Yippiekiyah
Yippiekiyah
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- Username
- Yippiekiyah
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Maps the size of coal tower, wreckers yard or dead dawg saloon are prob the right size a map should be and there should prob only be about 8-12 pallets per map.
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If your winning 70% of your matches at high mmr then your very good at the game, congratulations.
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When your talking about a game's balance only high levels matter, low level players are losing because of their mistakes and lack of skill and at high levels this game is very survivor sided to the extent that 90% of the roster can barely even manage a hook before the gens pop.
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Nerf blindness i've heard it all now.
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The game is massively survivor sided and cant be balanced when 80% of the players are looking out for the side they play. Every time a patch even remotely favours killers the toys are out the pram till they get their own way.
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Still a meta perk for me, think im going to be running Corrupt, Deadlock, Pop and Pain Res.
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@Bot_Salvo88 said:
It's not "survivor mains crying about healing changes". It's "players worried that healing someone else taking an insane amount of time with certain killer perks against".
I've seen people mentioning "just bring autodidact, bro" but is it better to bring always only a perk to fix a problem or is it better to fully address the problem?
Well in that case we'll add 30 seconds to generators and get rid of all gen slowdown.
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I love the update tbh. What I would suggest tho is lower the healing time from 24 to 20 secs but make self healing 40 seconds. Also call of brine is useless now be better if overcharge got a rework and COB got reverted to keep the regression but maybe have a 60 second cool-down so it can only be on one gen at a time and not spammed, I would also remove the info part of it.
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Its another change that just promotes tunneling, why go for the unhooker when they could have a potential third health state when you can just go for the same guy that you know doesnt have dead hard.
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DH isn't getting nerfed on usage rate alone though, it's an on demand potential third health state and is massively op and no there isn't a lot you can do about it at pallets.
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Decent list but looks like you have just watched one of otz's videos and copied his list.
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Almost every killer is fine. What isn''t fine is huge maps with tons of pallets, 10 second self heals and god tier exhaustion perks. Thats where the focus needs to be.
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Dying Light can be ok in some builds. What makes it unappealing is the massive buff to the obsession right from the start of the game. Maybe they should change it that the obsession gets a 3% increase to healing and unhooking every time a non obsession gets hooked that way the healing buff is more mild.
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If i see more than two medkits or flashlights i dodge.
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Lithe is S tier mate.
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@HoodedWildKard said:
So many threads complaining about this recently. And it mystifies me, I'm no killer main for sure, but not a surv main either. I play both rolls roughly equally. For a start it isn't easy to hit, you can force a trigger by running at killer but it only works against players who M1 at the earliest possible second.
Killer is the easiest roll by a longshot. My mmr has been throwing lots of extremely good teams at me recently. I see DH a lot, but I rarely struggle against it. Baiting it out is pretty easy in most situations, really the only time I lose decent time becuase of it is when it's forced on a pallet. You literally get within swing distance and hold off for one second, watch the dab then drop the surv. It isn't hard. This strategy has worked against players with 100days plus solid play time. My record being one who has played the game for over 300 days.
But the way I see a lot of posts on here complain about it makes lt sound like they swing into it constantly and lose a lot of their games solely due to this perk. So it's either a wider skill issue or just killer main mentality bias, hating on whichever perk irritates them the most.
Tbh from my experience the perk is an important one for game balance, it's probably the best (if high risk) exhaustion perk in the game. Game balance already tips in the killer's favour, without DH, or if it gets nerfed into the ground that gap will only widen and kill rates will spike.
This is a game where u fight for every single metre and fraction of a second and killers having to follow every single survivor that havent revealed their exhaustion perk for up to 5-6 seconds already makes it one of the best perks in the game even if it never lands.
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@Jurizaurz said:
1 person disconnected, one died, then we, 2 survivors, were hiding for 20 minutes but it was a streamer, who then threatened we would get banned for "holding game hostage" only because we weren't caught the whole time and how it "affected" his streaming process.
U were holding the game hostage though and you should've been banned for it.
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Nightlight now has map statistics for anyone thats interested.
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Next chapter is baywatch with new killer Pamela Anderson, in full swimwear and surfboard.
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@Trollinmon said:
New Eyrie feels pretty fair for both sides.
Yes a rework done right, went from the worst map for killer to one of the most balanced in the game.
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There shouldnt be any S tier perks on either side. Games should be won by a players skill and not what perks they chose to bring.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359432#Comment_3359432
It dragged games on forever. How is that fun? Lol
It was fun for killer but not for survivors just like how dead hard is fun for survivors but not for killer.
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Try this build on doctor POP, COB, merciless Storm and Pain Res.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359225#Comment_3359225
Is there a perk that is fun for the other side?
Like, don't we all just tolerate at best the other side's perks xD
What like everyone tolerated Eruption which was a fun perk for killer.
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Dead Hard is only fun for one side.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/366163/killer-is-the-easiest-its-ever-been
the kill rate went from around 50% to 60% right? Definitely had some sort of impact. killers really didn't get buff that much rather survivors lost DS which made tunneling easier to do.
Mainly coz tunneling was made a lot easier after DS nerf and dead hard was almost dropped completely. Dead Hard usage has skyrocketed again and so has survival rates, on nightlight killers have a 54% average killrate, not much more than the 51-53% it was before the buffs.
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Yeah and basekit unbreakable is gonna be the cherry on top.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355696#Comment_3355696
Honestly i think the best approach to the Endurance stacking would have been to introduce a different health state for freshly unhooked survivors. So that OTR still is effective after the freshly unhooked survivor gets hit. But without requiring 5 hits to down him.
On regard of DH, i think that something needs to change. Because lets face it, any killer perk with that pick rate would have been nerfed into oblivion after just a few months. DH however seems to be immune to this approach. Is it more balanced now than before? Absolutely. But the meta shake up missed its target in the regard that survivors should also use other perks.
So with DH being in a pretty good spot, the only option i see (without nerfing DH into oblivion) is to buff other Exhaustion perks to make them more appealing.
No exhaustion need a nerf not a buff, there's not a meta build that wouldnt have an exhaustion perk in it. OP exhaustion perks are one of the main reason killers have to run 4 slowdowns to keep up. Personally i would change the cooldown from 40 to 60-80 secs.
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Tbf she could pass for a Meg skin if you removed the claw.
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Having to run up a survivors ass and wait out a dead hard that they might not even have is the dumbest mechanic in the game. Perk needs a complete rework at this point.
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No one is gonna use it ever.
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Just revert it back to what it was pre nerf, 6% regression and 16 second incapacitated.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341257#Comment_3341257
They just nerfed Dead Hard in 6.1, which wasn't that long ago. They should definitely be looking at tackling other, bigger problems instead of fine-tuning a perk that's mostly fine in almost all scenarios.
Dead Hard is fine lol, clearly never played killer in your life.
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Its basically a worse Gearhead now and who uses gearhead?
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They buffed the perk so that people will use it more so rather than just revert it they completely nuke the perk, they did the same with Thana.
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Gen regression perks SHOULD be nerfed to Dying Light, Thana and Ruin levels of power but only after chases are made significantly shorter
Exhaustion is way too strong and should be nerfed into the ground, if a dead hard, a sprint burst or lithe buys you 30 secs in a chase once per game then it is already one of the best perks in the game. Survivors can use them in every single chase tho coz they only have to be not running for 40 secs.
Healing is way too fast, especially self heals and you cant get spread any pressure when survivors can self heal in 10-15 seconds and if survivors are taking longer to heal there's less time on gens.
Some of the maps are absolutely atrocious for killer, we need smaller less pallet dense maps.
Give survivors something to do other that gens, let them craft items with parts found in chests, as opposed to just picking them in a bloodweb. Bring back old undying so dulls get cleansed, was only ever a problem with Ruin which has been nerfed.
There needs to be an early game warmup, or a mini corrupt made basekit its ridiculous you can lose 3 gens if first chase goes bad.
And finally gen kicking has to be more worth it without perks.
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@Blueberry said:
Anyone with a good grasp of DBD's balance understands how overtuned CoH is. Compare it to any other healing perk in the game and it makes them all look like trash in comparison.
It also single handedly makes the entire hit and run play style non viable. As well beating down killers that rely on this play style, which mind you are generally some of the weaker killers in the game already.
CoH's sheer existence in a game encourages killers to tunnel because injures are meaningless. With CoH you can typically heal faster than most killer can even land the hits.
Bad design.
Pity that the only people who don't understand this are the ones balancing the game.
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We already have enduring which basically does that. Think it would be cool if there was a perk where if your carrying a survivor and a teammate drops a pallet then you dont drop the carried survivor.
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@Blueberry said:
All you needed to give it was number 1, the others are unnecessary. Also, remove the hook location ping. Why were years later and that still exists is is beyond me. Having a location ping at the hook location defeats the entire point of them being blinded since they know where the person is hooked anyway. I find that another issue is that most effects that apply Blindness are for way too short of a duration to be relevant. 60 seconds is like the bare minimum to have value unless it’s applied by an effect that is very recurring.
Removing the hook ping notification would be op, you would have no idea where your teammates are being hooked at all.
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All exhaustion perks are op though dead hard is the worst offender. The exhaustion cooldown should be doubled from 40-80 secs.
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DBD in 2022 and totems still spawn in the shack. Is it any wonder hex builds suck?
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Nah too many add ons and perks remain unbalanced. In general though if survivors got an anti-tunnel measure and killers got corrupt basekit and healing speeds were slowed down a bit then we'd be in a pretty good place.
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Its certainly strong if it stays up but it only really works in full hex builds, even then decent survivors can just remember where the totem was and go straight back.
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Stakeout, hyperfocus, fast track, resilience
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No but i do think they could scrap a lot of the browns and just add them to base kit.
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It was meant to be next week but heard it got pushed back a week.
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Ruin and Thana got over nerfed.
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Its swf thats the issue, the gap between solos and teams on comms is huge.
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You forgetting survivors basically got a meta perk for free.
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For survivor its easily built to last and hyperfocus.