Zokenay
Zokenay
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- Zokenay
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Wouldnt be a bad idea tbh.
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We dont need to make other exhaustion perks game changing.
DH needs a nerf or a rework.
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https://www.youtube.com/watch?v=94Tkpk3QaA4&t=29s&ab_channel=TrU3Ta1ent
Well we have another example of the map's BS and ultimately coming down to the survivors making big mistakes to even get a chance at winning.
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@Seraphor said:
Ormond and Eyrie aren't even bad maps for killers anymore...
What do you do when you end up on these maps without an offering? Do you give up then?
Ormond is still terrible...
The map is huge, with a massive main building, several gens are often so far that its just not worth even looking at them.
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For contract you have to place it when youre already next to them, its not meant for long range patrols, kinda similar to how Myers works.
His banner is largely meant for Endgame with Bloodwarden, but it can be useful to block certain windows, like shack, or T-L walls
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Better than before, but still a mediocre perk, at least its not useless now.
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@Peanits said:
Killer Instinct is solely use in Killer powers (and their add-ons) at the moment. We try not to make perks or items that counter a specific Killer. Legion, for example, would be hit hard by this.
Perks countering perks, a-ok, that's fair game, every Killer has access to the same perks. But severely limited some Killers' powers but not others, that's where things get rocky. Some Killers may have aspects of their power that can be countered with perks , such as The Doctor & Calm Spirit, but whereas Killer Instinct is exclusive to Killer powers, there are many sources of screams (perks, actions, etc.) that that make it non-exclusive.
What about Adrenaline and Freddy then?
Shouldnt we remove survivors waking up from Adrenaline? cause thats a huge hit to Freddy on endgame, and he is already a weak killer.
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@ElevatedWind said:
They really need to make the maps smaller, I agree. More map size similar to Dead dawg saloon would be fairly balanced. The new map Borgo is just horrible and needs changing. So do like alot of other maps like Badham, Garden of joy, Red forest. The list can go on..
Funny enough that map has its own issues, starting with the excessive amount of walls...
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Probably Legion cause most of the teammates i get seem to know nothing about this killer, such has splitting up and NOT mending in the middle of Frenzy.
Another would be Knight, but thats largely cause i dont have much experience going against him.
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@Wexton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352705#Comment_3352705
This one's my favorite deleted threat, the post was deleted and he was banned right after lol
https://us.v-cdn.net/6030815/uploads/DPK405UY4V9A/screenshot-20230216-041632-7e2.png
That is some broken English right there
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Tbh, i dont really pay attention to that, so i forget who i even see, but i guess Nea is the one i see the most?
As to who i would P100 idk, if i ever do that with a survivor to begin with, but my current candidates would be Leon and Vittorio.
As for Killer it would be Knight (Come at me bruh)
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@Marik1987 said:
Corrupt Basekit for Killers? Yes, Im totally for this. 15sec, 20sec would be enough.
Good point. Nice to have this thread.
That would barely do anything...
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Dredge is pretty close to being a a Frankenstein monster tbf, with that thing being made of corpses and stuff.
Highly doubt Nosferatu would be added, but a vampire is possible, even though Oni sorta fills that roll already.
Werewolf and Mummy would be easy to add though.
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@Gylfie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351679#Comment_3351679
I personally think Fearmonger is useless in terms of making Pain Res and DMS work. Anyone with eyes can see the killer picked up the survivor, previously because the hp bar would freeze but now because it's literally shown in the HUD. Even with Fearmonger, no gens will get blocked.
Which is why I'm pretty certain this person copied the build from one of Otz' latest videos. When making your own build, Fearmonger would be replaced immediately, but when the biggest content creator tells you it's good, you keep using it.
It would still delay the gen repair since they arent touching it, and like i said, the perk is really good on Knight, since you can send a guard to the gens, which if they did evade DMS, it will block it that way but making them leave (or forcefully block it by having the guard kick the gen) and the guards will also force them to run right away, unable to wear out the Exhaustion from Fearmonger when youre getting near.
Thats why i use Fearmonger on Knight, the perk is really good on him since he can prevent survivors from walking it out before the chase starts, plus it screws over aura reading perks.
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@Devil_hit11 said:
the english patchs notes only said eruption. German patch note was likely an error in translation. probably nothing as eruption change has been showcased in the ptb.
They mentioned that Eruption was done early due to the severe backlash the perk got, but that we should expect the REAL balance patch later.
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They could make it so it can only be used once successfully.
Or it becomes an anti tunnel perk and its only usable after getting hooked, which denies its usage at the start of the match.
Or remove the speed boost from getting hit during it as well.
Theres also the idea of making you broken for 80 secs when using it.
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@ColonGlock said:
if you swap Jolt with Agitation it will be easier to get to those hooks
Yeah i know, but i dont think i would use Agitation unless i had more than one Scourge Perk.
And those hooks were at the very corner of the map btw, i dont think Agi would have helped much.
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@Gylfie said:
I see you're using one of Otz's builds too. 👀
I mean, its not even a rare build tbh.
Pain Res + Deadmans is a well known combo.
Fearmonger pretty much guarantees the block on top of being a good perk on Knight.
And Jolt is a good perk for M1 killers.
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Shes a killer that needs a proper rework, shes miserable to play and go against, specially against.
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If hes the most miserable killer to go against for you, then ooooh boy!!!! you have it easy.
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If a killer depends on addons to even be functional then no, they arent ok, like you mentioned, Knight heavily relays on Map of the Realm to use his power properly, without it, he becomes considerably more inconsistent and unreliable.
Could even mention Call to Arms as well.
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@hiken said:
we just need DS to be what it was... 5 seconds stun in fact 6, so survivors have 5 seconds to escape... thats it. killers feared DS like it was rason why they used to slug survivors wich ofc helped with UB.
6 secs is too much.
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The problem isnt that they nerfed Eruption, is that they completely gutted the perk and its borderline useless now, which also happened to Pop and Ruin.
Meanwhile DH remains an obnoxious perk to deal with.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349988#Comment_3349988
-"Still the killer stress is nothing compared to horrible experience that SOLOQ was"
https://www.youtube.com/watch?v=LFeExtTr_eU
This game sums up very well how much more stressed the killer is than the survivor at high rank play. True is a killer main but look how unstressed he is playing survivor. Look at how stressed the #1 twins main is during this match.
The hud changes make solo queue play far too simple.
Ah yeah i know about him, see his videos every now and then, and yeah, i know how bad Solo Q was, pretty much the reason i gave up on trying to get to Iri 1 survivor.
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Well, essentially a full page of the rift as a reward is pretty nice.
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@Thralfazuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343726#Comment_3343726
Artist puts a crow you hold w to another loop, same with knight, he puts a guard you try to leave the loop. Knight is if Artist power could roam around.
Just cause they are countered in similar fashion doesnt mean they play the same way, not even close, Artist is a ranged killer, Knight sets up patrols he can use offensively or defensively.
And Nurse and Wesker? really? they are even less comparable, both have mobility, yes, but thats where the similarities end, both work completely different from one another.
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It actually does, since it blocks a gen for 30 secs, which hinders gen rushing, which is the main counter to camping.
Regarding the suggestion, would be worth the test, theres also Corrupt Intervention to consider.
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@ironblade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339542#Comment_3339542
yes and they have to be injured that's the exception.
agreed
Huh? There are a bunch of killers who can do that? Huntress, trickster, you name it. Why should knight be the exception?
Agreed except for not seeing his patrol range. It's like saying that nemesis zombies should have a patrol range but yet they don't. The best counter to it is to hide and stay out of sight. You can also hear them from a great distance. If you happen to be chased by knight then the patrol range wouldn't matter anyway. You'll have to keep running and outsmart him.
Then we should also cancel bubba? Huntress? Trickster? Pyramid Head? Trapper? Wraith? Why is it, again, that knight is in the exception of this?
No, just, no.
You can also hear them when running, i catch people like that pretty often.
Big difference here with the guards tough, they are Knight's main power, Zombies are secondary and largely RNG reliant.
You can force the guards to chase people, unlike zombies, which are also considerably harder to avoid than a slow moving bot, which is why the zombies are more of an annoyance than an actual treat.
Huntress requires a lot of practice and skill to land longer shots and Trickster basically needs to be on top of you, the Knight's doesnt need to be near to start a hunt he can do from really far away (specially after his recent buff), if his guards would consistently get injures without your help, he would downright become one of the most broken killers in the game.
Also, again with what i said about camping, the only one you mentioned that actually can injure from far away is Huntress, and she actually has to aim the shot, Bubba is an issue but only when camping on top of the hook, same with Trickster, PH also needs to be close, Trapper can get injures but only if the survivors are careless about his traps, Wraith has no range as well, needing him to be close.
knight can set up a guard and just move far away to do whatever the hell else, if his guards were given a guarantee hit on the unhooker it would just be plain unfair, this is basically the same issue we have with Hag who can basically face camp at long range with her traps, you can already partially see this if the Knight predicts an unhook and drops a guard during it, which often gets a hit if the survivors arent fast enough, so yeah, his guards not disappearing when starting an unhook would just be unfair for the survivors.
And all of this comes from a Knight main mind you, so i know, i do think he could use some tweaks, but making his guards do all the job and perfect campers aint the solution.
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He can actually see bloodpools and hear survivors
Yeah that one is obnoxious to deal with, Pallets should at least no count for blocking his ability to put a guard.
If he could consistently damage survivors with the guards alone he would be too strong
The orb disappears after 10m (making longer patrols basically guarantee hunts if you know how to land them) i doubt many people pay attention to his icons tbh, and if they couldnt see the patrol range it would make him more oppressive than he can already be on chase.
If his guard didnt disappear he would get free hits every time he placed a guard on the hook without him needing to be there.
Allowing them to get the banner is largely on your end, dont get outsmarted.
And he's quite an unique killer, if you only care about how viable a killer is and not much how the killer plays then not much we can do about that.
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The problem with Knight is that Map of the Realm feels mandatory on him, being easily his best addon, since starting hunts otherwise is considerably harder.
Call to Arms and Dried Horse Meat are also good, but arent addons that should be basekit.
Regarding other addons, largely the green ones specially Chainmail Fragment and Broken Hit.
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Largely cause its main intended purpose, its a challenge, and you can do some funny builds with it.
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Probably Knight, since he can punish people that attempt to get saves or sabos fairly easily with his guards.
Also, the guards can bodyblock the flashlight beam.
Same goes for Head On and Power Struggle or DS, allowing to set up a guard in advance if you get stunned and put them in chase right away.
And like mentioned before, he can force survivors out of the match without needing to be at the gate, and even punish them with Iri Banner for not leaving.
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Also seen it happen on Sanctum of Wrath, with several gens spawning close to the center.
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Tbf, Mirada was the least interesting villain of that game.
And the way Artist moves would just make it look weird.
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Wesker is for the most part balanced tbh, he might have an issue here and there, but hes arguably one of the better balanced killers to date.
Blight on the other hand largely comes from his addons being downright ridiculous, and that Hug Tech should be patched as well.
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@bunnyfengenthusiast said:
I swf all the time. You know how easily I can get progress report?
"What's your gen at?"
"About x%"
Yeah, but not everyone is constantly saying their progress 24/7.
This update basically tells you that for free.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/361729/taking-one-for-the-team-should-be-changed
There are plenty of situations (camping and tunneling) when an unsafe unhook is the only option, and even with basekit BT its often not a terrible idea to still take a protection hit and try to take aggro for the person you unhook.
Its unlikely to get changed because even if they do try to change it, the change wont be allowed on Playstation so it would have different requirements accross the different platforms, and the requirements arent that bad to begin with.
Yeah but not always, like i said, if the killer doesnt stick close to hooks or tunnel, you wont get any progress.
And doing unsafe unhooks right away could potentially cause an unwinnable situation for the survivors, against camping? sure, but otherwise, its basically throwing.
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Nice post, just wanted to mention that Survival Treasures is fixed now
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@daniel_owenz said:
Survival Treasures is also bugged
I think that got fixed, since i got it a couple of days ago, unless it broke again.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300661#Comment_3300661
Do you mean OG DS? Old DS was actually helpful and old DS had neither of what you mentioned? You had to he hooked first and it had a timer as well
Old DS was just broken mate, its considered one of the worst balanced perks in the games history, next to old DH.
It was so bad that it was used on all games, often by all survivors.
In no way should it be brough back.
Even previous DS had issues, such has not being deactivated by touching stuff like gens, or how it stunned for 5 secs, which was only the case due to Enduring affecting it, later becoming the reason it got nerfed back to 3 secs when Enduring became pallet only, or how it basically guaranteed a free escape if it was saved for the endgame.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292437#Comment_3292437
How is DS the worst balanced? It could literally be avoided by not hooking someone twice.. yeah it was a bit cheesy when they got away for free during EGC but now it's just useless
Old DS could be used anytime, even on your first down, and had no timer.
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Im getting close to getting all the achievements (6 left) And this one not being fixed is gonna be annoying, specially if i complete the other ones and im stuck at 1 left cause i cant do it due to a bug thats being going for months.
For those curious, im missing:
1.In the Void she walks
2.Outbreak Breakout
3.Swirling Death
4.The man behind the bush
5.Taking one for the team
6.Milk 'n' Cookies.
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Its a know bug.
The Orb from his power is basically the same as Spirit, so you can do actions from far away using it, which is obviously a bug.
They really should have done a new code rather than copy hers, cause we already had that problem with Devour face camping.
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Would this really be that viable tbh? i dont think it warrants a killswitch.
I mean, you can see the orb, and Knight's movement is severely limited when using their power.
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How about no? DH had no counters, Boil Over was obnoxious (and still is to some extend) and old DS was one of the worst balanced perks in the game's history, only rivaled by the likes of old DH.
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@Mockingjay_S451 said:
Did you happen to notice if the survivors you were with had the perk Potential Energy? They could have stored up progression which they released.
Theres also Brand New Parts and Fast Track, which can do a burst of gen progress.
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@RuhlarSofrasi said:
There is a glyph challenge that makes survivor expose if they don't take it in time.
Ive never gotten exposed by that Glyph so far, im starting to believe people downright forget they even choose this challenge lol.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/356876/why-is-trickster-not-115
all proper range killers are 110% m/s. His throwing mode slowing him down for considerable amount over time is a problem considering he has throw many knives to get injuries which forces him to stay in throwing mode a lot longer then other rangers killers.
Pretty much, other ranged killers only need ONE hit to injure someone, which is why they are slow.
Trickster is the opposite, requiring several hits, and his knives not only are inaccurate due to recoil which can screw you over easily, like around corners, but they are pretty much useless at long distances cause of it.