Yippiekiyah
Yippiekiyah
About
- Username
- Yippiekiyah
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Comments
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Save The Best for last doesn't deserve a double nerf it should be one or the other and i was hoping they would make ormond a bit smaller.
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The took a sledgehammer to one of the only good chase perks so killers will just stack more slowdown.
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Killers that go on these winstreaks all hard tunnel. Its clear there's not enough tunnel protection in the game.
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Discordance is S tier for me
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Wraith, Freddy and myers are strong killers.
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With clown they should defo be reverting the shadow nerf where you can’t throw the bottle down. I think he’s mainly fine and most of his problems come from bad maps. Would like to see his yellow bottles be a bit more viable, maybe change some add-ins so that the speed increase lasts for less but the bottles activate a lot faster.
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Best thing they can do is make shattered hope base kit and then buff the boons.
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I’ve said it before and I’ll say it again the best way to reduce camping is to change the maps so that killers can actually win chases.
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Just add an option to speed up the dying state when there's two survivors left, problem solved.
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Bloodlust is a crutch for bad map design
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What would I change? Well the balance team would be a good start
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It’s much better now for killer, one of the few map reworks they’ve got right at least in terms of balance.
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I'm a 4k hours killer player and i'm on the verge of quitting cause i just cant keep up with gen speeds despite running at least 1/2 slowdown perks every game. Seeing multiple strong toolboxes, Resilence, PT and Deja Vu in almost every lobby.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560092#Comment_3560092
I mean, I get that they wanted to fix the vertical camping progression. But with that the Basement is basically free to camp with ease. Which makes it even more frustrating.
If you can't camp the basement then what is the point in it existing, be better just to outright remove it.
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I think 90 second gens are prob fine and it would be complicated to add more time without changing hook timers etc. A 30 second corrupt should be basekit with maybe 5% per kick. Survivor gen rush perks should be nerfed also and maps made smaller with less pallets to shorten chase times.
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You don't have to be Einstein to realise that it doesn't take a lot of work to come up with an idea for a perk then code it in.
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Most killer perks are still slowdown, does that not tell you that baseline generator speeds are too fast?
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There’s nothing u can do except hit and run. The maps are designed so that 90% of the loops are completely safe against m1’s.
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Not surprised that the killer meta is still stacking 3-4 slowdownd as baseline gen speeds are still way too fast when you get to decent mmr. A 30 second corrupt intervention should be basekit.
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@Yatol said:
I think the issue is spawns, Often times survivors will spawn next to a generator so they often end up working on before the killer has time to move.
Yes exactly, a mini 30 seconds corrupt should be basekit to stop survivors with toolboxes and PT completing gens before you can even cross the map.
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There are no killer favored maps, there are a few that are almost balanced (60% kill rate) and there are loads that are massively survivor sided.
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He doesnt need a complete rework, he just needs a add-on pass with tombstone piece removed and maybe a few things extra in his basekit.
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Its strong until you come up against teams that aren't potatoes and they just remember where the hex was and go back and cleanse it.
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Well the devs gave us a pointless furtive chase buff and a pointless background player buff while survivors continue to bring 3-4 toolboxes with wire spool and socket swivels every game, no wonder gen speeds are out of control.
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Well as a killer I am forced to run 3-4 gen slowdown perks coz they don’t address gen speeds.
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The mid chapter is ok, defo should have been more perk changes tho and deathslinger numbers are very safe, reloading 0.15 seconds quicker isn’t gonna make much difference.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545366#Comment_3545366
This.
The proper solution to trapper is to identify the biggest problems he has, and they aren't around "collecting his power". But the fact that he requires so much setup time, his traps are often in bad places (RNG) and the fact that his power is useless during a chase and that RNG can dictate survivors getting out of traps super quick. On the flip side, he is miserable to go against because he can lock down areas so that he can 3 gen like crazy or make basement impossible to escape. So to fix trapper, i would do at least some of the following:
- Trapper now always starts with 2 traps, and can hold 3, rework all bag addons (even purple) to use a new mechanic listed below
- Trap setting speed is increased to 1.5 seconds (from 2.5 seconds) to make it faster to set up in a chase.
- Disarming a trap now takes 8 seconds (from 3.5 seconds). (Rework coil addons, basically they become basekit)
- Remove the RNG escape time, right now its 1.8 seconds, with a 16.67% chance but guaranteed at 6 attempts. So that means that on average, it'll take 3-4 attempts to free yourself. Just normalize it, so its a single 8 second bar to make yourself escape
- Keep the bonus for rescuing another survivor so it takes 1.5 seconds still (encourages survivors to stick together)
- Trapper gets a secondary ability that allows him to spend 3 seconds on a trap he has placed to "bury it/disguise it" effectively making it, nearly invisible to the survivor. However, once buried, the trap is no longer able to be picked up, survivors can still disarm it if they see it, and once it has been disarmed or activated, it is no longer buried, but can be picked up again. This deals with some maps just not having grass, or indoor maps like the game.
- Rework the iri addons so that one of them ties into this "bury/setup" playstyle.
- If a trap is placed within 16 meters of another trap, the previous trap is disarmed (to fix basement camping and 3-gens), might need to lower to like 12 meters
- Can't place traps within 16 meters of a hook, and any traps around a hooked survivor are automatically disarmed to prevent hook camping.
- Normalize trap RNG placement such that a single trap spawns next to every single generator, so that the trapper no longer has to go out of his way to collect traps.
- Unset/disarmed traps can now be picked up while moving, but set ones must still go through the animation.
- Fix the hitbox of traps so that survivors can't vault over them, or any weird shenanigans like that. Either the hitbox, or make it so if you place it RIGHT next to a window survivors will get trapped by it when they vault to make placement a bit easier.
So, in summary. Traps become stronger in a chase, traps are nerfed for basement/3-genning/area denial RNG is normalized so trapper can reliably grab traps around the map, and survivors can know exactly how long it takes to escape a trap. To fix maps that just have no good trap spots, trapper can "hide" a trap by basically making it invisible, at the cost of not being able to move it (so if survivors see you do it for example, the trap becomes useless/weak). Make it faster for the trapper to pickup traps that are at those gens by allowing him to pick up disarmed traps while moving. Traps have to be spaced out more, so no more 3-genning or basement camping with them. And you can't place them near hooked survivors to prevent camping.
Yes i love it fixes almost all the issues trapper has in one go.
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Blindness is fine, if anything it needs buffed.
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@some_guy1 said:
In the recent dev update trapper got a buff that gives him 7.5% haste after setting a trap but it doesn't say anything about a duration, is it permament? If so, it could lead to some fun haste stacking.
Think they’ve just made coffee grounds basekit
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Only 1 killer perk changed and it’s the worst one in the game and guess what it’ll still be worst perk, furtive chase needs a rework not this trash.
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@Chadku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544873#Comment_3544873
Having the traps appear in his hand should've been basekit tbh.
Something like "the furthest non-set trap gets added to Trapper's hand every 30s"
Having him be forced to go and grab the traps spread out on the map is a time-sink for little payoff.
He’s a trapper not a sorcerer ffs.
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@drsoontm said:
As long as Trapper has to go fetch his traps, he will not compete.
Trapper sack with 10 traps at start is gonna be amazing tho.
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It's about time you get to see your own mmr and after the game you can see everyone else's too.
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One of the best killer strategies is to hook near a gen thats almost complete and you can camp the hook and the gen now thats no longer gonna be possible, don't like this idea but of course i'd have to test before i can have a conclusive opinion.
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@Biscuits said:
I have played 6 games today, and in every single game the killer proxy camped and forced trades. The new killer anti-camping mechanic would have done nothing in every single one of these situations.
Well if u want hook trades took away then there will have to be some serious changes to maps and gen times.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540434#Comment_3540434
I think that is only true for Killers who only queue up for free wins. They dodge until they roll the dice into a baby Surv lobby. Just gotta take the wins and losses in stride. If I get matched with 4 P100s in the same skin, I roll the dice of them being the goofiest group or the sweatiest group. (IME they are more often the goofs than the sweats.)
Also if a Killer never tests their skill against someone who might be better than them, they will never improve, and only raise their MMR by beating people that were never a threat. They will then go against more Survivors that actually are better than them, and will lose because of their own self-sabotage done previously by lobby-dodging/shopping.
It's not that people don't want to test themselves it's that unless your playing nurse or blight its usually an auto-loss. It's a competitive game and killer's want to have fun too and not just camp a hook and hard tunnel the first survivor downed because of dogmeat gen speeds and broken maps.
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I've been putting in the coin that removes two chests every game just to make sure.
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I’ve been running Undying, blood favour, crowd control and pentimento. Helps you get a few traps on then you overwhelm them with slowdown in the late game.
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Pain Res and Pop are very strong but they have to be cause at high levels chase times are not balanced against gen speeds.
STBFL is strong at 7-8 stacks but unless the killer has a secondary power your not keeping your stacks easily and is very hit and miss.
Nowhere to hide and ultimate weapon are very strong but I wouldn’t use them in every build
The perk that I’ve started to use on almost every killer on every build is discordance, incredibly useful though not op.
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Anybody come across the new hack where they go in lockers and you can't pull them out. Went against that a few times recently.
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Fairly satisfied but there are still too many bad maps are toolboxes need a nerf/redesign.
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I use it on Ghostie and Wraith and occasionally myers.
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Here are add ons i use every single time, Knight Map Of the Realm, Twins- Toy Sword, Bubba- Award Winning Chilli, Ghostface- Philly, Myers- J Myers Memorial, Doctor- High Stim Electrode.
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Jolt, Discordance, Pain res and STBFL. Anyway wats been up with clown anyone else notice you can't throw down anymore, this a bug or intended?
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Trapper is one of my mains and if you can win consistently without trapper sack and the iri's then hats off to u sir.
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It's one of the worst reworks they ever done. Yes it looks nice but it just feels awful, a big open space in the middle where survivors see you coming a mile off and just run to the houses where theyre near invincible
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Hope its resilience and Adrenaline
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It’s not even the fact that’s comms is insanely broken it’s when four strong loopers pair up and abuse the broken maps the killer just can’t get downs quick enough
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@LordGlint said:
This perk USE to be on basically every load out. Now however, its... pretty bad. It has anti-synergy with some of the most popular killer perks like Nowhere to hide and is the only Hex perk in the game that can be lost without its totem being cleanse.
I feel like it might be time for a change... For most, it's minimal upside just doesn't make up for its several downsides. I have ideas in my head of neat change ides, but I wanna hear from you all. What is YOUR ruin rework ideas? You don't have to keep current ruin in mind for this since I'm talking a rework rather than a simple buff.
The perk doesn't need a rework it just needs buffed, not as strong as it was before maybe 125% or 150% and now that we have bots to replace d/c's the secondary part where it deactivates on death can be removed too.
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Friday the 13th