Xernoton
Xernoton
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@AmpersandUnderscore said:
Given that when 6.1.0 went live this perk was in literally every single game for the two weeks until it was nerfed, and that was during the CoH meta where healing and medkits were still strong enough to be a viable counter...
This perk can stay dead in the current game climate.
So much for perk variety… I agree that 6.1.0 Thana shouldn't return but the current version could just as well not exist. This is not how you achieve perk variety.
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@BlightedTrapper said:
The perk effect should just be map-wide, no need for cooperating on a single gen.
Honestly, why not? That's better than granting free great skill checks but it would make the perk less bad.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727178#Comment_3727178
The point is being overrated.
I have not seen anyone saying that Freddy is super strong or anything, therefore he is not overrated. Singularity is hard to play, but also really strong. Therefore, not overrated. You cannot really deny that Singularity is strong.
Singularity does not justify the effort for what he provides, there I would agree. But this would not make him overrated. Probably underrated instead because some people might think he is weak, which he is not.
Singularity does not justify the effort for what he provides, there I would agree. But this would not make him overrated.
Agree to disagree. SIngularity is not as good as most of us think because in order for this killer to work you need to be incredibly on point. But at that point, why not pick a different killer? If you play that good, it's not the killer but your own skills that create positive results and you could just as well pick a different killer and get the same or better results.
Also, just from looking at the actual numbers you notice an issue immediately. Even if you manage to slipstream all 4 survivors, the overclock duration still runs out well before you get into range for a hit, which means, that the survivor does not need to vault or drop a pallet for that entire duration, rendering overclock useless without the right addons or perks. A dysfunctional base kit is never good and should always be looked at.
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@Aven_Fallen said:
I dont really think any Killer is overrated. Some are underrated, but not really overrated. Some might not achieve the results they are capable of if the player is not good enough, but this is not the problem of the Killer, that is the problem of the player.
If a killer is so hard to play that almost no one performs well with them, then that's a problem with the killer.
Look at Singularity for example. Supposedly Singularity is a pretty strong killer but really how many people can play on that level? I certainly can't. At some point I'll make a mistake and my entire pressure, that I built up over the last minutes, is gone in 30 seconds. Not to mention that even at top level this killer is still very addon and perk dependent. I'd say that qualifies as overrated. Put all that effort into a different killer and you'll likely perform better.
Some people also think that Freddy is pretty decent, which he is not. No other killer has that many restrictions on a power that isn't even that good to begin with. You're punished for hooking, there are multiple inbuilt counter mechanics and a mechanic to prevent him from capitalising on reckless survivors, killing a survivor is detrimental for your power too, your power can be side stepped even when it should work, his addons are mostly terrible (why is the Paintbrush even an addon to begin with?). You could make all of his best addons base kit without any downsides and he would still be pathetic. Plus, he has no potential to snowball.
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Were the other 5 dc penalties you got before not enough to tell you, that just maybe you shouldn't disconnect? Come on, you don't get a 13 hours ban from disconnecting once or twice. But I guess telling us how many times you actually rage quit the game would not look very well.
Also what's the problem with playing the game until it's over? It's not like the match takes hours to end and playing against better players is always an opportunity to learn something. Yes, you will probably lose but let's be honest, this is a somewhat competitive multiplayer game. It shouldn't surprise you that you might lose a match every once in a while.
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- 1. Yes. For simplicity imagine a circle as a loop and the killer's and survivor's hitboxes as smaller circles with the survivor's circle being smaller than the killer's. To do a full loop you need to follow the big circle's circumference. But since neither the killer nor the survivor can glitch into the big circle, their own hitboxes extend the radius of the actual circumference they need to follow by the value of their respective radii.
So if the loop had a radius of 5 units, survivor radius of 1 unit and the killer's radius was 1+x units, we'd get a circumference of 2 * (5 units + 1 unit) * pi ~ 37.70 units for the survivor and 2 * (5 units + 1+x units) * pi ~ 37.70 units + x * pi units. Luckily, most loops are more like rectangles and triangles, which means, that the killer only looses ground on each corner.
2. That depends on the killer, the loop and how well you can actually hug the loop. In general it's pretty good against all killers but some like Bubba, Billy, Wesker and Demo (killers that go out of their way not to hit obstacles with their power) are more affected by it. As for which loops it is most helpful on, a good rule of thumb is: "The more corners it has, the better hugging becomes."
This is because running in a straight line will cause you to lose distance but you make a bit of distance every time the killer has to run around a corner. If a loop has at least 3 corners, than hugging it will already give you an advantage (consider a straight wall a loop with 2 corners). On some loops it can grant you an extra run around the loop before you need to drop the pallet on others it can be even more. Especially, if it's a killer that will not hug the loop as tightly.
A Bubba for example might hit you easily, if you run around the loop like normal but if you hug the loop tightly, the extra distance you get from each corner can make it close to impossible for him to hit you with the chainsaw, which means he will have to rely on a M1, which takes longer and doesn't insta down. This is why a good Bubba is so scary. Because he will know how to tightly hug a loop too without bumping.
3. As long as you are not leaning into the wall too much, the game will correct your momentum forward. It's similar to a Hug Tech, where the game registers that you technically connect with something and cannot pass through but you also don't bump, so your momentum is shifted in the right direction. However, as soon as you reach a corner, the obstacle will no longer block your way so you can move around it tightly.
It also depends on the loop of course because on some loops you can get stuck pretty easily while on others you can lean into them like you're covered in butter. Loops with bad collisions are usually the same for killers and survivors (few exceptions). Basically any bush or tree with low hanging branches as well as those forked trees on Badham cannot be hugged too tightly.
- 1. Yes. For simplicity imagine a circle as a loop and the killer's and survivor's hitboxes as smaller circles with the survivor's circle being smaller than the killer's. To do a full loop you need to follow the big circle's circumference. But since neither the killer nor the survivor can glitch into the big circle, their own hitboxes extend the radius of the actual circumference they need to follow by the value of their respective radii.
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Nurse. It will take a few games or brown addons but she's really the strongest killer in the game, which makes her the best tool against SWFs. After about 5 games you have a pretty good idea where you blink and that's if you start at 0. Even then you can also use the Plaid Flannel to dumb her down to "connect the dots". If you mess up the first blink you still have a second and there's also the Heavy Panting addon to make her more forgiving.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724331#Comment_3724331
You are correct the Emblem/Pips are the system only counts hooks and mori's, I had it backwards. But the devs have skewed this game so hard toward killer that it is now up to the killer whether the survivors have fun or not. So it could be argued that the player in the killer role is responsible for the other player's fun.
Now I have always played killer like the host of a party and considered the gameplay for all players per match. I understand that not everyone is a decent human being. The same trolls railing in the tiktok comments sections, play video games. At the end of the day you are arguing with me that it is your right to be hard trash. And I guess I have to concede that it is. It is just massively disappointing and you can just enjoy those DCs I suppose.
[…] it is now up to the killer whether the survivors have fun or not.
That is a pretty bad take. Either side is responsible in finding their own fun. Yes, killers do have some play styles that are usually not very fun to play against but claiming that it's completely on them whether or not survivors have fun is a stretch. For every unfun strategies that killers have, survivors have an equivalent and vice versa.
If we're talking about hardcore slugging, then I agree that it's an absolutely terrible play style that should not exist. Unfortunately it does and it is supported (otherwise how do you explain Knockout?). Slugging for the 4k is annoying, sure, but it definitely is not on the same level. You can play the entire match like normal, it's just that the match will take a bit longer than necessary. It's not great but nowhere near as bad.
Now I have always played killer like the host of a party and considered the gameplay for all players per match.
I used to have that same mind set but I gave it up a long time ago. If this community has taught me anything, then it's that no matter how you play, somebody will find a reason to complain. No matter what side you play or how nice you try to be. So there is really no point to it. It has nothing to do with "being a decent human being" either.
Now I just play however I want to play and I don't go out of my way to be a dick. That is a standard, that I apply to my opponents as well. As long as they're not actively trying to ruin the match for me and make me miserable, everything is fair game. That includes sabo plays, flashlight saves, bodyblocks, waiting in an open exit, slugging for the 4k, tunneling and camping as they are strategies to get the upper hand in a match or get better results.
Also, insulting someone because they said something you don't like is not very nice of you. I guess it's fine though to be rude as long as you're not committing such heinous crimes as trying to get the best results in a video game. This makes you look pretty bad, if I'm honest because you brought up the thing about being a decent human being. The irony is priceless.
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I had people tell me that Billy took no skill and was a guaranteed 4k on every map. Before the rework. Without addons.
People will complain about everything and say that XYZ thing takes no skill. In most cases they just say it because they want you to feel bad about winning or worse about losing.
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@Junylar said:
A killer that can counter any loop cannot be called "the worst killer".
Trapper has been considered the worst killer in the game for years and he has that ability as well. Freddy also kind of has that ability, it's just that most of the time his power is completely useless because survivors are either awake or play safe.
The ability to play around loops, even if it's all of them does not make a killer good yet. They could bring back 7 blink Nurse with the downside that after every hit her power would be deactivated for 5 minutes. Would that not make her the worst killer in the game?
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724123#Comment_3724123
Only kills via hook or mori count for MMR. EGC and bleed out only count for grade. So if kills are important to you slugging makes no sense as far as moving up the MMR system.
That is false. Even when it comes to MMR, the game cares about kills only. A dead survivor is a survivor that hasn't escaped, which is all that matters. It doesn't matter how their death occured.
The best possible outcome for a killer is 4 kills and the game grants them a bunch of extra BP for every survivor they killed as well as a bonus for all 4 survivors killed. It also gives them more BP for each hook they got. So you have a bunch of reasons to slug for the 4k (MMR and a lot more BP, as well as it being the best possible outcome, which grants more pips) and the only thing that may or may not stop you from doing it is because it's boring for the survivors. There used to be this whole argument that survivors made, "Your fun is not my priority.", and it applies here as well. As long as you follow the rules, you can play in whichever way you want and don't need to consider your opponent's fun. It's the devs' responsibility to ensure the game is fun for everyone, not the players'.
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If they're toxic, they're toxic. It doesn't matter if I will win, if the match is awful. I'd rather lose a match and have fun than win and have it feel like a slog. Would you say the same thing about a killer that slugs everyone with Knockout and doesn't even try to hook? Probably not because it's horrible to play against and many of us would rather watch paint dry.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723700#Comment_3723700
I can clearly see that you like to slug to 4k and feel attacked by the majority of the community thinking that is cheap and lazy. Just playing the game as intended and racing the last survivor to hatch (which is way skewed in the killer's favor) is not "giving them a free escape" it is just allowing them to play the game. And the killer has a WAY better chance to find hatch then the survivor. Slugs also get no points and have no way to exit the match without having to wait for bleed out. So you are just BMing and wasting that players time for no reason.
Ahhh, so you're one of those fortune tellers, huh? I always find it funny when someone else tells me things about myself that even I didn't know yet.
Just playing the game as intended and racing the last survivor to hatch (which is way skewed in the killer's favor) is not "giving them a free escape" […]
I recommend reading the full sentence. It is a free escape on many maps when you close the hatch and that survivor waits at an exit gate, which has become increasingly common. How do I know that? It might have something to do with me not slugging for the 4k. Maybe I should though. After all, kills are all that matters. The game doesn't give a damn how I got those kills, so why should I?
This has nothing to do with bm. It's a way to play the game. I don't like when survivors use a map offering to send themselves to GoJ either. That doesn't make it bm. Because they don't do it to ruin my experience but because they want better results. Just as a killer that slugs for the 4k. It's in the game, it's not a punishable offense and there is nothing that stops a killer from doing it.
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718214#Comment_3718214
Why do you need the pity kill so bad? At 3 dead you already won. Making it fair for the last survivor is not out of line. You are under some delusion that the last survivors "owes" you a kill. This is a majority solo queue game. Why would that last survivor just give up to you because the 3 team mates died? I know you will be surprised to know but the survivors are gamers as well, human beings who came to play and have a good time, just like you. Killers seem to forget that survivors are not just NPC waiting for you to come along, regardless of how Bhvr treats them.
Neither side "owes" anything to the other as long as they're all following the rules. Slugging for the 4k is not against the rules. It's not fun, I get that but honestly, why wouldn't a killer simply slug and all but guarantee the 4k? The killer does not need to care about your fun, just as you don't need to care about their fun. Which means that both sides can play in whatever way they want. Securing a 4k means nothing more than eliminating an unnecessary risk for extra BP and better pips.
It's completely natural for players to aim for the best possible outcome. There is nothing petty about that. It's the equivalent of survivors not taking 3 escapes but trying to get the last survivor out. Why wouldn't they do that? They already won, so it's not absolutely necessary but 4 > 3. Or keeping the exit at 99%. It's not necessary but they do it to avoid Blood Warden, which is a potential risk. They could just open the gate and take a chance but there is no reason for it because it's easily avoided.
The killer is not obligated to sympathise with you. If they do, then that's great but really they have no reason to. At the end of the day, they play the game to have fun and for some people the 4k is an important part of that. Survivors don't stop to think about how the killer might feel either. Because it's not their priority.
Also, why does the killer have to give the survivor a free escape, if they just wait near an exit gate? Both sides find ways to optimise their gameplay and it's rarely fun to play against but as long as it is allowed there is no point in shaming them. They don't do anything wrong as far as the rules are concerned and the rules are the only metric that decides whether or not something in a game is "wrong".
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How does that work? Most killer meta perks require a hook and hooks are natural slowdown because 1 survivors is removed from the equation for a brief time and another has to come for the rescue. Sabotaging however prevents this from happening. The killer spends a lot of their time to get a down and slow the match but sabotaging leads to that time being wasted because the killer can neither progress nor activate their perks.
So the killer doesn't get the natural slowdown from a hook and their slowdown perks or aura perks (which help with macro gameplay) won't activate either. This means the match is likely going to end even faster.
Sabotaging has to be a very risky and situational mechanic. Otherwise, killers are incentivised to slug everyone. Think about it; if a killer needs 45 seconds to get end a chase and you can reliably prevent hooks, then the risk in even trying to hook a survivor is much higher than just leaving them on the ground. Eventually they'll bleed out and you also save a lot of time picking up and hooking them.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723120#Comment_3723120
If someone is awful in chase and will only go down in less than 10 seconds, it makes sense for them to use Distortion to be fair. They'd waste far more of their team's time getting found.
Either way, they're not pulling their weight. Also, if you use Distortion because you're bad in chase, then you won't improve. You won't learn how to loop, if you're doing everything in your power to avoid it.
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@vol4r said:
I am playing on 21-25 ping.
Why is killer rewarded for having worse ping? It doesn't happen on any other game. It's so stupid.
The killer can only play around what they see and hear and that is determined by their own latency. Also, this doesn't even look that bad. Especially since we don't know what killer it was (some killers have slightly bigger hitboxes with their special attacks). Even a 50 ms ping could do that and that's really not too bad.
There was also a time when the devs tried to turn latency strictly in favor of the survivor and if you think it's bad now, then you clearly were not around for that miserable experience. It's not fun for a survivor to have hits connect that don't look quite right once or twice per game. But the killer plays against 4 survivors, so for them this happens about 4 times as often. You can imagine how it might not be super fun to be robbed of hits constantly (or feel like it because the game gives them confusing feedback).
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Bad idea. You can't buff Huntress Lullaby. It's a perk that has no effect against good survivors but absolutely wipes the floor with less experienced survivors. Buffing it would only make this issue worse.
Huntress Lullaby needs rework and that's coming from someone who uses it regularly.
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That's the logical consequence when 1 survivor doesn't pull their weight. They use a perk, so the killer won't find them, which means, the killer will go after any of the other 3 survivors that they can find. Most Distortion players also don't come out of hiding when they need to take a chase, so the killer has effectively 3 survivors to chase and kill. At the very best, that's a kill at 7 hooks.
Now, you can of course go out of your way and look for the Distortion player but let's be honest, most killers won't do that. You aren't obligated to do it and it's a big risk. Normally it isn't in the killer's interest to get as many hooks as possible without killing anyone (quite the opposite) and if that Distortion player doesn't come out to take a chase, then someone is going to die early.
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Bubba:
- Agitation
- Awakened Awareness
- Coulrophobia
- Alien Instinct
It worked surprisingly well thanks to a bit of luck and some mistakes from the survivors, although Coulrophobia didn't do anything until I had already won the match. I was surprised to get so much value from Alien Instinct. I'd be more motivated to play the game, if the first match I played in 2 weeks wasn't bugged though. The no chase bug is still in the game and it's still irritating like crazy.
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Technically you use something different than what the game provides you with to get a competitive advantage (that's also not specifically permitted by the devs). This by definition makes it cheating. However, since you don't use third part software to modify the game itself, you can't get banned for it because there is no way for EAC to detect it. It's also impossible for any of us to know, if you use it or not. We can only guess.
So the only thing stopping you from using it is your conscience.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721334#Comment_3721334
Haddonfield was just redone. Give it time before being sure there's no consistency.
That hasn't changed though. The spawns are exactly the same they have been since the graphical update. It's the one thing they'll probably never get right on that map. Well, other than balance of course. First it was the most survivor sided map in the game, then it was terrible for both sides and now it's just horrible for survivors.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/414508/basic-attack-perks-should-be-removed
I'll grant your wish. The cost is Lethal Presuer is totally reworked into something else 😁
No deal. I will never play on Haddonfield without this perk ever again. There is no consistency in spawns on that map and some others can have similar issues depending on rng.
@Pulsar said:
Nurse, Blight, Spirit, Wesker, Chucky etc etc are the reasons RB can't work on M2's.
Can't wait for Starstruck Agi Nurse to come back after we seemingly JUST got rid of her.
I still play Startstruck Nurse. I mean, it's Nurse. Even if it doesn't work it's still ridiculous. And every once in a blue moon some giga brain survivor decides to bodyblock a hook anyway.
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9/10 games, huh? Sounds a bit exaggerated to be honest.
To answer your question: No. Tunneling is a strategy as old as the game itself and it will always be a thing.
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It's not fun to play against but the hatch is a pretty poorly designed mechanic, if we're honest. Not only does it go to the person who survived the longest with no requirements of hook stages, chase time, gen progress or anything, which promotes people to throw their team under the bus but it also doesn't matter if it's closed by the killer because that survivor can simply wait at an exit gate and have a third chance (somtimes a guarantee) to escape.
I have seen my fair share of survivors that waited for the killer to close the hatch so that they would get the exit gate and every time it happens, it's a reminder that killers should slug, if they want any chance at a 4k.
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May I remind you of the last time they tried to do something different? Skull Merchant wasn't exactly a success. Neither was release Sadako to survivors because killers adapted and started playing in a different, less chase oriented way.
Every killer has to have some form of anti loop. After 8 years, we can say that much. If a killer doesn't have that, then they either become incredibly weak or they need something else to make up for it, which so far has only backfired.
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@Aven_Fallen said:
Talking about Survivor Power Creep and yet most Survivor Builds consist of mainly Perks from up to 2017, simply because they usually just dont get good Perks.
There is no such thing as Survivor Perk Power Creep.
That's not true. Survivors have gotten many strong perks over they years. It's just that they were completely broken and have been nerfed into oblivion. The devs giveth and the devs taketh away.
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I don't mind another BP offering but I'd rather they buff the numbers of the ones that already exist. Do we really need BP offerings for categories in 3 different rarities, if they barely grant any additional BP anyway? The mori offerings will be the same, so nobody will run them as long as they still have cakes, pudding or party streamers.
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@Junylar said:
How can FOV affect the pallet stun distance? Isn't it supposed to be a hitbox-size thing?
In this game? Trappers traps could be bugged in a way that allows Blight to fly. Trying to look for logic in the spaghetti code is futile.
With that said I play on max FOV and I've also noticed some pallet stuns that don't look right. This has been going on for quite some time though, so I'm not sure when it started or if it really is connected to the FOV.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717188#Comment_3717188
Knock Out is definitely in need of a complete rework, or a hefty nerf. But the nerfs to the most popular slowdown perks are understandable, they could become a little oppressive when used together.
If killers will struggle too much with gens, the devs can always add something to the killers basekit to help them with gens. That is of course, if they also nerf tunneling and camping.
[…] they could become a little oppressive when used together.
That hasn't changed. Stacked on top of each other they are still damn powerful. What has changed though is the strength of only 1-2 slowdown perks. Each individual perk was completely fine. It's a similar situation to exhaustion perks. Imagine, if you could stack all of them and they only had individual cooldowns.
We are at a point, where we can only achieve perk variety by forcing it. Otherwise people will stack the same kind of perks for as long as they remain useful. Nerfing all slowdown perks into obscurity isn't an option though.
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Probably because they play very different from us. Westerners currently try to end the match as fast as possible while Japanese players still try to slow their opponent so much that they win. Self-Care is also a meta perk for them and apparently tunneling is not as common as it is in the west either.
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It's not the best idea. Unless you have something to speed up the heal, the killer will know where you are and probably be there before you finish. Especially high mobility killers. It's better to go somewhere safe first and heal then.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717527#Comment_3717527
Doesnt billy even have a slide tech to? I've gotten it only to work like once on accident. (I rushed at a car and slid along it for some reason before hitting a survivor)
To my knowledge the syn cars are the only objects that have this issue though. I even managed to hit a moonsaw on accident because you literally cannot bump there. They could fix it by adjusting the car's hitbox slightly (just don't make them quite as punishing as the ones on Garden of Misery).
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@alpha5 said:
Probably some aura perk like Lethal or Nowhere To Hide incentivizing Distortion use which would make a good amount of perks and addons useless reducing variety.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717759#Comment_3717759
If you know it is coming you can bring WGLF, Exponential + Tenacity, UB, Aftercare, healing perks, probably even Mettle would be easier to use then. In my opinion the biggest problem with Knockout is survivors generally pick a loudout against a hook playstyle. Don't need to bring DS/DH if you know you aren't getting hooked.
You underestimate Knockout. The fact that the killer saves an enormous amount of time, while also making it harder for the survivors to recover is what makes it so strong. Of course it's not unbeatable but a majority of survivors will lose by default without the killer having to play well.
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Literally without fail. Even Singularity had a decent kill rate the first couple days and many of us remember how weak it was at the time. Iirc it only took them 3 days for a hotfix which greatly buffed Singularity.
It's only natural that people take a while to adjust to a new or reworked killer. For the one playing them, that's much easier though.
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It has only been a few weeks and they were also bugged. Give it a bit of time and the kill rate will decrease again. This happens every time they release a new killer or rework an old killer.
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Honestly, the answer is obvious. Survivors need fireballs so they can burn Freddy. This is a compensation for Adrenaline no longer waking you up.
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Knockout and Breakdown. Both would lead to a lot of slugging to the point where survivors regularly bleed out.
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Are you sure you don't mean end game collapse? I have never heard about an early game collapse before.
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Billy, Bubba, Freddy, Huntress and Deathslinger.
There is something weirdly soothing in having a chainsaw and sawing people to pieces. Also, with the right map and addons you basically turn the game into Mario Kart with Billy. Only 10 times less sweaty.
Freddy is the purest form of a M1 killer we have in this game. It's completely up to the survivors, if you have a power or not and even when you do it's pretty meh. Though, I once outplayed a god pallet on The Game using only 7 snares (I had to mind game that guy multiple times while constantly setting up snares but it did work).
Huntress and Deathslinger are a bit weird. I don't really main them and when I try to play them for a few games in a row I always get worse but every few weeks I'll play them for 1 game and hit the most insane shots you can imagine. There is nothing like hitting an orbital hatchet on someone and watching them just stare at their screen in disbelief.
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How would you fix that though? If these perks stopped the regression, then they would counter Ruin, which by the way is a hex perk and really does not need any more counters than that. If the regression wasn't stopped but perks would not deactivate, then Wiretap would become completely broken.
Cleanse the totem and not only do you get to use your perks but they also lose one of their own.
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It's a symptom of overexposure. You can tell who has it and they always play in the same uninspired, boring way. Honestly, the hardest part in playing against WoO is staying awake. Normally, they would eventually run into a deadzone, if they played that way. But thanks to Crutch of Opportunity basically anyone can delay the killer with minimal effort and little risk.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717236#Comment_3717236
The buff should be 150% or even 200% but disable when a survivor dies.
I'd take it. Though, I'll be honest, I don't want the Ruin + Undying meta to return. We're already pretty close to the old survivor meta again. Let's not do the same with the killer meta.
I would like to see more variety on both sides. For this to happen however we need nerfs (mostly restrictions) to some of the current meta perks and buffs to underused perks as well as reworks for some unhealthy perks.
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Once again, they nerf the wrong thing. The duration was fine. If anything they could have increased the stun time even more. But get rid of bodyblocking with DS.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413834/bloodlust-needs-a-rework
I think bloodlust should just be removed entirely as it rewards killers that play poorly or stubborn to finally get a hit/down.
I disagree. There are still killers that are really pathetic in chase and as long as they exist there should be mechanic to ensure the chase will end at some point. Look at Freddy for example. Once they buff all killers to be able to hold their own in chase (something they are working on) I won't be against removing it.
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As @Archol123 said, that wouldn't work very well. A more consistent perk could allow a survivor to take another's hook stage. That way they could ensure their team mate lives a bit longer. This would be good against tunneling, while also not being overpowered or dependent on your team mate actually staying in a match that for them already ended.
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Sounds like you're describing a skill issue, no offense.
DBD is a hard game to get into, even more so as a survivor. Your gameplay is less intuitive and there are 35 different killers that all have different powers and somewhat different counterplay. That has little to do with each individual killer though. Because survivors that know their counterplay and can apply it can definitely keep up.
If we gave survivors more ways to fight back, we would bring back the old bully squads, increase survivor queue times massively due to a lack of killer players that will put up with it and make better survivors close to unbeatable. Instead it would be nice, if there was more to help you learn how to actually play against each killer.
As of right now, it helps to play them yourself to get an idea of how their power works (it's always different to experience it yourself than only reading about it) and simply keep on playing. Eventually you'll become more accustomed to the game and have an easier time against many killers (although it doesn't mean you'll escape every match).
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@SpitefulHateful said:
Because it's so fun when survivors rush gens because you decided to play a fun build and then tell to unalive yourself for "sucking as a killer" in the endgame chat. Truly, the way to encourage people to play new killers and try new builds /s
To be fair, they'd tell you the same thing, if you won with 5 gens remaining. This has nothing to do with perks but with horrible people.
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Welp, time to run Knockout. How the devs refuse to do something about actual problems but then nerf the killer meta, that at least required to hook without compensation is a mystery.
This will end up worse than the 6.1.0 meta.
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Expect to see more slugging in the future as the devs refuse to get rid of the worst slugging perks while simultaneously nerfing perks that require the killer to hook.