ad19970
ad19970
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581822#Comment_3581822
There's a good 30 seconds of leeway to address your conditions, and again, my argument was that it was possible, not probable.
Here's an example I just found of 2:18 from a few months ago. First chase started at 35 seconds, finished chase and hooked survivor at 1:13. Gens really can fly as fast as people complain they do, even if said speeds are outliers, which was my entire point.
https://www.youtube.com/watch?v=ZaHEBP9udlM
I know he's a divisive streamer, but he's had sub 2:30 3 gens multiple times.
I definitely agree that videos like this showcase well how insane gen speeds can be, and that complaints about gen speeds aren't just because of skill issues. It's just a shame tru3 has to be such a disrespectful person.
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@some_guy1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578849#Comment_3578849
that's what I meant, an actual high skill ceiling and floor killer, I main him myself and consider him to be the 2nd hardest killer to play in the game next to hillbilly
Well yeah, I am just saying that other killers take skill as well. Maybe not as much, but still.
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@some_guy1 said:
singularity is a killer that takes actual skill unlike most of the cast, which is the reason most dont play him and consider him weak
That is bs. Most killers take skill, believe it or not. Singu just has a particular high skill ceiling and skill floor.
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@[Deleted User] said:
Flop boring killer that entire chapter should just be deleted anyways
No it shouldn't? Just because you don't like Singu doesn't mean others don't. I for one love his gameplay, and love going against him. He is by far the best designed killer among the last chapter releases imo.
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@Dwight_Fairfield said:
Doesn't Single Larry feel that way about most indoor maps though.
I would argue it's particularly bad with Hawkins though. Might be his new worst map.
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@Venusa said:
Ultimate Weapon and Nowhere to Hide are disgusting. They only overpower already S-Tier mobility killers like Nurse and Blight and it's unbelievable how they can just zoom across the map with their brains off to down and slug everybody one by one.
God I really hope they don't end up nerfing a good but balanced perk like Nowhere to Hide just because of one broken killer again.
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@Malkhrim said:
Honestly, that's more of a Singularity design issue than a map issue...
I mean, yes and no. I wouldn't call it an issue, because I absolutely love Singularity's design. It's more a byproduct of his design, that he suffers on indoor maps.
Personally I don't like Hawkins in general, but my problem right now is that it simply has increased chances to appear.
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@[Deleted User] said:
The Skull Merchant player in me is glad to have this map back 😈
That's actually a good tip, might need to play her more often. She should be pretty strong on that map.
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@Nazzzak said:
No map is perfect for every single killer. What's good for one will likely be bad for another. Hawkins was always good for stealth killers. You take the bad with the good or else you just use a map offering.
I get that I just wish Hawkins wasn't boosted to appear more often. Because it's really bad for singu.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578518#Comment_3578518
Exactly.
Just a skill issue.
Yeah I doubt Singu sucking on Hawkins is a skill issue.
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@[Deleted User] said:
Play a different game or learn the new map better I guess
Lmao thanks for that incredible tip. To be honest I don't know what to tell you if you can't see how bad that map is for Singu.
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@Mooks said:
Literall any time a map gets newly introduced or gets a significant rework the chances get increased… so yeah, it’s safe to assume it is the same case here
To me it seemed that wasn't the case with some of the more recent map reworks. But maybe I am wrong? That really sucks though if that's the case.I hate Hawkins.
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I believe he could use some small buffs, but nothing huge. I believe there are people that are able to really make him work.
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@Beatricks said:
In an ideal world? Yes, yes he does, just like every other killer that has no counterplay to it, Nurse, Blight, Spirit etc.
In an ideal world all S and A tier killers would be brought down to the level of B tier killers and all killers below that tier would be buffed so that every killer has roughly the same performance.
And then the maps would be standardized so that there are no Midwhich, Garden of Pain levels of brokenness.
After that all you need is buffing SoloQ since you no longer need it to artificially inflate killrates.
But this isn't the ideal world and this is BHVR we are talking about. They are going to keep releasing broken killers, broken maps and broken perks until the game finally, one day draws its last breath.
Right now, the ideal balancing of killers would be A tier killers. Not B tier killers. Especially if you also want to further buff solo survivor.
BHVR isn't releasing broken killers, and they even have been doing a good job with maps lately.
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Personally I think the one change Head On needs is to have the activation timer of 3 seconds start immediately when you start entering the locker, instead of only starting after you are fully in the locker. This would make the perk a bit better without Quick and Quiet.
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@NerfedFreddy said:
Another killer-sided update with survivors nerfs and killer buffs. BHVR just follows the killer mains' orders
https://us.v-cdn.net/6030815/uploads/DF6NO8FE9WB5/download45446.png
I hope this is a joke
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577110#Comment_3577110
No rewards, only punishments. That's not how you make players change their ways. If anything, that's how you make them double down out of spite.
It's not just punishments though. Killers have been receiving a nice amount of map changes that make the maps fairer for them, and this will continue with the next patch as well.
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@[Deleted User] said:
I had 3 Weskers in a row today. I had like a week of not seeing much at all and it was so nice. The past like year has just been mostly Wesker though. I guess that’s a side effect of the last 4 killers being hated by either side. Wesker is definitely OP like his infection should go away after being hooked. The amount of tunneling Weskers after an unhook while you’re infected is Insane.
I really wouldn't call Singularity hated. He just has a high skill floor, which is why many people don't bother with him.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565357#Comment_3565357
And were did i say that they were low? I only said that they were far from ok.
And what exactly did you mean with far from ok in that case?
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Probably Wesker. He is strong, but balanced, as he allows for a lot of counterplay on both sides. Oni is another killer that seems really well balanced. Or Xenomorph
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@Pepsidot said:
IMO that is the only change Wesker needs - the 8% hinderance removed.
He can already use his power for zoning, distance, vaulting windows and pallets and of course injuring/downing survivors. He can also instant down fully infected survivors - I think this is reason enough for survivors to waste time off gens to disinfect themselves.
Tunnel all you want! But let's not make it so easy (and unfair). Remove the hinderance!
Hinderance shouldn't be removed. It's what makes getting infected so dangerous. There just needs to be a system that prevents survivors from gaining infection after being unhooked.
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@Gandor said:
Nah. The killer is actually strong in good hands. Oppressively so. It's just that there are barely any singularities, that can play him - because he's super tough to play well - so most singularities really don't have a good time. The thing the killer needs are some things that would make him (much) easier to play, but not to make him necessarily stronger.
Like all I meet are 2 types of singularities - and for both types there's a stomp in the game. The one that gets stomped is much more common, but then there are those that just delete you from game and you feel helpless. And there's no in-between
@Steakdabait said:
Emps don't make singu useless, slipstream is very easy to apply and reapply after they emp. The only time that emps are extremely brutal for is if you're trying to 3 gen with singu(or if you're on a map that actually makes it hard to reapply slipstream like lerys but that's a completely different problem), which good design from bhvr. The only thing that really holds singularity back is how map depended he is.
It's clear from reading your post that you are trying to play singu in his weakest way which is as an area control killer. I really recommend mostly just using pods in chase, playing this way really limits how strong emps are against you. Especially after bhvr made emps hinder you when using them.
Are there any streamers you know that are really good with singu? Because I too fail to see how Singularity is good against really good survivor teams in any way or form.
In my eyes, he just takes too long in chase to get consistent downs. First you have to slipstream a survivor, then you still have to deal with pallets and windows as Singu. Then the survivor most likely gets emp'd and again you have to slipstream them. And then further chase the survivor while not being immune to pallets and windows.
The average chase time in my experience is just too long for how quickly survivors can retrieve EMP's.
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@Feneroe said:
There's no way you can make an anti-tunnel system that isn't a heavy nerf to killers chasing in general or abusable by survivors.
Killers would simply need to get compensation buffs, so that generally healthy gameplay is encouraged much more.
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Killers shouldn't be able to make comebacks with such a skilless and unfun strategy. That's just not good game design.
If killers end up too weak because of changes like this, then they can be buffed in other, more healthy ways. But it's important that this game gains balance changes that improve the overall enjoyment of the game.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533860#Comment_3533860
No I think if a few things are changed she could be balanced pretty easily. Biggest issue imo is the turrets being nearly useless and her not getting a cool down even if she is knocked out.
Slowing down Xeno more during a cooldown would automatically buff turrets, because then, by destroying a turret with the tail attack, survivors would gain a bit more distance.
I think the charge time of Xeno's tail should be increased to 0,35 seconds, same as Nemesis, and Xeno's movement speed during his cooldown should be decreased from 2 M/S to 1.5 M/S. That should get Xeno into a more balanced state.
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You don't actually want all of these nerfs at once right? Because that would be way too much.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533834#Comment_3533834
Yes, but it would have been better to place it in the corridor leading to the stairs, for example
As a completely safe pallet then? This map already has numerous safe pallets, and if safe pallets are fine, then I think a few unsafe ones are fine as well.
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@ShinobuSK said:
https://us.v-cdn.net/6030815/uploads/8OYI9AJ0YI4P/18a5b5f455824-screenshoturl.jpg
What about new map loops? This has to be a joke, what are you suppose to do with this window lol
What is the problem with that window? It looks fine to me.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530674#Comment_3530674
3 seconds is loads for an attack cooldown.
For reference, Demo's Shred is 2.25 seconds and has a far bigger hitbox.
Huntress Hatchets are 2 seconds and have much greater range.
Nemesis' Tentacle is 2.2 seconds and has a charge time of 0.35 seconds, and only has to be aimed in one dimension.
Meanwhile Tail Attack has a narrower hitbox than Hatchets which are beach balls, is harder to aim than Tentacle or Shred, and has a longer cooldown than any other special attack in the game.
Why are you all refusing to use Turrets?
The problem is that he doesn't slow down enough during the cooldown. 1.2 M/S during cooldown might have been to slow, but 2 M/S is a bit too much, even with the cooldown taking 3 seconds. 1.6 or 1.5 M/S movement speed during cooldown sounds perfect to me.
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I don't really have an opinion on the whole turret interaction. But if I would change one aspect of Xeno, it would be to increase the charge time of Xeno's tail from 0.2 seconds to 0.35 seconds. That's the same time it takes for Nemesis to charge his tentacle Strike, and it allows for survivors to know when he is about to use his tentacle strike. 0.2 seconds isn't enough time for the survivor to have a chance to know when to dodge the tail whip of Xeno.
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@Depressedlegion said:
Probably increase charge time a little and fix the bug where xeno loses no distance, but other than that, it's pretty much fine.
I think this would be the best change, allowing survivors to actually react to the tail whip, so they can try and dodge the attack. I think a change like this would be better than decreasing the cooldown movement speed of Xeno.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528166#Comment_3528166
The cooldown for a missed attack is not anywhere near punishing enough. You can be extremely bad and still get another swipe immediately. Makes the skill ceiling ridiculously low.
The cooldown of missed and hit attacks is 3 seconds long, which is more than enough. You just can't gain as much distance as in the ptb because they increased the movement speed of Xeno during the cooldown, from 1.2 to 2 M/S. 1.2 M/S was definitely too punishing though, in my opinion.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/389603/xenomorph-is-great-but-not-really
The turrets do absolutely nothing. What are you on about??
The turrets absolutely do something. At the very least they slow the killer down, and at best they remove his power for a bit. But they are much less oppressive than EMP's, and aren't a problem in my opinion.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522420#Comment_3522420
I mean, a map with a lot of really bad pallets doesn't necessarily make it OK.
However, Suffocation Pit, Wrecker's, ARP, Sanctum and Shop are all at the forefront of my mind for low pallet counts.
Suffocation Pit and ARP I can definitely understand. Those maps are just badly designed, and can sometimes spawn too few pallets. Though to be fair, Suffocation Pit can often also spawn nasty setups in the middle. Definitely not a killer sided map in my opinion.
Wrecker's Yard and Wretched Shop I heavily disagree with. Especially since their latest update, I haven't seen a problem with the amount of pallets those maps have.
However, I would be more interested in maps that have bad pallets for survivors according to you. Because the only map I can think of that has a majority of rather weak pallets is Dead Dawg Saloon, and even that map still has a good amount of pallets that can be used by good survivors. Most other maps have pretty decent pallets for survivors on average if you ask me.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522369#Comment_3522369
There's like 8-10 pallets on most maps and half are bad.
Which maps are that? Honestly curious because I can barely think of any. The only map that I can think of that has too few pallets now is Rancid Arbattoir. Most maps have pretty decent pallets overall.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519815#Comment_3519815
About people proclaiming that Elden Ring was gonna kill DBD? Nope, as weird as it is, that very much was something people was saying prior to that game's release.
The mental gymnastics some people do in hopes of DBD dying are indeed crazy.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518736#Comment_3518736
I still think it's funny how people at one point claimed Elden Ring would kill dbd back before it was released.
Lmao you're kidding. That game doesn't evcen resemble DBD in any way or form.
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@Necrobot said:
I think they really want to sell it (as well as the skins) as nurse is in the base game. Same reason why skull merchant is still untouched despite frequent 1 hour trials.
Blight should just be 110 and have some add ons nerfed.
I really doubt they would nerf his basekit like that. Most people agree that his basekit is fine, there is no need to ruin Blight with such a nerf.
He needs his addons nerfed and his exploits fixed, that's all.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508150#Comment_3508150
You will be shocked, i am getting more miserable matches when i play survivor. Sure , sometimes playing killer feels bad too but it's not happening so much like when i am playing survivor.
That's great. But for some people, it's the other way around. People can have experiences that differ from yours.
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Nurse is busted in my opinion, her counterplay is almost non-existent. There are certain mindgames you can try, but they will generaly only work if the Nurse isn't an expert at her.
Spirit on the other hand is completely fine in my opinion. Ever since they changed her so you can hear where she is while phasing, she is actually very fair in my eyes. It's all about predicting, that is right, but that is a good thing.
Gameplay based on prediction means both sides have a fair chance at winning at a chase. If the survivor predicts the killers movement right, they will dodge a hit and buy their team some time. If the killer predicts the survivors movement correctly, they get a hit on that survivor. That's how it's supposed to be, and one of the game's biggest problems at the moment is that too many maps have too many pallets and windows where this prediction gameplay isn't given.
If you can react to what a killer does as a survivor, the killer will feel powerless against survivors that are good enough, because that survivor can reliably avoid getting hit due to reaction.
I think with Spirit, luck can play a bigger role however as well, which is probably what you are not enjoying about her. Against killers like Blight or Oni, you also often have to predict their next movement, but luck doesn't have the potential to play a big role with those killers because you always have visual feedback on them, which Spirit is lacking.
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@MikaelaWantsYourBoon said:
After countless wins, he lost one. This video proves how busted survivors are! Let's nerf survivor to even under ground.
@Aven_Fallen said:
Ah well, Otz not winning 1 out of 100 games. Guess make a forum thread about it, because it clearly shows that playing Killer is miserable.
You people are missing the point as far as I can tell. It's not about Otz losing one match, I am sure this isn't the only match he lost during one of his streams, it's more about how miserable it can feel to lose matches like this on certain maps like The Game for example.
And to be fair, both sides have this problem, where losses can feel cheap and miserable.
Also, at least for me, killer queues are instant at the moment, survivor queues aren't. And I doubt this has still something to do with Nicolas Cage.
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@Roaroftime said:
Surv queues r long because less people r willing to endure solo q with how awful it is rn
That makes 0 sense. Less people on survivor would mean faster queue times for survivors, not longer.
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@Aven_Fallen said:
I dont even get why they thought that they need to rework Rancid Abattoir in the first place. Cowshed, completely agree. And it looks fine from what I have seen so far.
But Rancid Abattoir was quite balanced as a farm Map. They should have reworked Rotten Fields instead.
That map was able to spawn some pretty crazy set ups for survivors with bad rng, and the one window that is now permanently closed was also pretty damn strong for survivors. I do think it's fine that they changed the map a bit, but they went overboard with the changes. The minimum amount of pallets on Rancid Arbattoir needs to be increased, and they need to enable both windows at once that are close to each other, there is no reason only one of those windows is open at a time now.
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@humanbeing1704 said:
when the meta is still Gen perks
It needs to be like that considering gens can still go very fast.
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@Lixadonna said:
Because Devs are Killer Sided. Survivor Perk changes weren't good either. Fake buffs so Survivor don't feel left out.
They really aren't killer sided at all.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471570#Comment_3471570
Sloppy needs one nerf. It's destroying perks like Resurgence. I wish they would change this part and i'd be okey.
Sloppy is fine in my opinion. I think perks like Resurgence should cure survivors of status effects as well, at least the hemorrhage effect.
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Lmao this is not a case of nerfing perks just for the sake of nerfing a perk, and then just randomly deciding on which perk to nerf. There is no reason for any killer perk to be nerfed at the moment, I do not see how Jolt or PR would need a nerf in any way.
It's debateable whether Prove Thyself needed a nerf or not, I personally think it didn't. But that doesn't mean perks like Jolt need to be nerfed as well.
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I would love for it to be another anti-tunnel perk. As in you gain a haste effect for 60 seconds or so after being unhooked. Could maybe even be 4 or 5% in that case. And the injured requirement could be removed as well.
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This would make the killer pretty boring if you ask me. The main appeal of his gameplay are the cameras if you ask me. Singularity in my eyes is one of the killers that is generally completely fine, and only suffers from bad map balancing.
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Multiple of these pallets were NOT safe, you just didn't mindgame at those pallets at all. Not to mention you never used your power for whatever reason.
The issue with maps isn't the amount of pallets, but more the safety of them. Too many maps have too many safe pallets. Simply decreasing the amount of pallets on maps on the other hand will just increase the amount of deadzones survivors run into, which is the exact opposite of god pallets, leaving survivors with no counterplay at all.
Maps need more mindgameable and less safe pallets, but not a pallet reduction in general. And the map you showcased is arguably one of the least problematic maps, as it already has some pallets that are mindgameable. It's not perfect but it's one of the fairer maps for sure.