bjorksnas
bjorksnas
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Distortion and calm spirit
Just kinda boring perks that counter other perks, I find it gives my teammates a bad playstyle and usually someone gets tunneled out or killed early if the killer is playing nice because its effectively a 3v1 instead of a 4v1 because they don't take pressure off the team by being targeted at all and have the same experience on the other end a majority of the time where they don't really show up till the end of the match
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@siro said:
Clown bottle may need a nerf in how it doesn't affect the killer speed when it is aiming the bottle, when it is doing the throw. Like the huntress f.e.
It needs a nerf in those.
Also could be a 4.4/4.5 killer, not a 4.6, because its a projectiles killer basically. Like huntress, trickster, deathslinger. Why just those are 4.4 and clown isn't?
His projectiles don't do damage, also he used to be slowed for using bottles but it got removed because it just made him feel sluggish, imagine using a bottle to slow survivors but it also slows you just to use it, it was bad then and it would feel bad now
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601811#Comment_3601811
Dbd techs have a tendency to either have semi descriptive names (window, dumb, hug techs) or are named after the person who discovered them (CJ tech). I'm guessing it's the latter. I'd never heard of that tech until just now though.
Well thats because they are self centered, I found a blight tech and I didn't name it after myself, of course its not that useful and most people don't know it exists but its still a blight tech, although I told mclean about it before he left BHVR so part of it was removed
"slight" tech
you can strafe a little bit using A and D during your first rush, and it used to affect your lunge (this might was the removed part) its called slight tech because over the course of a whole rush its like ~2-3 meters or about 1m/s in the direction you are holding, can let you take tighter angles while turning around something or give a bit more room for error with addons like adrenaline vial
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601572#Comment_3601572
I'd still fit it into my build. I run a lot of undetectable regardless.
If they barely hear my TR it only adds to the confusion, you see.
true but they might eventually add footstep sounds to skull merchant because it doesn't match with any other "stealth" killer designs
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@ChaosWam said:
Please do, my stealth merchant would fit it into her build.
well out of balance it would only apply to perks and addon effects much like how there are no basekit aura reading effects
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@Nos37 said:
What if the perk icons were still visible while paused (while viewing Match Details tab), and you could hover over them to read their description/effects?
They could even show your entire team's perks.
They could go a step further and bridge the disparity between SWF and Solo Q by also showing confirmed/witnessed killer perks. (If swf players on comms can say "the killer has Enduring," why should that info only be shared amongst swf players? If a survivor stuns the killer and they have Enduring, show it as their perk on the Match Details screen for all Solo Q survivors.)
I wouldn't mind something like that in the match, I do mind it a bit in the lobby when you have to use specific perks like no mither for a challenge because you would get dodged 24/7, but having perks visible ingame (and maybe some synergistic ones visible in lobby like open handed) would be a great idea
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Nurse
assuming you start as a mid tier player, 50 hours on nurse is plenty to forget how to play dbd and learn just how to play nurse
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"are survivors on the map"
whispers: "yes"
I can see it now
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@fussy said:
Why does it have to take at least 8 years before solos start having the same information that SWF have? Let's already reduce this difference between them to make the game easier to balance. Of course, without killer's aura. I haven't seen any good arguments against this, and I believe that this and perks of other survivors on esc button in trial are the last necessary adjustments for survivors.
I don't even think that this will change much, because HUD already gives enough information for this. I'm hanging on the hook, one person is in a chase and the other two are just sitting on the gens, ignoring me on the hook – a common situation in my matches. Therefore, terrible players will continue to be terrible and come here to write about the "awful state of soloq", and it hardly gives good players a significant advantage. But if it will help someone not to stay on the hook until the second stage, who will oppose it?
Even if it matches what a swf might be able to do it also just makes swfs stronger as well, accurate information vs perfect information. Plus it doesn't even solve the problem if the killer has blindness perks and effects. It wouldn't be a one stop solution unless it also completely circumvented killer status effects like blindness which would just be a slap in the face for the current weakest status effect in the game.
Its hard to do "QOL" because its not really QOL its direct basekit buffs that can drastically change game balance then a lot of work has to be done around it to even get it's foot in the door if its actually impactful
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The compound 33 nerf is funny because its still a bugged addon that only works some of the time. I get double stuns (4s) from breaking pallets using it all the time if I get regular stunned to thats an easy 6s stun at a pallet from an addon thats supposed to save you time. If they fixed it so it actually worked then nerfed it to ~2s or ~2.25s that would be perfectly reasonable for an iri
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There are 100 ways to fix tunneling, but there is a reason why its not just removed, its called "game is rebalanced about that change" which they just don't do because its too much work and it won't balanced for probably months to years
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600055#Comment_3600055
could be true but it would finally give it a real reason to exist other than self-unhook build
Counterpoint hyperfocus giving 2.8% bonus gen progress every 5 seconds (equivalent to 2x repair speed) throw in detectives hunch and you are gaming
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I mean it would either be useless or op, multiplicative a 1%/2%/3% on a default ~8% or ~15% for gens / healing would do nothing, additive could be game changing and or annoying. A 20%/27% chance to trigger a skillcheck every second would create really stupid builds and team strats.
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@Chocolate_Cosmos said:
In other words: Nerfs.
Do you think she is fine as of now or is her power in its core still broken or some of her add-ons?
I feel like its too late now for a nurse rework, she has been in the game for 7 years, at this point she is a cog in the machine but its also hard to numbers change her because if you change her numbers her base movement speed can very easily mean she can't ever catch up to survivors
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Not really since you mostly have to play into it and not play around it at all for it to be good. You know its coming or you don't have to worry about it, at worst its a single person bbq
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599079#Comment_3599079
But devs added limitations as you said so I suppose flicks arent suppose to happen and we "hacked" the game to happen.I mean if they would actually want to make us to crazy turns they would made controls like pig dashes not limit us to do it and guide the movement with our mouse, not using e and q that looks wrong ( like running stucked to a wall to do a 180° also that u need a good mouse not a normal one.
To summarize why so many limitations if their idea was to allow those turns how about make it smoother that running to a wall,high DPI etc.
Limitations in the sense of post flick turn rates, you can do an 180 degree flick then start turning a little more but once you commit to a flick you are in it and have very little turn rate after. Those are the limitations that I speak of not limitations in what you do before the flick.
The limitations are there to create something different from normal movement but there is still a lot you can do with it because of flicks
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I have 800dpi raw input on my mouse and 50% ingame sensitivity and I can hit flicks but using q and e also helps, the reason that flicks exist instead of open movement is flicks actually do have some limitations, both in terms of skill and prediction, being able to flick also opens up a new 50/50 for both sides when otherwise it would be 100% safe or 100% death with either no flick or with normal turning, so I think it adds more to the game than it takes away because it forces constant interaction and we have enough killers that just have set chase patterns and powers where you either are safe or aren't safe
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@StoneWolf said:
Probably my least favorite character to face against. the height and perks with this character give him a huge advantage no matter what survivor perks you have. honestly is ruining the fun in this game and isn't worth wasting my time trying to outrun a toy you cant see or dodge.
then don't dodge the doll power through it dh is super good against chucky, basically a free health state or a chase reset if they miss anyway
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I think showing some perks might be nice but imagine how many dodges you are gonna get if you have to do a no mither challenge or a david adept if all perks are shown
Probably just show some perks that benefit a whole team like open handed
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@KILL3RStoney said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598823#Comment_3598823
Not really much to go on but ok
Alright fine heres more to go on
Decisive strike used to last 60 seconds and be a 5 second stun that was never disabled. Normal play survivors could fully heal do half a gen or don't heal and do (at the time) ~75% of a gen and decisive strike would still be active. It was a 60s you can't do anything but slug me bubble or lose a ton of time and pressure (assuming they didn't have a locker 2 feet away) It was terrible and annoying because without thinking about it you would be "tunneling" survivors, chase down hook a survivor, do it again go back and chase after the now healthy working on gens survivor, whoops it was only 59.9s you actually tunneled so 5s stun full chase reset. On top of it not being disabled during endgame. And on top of that you don't know who is ds so you had to treat EVERY survivor like they are running ds because even if they weren't the punishment of if they did was very high so every unhooked survivor was basically let go unless the killer knew otherwise (if no one had ds there used to not be an obsession). It was terrible for game balance and health having a cumulative 480s of survivor invincibility in the lobby just from 1 perk.
Combine that with other perks that made it even more broken with the fact that it could never be disabled like unbreakable and you have a combo that drains all fun out of the game, can't slug them, can't pick them up, no real pressure gained from chasing and downing a survivor even from healthy even after they worked on a gen in your face.
Hook rescues in your face for free because the first guy unhooked had ds all kinds of fun stuff. So rightfully so it was properly nerfed with adding conspicuous action so that a survivors couldn't get a bunch of free time to do what they want.
It was terrible to face and it should never come back in any way shape or form and strong perks that increase survivability like off the record shouldn't mimic its old effect of being a free safety bubble, whats the point of ever healing when you have a free extra health state for 80s after being unhooked on top of it activating twice per game even if you are hit
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no
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598762#Comment_3598762
23 charges medkits will not give survivor a self healing, you dont need Medkits to be depleted. Plus killers chase for down, by the time down a survivor, items will be depleted. And the way to counter this perk would be drop item before getting into chase like Franklin.
And with SWF, 1 recognize it and other 3 will drop, however, this will suffer Solo the most.
you can still self heal with 23 charges with skill checks
just make it so if you set down an item it loses 20% of charges
I don't like the passive efficiency reduction because you don't have to do anything to earn it I think making it more active would be more fun
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598741#Comment_3598741
What if OW decrease 20% charges of items in general, no TR needed? The perk alone can deny self healing of basic 24 charges Medkits. Which can be powerful.
If it went a method like that where it can deny items and medkits most prominently I think having the item drain charges while in chase would suffice better since it still asks you to do a little bit for a strong effect against medkits
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@BUFFDECISIVEPLS said:
I’m sick of all the tunnelling and killers have no repercussions or threat no one runs anti tunnel because they are so useless you guys keep releasing fun killers to play as but against every killer you guys have released has been utter misery to play against
ds still works you just have to not die immediately which a lot of people just can't do. If you are gonna go down do it in a good spot it shouldn't make up for your lack of smart play with a duration so long you can't use it wrong thats boring, if you want free second chances even stronger without even using them right in the first place idk what to tell you
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Then make it a more interesting perk
random idea what if the perk also worked like second wind but with a longer broken duration
For the people
While healing another survivor press the active ability button to instantly transfer a single health state to the other survivor and this perk becomes active, while this perk is active you become broken until the perk deactivates, after 140/130/120s you are automatically healed 1 health state and the perk deactivates, being put into the dying state deactivates the perk.
And if thats too much take your pick of can only be used once per match, once per hook state, once until the exit gates are powered ect
interesting risk reward healing perk
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@pigslittlepet said:
Can someone please explain in detail what is actually wrong with this perk? I'm not stubbornly clinging to a perk I love and am completely willing to change my mind if I'm wrong but I don't think there's anything wrong with it. I hate gens. I know that a lot of people if not most run a lot of regression or whatever but that's not me.
If I run a strong chase killer like pyramid head or blight I just run things like deadlock or no way out just to buy me more time to chase. If I'm not running those strong chase killers I run a full chase build such as stbfl bamboozle enduring and coup. Sure I lose more like that but it's more fun than patrolomg gens. Stbfl just gives that edge that helps the already weaker m1 killers like pig and trapper. I don't want to lose my in no way overpowered builds. But please if if I am wrong tell me why and I will altar my opinion.
Save the best for last at 8 stacks used to save 1.2s on a 3s cooldown (1.8s)
now it saves 1.08s on a 2.7s cooldown (1.62s)
just gotta turn it down to 7 stacks max (1.755s)
although it should be as simple as remove a stack (because 2 stacks would be a bit much for the dynamic of the perk losing 2 stacks for hitting the obsession) its probably gonna be a more complex rework
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@Alen_Starkly said:
In yesterday's stream, it was mentioned that the Twins will be receiving a "power rework". Does that mean that their power design is going to change, and is that really necessary? I feel like all they need is faster switching time, so it doesn't take 10 years. That, and fix random instances where Victor randomly dies.
I really like their current design, and I feel like it would be a shame if we lost it.
you will get 2 player twins and you will like it
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597012#Comment_3597012
That is fair enough chief, but tbh she is an inherently stealthy Killer with built in Undetectable so she should be pretty quiet I think.
No she was turned into a stealth killer with the patch but it was a poorly thought out buff because it doesn't match any other stealth killer and it just seems like a massive oversight with how poorly it was slapped into her kit
pig, long crouch / uncrouch can't act immediately must either stand up or ambush
wraith, loud gnashing sounds and has to uncloak
dredge has to be earned and even then massive whooshing sounds passively
ghostface, again loud passive sounds
onion, has to uncloak before acting and has a lullaby radius
chucky, footsteps around the map and constant laughing sounds
every killer with stealth in their kit has either sounds or inactionability or both along with their stealth skull merchant has no passive sounds, has no uncloak / uncrouch time or other factor like a lullaby, its a clear gap in their normal formula and isn't fun on top of the fact that its still skull merchant outside of that
since her stealth is secondary benefit of a chase / set up power id expect reasonably audible sounds with a ~16m range or so
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I just want her to have footstep sounds, literally one of the best stealth killers because they don't exist
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@SweetbutaPsycho said:
I've seen so much stuff on here about how toxic survivors act and how hard it is to play killer etc.
Now the killer side gets a really strong killer with chucky and out of 10 matches against him so far I had:
- 9 4ks
- 5 chuckys spamming EZ without anyone else even saying something after the match in endgame chat
- 4 chuckys just letting the entire team bleed out
- 9 matches 5 gen tunneling one guy out
- 4 matches proxy camping the first surv on hook
- 3 guys telling my team how bad we are and to unalive ourselves (not swf but solo queue)
- 5 chuckys just running around the last survivor on the ground refusing to hook him
Why can apparently nothing good or strong happen in this game without people immidiately abusing it for toxic puposes be it killer or survivors.
well if you only play solo queue then you only see the matches that killers play against you in solo queue, if you play the killer as well you will see its not all solo queue that you face, a decent chunk but you will have matches where you struggle
also dbd players are just toxic so 90% of what they do is because its a way of life ig
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596766#Comment_3596766
Strawman: statement 1 that helps the other side
Strawman: statement 2 that makes them look hypocritical and silly
DBD forums as always
gotta love it
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596617#Comment_3596617
This is correct. There's some concern that the final three gens will be undefendable, but the people on the stream were clear that what they wanted to deal with was the situation where Killers would - early on - try to find the 3 closest gens and set up so that Survivors would find it unreasonably difficult to beat, which I feel is mainly aimed at SoloQ who won't be able to strategise as well as a swf. It's to eliminate the "Chess Merchant" strategy.
My belief, therefore, is that this will not affect scenarios where Survivors end up in a 3-gen situation of their own making. If the Killer is actively doing their job and Survivors end up in a 3-gen because of poor planning and not because the Killer is camping it, then it's on them and it appears the devs recognise this.
Right its a mechanic to counter act purposeful negative play that people don't enjoy rather than something that blanket buffs survivors which is what behavior wants, they don't want to fully remove mechanics like face-camping, and 3 gens, because they would be blanket buffs so instead they create systems that disincentives it and punish it rather than make something that's a blanket you can't do this and you can never do this.
I think these fair middle ground changes are a reasonable ask of both sides and make the game better. Unfortunately I do think that the killers who predominantly used or want to use these strategies also could use a bit more polish so depending on how rough it is there could be a few killers left out to dry but we won't know till it happens.
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Based on their idea proposed it will only detect / affect if a killer is trying to set up a 3 gen for a large portion of the game not get you out of a 3 gen situation if you create it yourself without the killer taking advantage of it earlier on in the match
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if the change was just 3 seconds to 4 seconds (makes more sense since the original perk was made 5 seconds long ONLY to counter enduring also reducing the stun) they would have probably just changed it without a second thought but its probably going to be an overhaul of the perk that demands you put something into it to get its strong effect since a chase reset and another health state you can use endurance effects like dh in would be a very common meta if current ds was just buffed
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After some gameplay I feel like trickster hasn't been changed enough to become his own character, instead of rapid fire huntress more room for skill expression in a different way with fast reaction speeds and good aim it just feels like slower easier to pick up huntress, 2.66s to injure a survivor vs 1.25s but no real refractory time between shots so every miss is just another .33s to try again, and as opposed to what it used to be of ~2s and 1.25s it just feels boring even up close at that point you just m1 and what's the point of a ranged killer if you don't want to use your power 24/7. I think the movement speed buff is ok because it does counteract the pain points a bit of long tiles with no line of sight but since the amount of knives to injure has gone up to 8 and the throw speed is capped at 3 you still have to do about as many loops as before squeezing in knives when you can, as a killer he just doesn't feel fun to play separate from huntress.
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Good, its not a great perk even if used on specific maps with specific killers might as well let people play around with it before making changes
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I like how nobody said fast recharge, its so slept on, of course its not better than just slapping adrenaline vial with almost any other addon but that doesn't mean its not fun
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Ive gotten 5 stack pentimento 3 times while using the perk across ~50 matches, since the twins ptb ive seen them twice (I don't play much survivor but its been at least ~500 matches and only 2 twins players so)
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its going to 8 and it currently has recoil, but recoil is being removed because controller accessibility and its just not fun its a hassle
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the only problem is that 3 genning seems to be either the only way some killers are viable or the only way some people see those killers as viable, as much as I would love 3 genning to not exist I think its because the baseline of so many killers is just too low, id love to see some buffs to those killers to get them out of the 3 gen rut along with the changes
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@CountOfTheFog said:
I'm not taking any position on this yet, but have two questions for the community:
Do you consider survivors who use the visual heartbeat feature to be 'cheating' if they're not deaf?
Shouldn't killers get a similar visual to indicate when they are approaching an in-progress generator?
Please discuss.
I don't think its cheating since it just cuts out the middle man of skill for regular players, a ton of killers with a ton of different music knowing which music is which distance is something mind-numbing to expect players to memorize so having it be an accessibility feature that also lets people skip memorization is fine.
I do think having a visual indicator for gens being worked on in what would be normal hearing range would be fine since it still helps the accessibility crowd while having a similar effect of pulling a small sound that you could be heard for someone with enough time and just make it visible as well as something that shows "intensity" of the gen in range based on sound because I believe gens with more progress are louder would be a fair compromise if you wanted killers to have a similar strength feature that doubles for accessibility
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I think it might be more interesting to give legion different kinds of frenzies instead of tiers of frenzies which this seems to be going more towards
also 5.2m/s + gain 0.3m/s + stab 3 times to down someone + 15s duration + you can stab the same survivor twice to deep wound so you can hit them a third time any way would mean you can down a single survivor independent of others very quickly even with the normal vault speed in frenzy
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Yeah I think scream perks should either no longer reset box progress on pig or box progress should be saved when you stop interacting with it
I find it kinda boring that people are like pig is a weak killer so they play it in the most boring way possible to stomp solo queue, love facing face the darkness + plaything + pentimento + your favorite regression perk here
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For the 18th time ive said it I still think buckle up and wglf should swap endurance effects
(buckle up only gives endurance to the picked up survivor since it has no condition to activate and wglf gives endurance to both survivors since you need to activate it)
same combos just more conditions and counterplay for the easier to use combo
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6% vault speed at all times did a decent amount of work in chase especially when stacked with resilience
and the simple means of activation killer looking at you with a ~90 degree vision cone when within 36 meters meant it was almost always active in chase and stealth killers really couldn't get the drop on you in regular gameplay since if the perks lit up for too long vs a stealth killer it was easy to know something was up
currently it just works like the survivor heartbeat but its more precise, the boosted effects no longer activate as often as they used to and the boosts it got were reduced because vault speed was removed which was some peoples main reason for using it and when it would be active currently the effects you get don't really line up with effects you would want active while the killer is looking at you
overall
weaker detection, less uptime, less useful effects while active canned the perk for almost all players
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591400#Comment_3591400
didnt they remove the slow increase of the TPS? i thought in the PTB the intended change was to make it a pure 4 TPS instead of gradually increasing.
op wanted to know how it currently works
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it starts at 3 throws per second and after 8 blades it throws at 4 blades per second and there are addons that decrease the time to reach max throw speed by 1 blade and 2 blades respectively
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@Peanits said:
A little more to the left would cover the left side, and bringing it a tiny bit closer towards the pallet would make sure the gap on right doesn't get any bigger.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590861#Comment_3590861
It's tricky because the trap's detection needs to match the trap itself. If we make it any bigger, you end up with scenarios where the survivor rightfully avoided it (like this one), but the trap 'teleports' to them and catches them anyway.
why not just make set points at both sides of the pallet where it will place it perfectly instead of having to fiddle with it or get it perfectly, it would then be 100% consistent for both sides because a survivor knows that if there is a trap at the pallet they can't squeeze through it 100% of the time and the killer knows the survivor can't squeeze through it
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it would have been more fun if you joined it 3-4 years ago but with a base price of $20 and ~$100 of dlc waiting for you and 50+ characters to grind out levels on if and when you get them I don't think its worth the investment anymore