bjorksnas
bjorksnas
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- bjorksnas
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Switch the endurance effect of buckle up and were gonna live forever (only picked up survivor gets endurance), now the stronger version of the combo requires some kind of activation or the survivor or more perk investment (made for this might still activate it).
It buffs a bad perk and makes the combo more involved
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first chase deadhards are silly and being able to take a 2nd hit without going down in one of the most volatile points in the match means it would be heavily unbalanced
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I like the huntress buff
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ah yes the perfect counter to tunneling, make endurance last for 10 hits instead of 1
yeah this doesn't need to be weaponized because this is the weapon, also there is never a point in mending except in the final ~20s so its just 70s of you can't be touched and if the killer chases you then you have 10 health states
no I don't have a counter idea because I think tunneling is fine rn
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680004#Comment_3680004
200% is the last reward, actually. Unless they change it later.
The anniversary event has way more substantial BP gains.
200% bonus total of 300%
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679938#Comment_3679938
Thank you, my friend.
It is... peaceful. Sweet memories from better days.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679984#Comment_3679984
Not much different than a regular Blood Hunt, except the event offering malfunctioning and cancelling everything else. For an event advertised as "BP based", it is a disappointment.
The anniversaries, or that legendary Blood Feast from 2017 would give us far better rewards. What this event offers is disproportional to what was said, in my opinion.
unless im reading it wrong the bloodfeast gave 3x bloodpoints and as this event goes on we will end up with 3x bloodpoints, on top of the fact we have bonus bp gained from event scoring events and 2k more in each category to earn and event tome with 300k+ bp in it
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@GeneralV said:
A malfunctioning offering, a BP event that barely gives you BP and the whole situation with Apex and the EAC...
Difficult times around here.
how does it give barely any bp up to +200% bonus bp, event scoring bp, and 2 levels of an event tome worth of bp
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677055#Comment_3677055
Everyone jumps to assuming it was cheese. There was a lot of interaction here that had nothing to do with cheese at all. As soon as you defend box auras people immediately assume you just want to tunnel a person out following them from box to box..that’s not what’s happening.
Well seeing as how you need to down a person to put a helmet on them yes it would be tunneling to then go and push them off boxes instead of going after other survivors. Or would you be referring to how scream perks constantly reset progress on boxes
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@Blueberry said:
The box aura loss was a huge nerf to her strongest feature.
The ambush buff while nice and long requested has left a bitter taste since it’s overshadowed to me by the box nerf. Her ambush while better is still pretty bad. There’s very few instances where the buff has made a difference. Most loops it’s useful on they were already unsafe enough you could’ve just played it for the m1. Where you really need a good anti loop is on the super safe loops where you can’t do that, of which her ambush still isn’t getting you on a hit on. Bar a few very small exceptions.
The buff is pretty meaningless from my testing. Even trying to push it to its max by stacking addons for it..still lacking.
I would way rather have old Pig. This was a Pig nerf in my eyes and I play Pig a lot. I had over 100 win streak with her.
ah yes the most fun part of a killer being killed by secondary objective cheese
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@0lymm said:
@bjorksnas I will rather have any of those killer abilities happen because they usually have a better counter than a blight with insane speed and little to no reaction to his attacks. So. here is back to you, I deny your unhelpful take on this post.
Denial denied
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Id rather just see mad grit killswitched since that's the only real way to abuse it, otherwise its kind of silly just doing a normal lunge while carrying a survivor
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The perk should have some activation condition like be in basement for 5s then its active until you use it (starting a heal with it uses it and it deactivates when you become fully healed so no 99% heal then have a teammate finish the heal) so its a grace basement with your presence then its better selfcare for a while
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674646#Comment_3674646
Adrenaline is META because every other method of healing stinks for survivor. This perk circumvents the healing nerfs but at a risk. Most survivor perks are situational. The reason more people don’t gripe about them is because despite being situational, the benefits are marginal at best. In short, killers don’t mind situational perks (for survivors) that have weak effects. What you all dislike are situational perks (again for survivors) that have good effects.
Make healing perks like solidarity, reactive healing, and resurgence apply reduce in maximum charges needed to heal instead of healing progress to counterbuff
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674821#Comment_3674821
This is assuming that lower tiered killers always end up giving up all 5 gens and higher tiers almost never get to the endgame though which is just not true.
Yes, Adrenaline has a 0/100 split, but that doesn't inherently mean that it's value is always worth it. I've had many, many games where survivors try to greed the last two gens injured to get its value but it ends up backfiring as they get caught out injured. Not to mention many games where I'm personally running adrenaline and have actually gotten negative value even after it procing, as it can disable your other exhaustion perk during endgame and activate while you're fully healthy and not being chased.
When its good its great and when its not it stinks, its an extremely polarizing perk and I think its high highs and low lows need to be balanced out to balance out the perk
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674784#Comment_3674784
I don't think this is a very good way of thinking about balancing perks, nerfing something because it's better against weaker killers.
With this logic, you could make a pretty valid argument to nerf almost every perk in the game.
Every exhaustion perk is disproportionately stronger against weaker M1 killers in comparison to the mobility and projectile killers of the game.
Any perk that gives you haste, boons because low mobility killers have a harder time getting around the map, hell you could even say resilience is disproportionately stronger against weaker killers because they might not be able to secure the down as well as a higher tier killer and the survivors will get more value out out of it.
This could be flipped to killer as well where you could say that every gen regress perk that is hook dependent (Pain Res, Pop, Grim Embrace, DMS, etc.) is disproportionately strong for it's opportunity cost because they're more effective against weaker teams.
This seems like a slippery slope of logic in terms of balancing.
Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states, its a 0/100 split on value not like most other perks which always give some and are also stronger against weaker killers (but not as much since they aren't meta)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674646#Comment_3674646
You did not explain why Adrenaline is unfair.
"Not working perfectly every match" is also an understatement. Because it does not work AT ALL in some games. In fact, looking at the current Killrates, it does not work in at least a little bit over 50% of the games, more like 60% of the games. So a Perk which might have an effect in 40% of the games is too strong?
The effect IS strong, but it HAS to be strong, considering that you wont get any use out of it in 60% of the games you play as Survivor. Unlike Killer Endgame-Perks, which have an impact in every game.
Working better against weaker Killers is also a weak argument. This applies to everything in this game. You can say No Mither works better against weaker Killers, yet the Perk would not be unfair.
Its perk effect is too strong for the playstyle it allows at its opportunity cost while being more effective against weaker killers due to being more likely to proc against them than stronger killers and taking longer to continue chase with a survivor it procs on means if you have someone proc their adrenaline at you at the end of the match you are in a lose / lose you stick with them their fresh health state and 10m of extra distance or you leave and risk losing all survivors completely trying to find someone at an exit gate. Making it an easy game closer against weaker killers that usually are slower and get more gens done against them and a nothing perk against strong killers who never reach that part of the game, its basically coin flip the perk on tails you get nothing and on heads you get to stomp on killers who decided to play someone other than blight or nurse or try to be nice for a change.
Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states
Adrenaline is an all or nothing perk, you either get all or you get nothing, should one of the strongest perks and effects in the game be an all or nothing perk, maybe, maybe not, but should that all or nothing meta perk be a coin flip on top of that and be gotten by
So should the perk be changed to be less coin flippy, yes, and should the perk be more consistent value so even if the coin ends up on tails you still get a little something, yes
Also kill rate stats definitely won't tell you adrenaline stats but sure try and extrapolate from that ig
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674646#Comment_3674646
As a PSA, everything is pretty much stronger against weaker killers than not. A terrible reason to nerf a perk.
You think Adrenaline is too strong of a burst? Just tunnel! Won't even have to worry about it. /s
Adrenaline is about the most balanced perk there is regarding risk/reward. Risk yourself all game for 5 seconds of reward sprint and a health state. Its a lil underwhelming when you just type it out, but can be awesome in the game if:
- You're injured.
- You even make it to end game.
- You're not deep wounds.
- You're in chase and the killer is about to down you.
- Freddy Freddy Freddy Freddy Freddy
- You even make it to end game.
Also, running three perks until end game is pretty brutal. Its a hell of a price to get anything from adrenaline.
Lets chat about adrenaline storing until unhooked/carried. Thats the only area I could see this getting tweaked. For all the sacrifice needed for this one perk to be maybe useful, I feel this would be a bad move, but BHVR will BHVR.
My normal build is adrenaline / hope and whatever 2 other perks I feel like at the time, resilience and lithe or dh, and if I want to use a medkit usually buckle up or for the people, I know that everything is usually stronger against weaker killers because its dbd and its a time based game weaker killers take longer which is why long term value perks and burst perks like adrenaline that require matches to reach certain points are stronger against them and near useless against a strong killer who plays well.
I think it could be taken down a notch in literally any of its ways because its just a staple to secure wins against weaker killers and have that go into being a bit better against the stronger killers like blight and nurse
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It should get a fresh coat of paint, average more openings on the map maybe swap out a corner tile or two with an actual structure that were used to like a short wall or LT wall, and maybe make the gen spread more consistant, the 5 spread of gens on the ground level sometimes is more patrollable and sometimes less and if a killers smart they won't ever defend the two upstairs out of the way gens, if possible it should get some changes to create better gen spreads against smart killers
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674566#Comment_3674566
So your point is that it is a meta-Perk and because of that unfair?
It is a Perk which is one-time use, which will only apply in Endgame (meaning, if the Killer is good they will not even have to deal with Adrenaline) and it might not even do anything meaningful. It can be strong.
Its a meta perk because its unfair its not unfair because its a meta perk, now just because it doesn't work perfectly every match doesn't mean its effect isn't strong when it does work. So rather than a big burst that swings matches it should be something more constant but weaker for example.
As with most things because it only activates at the end of the game that means its a lot stronger against weaker killers than it is against stronger killers so it probably should get some changes
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@Aven_Fallen said:
This was already in the last Roadmap. And well, it would be the only fair nerf to Adrenaline, but there will probably be more.
how would it be the only fair nerf, its a meta perk one of the best in the game, it can't be knocked down a peg "fairly"
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Huntress throws hatchets with her left hand, billy holds his saw in his left hand, bubba holds his saw in his left hand, trapper sets traps with his left hand, wraith holds his bell in his left hand, clown throws with his left hand, demo uses both in shred, trickster throws with both hands, dredge dredges, artist arts, wesker wesks, singularity singus, and blight injects medicinal compounds (very carefully) with their left hand.
Plenty of killers use their left hands for important aspects of their kit but basic attacks come from the right hand just how it is, arguably a lot of these killers left hands do most of the work in their kit.
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@Peanits said:
Those stats do exist. 👀
As you can imagine, there isn't a significant difference in escape rates between Survivors. But I'd love to share some weird stats like these in the future if that's something y'all would be interested in.
April first is soon going to be around the corner, good time to drop a pile of wacky stats
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The perk used to be useless because in the past there were patches and maps where crows just weren't there, I remember trying to do tome challenges that required scaring crows and I got 0 progress in some matches even as deathslinger whos gun triggers crows in an aoe.
While it works its not really that great for what it does, other sources of info are active longer (whispers) or are just more refined (any other aura read perk)
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I mean the counterplay kind of just becomes run at the crows before she can actually fire them and just eat them and keep running rather than change pathing at all
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671136#Comment_3671136
That’s why I mentioned when you pull a tape out you would not gain an initial stack of condemn. You would have 0 stacks. Then condemn would grow 1 stack over 25 seconds or 30. Survivors cannot allowed to be able to just hold onto tapes though free of charge for 70 seconds and then boom tv is on, turn tv off. 1 stack.
I don’t mind the timer going up to give ppl time to get to the tv. 25seconds as is gives ppl enough time to do 2 and a half gens. I’m okay if they moved it to every 30 seconds…but I believe it’s extremely important to have that feature. It was also very unique to her. It’s a cursed object.
Anywho - thank you for your thoughts! I appreciate it!
so then make the "cursed object" propogate and decrease the time for a tv to turn on by 5s per tape being held
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Passive codemn gain just shouldn't return, OG sadako had you gain a stack of condemn and depending on the map almost always gain a 2nd stack of condemn for pulling a tape then after all is said and done you got rid of, 3 stacks (2 of which you got just trying to get rid of other stacks) its kind of silly and shouldn't be brought back
maybe have it decrease the time tvs are off for each survivor holding a tape so its more temporary counterplay long term detrimental unless they deposit or lose the tapes
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I think its worth it even on its own since survivors might be expecting to hear the saw from further away to react to it, it lets you start chases closer
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@Emeal said:
But @Alen_Starkly that is what Rookie Spirit does and even better.
I think what bHVR needs to do is take all these beginner friendly Generator helper perks and then use Deja vu as the minimum standard and then buff them accordingly-
- Technician
- Poised
- Red Herring
- Repressed Alliance
- Visionary
- Fast Track
- Counterforce
- Rookie Spirit
- Corrective Action
- Inner focus
- Fog Wise
- Friendly competition
- Trouble shooter
- Deadline
It feels like bHVR's plan is to make good perks for beginner players, but advanced players dont use them so they would not inspire beginners to use them either. I think instead of developing character perks for survivors as, one competitive, one wild card and one beginner. they should do one competitive, one wild card and one solid foundation perk.
Solid foundation perks for Survivors are, Deja Vu, BOND (god yes), Windows of Opportunity, very good at enabling play at all skill levels.
Most of these are buffs in addition to the current effect unless it says rework keep that in mind
Technician
Have it reduce the skill check penalty by 3/4/5% instead of increase it no reason to have it be a downside anymore and change the range to be half the repair audio range, aka if the sounds are 24m have it reduce the range by 12m
- Poised
Make completing a gen also grant a 7% haste buff and increase the duration to 15s
- Red Herring
Make entering a locker silent while the perk is active and exiting a locker silent while the perk is on cooldown (quick and quiet effect)
- Repressed Alliance
Make it only block the gen for killers aka it can't be regressed except by indirect regression events, aka killers can't kick the gen but pain res / surge would still work, passive regression wouldn't reduce any gen progress for the duration and other blocking effects can't stack on top of it, aka to grim embrace / dms. Effectively protecting the gen from most killer actions and perks
- Visionary
Remove the cooldown for a gen being completed and whenever a generator is completed reveal the Repair progression of all Generators via the intensity of their Aura to all survivors for 8s
- Fast Track
Gain 2 tokens upon being hooked yourself and 1 token upon healing another survivor, (this perk is much harder to balance out but a bit more ways to earn tokens would be nice to counter longer games)
- Counterforce
This one doesn't help gens but it could be an interesting anti-pentimento perk so make the aura read permanent for that totem location (aka you can see if the totem ends up being rekindled because it would go from a small pile on the ground to being a full totem again) and make the aura read effect also work if a teammate cleanses a totem (but not the speed effect)
- Rookie Spirit
Easy let it gen tap to stop regression since thats the perks focus
- Corrective Action
Make the skillcheck become a great skillcheck rather than a missed skillcheck, (funny enough 2 people running it could just mash the skillcheck button when working on a generator together since every miss becomes a great and great skillchecks would give them another token (probably why they didn't make it like this to start with) and let it make your missed skillchecks become good skillchecks
- Inner focus
Increase the range to 48m
- Fog Wise
This one is actually pretty good 6s aura read on average every 12.5s on a gen is quite nice just for hitting skill checks
- Friendly competition
Reword / Buff, When you work on a gen with a teammate for 5s that gen becomes marked when that generator becomes complete you and any teammates who were working on generator when it while it was marked generator gain 5% repair speed bonus for 75s
- Trouble shooter
Change it to auras of all generators being worked on and have it be revealed to all survivors, then its not half bad
- Deadline
This one is too volatile to balance easily
Would you think these perks would see more use if they got changes like this
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670289#Comment_3670289
I liked your pallet stun add-on suggestion! I've added it to the post. As for the cool-down changes, I would like their full movement speed to begin being restored at approximately 2.7 seconds (full duration lasts 3 seconds). So for the majority of the cool-down they will be moving below your noticed speed.
Thank you for the addon consideration but I still have an issue with the movement speed part
The problem with changing the fatigue speed is just the math behind it, if you make it ramp linearly from 2.3m/s to 4.6m/s during that 2.7s the same math still applies the average speed would be 3.45m/s during that 2.7s (aka while you might be moving 2.3m/s for ~0.1s 2.4m/s for ~0.1s ect the average speed still ends up being 3.45m/s once you average it all out) meaning a survivor would only gain 1.5m during your fatigue slowdown and then during that last 0.3s end up 1.3m away before you can swing, while it might make the power more fluid it just ends up creating a different gameplay loop / killer instead of it being a quality of life, since one of the best ways to play would be cancel on top of a survivor and if they aren't on a pallet or at a window you instantly down them as opposed to gaining ~6m like current fatigue does considerably changing the killer because a ~11s window to react (fatigue time + time to catch back up) becomes more like a ~4s window to react now of course this doesn't count anywhere they might travel with a speed burst or while you catch up because things get even more complicated there.
If you make it ramp exponentially I got no clue how to do that in simple text based math but maybe it ends up being right but it might be hard to get your point across to other forums users if you give them the y=~x^2+2.3 (0,2.3) to (2.7, 4.6)
A better change for it would just be to reduce fatigue time since you are just back to 4.6m/s faster or increase the movement speed while in fatigue directly rather than creating a ramping speed if you want to have solid numbers to rely on for how much of a buff you think it needs.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670236#Comment_3670236
Map and add-on dependent, various aspects of their ability can be improved (quality of life), some add-ons have effects that should be base-kit (Frank's Mix Tape's power pause effect).
Learn more below.
https://forums.bhvr.com/dead-by-daylight/discussion/370508/tatarius-legion-update
https://us.v-cdn.net/6030815/uploads/1YUMSM3909S5/wild.png
Just remember though, Legion shouldn't see blood in Frenzy because old Legion scary :(
Tbf its been a while since I read that wall of text so ill just respond to that point by point
6.0m/s is a high base speed but I feel like if you just set the speed to this (no need to ramp since this is already what it ramps to) then played around with duration depending on the map you could create a much more comfortable middle ground for getting a down in frenzy if you play right and survivors don't but not have it be guaranteed on a smaller map, if you could come up with some sort of mechanic that makes duration longer on bigger maps that might be a good change
I think the power gauge currently pauses while vaulting a window or pallet but pausing while kicking a gen or breakable wall would be a niche change that doesn't really fit the power well so maybe just make it something fun like if you attack a generator during feral frenzy it begins regressing and extends your power duration by 1s (net loss of 0.5s and its not a 5% loss due to a kick so its not a regression event)
Changing how it works with oblivious could open up more perk diversity for legion, usable perk wise hysteria and plaything would be kind of nutty so this would need to be tested since you can easily find and harass survivors without them being able to hear you coming making tunneling decently stronger since legions detection is stronger and his potential to double back and fatigue on a survivor who doesn't expect it.
No reason to hide blood during feral frenzy because if you are going for a hit on an injured survivor the reward is much less so making it easier makes sense. Legion having fatigue like nurse makes no sense a normal cooldown seems fine.
Changing legions movement speed after frenzy to be 2.3m/s and ramping up to be 4.6m/s means on average during the fatigue animation the legion will move at 3.45m/s and the survivor will gain... 1.5m, yeah this one isn't way too balanced since distance wise unless they have something within 12m of where you ended your frenzy and use it immediately they go down since you lunge right after it ends and hit them. So this one is probably way too overturned.
Addon changes aren't bad / are already in the game but recharging power on breaking a pallet / wall is kind of the direct upgrade to recharging power on a stun since you can use it in a similar way so maybe something like decreasing stun recovery while in frenzy by like 33% (not stacking because it would be silly with enduring) the only reason I say this is because I think it would be interesting of the mixtape addons had more synergy with each other because you know legion, group of people who kill together and the fact people might stack more of the addons that change their music tracks
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@MikaelaWantsYourBoon said:
Unknown will be stomp new survivors, that's for sure. Like how BHVR thought this counterplay will be fine when low mmr survivors are running straight and not looking behind.
I hope i am wrong but i already see it: This killer will stomp every low mmr teams while on high levels it will be joke. Yeah i am not fan of this killer.
I mean if the counterplay for a killer is "improve at the game" then it might be a bit of a more noob stompy character but it will teach good lessons
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@[Deleted User] said:
I do not understand why Huntress was a priority, when Killers like Legion (who by the way have consistent suggestions given to improve their kit/add-ons) get ignored.
why does leg need buffs I thought they were an ok middle of the pack spot
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Frankly the iri addon shouldn't be buffed with him instant down for reaching a survivor and right clicking as clown just isn't great balance but it isn't terrible, now when you add 3 bottles into the mix being able to slow them then backrev an instant down feels worse. If that went up to 5 bottles lol goodbye survivors see you next match.
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I mean she has been hit by every single change in map generation and layout since the beginning with no buffs to help her get around it, invisible collisions, bushes with massive hitboxes that don't make sense, lockers and hooks having smaller models than hitboxes, more trees, more rocks, more bushes, indoor maps, massive locker deadzones like haddonfield and badham ect. Every change they have made to maps has hindered her more and more, giving her a bit more hatchets to play with because locker spreads aren't great and a bit more wind up to better play around the more densely packed maps makes sense after 6.6 years.
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@Nebula said:
I'm not sure where I exactly stand on this. My friend brought this up yesterday and I thought he had a good point, so thought I'd share here.
Why is the highest mobility killer in the game still a fully functioning M1 killer outside of his power? Especially when his power recharge is so short and forgiving compared to many killers who have even worse powers.
Would this even be a meaningful change? Is it unnecessary? Would it lower skill expression or raise it?
It doesn't really match any criteria for a 110 killer though, since he isn't going through objects, invisible while in power, 2 feet tall and undetectable, set traps that let him teleport, or a ranged killer. It would just be an exception made because some people are too good at him.
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Currently it reduces the time it takes to repair gens active by 10s each once you finish the ritual. I think its a good starting point for the effect and ritual perks in general wait and see if it needs buffs from there but permanent progress means its at least a choice now to use it
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Healing right under hook just after being unhooked isn't a smart idea especially if the killer isn't doing anything at the moment, maybe if they are in a chase on the opposite side of the map and aren't a mobility killer
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668881#Comment_3668881
That just means they need to remove the sound as well.
how would you know if you dodged a skillcheck if they removed the sound. Or would this just be giving all killers the effect of huntress lullaby for free
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668965#Comment_3668965
Ur not making any sense. Because the claim that you are using against ow is the same bhvr has done with david and susie. Both old characters that have recently been updated on their sexuality with more lore via a tome and a recent comic respectively.
I personally dont care if a company does it to see it as a "win." All i care about is how they deliver the character's sexuality, be it a new or old character. And how well they treat their own characters after the fact. And both companies have done well in delivering the lore baclground. But my issue is that bhvr hasnt done ENOUGH, since they have a history of doing so much for the lgbt community and how many lgbt players make up the playerbase.
Well guess we don't see eye to eye on it since ive seen what OW has done over the past 8 years and don't think they did a good job and think what dbd has done has been slower but much better. Its weird having characters flirt and talk about how they used to be together for years to throw it all away for a PR win
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@Quizzy said:
So im pleased with Into The Rainbow charity event. But we need more representation for the characters in the game when other games like overwatch are doing it better. We only have one canon gay character. Even then, that character has been ignored with lack of new cosmetics and no mention, no tweet acknowledging him on pride month.
We need to do better. And its tiresome to see us move at a very slow pace.
Ow didn't do it better they started with a cast of ~20 characters then overtime just slotted them into what representation they wanted at the time with no care for what the current characters lore, backstory, or interactions up to that point they just wanted a representation "win" some of the newer stuff is a bit better about it but frankly they stink at it and don't do it right.
Dbd on the other hand does it much better by grass roots building out a characters lore or making a new character that happens to be part of that representation rather what blizzard does of caricature representation with no thought behind it or complexity to the rest of the character, then retroactively change it or cover up what they initially were to make it seem like that was their plan all along.
Don't ask for it to be rapid fire because then it won't be done well which is worse than not doing it at all
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668914#Comment_3668914
It also counters Gearhead, Call of Brine, Merciless Storm, and Unnerving Presence. Maybe Huntress Lullaby and Coulrophobia too if you're fast enough. And the upcoming Undone perk.
So yeah, not a good idea.
fine overcharge but no great skillcheck zone it is
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668881#Comment_3668881
I already can, with extremely specific timing that comes down more to luck than anything else. Your idea would make it a very consistent trick to bypass a gameplay mechanic.
oh no its going to counter those 2 perks that never see usage, darn
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668870#Comment_3668870
But then I could just ignore skillchecks by letting go the moment I hear the sound effect warning.
you already can with good enough timing in the otz clip he heard the sound but got off before the circle appeared for the skillcheck
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I disagree with this change since pain res is most effective on killers who can't traverse the map as fast or as well as others and it creates a dynamic of if one survivor hides the perk only gives 1/2 the value it currently does which incentivizes a bad gameplay loop for the killer because the survivors don't give them much of a choice
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Leaving a gen should just cancel a skill check unless the skill check has gone through ~25% of the circle no reason to be able to remotely complete part of a gen but also no reason to just lose 10% progress because the game thought it would be funny
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668503#Comment_3668503
It's not bad in any way but from the killers pre-game information. That does make it a problem though. Still, worth imo. I'd at least like to PTB-style it, ya know? See how people feel and run it for like a week or so. Come'on Bhvr!
I dunno man. I don't switch anything due to the lobby unless its clearly a meme squad. Always down. Getting to the match seems more important than letting all this other garbage pollute the game. See the pro's list.
I mean if you see 4 shiftly looking survivors you might be able to guess they will 4 toolbox switch on you or 4 flashlight switch and have even a bit of time to change your build. But even outside of that survivors who openly run 4 strong items you can still see it at least. Not seeing it just means you load into a match and suddenly they can have stacked resources you didn't even plan on them having with no counterbuff to make up for it.
I wouldn't like to load into a match and suddenly all 4 survivors had toolboxes and 2 gens flew while I was looking for where they spawned and I couldn't see it before the match, or they all 4 had flashlights (not that I would put on lightborn but it would be annoying) or they all 4 had medkits so healing times are way down.
Its harder to balance the game when killers have no idea what they are about to go against and unless you had some big buff to killers to counterbalance the strength survivors might suddenly have in a match that you can't fairly prepare for then I don't want to see it at all or something that would make all survivors groan another across the board item nerf.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668281#Comment_3668281
Removing the lobby at the start would solve soooo much. Including, but not limited to...
1: Lobby dodging
2: Item/build swap at 5 seconds.
3: Prestidge showing. Still can't believe this is a problem, of all things.
3: Faster times to get 'in the game'.
Now, cons?
1: Killers can't shop
2: Survivors can't item swap
3: More mystery! Wait... probably a pro!
Survivors don't have to item swap to hide items because with no lobbies killers just don't know what items they have which is bad in its own way, its "solving" a problem by making it basekit
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Idk what roundabout logic you have but that says right there name a killer without a power and its right there
And it was an example of a killer who can't use their power to lose bloodlust mid chase as well, can't use power to lose bloodlust if you don't have a power
If you want another example of a killer with no unique power trapper has no power with no traps on hand which can be decently common while playing them
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668405#Comment_3668405
So you have to use that add on you don't have a choice? Crazy I thought there were multiple add ons you could choose to use as killer.
You wanted an example of a killer not being able to use a power to get out of bloodlust, they can't. Not my fault its a specific example maybe ask with more limitations.



