bjorksnas
bjorksnas
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I think the trickster part is the funniest one because his power is just worse but to make up for it you get to run slightly faster to be in a better position to use your power, its like an oxymoron sure you can position better now but you also lose all you would have gained from the new better positioning in extra time you need to use your power after the nerf. But thats fine because now you get the pity bonus of if it was a bad map before you get to play as an m1 killer
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@AngelOfHope2017 said:
Why not make the game fair so that SWFs and Solo's have the same advantage? It sounds like discrimination against people who don't have friends to play with.
It wouldn't be making them have the same advantage it would be a huge buff to both solo and swf, so it wouldn't be discrimination to be against it, it would be common sense to be against a free across the board buff back into an already despised meta that has already been tried tested abused and nerfed several times until they gave up because it can't be balanced around
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They don't really have enough time to use perks like that unless they have someone slugged 2 feet away to buy some extra time, it would need to be something short like 10 or 15s and even then it probably would be hard to balance being worth it
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759424#Comment_3759424
Honestly I agree with the OP, the witch is busted. Once she's on the broom stick she's impossible to dodge.
Especially when she uses ancient magicks like look at those stats
Frozen for 19.2 seconds because you got hit with a ranged attack is bonkers especially since it only has a 3s cooldown huntress 8.0 over here
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759420#Comment_3759420
Okay, let me explain this.
Pinhead is a macro Killer. This means that his individual chase can be weak at times, but he has a power/ability to make up for it, one that affects multiple Survivors at once.
If a Survivor with DS or OTR is doing the Box, you can chase them, or you can let them be. If you choose to chase, you can down them. When you down them, you initiate a Chain Hunt automatically, without picking them up. This means there are literally zero negatives, not only do you not need to pick, but you also get massive pressure by having a slug and a Chain Hunt up at the same time.
Your comment about Pig Boxes tells me quite a bit and confirms what I had suspected. Pig's Head Traps do not need to disable DS, OTR and other perks. That is a ludicrously biased and short-sighted idea. You don't need to give Pig any more excuses to camp Boxes and force boring playstyles.
You will also be massively buffing all of these Killers:
Trapper (Disarming Bear Traps disables anti-tunnel)
Hag (Wiping away Traps disables anti-tunnel)
Pig (Removing RBT's is now Conspicuous)
Plague (Cleansing is now Conspicuous)
Demogorgon (Removing Portal is now Conspicuous)
Twins (Kicking Victor is now Conspicuous, also crushing him)
Nemesis (Removing T-Virus is conspicuous)
Pinhead (Solving Box is Conspicuous)
Artist (Removing Crows disables anti-tunnel)
Onryo (Removing Condemned now disables anti-tunnel)
Dredge (Locking lockers disables anti-tunnel)
Wesker (Removing Ouroboros disables anti-tunnel)
Skull Merchant (Disabling Drones removes anti-tunnel)
Singularity (Using an EMP removes anti-tunnel)
Xenomorph (Picking up a Turret removes anti-tunnel)
Unknown (Interacting with a Hallucination disables anti-tunnel)
Vecna (Interacting with a chest or item disables anti-tunnel)
Surely, you can see how unbalanced this is going to be. All this does is encourage boring and bad playstyles.
What about a middle ground, if its a self protective action it doesn't count but if its an action that affects other survivors it only takes a portion of your timers
Trapper (Disarming Bear Traps disables anti-tunnel) 10s a trap
Hag (Wiping away Traps disables anti-tunnel) 10s a trap
Pig (Removing RBT's is now Conspicuous) No
Plague (Cleansing is now Conspicuous) No
Demogorgon (Removing Portal is now Conspicuous) 10s a portal
Twins (Kicking Victor is now Conspicuous, also crushing him) No
Nemesis (Removing T-Virus is conspicuous) No
Pinhead (Solving Box is Conspicuous) 15s lost to solve the box
Artist (Removing Crows disables anti-tunnel) No
Onryo (Removing Condemned now disables anti-tunnel) No
Dredge (Locking lockers disables anti-tunnel) 5s a lock
Wesker (Removing Ouroboros disables anti-tunnel) No (on self) (small amount of time on others)
Skull Merchant (Disabling Drones removes anti-tunnel) 8s a drone
Singularity (Using an EMP removes anti-tunnel) 10s per use
Xenomorph (Picking up a Turret removes anti-tunnel) No
Unknown (Interacting with a Hallucination disables anti-tunnel) 10s a hallucination
Vecna (Interacting with a chest or item disables anti-tunnel) No
Some of these actions done excessively are game changing and being able to do them while "safe" is a pain to deal with so what if they were only able to be done in moderation safely. Im not 100% on how long eat timer should lower by for each action but it does make a bit of sense. Just not straight up losing all protection because you need to disarm a trap to escape shack ect
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759420#Comment_3759420
Are you going to suggest these should disable DS, OTR:
- Disarm beartrap
- Unlock RBT
- remove Hag traps
- Remove Artist's crows
- Remove madness
- Mending from Legion
- Use Plague fountain
- Look at Ghostface
- Remove Demo's tunnel
- Remove Victor
- Crouching over PyramidHead's rites of judgement
- Using Nemesis vacxin
- Using Wesker spray
- Using Sadako tape to not literally get moried
- Disarm Skull merchant drone
- Pickup Singu EMP
- Using Xeno flame thrower
- Remove Unknown hallucination.
- Open Lich chests.
If "it affects other players" then yes but in limited quantities
So in order
Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)
No
Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)
No
No
No* (if mending self idk if mending others counts as conspicuous)
No
No* (maybe just a small timer reduction like 10 or 15s not instant exposed)
No* (maybe just a small timer reduction like 10 or 15s not instant exposed)
No
No
No* (if using on self)
No* (if using on self)
No
Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)
No* (maybe just a small timer reduction like 10 or 15s not instant exposed on using it to disable pods or cleanse other survivors)
No
Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)
No
There is an argument to be had here since this is the old Ds case of haha I get to waste your time and stuff for free while you can't go after me bubble that still exists in these cases. To some extend it wouldn't really be fair if one of the individual actions immediately led to being fully exposed but some of them should have drawbacks so you can't do them for free or excessively since then you would just be playing the match again and should be fair game to target.
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Well we know the limitations that the mode is going to start with
2 v 8
10 generators
larger maps
and original 5 killers
caging survivors instead of hooking them
So in general we can assume anything that gets fast downs is going to be much better than objective defense so billy + nurse is easily the best combo but you can also do a lot with huntress + wraith or any combination of them. A good trapper can carry their weight but with 8 survivors I wouldn't doubt someone can take the role of follower and just disarm every trap he sets 24/7
Basically 2 meta killers, 2 good killers and 1 bad killer but not too much fancy combination between them, maybe if there are passives on each killer it might but who knows.
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@Krogund said:
@ColdCobalt , @VomitMommy , @mizark3 , @Ohyakno , @cclain , @bjorksnas , @Halloulle , @Deathstroke , @Nightram , @BlightedDolphin
What about this?
When there are two Survivors Left…
- Both survivors gain the ability to recover from the dying state at a 100% speed.
- After recovering, they receive 10 seconds of endurance, to avoid immediate downing.
- If fewer than three generators have been completed, the remaining generators will be completed automatically, except for the five that are the furthest apart. This ensures the last two survivors need to complete only two more generators to power the gates.
- During this phase, if at least one generator has not had any progress for the last 10 seconds, the killer receives Killer Instinct on both survivors for 3 seconds.
When there is 1 survivor left, current rules apply.
This way it is ensured that the survivors still have a fair chance at escaping the trial. We avoid slugging for the 4k, we avoid survivors hiding until the other die (even with stealthy perks you can't hide from killer instinct).
My problem was with the 2nd part not the first one, cannot be lumped in
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4/10
Its ok info with a bad activation condition and a ok chance you can get an extra kill out of the obsession but the problem is that the obsession knows you have it
any other direct info perk or perk that exposes is probably better since its a bad multitasker, either use noed or use something like no where to hide or bbq instead
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757731#Comment_3757731
Teleportation is not a measurement of speed. There's no in between from going from 1 spot to another.
With a limit of distance teleportation and the fact it takes at least a frame teleportation has a measurement of speed. Hag can teleport 60m it takes 1 frame, assuming 60fps 3600m/s. Technically unknown and singu would have a similar speed but theirs is limited by largest map corner to corner which is probably rpd west wing.
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I actually have the highest winstreak, the rules were play a match of dbd
at like 5000 kc by now
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@LordGlint said:
The answer is Dredge. During nightfall, his locker travel speed is 38 m/s, which is faster than any killer can go with any addon/perk combo.
I think they mean like regular movement, also the fastest then would be hag, singularity, and unknown with their near instant transmission with a (previous) max range of 60m on hag and a infinite range on singu and unknown
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Eh forced endgame chase is sink or swim on half the cast and on half the maps. I get removing slugging for the 4k while also giving the killer a chance to kill the last survivor no matter what. But imagine stuff like the game with an m1 killer or just massive map syndrome where someone on rpd stays on the polar opposite end of the map because you can't actually reach them in time vs blight or nurse they die ~8s after you see their aura. The killers just aren't equal at the end of the game and that's another reason people might not want to play weaker ones.
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Respecting pallets means that you try to avoid being stunned by the pallet, usually by waiting a small period of time, some newer killers take this too far and think im within close range of the survivor they are forced to drop the pallet, then wait too long and give the survivor distance for another loop. Or the killer successfully baits a survivor to drop the pallet without the stun because they "respected" it.
So just a pallet mindgame term
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Ah yes survivors dcing skewing match data to make the game less balanced around them aren't the culprits its the people who play the other side, those naughty killers making those survivors skew data
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@ChaosWam said:
That would make Plaything even stronger if you make a mental note of whose totem is whose as they appear.
You can already do that currently and it would likely all be the same color for the same perk so after 2 totems are lit you can easily forget like you might currently
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@BoopDaDoop said:
Undying wouldn't work with this and plaything would allow easier tunneling because if you slightly patrol a survivors associated totem you can pretty easily tunnel but with some fixes over time as they came up it could end up being a good change.
Undying actually does have its own totem, we know this because of how haunted grounds interacts with it, plaything wouldn't have a specific survivor tied with a specific color since its an umbrella under the perk so all plaything tokens would be the same color, and just as trackable as they are currently
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Would be nice
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Well its quoted on the road map as "game mode" and not modifier, so I got a good felling it might be
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I like it, reward survivors for using deja vu with better gen spreads instead of rewarding them after they get a good gen spread with continued gen speed and a good gen spread. It can easily shift matches so having more speed after you already set yourself up for success is overkill for a single perk.
But funny idea just to tack onto it but I won't bother to balance it, what if potential energy could get some energy off completed gens
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@WolfyWood said:
Personally I've been opening this forum less and less because it feels so killer sided to the point where no one can voice survivor related problems anymore.
Seems like unless a post is sanitized to be killer friendly the same people jump in to 'debunk' it.
It's gotten to the point where it just feels like a giant on-going circular argument and it's gotten so predictable you can basically tell what someone is going to post just by reading the name.
Eh if the fact someone can disagree with you is keeping you from posting then maybe you shouldn't be trying to discuss it. Everyone has a completely different experience in dbd whether it be side played, split of playtime, killer played, perks used, mmr, skill level, ect. No matter what you say someone is going to disagree with it for reasons they might see as valid and or try and balance out a change or outright disagree with it to keep a ideal version of the game they want.
I mean I do the same thing but a lot of my ideas are both sided, I will advocate for survivor perks that should be nerfed while they sit happily in my build. I will advocate for balanced buffs to both sides if someone posts something that seems like it would turn the game on its head in a vacuum like basekit X Y Z without taking the rest of the game into account because their stance is usually "just do it and let the devs figure it out after" because my ideal version of the game is if you make a change you balance it whether it be by buffing something weak into something thats on par with its peers or nerf something that has too large of a game impact before you release it.
But most importantly you don't need to interact with everyone. If someone disagrees with you in a way you don't like just ignore them. There will always be someone in a post who goes I hate this, it doesn't matter what you post there will always be that guy who has some shill argument with no explanation behind it and moves on to the next post, find the people worth interacting with and interact with them.
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I felt that ~6 years of new maps and changes that limit LOS, player skill level growth over time, average skill level of the player base + more options like DH being a good option against huntress since it both denies a down and can provide a speed boost to get to get behind line of sight she could have used a little big of love, especially since it was just simple changes unlike the ones most killers need which are complex or comprehensive changes
Its hard to balance out locker placement on maps when maps like Haddonfield get a massive centered deadzone or maps like badham with a massive centered deadzone, so having it be a bit more forgiving isn't a bandaid fix as much as the only viable solution to not just slap lockers in the middle of maps and call it a day
Most of the "weird" hitbox interactions are caused by numerous things, so while its easy to say "fix hitboxes" there's only so much you can do and expect. Survivor hitboxes lag at where their backfoot is while running so the front ~30% of it is a lie its really where your back foot is, the servers themselves have to send data back and fourth it you make it favor the survivor you can get silly things like lag switching to remove the survivors hitbox and also mess with every other ranged attack in the game. If you decrease the size of the hatchet hitbox its unfair because its a much larger projectile to weave over and around objects so it being thin as a needle doesn't work when you still have to aim it around things like its a truck because its collision box is the same for the environment. Its just not a easy fix with a projectile shaped like that. All of it combines to be something that while it seems easy its not easy.
I think the buffs are nice after 7+ years of service
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Community level creator
Create custom layouts for maps, or even your own custom maps, want to relive double pallets on old loops, or even old maps with 3 main buildings with a massive map sizes, probably start with a simple tile system where each tile is 16*16*16m or larger depending on the shape and allow you to connect them together to build a map, you can even have aspects of random generation like if a main building has 2 pallets you can randomly have it choose 1, the other, or both, or if a map has ~4 tile spawns you can set it to always be 1 long wall 1 short wall ect, set shack rotation, set tile rotation, set random tile location so if X spawns too close to shack it will never be a double window
Nothing off limits with this, go from eerie of crows main building into the middle of a cornfield, or just connect 4 cowtrees in a circle to make people slam their head against their desk, you don't have to stick with a theme you can jump between tiles from all the maps
You want to play a competitive match but you are worried that map generation might ruin a match, create your own preset layout of the map and play a seeded map for the tourney, even adjust some aspects if its not to your liking, the only limit would probably be using assets from licensed chapters but all the main game maps and realms are fair game for their assets.
The whole shebang
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im not paying for a skin on a character you have to buy to buy a secondary skin of that character as well
Even a purple outfit could easily be $30 total just to get everything with $5 character $15 legendary and $10 skin, at that point ill just buy half of BG3 again
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756684#Comment_3756684
Please don't get me wrong but the game has nothing to do with down earth logic.
As a survivor, I mean getting a hook rammed through the chest/shoulder several times and you are good to go after 16 sec of healing.
This is about a good, fair playing feeling. And that must apply to survivors AND killers. I think the OP's approach is the right one. But you have to approach it carefully and take countermeasures.Killers that have very little counterplay like Nurse or Blight are problematic. Billy has a little more counter play but he also has instant down. All factors that have to be taken into account.
Nah heres my factor, "fast = fun"
all 3 of these killers depending on perks are usually delights to face and id rather see the game die before I see them nerfed
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For once we agree, you shouldn't have to BECOME DEAF because you drank ANGRY JUICE
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Billy, Chainsaws can easily hold ~1 hour worth of fuel, idk what kind of saw can run out of fuel in 30s unless you have a massive hole in the fuel tank or put in like 3 drops of fuel but that doesn't really track
Blight, Flowers in every trial aren't lore friendly for blight since they only bloom once a year, its basically his wonder drug he has to ration until it comes back every Halloween
Wesker, He doesn't have to recharge a virus it gives him powers because it altered him physically not he uses the mass of the virus to do XYZ at the cost of it shrinking till he recharges or waits a while, if anything make him drink a energy drink or something
None of these are accurate or even niche in terms of lore to any of the character and using a "backstory" or haphazard "logic" in a video game to nerf a character is just silly
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All those speed boosts are additive then are multiplied against the base killer movement speed, so the 7.5% by the shoe increases the speed from 110 to 118.25 not 117.5
This applies for almost all speed boosts, so PWYF is 15% * the killers base movement speed so on hag it would be 1.265 instead of 1.25
So to truly calculate it take all the boosts it would be .15 + .7.5 + .5 + .5 + .10 = .425 increase, so 1.425 * 110 hag = 156.75 or 6.27m/s instead of 152.5 or 6.1m/s that yuou
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Chucky is interesting because in a straight line he is indeed much slower but at a loop he is much faster comparitively because of his small size and easy mindgames with his power, on top of the fact his power is good at closing gaps forcing people into loops
Spirit also has quite good mobility so being 115 outside of power would probably be overkill
Deathslinger on the other hand "reverse" mobility which is countered by no line of sight yeah its a pain, but I still have hope that one day they will let him grapple around with his gun
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They buffed lawnmowers
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Its alright as a perk but I would want something more multi use so heres what I would make
Pharmacy:
Increases chest searching speed by 80%
Decreases noise made by opening a chest by 8m
While active allows you to rummage through a chest and find a temporary (lost at the end of the trial) EMT-kit (can't have addons)
This perk starts the trial with 1 token, and gains a token every time 4/3/2 generators are complete and a token is consumed every time you rummage for an EMT-kit
EMT kit has these stats
16 charges (no 33% charge penalty for self healing so it will heal fully)
50% increased heal speed (self and altruistic, and it also has no 33% self heal penalty so it isn't a 16s heal its a 11.6s heal)
Healing done by this item reduces the maximum charges needed to be healed (aka healing with this item is permanent until you either become fully healed or get downed hemorrhage is a non issue)
This item is consumed upon losing all its charges
This item is not affected by efficiency bonuses or other heal speed bonuses or penalties (aka overwhelming presence and streetwise have no effect and botany and sloppy butcher has no effect always 16 charges and always 50% faster)
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Still works with unhook endurance so you can body block and get good value if the killer goes after you again, as well as just a solid pick if you think you will get tunneled for 3% more movespeed. Not that I like the first option but its viable
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755387#Comment_3755387
And there we go you explained its issues
Items are a integral part of survivors similar to add ons on killers hence why franklins is so annoying and disliked imagine if survivor had a perk that just deleted you’re add ons lol you’d go ape
The combo completely guts items you are either forced to not bring one in fear of this combo or forced to waste time to dump it in a corner it still has PERMANENT aura reading in a 12 meter radius and is broken on indoor maps
Object of obsession is niche and is risky to use considering that you’ll always be interacting with the killer making you more likely to die, it counters the combo but does it really counter it?
Let’s not even talk about the fact that the item exposing you might be really hard to find. Making you waste a lot of time finding it and exposing you’re position, the whole perk combo is simply bull through and through and just the idea of infinite aura reading is ridiculous in itself
it’s going to get nerfed not even a question it’s just funny you think it’s okay and “weak” when it’s obviously not and you’re just clearly biased.
I play both sides and think its both extremely easy to play against and a waste of 2 perk slots and $10 but sure "its strong and im biased" or whatever, im gonna run 4 actual perks instead, such a threat a mid tier killer using half their build for info and item disruption in a vacuum vs thinking for 2s and countering half their build
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@Skillfulstone said:
Ah yes, the times when insta-down Killers would facecamp half the time with no way around it if not in a SWF.
The time when beamers could blind Killers near-instantly with the right add-ons.
The time when syringes could instantly heal someone from downed to healthy.
The time when DS meant a guaranteed escape if not used before endgame.
The times when all gen-slowdown perks were still viable against decent Survivors since most of them weren't limited despite offering mediocre value.
The time when 4 BNPs meant the game's length was effectively decided by the Survivors as soon as one gen was done.
The times when Survivors could dip using the Hatch without needing to do all gens.
The time when NOED wasn't a Hex and had no timer.
The time when Nurse could use expose effects.
The time when the hole in the main building of the asylum could be used to softlock the Killer forever.
The time when Self-Care could be so fast with the right build that Survivors could heal faster than the Killer could hit them if carrying a Survivor, enabling infinite bodyblock.
ThetimewhenSkullMerchantdidn'texist.The time before "nerf Pig" was a thing.
The time when Eruption caused incap for over 20 seconds. And while SWF could deal with it, SoloQ could not.
Yeah, I went through those periods and I honestly don't miss early-DBD. Imo the game was at it's most stable from 6.1.0 to 7.5.0 (when it started to just go downhill or stagnate every updates with only minor upgrades).
If it did happen, then there shouldn't be rewards/challenges tied to it and it should solely be a nostalgia thing, especially the first 2 years were painful at times.
Some of these are right but its 2nd year not 3rd year
Only bubba and billy but imagine trying to saw anyone with vacuum pallets and 2x the windows on op structures
2.0.0 would be just shy of op beamers
Don't forget you could also use it on yourself while going down to tank a hit and be healthy
35% wiggle ds if not obsession but yes very strong free escapes
It would just be thanataphobia (slightly stronger than it is now for the first survivor being injured and affected healing), dying light (25% action speed after obsession is dead), and ruin (which can be broken right at the start with the easy totem spawns and no undying) not quire critical mass yet and basically nothing nowadays that tunneling wouldn't give you in equal pressure (which you would have to do anyway to get dying light value)
True but its ~20s gen bnp not instant bnp
True
Noed was a hex at that time
True but she only had devour and noed
True
True
Removed in 1.0.2 self care was at 50% at that time but heal time might have still been 12s
Thankfully True
Pig didn't exist
Didn't exist yet
Early dbd was, maybe ok, but 1.0.0 to 2.0.0 was a nightmare, then it had a bit of a break then became a nightmare again till around 4.6.0
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don't forget attacks with no hitbox and regular attacks out of lunge, (on top of making him client sided blight controls terribly on high ping)
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There is going to be more characters added to the mode over time as well as revisions to it, right now one aspect of it is all killers also have passives they grant to other killers, I think the example one was wraith makes another killer stealthy in his TR or within 32m of him while he is cloaked.
But im assuming as they make changes to the mode either partial or complete reworks more killers will be added. But it will be the initial 5 killers (Wraith, Trapper, Billy, Nurse, Huntress) aka killers everyone has at the start. and while having all killers available would probably be a nice its just not feasible to make everything ready at the same time with the current release period on it.
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754936#Comment_3754936
12 meter infinite aura reading if survivors drops a item… oh and they also become oblivious for 30 seconds if they pickup the item just for fun
Pairing it with franklins makes this perk incredibly obnoxious
Doesn’t matter if it’s not good on its own a lot of perks are mediocre when it’s by itself but when you pair it with other perks they become broken lets talk about MFT and Hope or FTP and buckle up I bet you can talk about all day how obnoxious those combos used to be but noooooooo if we talk about something obnoxious on the killer side it’s not a problem it’s so evident in these up votes too lol
Don't have an item (hard countered)
Drop the item on the side of the map or in a corner (soft countered)
Use a perk like object (1 perk slot to get the effect killer spent 2 perk slots on)
Hope + MFT counter (be a killer with mobility)
FTP + Buckle up counter (be a high tier killer who can chew through that time loss and healthstates)
The perk is not only mediocre by itself it has to take up half your build to be mediocre since on its own it very easily can do nothing even against 4 items, just 99 an item.
If you can't play around something as simple as that idk what to tell you, and if you think its comparable to actual good combos that devastate mid tier killers because it stomps baby survivors I also don't know what to tell you because everything beats baby survivors.
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Ive been wanting them to do that for 2 years also including solidarity in that list
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It doesn't need to be nerfed and there are plenty of ways to counter it or deal with it on top of its own built in weaknesses.
Its not even good on its own, takes up 2 perk slots, its easily hard countered (don't bring an item), its easily soft countered (drop the item in a corner if you know they have it) and takes up half the build for something thats easy to deal with reguardless of what you start the trial with, and only works on the worse killers in the roster because of m1 atttacks.
And all this for subpar aura reading, item disruption, and mid tier debuffs
So compared to 1 perk that provides the same value on its own without 2 perk slots (im all ears) its a joke
Or even better counter it with OoO to use the information for yourself as well
Its basically a noob trap and a clickbait perk for youtubers which is the same as every other new perk and killer for the first 2 weeks after they come out before everyone reverts back to 3~4 slowdown on their favorite killer and forgets it exists after people get used to it.
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Its an ok perk but it used to have a problem ~2 years ago where sometimes there were just no crows on maps, like ACTUAL 0 crows, I spent an entire match on midwich, the game, several corn maps, and had 0 procs of the perk. The problem is it relies on the devs doing a tedius amount of extra work to make sure 1 niche perk works fine with crow placements and layouts and its just too small of a detail to expect from them to rely on as a staple in builds. And if it were meta I would expect every few months complains that something broke or x map forgot crows ect
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@nValentine said:
Hello,
i think it's time we talk about implementing Basekit Unbreakable into the game, but not in the way it was approached last time.
being Bled out is the worst part about the game, many people been doing it a lot lately especially that there's so many killers now that can snowball. now i understand slugging is a valid strategy and i think we can put Basekit Unbreakable while also keeping the slugging strategy in play. how?
First Basekit unbreakable: you can pick yourself up after 70 seconds of being bleed out,
in that way you can only pick yourself up on your own 2 times per match. being slugged for 70 seconds will not ruin the killer's pressure when they chose to slug, 70 second is almost a whole generator done.
second: after 40 seconds of recovering a bar similar to what we have on damaging gens, will appear, when you reach this bar a teammate can instantly pick you up ( it's the normal recovery speed in the game now i think it's 40 seconds? not sure)
https://us.v-cdn.net/6030815/uploads/U0JR1D26R38Z/img-2137.jpg
in this way we didn't ruin the slugging strategy, and we kept the same recovery speed to be picked up by a teammate, while also adding basekit unbreakable to prevent toxic plays that many people go for.
i think the mori ending also should be implementing with this, if there's 3 survivors left and they all get slugged the game close with the killer's mori. this will create intense and fun interaction with looping when you are the last survivor up and have to try your best to loop for 70seconds for your teammate to pick themselves up.
Nah I don't think survivors need a big basekit buff atm
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It wouldn't help because making them not count just means a killer will get rewarded for slugging with easier matches due to gaining less mmr.
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@GolbezGarlandGabrant said:
I mean they could apply the same logic they've applied to Buckle Up/For The People or else it's just hypocrisy if they don't.
There is a difference between a 2 perk combo being good and a 2 perk combo being a terrible meme combo
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747168#Comment_3747168
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747190#Comment_3747190
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747195#Comment_3747195
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747212#Comment_3747212
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747245#Comment_3747245
For those interested here is the footage from my Nurse game, and yes I'm aware these aren't the best survivors but its still nurse and its still me winning, each game I played I simply took the result of my first game played. However the game did this multiple times to me during my games where it ended the game for me, but it ended right as I picked the final survivor up so it's a 4k.
I will post each of the 36 games in this thread, they will be going live on my Youtube once a day at 1pm EST, so if anyone is interested you can see the games here.I wouldn't even classify those survivors as sentient, but yes its technically a 4k win with a Claudette who gives up and 3 players who don't know how to unhook while the killer is across the map. But data like this is an outlier among outliers I wouldn't touch this data with a 10 foot pole from a match like this.
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If gens could be repaired multiple times there would be no point in all but the 3 furthest gens existing on any map besides people not wanting to run so far
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Gonna be honest, I don't trust any of these numbers but interesting I guess
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People will always hate something whether it be due to over exposure, it being too strong, it being annoying, ect. Hill billy is fine for probably most people but even if ~10% of people give up against something on sight that ruins, ~27% of solo queue matches end right at the start.
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Make nemesis move 6.0m/s outside of chase, hes a pursuer type enemy but is slower when being watched
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745466#Comment_3745466
Because I'm bringing a perk?
Why do killers should have free aura reading on survivors? Why they should have free gen regression?
I mean, its pretty self explanatory
Otherwise those already mentioned perks should not exist in the game, don't you think?
Youre right why not have a perk that gives free escapes, or a perk that gives free chases
Because some effects just shouldn't be attached to perks that give consistent value and not every perk should be viable on its own
Flip flop is a combo perk because on its own it would be too strong for free consistent escapes as it would outclass other slugging perks and other escape perks
More specialized perks like unbreakable, no mither, and soulguard either have limited usage, downsides, or requirements
Perks like breakout and items like flashlights and toolboxes require teamwork but provide the same value that 1 perk would provide, should a single perk slot provide more value than a teammate with an item or a altruistic version of the perk, probably not
This one is a combo perk because effects for potential infinite free self escapes should be limited
A more general perk like flip flop shouldn't swing the game, either combos or specific counters should
