YuffieGreatestWaifu
YuffieGreatestWaifu
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859460#Comment_3859460
Imagine playing a game and don't learn counterplay against mechanics/characters and then cry that they are too strong.
Its not about counterplay it's about kill rate I dont care if you agree or not about what the Dev intends on the game but that is their golden standard.
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I like the people who complain about it on YouTube like Turtalent showcase a 3-4 kill rate constantly. DBD cares about keeping the kill rate for killers at a certain rate NOT ABOUT THE 10% pro-players. If the kill rate for Chucky drops they will fix it.
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I would like to see another killer like Wraith but that would require Predator as a 3rd party killer. He could have a limited cloak, Killer instinct like effect and some movement tech.,
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Its only primary function is to go against Solo teams since group players will likely have access to 3rd party coms since they can com where they are and act accordingly.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853700#Comment_3853700
BHVR created tunneling. Not the killers fault.
And they created perks to mitigate it like shoulder the Burden much to some Killers temper tantrums. -
You are cherry picking his videos he has an extremely high kill rate.
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Tombstone plus the other red you will get one-two kills because stalking is made way easier now. Myers is a low-mid easy killer once you get to the to the top 5% players he sucks but balancing it for the 5% makes everyone else miserable.
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No
@Dwight_Fairfield said:
I agree.
They also need to reduce the stalk penalty on the iri add ons. The current one is far too harsh. 400% stalk. You'll be there til next Christmas trying to get that combo going.
No its not in fact now the Kill combo is much easier AND you dont need double red to pull it off.
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The mechanic is often janky and desyncs make the perk borderline unplayable.
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I have used it rarely does it pop up even with Eyes of Belmont you have to dedicate the entire build to it and the payoff is not great and useless against stealth killers.
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To be honest the trade off of broken the rest of the match is a hard trade so having the ability to use multiples all at the same time isnt a bad thing or broken.
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To be honest the combo should have a extreme threshold to obtain because it changes the game so radically
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The easiest idea is allowing vaults/ Pallets to be its own separate action button. Cleansing, Lockers should be special actions. Most controllers have multiple buttons BHVR DBD stubbornly refuses to allow it.
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@TimelessData said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824191#Comment_3824191
it don’t work both ways when you have 4 man sef gen rushing you and you got no chance of winning its that simple survivors are jist too strong and need an overall nerf I shouldn’t have to tunnel but the game for a win you have to i watch high mmr killers and they tunnel to win so I don’t know who you be watching
Look up high end games and they have no issues winning about 60-70% of their games. I think what happened is you hit a threshold of gaming at that character playstyle and have to change it up. No harm admitting you hit that cap everyone has a different threshold or limit.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832524#Comment_3832524
Do you think swfs infallibly call out exactly where the killer downed them?
Okay the heartbeat status still is active when the player downed so YES they can TELL YOU IF THE KILLER IS WITHIN RANGE.
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@Ohyakno said:
They will never add this, because they cannot moderate it. The chat filter shows they're invested in censoring what people in their game say, however flawed it is.
Okay fine
1. The heartbeat is a status icon for all players including when downed or on hook.
2. The anti-camp bar is a status bar for all players
3. Killer hits a player or grabs the player/downs them the Killer is revealed. -
@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831950#Comment_3831950
Agreed. I've seen such awful speech in the endgame chat that some things people said probably bordered on being illegal (which I felt I had to report). I can't imagine what some people would say on comms during a rough match.
The idea sounds great until the whole spectrum of players has access to it :(
I get the fear of that speech but having the OPTION to have comms makes the game much different than having none. For example
1. Game starts killer has Lethal Pursurer. Players can tell others the killer knows where they are which can lead to better chases.2. Who the killer is. Example if its a stalker killer players can tell others before they get ambushed
3. Hexes and where they are
4. Hooks and if Killer is tunnel/camping OR if the killer is slugging
There is more but having chat option in game can lead to a better game AS LONG as chats are options and mute options are available. -
His fire abilities are the big problem the wolf are mid
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Reassurance is a trash perk with VERY LIMITED uses
@Blaconia said:
People saying to "just chase someone else!!!" and "don't tunnel 5head!" have never had someone aggressively use their OTR to take a hit while you're chasing someone else. Especially egregious is when you're chasing someone and your previous hook comes in while healthy to take two hits (yes I've had this happen).
To avoid those situations and because I think you're not being tunnelled if you've had time to heal, OTR endurance should deactivate once you get fully healed. Endurance should also deactivate after 60 seconds because if you've not been hit after 60 seconds you're either not getting tunneled (in which case why aren't you on a gen?) or you didn't need it. Those extra 20 seconds only really come into play against weaker killers but does nothing against the S tiers.
Imagine a blight and a trapper sees an unhook cross map and wants to tunnel, the blight just rushes cross map and can get a hit in 10 seconds whereas the trapper can spend nearly 20 seconds just getting close enough to be in chase. And once they get the hit, the blight can quickly catch up while the trapper cries.
To everyone saying OTR is the only good anti-tunnel - decisive strike, blood rush + exhaustion, resurgence and similarly we'll make it, camaraderie and reassurance (can't be tunnelled if you're on hook), for the people, flip flop power struggle (esp. with DS or plot twist), borrowed time, babysitter.
I'm only talking about endurance needing a nerf, I don't really care about the iron will/distortion aspect.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829976#Comment_3829976
not about hatch, it is about 3 and 4 man slugging. perk like this is difference between 0k and 4k.
Slugging is toxic and I want nothing to make it more viable in the game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829877#Comment_3829877
i was doing my personal slugging experiment and what i found was that within 100 games of slugging, the teams that gave me hardest trouble were teams that hide when everyone is on the floor. you get so close to winning and than the person plays super passively. the slug split up and one person get up and than everyone is up.
Than i realized…. killer don't have single end game perk for information. nothing. there is perks like rancor which only trigger on gen completes, Bitter mumur but require gen complete but when it comes to killer. there is nothing. closest thing you get is infectious fright but that is very short radius.
i tried to use whispers but whisper triggers on people on the floor. so i realized… why not suggest new perk idea on forums and that is how i came up with this perk.
You do realize hatch is a still a killer victory I know ego of many killers consider it a loss but its not.
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I agree but once a survivor is hooked or hit by the killer the killer should be revealed.
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- Your choice but Hexes should be a full build to max its effectiveness or and protection of them.
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Fine Kindred works with hooked and downed survivors also not aura based but Killer Instinct like
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Hexes are SUPPOSED to be high risk high reward.
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BHVR wants to reward chase players this is why Distortion is worded as it does right now.
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The Finisher Mori basically encourages bad behavior
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Medikit or perks that amplified healing faster
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823148#Comment_3823148
Blood Favor is a Hex and therefore it can be permanently lost and render you out of available counters. Not only that but ending a chase in under 15 seconds does not reactivate the perk so it'll likely deactivate either before or as you pick up if you don't purposely defeat half the purpose of the perk. Punishing the killer for doing well is pretty dumb. Anyway, Blood Favor only covers pallet saves so you'd also need to bring Lightborn to prevent flashy and flashbang / firecracker saves once they are reenabled (which can blind you regardless of what wall you shove your face into as long as it gets dropped at your feet btw).
So I need to bring both Blood Favor and Lightborn and pray that my bones aren't found to avoid the situation that would make me a victim of WGLF + MFT. As it was with Calm Spirit and Ultimate Weapon, forcing a player to bring a perk to counter another one directly is awful for the game, especially when that counter either isn't reliable like Repressed Alliance and Potential Energy was with 3 genning and old Eruption or that can even backfire horribly like what would happen if you brought Calm Spirit against a Hex build.
Also you need to either grind or pay for Blight which isn't good to expect of new players. At least Lightborn is on Billy. Expecting newer players to get Blight just to counter the slightly experienced players they will eventually get matched with isn't good for onboarding and therefore really bad for the health of the game. DBD already isn't great at getting new players so a perk combo like this is probably in BHVR's best interest to look into and adjust.
TL;DR: you're wrong and the basis for your argument is bad.
Killers keep telling me to run unbreakable when they slug….
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BHVR has to make the game balanced for the majority of players not the high MMR SWFs groups who do everything perfectly otherwise the kill rate will be more like 90% and a lot of people will just outright leave.
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I have no issues with changing this combo if slugging gets fixed. Because slugging just wastes my time.
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823041#Comment_3823041
And what else should I do? If I pick up a survivor underneath a pallet and a survivor is nearby, they will get the save. You can't just not slug in that scenario unless you really like losing or dropping survivors. It's not a temper tantrum, it's feedback to a recent change that may have been a little short sighted since they didn't notice the synergy with MFT or take it into account.
Being slugged isn't fun, but not having much of any counterplay also isn't fun. Both sides should be able to have fun.
Hex Bloodfavor and its a free killer so no excuses.
- by any means and thus enters the Injured State or the Dying State, Hex: Blood Favour calls upon The Entity to block all Pallets within 24/28/32 metres of that Survivor's location from being pulled down for the next 15 seconds.
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STOP SLUGGING. I am really getting sick of Killers slugging and throwing temper tantrums at anything meant to disrupt that. Being slugged is torture on the player its not fun.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/430323/removal-of-item-rarities
So you want to buff survivors, by giving them the best toolboxes, every time they find a toolbox in the bloodweb? Really? So instead of having a high chance of getting the bad toolboxes, they always get the best toolboxes?
So instead of having a 1 in 5 chance of getting the super great sabotage toolbox (which is currently a very low percentage to find because it's very rare), we'll just literally have 50% of the toolboxes be the super great sabotage toolbox?
BHVR should be doing a toolbox review instead. Commodious and Event toolboxes are currently overtuned because they have 32 charges, which gives them too much value when stacked with other generator addons and perks.
With Exaltation that does drop because pallets stuns on killer with that perk increases the rarity and it has a 1 and 2 chance of flipping between either. So come in with a Yellow or Green Toolbox you can get Engineer or the sab toolbox.
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I would reword buff Unbreakable to this
Unbreakable
+50% to recovering when downed and you get endurance and a +10% haste for +15 secs using this perk to recover from that state.
Recover from being downed this perk deactivates
If all players are either killed/downed or hooked this perk reactivates. -
It becomes a crutch to always see the player just like distortion was a crutch for survivors. It rewards lazy gameplay. Do I think its broken ? No but reducing to a proc every X sec would help.
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@korrok said:
I don't like it, you'd get people hiding in a bush in a corner of the map until the gates open. Then they can just go there and have a guaranteed escape. With hatch there's rng so you won't know where it'll be.
Then just run that perk that blocks the door for X secs that takes so much time off escaping becomes very slim at best.
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You do realize gate RNG can be horrible and teleporting hatches wont help that top it off with some killer perks gates become unfeasible since the time it take to open them combined with RNG.
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821113#Comment_3821113
Survivors can teleport from one locker to another if they have a specific item from Vecna. So that's what I suggested for the hatch teleport, hatch being the entry point, and a locker x meters away being the exit point.
It's not a resource problem, but a priority problem, concerning the exit gate distance. Also, i believe they already made changes to doors on the Vecna map. But if they were reworking the hatch it would be a feature that has priority in it's implementation.
You said survivors on steroids would be hoping around, implying the hatch would be somewhat op, hence me explaining why it wouldn't. The hatch would remain in the game, since thematically it would still help survivors, but it would be nowhere near op.
Hatch is meant to be a chance to get out and last I checked a 3K hatch is still a win for the Killer.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821834#Comment_3821834
it's a perk called… plundere instinct. that being said, i would prefer that change over any modification of the perk's potency[power-level/reward].
YES RUN A PERK ALL THE TIME TO COUNTER THAT SETUP…. serious you are trolling hard to defend a terrible combo that needs to be toned done.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820519#Comment_3820519
Being in a SWF gives you some consistency in your matches. You can avoid matchmaking issues. This is probably the biggest issue for solo players, as one weak teammate can doom the entire match. You don't have to deal with teammates griefing you whilst you are in a SWF. You can limit the effects of snowballing by the killer, by coordinating with your teammates. If you are getting tunneled, a SWF can help keep you alive. That's much harder to do in solo.
Playing in solo queue can be very frustrating at times. Not only because you are much more vulnerable to a killer player that wants to isolate and eliminate you, but because you are forced to rely on the matchmaking working, and the other survivors pulling their weight. It makes sense that most experienced players tend to only play with their friends. I think that's why solo matchmaking fails so often, good players likely don't want anything to do with solo queue.
Pretty much I have seen Killer AFK himself for one min but because one survivor was outright useless the entire game the killer managed to 4K still because you need a full team of working players.
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This is dumb hatch is supposed to give a better chance than the doors. Like it or not RNG doors or some maps are horrible with some spawning the doors on the same part of the map making patrolling very easy for the killer plus the killer perks which could make it impossible.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820069#Comment_3820069
Hard to say. It's possible those changes will help.
Whatever changes they make, I think BHVR needs to convince solo survivors to care about their random teammates again. Because I've seen a lot of people reach this point of, "My teammates don't care about me, so I no longer care about my teammates." That means when a singular person does well they leave their teammates to die, and when a singular person finds themself on the hook they have no incentive to hold out to help their teammates. It used to be someone being camped or tunneled would keep the killer busy which would help their teammates escape. Many solo survivors no longer feel that camaraderie. That's the mindset that best explains survivors giving up when a team victory is imminent: history has taught them "team" won't apply to them, so they might as well leave sooner rather than later. The game mostly rewards their teammates, not them, if they're a team player after that point.
It'll probably be a lot easier to fix this issue if it is a problem with balancing rather than the gradual cumulative destruction of players' mindsets, so hopefully this isn't deeply entrenched and some numbers tweaks and come-back mechanics can help the issue. It could certainly help if people believe there's a possibility of bouncing back when things look bleak. But it may be more difficult to convince survivors that bouncing back includes them and doesn't only apply to their teammates, or to get them to once again care about their teammates.
If you cant get a gen done by the time 4 hooks happened or outright lost a player the game is probably done for. Its very easy to snowball the game so fast for the killer especially if its SOLO Q. Also 2 players and any more than 1 gen also probably a lost game for the players since its too much effort and time to get those gens done.
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Then allow unhooked survivors ghost mode for X sec with a massive haste boost making sure they can get out of the area.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801001#Comment_3801001
That sort of build is how you get three-gen situations, friend. I would never run these perks that way.
I also regret to inform you that this Stealth Killer Main is wise to that idea, and just runs perks that kick or block gens for me instead. No Blast Mine for you. :)It works for once or twice and thats enough for 2 people to break a key gen :P
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@GonnaBlameTheMovies said:
I don't think perks that mostly exist just to frustrate the other side are good or healthy for the game. Blast Mine should give the Killer at least some minor hint after being hit by it once - say they can see the little bomb on the gen and choose not to kick it - and then I am fine with it.
Chem Trap's rework is fine and healthy. Don't touch it.
I use it as a timewaster and where I want to killer to be manipulating them from the gen I want to finish so a critical gen can be finished.
Example using Blast mine, Illusion and Red Herring I can bait the killer to the area I want him to be at. Blast caps it and it works against stealth killers. -
@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800407#Comment_3800407
I'd rather we all have a game period even if it's a game Survs lose than no game at all for some people because they got forcibly kicked from lobbies for the crime of being too new. So yes. I would much rather an easy game for Killer than no game at all for some people. That isn't fair or remotely comparable.
Bots give more challenge then me wasting minutes of gameplay and my offerings
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@ReverseVelocity said:
Not a good idea. Rainbow Six had to axe their votekick system a while back because people were getting instantly kicked the second they joined. I can imagine some players would abuse that in a similar fashion.
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800484#Comment_3800484
How do you differentiate between the two?
Noobs mess up some skill checks they dont follow you and do nothing or make a scene to get the killer attention.
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Blast mine is not broken and doesnt eat much time just frustrates the killer