adaw0ng
adaw0ng
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The thing going on with servers is annoying, but if there is the choice to pick servers, people would pick a wrong one on purpose while playing killer and we know how that could go. It'd become just another tool for people to abuse like every tool has become lately (even anon mode by people who just want to behave extra poorly with less chance of getting a punishment.) The servers need to be improved to get better quality on your own ones by proximity, but definitely never be able to pick one yourself.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483105#Comment_3483105
1 Just bc its how the game work doesnt mean thats a good thing lmao 2 "Not everything that is strong needs a nerf" ok but everything thats busted does so....you could keep saying its fine but youre genuinely providing 0 reasoning as to why and fr calling me the "fun police" now just because I think a busted perk needs a nerf (nothing to do with fun) lol
- disagree 2. done discussing with you because it's really obnoxious how you number everything like if you were lecturing anybdoy. best of luck, and hope you get better at the game or at least enjoy it! xoxo
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482281#Comment_3482281
I reread your post and I think you meant killers were whining to get MFT nerfed because they want to win. When I first read it, I thought you were saying survivors were whining, because they didn't want it nerfed, because they wanted to win.
I do think whining to nerf perks, just because a person doesn't want to deal with them, is annoying. There's a lot of perks that just didn't need nerfed, but the forums kept whining about them until they were nerfed. For example, the last nerf to Dead Hard just wasn't needed.
People just love asking for nerfs for perks instead of new ones to counter those, then complain that "omg [role] has not good perks, it's boring". Instead of that just ask for base mechanics to get nerfed, such as map designs or whatever. This community is just bored of the game and wants everything nerfed because they don't know how to cope with the nature of the game and want it to be something it was never meant to be and the devs have said so many times they don't want the game to go in that direction. Like just find something else to do at that point and stop whining on the internet about a videogame.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482165#Comment_3482165
1 Just because bandaids have been brought into the game doesnt make that a good thing 2 So yeah, MFT still needs a nerf, I say that literally from a survivor perspective since that's the only role I can really notice the effect
It's how this game and so many others work, and it's fine because it helps to create counters and metas that can be switched, it's not that hard to accept that. Not everything that is strong needs a nerf, sometimes like in this case it just need a new addition that will counter it even better than what is there already in the game. You guys just love acting like the fun police, and it shows that you don't even enjoy the game at this point. Sucks for you! Cheers and good luck :)
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482165#Comment_3482165
If some people want to be competitive and play meta perks, like Windows of Opportunity and MFT, then that's just as valid as people wanting to play fun perks like Red Herring, maybe even more so. Because if you play fun perks that reduce your chances of winning, you are also causing the game to be lost for your teammates, who may want to win the game.
Playing meme perks is somewhat akin to players who DC. You're placing your enjoyment over the enjoyment of your teammates.
Now if you were playing a 4-man SWF, where everyone was playing meme perks, like Nic Cage's perks that reduce your chances of winning, then that's fine.
I don't know what am I supposed to do with this information
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481956#Comment_3481956
1 Chase perks can exist and be fun without having unfair designs like MFT and Dramaturgy have, unless your only way of having fun is winning ig, so I'm not at all asking for the perks to not "be fun to use" 2 Just because you say MFT is okay as is doesn't make it true lol, even if you add a period, and no let's not just release more bandaid anti exhaustion perks unless we wanna keep trying anti tunnel to perks? Which I don't think we wanna do
I don't care about winning, I care about having a fun time. Looks like all the people whining and crying over MFT want to win instead.
Everything in this game has been a band-aid addition when a problem has emerged. From Nurse who was made because they could not figure out how to balance maps and loops back in the day (when there were actual infinites and stuff) until today. So MFT does not need a nerf, it needs a more direct counter even though there are killers that counter with addons, and some killer perks as well. It's really not that serious.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481871#Comment_3481871
what ru talking about lol
Let perks be fun to use. You're literally asking to change even the new Nic Cage perk already and OVERCOME of all things. Most people just want to have a quirky silly time with this game. You're tired of perks such as DH, MFT, etc etc etc, and I get it and understand that, others are going to tell you they're tired of Nurse, Blight and Wesker and we are going to go anywhere. Just play whatever is fun for you and let others have fun as well. People complain about killers being boring to play and not strong, but if you make all survivor perks boring nobody is going to play the game because survivor perks + chase is what makes the game appealing for them. Like if survivor perks for chase keep getting nerfed, everybody is going to resort to gen perks, and then complain about gen rush because "omg all survivors bring gen perks now".
MFT. Is. Okay. As. Is. Period. Just ask for new killer perks to counter it more directly, that sure needs to be implemented, but asking for perks to get nerfed like that is just going to turn the game boring for those who still find it entertaining and fun.
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Yes I honestly can't wait for them to release a perk that gives 1% totem cleansing speed after doing 1 generator, unhooking 1 team mate and getting 3 tokens in chase. I bet a lot of people would find it fun to use and would bring some changes to the meta. Looking forward to it!
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@Seraphor said:
Not in the lobby, but in game.
Just as you can hit options to see things like player ping etc. You could see survivor perks in that screen. This wouldn't have any negative effects like lobby dodging.
This needs to be shown in the lobby in order to also don't counter each other with builds that overlap each other.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478798#Comment_3478798
I didn't say to nerf Blastmine though. I said to not buff it, which is happenning in this PTB.
It's really not that serious. It's almost like they want to push a wider variety of perks to fight stale metas so if they make other perks more attractive not everyone will run the same 4.
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The main reason why the dc penalty needs to stay is because killer bots are not a thing, so killers could DC every game without penalty. Also, nobody wants to play every single game with or against bots because somebody will dc against the minimum inconvinience every game if there is no penalty.
DC penalty must stay no matter what.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471934#Comment_3471934
I wouldn't say Boil Over was too strong. It was more so annoying due to being unable to hook survivors in some situations. DS and Eruption perks were heavily nerfed and reworked due to a combination of being too strong and unfun to play against. For Eruption, they could have reduced the incapitated duration, but they removed it completely because it was unfun to play against. Eruption is actually a good example of not buffing an annoying perk. Almost no one used Eruption before they buffed it in patch 6.1.0. Buffing Eruption was what led to the annoying gen kick meta.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471937#Comment_3471937
Yes, not getting Blastmined.
What's next? Nerfing deception because you don't like falling for it that one time out of ten? Or red herring or diversion because you don't like deceiving plays and getting fake notifications? It's so unserious. Blast mine is fine.
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Sadly they said last year that they didn't want people to choose perks based on bloodpoint gains and that was the purpose of queue/role incentives, so it was meant to be that PTS would lose that part (even though the bloodpoints don't exceed the cap for the category)
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It does not say anything about stacking, but I'd assume so. Will see tomorrow during the PTB, people might test that for sure. I think that even in that scenario, the gen would get slower progress than with the current BNPs, so it's still good or at least better from the killer POV in my opinion.
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Do you guys ever find anything in this game fun?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471062#Comment_3471062
Or...just change it in a way that fixes the issues
People who hate this will never be satisfied with what it gets changed to, because they can't accept the perk is meant to be what it's meant to be. It's the most limited usage it can be, yet people still complain. It's not that big of a deal anymore. Just because the user got value out of it, it does not mean it's an OP perk, it means the perk is useful and works for what it's supposed to work. It can come in clutch the same way a lot of perks for both sides can, and that does not instantly make them OP. The perk is fine now, time to move on to new horizons.
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Nice idea + I always wished it worked with Smash Hit in order to get the speed boost, it would also help that perk to get a little place in the meta this way.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470868#Comment_3470868
It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.
Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470811#Comment_3470811
That was never the main complaint about the perk. The main complaints was it eating certain killer powers, that it creates lose/lose situations near pallets, and that it prevents killers from using their lunge attack because some people could dead hard on reaction to a killer lunge.
Seriously, those were the top complaints.
The perk is meant to do that but lost its early down prevention potential, which is what pretty much needed to allow killers to have a better and safer early game/chase against an untouched before survivor, and turn it also in some sort of anti tunneling perk. Again, the perk is just fine as it is and keeps the essence of its origins and it's way tuned down. I have had like one or two games ever since the last nerf where it was an actual game changer for the trial. No big complains at all about it.
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The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.
The perk used to be a problem, now it's fine.
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Let's leave boons alone, they've already been through enough.
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@Verconissp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468236#Comment_3468236
Then why Has it not been fixed after like what..
3 years after they said this?
It's still counterable, just moreso a skill issue.
There are bugs that exist in the game for long, and this is one of them. They don't know how to make it properly for him to not slide like he does. It's not indended to work as it does, and it's bs.
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@Verconissp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468079#Comment_3468079
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468085#Comment_3468085
Blight is fine..
all he needs is Alch ring. C33 and Adren Vile changed,
Everything else is fair game.
Hug Tech is not intended as said by devs and allows him to get hits he is not supposed at all to get. They need to fix it properly as well.
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Not even map prevention works properly so I'd tell to not have any hopes in any kind of system like this
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Hopefully when player cards are implemented this will give some kind of border, icon or some sort of cosmetic to show off there :)
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Exactly what the game needs to become even sweatier and lose all its casualness. No thank you! Hope the player cards they'll implement this year have no stats regarding kill/escape rate, because it will be the end of the casual gameplay for this game and will definitely hurt it. If they implement a "rank mode" for such thing, sure, but as long as there is only one queue and game mode... I don't think it's a good idea at all and will only bring even more anger and bitterness to the community, making casuals vs "sweats" fights to get more hostile and rage even more.
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@jordanjustice said:
So, it is weird that people can blind Pyramid Head. His head is a pyramid. He has no eyes. Pyramid head should be unblindable. Maybe he gets stunned by normal blinding things... but to actually blind? Nah. This guy should have Lightborn as basekit.
Now for the nerf. His power where he digs his swordy-knife into the ground and then releases it and the power stretches 15 feet or whatnot... Currently, he does this with leisure... But, if physics have anything to say about it, he should be slowed down when he sticks his swordy-knife into the ground. Even if your saying, its not in the ground, just touching the ground.. still.... he'd get slowed down. Most killers with ranged attacks like his, get slowed down when they wind-up... i.e. Huntress. It makes no sense that he wouldn't get slowed down. Please nerf and implement a slow-down for pyramid head when he winds up his power. He shouldn't be able to keep the same pace in chase with a survivor when he puts his swordy-knife into the ground. Its against physics and against the laws of this game, per other ranged killers.
P.s. if he does slow down when prepping the power... its not enough.. I don't see him slowing down. He's in chase with me, then he preps his power while chasing.. and he keeps right up with me... So, if he does slow, its a hair, which is just not enough.
I can't tell if you're joking or not but I hope the blindness removal part was a joke at least.
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This should be one of the game modes they've been talking about they're thinking to implement at some point the future. It could possible bring back some of the quirkiness and casual fun that made most of us start enjoying the game.
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@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462321#Comment_3462321
I'm stopping to play killer till they nerf it.
It is unbearable and shifting way too much the balance towards the survivors. The survivors were already OP and they get even more OP perks while killers just receive nerfs after nerfs.
7 years straight of being forced to deal with OP things the survivors receive.
When i play survivors (i'm a 50/50 player) i escap 70% of the time in soloQ, 90% in SWFs. And the devs are happy of the current kill rate/state of the game, i'm wondering where they get their stats cuase it is not my experience at all.
And when my friends use MFT now... it takes ages for the killers to down them...
After all those fails from BHVR, i cannot believe they still continue to release such broken perk without thinking twice about it, what is the PTB's point then if you wait for the Live stats to fix your balance ?
Can we actually get answers from the devs ? This is also boring that they are most of the time totally quiet...
The game is in such a great state and it's the most balanced it's ever been. To say that for 7 years straight you have to endure OP things for survivors like if killers didn't get anything is just oblivious and ignorant to say.
MFT might not be nerfed anytime soon (and thank god, let the more variety of strong perks the better), instead a new killer perk will be added likely to counter it more directly even though there are already counters (maybe more niche ones). It's how the game has always worked, plenty of new content (perks, killers, etc.) are ways to counter things that are strong, or just in general existing things. If you can't find a proper counter or don't know how to play against MFT, don't worry, a new perk will be released soon I'd guess. The perk needs to definitely stay strong.
Cheers :)
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EU servers are so ######### up... I just got in a 120 ping game for no reason, and everybody was from west Europe like me too. It happens too often. I'm usually in like 40 ping and since the anniversary started I get 70 at the lowest. So annoying, kinda makes me stop playing because the hits are just bs.
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@kaister901 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466235#Comment_3466235
Well, this is a different topic to what my post is about. However, the direction the developers are taking the game is towards competitive e sports. I agree this game is just a party game and should have remained that way. Regardless, the direction the company has decided to move towards is competitive play. That means balance has to be on point. If you make changes to one side, you must look at the other side in its entirety and see if they get too strong in anyway.
Also this might be a personal bias. I am not sure. I find that changes made to killers are much faster than to survivors. If something is too strong on the killer side, they are more quick to fix that than if there is something too strong on the survivor side. For example, gen regression meta did not last long. They were quick to hit that hard. It took a long time before CoH was changed for good. Same for DH, it took a long time before it was made less oppressive to killers.
I personally don’t think this game is being taken to a competitive scene, let alone an esports one, which hopefully never will be the case because this game is not built for that. The game is just now more balanced than ever because people have complained a lot and want to go polishing the “impossible to do nothing against” situations.
Also please, always keep in mind that killer role will forever have the shortest side of the stick balancewise because the gap between killers abilities and powers is just too big, which in my opinion is amazing for the sake of variety. This also makes perks to get nerfed for how insanely they perform on certain killers (most recent case I remember was Awakened Awareness because of how it worked on Nurse), so we have to admit that the game will forever be complicated to get balanced because of that + the asymmetrical nature of the game.
But going back to the topic of gens, the game lacks any other objective for survivors, and in most games there is nothing else they can do if the killer does not want to interact with them for whatever reason. The 3 gen kicking meta playing with one’s self in an area of the map has hurt a lot the mindset of a lot of survivor players too, because they don’t want to get stuck in a game that last for +30 minutes, so they tend to want to rush gens. Also toolboxes are incredibly popular nowadays because of this + the other items getting nerfed, so it’s the most reliable options for a lot of survivors since it’s the safest and most efficient option right now.
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@kaister901 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466152#Comment_3466152
Tunnelling is a necessity because of the gen rush meta that never gets addressed. If you play fair and switch survivors, at any given time there will always be 3 survivors on gen. Whereas if you tunnel out 1 person at the start then there will only be 2 survivors on gens at any given time. That slows the game down. Tunnelling is a result or rather response to the lack of action taken against the gen rush meta.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466149#Comment_3466149
First of all your anecdotal experience does not reflect the overall picture. Secondly, the perk made for this has been barely out for a month and you are going to dictate that the stats show is low? Where did you even get the stats from to begin with? The devs have not released one yet.
Thirdly, it is not whether you are wasting 1 perk slot or 2 perk slots. That is not even a proper arguing point. So, we now balance things based on how many perk slots it takes up? What logical argument is that? Broken mechanics are broken, it is not up to question of how many slots it takes. By your logic then, old unrelenting and STBFL combo in 2017 did not need a nerf. It took 2 slots to lower the attack cooldown. Obviously that combination needed a nerf and it was not up for debate about it taking 2 slots.
Your entire argument summed up is all about how many perk slot a strategy uses. That is absolutely irrelevant to whether a strategy is broken or not. Which in this case of gen rush and movement speed. They absolutely are. The fact that survivors can make a loop last twice as long with made for this alone, let alone with hope means it's busted. As for saying, "it negates the +10s, so its fine." How is that even logical? The reason they increased the time was to quite literally give more time for killers after the complete removal of gen regressions as a strategy in the game.
And same can be said of survivors just rushing gens because if there is somebody getting tunneled out or even camped there is nothing else they can do about it. It's become a vicious cicle and both strategies have become the comfort playstyle by default for many players that only. Killers don't want survivors to sit on gens but they also don't want to be the kind of survivors that just mess around going for flashlight saves and such things that actually require interaction. There is such displeasment in the community that is truly hard to satisfy so I don't even blame the devs for not knowing what to do at this point, because this community is complicated to satisfy due to the asymetrical nature of the game. If the community knew how to enjoy the quirky, silly and casual nature of the game, it would be another story.
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Both sides have an objective rush obsession derivated from extremely competetive mindset. Killers tunnel out survivors as soon as possible and survivors tunnel gens as soon as possible because all people want to do is win (fair enough I guess) no matter what. Both sides have a problem right now.
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@Gandor said:
Thankfully, this at least requires bad RNG. Now look into any saloon gen spawn - or as you rightfully pointed out - old haddonfield gen spawn. And there are maps that are built around horrible 3gens like Azarov's resting place (and to lower degree also suffocation pit).
Like "we want to fix 3 gen issue" - and ignore spawns like these (and this is possible on more maps BTW. Under worse RNG, you can have the same thing on eyrie of crows, gideon, midwitch, pale rose and most likely a lot of other maps).
I really hope they truly look into the RNG for gen spawns since they said they wanted to fix the 1 hour long 3 gen games. I think it was woth showing this 3 gen spawn on Ormond since it's probably one of the bigger maps, and there is truly no need to have those 3 gens spawning like that together, like at all.
This said, pallet spawn should also been corrected in maps like Borgo. I had an RNG before that was literally 3 in a row with the opening in the same side, could just run through them and pre-drop everything without anything else in mind and be safe.
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PGTW is a good perk, not overpowered or oppressing, and it actually rewards killers for following the intended progression of the game (hooking survivors instead of slugging). You should try Blast Mine + Repressed Alliance if you struggle against PGTW, it's a cute combo against this perk. Cheers! :)
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@Iron_Cutlass said:
Having them be Commodious Toolboxes is a bit of the mistake... instead, I think they should be their own type of Toolbox different from the rest.
They should receive a buff in repair speed and charges when an event is active, but outside of the event they should be worse, this way it promotes using the items while the event is active instead of hoarding them.
Maybe this would be too complicated for coding or something? I don't really know, I have no idea. I think it'd be simpler to just make the toolboxes from events the same tier as yellow toolboxes. I see Commodious toolboxes every game now because everybody is using the event ones and gens go insanely faster than usual.
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@Venusa said:
Why does everything turn into a balance debate on this forum... Please leave this topic out of it. Not everybody thinks DbD is a competitive e-sports game. I couldn't care less which side is stronger or weaker. I just want to not get harassed for my prestige level...
I very much feel this! You could say here you ate a cheeseburger last weekened and somebody would turn it either into a balance debate or survivor mains vs killer mains oppression olympics.
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I think also 45 seconds (if I'm not wrong) of EMPed pods is way too long, that's half a regular solo gen and you have to go all across the map as killer most of the times. 20-25 seconds is more than enough to do what you have to do as survivor and either go get another EMP or take the risk of getting shot by the pod. It feels extremely safe to just EMP and sit on the gen.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463063#Comment_3463063
how is PTB different from current live version? if your in a cage and pyramid is holding m2 as someone save you, you still go down and immediately get put on the hook. there is no punishment for facecamping hooks currently so you can also do same thing with hook and just hold m2 near a hook.
The only difference between PTB and live version is that you could be caged->caged->mori instead of cage->hooked->mori'd. The tunneling potencial is fairly similar regardless of the change.
Now you can avoid his thing on the ground in most situations, I still don't like the mechanic, but in PTB it was just unplayable against. Survivors left games with less than 5K points because there is nothing they can do once they got hit once, it's already gg.
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@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463063#Comment_3463063
True, if they make cage a "hook" will be better for this buff, and will increase the amount of build with him, except scourge hook, and like you said the simple fact that avoid flash saves, pallets and time to go to a hook will make him strong but not unfair, except for DS.
Edit: or making his power don't work near a hook or cage, like artist bird, drones and other stuff.
Exactly! If his cages weren't used as a tunneling tool as they are, it would feel so smooth to play him inflicting the torment with his shooting power like in the PTB, make hooking perks (like pop, thwack, etc., not scouge hooks of course) work for the cages same as the unti tunneling perks (not DS tho). It would benefit a lot of scenarios and counter so many things that otherwise it would be impossible to progress the game as intended (having to slug because there are no hooks in the area, boil over flip flop scenarios, etc.). Hope they implement it in the future once they rework his power!
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In the PTB people tested how easy it was to tunnel somebody out without any chance for the survivors to do anything about it since until tunneling perks don't work with the cages, nor they recover their exhaustion (I'm pretty certain). PH can literally stand still holding his power in range once he knows where the caged survivor spawns (which is not really difficult to do).
His whole mechanic of cages need a rework or adjustment in order to get actual buffs that can help him. because I doubt it was even intended to be used as it is used (I believe it was meant to be some sort of time efficiency mechanic to not have to carry people to hooks, and also easy way to avoid pallet or flashlight saves). That mechanic is extremely strong and holds back the rest of his character. Such a shame because his shooting ability is really fun and cool for both sides in my opinion! Hope they fix his tunneling issue soon and we can see some interesting addons too!
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@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/380498/head-on-and-solo-queueing
Head On is unfun for killers, this would make bully survivors multiply. Currently bullies only work in swf, thankfully. This change would increase the amount of unfun moments for killers in games.
Plus, there are far more useful perks than this that actually help do an objective or are useful in chase. Head On is simply mean
I enjoy games more when I go against what you call "bully squads" than when I go against "gen rush squads". I'm down for a Head On QOL change like the proposed one here, I enjoy games against them because they feel fun and silly, most of them mess up a lot too so it's not a big deal at all.
You say Head On is mean, but the same can be said about a lot of killer gameplay tactics and playstyles, and even perks (combo of basement Bubba with Insidious). Head On actually requires an interaction between both sides, and once you get Head On-ed once, the mind game of getting sussy about lockers is fun. If fun perks keep getting behind, you will face more gen rush squads on the regular because will end up being the only viable perks and I truly wish you good luck with that!
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An all random game mode would be so cool and would actually bring back the quirky, silly and more casual touch back. Please, give it to us!
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@zombenderranged said:
I don't think so either. But contracts can get renewed (or cancelled RIP Stranger Things). I just don't get why there is ZERO skins for him. I know you got the Iconic look. But if you look a the movies. There's tonnes of variants they can do, even if it's not a Blighted Cosmetic.
https://www.ign.com/articles/2013/03/11/the-many-looks-of-freddy
I know the licencing is from a different series. But things could happen. Ya never know.
They only own the remake license (2010 if I remember right), the rest of Freddies are under other licenses so it’s not in their power I’m afraid.
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@inkblot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459864#Comment_3459864
I actually used to main Kate and I have to agree with you! I had not taken into account that most maps actually don't have a second story and if they are on a hill 9/10 there's a hook on it plus you would drop down so fast that the progress gains wouldn't be that much. Thx for reminding me 😂 with that being said I think that omend definitely needs a hook on the second story as all the times I've been against this it has been in the backrooms on the second floor. I'm still relatively new to the game and you seem experienced so I wanted to ask for your input if that would be ok
Yeah, all maps should have hooks in their main building if it has a second story like happens on Thompson House or Garden of Joy so they’re not exploitable that easily. That’s the reason the crows map has two, and old RPD had no hooks in the library so it was easy to exploit, and they had to change it. For sure Ormond should have a guaranteed hook if it does not have the basement in the main building, maybe maps like the Crotus Prenn ones too in all the variations.
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This would be cool! Being able to custom your preference of items/addons so they get priority while auto levelling up the bloodweb would be nice. The system is fairly new so they might need time for better optimisation. Hope this change would not be hard to implement :)
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@dark_hunter92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459932#Comment_3459932
I understand, as well as everyone learns at different rates. In this case, it seems that it takes a little more to learn to play them than it is to play against them. I'm not saying this as just a survivor main, because it goes both ways. There is lots of hate against the knight and SM, but it's because it takes a bit more time to learn to counter them. Although, I think it's mostly because of the 3-gen issue.
Knight and SM are fairly new + the metas didn’t favor their cases, I brought up Hag and Twins since they’re older killers and some players still struggle against them because these killers are also kind of rare and are not used to the gameplay they required. I’m sure that if Singularity excels and over performs they will tune him down or rework him, same as SM is already said to be getting a rework. Don’t worry and keep trying your best, he is definitely not that big of a deal as of now if you really know when and how to face him in chase + the map is not a death zone. Hope you enjoy versing him soon and have a positive experience, especially during the upcoming event :)
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459909#Comment_3459909
Really cannot wait for it. I hope it changes the game for the better! :)
Same! Using Skull Merchant for chases with some of her interesting addons + certain perks is certainly interesting to play as and against, definitely will not be interesting for everyone but definitely more than playing with yourself for 1 hour kicking gens. Hope the new approach with the killer they’re working on will be in the chasing direction. Let’s pray and be patient!
Best of luck in your games and happy anniversary :)
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@dark_hunter92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459887#Comment_3459887
Nah, I've seem streamers just rip through people seamlessly. I know the EMPs seem like they're happening way too much, but this dude can spam cameras. Sure, the EMPs destroys them, temporarily, but they can just spit a new camera right next to the destroyed one, and so on.
That same line of reasoning, "You just need more practice against him and know when and how to use the resources to counter him in chase + EMPs," can be used vice versa; learning how to use his powers in a chase can make all the difference.
I'm just saying, it's way too early to add in some buffs.
The numbers must say and show that most people struggle playing him and he is not performing as expected. Just because you found a few streamers that do well on him doesn’t mean it’s the regular thing. There are people who 4k usually on Freddy and that does not mean he is overpowered. The same way people need to figure out how to play as him, people need to learn how to play against him, and more people learned faster to go against him than playing as him because it’s way easier to counter him than playing as him. To this day there are people who struggle against Hag or Twins because they’re not used to different gameplay that these killers require against them. Practice makes perfect!
Cheers :)