bjorksnas
bjorksnas
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@ElionTron10 said:
i just want to know why some killers tunnel at 5/4 gens. It just takes the fun away and it needs 0 skill. Is it even possible for a solo Q team to win such a round ? A 3 v 1 at 4 gens? i understand that it is necessary to tunnel at 1/2 Gens but at 5 gens is a free win and its just annoying to be a survivor in such a round. Bhvr just should buff DS so its Meta again.
Last round when i played a DBD Match a Dwight with 20 Hour play time got tunneld out from a Blight with over 1000 Play hours. The other 2 wanted to kill themselves and were all slugged and I had to hide for 2 minutes so I could get the Hatch.
tunnel at 5/4 gens usually you get a 3v1 with 2/1 gens left, tunnel at 3/2/1 gens you get 3 escapes, hope this helps
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Isn't there an option for console only crossplay but only on your own console type
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@HugTechLover said:
Why? That would be overpowered. Iron grasp is completely fine as is.
I mean would it really though, 90% of the time you down a survivor you get a hook out of it anyway so would 1 perk slot for removing that other 10% really be that strong or just be annoying
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587550#Comment_3587550
You do know that's the most broken addon in DBD right? Even worse than Compound 33. It removes even the little counterplay she did have. If you want her to be a 4.4 (110%) killer then you have to completely rework her power.
it is on a technicality but in actual use the game isn't perfect or played perfectly so no
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no to your no
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This is gonna sound like a weird change but I think medkit charges should start at 0 and recharge by healing another survivor making them a mid to late game item rather than an early game pressure counter but allowing much more potential use since you can get more charges by healing other survivors and to incentivize it medkits heal other survivors 0/5/10/15% faster while building up charges (you use the item to heal the survivor and it gains charges while in use and the bonuses are brown/yellow/green/purple medkit respectively for healing speed bonus)
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I think the only problem with ruin not turning off after one kills is when certain maps mostly indoor maps have terrible totem spawns so its just impossible to ever cleanse without assistance so id say buff it to 150 but it turns off after a kill and just see how it preforms then
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Based on the fact that I have seen it once in my last 30 matches I think were fine
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So after the killer kills 3 survivors, finds hatch first, closes hatch, you want the equivalent of a free escape against most killers for an offering that affects all survivors, as a reward for not slugging for the 4k. No because the counterplay would be a slog and if you don't counterplay its 3ks for days because theres no point in looking for hatch against most killers since open exit gates are an easier escape and no point in not bringing the offering.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585116#Comment_3585116
Rng shouldn't give the killer free kills ;) and it makes 0 sense for exit gates to spawn next to each other.
rng shouldn't give the survivor free escapes, it makes 0 sense to have the hatch race then have exit gate rng always favor the survivor since then you can just camp an exit gate since they can't defend both
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Why does it need to be 2 50/50s after the killer already won the first, the killer closed the hatch at that point they already won 1 50/50 to get the kill, there doesn't need to be a guaranteed 2nd 50/50
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It could use 2 changes imo
Remove 1 stack, just 1 not 2, for people who can do math 30% of 2.7 isn't the same as 40% of 3. Plus at 6 stacks It would be a lot more annoying if you ever go for the obsession 6 stacks to 2 wouldn't feel great or have endurance and completely clean you out of stacks would just incentivize never going for them unless extremely convenient. Current max stacks 1.62s cooldown, max stacks with 2 tokens removed 1.89s cooldown (worse that before the update). Max stacks with 1 stack removed 1.76s (closest to before the update (1.8s).
However I think a more important change the perk could get is just doesn't work within 8m of a hooked survivor and for 5 seconds after. Range and numbers aren't set in stone but thats one of the main pain points of the perk is that the killer can very easily down the unhooker and hit the unhooked survivors bt without even moving if they were at the hook.
slight nerf (very slight) and an adjustment to how it interacts around hooks and its good to go
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I think his ammo for his bottles should have some changes especially to make the yellow bottles feel more usable without making the purple bottles feel weaker
imo he should have 6* bottles or 5* depending on how you feel but his ammo should function differently
Clown should have 3 kinds of bottles 2 purple bottles, 2 yellow bottles, and 2 "any" bottles (or 1 purple bottle, 1 yellow bottle, and 3 "any" bottles
The way it would work is each ammo type has some separate bottles that only work as ammo for that type but he also has a pool of bottles that can be thrown that work as either ammo type. Aka with this system the first 2 bottles of each type throw from their own respective ammo pool and any bottles after that throw from a global pool of ammo. This would effectively give clowns 6 bottles to use per reload but the same amount of bottles of each type that they would have currently meaning per reload you get extra bottles but only for using both types of bottles.
And if 6 seems like too much 5 bottles 1 of each type and 3 any bottles to give clowns a yellow bottle to play with they might not have ever used normally
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Make buckle up only give endurance to the picked up survivor and buff WGLF to give endurance to both survivors, since you need to jump through hoops to get WGLF's endurance effect that makes it fair that its the stronger effect, FTP buckle up would still be an ok combo but now you can just target the survivor who used it for more counterplay
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whats the point of it going to 100 tokens, ah yes while 2 survivors are alive on death hook or 1 survivor is 2 hooks away from death and looking for hatch fully regressing a gen that was left at 99 will win the match
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I mean its just an annoying perk, it just counters all aura perks sometimes completely if you can generate enough tokens. Also basekit distortion is already in the game lockers hide your aura
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581553#Comment_3581553
With ultimate weapon
what’s the point in bringing other info perks? This is personally what I like about the perk when playing killer
you can bring 3 gen slow down perks and have ultimate weapon giving you info about the survivors whereabouts every 30 seconds just under the conditions of opening a locker
You can only use it every 60 seconds
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@LapisInfernalis said:
I just keep it short:
Huntress with red ping indicator hits hatchets around corners (nothing new) and even hits me with her M1 around corners.
I have 40ms ping. Why do killers get favoured with their ping from the moon? What happend to hit validation that should reject stupid hits like this?
Please give us hit validation back or give us additional servers! Don't punish those with a good connection!
Ping favors killer because if it didn't then most powers would suck or feel terrible to use. On the huntresses screen they hit you but not on yours so nothing happens, it wouldn't feel fun to watch a hatchet phase through a survivor and have to predict where a survivor is on their screen and it wouldn't apply to just huntress. So uhhhhhh no. Also hit validation is for like zimbabwe bubba which while ping isn't perfect I haven't seen in a few years which is good
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@Zokenay said:
Yeah theres no defending this perk, its practically unavoidable without Calm Spirit, and its available constantly, doesnt help that it also applies Blindness to survivors affected.
Even all the other Aura perks cant compete with it, they are more niche, and can even fail to read someone, or only applying to one survivor, UW tops them all by revealing everyone in range, impossible to dodge without a perk, and readily available after every chase.
Gonna defend it, its an info perk, blindness does nearly nothing and even then for such a "strong" perk I just don't see it most matches that I play, I think ive seen it used once in the past 20 matches and don't even use it myself even on the killers it would be strongest on because its annoying to use for the short duration of information
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@[Deleted User] said:
They can’t nerf every single survivor perk the other side has to have strong stuff too
No but survivors still have plenty of strong stuff, but I think this is a healthy change because haste has a much wider game impact then some of their other effects due to speed differentials being important especially for weaker killers
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578591#Comment_3578591
Ah yeah, definitely felt i could do anything against his insta pallet break addon that DOES NOT drain his power at all and applies hindered to me to make it more fun....
Lets not forget Alchemist Ring as well.
Other than the pallet break addon is bugged and half the time it actually benefits the survivors with a double cooldown instead (4s)
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@MoNosEmpire said:
So, she has a lot of strong abilities and they are hard to counter at times. Against a skilled SWF team it can still go both ways but most times (from my experience) the Nurse always wins.. but win/loss stats aside. I have FINALLY found a meaningful suggestion for a nerf for the nurse that makes sense.
It doesn't affect any type of skills or addons, it only affects the lock-on mechanism. What I mean by that is, when you teleport with the Nurse she automatically faces the direction of the survivor no matter where she is, now if this was removed it would definitely help to reduce the tremendous skill gab between the Nurse and survivors without having to change any base-kit.
I would like to know the thoughts of the community in regards to this. I know there are dedicated nurse killers too so this discussion may possibly get a little out of hand but please, keep it civil, respectful and kept to the topic. Thanks.
idk if you have played nurse but thats not how that works, while blinking and after a blink its completely normal camera movement if a nurse is facing you after a blink if you rounded a corner or something its because the nurse turned her camera and if you are talking about the "auto aim" of attacks yeah idk if that would be a good change because it would still hit the survivors it just wouldn't "auto aim" to make it look better on the killers end its just there to make the game look pretty.
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they are adding literally me to the game frfr
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Hated, idk for other people but I have 3 main reasons that just make them very annoying to face in general
- "stealth killer" 8s of undetectable for setting up a drone every 10s is fine but she just makes no sound and has no real penalty / cooldown for it compared to other killers especially with addons which can give 100% uptime, t1 mikey is a heavy breather, ghost face has a longer cooldown, can be broken out of stealth and has some decent sounds up close, pig moves extremely slow while in stealth and has to ambush or stand up both have sounds and a warning, wraith has a long uncloak and has loud gnawing sounds and the uncloak sound. Skull merchant, normal speed no real strategy needed no sound made its like they didn't even design it properly by their own standards. when ever killers with tangential stealth mechanics have overkill passive sounds like dredge making something a stealth killer because it has no sound design then never fixing it doesn't feel great
- lock on stacks only decrease upon being downed / hooked. Sitting on 1-2 stacks until you finally get chased to then get the 3rd stack by mistake for an instant injure and an easy down after not interacting with the killer for ~2 minutes just doesn't feel great. The fact that they don't passively decay
- Slowdown / Speed up, even after the lock on injuring you that isn't enough because now you can now be forced to move at 90% speed and the killer moves at 118% speed if you can't get out of a loop. Slowdown just doesn't feel good and you can't make it feel good because it feels like the game is taking control from you, id rather have the killer go even faster then feel like I'm moving slower because it just doesn't feel great.
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I mean if they were generic for a long time I think its only fair they stay in the generic pool. Imagine if suddenly perks you were using were locked behind a $10 pay wall after 2 years. I think you should be able to level them up to get the t3 version shared between other survivors but new players and players who already have them should still get them as generic perks because of the impact it would have on the game.
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@MaddieMage said:
Okay let’s talk about this. The big complaint I saw about this perk was that all you had to do to use it was get injured, and therefore it took no skill and rewarded you for playing badly.
Okay fine. So how are we all justifying Ultimate Weapon then? Where is the thought and effort required to use Ultimate Weapon? All you have to do is not know where survivors are and open a locker and boom, you get all the information. Not only do you get info on where there are, they get a negative status effect for 30 seconds and you CONTINUE to get info on where they are for 30 seconds anytime they enter your terror radius during that time. Meaning if a survivor is lucky enough to not be in your terror radius when you use it, they have to know where the killer is (doesn’t happen) and stay out of that radius for 30 seconds otherwise they get revealed and inflicted as well. And how do they know where the killer is? Terror radius usually but once you’re in that, it’s already too late.
After that 30 seconds, you only have to wait 30 more seconds and you can rinse and repeat.
People say “run calm spirit” but that means you’re telling people to take up an entire perk slot for every match on the off chance that a killer has UW. And weren’t killer mains complaining about having to use perk slots to counter MFT?
So again, explain to me what thought, effort or skill is required to utilize this level? How is this perk also not a reward for not playing well? When is this perk going to get looked at? Just saying what’s good for the goose…
I mean if you aren't a weak survivor then the killer knowing where you are shouldn't have that big of an impact outside of camping
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Its enough of a change that it doesn't activate through regular gameplay (with the exception of some killer powers and basekit bt) You have to go out of your way to activate it but it has the same overall effect and slightly stronger synergy with exhaustion perks. The main idea is that you now need to commit yourself more to it either play differently to use the perks own endurance or use other endurance sources to get any value from it. Rather than something that activates passively its more of an active perk.
People will either go all in or will switch to something else which I think is a fair choice because the effect of the perk has a widespread impact on the game due to speed differentials being part of the design of killer powers, consistent haste just for playing the game normally shouldn't happen because it disrupts that so a niche perk for speed is more balanced.
Is it worse yes, by a ton not really, is it better for the game yes which is the important part.
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@[Deleted User] said:
I think Windows is a strong perk. I see it in a majority of my matches both when I play killer and solo survivor. Generally on at least two survivors, but all players who aren’t me using it isn’t a rare occurrence. So for a perk so ubiquitous in the survivor meta right now, for those who thinks it’s just average can you tell me why I’m wrong to think it’s strong?
You aren't wrong but it generally just depends on the caliber of survivor and the killers they face on average. The better survivors can use it to easily link resources together and can use it to tell where resources are to link together at a glance. Newer players might like it because while they might not know how to use the resources properly or efficiently knowing where pallets are to drop in a panic is helpful. I think the main group that doesn't see it as useful is the mid tier survivors. They know how to loop alright but don't see the big picture of connected loops they mostly just see one loop at a time so rank the perk lower. That and depending on what killer you are against its perfect or its useless. The chainsaw brothers hate windows and nurse just doesn't care so depending on the player and what they feel like they face a lot (losses and times where the perk is useless always outweight when the perk feels useful even if its a 1:1 useful : useless just because thats how brains work) and you have plenty of reasons why it can have so many different opinions
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He requires a lot more effort for the same reward easier killers get. He isn't better or if he is better he isn't by much so putting in 2x the amount of effort and map knowledge just to get countered by infinitely spawning fast activating emps doesn't feel great and even if they don't use them and you land some hits you are just playing an m1 killer with decent catch up and action speed.
Honestly I think he should get some qol changes and buff changes to reflect the effort he has to put in and to balance how much counterplay he has.
Just some ideas
Have survivors who are dying on hook not cause the wake up penalty (when you use your power within a certain range of a hook you have a 5 second slowdown which is fine but it also happens even if the survivor has been hooked for the 3rd time and is actively being taken into the sky by the entity)
Reduce the amount of distance a survivor gains from slipstreaming to them. Currently there is a 1.7s slowdown after you teleport to a survivor ~8m is a pretty average distance when stretched around a normal pallet loop and is plenty enough to wait out overclock duration. Reduce it to something more like 1.5s or 1.3s of slowdown. You shouldn't have to go through all that effort of biopoding and all the counterplay both preemptive and active of emps just to end up a normal chase distance away from a survivor you should be rewarded with very likely a hit or resources used unless the survivor has something like an exhaustion perk.
Holding onto an emp should cause the printer you took it from to not passively generate another or generate slower. (incentivises using emps actively rather than retroactively theres no reason to disable a biopod if you haven't been slipstreamed by it when you can wait to get slipstreamed by it then emp both at the same time)
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I use bbq, iron maiden, pain res, deadlock.
The main reason is the passive slowdown makes me not have to think about the macrogame too much so I can focus on individual chases and just enjoy it more stress free then without any slowdown and have a decent chance of winning most matches.
There are probably better builds but if you want a build that just allows you to focus on chase this one does so quite well with finding survivors and minimizing downtime.
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Well you gave no reason why not so I think its a good idea.
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There are a few effects that let you outright kill survivors without needing any hooks.
Rancor lets you kill obsession in endgame
Devour hope lets you kill any survivor as long as it has 5 stacks and is still active
That ring person lady can mori you if you have 7 stacks of condemn
And a yellow mori offering lets you kill the last survivor
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It would be a nice buff to perks like, solidarity, resurgence, and reactive healing to not have their healing affected by hemorrhage, Maybe they could reuse the same way / graphic they have for current brand new part on gens where the perks "healing progress" is removed from the needed amount rather than healing you to half.
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@Astel said:
I am afraid that devs wouldn't be able to deal with VPN issue. Is there way to prohibit it?
Well idk how they did it but not to speak ill of the dead but the game VHS had a feature where if you booted up the game using a vpn it just wouldn't let you play (but it did have open region select)
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/395466/wraith-tweak-buff
Imagine Wraith with +60% pallet break speed addons + uncloak after kick and just into survivors either they drop you break it instantly then hit them or they don't drop it and then you hit them... So not a good idea...
Other than the fact that if you don't drop the pallet and they uncloak you generally will get another loop because they have no uncloak speed addons then drop it while they are uncloaked like a normal killer or if you panic drop if you can spam vault it so they can't kick the pallet.
It sure doesn't look like a good idea if you play directly into their build or poorly but thats how a lot of things in this game look. Trust me that wraith build isn't even his strongest
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@Astel said:
Hello. Posted this because I just want to know your opinion. As the title says, what is your opinion about these? I personally think they got nerfed so harsh and now they are worthless.
I think both could be buffed a bit but not be allowed to stack, like at all, only one perk or the other applies. To do this just let killers with call of brine smack gens to apply regression with basic attacks.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575800#Comment_3575800
How fast is 150% gen regression is comparing to normal gen kick regression without any perks? @Caiman
its 50% faster so 0.375c/s or 0.416% progress per second, normal regression is 0.25c/s or 0.277% progress per second. 240 seconds to fully regress a generator vs 360 seconds to fully regress a generator
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575510#Comment_3575510
You realize that this would also:
- Remove the ability for Blight to be an anti-loop Killer.
- Add more reason for Survivors to actually drop a pallet on top of Blights.
- Incentivize Blights to think of strategies to properly get around loops.
This wouldn't add more reason to drop the pallet on top of blights since the stun duration is shorter than the cooldown, on top of that the blight has any other charges they have to waste them or wait out the bump cooldown, 2s stun vs. 3s to 3.75s and its just safer to predrop too
And "think more about getting around the loop" matters less when you can't break the pallet with power so the survivor simply camps the pallet or you beat them to it before they get to the loop in the first place
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575658#Comment_3575658
Calm spirit is, at the moment, one of the stronger perks to use. The killer meta has made it so less brain power is needed on the killer's part, much like how WoO has done the same for survivors. Opening a locker and getting blind and a scream for just holding W is a strong perk, maybe even strong enough that people will want to buy the DLC! Wait a chapter or two and it'll get the MFT treatment and be 'trash heaped.'
In regardless to Calm spirit getting buffed... Im curious. How would you buff it? Since it IS a strong counter to the meta atm, you saying 'buff it' will likely trigger a few killer mains around. So... becareful.
Calm Spirit is a staple in my build atm. Run it with Distortion and you're practically invisible.
Idk I don't really see it since I never use the scream perk, I used it on blight for a bit but I thought it was annoying to open lockers. I don't think would be trash heaped like mft since its an information perk you and you do need to go a bit out of your way to use it on the role with tighter time efficiency but they probably might remove / reduce the blindness duration or make it so that if you are in a locker when the affect would activate it doesn't affect you for the rest of the duration (no scream no blindness).
The buff just normal speed cleansing for totems / blessing / chests instead of 30% slower. The silent effect is so niche so having it be slower just doesn't really make sense just change the scaling back to not scaring crows 90/95/100% of the time (like anyone even looks at crows anyways) and its still probably a reasonable perk
Idk how much I like the whole no aura no scream meta since it counteracts 10 killer perks and a big part of a killer power, and distortion counters another dozen odd things but thats for a few months down the line but I do think calm spirit since it counters a lot more niche things could be a bit better.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575658#Comment_3575658
They're referring to a time where I made the same Calm Spirit buff suggestion as you did on this Forum and somehow it was so controversial it ended with some killer mains asking for its nerf because it's too powerful in its current state and the reason why 3-gen is an issue is because of calm spirit... and since that day I'm traumatized and never use the words calm and spirit...
That is hilarious, silent totems, and chests would be such a small effect but I could see people losing their minds over it this is the forums after all. Sorry that happened.
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@KolbyKolbyKolby said:
Personally, if I had the choice I'd buff No Mither so it had 100% noise reduction so that I wouldn't need to pair it with Iron Will every game.
What small buffs would y'all have like to received this chapter?
Make calm spirit normal speed while breaking things quietly if its gonna be a niche perk for a while might as well let it be a little bit better, a few more but this would be nice
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@Ariel_Starshine said:
Yeah I've no idea how nurse got past development and into the game.
I've managed to stun it a lot of times and it can't catch me, but I find it ridiculous.
well nurse was added while double pallets, no window blockers, all windows open on main buildings, exhaustion cooldown while running, and brought stuff with it like stacking sprint burst and balanced landing, but she has been neutered 4 times but you can't really fix it without just changing her entirely which I just don't want
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As someone who was within spitting distance of the top 10 blights for a full year (then took a break for vhs) I agree
I think in general double speed is better than adrenaline vial + other addon but if someone is more specialized to use adrenaline vial + another addon they are equal or situationally better, having adrenaline + compound 33 on the game is better than double speed, having adrenaline + crow is better for 2 bump hits and the follow up, adrenaline + shredded notes is just fun.
Yea in general double speed is better but adrenaline vial is nothing to scoff at
In other news look at this pile of rings
many rings
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I don't think this would be a healthy change, removing something that was implemented because the character felt terrible to play without it wouldn't be fun, especially since it heavily incentivizes predropping pallets (least fun gameplay loop possible) to counter it, stun a blight is 2 seconds then a 2.something second break and risks a hit, predrop a strong pallet, 2.5s cooldown after either a 1.25s wait out of power or 0.75s swing then a 2.something second break and its 10x safer.
It would just make the killer clunky and give free counterplay which is such a lame nerf a killer
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575282#Comment_3575282
Really good suggestions. I'd be happy with. They just need to trim off the fat on all these offerings. It's out of control. Although, I would like to see them rework luck or remove it from the game. And what you mentioned was just offerings. That doesn't include all these dang on add ons. It's exhausting just thinking about.
Yeah, honestly some big changes id like to see in dbd are condensing a lot of survivor addons / offerings (so they get more items) and adding shared inventory for survivor items / addons / offerings and killer offerings so I end up thinking about this a lot
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There are so many offerings that should just be trimmed from the game / condensed into fewer offerings, for survivor you have
6 luck offerings
16 blood point offerings
2 hatch offerings
2 basement offerings
2 coin offerings
4 fog offerings
1 oak offering
2 ward offerings
3 shroud offerings
20 map offerings
58 offerings... its just too much
to cull it down a little bit here are some changes I think would be resonable
Condense bp offerings from 16 to 7
How?
Bp offerings 50/75/100% offerings all just become 100% in that category, instantly 8 offerings are gone, 13% of the offerings gone in one change
25% solo offering becomes 25% all offering, simple changes and 9 total offerings condensed
Luck offering, condense solo and group luck offering, into 1 offering, only the jar of salty lips, not like any of the other ones are used so just condense it all into the one thats used, 5 offerings gone total of 14 offerings condensed
Basement offerings, survivor really just shouldn't have these, they don't ever get used by either side but I don't think survivors really should have control over it even if it did matter. 16 total offerings dealt with
Coin offerings, just make all coins purple, at this point if someone is becoming a chest goblin for a few games because of a tome give them an easier time at it, 17 total offerings dealt with.
And just for kicks remove the slightly/moderately more fog addons. No one really uses the fog addons so just leave the less and the most and call it a day. 19 offerings dealt with and the survivor bloodwebs are a lot cleaner.
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There 100% is representation in the lore there just isn't a big ol bumper sticker slapped on the characters because thats not how you do representation right
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To be fair if people still use it yes but they are seemingly making it niche enough to not matter until after the first unhook which is too long for people to wait so they likely just won't use it
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Im already sick of watching survivors mid chase enter a portal in 2 seconds and the loud portal aoe sounds don't help either
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574532#Comment_3574532
Ok but this is just a hypothetical. If I was the dbd wizard and could make mft disappear completely would you be for it if it costs LP?
Nope just because its an unfair trade

