ad19970
ad19970
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It's going to be 3 seconds, not 2. And in my opinion that addon will still be effective enough, probably still one of his best addons, so I personally don't think it needs to be changed.
Also, your suggestion sounds pretty busted, especially with Mage Hand existing. You could just use Mage Hand, get a hit, and then have Mage Hand ready immediately again, which wouldn't be fair.
Also, pretty sure the devs intention for Vecna is to use all 4 of his spells instead of only relying on 1 or 2, and an addon like you suggested would go against that philosophy.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844550#Comment_3844550
I mean, the developers\designers of the game disagree with you - I'd say they have the final say on what's intended or not. They balanced the game around the expectation of killers who protect hooks - otherwise they'd implement something that guarantees killers can't protect them (much like how Pyramid cages work, I'd imagine). If they guarantee survivors get 100% risk-free and safe unhooks as you're demanding, then killers would need a very significant buff to compensate.
You say the survivors are stuck on a hook - that's not fun. Well, survivors are just hold down a button for 90 seconds on a gen - that's not fun, either. The M1 killer getting looped from jungle gym to jungle gym and that survivor having a multitude of second chance perks when they finally get downed which prevents the killer from hooking after that long chase - that's not fun for the killer. Killers getting flashlight blinded - that's not fun for the killers. There's a lot of "not fun" things in the game.
How exactly would you make being hooked "fun"? I mean heck, if the penalty for failure is fun, more people would just rush in and getting hooked so they can have that "fun". Someone sitting on hook with the killer miles away and a survivor coming over to unhook them….not even THAT is fun for the survivor. Your solution is that anything "not fun" should be removed from the game. What is your vision for this "everything is fun" game? I'm sure the BHVR team would certainly love to take notes on that.
You really need to stop twisting my arguments into stuff I didn't say.
Nowhere did I say that unhooks should be 100% risk free and that the killer should never be able to defend a hook. Of course a killer should be able to defend hooks if he spots a survivor nearby or a survivor is just blatantly running to a hooked survivor. But just camping a survivor to death for 140 seconds is not the same, and very unfun to go against.
Being hooked in general isn't that bad of a thing, but being hooked for 140 seconds without having a fair chance of getting off the hook is pretty damn unfun. And here's the thing, most people agree that camping is incredibly unfun to go against. Unlike stuff like flashlight blinds, or getting looped, or sitting on gens. That's not nearly as much complained about, and none of that takes away the ability to even play the game. Not to mention the fact that if you are getting looped for too long, that's generally a skill issue nowadays. Unless you get a map like Badham, but those maps need changes anyways.
I am also not sure where I said that being hooked should be so fun, that survivors want to get hooked. Survivors should simply have better chances of combating a camping killer so they don't have to spend their entire rest of the match on a hook.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844554#Comment_3844554
They don't do it because they want to have fun. They do it because they want to win, because they feel they deserve to win.
I know because I used to be a Survivor like this. It 100% is entitlement… entitlement to win without ever having the risk of a loss or being "out" in the tag game.
If you really are that "bored" by occasionally being out while your friends try to come save then maybe DBD isn't the game for you.
Also, I wasn't talking to you. Don't ping me me again, I am not interested in arguing and you will not change my mind.
Most people complain about camping because of how unfun it is to go against. Of course there are people that also complain about it because they feel it's overpowered or what not, but that's just a small minority, I am pretty sure.
Trying to make it look like entitlement won't help your argument in any way or form. People play a game for enjoyment, and not getting to play the game because of a camping killer is indeed something most players don't like, and of course that's not entitlement. As a dev you would want a game to be as fun as possible for players, and currently it isn't because strategies like camping and tunneling exist, that are unfun to go against, strong and also take very little skill.
I'm a killer main myself but can see why people hate camping and tunneling.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843894#Comment_3843894
I did a little search for 2 minutes and I found 2 comments of people mentioning Haddonfield as balanced or "not killer sided" from just a few months ago
Ok they said it's balanced. That's not the same as arguing that it's survivor sided. Nevertheless, everyone has their own opinion in the end, but the vast majority seems to agree that Haddonfield is killer sided.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841235#Comment_3841235
Entitlement. It comes from entitlement.
You see, hardcore Survivor Mains are still smarting from the fact several broken, skilless aspects of some of their perks got nerfed recently, as well as the fact maps were made more fair (less Survivor-sided overall) and many Killers got much needed updates so the Devs could design new, fun perks for Survivors AND Killers without destroying the weaker half of the roster. This has been happening for about a year and a half now, and unlike Killers who lived for 7 years with this sort of thing happening Survivors aren't used to it.
So now, they come here to whine and complain about mechanics added to the game to help them not get actually, legitimately griefed because they still somehow believe that they deserve easier wins on everyone, since the Devs have handheld and coddled them for 7 years until actual rational people stepped in and said "hey, we should actually balance this HORROR THEMED GAME in favor of KIllers a bit, shouldn't we?"
Then whenever someone who plays Killer, any amount of Killer, calls them out on their entitlement, they all get angry and deflect the idea that "Killers all just wanna win they always play so serious Killers are no fun." Uh no… look in the mirror. Most Killers are fine with a mix of results. Most Killers play for fun.
It's Survivors who are always playing like they're so desperate to win. Almost all of the time. And then they like to deflect that back on Killer players.
It's not entitlement. Wanting to have fun in a game like DBD is not entitlement. The simple fact is that camping is incredibly unfun to go against for most people. And strategies as unfun as camping shouldn't be as effective as camping currently is. It's not even necessarily about balance, but about the enjoyment factor of DBD. No idea how one would see entitlement in that.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844408#Comment_3844408
Except there's nothing wrong with proxy camping. That's like getting upset that killers ACTUALLY hook survivors. "We have a hook problem. The system in place to stop killers from hooking survivors isn't working."
No one is discussing the validity of it because it's not valid. Protecting hooks is literally one of the secondary goals of the killer. Primary is survivor elimination/chases. Secondaries are gen defense and protecting hooks/securing hook states.
You're acting like killers should just hook and then run miles away and allowing survivors to safely unhook and heal up without any risk.
Completely false. No one gets upset about killers hooking survivors, that's their objective to win. That comparison of yours doesn't even make the tiniest amount of sense.
It's the fact that as a survivor it's insanely unfun to just stare at a hook for 140 seconds. That's the problem. It's just not fun. If killers play normally, then matches are generally also fun for survivors, but going against a camping killer is not fun what so ever, at least to most people. Again, in a pvp game like DBD, a strategy that is so unfun to go against shouldn't be as strong as camping currently is.
Also, no one is acting like a killer should immediately leave the hook and run miles away, searching close to a hooked survivor after hooking them for example is completely fair. It's when the killer decides to just proxy camp the survivor for the entire time where things get incredibly unfun. You trying to misrepresent my argument in order to ridicule it is pretty laughable.
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@Xernoton said:
Say it with me: Anti-FACE-Camp.
This mechanic was never meant to combat proxy camping but stop killers from standing right next to the hook with the intention to make it impossible for survivors to unhook. That is a big difference.
You are arguing that the mechanic doesn't do what it's supposed to do but that is objectively wrong. It works perfectly fine. You don't see anymore face camping.
Whether or not proxy camping should be affected by this mechanic is a separate discussion. I don't think we need any more changes to camping as a whole but maybe specific killers (Myers, Bubba, Billy, Oni) should be looked at.
I believe OP never said that the anti-facecamp system isn't working as intended, but rather that it just doesn't do anything in most cases because killers just proxy camp.
That's the problem. The fact that it is only an anti-facecamp system and not a proper anti-camp system is exactly the problem. Being proxy camped is hardly any more fun than being facecamp, and a game like DBD should strive to be fun for both sides as much as possible. Which it isn't considering how strong proxy camping is in this game.
So you arguing that it's just an anti-facecamp system does nothing, since that's the exact problem with this system.
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They need to increase the minimum amount of pallets on quite a few maps if you ask me. Sometimes rng can really screw over survivors and not spawn enough pallets, which sucks. I am confused why BHVR hasn't already done this, considering the complaints they've been getting regarding deadzones.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843715#Comment_3843715
Haddonfield? The map that some people here are still asking for a survivor nerf?
Never seen anyone that thinks that Haddonfield is still survivor sided, but I guess people like that still exist. That map in my eyes is pretty killer sided.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843717#Comment_3843717
I don't think that would be enough, to be honest, because the tiles themselves are also extremely weak. Survivors need resources in order to survive, and the Old Coldwind realm used to provide said resources.
Some tiles are weak, but Coldwin maps definitely have tiles that are strong as well. The new tile they added just recently is a bit weak, but other than that they have quite a few tiles that are the same as those of other maps. And the Coldwin specific tiles range from weak to very strong.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843083#Comment_3843083
Maybe Cowshed can be adjusted separately from the others.
Because I don't think it is a good map the way it currently is, but considering it was very unbalanced in the past a full reversion probably wouldn't work either.
Cowshed in my opinion is generally very well balanced now. The best coldwin farm map.
In general I don't think coldwin maps need to be reverted or redesigned, they just need their minimum amount of pallets increased noticeably, so that you don't end up with maps that have too little pallets.
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@Rudjohns said:
8 pallets and 2 vaults (plus shack vault and main building vaults)
You can't be serious if you think this is balanced
The solution here is to make sure RNG can't screw over survivors so much anymore by increasing the minimum amount of pallets that can spawn on a map. Something quite a few maps in the game need desperately. Adding one god pallet in Thompson House won't do the trick.
RNG might be good for the game in a whole but it shouldn't affect the amount of pallets that can spawn so much.
I fail to see how Thompson House is more killer sided than Haddonfield though.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842511#Comment_3842511
You can dismiss all you want but even when 2v8 is not out, survivors have the bonus for incentives to play mostly all the time.
Sure but queue times are still pretty stable for the most part when 2vs8 isn't out. Not to mention DBD needs 4 times as many survivor players as it needs killer players for stable queue times. So saying that nobody enjoys survivor anymore is still an obvious, extreme exaggeration.
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@mecca said:
They can't hand cuff people to play survivor, they need to seriously think about making survivor fun and skillful so people are rewarded for their skill. Survivor feels like a waste of time and nobody enjoys it, at least not as much as killer.
Yeah I really doubt that nobody enjoys playing survivor. You don't speak for everyone.
Survivor could definitely use some improvements, but this is such an exaggeration considering queue times are generally fine when 2vs8 isn't out.
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@SuspiciousBrownie said:
That ability will be coming to 1v4 soon I’m sure. If I had to guess it’ll end up having a 90% pick rate.
If the cooldown is long enough, and the interaction took more like 10-20 seconds instead of 3 seconds, I think a perk like that could work perfectly fine.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841184#Comment_3841184
Camping is a strat. The devs have said this OVER and over. Its literally for face camping or within 16 meters of its radius the bar moves up. What more do you want? Honestly..
The devs stating that camping is a strat doesn't make it any more fun to go against. A strategy that unfun to go against for most people shouldn't be as strong as it is now, that is just not good game design if you as a dev care about your playerbase. Not to mention how little skill proxy camping takes compared to it's average effectiveness.
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@Crowman said:
The system was designed to handle killers facecamping. It is not meant to punish killers pressuring hooks from a distance.
Everyone and their grandma knows this by now. That's exactly the problem with the anti-facecamp system, it only does something against facecamping and nothing against proxy camping, which is almost equally as skillless and unfun to go against.
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@Devil_hit11 said:
in general, the killer classes should do a lot more than what they do now. they're all terrible except unseen class.
Brute class should have brutal strength, enduring+spirit fury, and stbfl+rapid.
fearmonger class should make your teammate expose instant down, apply mangled, grant them 5% haste for 15 seconds every time you hit a survivor. You only get to see the aura's of the nearest survivor after putting a survivor into the dying state for 5 seconds.
Enforcer class: Grants the killer 100% lunge distance, every time they put a survivor into the dying state, the generators in a 32 meter area block for 14 seconds. The killer gains bloodlust 50% faster.
Unseen: you are granted undetectable status effect every 30 seconds. this bonus is transfer to your teammate when you hit someone. Your terror radius is reduced by 8 meters. when a survivor is hit by your attack, all pallets are blocked for 6 seconds.
they don't add slowdown, just don't add survivor global speed-up for survivor losing….
You want the teammate of fearmonger to insta down all the time?
These all seem like omega buffs to killers classes. I feel like most people would mind the hour long queue times killers would have in that case.
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I personally disagree. The buff to the hook timer was for good reason, a perk shouldn't counteract this buff completely.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839698#Comment_3839698
It seems they still have all the old effects, but the tooltip no longer mentions them, leaving people to think they were nerfed initially. But they weren't.
Instead, they all got buffed with additional abilities that charge over time and can be activated at will. Guide gives additional repair speed bonus to everyone around them, Scout can replenish broken pallets, Medic can 50% heal everyone in their radius, and Escapist can silence all their rushed actions.
They also get a new passive that unlocks the first time they get hooked. Guide gets additional flat gen progress for completing gens with others, Scout gets 25% faster walking speed and Iron Will, Medic reveals their aura to everyone while injured and also doesn't leave scratch marks, and Escapist can self-heal at 70% efficiency.
Ah ok that makes sense then, thank you for the clarification.
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@TonTon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839703#Comment_3839703
yeah im kinda seein it as a chaotic wackyness for both sides and the 1v4 is the mode ur serious in next 2v8 iteration though will bring in the next 3-4 killers like Oni Legion artist singularity
I would want to see Vecna added to 2vs8 so badly, but I know that probably won't happen due to the survivor items. I'd be surprised to see Singu in the next iteration though, since he as well depends on items that survivors have to use.
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It was for me. But maybe I played towards the end of the 2vs8 mode, where many people stopped playing 2vs8. Not sure. I just remember plaiyng 1vs4 when 2vs8 was out and thinking to myself that I am glad to not have to endure long killer wait times like in 2vs8.
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I had fun playing with a friend. Quite chaotic and unique enough to stand out from the main mode. But in the end I still prefer 1vs4. Especially because of the killer options.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839060#Comment_3839060
They'll also give crazy good bp incentives imo to play 2v8. I'm going to give it a shot like I did last time.
To be fair, the good incentive was to make Survivors play in the mode. It was not there from the start and more of a reaction to the bad Killer Queue Times.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839152#Comment_3839152
Since we play on the same Servers, I cannot really believe that. The queue times for 1v4 were not as bad as in 2v8, but the 400% incentive was not enough to bring enough people to 2v8, but enough to move Survivors from 1v4, which also resulted in longer queue times in 1v4 for Killer.
I am feeling the longer queue times this time around, at least today. But last time I didn't really. Maybe I played towards the end of 2vs8 mode and a lot of people went back to 1vs4 at that point, I don't know. I just remember playing 1vs4 while 2vs8 was active and was happy that I didn't have to endure long queue times.
It's interesting to see that seemingly a lot of people choose to play killer now that they have the chance to play with their buddies. Of course this is surely also because of the novelty of being able to play killer with a friend, but in my opinion it also shows that the survivor role needs to be made a bit more attractive in general, not only in 2vs8.
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What exactly was changed? I am curious because I never played the mode before and to me it looks like these abilities still exist. Escapist still has sprint burst and scout still reveals killers when looking at them.
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Interesting. If I remember correctly, last time 2vs8 was out, my queue times for the normal 1vs4 mode on killer were still pretty quick and normal.
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@[Deleted User] said:
I'm probably in the minority, but I'd love to see a ranked queue. I have the most fun when both sides are sweating. I can't really speak to the queue implications, but I suspect that's one of the major reasons we haven't seen a ranked mode.
I also think solo survivors would be at a massive disadvantage once you get into upper quartile of ranks unless they added some form of communication. I don't think SWF is that impactful in regular play, but I could see a scenario where solo players wouldn't be able to crack upper rankings. That's not necessarily a "SWF OP" claim. It's more a case of needing some form of communication and build synergy to compete with top killer players on top tier killers.
I seem to be one of the very few people that do believe that solo survivors have the potential to do at the very least almost as well as a 4 man swf survivor team, if all 4 solo survivors in a team are good enough and use the information they are given well. It's just harder and less likely for them to do just as well as swf survivors.
But I do agree that very few solo survivors would probably end up at the very high mmr in ranked, especially seeing as how at the highest rank there would probably mostly be people who play the highest tier of killers. But I feel like a ranked mode would also force BHVR to further improve the information that solo survivors have, maybe even add basekit kindred to the mix finally. BHVR has proven that they don't shy away from giving survivors or killers unique abilities for different modes, considering 2vs8.
While I enjoy DBD as a party game, a ranked mode wouldd definitely be interesting to try out.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838938#Comment_3838938
the problem is that bvhr doesn't give accurate win-rate data. their last data set in feb was
https://us.v-cdn.net/6030815/uploads/XN7JC1CFYJ70/image.png
Apart from Nurse and Doctor, Hillbilly got reworked. Ghostface was lowest kill-rate killer in both data set. When looking at his total kill-rate distribution in win-rate[from Nightlight], he also performs the worst. @ad19970 did a post looking at that around 1-2 months ago.
if there is going to be killer at bottom of killer-rates, they should be killer that are difficult to master with high mechanical skill-floor where the player can improve their killer skill to reach new heights. ghostface isn't one of those killers. he is not mechanically complex killer and the player often cannot improve themselves individually outshine the rest killer roaster.
I believe you are mistaking me with someone else. This is the second time I believe you tagged me because of a post regarding kill rates, but I believe I never made such post. Not bad or anything, just wanted to let you know.
Or I am completely stupid and forgot about it.
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838296#Comment_3838296
Killer is the strongest role at every level of gameplay, even stronger than high mmr 4 man swf.
Very much disagree. Killer is certainly stronger at normal or lower mmr, but at high mmr, things get much more even, and a well coordinated 4-man swf is still stronger than most killers, although there are exceptions of course, like Nurse, who is completely broken.
And killer certainly isn't easy mode when going against good survivors.
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@zarr said:
Yep, the game stands to benefit a lot from this concept of making strong killer perks that actively disincentivize camping and tunnelling, spreading the pressure instead of concentrating on getting one survivor out as quickly as possible. And the "this perk is disabled (or significantly weakened) once a survivor dies" clause makes that very easy and obvious.
The only thing is that the respective perks then need to be quite a bit stronger than they are now, to make up for that. Some simple examples:
Pain Res could be 40% (flat) of a gen, but disabled once a survivor dies.
Pop could be 40% (current) of a gen, but disabled once a survivor dies.
Ruin could be 200% base regression, but disabled once a survivor dies.
Deadlock could block gens for 50 seconds, but be disabled once a survivor dies.
Grim Embrace could block gens for 20 seconds for every fresh hook, and 60 seconds on the last fresh hook, but be disabled once a survivor dies.
If the killer cannot camp and tunnel one survivor out, these fairly crazy numbers would actually be totally fine.
I don't know. Even without camping and tunneling those numbers seem crazy high to me.
I guess I wouldn't mind if slowdown perks were buffed a bit if tunneling and camping got hard nerfed, but not by that much in my opinion.
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@Ilikechips said:
Sadako has a 64.46% kill rate.
Sadako has a 61.37% win rate
Sadako has a 28.33% loss rate.
If you play sadako you will win or draw 71.67% of the time.
Sadako is baby mode easy to win with.
Yet here you are, crying for buffs.
Dude, you call every killer baby easy mode. Hard to believe anyone would still take anything you say serious.
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@Aven_Fallen said:
Slightly above average Killer Main goes against a Team which really, really wants to win. This is the expceted outcome and it almost never happens. Most of the time this person wins his games quite easily (which is never talked about).
As much as I dislike Tru3, calling him a slightly above killer main really doesn't help your point all too much. He might not be as good as he thinks he is, but he certainly is a good killer player.
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@NuthinbutGiggles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835088#Comment_3835088
Killers have another reason to slug survivors. What a sad day for Solo Q players.
Slugging is a seperate problem that needs to be adressed, but I doubt this will make slugging worse. If anything it's just another excuse for killers to slug that were already going to slug anyways.
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@fussy said:
Shoulder the Burden is game breaking and omega buff to SWF.
It discourages tunneling and that's it. It's a very healthy perk. If anything, it should lose the exposed status effect downside.
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@lav3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835035#Comment_3835035
https://www.reddit.com/r/deadbydaylight/comments/1gltt91/840_ptb_patch_notes/
Thanks so much
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@lav3 said:
PTB just dropped
Is this for real though? I see no notes and nothing in the internet. But I can download the ptb on steam. What is this?
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834332#Comment_3834332
Vecna is not guaranteed. If you read him you're perfectly fine. If you predict wrong every time then sure I guess it's guaranteed but rhats where empathy comes in.
I disagree. If Vecna is close enough to the survivor he can just block the pallet and get a guaranteed hit against the survivor. And if often enough Vecna can just wait for the pallet drop, then use Mage Hand and get a guaranteed hit as well. It doesn't happen as often anymore after the first Mage Hand nerf but still too many times in my opinion.
Vecna should be forced to use Mage Hand on prediction instead of reaction, by using Mage Hand while the survivor is throwing down the pallet, not afterwards.
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I hope Vecna gets his Mage Hand nerfed a bit so you can't get guaranteed hits with it as often.
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@OrangeBear said:
ptb is likely to be november 12th
Isn't the patch supposed to be released in november though? If the ptb launches on novermber 12th, then the actual update wouldn't release until december.
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@Senaxu said:
so basically badham maps need some serious nerfs for survivors and same for haddonfield that need some huge buffs.
I would say so. Haddonfield is arguably a bit too small, or at least it definitely doesn't have enough pallets for survivors to work with.
And the Badham maps are a bit too big for how many houses it has, and it has too many safe pallets.
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@Autharia said:
This list seems way off if Ormond, forgoten ruins, sanctum of wrath, shattered square are balanced over killer sided and Ironworks isn't survivor sided but listed as balanced.
Well this post is half a year old. Forgotten Ruins isn't even on the tier list, and shattered square i would only consider killer sided since they added those weird edge tiles that are kind of useless, but take away from the pallet count. Ormond I still consider to be a pretty balanced map. None of the versions seemed tilted towards one side, not yet at least. Ironworks also makes a pretty balanced impression to me.
Sanctum of Wrath I am not so sure about to be honest.
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832960#Comment_3832960
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832985#Comment_3832985
When you can't refute a statement attack the man.
Weak.
Killer is baby mode easy.
You are expecting someone to actually refute you with proper arguments when all you say yourself is that killer is "baby easy mode"? You must be joking right?
How about you actually make some helpful comments with proper arguments yourself? I just pointed out how pathetic your comment was, nothing else. And I have seen you repeat this crap again and again on these forums. You must be very bitter.
Solo survivors surely don't have it easy at the moment. The gap between swf and solo is still noticeable, matchmaking can really screw over solo survivors, and killers are as strong as ever with more maps becoming killer sided for no good reason at all. But anyone who goes against actual good survivors knows that killer isn't just "baby easy mode". There is a fair amount of skill that goes into both roles.
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I mean the killer still needs to down the survivor to mori them. The only thing that really changes is the fact that instead of having to hook the survivor, they can mori them on the spot. I don't see how that is such a big difference, and how killers had to work hard for the last kill before compared to now.
The only problem I can see with this new system is the one many people have already voiced, and that is the fact that more people might be inclined to get that last mori, and slug for the 4k, which is quite obnoxious to go against.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832694#Comment_3832694
Blight already works like this. he doesn't have good power in loops but he can hit people between loops. this nurse is blight 2.0 in blink form.
I would disagree. Blight needs objects to bump into, meanwhile Nurse can teleport exactly on to a spot that she wants to teleport to. She'd have much more control around many loops than Blight I fear.
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@I_CAME said:
Killers being strong is fine outside of a handful of exceptions. The problem is they keep nerfing maps on top of it. You can't keep reworking and releasing every killer into the A tier while we have maps like Haddonfield. If killers are going to be strong as a default then maps should be buffed. They shouldn't be balancing maps with the bottom five weakest killers in mind. It makes playing against the rest incredibly painful and unfair.
This I very much agree with. I actually have been defending a lot of the newer map reworks because until a certain point I found them to be good, some maps were really too big and had too many safe pallets and needed changes. But lately the map changes have been questionable. Haddofield is the perfect example. But the coldwin maps have also been degrading for some reason, especially with the latest new tiles added, that are kind of bad for survivors.
I also had a match on Mother's Dwelling once where almost half the map was a deadzone, that match was completely unwinnable. Not sure what is going on, but the devs need to start increasing the pallet count on quite a few maps. I don't even mind the size reductions that much, I think maps like Mother's Dwelling have the perfect size now. But too many maps seem to be suffering from too many big deadzones.
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@Ilikechips said:
Its simple, they want killer to be baby mode easy and solo survivor to be terrible.
That's why.
Damn your posts always present such high intellect, very impressive.
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@trapners said:
https://forums.bhvr.com/dead-by-daylight/discussion/431464/preventing-toxic-rageposts
calling people “mentally ill” is a bit to much…
Anyways, these rage posts, which no one takes seriously usually just taken down same day, and often the people who make them get banned for a month or so
But your not even a staff.. why are you acting like faculty on a game? Not here to talk about the game or discussions on it, just pure on enforcing rules.. you might be the “mentally ill” that you previously described.
Seriously. This forum is just a extension of the game. No need to take it so seriously as if your being paid
There can definitely be rage posts that at least indicate that the person posting the rage is mentally ill. Normal people don't normally go that crazy.
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Honestly I think this version would be just as problematic as current Nurse, if not even more. Survivors will be able to make less distance after she blinks and she now has 3 blinks, she would still be very easily able to blink onto survivors without survivors having much counterplay at all. Especially when survivors would want to get from one loop to the next, they'd be pretty chanceless.
Maybe I am wrong but that's at least my fear.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830340#Comment_3830340
What if a teammate heals me after being unhooked, while this is active? I still have endurance at full health? It would require 3 hits from the Killer to put me into dying state?
I'm having so much fun with these! I keep trying to bait the Killer so I can practice hitting the DS Skill Checks.
Yes, being healed does not cancel the endurance effect you get from Off the Record.
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@Ohyakno said:
That's not quality of life. It's a buff to everyone. Even good swfs misscall what locker they're in. That information does not need to be infallible.
Dude it's a tiny buff if at all, and even tinier for swf survivors. Really not a big deal.