XDgamer018
XDgamer018
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@Wezqu said:
Well how about they change the playing style and hook the survivors so they don't need to find them on the ground.
what if your playing knight and a guard downs someone far away. But you cant find them because of it leading to unintentional slugging
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912624#Comment_3912624
I would rather go the route of Anti-Tunneling instead of Anti-Camping. Because I think Anti-Tunneling is easier to implement since you will have an easier time to limit the abuse and dont accidentally punish Killers who dont tunnel. Something like losing collision would be a thing, which can be looked at.
The problem with camping is that you need to look at so many factors. And this is what the Devs did with the AFC and this is what makes it borderline useless. Because you will have to have some measurements to prevent Killers accidentally "camping" because they are on an upper floor, but this also opened the Doors for Killers to have it easier to camp since they can just stand on a Hill or camp the Basement.
And I think overall Anti-Tunneling would be easier to change. Because you would not need to consider the map when it comes to Anti-Tunneling. And most of the time Camping and Tunneling go hand in hand, because Killers camp to tunnel.
When it comes to Ghoul specifically, removing Deep Wound from his Kid should already be a thing. I dont know why they even decided to slap it on to him for no reason, he certainly did not need that extra build-in Slowdown.
i do think losing collision is the best bet for bhvr to do. (imo tunneling is the same as genrushing but one gets punished for it but thats just me.)
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@gutsinify said:
Yet I must have the worst teammates in every game that I can run a killed through almost every barricade on a map and them only finish one gen. The game is super unbalanced if you can’t see that then the game will die as they add more and more killers with mobility and one shot perks or be able to see you for 30 seconds.
most "one shot" perks require something.
Devour hope is a hex wich can be removed and has to get to 3 stacks
hubris requires pallet stun
friends till the end requires you to be obsession and someone else to be hooked. (you can deny the aura read via lockers)
Haunted ground again is a hex but its a trap card kinda hex.
noed again a hex
Iron maiden, requires you to go into a locker and get out of it
make your choice requires unhook when killer is further then 32 meters away (so usually doesnt get any value)
Rancor only works in endgame
starstruck only work on pickup so if your not a flashlight gremlin this wont affect you
and thats about it. another note you get notified that these perk are in play wich means you can react to them.
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@starfall25 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912261#Comment_3912261
and if you manage to get to end game and escape, you lose your item. If the killer dc-s, you lose your item. If you have white ward and you die, you still lose your item. That is what this is all about. Killers dont have to go through blood web to get their weapons. Survivors do. They have to go through the blood web to get their items and if they dont escape, they lose it. Killers dont. They have their "weapon" with them regardless. Boy, i sure would love to see for the hillbilly to end up as m1 because he didnt have enough blood points to get a chainsaw from the bloodweb. Or nurse just floating around because blink was not available in the blood web.
fun fact there is this perk called dramaturgy wich can give you an item for free :)
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@Aven_Fallen said:
Wanted to comment here for quite some time. Because I feel that the example is not really good.
It is obviously not good that Ghoul can proxycamp from the other side of the map because they are back at the Hook in just a few seconds. It does not make it better to see him standing there in the distance, knowing that he will be back immediatly once you get unhooked.
And the AFC is also obviously bad and pointless. Facecamping has never been such an issue, camping and proxycamping was and both are not dealt with the feature. The Devs just spend a lot of time on a feature which barely mattered. And IMO it made things more frustrating, because you now see the Killer standing there a few meters away, easily able to be back at the Hook when someone arrives (so why would anyone need to facecamp anyway when the Killer gets back in time when the unhook happens? It does not matter if they were standing right there or a few meters away…).
However, Ghould being able to get back to the Hook so quickly and basically camp it from a distance has nothing to do with the flawed feature. Since you cannot really expect that there are any negatives to it, because the Killer is far away. Should the Devs do something to protect the unhooked Survivor? Yes. But this is not a Ghoul-issue, this is a general issue.
issue is how do you fix this without destroying weaker end killers. (or small maps wich sometimes force you to proxy even if you dont intend to (midwich)
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@Khastrx said:
There was an update months ago to combat 3 gens which meant a single gen can only be regressed by killer perks/hits I think 7(?) times and then it is blocked by the entity preventing the killer from interacting with it for the rest of the match. It shouldn't happen after two hits though, so gen slowdown is still a valid strategy, perhaps it's a skill issue?
8 times in total so if you hit it with pop + eruption it wil take away 3 of those 8 limits if im not mistaken
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@Callahan9116 said:
Dbd needs darker in general
yeah they really should return coldwind to a darker settings and turn eyrie of crows into an actual graveyard.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911239#Comment_3911239
I'd rather add in an extra house.
The map is also really small, the last time it got shrinked too much.
it depends on how they tackle i personnaly hate looping them simply bc of the elevation increase.
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@SoGo said:
Hot take: We should go back to the OG version of Haddonfield and work from there.
Remove the infinites and long fences. Update the textures (frankly, those sucked)
But keep the road slim and keep the old lighting because that old map looked SO MUCH better.
https://us.v-cdn.net/6030815/uploads/MFCBPXH0E67Z/image.png
Thoughts?
id say keep the current map make the road slimmer (like you suggested) and maybe add an extra park or pond style thing next to the main house?
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ngl i would love to see some sort of blood offering/blood altar where the killer can put in blood (gotten by hitting survivors/interacting with blood gens. wich if reached a certain threshold gives a permanent buff (for example increased lunge range) (survivors can deny this by "cleansing" the altar (same animation as invocation) but once the threshold is met its permanent. This would make it so both sides can interact with the event but would also solve a little bit of the issue of gen rushing because survivors wil have to cleanse these altars to not give the killer free buffs.
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a good idea would be to make the street more narrow wich would make the street less of a deadzone
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@vol4r said:
Killer prevention system. Please.
Playing against just one killer for last 5 days makes me drained.
would kill queue times probably
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906029#Comment_3906029
my apologies dude. I enter fight or flight on this forum cz everyone is so cutthroat, lol, hope u can forgive me
ofc ofc live and let live!.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906025#Comment_3906025
operation HEALTH !!!! they were necessary changes put forward to fix the HEALTH of the game and improve fluidity of matches! get out of here with that bs LMFAO lets not discuss PFFt
Woah calm your horses i was not attacking you there i wholeheartingly agree that its needed. Sadly bhvr is kind of shooting themselves in the foot with their current killer/map design (wich both suck massivly imo) (sidenote attacking other forum users for their opnion on the matter does not help your statements!)
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I think its just a consistency thing. why bring a gen perk or a chase perk (wich all suck imo) that might work once or twice when you can bring pop or bbq and almost garuantee value out of it. (stuff like bbq and lethal also reduce downtime with chases wich is a massive advantage to have)
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i agree on that the ghoul currently is in an unbalanced state. but i dissagree on bhvr babying the killer role when the majority of the "operation health" changes are given to survivors. Killers still lack the ability to see hookstates (it doesnt promote tunneling bc if a killer wants to tunnel theyll just remember the pfp) map design is a massive issue imo (this goes both ways: example badham and the dnd map). im happy to discuss this further as long as its done in a respectfull manner (non of this wah wah bhvr babies this or that)
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@smurf said:
Yeah, I'll agree with this. From the killer perspective, if I down the second to last survivor, and leave them on the ground, it just seems like me telling them "Wait here and do nothing while I go do stuff to your teammate." It's super rude. And as survivor, it's so annoying to have to wait so long just so the killer gets a few more blood points. At that point the killer has already won, so there's no need to do it. And if someone wants an adept, then they should just go actually earn it instead of using a cheap exploit to do it. From both perspectives, I see slugging for 4k as cheap and rude.
I have to admit though that last week I had a match where I wanted to give hatch to the third survivor, but their teammate had been very annoying, so I downed the third and went after the fourth. Once the fourth was on-hook, I went to go pick up the third so they could wiggle off. I searched frantically and couldn't find them. I felt bad because I forced the third survivor to wait while I did that, and then I ended up with an undeserved 4k :(
they just gotta rework the whole endgame/hatch part (hell even egc in general) its just super outdated promoting slugging for the 4k or camping in egc/tbagging at gate
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@ChrissyG88 said:
Before Tokyo Ghoul came in, I just felt that at least 33% of my survivor games were against Blight, and even though I generally don't mind playing against him as he is, I felt that he needed a nerf to discourage players from using him so much, and buff some other killers who I don't come up against too often. Besides, I also enjoy playing killer sometimes and do feel that many M1 killers just aren't anywhere as strong as many M2 killers. I'd like to try and enjoy playing M1 killers more often.
So, as the title suggests, which three killers would you like to see buffed, and which three would you like to see nerfed? This could be for any reason, like they're too weak/strong, you're sick of coming up against them, or simply haven't seen them in a while, or you just like/dislike their lore.
My three killers to nerf:
Blight: As I said, I don't mind coming up against him, but to me he seems way too overused, so would like to see a small nerf just to discourage players from using him so often.
Nurse: I have used Nurse a few times, and I do think her power is extremely difficult to master. I also accept that I don't see her too often as survivor. But it just feels as though, when you do see a Nurse in one of your games, there's a 9/10 chance that the person using her has mastered her ability, and thus will be extremely strong, with an almost guaranteed likelihood that she'll massacre your entire team before the third gen is completed.
Spirit: I'm not the most experienced player in DBD, but I do have about 1,000 hours in the game, and to this day, I still have no idea how to play against her. With Nurse, there is always a chance you come up against someone who doesn't know her power too well, and it's a fun/easy match. But with Spirit, I feel that even an inexperienced Spirit user will just destroy me. So this is very much a personal one.
My three killers to buff:
Doctor: For me, he is the most enjoyable killer to play as, and I have a lot of fun facing him. But against good survivors who understand his power and don't have a problem with skill checks, he is really weak. I'd like to see more people playing as Doctor when I'm survivor, and I'd like to be competitive as Doctor when I'm up against good survivors.
Vecna: His powers are so interesting to me, but overall they're just weak. I find it easy to play against him and I've never won a game whilst playing as him. I think all of his powers just need to have a slight buff to make him a viable, fun option.
Sadako: This is mainly because The Ring (both the American and Japanese versions) are my favourite horror films. I hardly ever see her as survivor anymore, and she is just generally too weak to play as. I don't want to go back to the whole condemned issue that we had a year or so ago, but I'd like to see a buff to her chase power for sure.
for vecna i think it would just be best to remove mage hand and give him something else in return. its one of those things you cant make strong bc it would be easily op but also cant nerf or it wil be usefull. (would also be nice if vecna could remove the survivors magic items) (or they deplete on a timer) to make it so survivors have to reopen chests to gain them back. Making it so the chance of a survivor getting a mimic or a d20 would also be higher
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905972#Comment_3905972
Not the same. They did Weaving Spiders and I have Treacherous Crows
oh yeah my bad they looked the same haha. Must be a bug then
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@Rudjohns said:
If a teammate completes a different invocation, you can't do yours anymore
My perk was completely neutralized
https://us.v-cdn.net/6030815/uploads/WDYLHQU07GKS/invocation.jpg
i dont see whats wrong with this? they already did the same invocation you have equipped hence why its deactivated
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@Leon_Loves_Cheryl said:
I suggest reducing his fatigue duration to 2.25. This will make him legitimately a dangerous threat at pallet/window loops, without actually turning him into Nurse. Counterplay would be holding W to the next loop (or running a long, safe loop where he can't hit you even at 2.25)
Legion's power is a number game. It's not something inherently unbalanceable. There's nothing in its inherent design that makes it flawed. The upcoming reduction to 2.5 fatigue duration means you're able to use it to some degree as a chase/anti-loop power, but it's still not super good at it. In my opinion 2.25 would be much better at giving Legion an actual power in loops without being overly oppressive.
The issue is that he's so good at getting people injured that also being semi-decent at getting them down would be a step too far, understandably so. Legion would be stronger than Kaneki if he could vault a pallet and down someone every single time. So you have to play it safe by finding a middle ground which is possible by adjusting the duration of fatigue and the movement speed.
I think the upcoming buffs will do a lot for Legion. He won't be a great killer, but he'll feel a lot better to play. If they want him to be good, it is possible. Reduce his fatigue duration to 2.25 and I promise you that Legion will genuinely become very dangerous around pallets and windows while having much more counterplay and interactivity than Nurse.
They're already reducing the fatigue to 2.5 - it's not like 2.25 is a significant difference. It just makes some hits a bit easier. He's still more escapable than Nurse by a long shot. I'm down to being wrong and seeing that 2.25 is somehow much more overpowered than 2.50, but there's no way to tell without testing it out.
From my 5 years of experience and thousands of hours playing Legion, the conclusion I have come to is that 2.25 fatigue duration (along with the rest of his upcoming buffs) are all he needs to be a balanced killer. His power is not fundamentally flawed or in need of any kind of rework.
I genuinely believe Legion with a 2.25 fatigue duration will solidly be an upper B tier killer. Not quite A, but damn solid in good hands.
Discuss
there are only 2 things i want
- being able to choose mixtape regardless of addon
- the chase theme playing during the whole duration of frenzy not just when in chase
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@100PercentBPMain said:
Grab your Quinques fellow investigators, it's gonna be a long night in the ward.
Ghouls are a menace who prey on the unwary, so by the time you realize you're about to be eaten, it may be too late. So prevention is a citizens best weapon. I figured I'd lead the investigation and construct a war room to help tackle this menace to public safety.
I have been having some luck so far with information; the unseen Ghoul is the deadliest. I feel Ghouls work best against unsuspecting prey who are not positioned properly on a loop, ideally in a dead zone. Dead zones are no help against this killer, so if you're injured you just die. So I've been taking my chances with Object of Obsession.
Hear me out; if a Ghouls has Lethal, I can call it out. If they have BBQ, I can call it out. Thr ghoul moves so fast that they are hard to keep track of,but being able to orient yourself at all does wonders, plus bring able to have 1 extra second to brace yourself.
My subordinate investigator doesn't like the Object style Quinque, but opts for Alert instead and even that is helping him out a bit. We've also been rocking the scene partner+ Troubleshooter builds to some success to help maintain aggro for the suppression units to complete the Generators.
Whats been your strategy?
Would a gun be enough?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/441523/hit-box-on-new-killer-takes-zero-skill
Because when they make killers that don't have anti-loop but instead are about macro play and map control like sadako, and skull merchant, it gets complained about and they get reworked 18 times until they just become another dash killer as SM is about to become.
why do you think bhvr hasnt released a "area denial" killer since sm bc survivors cant multitaske these things (call it ignorance on their side or whatev) I personnaly find it way to early too decide if hes broken or not its only been one day. I am scared for the fnaf dlc tho since i can garuantee the survivors wil just complain and complain simply because they wil see that killer allot. and since bhvr listens to crying survivors now (example skull merchant) the killer for that dlc might become a chucky 2.0
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@dayflare said:
ALERT!
CONTRAVERSIAL STATEMENT!
PREPARE YOUR SALT SHAKERS!
Hello, Dwight main here!
I come to you all today to tell you that the Ghoul is the biggest slop I've ever gone up against in DBD. The Ghoul is an unbalanced and broken mess. And I know for a fact that other players can agree with me!
You wanna doge the jumping attack? Too bad because it can hit you from 10 feet away! Want to dodge the targeting attack? Guess what? That can hit you even if the killer misses! And it can do it from the other side of a wall too! Thinking of running away? Good luck!
Jokes aside, the Ghoul's abilities and attacks almost never miss. And the fact that 90% of killer mains at this very moment are playing as the Ghoul makes the game for survivors very unenjoyable, at least from my experience today. I've been playing the game all day today and I have had 80% Ghoul games only and holy GOD DAMN they destroy my team regardless of skill! The only time I managed to escape was by doing the uhh "spinning around the killer" move. I don't remember what it's called, but it saved me like three times. The Ghoul is so overpowered and it ANGERS ME! HOO RAH!
Oh and it's buggy too. Did I mention that it can hit you from the other side of a wall?
If you've had a very unfortunate encounter with "Le Ghoul," feel free to share your experience below!
Anyway, hope everyone's having a great day. 🙉
Also downvotes = I turn you into guacamole.
While i agree he needs some changes its way to early to come to conclusions
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@VibranToucan said:
Hatch needs to be removed or at least spawn in closed. It is absolutely nonsense that your reward for playing well is not getting the adept or tome challenge. That you are encouraged to slug until almost bleed out if neccesary to not get denied your achievement. I have lost so many adepts to it.
It is not a skill issue. The killer can't even bring hatch offerings since they can't pick where they down Survivor so the Survivor will likely beat them to there. And even if you, as the killer, find the Survivor, a chase is following them so they will likely find it first. The best thing you can do (assuming their healthy) is to not hit them so they dont get a speedboost and hope you find hatch spawn before them. It is just 90% luck and a bit of map knowledge mixed in. It also rewards bringing
Make it so hatch spawns in closed and the end game collaps start as soon as the third survivor dies, so they can still open it with keys, but its nto a free escape
i know where your coming from but hatch is a nessecary evil. (and killers do have hatch offerings)
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@francesinhalover said:
This perk has been overpowered for years now and with distortion being nerfed it's even more op.
So again, why is this perk allowed to exist in this state without any counter play?
or you could just not gremlin near gens (altough the aura reading should be tied to the gen not the killer)
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903350#Comment_3903350
Would that little experiment not just prove that those maps are unbalanced? In order to make the point you want to here, wouldn't you have to pick a neutral map to show that the killer needs slowdown?
while i agree that maps are a huge issue atm. (also the image above doesnt show how many gens were left etc for all we know the yui couldve offed herself onhook)
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@UknownShredder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903082#Comment_3903082
That is a lie.. With the Nurse i finish an entire team in a blink of an eye ironically. The mere presence of me on the map makes them stiff and not being able to do anything after i showcased some surgical blinks. My slowdown is that they walk up to me and ask for me to kill them so they can move on.
"(for all killers)" not just nurse i am well aware nurse is bottle necking all the other killers.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903082#Comment_3903082
Are we still telling this lie? Its never been so easy to win games as killer without slowdowns. And its just completely broken if you run 4 slowdowns.
if this was true then you try and play a lower tier killer (for example hag) on badham eyrie swamp garden of joy against same level survivors. (you might get noob lobbies but i for sure dont)
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@iloveandhatethisgame said:
thoughts? I feel like the game right now is the balanced it’s ever been considering that back then we had so many broken metas or perks. Can this game always improve? Of course and I hope it does with the health patches
its not balanced imo simply bc as killer your FORCED to run slowdown if you want to win (with all killers)
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@buggybug said:
I agree with all you said except eyrie being survivor sided. Ever since they shrunk and alter it I fail to see how people think it's survivor sided + the gens being so close and easy to 3 gen. All the annoying pot holes, very little windows and ofc most the garbage pallets I fail to see how but its probably just a me only problem. I hate the map ever since they changed it. Hope the new one will be better.
bc its so open you can see the killer coming from a mile away the killer is FORCED to break walls in main otherwise its an infinite for most killers (and its in general a terrible map for low mobility/m1 killers
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Hex: two can play
REMOVED: hex part and 2 pallet requirements
BUFFS: now stuns the same amount
Dev note: this perk wasnt as usefull so we made it so its an alternative to lightborn now you can give the survivors the middle finger as you are both stunned for the same amount. (yes this does stack with dark arrogance)
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@MoZo said:
Just had a game where killer was using Were-Elk skin and wooden fox addon that brought us to Gideon. I kid you not I couldn’t hear the lullaby until I was right next him. I legit couldn’t hear the lullaby and then all of a sudden I hear him ready a hatchet out of nowhere. Now we’re back to this skin being pay to win, hope this is fixed in the upcoming update on Wednesday because this is almost game breaking imo
it might be due to the sound engine. Correct me if im wrong but sound has to travel over/around obstacles so that might dampen the sound? (its terrible tho)
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@MoZo said:
I know there’s heavily survivor sided maps like current eyrie, badham, disturbed ward, gas heaven etc but can the devs please stop shadow nerfing every map bts every patch? There has been so many maps recently that have had their filler loops and maze tiles either reduced by a lot or have been made significantly weaker. I was playing on borgo recently and one of the maze tiles just straight up didn’t have a window. Then I played on Greenville and the long wall jungle gym was so short that the killer wasn’t in any threat when I vaulted the window since they could walk around with little worry on if I could make it back to the pallet. Then I played on haddonfield, rancid abattoir, forgotten ruins and many other where there were complete dead zones with 1 really bad pallet there. I just want to know why the devs keep shadow nerfing so many maps every patch without even bothering to put it in the patch notes. I want the maps to be balanced but the way they go about balancing maps is super frustrating since they always lean to one side or the other.
it might not even be intentional since the maps arent "set" with tiles they spawn without pattern. I do however FULLY agree that the current state of bhvrs thought process when it comes to maps isnt the best (take greenville for example) main building is practically a no go zone when the gens done and the rest of the map is just pallet after pallet after pallet.
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@zumer said:
I play as a survivor and have already failed 18 matches in a row. Either fix the balance or make a normal matchmaking. Or do you think that losing every match is fun? If you think so, then play your game with yourself. This is not a survival game, this is a sacrifice simulator.
goes both ways tbh. ive had matches where we destroy the killer as survivor (soloQ believe it or not) and ive had times where i as killer get stomped by 4000 hour survivors. My main gripe is how TERRIBLE bhvr is at making fun and balanced maps (for all killers)
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first main: Nic cage and Ghostface
current main: Nic cage and Deathslinger/oni/pig
fav map: coal tower
fav perk: No way out
fav item/addon: tampered timer
fav chapter: FNAF (i know its not released yet but still)
how many p100s?: none
hours: 640 hours
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@Bodark said:
Not to harsh your vibe but It was poorly executed IMO. Frank was in it for like 10 minutes out of 6 hours. They would’ve been better off making it about Trapper or something.
atlough i get your point i see it as heavy character development. the downtime between his appearances is to portray the entity taking its "time" molding frank stone. (but i do agree the middle section of the game is abit slow) (even tho it has GREAT atmosphere)
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@shadow_V said:
https://us.v-cdn.net/6030815/uploads/R3KTIBRA34NJ/b52bca27-09cc-4ae1-8c17-1c209c2282c6.png
These perks are being abused together but no one is batting an eye at it every post I've never made discussing issues like slugging or minor issues I think would help survivors if it was fixed I always get slammed down like my opinions aren't valid it's a free speaking forum I get that but no one ever takes a second to think maybe I'm speaking a little truth people are so quick to deny my claims I've seen killers use this build multiple times but nothing gets done about it
In this particular match the map was fathers chapel and he knocked down the first survivor on the second floor of the chapel then preceeded to hook her in the basement INSIDE killer shack and if you know the map you know how far away that is then took up almost her whole first hook setting traps all around it luckily her camping bar was full and she was able to get off but someone else got trapped and put in the basement
In the end he camped two of them in the basement from first hook to almost dead till he knew we weren't going for them then he found us healing and knocked down the third but by then it was too late for me to even try to get to the basement and I know people are gonna say that's just a basement trapper but that's no excuse to make two people die on first hook especially when you've trapped killer shack air tight and disarming them hurts us
Why is it that survivors reportedly are the only ones abusing perks/add-ons but not the killers? Because the devs favor the killer side why else are the survivors the only ones gonna suffer from the go next prevention (as far as what I read on the dbd forum) according to the forum we can lose an entire grade but it says nothing about penalizing the killer for slugging it just says we will receive a surrender option
I know they changed knock out because it was being used to slug but I'm a console player so I haven't played against it yet to know if it's strong or not (before you huff and puff about how you don't know what your reading it's a long paragraph that's about multiple things I'm telling you a little about my match with a camping killer while also expressing my confusion on why it's never the killer doing wrong)
so just genrush him to death he has NO gen regression AND its a trapper with only bloody coil. how much of a free win do you need?
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@ChuckingWong said:
My take is you should beable to kick him whenever. Not just after an attack.
No more of this charging up in my face with 0 counterplay nonsense.victor shouldnt be 6ms shoudnt give oblivious and should have his own terror radius tbh.
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@CosmicScarab said:
There was also nothing really on the survey about how things would feel from a killer perspective, which is disappointing. I would hope they take into account how current SM mains feel, but it seems like they are entirely focused on the survivor experience.
almost seems like they dont care about killers unless survivors complain about things…
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@buggybug said:
Totally agree on the unhook notifications being removed, I long been saying that it may reduce tunneling if only a little. Taking this match yesterday with this tunneling Blight who end up getting only on the poor haddie.
Mobile and teleport killers as soon as they hear it will stop chasing who they going after and beeline right back to hook. Then these are the same ones qq that survivors are weaponizing anti tunnel perks like oh please. DS should be able to be used twice just like otr.
i also think with this change it would be well overdue for the killers to be able to see hookstates. this would only help killers who want to get 12 hooks.
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@Thesevenspirits said:
If a player gets slugged then their recovery should be added to their wiggle progress by default, this will prevent excessive slugging for the 4k also after 45 seconds the slugged player should get up and be broken for 20 seconds.
If you get unhooked and the killer is less than 15m away the hook should break and not respawn for 30 seconds to prevent recycling of hook states except in basement and at endgame
The unhook notification should be disabled for killers permanently, it encourages tunneling if you want to know if someone has been unhooked look at the HUD.
I know killer mains will not see the reason for this but I tell you, too many games get lost because someone wanted to unhook and now two players are down with 2 new hook states incoming.
The time it takes to do gens can be increased but then killers should not be able to see the aura of generators across the maps except they use perks same as survivors.
Add your suggestions and critiques, all is welcome.
for the slugging part. is this once per trial because if not this can EASILY be abused.
for the hook breaking again terrible idea why should the killer be punished for the survivors not leaving after unhooking someone (and what about indoor maps)
unhook notifications would be an interesting change but this would be something id have to see in a ptb.
the reason why killers can see gens WITHOUT perks is simply due to the asym nature killer is supposed to have control over the match to a certain extend. i think you also seem to forget that if killers should be forced to use a perk for it that means they have to basically waste 1/4th of their perk slot while survivors can (for example) put on deja vu wich not only shows auras for gens but also increases their progression.
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@bathwatergrill said:
It's nothing but hard camping and tunneling. Solo queue is 110% unplayable. You have 0 exhaust/loop/aura/antitunnel perks. Killer is rewarded for tunneling and camping, when it's already meta in normal gamemode.
tunneling is the same as genrushing. Just doing your objective but one gets punished. and while i agree camping slugging etc is unfun its sadly the name of the game nowadays.
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the game censored the word killer for me once. I guess were getting chased by creatures now
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Knowing the ending its only a matter of time (whatever that means since time doesnt exist in this realm) i LOVE his "killer" design it just screams dbd to me
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i dont think its just the were elk skin huntress's lullaby in general is too quiet so quiet infact the sounds of working on a gen usually mask over the lullaby making it impossible to hear her coming.
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it better be springtrap in terms of lore power etc it just fits perfectly. IF it is springtrap im sorry piggy but if found another main. (i also cant wait for the casting of frank stone)
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@drag27 said:
arachnophobia maybe?
i mean we got clown and plague so i think phobias as a reason are out the window.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897718#Comment_3897718
How much content is it in terms of play time? I guess, if you finished it, how long did you play it for?
in the pace i took it (trying to find secrets n such) id say around the 6-8 hour mark? (then it has wel over 3 hours of just other routes n stuff)
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@SummerBBQDwight said:
I must say that is not bad deal at all and I had to pick it up myself too. I wonder how the story is connected to DbD.
Without going into spoilers its a good game (i pre ordered it myself) it has some performance issues and if bhvr ever does this again there should be some tweaks (mainly in the playback features) but for 16 bucks i would highly recommend it!
