bjorksnas
bjorksnas
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I mean if camera swing is important she has 3 addons of the same effect maybe just ask that they keep one of the 3 as is or even make it so the brown one is a "meme addon" that increases the range by 66% (4.5m aka the current max)
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653128#Comment_3653128
Scream build are not viable anymore then? It was never the strongest that Piggy could do. This nerf doesnt help anyone. It only nerfs a killer that needs help.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653177#Comment_3653177
Please take a look at this match and tell me, what you think of the traps.
You got a massive amount of slowdown out of them killed one of the players without really even interacting with them, used the auras to sit around and next to boxes for long periods of time, likely the guy who died without interacting just got a nice taste of big map syndrome, so yeah strong tool regardless of the fact it can kill survivors and killed survivors even without anything extra on top of it.
So rightfully nerfed?
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074
The only effective part about Pig is nerfed, while the ineffective part remains ineffective.
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074
It is the most important aspect of her kit, it shouldn't have been changed.
@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074
The only usable part about Pig is nerfed. I couldn't justify playing her before, now she's a bucket of turds. Would sooner play no-addons trapper.
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074
In the wrong way and without the necessary compensation.
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074
Aka the thing thats half of her balance? Shes mainly slowdown. Because if you try to crouch and ambush at loops survivors will just predrop or hold w.
I didn't say it was done properly or in a way it should have been done, I simply said the unfun part of pig was nerfed
Head pops being a secondary event that might happen is the ideal pig the whole stack scream perks and addons that make it take longer to search boxes or have a shorter timer isn't a healthy design, being able to down someone with an m1 killer and have a good chance they die with little to no more interaction for the rest of the match isn't a fun or fair design.
That said should she probably get more buffs to everything but her traps which could also do with screaming not reseting search progress yes
But for now the unfun part has been taken down a peg
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@radiantHero23 said:
Pig is nerfed....
The unfun part about pig is nerfed
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652983#Comment_3652983
Yeah but the fact that killers dont even see it as a threat just shows how much of a joke the perk is. It just needs a longer stun, thats it
on its own its not a threat, thats how most perks work but when you combo them they become exponentially better thats the idea
buckle up on its own, mediocre
for the people on its own, meme
together great
power struggle on its own, useless
flip flop on its own, niche at best
together great
ds on its own, ok
dh on its own, alright but it loses a lot of value if you get hit off hook and tunneled
together great
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652825#Comment_3652825
It's a statement of comparison, nothing more.
With the 5 second stun the survivor still was stuck in animation for 1.4 seconds, but gained 8 additional meters of distance. (So 14.4 total)
If the player can barely outrange an m1 lunge with a once per match use perk, that's not effective in any sense. And that assumes, again, that the killer doesn't have a power whatsoever.
There were videos just after the 6.1 PTB showcasing how bad DS was, and most killers could just m2 and instantly down the survivor after the stun wore off.
It's a useless perk for tunneling. And the only reason people use it currently is for exhaustion reset. The nerfs for conspicuous actions and disabling in end game were fine, the 3s stun duration nerf was not ok.
I mean yeah on its own the perk doesn't carry you, but its prefect for synergy and chase reset while looping
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idk about the double nerf to it, just making it 1 bottle should be fine
in fact make it even more annoying make it so the last bottle applies exposed on a direct hit and don't decrease the bottle count at all
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@AmpersandUnderscore said:
Endurance perks like OTR and DH are hard countered by getting hit immediately off hook. If the killer is tunneling, they're almost always going back to hook (or just staying at exactly 12m).
DS is about as effective as politely asking the killer not to tunnel in end game chat. DS isn't anti tunnel when it also stuns the survivor for 1.4 of the 3 second duration. So a survivor gets 1.6s of head start, or 6.4m. A killer lunge attack is 6m, and that assumes their power doesn't just instantly down the survivor again.
DS is only used to reset exhaustion in its current state. Maybe if they actually buffed the stun duration back to 5s it could be anti tunnel again.
I mean you keep touting that statement that ds only gives 6.4m and a lunge is 6m but you don't catch the survivor in 1s after being dsed just by lunging at them, maybe you are forgetting the obvious that you move 6m during a lunge but a survivor is also moving during a lunge so the actual difference in distance is much less
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Frankly the best way to "balance" a swf group is just show survivors who are grouped, weaker killers might dodge, you have the chance to put on stronger perks and addons, you go into the game with a different strategy / mindset ect, indirectly you give them tougher foes
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Switching corrupt for friends till the end might help find and track targets as well if you aren't worried about slowdown
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Shredded notes isn't a penalty
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22.5s of aura reading is still good they just aren't free escapes as often
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Invisible vs visible
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Shredded notes on blight, while the impact is now more on other addons people don't really see the value in 1 less token and slightly faster recharge but in total it makes max cooldown 6.66s and provides a lot less downtime constantly now that adrenaline vial is decimated its still there
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651367#Comment_3651367
1. Survivor does mistake and walks into drone randomly in non-chase scenario is to blame on Killer power. Tell that to trapper when you step into his traps as accident.
2. Haste is barely noticiable or impactfull unless you have like 3+ people with claw traps at the same time which again, would be on Survivors running like chickens without thought or using their eyes. Drones are easy to see. Getting normaly scaned last few seconds and the haste gain is pretty small.
3. Looking back and forward is something you do in every chase againts every killer. You need to know where you are going and where killer is and what they doing. Like how is that even a SM thing?!
5. Muscle memory trowing you off.. again, basic knowledge of the power will not trow you off. HUD tells you and you know if you just gave her tiny haste or not + you can count with that she moves bit faster. There is no suprise factor if people would use a bit more brain power.
6. Every Killer can and most do run at least 2+ slowdowns and even 4 on much better killers than her. Nothing unique to her, again.
7. She has some Status effect that sometimes trigger, so what? Many killers have them too + if you add some addons.
8. One of best stealth in the game better than others? Whaaaat... That's just lie. She has better stealth than Pig or Sadako I quess because she is not slowed as her or no lullaby LMAO. Any other stealth Killer has better stealth that last much longer and has more impact.
All these reasons sound pretty bad, sorry. Its either lack of knowledge, skill or just ignoring how other killers work and acting like its her fault.
- haste does make a difference and unlike trapper where you either then get downed / heal up and move on with skull merchant you get tagged and nothing, you can't remove it without just standing around in the trap for another 6s taking a health state and being broken for 45s theres no way to remove it or deal with the stacks of her power cleanly which is dumb
- haste is always impactful increased speed is one of the strongest effects in the game and she gets it constantly and consistently and its just one of the many statuses she gets
- not every killer wants you to look back, foward, around, at the ground, up and down, Manja-Flanja-Blanja-Banja-Ishka-Bibble-Babble-Flabble-Doma-Roma-Floma-Boma-Jingle-Jangle-Every-Angle-Bricka-Bracka-Flacka-Stacka-Two-Ton-Rerun-Free-for-All-Big-Ball, most just look at the killer and look back so yes it is more to balance looking around at then a normal killer do some other killers demand this yes, is it fun, no
- this one is missing
- the whole point is that it doesn't feel natural to play against, of course you can use more brain power to play around it thats why I said muscle memory as in something you don't account for and get used to because you don't expect it from other killers
- I just happen to see stacked slowdown perks more often then not on her, of course anyone can run 4 slowdown but if its a blight spirit nurse I don't expect 4 slowdown but when I see a skull merchant I associate 4 slowdown
- She has the most status effects of any killer in the game built into her basekit 5 is a ludicrous amount of status effects in her basekit since most have 0 or 1, Trapper (haste), Wraith (undetectable) Billy (none), Nurse, (none), Myers (exposed), Hag (none) ect. and she has 5 in her basekit
- Her stealth has no tell and yes it is better than other killers when she is in stealth, you are ignorant if you don't realize that every other stealth killer has some kind of tell to balance out their stealth, and even as just part of her kit its one of the stronger aspects because starting chases closer is strong and having nothing to balance it out is silly, wraith has uncloak and gnashing, pig has slower speed and needs to charge or stand up, ghostface has a cooldown, myers loses stealth for a while to get exposed effects, ect, skull merchant has a 0.4s period out of stealth with the right addons no footsteps nothing
Idk what kind of wool you think you can pull over my eyes but they are all valid reasons if you know anything about the game and these counter arguments lack depth, its an annoying killer and its poorly designed in some aspects and it usually attracts boring players and playstyles so I dislike it
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651374#Comment_3651374
Gotcha. The edits make it more clear what you meant, that's more fair. I'd point out that your teammates messing up and playing into most killer's powers will screw you over, and there are a few that do it in ways that directly affect you in chase (Plague being a big example), it's only fair to acknowledge SM isn't unique in this regard.
To the recalled drone: Yes, but she still is forced into just making you leave that loop instead of you running into a drone and being scanned. You're directly making her noticeably weaker by hacking drones and forcing her to replace them.
To the builds: We are going to have to agree to disagree, I seriously don't think SM is more likely to run ultra-slowdown builds than other killers. It's very common.
To your last point: Never said there's no rational reason to dislike her. In fact, I made sure to say the opposite! It's perfectly reasonable to dislike playing against her, we all have killers we don't like facing. There's no rational reason to be as intense about hating her as people have been, though. She isn't substantially worse than the average killer in any way now, beyond maybe her walk cycle. I don't much care for that either.
There's no difference between disliking Skull Merchant and disliking, say, Artist, or Clown, or Legion, or any other perfectly fine killer with annoying elements.
Fair enough but I still don't like her mechanics they just irk me and it could stand to be a more interesting design or have more notable counterplay like if a drone is hacked she can't recall it for X seconds so you can actually use the loop a hacked drone is at
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Auras more consistently being visible through gens
Auras being more consistently visible through the hook bubble
Blindness not affecting hook auras
Blindness being changed to a stack system on some perks so instead of being blinded for 30s, 60s ect its blinded until it blocks 1/2 aura reads, then while blocking it its blocked for ~10s then goes away like anti distortion
More progress bars on survivor interactions, how long is left on that heal, how much progress is on that exit gate before you were chased off, did you finish cleansing that totem or not ect
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651367#Comment_3651367
Worth mentioning that I think your first point is a misconception? She doesn't get haste for someone having a tag for Lock On, she gets haste from survivors being on her radar, and that only lasts for a few seconds.
Recalling hacked drones also does mean hacking them makes a loop safe because she has to go back there to replace it.
I'd also probably highlight that 3-4 slowdown perks is obnoxious on any killer and also very common on any killer, so that's not unique to her.
read it again I made some edits to the first one already and made it more obvious for people who don't know the numbers
yeah but doing it before a chase then being chased over there makes no difference because she isn't slowed at all recalling it and then replacing it and you still can't even use the loop
it might not be unique to her but she attracts that kind of player very often so yes this one is more player dependent
still waiting for refutes on any of the other ones sir no rational reason to dislike skull merchant
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Tags being permanent until you get 3 or get hooked, so accidents leave the skull merchant with free haste (for 12s) which can mess up other peoples chases for a bit then put you in a worse spot in your own chases with the worst counterplay just get 3 and be broken for 45s
Having to look at the ground so you are prepared if you run around a corner into a drone aka annoying camera manipulation because you need to focus on multiple things at once in a chase so looking back / forward / around is annoying while being chased
Her stealth being outright stronger / better than any other killers stealth in the game since she has no lullaby / footsteps / breathing / gnawing / transition out of stealth like any other stealth killer or killer who has even partial stealth in their power
Haste throwing off muscle memory for looping, hindered just isn't fun and as a secondary part of a power even less fun especially while they killer gets haste at the same time
She also just throws every status under the sun at you, deep wound, broken, hindered, while getting haste and undetectable not even counting perks and addons she has 5 status effects built in all of which are annoying
Recalling hacked drones so disabling them doesn't even make a loop safe
Then on top of that most every skull merchant throws on 3~4 slowdown perks and just makes the game a slog because either they miss chess merchant or want to mimic how someone used to play chess merchant, and the reason I say 3~4 is sometimes they take off 1 slowdown for sloppy butcher instead because whats more fun than 5 status effects... 7 status effects (I don't call sloppy slowdown because its indirect) or just 1 addon slot for 7 status effects
This is most of it but its just not fun and most skull merchants don't ever play in a fun way since theres really no way to be able to and win so its always just a bad experience built in then they get to do even more if they feel like it
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idk it only working on first hooks means you only get slowdown while you spread pressure, so even if its effect is strong when it works it only works when playing nice or just once for a while, at that point they would be better off running deadlock instead of 2 perks if tunneling
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@Nebula said:
IMO the StBfL nerf was necessary as it was not tuned after killer was given a flat 2 stacks. Not losing stacks when hitting the obsession with your power always was a head scratcher for me as it went against the very theme and literal name of the perk.
It definitely didn't need to be nerfed to this level but I'm still hoping its because they made a lazy change that will be fixed later, the whole mitigate using power was actually kind of healthy for the game because it let you go after the obsession without being punished or with only being half punished which means rather than completely ignore 1 of the survivors and more likely than not tunnel people actually ended up spreading pressure more evenly because they felt able to do so. Now more than ever if I use STBFL I find myself saying its not worth it anymore and just tunneling instead because there's no point anymore. Its better for the gameplay loop to not have a survivor that you just never want to chase.
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No thanks
Overdrive is cool, base movement speed is already good at 10.12m/s, more turn rate is cool and its been out for 3 days so no need to really change it already, idk how taking stuff away from him would give him the something he is missing but I don't find him lacking anything other than 6 of his addons needing a different coat of paint (slower overdrive decay, overdrive decay delay, and cooldown)
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Supposedly since its not an automated system you would never get in trouble just by people reporting you ingame, they would need to follow up (unlikely) and then a real person would need to review it and would see you aren't cheating at worst nothing happens and people wasted time and resources.
So just take it as a compliment and move on they are mad that you did something smart
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not a bug, when a guard spots you they lock onto the spot where they spotted you are go there to start their chase from there
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@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649157#Comment_3649157
3>5 is a big numbers change for dbd players apparently, i guess people forgot what number comes after 4, because you're here claiming 5 is a "big number" compared to 4, 4 of which being the number you claim is "fine" for the perk.
sorry you don't know the history but 5 was made to counter enduring (which reduced the duration by 20%) so yes 4 is fine
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@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649073#Comment_3649073
i mean to be fair if you're eating dses i don't see what 1 second changes lol like if you're eating a ds either you're tunneling or they're forcing ds, either which you can counter by simply just playing differently. ignore them if you don't want to eat their stun, or just don't tunnel...
Or we could just balance the perk like civilized people and not just slap big numbers on it
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649031#Comment_3649031
Lol I get you, 4s would definitely be a welcome change, but I still do think that it should be 5 especially with how many mobility and ranged killers there are now. Any change to DS would be an improvement though. The game needs a hard anti-tunnel perk back in prevalence right now.
I think 4s stun and 4s with no power (doesn't drain power) would be a reasonable fix, it doesn't punish m1 killers too much and gives a ranged and mobile characters a bit more wait time but not too bad, I just don't like 5s because more time spent with no input against it just feels bad
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648993#Comment_3648993
Why is DS something you have to earn? It should simply be reverted back to 5 seconds of stun and require you to not do a conspicuous action like it currently does.
its not it would just be funny if they made it like that based on fumbling the stbfl changes, 4s stun is fine though
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649002#Comment_3649002
It is probably going back to 5s, as it should. 4s isn't enough, and we no longer have to take Enduring into consideration.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649013#Comment_3649013
You can also make an argument for survivors having more resources to work with if the killer wanted them out of the game ASAP.
There is plenty of food for thought here, yes. But in terms of perks, I don't think any of them had a bigger impact on tunneling than DS and BBQ.
4s is probably enough, since 5s ds was made for enduring (which made it 4s) and chewed through the 3s stun better than today
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648993#Comment_3648993
I doubt this is going to happen but we can dream, yeah
I mean we saw what they did with save the best for last, just slapped the copy and pasted code from PWYF and called it a day instead of just giving it more time, I don't really trust them with perk changes at the moment.
also 4s ds makes the most sense since 5s was to counter enduring
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648980#Comment_3648980
How it would not make any different lol?
Is tunnelling same on Nurse and Trapper? No. Strong killers can tunnel easier. And anti-tunnel perks are barely doing anything against them.
If you buff all killers to this level, it will be same on all killers which is not healthy for the game.
And by stats, i doubt we need another 6.1.0. Since we know DS will be changed, most likely BHVR is also seeing problem here because how easy and free tunnelling is right now.
Its gonna be pretty funny when ds is only buffed to 4s but requires the survivor to actually do something to earn it
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648961#Comment_3648961
Nah, it's not wrong.
I am not against buffs for weak killers but i am against another 6.1.0 , we don't need another general killer buffs. But we should buff Pig, Myers, Freddy, Trapper etc. Weak killers should be viable, that's not wrong thing to do.
But what would be wrong is giving buffs to all killers.
If we need another 6.1.0 we will get another 6.1.0 there was tunneling then and there is tunneling now, it wouldn't be any different since its changes for the sake of progress not gridlock because you don't like one current aspect.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648949#Comment_3648949
I am not sure if you understood my point. If we really wanna make killers power role, like some people keep asking, those strategies can't stay in game. Because if we buff all killers to this level, tunnelling and proxy camping will be even bigger problems.
Nurse is strongest killer in game and good Nurse player can destroy most of teams but yet, they are tunnelling. And we all know how anti-tunnel barely doing anything against her. Or Blight. Or any of high tier killers.
If we buff all killers to this level, what will stop them to not tunnel. Nothing. Unless we actually nerf tunnelling to ground and punish killers really hard for it, tunnelling always will be popular choice for killers. Because it's easy to do.
And as you pointed, it's not easy to do. BHVR will need to a lot work to make things work. So i just don't see this gonna happen and it should not anyway. Killers should not be buffed ( except really weak ones ) and tunnelling & proxy camp should not be nerfed. One should not come without other. Buffing DS a bit will be good enogh.
Killers still need buffs over time since generally they get weaker the longer they are out and as general skill increases depending on how much of the game that killer has to interact with, they just need to get stronger as people get smarter, not just the scum at the bottom of the barrel which people still won't play because theres no point in buffing it to go no where but the median needs to raise over time. Using tunneling and camping as examples of why almost no killers should get buffs is using one aspect of the game to say a more important aspect shouldn't get changed which is just wrong.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648940#Comment_3648940
And where i said we should remove tunnelling from game? I just said we should not buff killers because of tunnelling. We can't buff killers because of those strategies can not be actually nerfed. And if we can't actually make them unviable, then what will stop killers to not tunnel when they are too strong? Nothing.
"we shouldn't remove them" also we should nerf them into the ground and make them unviable aka all but remove them just say the change you actually want instead of dancing around it then making it anyway
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Disagree, tunneling and camping have been in the game for 7 years, they have always been tweaked but never been outright removed because they are part of the game. Simply removing them would require too many changes that you are making a new game at that point and likely after that the question becomes ok with that gone whats the next version of it based on the changes the devs make that you want gone.
Lets say you can't hook the same survivor twice in a row. Physically impossible to take a survivor out of the game before 5 hooks how much safer is it for that new unhooked person to just sit on a gen and ignore any kind of healing until someone else gets hooked and how much more progress does their team get off not having to care about taking hits just immediate stealth because they would be fine and unbreakable stocks soar or heck just give them free unbreakable while they are slugged like that since they are supposed to be invincible and just in case slugging becomes the problem here throw endurance on that too.
Lets say you can't camp at all if you are within 32m of a survivor on the hook both survivors get bt and their hook doesn't progress and you build up a free escape and for good measure kindred aura reading that bypasses undetectable so everyone knows thats happening, in fact lets sweaten the pot, injured survivors get bt for being within 16m of the hook and no deep wound on the first bt hit so a freshly unhooked survivor takes 3 hits to down depending on perks which doesn't mean much when they can't be hooked and an injured unhooker gets a bt hit going to save and a bt hit after the save. How much more time does their team get not having to care about rescues being dangerous and having great knowledge on going for saves
How would you balance all of it out, realistically with a mountain of changes to make all killers strong enough to get at least 5 hooks at a decent pace so they can start snowballing in a match at some point (because otherwise they can't counter survivor pressure and just lose) they need to have enough information without perks that they don't need to ever go back to hooks again, and the mobility on each killer reach chases without huge amounts of downtime. Maybe even longer gen times or even more changes to prevent. And probably huge buffs to most killers. The problem is the fact that its just a mountain of changes to overcome just to remove 2 mechanics that are intended and at the end of the day you don't even know if you are making a better product to remove 2 things you don't like.
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Thats always how it worked, exposed effects loses 2 stacks, just like exposed hits only gain 1 stack. It wouldn't really be a fair change for instant down effects to lose 4 stacks, when they don't even gain stacks as well thats just a lame perk at that point and we already got a pile of those so lets not add to it.
On top of the fact that if a killer is using stbfl there is a near 0 chance they are playing an instant down killer
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Don't worry, give it 2 more updates and they will fix that by removing freddy from the game
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Unironically they destroyed the perk on the killers that could use secondary attacks to save stacks on the ptb then destroyed it for everyone else on live making it even worse. If it is intentional which I doubt it because it just seems like they tried to reuse pwyf code without a second thought then its one of the worst balancing decisions I have seem by far seemingly because they can't code a perk to just work if damage was done by the killer including special attacks without just reusing the any damage code or pwyf code.
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idk but its going to be annoying when the devs decide to balance his base kit by poking 4 holes in it and saying cover them with addons like they do most other killers, I don't know why they can't just make killers that feel like a complete package then give them good addons
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Sounds like you like games where the better player can consistently win and you don't have to rely on a team. Unfortunate but dbd has always shifted towards a 60% kill rate so unless every other player is bad to balance you out the game eventually shifts downwards. Good luck in finding something else where personal skill feels like it has a massive impact. Frankly thats why I used to love VHS because I ended up with a 98% winrate on monster because it was all about personal skill.
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Nah it just needs slightly less haste if its a 110 killer, 8% speed difference, somewhat manageable, 3% speed difference, well hope there aren't too many walls or you are playing spirit.
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Idk vault speed feels like something that shouldn't have perks that interact with, we used to have resilience and spine chill stack which that on its own was insane, the design space around it is just too strong and would likely lead to a lot of disappointment to properly balance out the perks.
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idk why but I find it a bit funny seeing everyone say this anti-face camping system sucks it only prevents face camping
why yes its also supposed to remove tunneling and camping completely and it even has a cupholder
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Clearly its nap time and the killer being the good preschool teacher they are is just getting the kids to take a nap
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Anything that bans characters to mess with queue won't ever be implemented, back in the day blocking players used to make it so you wouldn't match with them so good players and mostly nurses would have extremely long queues. So no its not coming back in any way shape or form
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Wiggle isn't meant to be free escapes its meant to put a limit on how far the killer can carry you and give room for teamwork / perk synergy of people taking hits and sabotaging hooks leading to escapes. On its own it does nearly nothing by design its just not a free lunch.
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Passive condemn on tapes makes no sense because the whole dynamic of tapes remove condemn but also give condemn is confusing, old sadako was tapes give 1 stack and probably ~1 more stack on a big map so you spent the whole time to remove 1 stack of condemn. Maybe have some punishment for having a tape for an extended period of time but condemn isn't it
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646412#Comment_3646412
Trapper just has to kill 2 surviors, slug the 3rd, trap the exit gates, hook/kill the 3rd, close the hatch, and the 4th one automatically loses. There is no free room for the 4th survivor to pick up the 3rd survivor, repair the remaining gens, and apply pressure at both gates simultaneously. Just a free 4k.
Its a free 4k if you get the match to that specific point but you still need to get the match to that specific point so its not free its earned
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You can't give everyone what they want. Do right by you or what you would want and hope thats what they would want. You can't do much more than that since its all a matter of opinion what everyone would want in that situation. If you think someone deserves the hatch then give someone the hatch. If you think they don't then don't. Its not your problem if they don't like what you gave them if you try to do something nice and they aren't happy.
