Xernoton
Xernoton
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599174#Comment_3599174
Yeah this is all I want. Right now one range add on is kind of necessary because of how short Shock is so making that base kit and reducing the delay would make him feel much better.
He has so many good add ons but against strong teams you are kind of stuck with range and delay add ons and don’t get to use the more fun ones, so making those base kit would open up more add on possibilities!
Apart from that, he has the same addons over and over again. I get having some addons in multiple rarities but on Doctor it's a bit too much. Do we really need 3 Discipline, Order, Restraint and Calm addons each?
Also, for whatever reason WoO no longer shows the auras of his illusiory pallets. So we now have a meta perk that also counters some of his more quirky addons.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599171#Comment_3599171
Well you can hug tech with him the exact same way you can with blight though sooooooo.... yea it is. The devs have clearly stated its a bug.
I know that it's a bug / unintended mechanic on Blight but I'm not aware of them saying anything like that about Chucky. He literally works exactly as he is supposed to (apart from some unrelated visual bugs). They didn't program him to bump into things while running and as a result he doesn't. Not sure how that would be a bug.
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Spies isn't as quite as bad as some think it is but UW is still better. On top of UW's superior information (shows survivor location as opposed to crow near survivor location) it also applies blindness and counters WoO.
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I reckon they'll look at some of his addons and maybe increase the shock's range by 2 metres and turn down the delay slightly. That's all he needs to be a very solid B tier killer. The static blast is perfectly fine and doesn't need any changes.
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For some killers it makes sense that their movement is restricted like Blight, Billy and Oni but all of them are able to do flicks so that they can still hit survivors. Imagine, if those 3 could not do it. Blight would immediately drop several tiers because a survivor would only need to move slightly to the side, Oni would be in a similar position because he couldn't play around most loops anymore and Billy would effectively lose his chase power.
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599117#Comment_3599117
I'm pretty sure I cannot do that with my controller
You can. Set controller sensitivity to 100% and start curving immediately when the chainsaw sprint starts. You only have 0.75 seconds but even on controller you should be able to turn roughly 100°.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598743#Comment_3598743
Good then we make sure we get rid of hug techs (which are also bugs and are not intended) on blight wesker and chucky so they get nerfed to the ground also.....L take this game needs to be fun it needs to keep fun aspects of the game. Just because some people are sweat lords who want this game to be boring dosent mean it needs to be for the other 98% of the community.
The words "Hug Tech" do not fit in Chucky's case. He doesn't need to press himself into an object ("hug" it) and it's not a bug / unintended consequense of the coding. He simply doesn't have an attack hitbox before the actual attack starts, which makes it impossible for him to bump into any objects, so it's not a "tech" either.
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I let survivors do their glyphs in chase because I know how long this can take otherwise. After that though, the chase will continue like normal.
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Remember the time before they buffed Pop again? What was the meta back then? 3 gens and camping. Pop is an incentive not to camp and not to hold a 3 gen (mostly because you need downs for it to activate). 6.1.0 was not a failure but it wasn't the patch to lead us into a perfect utopia. They made the right decision with Pop because it makes the game healthier when the killer uses it.
DS is in a similar spot to Pop. There are certain perk categories that are needed for a healthy game. Otherwise, one side will exploit this weakness and force the other to adapt by doing the same. Faster gens = faster kills and now that face camping is not an option anymore, there are only 2 other ways to kill faster. Tunneling is the more reliable option and since DS and OTR have fallen from grace, it's also quite easy and consistent.
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I have pretty much the same queue times, I think. Longer than normal, but nothing to sweat. This is about as long as my survivor queues in the evening, so not really bothersome.
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Streetwise is nice to have but not all that strong. Overwhelming Presence is probably one of the worst perks in the game. It can work on Wesker with Distressing on a small map but in a normal game, it's worthless. Nobody forces the survivor to use their item while the killer is nearby.
It will not counter toolboxes because a toolbox will be depleted before the killer even finds that survivor, you do not want to heal with a medkit while the killer is near, nobody uses keys and maps and to counter flashlights, you have Lightborn.
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@JoeyDonuts said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598620#Comment_3598620
Have definitely noticed a difference in Chucky killers that were on console vs PC having the PTB.
This might have more to do with playing on M&K rather than a controller. I reckon Chucky must be pretty terrible to play on console because of that. Some of the things I do with M&K on him, I am 100% sure would not work with a controller, which takes a lot of strength away from this killer.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598483#Comment_3598483
I don‘t know if you know what I mean when you have words in other languages, that sound the same and mean the same in your language, but in an other language they mean something completely different or you wouldn’t say it like that.
Al lot of pc players 360 me, because they move so weird. Sometimes I also 360 someone, but I rarely try, because I‘m afraid of getting hit.
I mean that you have bigger view, like with shadow born.
Ahh ok. I did not mean to shame you, it's just an example of language barrier.
I assume you place on console then. I have little experience playing with a controller, so I am not sure, if playing with Shadowborn is going to help in that case. The best 360s I've seen so far started out as a FOV tech, which is a lot harder when the killer has shadowborn. The question here is, can you hit the spinning target? If you can, then the FOV slider might help you, if not, then the FOV slider will not help either.
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It will not be completely gone but it will be harder. Then again, what killers do you actually succeed with a 360 against? Mostly inecperienced killers, who already struggle. And they will not suddenly get much better in playing around these. The FOV slider does not change the killer's weapon hitbox after all.
Also, I'm not quite sure what you mean by "brighter sight". The game doesn't become less dark because of it.
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I see that more as a guide than a codex but it's how I usually try to play. You'll also find me limiting myself to less than 4 perks sometimes. Though, that's more because I want to learn the killer I'm playing and not the perks. This is my casual mode.
When I play serious though, you can expect to be slugged, tunneled, camped and have your morale broken before the third gen pops. This mostly happens, when I play against survivors, who have the clear intention to make the game as terrible as possible for me (like the ol' Boil Over squads).
@HugTechLover said:
My only codex - The first survivor that hangs once… will hang thrice, before any other survivor hangs once.
Sweaty Blight main. Have you no shame?
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597718#Comment_3597718
QoL changes sure but everything you were complaining needed nerfs.
STBFL is problematic perk on m2 killers ( Nemmy, Demo, Xeno, Wesker )
Mangled is problematic atm, self-heal is already bad and this effect makes it even worse.
BNP already nerfed, it's not problem anymore.
Trickster was busted on PTB, you really did not expect him come to live right?
3 - gen is hard to break , especially against killers like SM, Knight. And some maps even worse with very strong 3 - gen areas.
And i don't know why you are ignoring there will be a lot killer tweaks too. They just nerfed MfT for killers. They are nerfing maps for killers. Med-kits, CoH, DH nerfed for killers. Killers are getting better fov soon.
I don't know why you are acting like only survivors are getting something.
I really don't get that idea about M2 killers being too strong with STBFL. Because these killers have powers to hit a survivor way faster than they would by playing M1 killer. STBFL not only doesn't work on M2s but it also takes time to build up. Which is something that the killer never has. Time. I could play Nemi with and without STBFL and I'd probably perform better, if I don't actively try not to use my power. Same goes for Xenomorph and Wesker. They waste a bunch of time playing M1 killer to get value out of STBFL, when they have chase powers to hit you way sooner.
So not only is STBFL a pretty bad perk on these 3 killers but it also takes up a perk slot, that they could use for something that would actually help them.
On Demo I do not see the issue. He still has to play M1 killer because his chase power is not all that amazing and simply doesn't work on a number of loops.
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This is what it should be like when a new killer releases. Because it means that a lot of people want to try the new killer. Survivors are just skins with perks, which makes them less interesting than the killer.
Only a couple days (2 weeks at max) and everything will be back to normal.
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I very much agree. Although, I do understand, that not everyone is happy waiting another 6 months for XYZ change and see a bunch of different things announced that they don't prioritise themself.
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I don't feel much of a difference. A lot of Chuckys but otherwise it seems pretty normal to me.
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Another example for: "Someone will find a reason to be offended."
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597568#Comment_3597568
Does broken not return when you get injured? I'm pretty sure you can't be healthy and broken, which is why No Mither starts you off injured.
You can be healthy and broken. Or at least you could (not sure if it still works). Second Wind + Adrenaline used to make you broken and healthy at the same time.
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Are you broken and healthy or just healthy? If it's the latter, then it's probably a bug.
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That's an issue on both sides. Some people call for nerfs just for the sake of it.
I think it's not a bad thing BHVR try to solve these different issues. Only, they need to consider that these are nerfs and they will have an impact on the game's balance. Which will have to lead to further killer buffs. This however isn't quite so easy, because as we've seen with Trickster it can make a killer absolutely terrible to play against.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597488#Comment_3597488
Even if Pain Res were to activate on every hook, would that be enough to outweigh the value of tunnelling?
I think @Aven_Fallen 's point wasn't so much that this is a good way to solve the issue, but more that current Pain Res isn't a proper carrot for non-tunnelling strategies and thus can't be used to support an argument about that.
But you're not just dealing with the strength of a tactic, you're also dealing with the input effort. Going for four clean chases is considerably more effort than one clean chase, followed by two off-hooks.
As for Devour Hope having a low pick rate, that's kind of missing the point. What do you think would happen to it's pick rate if it wasn't a boon and just a normal perk? It'd be #1 for sure. Not saying it should be, that'd be way to OP. But it illustrates that the mechanic itself is solid as a carrot incentive. So it comes down to implementation of the carrot.
I think you're missing my point though.
If you leave tunnelling unchanged, whatever mechanic you come up with would have to compete with that for effort and reward values. It can't break even with it because then it won't work as an incentive for most players. In order for it to be an incentive, it would need to be better for the killer. More rewarding, lower effort. And I don't think you can do that without decimating game balance.
Keep in mind that killers are at a slight advantage, judging by current stats. Your suggested solution is to put new tools in the killers' toolboxes that are more powerful than anything they have at the moment. What do you think that's going to do to game balance?
On top of that, whatever the alternative is will have to be easy to execute as well, otherwise less skilled killers will give up on it and go back to tunnelling.
On the flipside, we know that countermeasures can be put in place to deter these kinds of playstyles.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597504#Comment_3597504
Sticks don't work either.
No, they do. From 4.6 onward, with DS being a dedicated anti-tunnel perk with proper weight behind its punishment, tunnelling became significantly less commonplace.
The reason there is now always an obsession, even if there is no perk to take advantage of it, is specifically because DS was working. No obsession meant that there was no DS, and it notably caused an uptick in tunnelling, which is why obsession became baseline.
6.1 brought the problem back in, because even though killers were universally buffed, DS was gutted and the replacement was countered by tunnelling harder. With the brakes removed, tunnelling is now back on the menu as a major issue.
The sticks work, so long as they don't get nerfed into plastic straws.
Even a 10 seconds DS wouldn't save your butt, if killers in general decided to play for a 5 gen tunneling.
But no killer is going to bash their head into a brick wall. A ten second DS would be a serious threat to tunnelling. No killer is going to want to deal with that every match. Yes, a killer that is tunnelling for the explicit sake of making one survivor's game miserable will do so no matter what. But tunnelling will cease to be meta, at the very least, if it's ineffective. I'm not particularly aiming for a 100% removal of tunnelling, but having it be rare instead of meta is already a huge improvement.
The majority of players will be playing to win or have a good time, and those will both be deterred by a ten second DS, even if they could technically tunnel through it.
In fact, this would be used aggressively and force the killer to tunnel even more.
Same point here: No survivor is going to bash their head into a brick wall. Leave them slugged out and they'll learn it doesn't work out for them to try to use DS offensively.
That's not to say people haven't been trying this against me, but after falling for it once, I turned every other instance of someone trying to pull that trick into a 3K+ because they wasted so much of their own time trying to pull it off. This one's a bit more of an issue because, every once in a while, it'll work against some newbie killer, but some instruction about that in the tutorial might spare them that, too.
DS wasn't just the stick. It was the carrot as well. It was a very popular perk often supported by BT, which limited tunneling (stick) and encouraged everything else (carrot) because it would allow the killer to ignore up to 8 perks per match. That is a very significant advantage.
You do not seem to understand why tunneling is such an attractive play style. It's stronger and easier than going for more hooks. Playing for hooks is very time inefficient. It consumes time that the killer doesn't have and it creates less pressure than the killer needs.
The aggressive use of DS was extremely popular because it had few counters. One counter was to grant them their wish and tunnel them. The other was trying to ignore it. Which didn't work all that because, if done right, that survivor could stop the killer from progressing by coming for the bodyblock, pallet stun, flashlight save etc. while they're team mates would repair gens. Progressing with 2/3 of the normal rate is much better than not progressing at all.
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@Firellius said:
"I'm concerned because it seems like the mindset they're adopting to address pain points in the gameplay loop is all stick and no carrot."
Carrots don't work. Killers will gravitate to the easiest, highest return strategy, and will continue to do so. Overpowered strategies (yes, chess merchant was plainly broken) need to be nerfed down, since you can't provide an alternative without breaking the game's balance even further.
Sticks don't work either. What do you think will happen, when they eventually address all "no no, not good" killer strategies? We'll have the same problem all over again. Killers will double down on these because 12 hooking clearly doesn't work and there is no incentive whatsoever to even try.
Even a 10 seconds DS wouldn't save your butt, if killers in general decided to play for a 5 gen tunneling. In fact, this would be used aggressively and force the killer to tunnel even more. If every but one play style is nerfed, that doesn't make that one play style stronger.
That's why it needs both, the carrot and the stick. So far we've seen the stick with base BT, AFC and the upcoming 3 gen solution. But no actual carrot.
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I disagree. A botched, lackluster, unfun and poorly designed killer can't be carried by perks. Look at Skull Merchant and Knight on release for example. Both were absolutely terrible and no perks could change that. Knight got a decent rework and is now somewhat functional, while SM remains DBD's most hated killer even after 2 reworks.
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@Chaosrider said:
Thats just how killer players are in like 90% of the matches. Nothing different.
Good thing that's exclusive to killers and survivors are shining beacons of virtue.
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@Gabe_Soma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596516#Comment_3596516
You know, it doesn't feel great when you take a hit and right after the killer is next to your butt without any distance having been covered.
I don't think it's busted or OP, just adjust it according to the new cooldown hit and the surv's speed boost after the 6.1.
That's the problem though. When a killer already struggles to get hits, then any distance they need to catch up becomes too much. This is why STBFL is used. You hit a survivor and they have to use the very next loop against you. This will not change by reverting it to its 6.1.0 state. I mean, just do the maths. The time difference is 0.18 seconds. That is 0.72 metres of distance less, which a killer closes in 1.2 seconds.
This still results in the survivor having to use the very next loop they get to, so the difference is pretty much non existent. I'm fine with reverting it to this state, but I find it weird to see people claim, that it's so much stronger now, when the difference is so minor.
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@Firellius said:
It's a good perk overall, but it has some unfair extremes. When 6.1 hit, essentially, a few of STBFL's stacks were made basekit, but they stack with STBFL, which means the maximum recovery speed you can get out of it can be so high that it can even deny post-hit dashes sometimes.
But the bigger issue, as already mentioned, is with camping. STBFL allows you to get a recovery so short that it can become impossible to save a survivor without giving the killer a down in return.
You overestimate the difference between pre 6.1.0 STBFL and the current STBFL. If they toned it down to its old state, it would still have the exact same effect. The survivor has to play around the very next loop they can get to after a hit. That's the same it does now.
The second point shouldn't be an issue at all because face camping is effectively dead (good thing in my book). If you come for the unhook before the killer leaves or give them the chance to down you like this, then you did something wrong. Why do you unhook right next to the killer to begin with?
@Gabe_Soma said:
Unhealthy for chase in general and extremely good for camping
God forbid M1 killers have something to help them out, that doesn't work on Nurse and Blight for a change.
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I'm not trying to be rude, but I have no idea, what exactly you are trying to say.
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@ryokoryu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596070#Comment_3596070
no I don't play on a controller and neither lunge nor fast hit works they just get over faster than I can turn and hit I can't even turn until they're already over, same for chucky. I vault, have a period of time where I am unable to do anything during which time survivors can get behind me and vault then I can move. by the time I can move they are in vault animation sliding across the pallet.
That is not normal. Does that happen only with killer powers or after every vault? Also, is it possible that this is in fact a lag? As soon as your own animation is over, you are supposed to be able to move freely again.
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@ryokoryu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595941#Comment_3595941
Not true on legion, time and again I predict it spin around in place and swing only to hit the pallet as they sail across it lunge or fast swipe
Do you play on controller? I play on M&K and I know for a fact, that I hit these. Easily. They can only start the vault, after your animation has already ended, so you do have a bit of time to turn and hit. Also, it might be possible that you lunge before you start turning which actually makes you go in a bit of a weird route and could lead to you missing some close hits.
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You toxic slugging killer, you.
But really, I agree. It's pretty outdated and it only causes issues like these.
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It definitely doesn't work against Legion. You can immediately hit that survivor because there is no cooldown after your vault.
Against Wesker it shouldn't work, because there is mechanic that would automatically make him hit a survivor that is too close after a vault. It's just that he was bugged for a pretty long time and I honestly lost track, if it works now. If it doesn't, then that is a bug. His pallet vault won't give you free hits on every structure, which is good, but it can definitely help, if you use it at the right pallets. In general, it's better to only use it on pallets that are incredibly strong. Otherwise, the survivor will get around it and vault again before you catch up.
With Chucky, I'm not completely sure, if it is possible to hit a survivor immediately, if they try to vault back, but I think you can do it on M&K by ending the slice & dice right after the vault and doing a 180° flick real quick. So far though, I haven't succeeded because I always hit something else.
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10 bucks for a badge and a banner... That is ridiculous.
I'd have happily waited a few more weeks / months for it, if it meant that we'd get some things already unlocked for the things we did in the past. The game keeps track of so many things and there is nothing for it. It could be prestige rewards, character icons, badges for certain achievements etc. but instead you get to show everyone that you payed 10 bucks for a skin.
That doesn't feel all that great to me.
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Speed modifiers are applied multiplicative, as far as I know. So the speed would be 100% x 107% x 110% = 117.7% which is close to 118% of the normal speed.
Babysitter's effect is only active for 8 seconds, so this would only work the first 8 seconds of base BT. After that, the movement speed would decrease to the normal 110% for the remaining 2 seconds.
In short: The values stack, the durations don't.
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Incredibly fun to play as. Chucky has a lot of potential for different and creative plays and is not easy to play to his full potential (more to learn). Overall, a pretty good killer.
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@JudithMorel said:
i think its oni/blight esque with a bit of control unlike demo.
I'm pretty sure there is a max turn angle. At least to me it feels like you can only turn so much until your camera locks, which ends the moment you release M2 again. I have tried a few times to get a 90° flick after a vault but it always stopped at about 70°. Mayber there is something I missed though.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/398268/bringbacksadako-is-real
Great so the other side can go complain now that she still has the same issues that existed beforehand and made her miserable to go against?
But what would be the difference to how Sadako is received now in that regard? From what I've seen people still hate to play against her. Arguably even more than before the rework.
The main complaints about old Sadako came to down to the slugging condemned play style, which she can still do. Arguably even better than before. So changing her to be closer to her old design would improve the situation even, if they didn't try to get rid of it.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595636#Comment_3595636
What does shadowborn do for chucky?? I was curious on that but haven’t tried it. Does it just make his 3rd person view wider?
It definitely alters the FOV when you carry someone, which is nice because the doll and the survivor cover quite a bit of the screen.
Third person without Shadowborn:
Third person with Shadowborn:
So it does make a difference I'd say but it seems less notably than normal.
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Huntress' Lullaby, Nowhere to Hide, BBQ and Shadowborn / Lightborn.
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@Grigerbest said:
Personally, I adjust a "brightness of the effects" in the game through Nvidia Experience. (I will not bring a screenshot, it's all Russian anyway)
It's actually helped out, scratchmarks at least brighter now, but still spread out in such an awkward way, so I'm still second guessing (looking around) each time I turn corners...
But hey! At least I don't need to break my eyes to see them properly anymore!
That's great. It's just a little sad, that it got so bad to begin with.
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The Nightmare has been treated badly as of late.
#Justice4Freddy
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Maybe these are lucky guesses. She can also see the bird's auras for a while when they swarm you.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594964#Comment_3594964
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594897#Comment_3594897
Clearly too late. I'm a terrible influence. The red ones are strawberry scented.
You're a monster.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594547#Comment_3594547
I feel this topic will be much better if I mention the things they use in toilets are called 'urinal cakes.'
No no no no no no noooooo! You can'ty say that. What do you think @HugTechLover is going to do now? Blight mains are known to 'consume' a bunch of weird stuff and telling them, that this is called "cake" will only lead to them getting the munchies.
Don't do it, friend. Don't. Do. It. 🤢
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You really want to make solo queue that miserable? I don't think that's a good idea.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594611#Comment_3594611
I know that fun is subjective. According to votes, my suggestions are spot on. Blight for example has been voted many times as one of the most fun killers. So was Billy, so was Demo. Just because they might be to powerful does not mean that their design can not be fun. Also Oni is a great example for that.
Also i would gladly hear from those great counterplays against a killer like Knight. Taking the flag is only counterplay if you are in a good team, breaking away is very relative to the map and your gen spawn and the pallet drop thingy is not relyable since it is a bug and not a feature.
You're kind of missing the point. In case of DBD fun isn't a real value. There are 2 types of fun. Fun to play as and fun to play against. Blight is always fun to play as even with his strongest addons. But fun to play against? Not really.
Demogorgon and Billy are quite to play against but few people find them fun. That's why both of their pick rates (usually) are on the lower end. I also vividly remember a while back when the main complaint in killer design was about "boring anti loop killers". Wesker, Blight, Demo, Billy and Oni all have anti loop powers. So they all fall in that category too. Meaning, as long as we don't have a clear idea of what we want the next killer to look, BHVR can only gamble and chances are, the killer will get complained about. As always. I have not seen a single release without any complaints yet and I doubt this will ever happen.
For Knight: https://www.youtube.com/watch?v=5W2_zooiqu4. This is a guide made buy a P100 Knight main. I'm pretty sure that guy knows what he's talking about and as long as the mentioned bug isn't fixed, it is a reliable way to counter Knight. One that I suggest you use, if you can. I see it as a mechanic that we can use as long as it exists. Should it get fixed someday, we can reevaluate.
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If we're going by that, then every killer in the history of DBD has been awful and the game died 7 years ago. Only that's not really the case, is it?
There are killers that definitely need some changes but honestly, what do you want? Wesker has been extremely popular and survivors have massively complained him. Because they only saw that specific killer again and again. Designing the same power 20 times with a new coat of paint will only lead to the same issue. Variety is key here. And we definitely have a wide variety of killer powers.
As for the killers you claimed to be good, 3 of them aren't. Blight is massively overtuned. Demogorgon has pretty weak addons and his base kit is also not that strong. His pick rate before the removal of the Stranger Things chapter wasn't all that amazing either and you will find people, who complain about him as well. For Billy I can only say, that there is a reason you don't see him that often. I main this guy, but playing him is one of the most excruciating experiences imaginable when you constantly have to be on the top of your game, need to play around maps more than survivors, have pretty much the easiest counterplay in the game, have terrible addons overall and become a little weaker with every new map and map rework. And I haven't even gotten into all of these collision issues.
Except Skull Merchant, all of the killers you mentioned above have some special and even fun counterplay, if you know it and are able to apply it effectively. I'd argue that Xenomorph is pretty fun to play against. Because you actively need to think instead of turning your brain on auto pilot. Personally, I'm not a super big fan of Knight and Artist either but I can see how their unique counterplay brings some variety into the otherwise pretty stale survivor role.

