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Nobody made you make a decision you made. You had a bad game and decided to act on it. When I have bad games I just queue next.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3049360#Comment_3049360
Legion is right above sadako for worst killer in the game. Like... genuinely bad.
Just an M1 killer who got a fancy cool looking buff on paper that does literally nothing in actuality. I can count the amount of chain downs I've gotten on one hand since their buff.
Chain downs? I don't care about chain downs. What I care about are the really good and interesting addons they have now. Compare them to sadako's, they're fifty times more impactful.
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Looks..... mostly right. I'd switch clown and legion.
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Nightly, cuz I play her. It's frustrating though. If you load into say, the game as her you're just handed a loss by default unless the survs are very very bad.
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The grinds only reduced in the instance of trying to get new perks. I have all the perks I want, so it's increased for me.
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Nope. Mending is a big part of their slowdown. People go on about thanat without taking into account that heals are going to be faster than ever with new botany.
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@jasonq500 said:
https://forum.deadbydaylight.com/en/discussion/comment/3041805#Comment_3041805
True, but the new update two gens would pretty much give 18% almost near brutal strength level instead of all 5 gens, I personally think this perk might be useful once the new update releases
Yeah but brutal strength still does more, with no preconditions.
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This would be the most annoying thing ever. Children screaming at me constantly for not doing what they want.
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Why would it be a better brutal strength? It's still contingent on nearly every gen being done to get a comparable action bonus.
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@Tiufal said:
So whats the problem in healing perks stacking? A survivor running like three perks for one situation of healing another one has quite no other perks than that. So let them heal in 4,5 seconds? At least at that point they would heal more often, doing slower gens, than not healing and pushing gens.
The situation that happens every game, is not situational at all.
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You know how many games I run distortion and it doesn't proc *once*? Pretty damn frequently.
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What is tunneling? What is camping?
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3036936#Comment_3036936
I'm glad you have fun as a survivor. I run a discord server and one of the largest games on there is a DbD. These are the complaints I'm hearing from my friends, who play survivor and even from other discord users who also play survivor.
But tell me something, do you have fun when you are face-camped at gen 5? I'm not asking if you forget about it and go to the next game. I'm asking, do you have fun when you are face-camped at gen 5? Do you feel the game is fair, when a killer can camp you at gen 5 and completely keep you from playing the game?
Yeah, I don't care about face camping. I've been playing PvP multiplayer games my entire adult life. It's a bad match. Every game has bad matches from time to time. Shrug and move on, it's hardly a world ending experience like people make it out to be.
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I play survivor. I have a great deal of fun. What's with this sweeping statement?
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Fake out leaving the loop. Watch and learn, see how the dredge plays and how reactive they are with their remnant. I'm sorry but different people are in fact, different. Oftentimes you have to learn the behavior of your opponents. Killers do this 4x, every game. You can do it once.
Nightfall? I dunno how it causes a headache. It's an effect on a screen that doesn't flash or anything, you just see less. Could stand to be like 2m farther out.
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I see trapper like once a month. Who cares?
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3032072#Comment_3032072
Ill have to take your word for it, because I have seen 1 in the past 3 days.
Yeah it's weird, actually. I genuinely rarely even notice when the survivors have it until the post game screen.
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In every online multiplayer game you're gonna have bad matches, or string of bad matches. That's just video games. If your friend didn't enjoy their five games cuz they didn't win it's unlikely they'd enjoy subsequent ones as well.
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I see overcome on a fairly frequent basis actually. Maybe 20% of the exhaustion perks in my game.
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This idea just encourages the survivor to take the hit and encourages the unhookers to not take aggro. Bad change.
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I am not a fan of a moustache without a beard, but I'm old.
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@Mandy said:
There's no plan to extend the Event I'm afraid.
If you could just extend the tome, that'd be nice.
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I have never ran it or ruin. Meta perks are for boring people.
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I like the tampered gens idea for pig, but all the other ones are vastly OP. Just casual 125% base speed on many killers? That won't fly.
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@GoshJosh said:
Just remember that a conspicuous action will disable OTR. You really think they’re going to stand around all day to tank a hit with it, while being unable to repair gens or do anything else to progress the game? It’s way more appealing to be healed up and continue doing gens. It will punish tunneling while not allowing the survivor to complete any objectives, which is a good thing.
The only adjustment I think it needs is disablement in the end game. At least the endurance aspect.
Absolutely. Have you never played vs. four identical bunny fengs?
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/3029691#Comment_3029691
It counters kindred as long as they stay on the gen. You are assuming all survivors get off the gen when they notice someone hooked in the status hud. Many are in their own world and leave people to die.
Ah. Seems to me those are the survivors that leave you to die when you run kindred regardless.
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I wasn't playing the game beck then, but I see old videos and find it remarkable that the modern version of the game actually looks worse. So it's not nostalgia, it genuinely used to just look much better.
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@sonata93 said:
It's actually a really strong perk for two reasons:
a) it cancels out aura reading perks whilst a survivor is on a gen (Kindred, Dark Sense, Alert, etc.).
b) a survivor needs to stand still/walk for five seconds when leaving a gen to counter the exhausted effect. If they leave a gen and go straight into a chase, it essentially counters SB, Lithe, DH (if they're injured) until they're no longer exhausted. It means survivors can't just use exhaustion perks as soon as they get chased off a gen.
Honestly, I think it's a pretty viable perk. Not over-powered by any means, but pretty efficient with the right build on the right killer.
Literally all you do to counter it is leave a soon as you hear the terror radius and sit at the nearest loop. Whoops, five seconds is up and you can sprint burst or whatever as soon as the killer finds you. I cannot believe that people think this is valuable. Absolutely insane.
The real value is that even naked, it pauses exhaustion timers. This makes it really really good vs. sprint burst specifically, forcing survs to walk everywhere or be perma-exhausted.
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@ColonGlock said:
Fearmonger counters Kindred. It also frequently results in people dying on the hook because the survivor on gens is not paying attention to the status hud.
It counters kindred for.... Five seconds. That's not a counter, it's a slight inconvenience.
OP: I only use fearmonger coupled with blood echo on plague and legion. The true strength of it isn't the exhaustion or the blindness because the duration of both is too short to be of consequence. The true strength is that it prevents exhaustion from recovering while doing gens.
So when coupled with blood echo you give the survivors a choice: can I live without my precious dead hard or do I slam out gens like I want? Many survivors burst into flames without an exhaustion perk to lean on.
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Stoked to still have to follow survivors for a solid week to wait for them to push E.
It's a dead hard buff for killers with powers you can react to. Huntress, plague, trickster, Billy, demo and twins. Reckon nemesus has the capacity to bait it but it'll be tough.
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I don't understand how dead hard somehow requires more skill than before. You put the killer in a position where they have to swing or you extend the loop and you push E. Same thing as now. You can tell when the killer has to swing in any given chase.
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It's really obvious they're renting dollar store servers. Just the cheapest you can get.
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Depends entirely on whether the survivor can perform actions during the animation.
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No thank you. How about you see how the basekit BT+haste effect works out before you suggest huge, sweeping survivor buffs? It's gonna be way more effective than you think. And they didn't increase hook stages cuz regression perks were nerfed. You can't have both.
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You're literally just talking past me, chief. Dead hard gives what? 2~ meters on activation? It's less distance than the new one. Are you following? That's factual. Them's numbers, boss
So listen: new dead hard, 4 meters with the caveat that if you get hit then you get even more distance and it's more difficult to mess up. It's just an instant styptic. Unequivocally better *if* it's not animation locked. Definitively better vs. twins.
Old dead hard: 2 meters, dodges some killer powers. Affects what? Huntress, trapper, deathslinger and trickster to a degree. Let me know if I missed any.
I don't understand how you can construe this to be anything but at least equivalent to the old dead hard. It's baffling the trapeze act you're performing to pretend like it's somehow objectively worse.
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Nobody's gonna run it with 100% regression, so it really doesn't matter.
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I only use it during events. Meta perks are boring.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3023212#Comment_3023212
There is absolutely no way to spin the removal of free, on-demand distance as a buff. You have to get hit by the killer and you have to deal with the downsides afterwards, even in the best case scenario for this new version of the perk that is a significant step down from what Dead Hard currently does.
You cannot get free distance on demand and you cannot negate (as many) killer powers. That's a nerf. It doesn't matter that you can use it in chase to be a bit more greedy because that was never really the problem; that one effect might end up still being annoying depending on things like whether the animation locks you out of dropping pallets and vaulting, but even worst case scenario, only having that one use instead of all three plus whatever other cheeky things you could pull off is a nerf.
I'm saying you DON'T have to get hit by the killer to get the distance because they have to respect one second of invulnerability. That's 4.0 meters.
Are you getting it yet? I'm going very very slowly for you. Sadly I left my crayons at home so I can't draw you a picture.
Survivor presses E, unequivocally gains 4.0m in any direction they choose. If the killer hits them, they get even farther. Are the gears meshing? It's almost impossible to mess up assuming that you hit the button.
The only caveat is whether survivors can perform actions during the 1s. If they can't, it's still just at obnoxious as old dead hard but manageable. If they can? On demand endurance? That's a buff.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3023192#Comment_3023192
Exactly. So you don't get distance unless you use it to dodge a hit. You can no longer get distance for free, to immediately dash to a pallet or a window; you have to actually get hit, which risks the killer simply not swinging. Not to mention that it's Endurance, so chances are very good it'll put you in Deep Wounds afterwards.
It's not even close to the same effect. Even if it were, that's still only two of Dead Hard's three current uses, so it's still a nerf, even if not as big of one as it deserves.
..... It doesn't change how it's used at all. The effect of the distance in dead hard is to reach a vault or pallet you wouldn't have otherwise. With new dead hard...... You press E, reach a vault or pallet you wouldn't have otherwise. It doesn't make your immune to killer powers anymore which is cute, but in so other ways it's functionally the same or a buff cuz survivors can't misuse dead hard and hit walls or trees anymore.
You're pretending like pressing E when a killer swings is some sort of big skill cap. It's not. You can tell when they swing cuz they either lunge or you put them in a position to where they have to swing to secure a down.
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@StarLost said:
It's a good question, if it's going according to 'we need killers at x MMR but not at y MMR' there'll probably be a little icon on the killers that will earn the bonus.
This is a level of programming acumen that frankly, I don't think bhvr is capable of
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@jesterkind said:
I really don't understand how people think its a buff.
It has no distance, it can't dodge certain killer powers, it can be baited out and countered, and it requires good timing on the survivor's part. It now only tanks a hit, instead of tanking a hit and giving a ton of distance and providing immunity to powers. Even if it's better at dodging a hit, that's still a considerable nerf.
..... When you get hit by the killer, you get a speed burst. This is distance. So what you do is greed the loop like right now, press E when the killer has to swing and enjoy your free distance. Or they don't swing and you throw the pallet or vault the window or whatever. It's not explicit distance, but tacit distance. Same effect, different mechanic.
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@UnknownKiller said:
William birkin but 3rd phase as killer
I think he'd have a lot of trouble fitting in the maps. Like physically
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It should just be increased regardless.
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@versacefeng said:
Your telling me that IW deactivating when exhausted and the new OTR are good?
Yeah. Iron will is busted. I see it nearly as much as dead hard. Survivors use it to go to a loop, break line of sight and hold W. When I use it as a survivor it feels like I'm cheating. Needed a hard nerf.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021143#Comment_3021143
Nope I haven't, it would be balanced. Camping is already being buffed with the increased gen times, so the hook phase duration increase needs to be big so it actually is turned into a camping nerf, which is absolutely needed. Removing hook grabs also doesn't make survivors safe while unhooking, if the killer pays attention, they will still be forced to trade.
The buffed endurance and haste effect would simply help against tunneling, properly, which is another must. As a killer you should be discouraged to play in such unfun and skillless ways, now that killers normal and fair gameplay is also getting tons of buffs.
I want people to play both sides. And I am pretty sure quite a few people will stop playing survivor, especially solo queue, if this patch goes live exactly like it's described in the dev update. I know I probably won't play survivor anymore. Camping buffed, barely any buff against tunneling, and DS even nerfed unnecessarily? No thanks. I am quite postitive that if survivors don't get much more to help against tunneling and camping, killers will have to suffer through long queue times.
Okay. Sure. You give survivors an extra thirty seconds on the hook. Half a minute. That gets rid of almost all pressure on survivors to actually rescue the person on the hook. They don't have to worry about it. I hook someone, leave, find someone else and the remaining two survivors get an extra half a minute to bang out gens before they even have to think about getting a rescue. Can you imagine how that would feel on a killer with poor chase potential? Literally just think about it for a few minutes. In my games survivors stay glued on gens until the last possible second to rescue. This is behavior that should be punished and often is, cuz I'll just go back to the hook and ensure the second hook state. That's part of my agency as the killer, it's how I keep the game from getting out of hand. You want to remove that decision almost entirely. It's absurd and untenable.
Survivors leave the game boo hoo. Who cares? I like survivor better anyway. It's fun and stress free. Literally the only reason I play killer is because survivors queues are ridiculous. Please, leave. Free up some room in the queue.
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I think making her a pinhead knockoff is real boring. I wish condemned didn't mini mori at all so that it could have power in other areas; inflicting status effects as it increases.
Also the pinwheel? Imo one of her best addons. People don't get this. It makes it so you basically never have to demanifest to get the drop on people. I've gotten more gen grabs with this addon than with ever other killer combined. After survs realize that I'm getting free hits with it they tend to actually interact with the TV's.
I also think the 30s cooldown in which TV's cannot be used could be removed entirely. Dredge can use it's much better, more versatile teleport nearly immediately.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/3021412#Comment_3021412
I think what OP is saying is that if they use DH last moment to bait out a hit then there's a speed boost.
Either way, its a high risk high reward parry move. The distance part should be gone for good.
I'm not really seeing the risk. You either use it while a killer is lunging and be invincible and get a ton of distance or you use it just like old dead hard. Greed loops until you know the killer is gonna have to swing then press E.
Really the only salient question is whether the surv can do stuff while it's active. If they can, it's just a buff to dead hard. If they can't it's still incredibly annoying but a little more manageable.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3021267#Comment_3021267
The thing is ruin was on the way out. Most killers had migrated to deadman's switch. Its way more reliable at stalling and the meta had shifted to dead lock and dms because well most of the regression perks got heavy nerfs. In ruins case its a hex people learned the locations and it lost a lot of its power. After a nerf like this the power can afford to be re lit.
I agree completely that it was on its way out. But bhvr loves their numbers and metrics.
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Most of the nerfs were too much. They were obviously done to make the perks unusable. Didn't yall want the meta "nuked"?
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@Eareland said:
https://forum.deadbydaylight.com/en/discussion/comment/3021123#Comment_3021123
You can have fun, but doesnt fix the issue nor balance.
What's the issue? What's the balance? I don't have any problems. People are always gonna do stuff you don't like, that's just multiplayer games. You can't dictate people's behavior.