fun I had as survivor was before 6.1, not so much because of the game changes, but the mentality that "gens weren't worth kicking". Killers were hyper focused on "hunt, chase, down, hook, repeat" with as little downtime as possible. The 3 seconds to kick a gen was considered "wasted effort".
I've said since before that patch, and I'll reiterate here, that I think if they wanted to actually curb camping and tunneling they should do a hook donation system. Effectively, every survivor can choose to donate their first hook stage to a shared pool that anyone can use. And likely turn it off when gens complete.
That way, survivors can choose to be altruistic, and if the killer is choosing to camp or tunnel (basically, waiting for one survivor) it would take 6 hooks to kill someone. Waiting for that is almost certainly a lost game, and you don't have to delete camping or tunneling, you simply have to make them less efficient ways to play, and people will naturally stop doing it excessively.
What the hook donation system does do, though, is encourages chase. Chase, and specifically "getting hooks as fast as possible" becomes the focus, not "getting one person out immediately". And it gives back that pressure on the killer that "standing still is a waste of time" or "kicking gens is less valuable than chase".
This also doesn't impact late game camping or tunneling, or "resorting to". Only early game or "at 5 gens".
The issue with the donation system is the fact that all 4 survivors can still do stuff the reason why killers tunnel is to make it a 3v1 wich is allot more managable. since you chase 1 2 on gens or best case scenario youre chasing 1 survivor the other is on hook and the 3rd has to rescue.
If the whole team is alive thats allot less wiggle room for the killer. and on maps like azarovs resting place you simply have to camp 1 side of the map due to its terrible design
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@RpTheHotrod said:
The only thing I see him having an issue with is that he can axe someone then follow up REALLY quickly with very little downtime for the grab. Huntress has the same issue.
yeah but what else is the killer supposed to do? let the survivor reach the next pallet?
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@AdamZ said:
Got my left elbow dislocated pretty badly, unfortunately for me i wont be able to play springtrap when he comes out😭
hope you can recover soon!
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@francesinhalover said:
He is a superior alien/xenon in every single way lool
xeno has m2 on command can see footsteps in the tunnels springtrap can not. I wil say springtrap is more beginner friendly
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@Aphy said:
The new fnaf map is soooo freakin small it needs the double pallets and windows. There's barely any room around the pizza joint to do anything without being seen. I hate the new map. I'm actually sick of all these maps shrinking and buildings being removed. It's all too pathetic really.
no it isnt??? outside of the pizzaria there are multiple double pallets that chain into safe tiles hell if your lucky one might even chain right into shack
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@tech said:
That seems like a super niche situation and not that bad since they also can be removed by the portals anyway
yeah but isnt that dumb? knight basically has no power on that map…
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937523#Comment_3937523
🤣🤣🤣 This comment made my day.
Worry about your rigged reverse bear trap now and a little less about that god window and pallet 🤣
Good we let bad things impact our lives way too much even when we have so little time (especially with an rbt strapped to your head)
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937480#Comment_3937480
Ikr. Survivors don't deserve God pallets /s
here have a friendly beartrap i totally did not rig it.
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@ReEvilRevelations said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937488#Comment_3937488
Why do BHVR keep making unbalanced maps like these? Have they learned nothing?
worst of all if it was just the main building then it was an issue but fine ig. but its the fact that there is an insane amount of safe pallets + double pallets + shack on the map aswel that makes it even worse
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doesnt help the ballpit can spawn a god pallet you would think after 9 years bhvr would know to not add such pallets anymore but here we are…
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@Anti051 said:
It's just insane how endurance can completely carry people through matches, especially against M1 killers, I don't get how it's even remotely fair.
arguments of those survivors: just wait it out bro
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@Jtflorencio said:
I totally agree, there are many killers that were left behind with the buffs and basic mechanics that were given to the survis over the years, they were indirect nerfs to these killers too, here is my tierlist, I would like to see yours
https://us.v-cdn.net/6030815/uploads/W8DSNB9TC3F7/my-image.png
tbh id throw knight into either small buff or give him a medium buff. hes just an example of survivors crying wich got the killer gutted (in my opinion)
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@Starfury said:
Yeah no. Killers can have plenty of map pressure, it's all just about how you play them. Some are certainly stronger/weaker than others, but with how strong some of the killer perks/abilities are, this shouldn't be an issue.
??? last time i checked i cant make my pig get the same speed as blight
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@myrflexo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936956#Comment_3936956
Lol. Here we go with the ‘just use your eyes’ take—spoken like someone who’s only ever played killer or SWF and thinks solo queue survivors are running wallhacks.
Let me guess, next you’re gonna tell me to ‘just loop better’ while crouch-face is breathing down my neck with zero terror radius and no stain, right?
You’re acting like awareness magically compensates for intentional information denial in a game that literally gives killers a power designed to bypass visual and audio cues. But sure, let me ‘just look around’ with 90° FOV while juggling skill checks, camera sweeps, and praying the killer isn’t crouched behind a bush waiting to tunnel the unhooked guy.
Maybe if you stopped pretending your anecdotal skillset overrides game design, you’d understand this isn’t about being dumb—it’s about BHVR giving killers a free ride at the expense of solo queue sanity.
Its true tho the way to counter stealth killers is by being paranoid move in open spaces so they have less ways to ambush you or go in pairs for safety even if you cannot communicate this to the other suvivors you can always stay next to one
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Welp its been fun guys time to add my little pony and teletubbies to dbd bc michael myers is too scary IN THIS ASYMETRICAL HORROR SURVIVAL GAME
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@Grigerbest said:
This chapter in general is really good. The main building is outstanding, killer and his animations looks nearly perfect (some bugs aside).
His power is pretty much a copy-paste, but it's not annoying, because it's done really good.
Well, I can tell you - if you will face him in like 7-9 out of 10 games - he will become highly annoying. But again, it's the same with any new fun killer.
This is a given and should in no way be a reason to nerf them (slowly looks at bhvrs track record)
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936567#Comment_3936567
those are the perks that assist in sabo strats, you actually need to have a team for them to work yk? Also, you need to know where and how to position.
Wait so my perks in this team based game arent going to give me a soloq player a clear and straight up advantage without downside? How outragious! (This is a joke btw)
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@LordGlint said:
This HAS to be a joke. I don't think even the most survivor sided person on these forums would suggest having pallets respawn by themselves 60 seconds after being broken would be a fair change.
Would be like saying a suvivor automatically gains a hook state after 3 mins
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Nice nurse argument however how is the pig player gonna have to deal with 2 god pallets that spawn on rpd and then respawn...
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936611#Comment_3936611
For playing bad? If DBD demoted or punished bad players with timeouts I fear this game would lose 1/2 the base.
Not for playing bad... for blatantly giving up but trying not to get the dc penalty via hook
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@Frost139 said:
I'm new here so I wasn't sure where to post this
With anti tunneling, slugging and camping mechanics coming starting in July, another pain point for survivor is resource management. Resources are difficult to manage in solo queue, leading many players to use Windows of Opportunity. It is yet another advantage for SWFs to be able to call out which resources are used
The solo queue experience has improved but is still not great, and I think one great change to go along with these other amazing changes is a Pallet Respawn mechanic. I'm unsure of the specific time, maybe each pallet is on a 60 second timer after being broken, after which it respawns
The reasoning being another advantage of SWF over solo queue, the game is quite killer sided right now, and it would address unfun playstyles on the killer side. It goes hand in hand with 3 genning. While anti 3 gen exists, it is still possible to 3 gen, due to the creation of deadzones. A killer player can employ hit and run tactics, which are boring and not easy to counter in solo queue. They can do this until the resources are exhausted, especially around a 3 gen, and from there the game is unwinnable for survivor since every chase is instantly lost with no resources.
It is especially punishing for new/solo queue and casual players. BHVR's average chase stats from a few months ago have showed that the average chase time is 25 seconds at high mmr. With a pallet respawn after 60s seconds, it would likely not make individual chases unwinnable for the killer, but rather prevent the killer from dragging out a game to a guaranteed win. Additionally, it would help counter many of the "Free hit" killers that are only countered by predropping, and it would increase average chase time.
tl;dr pallets should respawn 60s after being broken to make resource management/lack of comms less punishing for new, solo queue and casual players, make average chase times higher for these players, make certain killers more counterable, and encourage more fun, fast paced games that are enjoyable for a majority of people
Then all killers should have insane anti loop and basekit noed+brutal strength basekit since its meant to start surrvivor sided bc of the amount of pallets wich should be depleted near endgame. Hence why rebuilding pallets in 2v8 is so strong so respectfully this isnt the way. Dont forget the game is 1v4 and bhvr simply CANNOT balance around soloQ bc if they did killer would be unplayable
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936559#Comment_3936559
Go next prevention is a minor benefit but it will just encourage intentional bad play like blowing skill checks and walking in chases
Then report them for passive behaviour.
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@dookieszs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936564#Comment_3936564
Then what is the point of perks like boil over, power struggle, or flip flop? Were you told this or did you just analyze it and come up with this? This game is extremely killer sided and the fact that even with all these perks which are meant to allow you to escape the killer's grasp, it is still nearly impossible. I never said its meant to be a "get out of killers grasp free card", but I think if you've spent a decent amount of time wiggling you should be able to get out of their grasp considering it takes 16 whole seconds.
"the game is extremely killer sided" said by who? backed up by what data? The "core" of the game is 1v4 wich means that 1 wil need to always be stronger then the 4. And by the looks of things BHVR is going to implement allot of changes to aid in making the game more "balanced" to both sides. Like the person above said the wiggle system is meant to force killers to make a choice try and get to that scourge hook or risk them getting off for example perks like boil over can help with this choice even if not by data it puts a choice in the killers head simply with what might happen. Power struggle and flip flop are more "situational" perks where power struggle might get you out of the killers grasp if theyre "lazy" and take the short route through a pallet. And flip flop can force that you either walk down the stairs normally or risk me gaining a massive amount of wiggle bar if you take the short route. Even if the perks themselves dont do much do not underestemate the mental aspect of them.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936415#Comment_3936415
Their current roadmap implemented barely did any survivor benefited.
what of their current roadmap hasnt benefitted survivors in the long run?
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Same for mens mental health month wich is also in june. wich is sadly overshadowed by pride month even tho its just as important!
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i see you have removed my earlier comment since common sense doesnt suit your narative? either run anti tunneling perks like ds or otr. Killers get no such benefits like basekit bt we are just supposed to suck it up when a survivor gets a free escape via basekit bt in endgame
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@varnium said:
"if you die, you die"
Yes, that is fun for the killer. Not for the survivor, especially if we play with random survivors.
Btw, it's still considered a tie if only 2 survivors managed to escape. If all 5 gens are completed, but no survivors escape, then it's a win for the killer. So the question is whether you want to have fun together will all survivors or just fulfill your lust for killing and winning?
Getting genrushed isnt fun either. Getting 2 chases in total bc of second chances and body blocking isnt fun either. Survivors get a basekit way to deny/slowdoen certain tactics. Killers get nothing no basekit gen regression no way to injure multiple survivors are once nothing
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Ig 20 seconds of wallhacks. To wich the killer cant do anything to deny them that (since it can spot through walls) isnt enough... seems like the only "fair" counterplay for survivors is removing the killers power like xeno and singu
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@pigslittlepet said:
agreed. i had a match earlier where the gen was on a hill and the tv placement was next to the hill but on the side away from the ramp. it's really annoying
Its the same for springtrap of the 7 doors only 2-4 actually spawn near gens its super annoying
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935873#Comment_3935873
It's 2025, all those maps are garbage for survivors currently, especially Temple and Family Residence
Im going to have to disagree on both. Most of these maps have enough resources to work. And family residence is simply too big for killers without mobility
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@RJoyYourJoy19 said:
It just lost all of the best variations it had. But yes, it can get nerfed for the survivors in the same patch where Yamaoka, Coldwind, Borgo, Haddonfield, Midwich and Red Forest get nerfed for the killers.
since when is red forest killer sided??? if anything its survivor sided same for yamaoka with its size
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@Blizer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935799#Comment_3935799
Im fine with it being strong and your right that its purplre rarity should mean its a stronger effect, but i think its also fair to say that even if its a strong add-on, it can also be quite unhealthy at the same time. my argument isnt to nerf the add-on into nothing, but opening up more counterplay so that the add-on is more healthy to play against, because as it is currently, i do personally think it can create some really lose-lose scenarios, espically if springtrap is running Unbound (which is now a pretty good perk currently after the buffs), or another perk like Machine Learning.
And im not just trying to say "springtrap is really strong lets nerf him" instead, i think this nerf should be made to create a healthier gameplay loop for both killer and survivor and incentivizes the survivor to pull out the axe (and it also indirectly buffs the Greast Plate add-on, as it does take 10% more time to pull out the axe).
at the same time it isnt that big of a deal since hes still 4.4ms with the axe in his inventory and the arc of it is quite punishing if missed (and if you bring foxy's hook the survivor can then use that haste to get to another position of thrown incorrectly)
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@Blizer said:
Its def one of his best add-ons but i also think it might be his most unhealthiest tbh (the rest of them are pretty good and honestly decently balanced).
I think the strategy as survivor is to just hold W once the Axe is in and fun to the next loop/tile and get the axe out, but when you do, springtrap gets the axe back instantly, so it kinda creates an unhealthy lose-lose situation for the survivor, where i think they will go down quick regardless.
The move (if BHVR doesnt want to nerf the add-on) might be that if a survivor pulls out the axe, his power goes on cooldown, so that survivors can get to the next loop. I think in general its a good nerf, because it incentivies survivors to pull out the axe so the springtraps anti-loop is disabled for a bit if you can pull it out.
in my experience the poster only makes the bigger change in rotation between loops/vaults as otherwise they might not make a 3rd rotation around a pallet but once they know how to play around that haste bonus i think itl be fine. Dont forget that its purple rarity so its supposed to be on the stronger end
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935782#Comment_3935782
20% on killer is significantly stronger than 20% on survivor since it drastically reduces surv reaction time, especially on checkspots. You'd need to have inhuman reaction time as survivor to handle killer with 20% haste in loops
but doesnt that just make his chases more unique and thrilling instead of i loop around this same pallet for 3 times before pre dropping it
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unless the killer has brought loot bag the axe wont stop them from leaving only loot bag wil do that (a purple addon wich should just be basekit tbh)
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i love this addon together with foxy's hook and its balanced since it works on both sides so if you miss use it can work against you. rlly hope bhvr doesnt nerf this and either makes foxy's hook basekit or makes loot bag basekit
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@CoolerBleend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935459#Comment_3935459
Celebration Poster extremely trivialises chases to the point that I would not be surprised it gets nerfed or changed as 20% haste is more of a benefit for killers than survs. It should never be basekit
how so? all i see it do is take the chases up a notch
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/446339/nerfing-new-killers
When killers are clearly overperforming, nerfs are necessary. Just accept it.
Ah yes overperforming killers.. where your offical data? Oh wait you have none so stop talking out of your ass
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/446647/foxys-hook
Knotted Rope was nerfed into oblivion not because of its popularity but because it was insanely overpowered and when mixed with stbl it was a very broken combo. It was genuinely the best add-on in the game.
Foxy's hook on the other hand isn't. Its more like a Ghouls coffee add-on that let him slide post release before it was made basekit. Behavior likes to make these sort of add-ons baskekit since its dramatically improving the characters kit without breaking the game like knotted rope did.
I agree it spices his chases up. Wich is why i also think celebrate poster should be basekit
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I would make 3 addons basekit to him to make his chases more "unqiue"
no1: Foxy's hook
no2: loot bag
no3: celebrate poster
all of these addons could work perfectly basekit. To me there is no reason why loot bag is purple of all rarities when killers like kaneki and houndmaster have it basekit -
not gonna lie im honestly thinking this should be basekit together with loot bag. Hell maybe even celebrate poster could be basekit to make his chases more "unique"
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@DevLinky said:
So, I might be ranting a little bit, but Springtrap has an add-on that lets him, when entering one of his doors, see gen progression through auras. It really resembles Legion’s Fuming Mix Tape except that… Legion can’t just teleport directly to a gen (doors are really close to gens) with a little Undetectable as the cherry on top.
How is that balanced?the door rng usually doesnt spawn that close to the gens from my experience and if you keep an eye out hes usually too loud to sneak up anyway!
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@Blizer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934506#Comment_3934506
Oh i agree completly, i acutally think his add-ons add alot of nuance to his kit, espically his purples and his iri's, all im saying his some of them might (mainly Celebrate me! poster) could be a bit overtuned, but i think with how much skill expression is in his kit with throwing and hitting a surv with an axe, balances that out where i think really good springtraps can be absolutely nuts with it, while springtraps that are newer will be much more inconsistent with it.
Again, not saying to nerf them currently, but something to keep an eye on, as i think over the course of the PTB (Like usual) we will see how peoples perceptions of the add-ons shakeout.
its good to see that he has choice in his addons. I myself wil probably stick to 2 brown addons simply for consistency
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@Blizer said:
Id say he leans on the stronger side, as it is currently, hes got good anti-loop and decent map mobility (as Shanoa said, similar to Ailen in that respect)
I do think His add-ons though are something to really take a look at and monitor currently. Celebrate Me! addon is lowkey stupid strong (mix it with something like Unbound or machine learning) and survivors will very much struggle to get away and you get the insta-pick up with the axe if you get the hit (Do think really good Springtraps will abuse this add-on like crazy as they get better.)
Foxy's hook feels too good to pass up as an add-on currently (even though survivors can benefit from it as a trade-off). I think he might be on more of the balanced side of killers, and he has alot of skill expression in his kit (Knowing when to re-call the axe in a chase, hitting your axe on the survivor, learning the arc of it, how to play around the doors and knowing survivors can also use them, and seeing if you can get that instant down from prediction plays).
I know some people have issues with his theme (Axe is more of fan thing, but Scott approved of it seems), but hes def one of the more balanced killers they released onto the PTB.
as long as bhvr doesnt nerf his basekit im fine with it addons should complement the power anyway not be mandatory (slowly looks at: trapper, knight and deathslinger)
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@bazarama said:
I hate that console players don't have a try before you buy option aka PTB access.
It makes buying a new killer a lottery and often you get a nerfd version.
No doubt it will follow the usual pattern of sell for a few weeks until enough money has been made then nerf into the ground aka Ghoul.
I'm not saying Ghoul did or didn't need a nerf I've never played him but all recently released killers are nerfd too far because entitled survivors don't like a challenge and think they should win every single game.
Hopefully this one will buck the trend.
issue is the ptb thing isnt a bhvr moment its sony not allowing it
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934367#Comment_3934367
Realistically how often do you hit people map wide? I doesn’t really matter that huntress has more hatchets, his cooldown is very short and hitting with is not that hard, just takes a bit getting used to it. Additionally he is huntress moving at 4.6 m/s.
he moves at 4.4 with the axe and you have to be closer to hit then huntress + its hitbox isnt as big as the hatchets)
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@Langweilig said:
Too strong! He is huntress in way better. He doesn‘t have to reload like huntress, is faster, can teleport …. He is huntress without any of her weaknesses and has a lot more going on
but huntress is easier to hit she has more of the axes instead of waiting and can hit map wide.