bjorksnas
bjorksnas
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- bjorksnas
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I think just a visibility increase to scratch marks and blood + scratch marks being more directional like they all point in the direction the survivor was running
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611522#Comment_3611522
You know what's crazy. I've never used an exhaustion perk except for challenges because so many killers use Mindbreaker (Fearmonger) and I'm afraid it won't work.
Ive not seen a killer use fear monger in my last 50 games youre probably good
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No point in using all 3 of the healing perks in the altruism build 300% heal speed vs 200% heal speed or 250% heal speed ends up not really meaning that much anymore, just go with 2/3 of the perks and you have more room for exhaustion perks and strong situational perks
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Yes, if you do plan on using self care I would recommend using botany with it because it also applies to self care
Using both perks together you can heal yourself in ~30s/~27s/~25s/~23s which isn't terrible for infinite self heals and you can heal other survivors in ~10s/~9s/~8.33s/7.75s
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It mostly boils down to some groups of killers
Killers good at injuring / keeping survivors injured
Plague, Legion, Wraith, Skull merchant, Chucky, Ghost Face
Killers who offer support in other ways
Dredge, Doctor, Hag, Trapper, Deathslinger, Onion, Pig, Freddy, Knight
Killers who are just strong solo / all around
Blight, Nurse, Wesker, Singularity,
And killers who can pair well with the effects the support / injure killers provide better than most
Spirit, Twins, Oni, Bubba, Billy, Chucky, Huntress
Killers who have no real niche
Trickster, Pyramid Head, Myers, Clown, Pinhead, Artist (depends on if other killer can see killer instinct / crow auras) Xeno
In general you can't just go wrong with throwing 2 strong / all around killers together, but you could always make devastating combos using the other groups
Chainsaw + Deathslinger hold for an instadown
Huntress + Dredge Hatchets in the dark with glowing survivors that have limited los
Oni + Injuring killer (pref plague / legion / wraith)
And killers who just have nice global effects / effects where they aren't like
Freddy + a killer who is quiet to enjoy stealth
Strong killer + doctor for more info
Strong killer + someone like pig or onion to force secondary objectives
Traps in general + killer who chases a lot
My personal favorite is huntress + dredge because I just thought of it while making this
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611081#Comment_3611081
They weren't, they did a gen and then tried to get me but couldn't because the killer came back and face camped.
Nobody is asking for free escapes, the mechanic was supposedly meant to punish face camping and it doesn't.
Its just to much hearsay to make a judgement on idk what to tell you, however I think its fair that if your teammates did a gen the killer secured their kill after they did so because they knew no one was around for the save so it was an opportune time.
That I think should never be taken away from killers survivors greeding objectives and putting teammates in a bad spot and the killer in a bad spot if they don't try and get something out if it.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610982#Comment_3610982
it wasn't across the room it was 5m basically in lunge range. The mechanic made 0 difference, basically the only way I was getting out was if my team DIDN'T come for me so the bar could fill faster which is so unintuitive and against DBD's core design that it might as well not exist.
So thats it your team was just chilling nearby, yeah the mechanic doesn't work too well when they do that because it also functions to not reward survivors with free escapes if they stay in the area around the hook
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@Xendritch said:
10/10 mechanic BHVR.
Plz just remove it, I'm used to being face camped but I don't need that insulting bar there pretending like you care about the issue.
For reference it was on lery's in the center room on the hook that usually spawns there I'm sure people are familiar with it and I was probably halfway through 2nd stage when the killer came back to face camp the rest of the way and they were standing in the center of the room maybe 5m away and I thought I'd get off easy with them being so close but the thing barely moved I'm not sure it was even halfway by the time I died.
Look I know it's not supposed to remove camping entirely and tbh I'm fine with proxy camping existing but BHVR, you take months upon months to introduce these countermeasures to problems in game and then when you release them they don't even do what they're intended to do it's embarrassing. Either take the time to properly fix the issue or stop doing the equivalent of bandaging problems with "bandages" that are the equivalent you spitting on scotch tape and putting that over an open wound.
I mean its an additive mechanic its not supposed to be free escapes unless the killer is on top of you 24/7, half of a hook stage across the room meant there was 30s for a teammate to save you relatively freely and then 30s to save you dangerously which is still more than you would have without it. You can't expect the mechanic to make up for what you or your teammates won't do to make the most out of it
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Yea these addons make no sense
Combo "increases" duration of main event
but these addons are both confusing and outclassed because no matter what method they increase by they don't even increase more than the other addons and require a lot more effort to use
They either make it easier to extend the duration by 3s or reward you by extended it slightly longer when you do extend it 3.3s / 3.45s max respectively
But you have addons that just do both better
Frayed wires / Tequila Moonrock for 1.5s duration and 3s duration with no input required
Waiting for you watch / Lucky blade for 0.3s and 0.4s extra duration per blade landed in main event
Both of these sets of addons are just outright completely better, if you need to land 8 blades in a row for 3.3s and 3.45s bonus duration why not just add a flat 2.4s or 3.2s on top of that instead by just using one of the other addons and still get the 3s bonus anyway.
Or if they make it so you have to land less blades in a row to get that 3s bonus why not just have a flat bonus instead so you don't need to worry about accuracy or the small periods where you can't hit a survivor to extend the duration instead. (on top of still getting the bonus anyway with enough skill)
Either way these addons make no sense and even if they did work either way they are worthless because they either SLIGHTLY increase a reward for skill but less than other addons or make it less skillful for the same reward that you could just mitigate entirely by using other addons for the same or bigger rewards
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@savethekillerforlast said:
Survivors are not healing anymore. Everyone are tunnelling generators. They are hearing your terror radius and starting run away. You chase them, other generators will repair so fast. You leave, they will back and repair generator again.
Meg and Feng perks are not fun for killers.
Exhaustion perks are so strong. Why only nerf for killers? Why no nerf for survivors?
Play stronger killers, if you find people slamming gens and not healing then find killers that punish them for it. Oni, spirit, dredge all love injured survivors, and you can always just play blight / nurse
If stronger killers isn't an option then use perks that counteract survivors doing gens like pop, pain res, and gridlock (this one is my favorite), or perks like ruin to get a bit of extra time for corralling survivors off gens
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Nope, but my funniest hacker experience was a pig who used the head traps at the start of the match addon and set all the gens to 99, I tbagged then tapped the gen and we all instantly died because they stacked tampered timers, fast game
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My codex is pretty simple 3 main rules
give people benefit of the doubt that they will play for fun and to win not just only to win
do what you need to do when you need to but try to wait until you need to
if you get stomped forget all that and take it out on the next group of people its their fault blight + meta built time
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But to even care that much about something you love and have enjoyed for years and see that problems that he sees and experiences whenever he plays bluntly met working in it for the next few "years". It makes it very hard to get excited about the future prospects of dbd.
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Id like to see dbd come back some day with exciting amounts of changes and innovation like we have had in the past like the big updates and midchapters we've had. While not every change is perfect the first time around it seems like the amount of effort has decreased over time because they are happy with how they think the game should be for the moment. But thats not how game design is supposed to go with a live service game its supposed to be a constant strive to give people stuff they didn't even know they wanted, innovate and tweak things that didn't hit the mark and create something living. But it feels like is more focused on cosmetics and giving people just enough to come back every few weeks to buy something new.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609188#Comment_3609188
and why is it good, again?
i don't plan to play singularity for a few months getting carried on overturned killer, if I wanted that, i'd play nurse or blight, and then watch my main nerfed.
I enjoy playing a difficult and skill demanding killer who doesn't make me feel helpless.
Its good because he deserve buffs because he is a special boy until people complain too much over time
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609165#Comment_3609165
such a flawed logic i don't even know whether or not you're being serious at this point
You called him freddy but when they reworked freddy he was really good for a little while, then he started getting nerfed, then they came back a while later to twist the blade. So I just went with the logic that it would happen the same way
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609154#Comment_3609154
i will not like it, because if this killer gets overbuffed, he'll turn into a second coming of reworked freddy whose kit was overbuffed so much, devs nerfed him into irrelevance.
But that means hell be really good for ~6 months decent and still better than he used to be for ~1 year and then terrible so you still get a decent wave to ride
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609111#Comment_3609111
no, that was a fair reward for the effort. It's okay if it's a bit too low in comparison, because it's incredibly high nonetheless.
I could end the game right here and there if I didn't decide to settle at 3 slugs and that initial snowball basically stopped any genrush whatsoever because they got overwhelmed.
Blight and nurse are horrible examples of a fair reward for effort because they take very little reward for the effort they require. Plus they have very little valid counterplay, while singularity simply takes survivors to an even playing field.
nope he will get buffs and you will like it
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Bad change and doesn't play well with the fact nurse can't blink on top of survivors meaning this doesn't work as a increase in accuracy it only works as a the survivor ran into me rather than ran away
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Idk about comp but I just want some normal matches, an event match or two is cute but I still want to the normal game a majority of the time in a play session.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609040#Comment_3609040
I'm literally talking about practice.
This is my average, not nitpicked gameplay - https://www.youtube.com/playlist?list=PLSuh37BHlwRZTYrOCabDvmqvSIz4EAHOC. And I'm not even getting the best out of Singularity, if an actually good killer main put time to learn Singularity as I did, they'd perform even better.
I doubt you play even remotely like that which is why you're having such issues. Feel free to prove me wrong.
Honestly this kinda just proves my point, you played extremely well for the first ~50% of match 1 in the list you just showed me and the reward was ~3 hook states and all the effort finally starting to pay off into a snowball that won the game, im not saying that he is terrible im just saying for the effort you have to put into it he deserves MORE of a reward. He takes more effort than most other killers and it should have a bigger reward. Blight and nurse take ~half the effort for a bigger reward and wraith takes ~quarter of the effort for the same reward.
He just deserves more
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609018#Comment_3609018
his reward is one of the biggest one killer kits offer, except objectively busted killers like blight/nurse.
singularity cannot be reasonably countered by shift+w, he deletes pallets and outplays most tiles at incredible pace, has objectively the best info gathering tool in the game, one of the most effective secondary objective stalling tools in the game and instruments for 1v4 pressure.
if you think singularity takes way more effort than he gives payoff, then you're either bad at this killer or purposely play on indoor maps exclusively where these statements actually apply.
I guarantee you that if you drop your gameplay to me, I'll find countless mistakes and misuses of power that you commit without even realizing these are mistakes.
His power allows incredibly creative and unrestrained usage and it makes up incredibly high skill floor and ceiling for a reward that is one of the biggest power values in this game that is actually still fair and balanced for what it's worth.
Singularity is probably the only fair killer in this game that actually enables enough room for skill expression to not run into your performance ceiling against good enough survivors cheesing optimal gen / chase strats. If you lose on this killer in normal conditions, it is always because you underperformed and / or got outclassed and outperformed by survivors, rather than losing because you couldn't do more.
On paper yes he has a bigger reward, in practice he still takes 3x the amount of effort for the same reward
Place camera, view through camera, readjust your perspective to view the survivor, lock onto the survivor, use another camera or shoot them with a biopod to still be ~15s of W away from the survivor, sure it works decently at loops since theres less overall distance at most loops where they have to wrap it around you can actually use the ability, but if a survivor times it decently they can just reach a window or a pallet within the ~7 second window you are no longer overcharged and you got nothing out of it.
And all of this assuming they don't have an emp on them just to counteract all this effort in the middle steps
So yeah to play singularity in a fun way is a hassle all just to end up normal chasing most of the time anyway
Or you could just patrol between 3 gens and biopod them constantly, sure not half bad at it not fun for anyone but I guess he can
Alternatively pick wraith, walk up to survivor, uncloak, bonk, cloak, repeat. At worst you are still doing the same as singularity with normal chasing for a bit
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He takes ~3x the amount of effort and gets the same reward as most killers he deserves to be thrown a bone
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606986#Comment_3606986
That is literally how all movement speeds are applied in DbD unless they give a specific m/s value, which is evident if you look at the wiki's movement speed page.
5% by itself also doesn't automatically imply anything, it all depends on how it is coded. The original tinkerer said it would improve charge speed by x%, but it was applied as a multiplier. The next iteration was changed to apply them as an additive. The description didn't change, still said %.
I know how the numbers number, doesn't mean the wiki wrote them correctly (ingame its 5% not +5%) which gleams better information
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608600#Comment_3608600
But weren't you at the same time able to use monitor to basically have a longer range than heartbeat for the entire game? Which they literally named as a reason to increase his heartbeat?
It went down to ~2m with the addons and no one ever used it those addons are a joke and even if they had a niche to work in that way (which they already currently do with monitor atm) people still won't use it
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608044#Comment_3608044
https://us.v-cdn.net/6030815/uploads/W86X0OUZT13L/image.png
So currently you can get up to 16 m with both, you have a range of 18 m, so you have this window of 4 m where you can hit the survivor but they get no indication that you are there, if you did it properly. If we increase the reduction on monitor too much you can suddently sneak up very close towards people.
Counterpoint this was in the game for 2 years and it was maybe used once in a meme video
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/SKE9PBKSWZ2M/image.png
Honestly never expected them to buff this trickster by so much.
So firstly. They basically made the memento blades basekit. BUT they did not get rid of the memento blades. So this means with that add-on you can throw blade every 0.27? That's nearly 0.25 which is what it was on PTB. I find this very surprising because i was having a decent amount of success with the 7.4.1 trickster with the memento blades to the point where i feel like making it basekit and then reworking memento blades would have been what they would have done.
Main event throw rate multiplier seems alarming on paper but i'm not sure if this is a revert or what because when this new trickster came out the main event felt so much slower than before so i am not sure about this yet.
Increase main event duration i suppose makes sense without add-ons but the main event add-ons are really good already so im not sure about this.
The last one i also find surprising because i feel like 10 second laceration was the main way for survivors to counter trickster. Now that it's back to what it was before but he is still 4.6m/s and he still has add-ons to increase it to a maximum of 20. Yeah im shocked really.
It's too early for me to say this is too much i just wanted to express that i am surprised with how much they buffed them. Very excited to try these new changes out.
It's times like this where i will never understand why people think BHVR hates killers. Whenever they buff killers it seems pretty heavy handed with what i have seen.
His time to damage is still worse but now he gets in positioning better to more often use it so its still a bit in the air
Time to throw 8 knives.
Before Chapter ~1.8s
PTB 2s
Live V1, 2.66s
Live V2, 2.4s
Its still slower than anything he used to have but theres also the fact its 8 knives instead of 6 which means its more 1 chase reload than it used to be, its a lot of changes but most of them just amount to the same but different
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MFT was too strong of an effect for its requirement and duration, most killer movement speed buffs are easily lost (PWYF) niche (Devour Hope) limited in who can use them (Rapid Brutality), terrible (Game Afoot) (Machine Learning)(Batteries included), or very situational (Agitation, NOED)
MFT's requirement was to be injured which can easily be most of the time you spend in a match
On top of the fact that survivor movespeed is much more volatile to have for long periods of time as opposed to killer movespeed buffs since a small increase over a long period of time is drastically stronger against usually weaker killers and killers with specific timing windows made for survivors 4.0m/s movement like doctor, while not having much of an effect on stronger killers, making strong killer choice more polarizing.
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@Famalama1234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607782#Comment_3607782
wait since when did controller have more robust movement, I thought there were all sorts of movement tech that were easier on MNK like moonwalking on survivor etc, and plus i thought some of the oni tech required you to spam A and D which a movement effect that is difficult to replicate on console. More importantly though in regards to your point about better camera control; yes of couse that comes with the range of motion available with mouse. However that is distinct to dialing your DPI all the way up just so you can turn further than intended; this is not "better control" this just going beyond the restrictions the devs have set on controller. Lastly PC players ultimately have the luxury of being able to choose between both, console players do not and so as in the case of my main point; are barred from the max skill ceiling.
edit: i was also confused with your point about auto aim. The issue isn't aim assist its the limit set on turning rate that PC players can bypass via high DPI. They did address this for blight and is hence why I hope to see it addressed for these other killers.
I have to rapidly tap W to slowly shuffle forward you have to slightly move up on the joystick, case closed. PC is either stop or go controller has subtlety to it
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The game does have autoaim but its very slight until its not for a moment then its back to not existing, but autoaim wouldn't let you turn more pc gets better camera control and console gets more robust movement its just how the inputs are designed
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@Shroompy said:
Make the 2 bottles have a seperate count
Make it so invigorate also gives an increase action speed
Confetti bottles basekit
boom
3 bottle counts, 2 purple, 2 yellow, 2 that work as either when the specific bottle count reaches 0
aka same number of bottles of a single type currently but 2 bottles of the opposite type only on top of that
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No
Comment
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@ShowNoMercy said:
Here is an image, in case if you're new or don't know what Kindred is:
Except for the killer aura I do think it should start becoming basekit, definitely needs changes to balance it out but it would be a healthy addition since it more supports solo queue than it does swf with decent communication
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606899#Comment_3606899
The wiki's wording makes sense if you understand that all movement speed percentages, unless stated specifically otherwise, are added to a multiplier.
Yes, movement speed is a multiplicative effect as opposed to an additive one, as most other things in DbD, but haste too is an inherently multiplicative effect, something @Archol123 misunderstood.
When something adds +5% haste, it means that it adds 0.05 to the multiplier, nothing else. In case of a killer's walking speed, which by default has its multiplier set to x1, that increases the multiplier to x1.05. Nowhere on the wiki does it imply that +5% movement always means +20cm/s, because it inherently doesn't. It does for survivors, but it's different for killers, as killers have different movement speeds to survivors.
That also goes again what you said @bjorksnas. The wiki doesn't contradict itself. The "contradiction" only arises from your misinterpretation.
How the +5% end up being is entirely dependent on the killer's actual movement speed. For 4.4m/s killers it'll result in +0.22m/s and for 4.6m/s killers it'll result in +0.23m/s. This is pretty evident if one understands how haste works, which honestly the wiki can expect of the people reading it, since it has that information available.
Don't blame the wiki for user-misconceptions.
5% implies a multiplier +5% doesn't it implies additive, yes it would be contradicting itself it elsewhere it does math using that +5% as if it were a multiplier instead of additive when writing it as additive, and saying +5% adding to a multiplier is confusing because thats not how its commonly used
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@CountOfTheFog said:
This OP perk is to survivors what MFT was to killers, an annoying perk that will inevitably be nerfed in 6 month. This game really is turning into pay to win. Ridiculous.
Every match, irrespective of the killer, they run it and completely wipe the lobby. It's just a game of rescuing people from hooks.
The worst part is the killers using it, that paid for it, are going to get it taken away. I hate the perk, but this business model, I hate much more 😒
in terms of effect the perks are probably on part but in terms of effort to get the effect friends til the end is more balanced out by its conditions to activate its effect
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606757#Comment_3606757
https://us.v-cdn.net/6030815/uploads/WHAA1G9YS6TJ/image.png
I would assume this to be a 1 to 1 copy of how the game phrases it... So yeah it says exactly + 5 %... Gonna start the game real quick and look if it is like that in the game as well...
Edit:
https://us.v-cdn.net/6030815/uploads/SAPJGD1PB1I0/image.png
So for whatever reason the game and the wiki don't use the same phrasing...
Yep thats the wiki for you, it tries to reword things to make no sense but it even contradicts itself when you look deeper, on the movement speed section https://deadbydaylight.fandom.com/wiki/Movement_Speeds it does all the math with movement speeds being multipliers instead of additive like it describes there. Its just because they try to clean up the wording and usually buffs are just stated as +interaction speed because all buffs (except movement speed) are additive
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606651#Comment_3606651
That is not at all how this works dude... +5% just means 0.2 m/s additionally... regardless of how fast you are.
Idk why it won't respond to the right message when I try to quote it but uh
"It would be really ridiculous to phrase it that way if it is not just a multiplyer from the basic value of 100%..."
Technically they never said +5% just 5% so its up for grabs what it really means without ever explicitly stating it. But also killers don't have a basic value of 4.0m/s for their movement speed they have 115% and 110% which could be seen as their 100%'s so 5% on their 100% would be +0.23m/s and +0.22m/s, yes its janky
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399928/rapid-brutality-rework
Ehm... you do realise that even though you are slowed down during the weapon wipe animation you still get the 5 % haste and it does not matter whatsoever when you receive the 5 % haste effect right? And by decreasing the duration of the perk from 10 to 9 seconds you are basically nerfing it...
The bonus distance gained does not change if you get it during weapon animation and 7 seconds after or if it only starts afterwards, it is a flat 5 % increase in speed, added to the current speed... Soooooo how exactly does your change do anything? Except for the bloodlust interaction?
speed is a multiplier so being 5% faster while moving 0.46m/s is a bit less useful then being 5% faster while 4.6m/s
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606264#Comment_3606264
yea well thats what happens when survivors dont have any good perks to run
No thats what happens when they have a rat slinking into the background 24/7 never taking pressure off the team and maybe doing a gen
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606085#Comment_3606085
The first version meaning 15 % regression on every scourge hook... I only ever talked about the regression aspect of the perk and it being stronger possibly... They constantly change the screaming part to it so I have no clue how many versions it would be if we take that into account.
The screaming part was only gone for 2 weeks 6.1.0 to 6.1.2 but it lost the notification. Yes in a vacuum if you only look at the slowdown the slowdown part might be stronger for general gameplay. But if you tunnel someone out 15% every hook on them is 100% stronger than the 25% you would get with the current version so in terms of raw power the old one is better because it better complimented one of the stronger playstyles.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605448#Comment_3605448
thats still a win smh
Their teammates got smushed and I didn't have fun winning a free 3v1
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606035#Comment_3606035
Didn't that part get removed soon before even going into the current version we have? They basically tried several things out with that weird screaming interaction and DMS and what not...
you said first version and it lasted 10.5 months with the notification
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605593#Comment_3605593
Pain Rez is probably (one of) the strongest killer perks in the game, it regresses 100% progress max. if you compare it to its first version with 15% each hook you will need 7 hooks to make somewhat even, with how scourges are spread this was already not a given and in addition the time to make it to scourge was often not worth it... So you could argue that the perk is somewhat stronger now compared to its first version. I don't think it needs to be buffed at all...
well if you don't consider the fact that old pain res also gave info which made it really easy to line up another chase or deliver a pop which at the time gave 25% of total for an easy 40% regression every hook its not stronger than its first version overall just in its effective slowdown
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@Xendritch said:
Real talk if you play killer and Distortion lives in your head rent free cuz you need something to blame on your losses just run Gearhead it unironically chews through Distortion stacks extremely fast.
it lives in my head rent free because I end up with 9 hooks 3 kills and a survivor I haven't seen the whole match too often
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@Iron_Cutlass said:
I know what you are thinking "another Killer main complaining about Distortion because their Aura Reading is nullified", but honestly, I dont mind it when playing as Killer.
My main issue with Distortion has to do with Survivor gameplay.
Distortion is not necessarily an issue by itself, but it enables a selfish playstyle from the Survivor's end in which they basically throw the entire team under the bus for their own Survivor, I personally see it as being similar to Left Behind and Sole Survivor.
Since the Killer is not seeing the Survivor's Aura from Distortion, they often dont get chased. I find in matches that dont have Distortion, it leads to situations in which Killers are more likely to tunnel since they cannot find other Survivors, sometimes it isnt even intentional tunneling either, it just kind of happens due to awful hook spread caused by the perk.
Often I see Survivors who use Distortion just hiding for most of the game, they never take chase, rarely go for Safe Unhooks, and often never take protection hits or help protect their teammates who are being tunneled.
Overall, I just really hate being forced to deal with it, my SoloQ matches are rough enough, I dont need it being made worse by a single perk.
So yea... is Distortion OP like people say?
No, far from it, it's actively throwing the team under the bus. Id argue it's a bad perk that should be changed to encourage a more active and supportive role on the team like old WGLF.
I do not like the its now a 3v1 perk and the killer just cycles between them and has someone dead very early because they never take pressure off the team
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@adam1233467 said:
Deadlock is a perk that any time a gen is finished, the gen with the most progress is blocked for 30 seconds
It's a simple perk and functional but hear me out, this perk has 0 skill to use, because it's very simple, you have to do nothing to get it's value, you can go afk and you would still gain it's value
Another fact is, every killer that uses deadlock just hard tunnel because they have more time doing it because of deadlock, survivors are punished for doing the objective, and imo this is not okay
I suggest put a token system in this perk, like No way out, my nerf would be like
Deadlock blocks the gen with the most progress for 10 seconds, however, any time you hook a survivor for the first time, gains a token, each token increases the block duration for 5 seconds (This is tier 3 btw)
This perk would basically be the same, but having a skill requirement would be the best ideia to balance this perk!
Big nope
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603017#Comment_3603017
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603193#Comment_3603193
I do not know if you are only reading what you want or just ignoring it, but I literally suggested making her base speed faster instead.
Wesker doesn't ignore everything on the map, his power significantly weaker. I still don't see problems change her power recharge (which you can still make the same as now by pressuring) and make her same speed as survivors, so you don't lose distance. I think it's healthier, when you need to be punished for missing with strongest power in the game and also need to earn it in some way as Oni does.
at 4.0m/s she would still be 100% reliant on her power whether they read it or not also all this does is reward the nurse for snowballing, the meta with this would just to be slug survivors and use anti healing perks. Its not an improvement and it wouldn't make her fun for either side
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I mean this would fail in all regards, making a purple addon an accessibility addon is just terrible design, you don't to lock accessibility options behind an addon and especially a higher rarity one, it wouldn't even make it easier for people who can't use audio as well because its detection wouldn't be useful at all, and it would just not work loops, at best its a detection addon that might get a random proc while patrolling and lead to a free hit if anyone even bothers to use it in that state and it doesn't even make or fill a role of accessibility
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Sony has rules around achievements where they cannot be changed. Its not their fault but thats just the way they made it ~7 years ago. There are some stipulations but since its "possible" it can't be changed
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602441#Comment_3602441
Aura reading perks are out of control so I don't see why you would hate someone for running distortion. I kinda like, you know, using positioning and making smart decisions and taking chases when I'm in favorable positions rather than having a Nurse teleport on top of my head through a wall for free
you didn't even bother to read what I said so heres a second take on why distortion and calm spirit create a worse gameplay loop
Distortion and calm spirit counter info perks, killers really only have 3 categories of perks, slowdown, chase, and info. If the info perks aren't working as well then theres less point in using them and most killers can't or just don't use chase perks well because of their powers might as well just slap on my slowdown perks. Higher calm spirit distortion usage = More slowdown perks because info is no longer reliable. Fun times