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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344878#Comment_3344878
that is too extreme of a change. you can make the pincer attacks weaker by lowest killer m/s during guard chase but not completely remove it. It makes pincer viable in some situations and less effective in others. in stronger loops, knight will need to draw patrol lines on top of the survivor to counter the loop and in weaker loops, he can use the pincer technique if applicable.
currently, he is all pincer and no split pressure or anti-shift w. He is overly effective at rendering pallets and windows ineffective and very ineffective vs running forward, changing tiles, shift-w.
Why exactly do you think knight needs a nerf?
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@SMitchell8 said:
Could be bhvr doing there own take on Predator or inspired on it.
* Skull merchant (Predator is a trophy hunter)
* Has some kind of laser device in the eye (Predator has his shoulder laser)
* The logo is similar
* The crate could contain his weaponry (Comes prepared, like the do for taking on Aliens)
Predator: known for his capitalistic flair.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344646#Comment_3344646
Eruption getting nerfed doesnt mean 3 geners are going to magically give up the habit. Brine, overcharge, nowhere to hid and the like are still there something needs to counter it and CoH helps out alot
Those perks are not nearly as oppressive as eruption. Stopping gens from being done for thirty seconds is the only thing that enables that playstyle.
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Vastly unpopular opinion, but I never really minded the speed boost. The frustrating part of dead hard was feeling like I was robbed out of a hit and having to wait five years to swing.
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It's weird how people think these things are two sides of the same coin.
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@burt0r said:
Hey if we now punish killer player for playing the character they like, does that mean we can now also punish survivor for playing with their friend and nerf/disincentivice swf? /S
One of the most ridiculous takes i have seen here🤦
The incentive idea is way more feasible. But with that you would also get complains like "killer already get more BP" or "what about survivor", maybe also give something like that for solo when the swf ratio gets too high or something (can't give a flat out bonus for solo all the time).
Nobody in this thread said that. You're making up someone to be upset with. Very very strange.
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@RaSavage42 said:
Why punish Killers for playing who they want....
Maybe they just got done playing a different Killer... and now face a longer queue cause they want to play a specific Killer
Like for me I haven't played Dredge, Wesker or Knight... so if/when I get back into the game I would be punished cause I want to learn those Killers... That doesn't make any sense
A lot of people think killers are set dressing or toys to play with or are there to facilitate their fun. There's little thought for the person trying to have a good time playing the killer of their choice behind the screen.
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@th3syst3m said:
They should just do what they're going to do for maps. If you have a Nurse game the next queue will not pair you with a Nurse.
Maps are not people.
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@Defend said:
Why not a larger radius than a stronger effect, 6% is fairly useful but if you cannot move past the 24m's then the effect becomes null. In chase you can't last a loop or two within the boon's effect, if pallets are gone then the option of using the boon is also null. I think an increase in 8m (32m total) wouldn't be crazy and allow Dark Theory to have more uses based on the totem's position. I know how COH was 32m and was extremely powerful, but 2% wouldn't impact too much.
I also think different boons should have different radii.
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@healsoflove718 said:
I agree, I still experience and see others get tunneled on purpose so that the killer has the upper hand at the beginning of the match.
It's ridiculous in solo queue how they'll camp a hook or tunnel someone out to make it 3vs1 and gens are def not going to get done in solo queue.
Andddddddd, the killer is the only one who gets rewarded for that game style of play. Developers need to punish campers/tunnelers someway/somehow, especially for the first 3 mins of a match. I can understand a tunnel/camp during the end-game but at the start of the game? It's beyond NOT FUN.
I play less dbd because of it, it's not fun at all.
Think you can fit some more "solo bad" into this post? An individual killer player is going to do what they're going to do. How could they conceivably know whether you're grouped? It just has no bearing on the discussion.
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Doesn't really make any sense for nemesis. Pure T-type tyrants don't have tentacles.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343348#Comment_3343348
Then deal with the extra minutes? You can force them out, but if you choose not to that's on you
However I would prefer if there were emotes so it's at least funny (f13 style)
Why should I have to? It's hostile to my experience and has no gameplay benefit or impact to either side. It's just disrespectful.
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This is not what quality of life is. Quality of life is showing challenge progress or letting you browse menus as you queue. This is a nerf.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343342#Comment_3343342
It can be a pain but just got and hit ‘em. They usually run out because they don’t want to run the risk of being hooked.
I am absolutely not acquiescing to their ridiculous and childish demand to watch them leave. They won. That's fine, I truly do not mind. What I do mind is that huge swathes of survivors cannot win gracefully.
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I'm more concerned with the waiting in the gate every. Single. Game. It adds up and wastes minutes of my time.
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I thought the VR fad was basically dead
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I'm pretty sure it's the same person making this same topic over and over because I have literally never seen this
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This is just base kit unbreakable with extra steps.
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Well this is certainly an opinion.
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It feels ten times worse to lose as killer than survivor. There's no need to rub salt in the wound.
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Beats the hell out of their idea, though that is a very very low bar.
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I've literally gone and made a whole toasted panini and came back and the survivors were still not done vault spamming around the map. It's so so weird.
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It needs some sort of cooldown. Even 20-30s would be fine. I don't have time to break every pallet I see and outplay a survivor at.
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Alright. .5 of aura reading. And the effected gen gets uhhhh....+30% speed for all survivors on it.
How about that? That work for you?
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@Sonzaishinai said:
Ouch, i hated eruption but they pretty much gutted it.
To be fair though
I think overall changing most if not all generator damaging effects to current progress instead of total would be a good change
IF and only IF the survivor gen speed perks/items get hit too.
One of the hardest things to balance in this game is the huge variety in how fast a gen can go. Making it more streamlined will make things waay easier to balance in the future
Regression perks and progression stuff is not equivalent. Survivors just splitting up, predropping and banging out gens with no gen perks is incredibly effective. It wins games, full stop. Most killers some sort of slow down perks to slow down the game and give them a fighting chance. Survivors don't need progression to win games.
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@SweetTerror said:
Not only is eruption dead, but I'm genuinely surprised that they didn't reveal a change to DH as well, at least that way they can say "we're not just changing killer perks".
The change to eruption after the meta shake up was definitely needed. The hindered status effect was too OP, but we're still seeing just as many complaints about DH as we always have. Make no mistake it's better than it was, but with so many perks allowing second chances now, there's just no need (imo) for DH to be allowed to be used over and over.
But yeah, BHVR has officially killed eruption. All they needed to do was block the gens for 20 seconds instead of the hindered status effect. Being able to see auras halfway across the map on a generator is only viable if you're nurse or a long-range killer like Huntress.
Mandy made a very indignant post implying that dead hard might maybe be looked at sometime around the heat death of the universe after the eruption nerf.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341356#Comment_3341356
You were responding to me, and so it was logical to assume you're countering my post, which was about this thread being premature. That involves the slippery slope stuff, fair enough if you don't personally think that.
Whether it goes live with the changes as-is or not isn't the point. The point is that people are acting as though it's set in stone without testing it OR giving feedback in the appropriate space, even knowing that those two things do make a difference in this game. My only criticism here is of people being premature and overreacting, because things do get changed from PTB to live all the time.
You can look at how behavior has balanced things in the past and work from there. It's silly to try and be an enlightened centrist and say golly gee guys they could just do anything! We'll never know until it happens!
Employ deductive reasoning. PTB overcharge went from full regression to 75%. PTB dead hard went from 1s of endurance to .5s. They never change the entire concept of a perk after changes have been announced for it, just simple number tweaks. With the new version of eruption revealed, there are simply no numbers that they're willing to do that'll make it a viable perk.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341330#Comment_3341330
No it isn't.
It WILL be a niche perk now on like two killers IF the changes that we've only just heard about go through the PTB and onto the live servers, which is not a guarantee. The time to bemoan Eruption being a dead perk and start doomsaying about how it's a slippery slope to more nerfs is- well, never, that's never appropriate. But the time to criticise this change for being too much is when it actually happens.
That, or criticise it on the PTB feedback forum if you're on PC and can test.
I never said half that stuff bud. I don't know nuthin about no slippy slope. Are you arguing with another person or aggressively strawmanning me? I'll bet you a steam game of your choice that it goes live with either the nerfs announced or a slight variant (+5% regression). How about that?
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@HugTheHag said:
I don't think it's that bad. It definitely should have kept the flat 10% (I'm hoping they reconsider that), but the aura reading is nice. Considering it happens at downs, it's like having both regression and BBQ in one perk. You know where to go next. You can probably also have some sweet snowballs or snipes (Huntresses will have a field day!) if you don't mind slugging a little bit.
Maybe in the next balance change they could rebalance regression perks like Thana. I never really used it, but still a bit salty that it went from +0.5% to "now the max you'll get is 6% slowdown unless you're a Plague or a Legion".
Sick huntress snipes unless: it's an indoor map, the survivor has distortion, there's a line of sight blocker in the way. That's a lot of caveats for a perk that needs setup from a momentum based killer that doesn't really want to be stopping to kick gens anyway.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341234#Comment_3341234
Gotcha. Yeah, they really need to change Hyperfocus- hit that with a nerf so toolboxes don't activate it and the build falls apart, since they have to rely on normal skillcheck chance and they can't benefit from inherent toolbox speed boosts either.
None of those other three perks are a problem individually (or even combined with one another), so you really just need to get Hyperfocus dealt with. I'd like to see that in the upcoming midchapter perk changes, ideally.
@ the wider topic, I think this is extraordinarily premature. I will say I think the current-not-total change is probably too much, but this hasn't even hit the PTB yet, so there'll be a chance to actually play with it and fine-tune your response instead of immediately going "dead perk ugh".
You don't have to play with it to see that it's awful; We already have an equivalent in Pop. Pop does double the regression and is terrible. The aura reading doesn't compensate for the fact that the regression is so miniscule that it just means the gen will pop in your face by the time you get there to do anything about it. It's a niche perk now on like two killers and even they have better options.
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@jesterkind said:
Not quite the point, I'm sure, but what does HSFP mean in this context?
How save front page. Duh.
Eruption is a dead perk. Huntress or nurse might use it but honestly I think they have better things to do than kick gens to maybe hopefully get value out of aura reading at some point. While I don't have it and I didn't enjoy playing against it, it's a shame to see killer meta options shrink.
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I use it on no-corrupt plague. Combine it with hematite seal, puke on gens and let survivors give you corrupt all the time for free.
The build is brutal, spirit fury, enduring and thanatophobia. Of course I haven't used it since thanat was deleted. Probably doesn't work anymore.
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I also have been seeing a lot more of this. I don't mind it though. It's easier to deal with than all gen perks. Especially as the knight? Weird you had trouble with it.
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This seems like a much more elegant and thematic way to compensate for his weaknesses than most ideas I've seen.
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On demand sprint burst is incredibly powerful for reasons that have been explained many many times before. Infinite balanced landing makes many loops infinite. On demand free aura hiding is busted.
Honestly I'd prefer just to have old dead hard than this plethora of busted stuff. At least then you only have to plan for one broken perk instead of like five.
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Haha okay
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It's really really awful. Even when it does work the base aura duration is too short to do anything with. Insane that it's actually in the same class of perks as Devour Hope.
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@Yankus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333090#Comment_3333090
I've wanted a FoV increase for my motion sickness for years but that's not QoL according to them but mapwide info is lol...
Accessibility only matters for survivor players, you goofball! Everyone knows that!
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@Pulsar said:
Even with these changes, Solo Q isn't near SWF-level.
But, the gap has been closed fairly substantially and that was the point.
We'll need to see how the kill rates change. I also believe we should re-add DC's into the equation for kill rates.
Personally? I don't care about kill rates. I care about gen speeds. It's easy to camp someone in the endgame and turn that into a 3k. Those are kills.. What's more stressful is when five million gens pop in your first chase.
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It's a buff to survivors. Just say it. Be honest.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333582#Comment_3333582
If the game is not balanced for hyper efficiency, you may admit that Killers should not be balanced against teams that have hyper efficiency, aka Swf.
Litterally Swf can finish Gens in 5min and Solo can go between 10min or 25min. Would you like Killers to be balanced that Gen done in 15min, where its the middle of 5 and 25? Or balance Killers around Gen being done in 7min once Solo can Gen much faster?
They can buff certain perk/killers in a patch, but changing a whole mechanic for 1 side requires them to monitors the stats to adding more mechanic for the other side.
I prefer longer games. I get to learn what each survivor is about and what they're inclined to do.
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@Veinslay said:
######### sucks. Played two games with low tier killers and 3 gens done at first down and the chases didn't take THAT long (3 pallets) with the next two shortly after. Multiple kindreds each lobby. Can't wait for the 2 seconds they'll add to gen times six months from now
Absolutely. I've been struggling really hard with my minimal regression builds like I never have before.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333051#Comment_3333051
Even if i'm a Killer main i don't care much about this change and if help to close the gap between solo Q and SFW is fine BUT "focusing too much on balance" is something really bad to say.
Balance should be your first concern but seem you really don't care at all about balance and in a game like that balance is everything
Fun is everything. Balance should serve the enjoyment people get out of your game
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@Deathstroke said:
Is this joke?
Obviously not. It fixes all problems with the game through punitive action. Killer mains aren't the brightest crayons in the box, but they'll get the hint eventually.
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@EvilSerje said:
Here we need to put a pin, IS DbD COMPETITVE game, or is it suitable for casual players. Because if BHVR try to sit on both chairs, it won't work.
- Pro-streamers almost never tunnel. I can say because I watch them frequently.
- Majority of players don't care about competitiveness, they play game to have fun. When you are destroyed in 2-3 minutes from the start, it is not healthy. That's from my experience too, but besides that, tunneling issue (let alone camping) is being brought up every now and then.
I just added some ideas. Because if something make the game less fun, it has to go. Otherwise we could just down survivors number to 3 and remove all objects on the map for killer pleasure.
This is coming from killer main btw (truth to say "killer enjoyer" because I like playing killer, but have to play survivor too for all undone achievements are only there, sadly)
Ah, there's the "I'm a killer main but....." qualifier. Can't have a post without it.
I also watch DBD streams on occasion. Everybody plays scummy when they have to, nice when they don't.
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It censors everything. I was trying to tell a Kate her pretty princess dress was dope and it's just *************
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What are you even trying to say in this post? Use your words.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333045#Comment_3333045
I think you're focusing too much on balance here and not Quality of Life which is what this is intended for, and where the biggest gains are going to come from. It's why I've said from the start not to focus on balance when discussing this feature, as information alone doesn't change the killer experience.
Solo survivor was unarguably the group that was in dire need of attention in respect to qol in the game.
How do you keep harping on this quality of life narrative? Giving survivors constant, infallible mapwide info can't be construed as anything but a buff to all survivors. Is this gaslighting actually working on anyone?
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One time I read that if you win a lot, maps that you struggle with get weighted more heavily than others.
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Let me opt out of it and sure.