caipt
caipt
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@AmpersandUnderscore said:
Oh hey, the newest 'game is dying' post just dropped.
well, at least this time theres any semblance of evidence...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560562#Comment_3560562
You are fundamentally misunderstanding.
The self heal of 22s with an already established boon was not replaced with a 16 second altruistic heal that takes 2 survivors (your 32s of survivor time). That's what killers misunderstood before the nerf and apparently some people still wrongfully think that's what should be happening.
The 22s of healing was replaced by NOT HEALING AT ALL. Those 22 seconds (and all of the associated blessing and travel times) are now spent injured on gens instead of wasted on a health states that would be too inefficient to focus on.
Killers were drooling at the thought of making 'healing less efficient', thinking that survivors would be forced to group up and waste even more time healing without the boon. But that's absolutely not what happened in a large majority of the cases. Survivors said, 'oh healing is a waste of time now' and largely don't do it at all. That's 100% clear from the meta.
Fine with me. Its much better for the killer that people are staying injured, thus being easier to down, rather than never being injured while being efficient on gens. MFT is annoying and all but the strongest killers ignore it so if I really want it gone I can just play blight or spirit and enjoy playing against 0 SB's or lithes while getting free downs because nobody heals.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560503#Comment_3560503
This is just purely incorrect.
The time to find a totem, bless (14-28 seconds), travel to the boon, and spend 22s healing is all gone.
That happened with multiple survivors every game, several times per game. That's *minutes* of game time not spent on gens (that's now spent entirely in gens injured).
Killers are always screaming for 'another objective' for survivors to do in games. There was one, and people cried and got it deleted.
you are completely misunderstanding what makes self healing strong compared to altruism. Self healing was and still is stronger than altruism because its ONE person off gens compared to TWO. A regular altruistic heal is 16s. 16s of 2 survivors off gens. Thats around 32% opportunity cost of gen progress that will take another 16s to gain with both survivors on gens. A self heal takes the full 32% except your teammate is on gens the whole time, so comparitively it is objectively better. And unlike altruism, you have an aura on exactly where you need to go to heal so theres a massive time save there. Not to mention CoH made injury pressure completely worthless. Survivors were never vulnerable because they all had self care from one person bringing one perk. Self care on its own wasnt anything special, but given to your entire time for the cost of one? absolutely.
The current "injured" meta is infinitely better than the CoH meta because at least people are actually ever injured outside of hitting them in chase. you can actually choose to leave a chase knowing that survivor will provide you with some good slowdown and maybe be an easy down later because CoH isnt making everyone perma healthy.
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@Hex_Ignored said:
It now has a similar problem like old shelter woods. A good portion of the map is just a dead zone.
first it was too big, then they made it smaller without changing the pallets, then they gutted the pallet spawns... only bhvr deals in absolutes :(
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afc is for face camping, not proxy.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559688#Comment_3559688
The proof is in the pudding here. Killers asked to 'make healing suck' and now no one heals at all. Medkits got replaced by toolboxes, and circle got replaced by resilience.
Meta before circle was almost what we have now: adrenaline and resilience. Medkits were used for 99% heals and that's about it.
I don't even necessarily care about the medkit nerf, as it should've been obvious from my post. But circle nerf was dumb.
Survivors spent literal minutes of the game setting up boons, traveling, and healing, and the net result of that nerf is now literal minutes of survivor time that is now spent, with resilience, banging out gens.
I said before the nerf this was going to be the result, and here we are. Circle slowed down the game, which is good for killers. Those same killers cried, got circle nerfed, and now have to play in the bed they literally ######### in.
circle of healing absolutely did not slow down the game. spending a minute to set up your boon was hardly a problem when that boon agve everyone on your team self care, eliminating the need for altruistic healing entirely.
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I got so lucky when I was going for this achievement, zero little rats in lockers trying to deny the achievement. not to counter it, just standing in there to deny it when they are the last one. Luckily for me that didnt happen, and I even had a match where a couple let me have them to help out :D
I'd reccomend taking them to a map with low locker count, something wide and outdoors.
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I say we go all out on its supportive aspect. the 10s endurance is great for clutch potential but not strong enough to be its own perk, especially with current buckle up. remove 3% and give it some other minor supportive effect.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559096#Comment_3559096
Since the big med kit nerf, toolboxes are really the only viable item to use now. Keys have been gutted for a long time and maps are useful for very specific objectives.
med kits are still very strong. I pack a double charged one with me every match.
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@GolbezGarlandGabrant said:
If we are nerfing things because they are boring there are a laundry list of things on killer side I'd love to see changed.
out of curiosity whats on the list?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558165#Comment_3558165
https://us.v-cdn.net/6030815/uploads/C0EOSDTKESBK/screenshot-20231007-114239-samsung-internet.jpg
Your entire argument has been that since I disagree, I'm either one of three things.
Completely disingenuous.
A Survivor main.
Bad.
At least own it.
I don't believe MFT is an issue because of my experience in game. These hypothetical examples of MFT getting you 20% extra distance is what happens in a vacuum. It's not a real-world live example. Now, things can feel bad to play against and not be OP and still need changes, like Boil Over. But that's pretty clearly not the argument you've been making.
Likewise, that person who tried to say MFT was OP because a perkless, addonless Trapper on Coal Tower got wrecked in a 1v1 by it was also being extremely disingenuous.
The fact of the matter is that the vast majority of Survivors cannot use MFT well. You will not be playing against people that can often and when you do, it's likely that the outcome of that match would've been the same, MFT or no MFT. The perk is much like Hyperfocus. In it's best state, it IS extremely strong. However, that best state requires skill, luck and several other extraneous factors in order to be achieved.
I feel comparing hyperfocus to MFT isn't a good comparison. While yes, a strong survivor will get far more value from it, an average player will always find value in some form. While certain killer powers can counter its distance sustaining ability, any situation where you shouldn't use your power is a situation that will take 20% to end (in essence at least). This is most notable on tight pallet loops where that 20% number can give you more loops around, and W gaming. Any non nurse/blight/spirit killer will have a bad time dealing with MFT on pallet loops, and even nurse will struggle against a MFT W gamer. Skilled players take this tenfold and break the game for the majority of the roster. This is in stark contrast to hyperfocus, whereas a bad player will get zero value and even give the killer regression going for the greats while a skilled player will save a good amount of time, but not that much without a toolbox. And if you've got a cracked toolbox then thats whats really getting that time save and hyperfocus is unnecessary.
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-Play blight
-Go for hug tech on every tile
-either get the pallet down, hit them, or they leave. I win either way.
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she just loops from kind to sassy to evil then back to kind over and over again
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@ProHillbillyMain said:
The guy on your picture also gets erfortlessly 3% hindered, speed without downside, etc for over 3 years.
MFT - permanent 3% haste. subtle cheat: the perk.
C33 - 3 second 3% hinder. an iridescent addon. 1.5 seconds of which is eaten up if you use the rush to break a pallet. And the 3% is completely meaningless nonsense while rushing.
Not to say C33 is balanced or anything, but seriously? comparing the two as if their speed effects are equal is delusional.
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it is seriously not a big deal. and you can always run kindred if it is.
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camping is literally getting removed next patch, take your W.
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@C3Tooth said:
10 traps around 3 Gens, welcome to another SM.
if trapper sack became basekit, and I never though i'd say this, they should reduce his traps back down to 8.
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@CrowVortex said:
How would you think they'll go about this? Partial rework or the full works, as in new power/kit.
Myself i assume they'd want to step away from the slugging gameplay with Victor and perhaps have Charlotte more involved when it comes to power usuage. As a concept, they sound great but the execution of that concept is real clunky and it's clear to see it's not fun for both sides when it comes to her power.
What i'd like to see is a total kit revamp and have her as a true 'Tag team' killer concept, think like Ferra /Torr from mortal Kombat, two beings working as one unit. I don't want to spend majority of the game running around as Victor and only switching to Charlotte when it's necessary.
So how would you have Charlotte be more involved but also retain Victor as a part of her kit?
Victor NEEDS the ability to hook people. Its the only way to get rid of the slugging part of her power. Even if you just have victor act as the hook himself slugging will be better because you'll be locked from your power if you hook. They also need to decrease the awful 8 seconds between downing survivors and swapping to charlotte.
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Oh no, there are perks that help the team in a team based game? shocking.
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Dont worry, its possible to half it block a dropped pallet but only animation wise. This happens mostly with blood favor; hit a survivor as they drop the pallet. The animation for blocking a standing pallet will appear, but the pallet will be dropped. hence giving it the slight appearance of a blocked dropped pallet, that like you said can still be used. I'd imagine you were either using blood favor or blight with the blood favor addon, and hit them as they dropped it.
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claires face could be rounder, but overall their fine except cheryl she looks like a goblin
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eh, I think medkits are fine. probably still the strongest item. different rarity med kits should do more than have a 5% difference though. maybe each one has a built in addon or something, like the purple med kit could be moved to red and have a basekit styptic idk. something like that.
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No. not just because thats a god awful idea but because it doesnt solve the issues. Killers slug for the 4k because hatch is survivor sided, and slugging is objectively the best way to win. Unless you have NWO then hatch is completely luck based, and even if you find it first you are still at the mercy of gate spawns and whatever killer you are playing while a survivor would just insta escape. rework hatch.
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@ProfessorDunwich said:
Perhaps an odd title but let me explain. Everyone loses, sure. It shouldn’t be something to be avoided. I lose in a BR game, it’s quick and I move onto the next match. Even as Survivor you can die on the hook to get out quickly unless Meg saves you when it’s clear you want out.
Losing as Killer is a drawn out process. You know it’s over way before the score screen pops up. That said you have to play it out. 9/10 times Survivors are simply incapable of just taking their W, they have to rub salt in the wounds and draw it out. Sometimes their new goal will be to make the Killer DC with an eruption of laughter if successful. You can see this on plenty of steams and youtube vids.
The continued forced implementation of the Survivor Rule Book will likely exasperate this issue. Who wants to play as the Xenomorph and feel bullied by a group of Princess Heart Fengs?
thats got nothing to do with game design, its just how people are. once the gates are open if I'm not in chase then I typically just dont bother playing it out. they've already won at that point, no point in trying to win an unwinnable situation. not like losing as a survivor feels less awful. you think survivors like it when they get left on the ground for 2 minutes because the killers trying to 4k?
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they should really let visual TR tell deaf people about spirits woosh. rn deaf people are just playing against old spirit.
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You trick her. Spirit's Whole gameplay revolves around confusing the everoloving scheiße out of you so you'll panic, giving her an advantage. A few fakes and mindgames tricks plenty of survivors into running for the safety of the pallet, at which point spirit swings and hits them. you outplay her the same way she outplays you; confusion.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555849#Comment_3555849
Well your endgame wouldn't be affected regardless even if you did prefer to camp during endgame since AFC doesn't work after all gens are done. Did you read the details?
I did, thats why I mentioned how it doesnt really effect me. I like the idea of the AFC but its functionality makes it too weird for me to call it well designed.
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Yeah RPD too, I tend too forget that 3 gen :P
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@totallynotamegmain said:
They just need to fix through floor activation and completely stop the progress when a survivor is in the 16m radius. People are already abusing both
I agree. I didnt see it used on the ptb but people certainly tried... I dont camp out of endgame so it dosnt particularly effect me but specific situations are just such complicated lose-lose bs now.
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No, 3 genning is not a problem. Only a few very specific maps have remotely unfair gen placement. Leri's, dead dawg, and midwich for nurse/blight. Anything else is a skill/soloQ issue.
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No, because there is nothing the xenomorph can do in this situation; besides, the xenomorph isnt even in crawler mode while carrying a survivor. When he picks one up, the meter regresses to 75% and doesnt progress until hes not carrying any more. Logically, why would it stun him when he isnt in his power? It also doesnt stun him when he is kicked out of crawler mode anyway, it wouldnt make sense.
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wesker, superior anatomy for the vault myers builds.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555213#Comment_3555213
It improves female fast vaults to be the same as males. It’s more distance but still less than the distance male survivors got when the vaults were really strong, that was a bug.
If you find a survivor video from the PTB you’ll be able to see it.
alright, thanks. I played some survivor on the ptb and noticed that female vaults could be fast again, but couldnt tell if there was any distance added or not. thanks.
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@Xernoton said:
They have removed several techs because they were exploits over the years. I said it back then with infinite locker safes and the removal of Skybilly and Spacebilly as well as the introduction of invisible walls to counter these. If we are going to remove exploits for the sake of removing exploits, then we have to be consequential about it. Meaning, no matter how much of an impact an exploit has, it should be fixed. Otherwise, it looks like very obvious favoritism.
In Blight's case, I think Hug Tech is just unnecessary. Why does he need it? Isn't he strong enough without it? I think it's fair to remove it. But, if they are going to fix Hug Tech, then they should also take care of Blight's other bugs. No more sliding off of trees and colliding into things that aren't even your screen.
BHVR's policy on exploits confuses me and makes me sad. i wish I knew skybilly existed back when it was a thing... I dont get why they hate killers getting into goofy spots.
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@NerfDHalready said:
i think all dailies for newer killers are just "rite of the [killer name]"
cosmetic descriptions and killer/survivor descriptions where their perks are explained have also gotten simpler and simpler. kinda sad
its so disappointing. i get that cosmetic descriptions and the like are not at all a priority, but it shows a lack of polish. Seriously it takes 10 seconds to ask chatgpt to do it for you, it would not effect workload at all.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555111#Comment_3555111
don't forget random extra cooldowns, power not recharging when it should be, some attacks just don't have a hitbox, some lethal rush attacks just work like a normal lunge for some reason, blights a mess
his lethal rush lunge hitbox is so strange. It starts out with almost no range, but is very wide, then elongates and thins into being closer to a normal hitbox. its so odd.
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@sizzlingmario4 said:
It was fixed on the PTB, it’s still bugged on live servers. So it should be fixed in the next update.
fixed as in the vaults returned to how they were before the extra distance or fixed as in the distance is functioning again?
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553321#Comment_3553321
Oh noooo... Survivors are garbage. Just get good you unskilled baby survivors.
Heal perks are fine, i love to use them time to time. But CoH is pure garbage. Especially for solo-q.
There is not any good anti-camp or anti-tunnel perk. DS is garbage. Off the Record is meh, killers are hitting you after off hook. So it's really not hard to take it from you. Reassurance has very small range to activate, so you can not even use it without getting hit. And that's all. BHVR nerfed anti-tunnel meta into ground.
Devs already said 3-gen is not always survivor's mistake. They are working on fix it. So i love how you blame survivors for everything.
Turrets was garbage before because they had circle and you would not put them anywhere effectively. But now they fixed them and they are fine. Next.
Sadako complains are really pointless, i will agree with you here. Taking tape is makes you immune against teleporting. Even she catch you, you will get only 2 stacks but you dodged more with tape.
Survivors can get whatever perk they want. Are you blaming killers when they lose gens with zero anti-gen perk but complainig about gens? No, ofcourse not.
I agree with everything you said except for OTR being meh. Its always the better play to wait out BT, even if they reach a pallet. if you hit them they can easily W key away and reach whatever tile they want with that distance. Waiting bt will still get them the pallet but they wont get nearly as much distance. OTR forces them to give you that distance. and if they are hitting you off hook while basekit BT is still up then congrats, you are free. unless its blight.
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@CorvusCorax86 said:
I rarely see a good use of Reassurance. Often ppl use it but immediately unhook me after. Do you get BP for Reassurance?
as a reassurance user who does this, it makes a silly noise and not using it feels like a waste lol
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@squbax said:
I mean if I had to choose between a perk that can get value if the killer decides to camp (cuz if they dont thats -1 perk slot) or a perk that will get consistent value and absolutelly destroys all m1 killers, I think my choice is clear.
reassurance does way more than just that, but its hard to get good value out of anything but its anti camp in soloQ. if you are playing with a friend I'd say its easily one of the strongest perks in the game.
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@fussy said:
This is for the same reason why many other perks are not so popular. Most players are not able to see the direct benefits of the perk and do not take them into the game.
We will cry about Sloppy, but will never take completely free Botany, super strong We Will Make It or CoH (still S tier)
We will cry about camping and tunneling, but literally 0 anticamp or antitunnel perks in my matches.
We will cry about 3 gening, but i saw only 1 survivor in 2k hours who used BNP or strong toolbox not on the first gen in the match.
We will cry about turrets are useless, but 90% of survivors put them right in front of Xeno's exits.
We will cry about Sadako is op, but will never take a single tape.
BUT we will bring 4 chase perks and die on the first pallet. It's just about bad survivors being bad.
its always so annoying when I hear people talk about how bad tunneling is and in the same breath call OTR garbage and unusuable. Like, buddy, did you ever actually try USING the anti tunnel given to you? The anti tunnel thats actually very powerful? People who call OTR bad have no right to complain about getting tunneled, you arent bringing the clear option to counter it.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555109#Comment_3555109
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555106#Comment_3555106
Ok, my question is then, do we want killers like Demo or Nemesis be viable in most levels of play?
It's about making a general strength level and making all killers a bit closer to that.
Nurse and Blight are levels above the other killers. Only spirit, plague and Artist come close to them.
That's not ok.
If we want more killers to be viable, small changes to their power will not be enough ( Trapper). The game needs big balance changes.
But we can't make them with those killers being way stronger than the rest. They need both be tuned down for the sake of balancing out the others.
nurse and blight are not bottlecapping buffing those killers. you could very easily give nemmy or demo buffs that fix their issues without buffing nurse or blight. Basekit buffs to the killer role will never be a good idea with minimal exceptions, because unlike survivors killers are not a monolith and never will be. It is impossible to make every killer be of equal power.
Why are nurse and blight the best killers in the game? because they have very strong chases, and chasetime controls dbd. And blights also got very good mobility. if a killer lacks either then they are bad. Thats not because of nurse and blight, thats because that killers basekit is inadequate. nurse and blight do not prevent making demo portals take longer to destroy or have him move through and exit them faster. Nothing is stopping the devs from making marvins blood basekit or completely shifting how tiers progress.
Xeno and demo share plenty of similarites. Are they the same killer? no, but in a lot of ways xeno is an improved demo. He has the tunnels which function similarly to the portals, except they needn't be placed at the the cost of taking a bit longer to traverse and not controlling where you put them. Xeno also has access to them at the start of the match, and can linger in the tunnels as long as he likes. Xeno can also hear footsteps while in the tunnels, so he can choose if he really wants to emerge somewhere. Demo needs to place his portals and they can be destroyed. Sure he has versatility in that he controls placement, but it doesnt really matter since you would just put them on gens anyway. You also have to commit to a teleport, you either do or you dont.
Xeno also has the tail attack. it has a shorter range than demo's shred, but a much much faster wind up and fire along with being able to hit and curve over objects for hits. Xeno is always zoning you out while still gaining distance. Demo needs to wind up shred and fire it which takes a while, and he loses distance while charging it. and if he misses he is now out of position and stunned, while a xeno would just lose some distance but still be in postion.
Xeno can have his power removed though so hes nowhere near just being demo but better. But there are plenty of things about xeno that are just a better version of demo. Nothing was preventing the devs from making any of those things part of demo's kit, they chose not to. nurse and blight are irrelevant.
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its fine. unless hes right in their face spending 5 secons extra to reset a trap wont get them off hook.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555112#Comment_3555112
claps , best argument , hug tech lover? and that survivor that do not know to hold a tile for longer than 3 seconds instead of pre-dropping?
what does that even mean... all I did was compare hug tech to pallet looping to highlight that assuming its easy just because it looks easy doesnt mean it is. Running in a circle isnt hard. looking down isnt hard. its where, when, how, and why you do those things that make them skilled.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555029#Comment_3555029
Totally disagreed, back in the past hug tech was so rare since many people didnt even knew how to do it , and back them any decent blight main used to destroy any team including myself i used to like to run always the speed and the addons to insta-break pallets to see how god it was , SURPRISE was broken as hell but yet it still exist so i just stick to the lower rarity ones, also i never EVER used hug tech to earn my hit , however when i noticed how it works i just stopped playing blight after knowing how hug tech was becoming popular:
skill-expresion: Buddy please , you just look to the ground while looking a object and you slide and not only that you can easily turn your camera, there is no mindgame there you just use the slide to get close and the lethal rush to correct the aim.
(speed addons , hug tech , other broken addons , seems really BS to me and nothing stopping you from using them , yeah? )
if i gets fixed am ready to see a lot of posts about people needing hug tech to actually play blight , i just missed the days when people used to do insane pinball mindgames ; i love doing them but yeah the newer maps are a bit hard for that , still want hug deleted tho.
saying hug tech is unskilled because you just look down is like saying looping is braindead because all you do is press spacebar to gain distance.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555098#Comment_3555098
Balanced in what scenario?
the scenario where the survivors understand how to counter them. both their basekits are fine, though nurse could use a few additions such as bringing back stun fatigue and lightburn. They have plenty of counterplay. But the best survivor in the world cant win a game if they get placed with 3 megheads. its a soloQ/MMR issue not a killer balance issue.
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@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555065#Comment_3555065
So he has 10 bugs that make him weaker? And he is still an S-tier killer?
Blight and Nurse need nuked. I honestly don't care how. That's what Blight mains and the devs are for. My opinion (which I'm allowed to have) says Blight needs more than just add-on nerfs.
Some of this is also jealousy since I main Pig, Freddy, Clown, and Mike. What he has as a whole is just stupid compared to my killers. I find that ass backwards.
both are balanced killers. losing to them in chase is 100% your fault.
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how to make nemmy S tier:
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@GentlemanFridge said:
The only way to remove teabagging outright is to remove the crouch altogether.
and even then the spirit of the teabag will manifest into something else.
shall we stop all killers from nodding too?
yes, lets also add a survivor perk that instantly opens the hatch when the killer bms too >:)