YuffieGreatestWaifu
YuffieGreatestWaifu
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738488#Comment_3738488
Nobody runs gearhead or darkness revealed. If floods and lethal to be charitable are the only aura perks in play you're never going to run out of tokens. If you are chased by the killer at any time or exist near the killer at any time it's more than enough to replenish the tokens used. I have no idea what using a perk "like a bot" means. If dude is kicking a gen to try and find someone like a bot then a survivor is sitting around having distortion activate like a bot. It doesn't mean anything. A hollow insult.
It's the only perk that hard counters every aura perk in the game. Even if there were other options there'd be no other reason to pick them because distortion negates aura reading entirely. Any other theoretical perk would have to have a hell of a powerful effect to make it a tempting alternative.
Boon Shadow steps is a hard counter there is 2 of them and no off the record isnt a hard counter its a temp side benefit which requires you to get hooked.
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Just no with the amount of Aura readings Distort is one of 2 counters to it. You have get risky already to recharge distort especially some killers who need to be out of their stealth mode which means trailing a chase.
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Or better yet actually have luck have a factor in the rolls
Also have Bardic give a natural % to luck (1%)
Having better luck should control outcomes encouraging a use for this dead stat.Example
Teir 1 2% (total luck granted in game)
1 5%
2-10 25%
11-19 45%
20 15%
Teir 2 3-4%
1 5%
2-10% 10
11-19 50%
20 35%
Teir 3 5% or higher
1 1%
2-10 5%
11-19 50%
20 44% -
If Killers could dodge SWFs kill rates would be at 70-80% and if you played with friends you never find a game.
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At this point just give away the item and move on. The roll out was a flop and any more delay makes people angry.
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Meng and Yun get LOTS of love I am not buying it
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@Senaxu said:
Today, if someone in Dead by Daylight with a new killer doesn't 4k's regularly after the first 5 games, the killer sucks and needs to be buffed. Unfortunately, that's the mentality.
I want to learn French by tomorrow, if I don't manage it I hope the language will be made easier.
They will throw temper tantrums if they cant get 4K every match
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Lets see Sphere counters lockers just throw the sphere
The ranged attack goes through walls and barriers good range
Fly is a amazing speed tech
Mage hand also unaffected by walls
You have to play Venca as a jack of all trades using his tech smartly. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733582#Comment_3733582
it lasts for 90 second if you fully channel it.
Great still half the dice rolls are terrible compounded with a massive cooldown its really bad I just wish that luck stat did influence it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733558#Comment_3733558
you only need 5 or 8 skill-checks to positive. it is guaranteed value if you use build to last+toolbox as final perk but i am not using that.
1% is kinda crap and you need a lot of them to make up for the cooldown.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733396#Comment_3733396
i am using as serious build now. Deadline+Bardic Inspiration+Stake out is fun. If you were reduce cooldown, maybe if you cancel it, 50% of the cooldown is refreshed. The perk certainly isn't meta or anything but it is fun combination to use. I'd compare the perk to goofy perks of Nic Cage.
Half the dice rolls are bad its a meme build
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If you want a better use Key with Amber and Scratched Pearl 44M and I dont have to stand still for 4 seconds and I get 2 perks freed up.
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You want once per a game , no end game still a .5 sec use… UMM… NO
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@Junylar said:
Obviously it would be too OP without that downside, it would practically win games for free, and they don't want every single survivor running the same meta perk!
Calm Spirit isnt OP with no side effects. The no scream is very RNG if it procs and silent chests and hexes are meh at best and if killer wants to defend them they will see you.
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The only thing I can recommend is cleaning up the hitboxes BUT that is overall things to be done
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If killers need a boost then boost only them. Killer buffs should be limited to the killer that needs it.
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@equiinoxv2 said:
I do not agree. Be tunneled is part of the game, with the old system and current perks, this does not prevent you from earning enough points to maintain your rank. I find the new mmr system not representative of the level of the players and being hidden, does not reward us or on the contrary punish us. For me, there should be a rank system like before. When we played, there was challenge and stress. Now we play for the sake of playing, it's boring. I understand your opinions, but mmr works poorly for me. We could do better I think.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727539#Comment_3727539
MMR and grades are two different things. MMR should be skill based but grades shouldnt be punished because you got a rotten team and a tunnel/ proxy facecamper and couldnt do anything.
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Minsc, Volothamp (probably the most known bard in Baldurs gate) just to name 2
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I like the idea having specialized hooks but at a cost I believe make it harder to sabotage and give speed bonuses after they hook them on that hook but if they use any other hook its much easier to sabotage forcing them to use the special ones.
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@equiinoxv2 said:
Hi everyone,
I have a suggestion. I find that the new ranked system is too easy to grind, because we can't lose progression crystals when we don't make enough points in a game. Furthermore, I think that there is no point in displaying the character level unlike before where we saw the ranked rank of each player. Having recently returned to the game, I have no pleasure and stress grinding the ranks.
What do you think about that ?
Thank you for your feedback on the possibility of re-implementing it.
equiinoxv2
Losing progression grades is horrible for solo Q too easy to get tunneled out right off the bat GG you get lost 1 grade in the old system.
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- Show in the hud if the survivor is inside a killers terror radius
- Kindred should be base kit
- Killer name should be revealed once a player gets chased, hit/carried or hooked
- Anytime a killer perk is revealed to a player (in their screen) its revealed to all.
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Simple answers is a perk to show terror radius effecting other players
How about thisTelepathy
Survivor can see terror radius killer affecting other player also other players can see if you are affected the killer radius.
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It would be better showing videos on how players dodge and commit to a chase or bail out. Survivors have to have good chase because hiding lets be honest slows the game down hard so nothing gets done.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724157#Comment_3724157
I would argue there were times where solo queue was easier, when the game used to be massively survivor sided.
Base kindred I do not see as handholding at all. It would simply give solo survivors information that swf survivors have. The survivor hud certainly helps in situations where a survivor is on a hook, but it's not as good as information that swf have via communication.
This is why I am so hesitant when nerfs come out to break perks survivor uses based on swf use. Great you make the game even more fair against Swf teams but when you play Solo Q players your win percentage probably jumps 20% or more.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722664#Comment_3722664
It "only" removed a lot of perks from being usable on her, including but not limited to exposed perks, weakened her addons across the board and made her significantly weaker to the point where Blight before his addon rework was stronger than her... So I think the rework did enough.
True but anybody claiming shes weak doesnt know how to play her. In the right hand she is still S tier because of the lack of countered to that.
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Here is my solution
Pharmacy2 Tokens
When next to a chest used or not you can rummage through it using a token to gain a Green Medi kit and 2 green add-ons -
The Anti Camp system doesnt work at for med-high end play they will sit just outside of the range and because the Anticamp slowly builds on the outrange you can net 2 stages for little work.
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The last nerf didnt really impact her and she is still S tier for a reason
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I would like to see Perks that give boons better stats but it would have to be balanced like extending the range or increase the effect at some costs.
Example would be like
Dark Moon Boon
Extend your boons range by X but remove the boon either cleanse or grey after X secs ie cool down. -
No mither is a bad perk any use to justify its "pro" play is a joke
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To be honest it would be no fun to have no mither as a perk and nothing to support it so I can see why if you get some perks that make the game less enjoyable you just off yourself.
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Weaker M1 killers need TARGETTED perk and kit buffs. I am okay with reworking certain M1 Killers such as Myers, Krugger to make the game more fun for those players. But just overall perk nerfs to make M1 Killers better will not help it make great killers even worse and they get the scraps.
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So what happens with basement hooks or areas where is extremely narrow or cut off?
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719715#Comment_3719715
need another player is injured by 10m.
if another not injured, it not trigger protection hit.
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@nf452 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720152#Comment_3720152
They have stated that you can't play the same killer.
Good
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God two nurses would be horrible especially if they are able to swf communicate.
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Separate MMR for killers is useful for players to adapt to new killers but being able to switch and abusive players would start matchmaking with a killer with zero games and then switch to a killer they play all the time and against a newbie team and the newbies would get owned.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717681#Comment_3717681
not remove ds, is Limit its aggressive use.
This change will help future perks gain more power, but will not be used to prevent killers case others, just preventing tunnels.
The problem is what I just described. You proxy camp and I cant take a hit otherwise I lose DS perk since protection hit occur when another player is close by.
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Just please allow survivors to skip the Moris some are long and drawn out.
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DBD I believe has made it very clear Killers should enjoy a over 50% kill rate BUT not more than 60%
Its a tightwalk. Killers should have an advantage but not to the point its a serious advantage leading to unplayable games.
Many of their changes or nerfs reflect this nerfing key perks on both sides to make the game balanced for killer advantage but not to the point where its a serious edge. -
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717670#Comment_3717670
protection hit only give the man who be hit, not the guy who be protect.
Sigh what the poster wanted is to remove DS to trigger if you protection hit that is bad.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717645#Comment_3717645
Let [protection hit] event be a Conspicuous Actions only effect Endurance and DS.
The Endurance is normally be used when get hit, give survivor deep wound then Endurance be removed.
The stand survivor is More threatening than downed survivor to the killer.
if killer want attack unhook survivor trigger [protection hit] event to deactivate DS, killer will face 2 moveable treat.
Once again you get unhooked the killer goes after you next to other player the protection triggers and opps you just lost DS it would be bad.
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Example 1
Killer hooks player in Basement you go first in case killer has any type of 1 hit knocks
Example 2 Proxy camping
What you want would make the game even more easier to tunnel and or proxy facecamp. -
And there is achievement for a lot of crap BHVR does NOT balance for that. All it cares about is balancing killer winning vs Killer losing.
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Fine then BHVR should space out the exits I am getting sick of Exit generation being random with chances of them being right next to each other.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717492#Comment_3717492
I mean how else can a killer play around hatch then slugging?
By chasing the player left. killer still has a great advantage to find hatch over the survivor you just want a an easy 4k and its still by most terms set a Killer win.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717483#Comment_3717483
How are they throwing a temper tantrum? If the killer believes at that time that slugging is the best chance they have to win, that doesn't mean they're angry or anything. There's enough in the game currently to counter slugging, again assuming the survivors are similar in skill to the killer.
Slugging is risky because you can easily lose lots of pressure if survivors just recover, and you don't need any perks to pick other people up off the floor.
3 Kills is a win by all terms most of the time the killer slug to prevent hatch not to prevent a draw or a loss.
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@Krazzik said:
If you really hate slugging there are perks to help you pick yourself up, or hope your teammates can help get you up. A killer being able to slug all 4 survivors tends to only happen if there's a big skill gap between the killer and survivors, and is more a matchmaking issue than anything else.
If all the players are similar in skill it's very difficult to 4-man slug.
Just allow players to give up not waste their time with Killers who throw temper tantrums not getting a 4K or worse troll killers who want to waste everyones time.
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Just add the feature to give up on slugging you can do it already with hooking
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@Valaryyn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716218#Comment_3716218
Most of the changes I mentioned would benefit survivors more than killers, but the slugging changes especially are hardly large buffs.
As for your second point, you are correct that it is sometimes smart for survivors off hook to bodyblock for their teammates. This is SUPER irritating when playing killer because then you are often forced into tunneling. How exactly is it player agency when the survivors force you to tunnel because they abuse a free endurance state? My changes will INCREASE player agency, if that's what you're worried about.
You can't seriously tell me that at least some of these changes wouldn't be a good thing. Instead of being negative about everything, how about you tell me some ideas that YOU like, because slugging and proxy camping are huge issues and these changes would help with both.
Body blocking removal would be a serious nerf to survivors so like the invincibility would have to be enacted.
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I always found auras as a cheapskate move to reduce the scouting for both survivor and killer. IF you want to reduce Distortion reduce the means and limit the range of aura reading all over make it more rare or weaker.
Edit better yet make Distort two tier
Example
Distortion starts with 3 tokens and the usual hide within terror radius
Press X to switch mode
Mode 1 Drain one token Killer gets an audio alert instead in the general area of the distort perk
Mode 2 Drain 3 tokens Distort instead blocks aura reading for 5/10/15 secs