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dbd900bach

dbd900bach

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  • The deep wounds doesn't last long enough to justify the amount of time it takes Slinger to actually inflict it. Legion doesn't waste nearly as much and can put the entire survivor team in deep wounds in less than a minute. One tip I can give is to always let the chain break if you can't get the hit as it damages the survivor and still puts them in deep wound. You should also be looking out for narrow holes and gaps as the Slingers redeemer hit box is extremely small so while it is more difficult to hit, you can hit some very unfair and nutty shots.

  • 50% is 50%

    If a survivor is injured and is healed by 50%, then that is half of their healing progress, but if its used again or at the same time, then that survivors remaining healing progress is only healed by 50%

    If the max progress is 100, then the survivor would only be healed to 50, then they're only healed by 25, then 12.5, and so on. So medic can't fully heal someone, just drastically decrease how much someone needs to be healed.

  • I feel like the primary incentive here is killers and survivors being able to play characters they otherwise don't have, as well as use perks they also don't have. A free trial period so to speak for players, similar to the splinter shards that existed long ago.

    The ban part of this seems like the least interesting part. Banning 4 killers doesn't quite put much of a dent in the over 30 playable killers currently available. Giving them more bans would just make the pool limited because the same killers would always be selected more or less, and would defeat the purpose of having such a free trial period.

  • @fixblitzskin said:

    I don’t think Freddy is going to get a full power rework in January : ( . Ik it saids “rework” but let’s get real

    Myers was under the category for receiving tweaks for this ptb, not a rework. That being said, every other killers supposed reworks wern't really reworks. Skull Merchant, Knight and Trickster are still fundamentally flawed killers. Freddy on the other hand has something to work with. Myers will also likely receive a full rework I believe this was just a flat numbers change to compensate for the time being as the Devs have done such changes before major reworks. There is still hope.

  • Realistic the perk wouldn't last long and would burn out over the course of a week or two. Only low mmr games would be affected, and a high usage would rapidly dwindle the perks effectiveness. Killers will eventually show zero indictation that their controls are inverted and will play normally making the perk slot wasted.

  • @CursedPerson said:

    It completely kills any viability for any perks focused on losing chase with the killer. Not to mention how many nurses I run into that just get free wall hacks

    While I understand the frustration, Nurse is not a good killer to use as an example. Blight, Wesker or Hillbilly are better examples when mentioning mobility based killers.

    Everything is broken on Nurse. With or without predator, most goof Nurses don't need aura reading to catch up or get the down.

  • @Nazzzak said:

    I had a post awhile ago in the feedback section where I said they could actually make the thumbs up option post-game actually mean something. Whether it's a reputation system, or bloodpoint rewards, shards, whatever, allow the players to reward or acknowlege each other for good sportsmanship.

    It's not going to solve every issue but I feel like most people behave unpleasantly because they're anonymous behind a screen and there's no consequences or reasons to reconsider their behaviour. Having a stranger give you something rewarding just because you played a game with them would probably give you a bigger dopamine hit than playing like an ass would.

    Unfortunately, vice versa, toxic players would negatively rate other players for unjustified reasons. Even something as simple as a gamer tag would get someone a thumbs down.

  • I feel like there's a fine line here between discouraging players to not tunnel, and encouraging them to not tunnel. A lot of killers tunnel because it is the most efficient way to get a survivor out of the game, thus it's the most efficient way to secure a win.

    It's the same with slugging as of late with players catching onto the idea that hooking only waste time with no value compared to winning.

    So then we need ask the question, do we give survivors more tools to fight these playstyles? Maybe make them far less rewarding maybe, or do we opt for making other playstyles much more appealing?

    Regardless, the key words are encourage and discourage. The devs can only do so much without taking away player choice.

  • @FrostySeal said:

    The biggest issue Nemesis has imo is just the fact that he's a huge chase monster and then in every other aspect pretty mundane. Since chases are the most skillful part of the game, a lot of survivors tend to feel very negative towards Killers who end chases very quickly because then the only thing they can do is ignore every other part of the game and just hard focus on gens which end up not being fun for anyone involved. His zombies are pretty meh tbh, but it does feel really bad if you get unlucky as a survivor and have a zombie blocking off a certain area.

    Nemesis isn't oppressive, but he suffers from the same problems as any other Killer whose specialty only lies in the chase.

    But when his zombies work, they are an absolute nuisance to survivors. I've had quite a few games where the zombies were my saving grace as they have blocked loops or slowed a certain gen near completion to a crawl.

  • @Arbmos1998 said:

    "Too Oppresive"
    He has to hit you 3 times with his ability to get a down and that's not even factoring in Endurance perks and the zombies are quite useless a lot of the time to me they are a pure after thought. The issue with a lot of survivor mindsets in the current state of DBD is even at the slightest inconvenience they DC or give up now because they know if they do it often it can lead to nerfs (Look at old Freddy and now Skull Merchant).

    And with add-ons he reaches tier 2 not even halfway through his first chase. He can still bypass pallets, windows and short obstacles with his tentacle which now has a much shorter cool down. Plus, the hinder and cool down make the first infection hit eliminate any meaningful distance to be gained and you're already in range to hit another attack.

    I understand your frustrations playing the killer in writing, but in my own experience once Nemesis reaches tier 3 which is much easier now, he has one of the best anti-loops in the game. Coupled with the buffs, and he becomes very oppressive because even if he missis his attack, he doesn't lose a lot of distance and most defenses or escapes become death traps.

  • Depends on the Singularity and their playstyle. The easiest to play against would be any Singularity that tries to use their power like a surveillance ability. This spreads Singularity too thinly throughout the map and decreases his pressure massively when EMPs are properly used.

    Other Singularity players will treat Hux more like a chase killer. Its in the instance that if you're tagged, then you'll more than likely never escape him until he downs you or makes the decision to break off the chase. Even if you're emped, it's very easy to get tagged again at loops. Looping is the biggest part in my opinion. You can loop him for a very long time so long as you are chaining tiles, but this is at the expense of wasting a LOT of pallets as Singularity shreds through them very easily. Another key thing would be to predrop pallets.

    I'm Singularity main and not a survivor main, but this is coming from my experience facing good survivors and making my own mistakes along the way.

  • A barely noticeable one that most people don't know exist.

  • They don't really need one? Huntress has a lullaby because she has a smaller than normal terror radius, and it's also part of her lore to be humming a lullaby when hunting her prey. It's also important to gameplay as many players found out when an ultra rare skin had a much quieter lullaby than intended, allowing Huntress to get much closer than before.

    Trickster and Deathslinger aren't in the same position with a normal 32m terror radius. Both would need their terror radius reduced to accomadate while potentially changing their gameplay for better or worse.

  • His bat form is currently an issue after being buffed along with the cooldown being shortened as well. After hitting a survivor, its not hard to track them and immediately catch up to land another hit, subtly aided by wolf form pounce or flame pillar.

    So yes, it is problematic that Dracula can accomplish the same job as Spirit almost as good as Spirit herself with other powers thrown on top.

  • It's very easy to forget just how much sound survivors make, even when uninjured. The chase music sometimes makes it more difficult but when passing directly next to a survivor, all you will hear is survivors breathing.

    On the other hand yes, most spirit players have adequate headphones when playing her which does make hearing survivors much easier. Being able to use that information for a hit though still requires it's own skills which becomes more difficult with lower quality headphones.

  • Unfortunately a lot of Huntresses potential lies in snowballing. That or tunneling and camping as she is she better at it than most killers. She also struggles at any loop she can't throw her hatchets over.

  • I've been winning pretty consistently without slugging or tunneling. The game remains fun for me in that way.

    I really do think it's a skill issue if this playstyle is the only way you think you can win. I also think its extremely scummy to do so. Plus, I think only "pro" toxic streamers wouod actually believe this when most genuinely good killers, streamer or not, aren't struggling with this. If they lose, it's purely for different reasons with hooks not being one of them. That's also under the assumption that every team everyone is going against is a 4 stack swf playing like their getting a cash prize which isn't the case obviously.

  • @Devil_hit11 said:

    yeah but it is only blue hits. it should work on normal hits to justify nerf. that is just my opinion.

    …it does…

  • @Devil_hit11 said:

    not sure why add-on needed a nerf. it only works vs infections. but ok.

    So it's 20% hinder for 2 seconds, Licker Tongue making it 3 seconds of 20% hinder which is a lot.It's the same value as forced hesitation.

    It's actually prettt funny seeing a survivor hit with forced hesitation and then Tentacle strike.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795800#Comment_3795800

    Okay why do you think this nerfs is to much? This just help make this perk fair and not abuse it for bodyblocking (cause now survivors doing this only cause they now they can run to far) and also this is fair nerf for perk that bring its effect by default (you dont need repairing/cleanse totems/do saves to make perk work so its actually passive effect)

    The entire point is to get distance and avoid getting downed but even now it's hardly useful, especially mid or early game where it makes little to no difference. At 2 seconds it completely fails at being an anti-tunneling perk. Even when used offensively it's still useless at buying time if you just slug that survivor.

    Not to mention that both Off the Record and DS are both still disabled in endgame

  • Firstly, yes, these nerfs would make the perk comepletely useless. Secondly, there is a counter to DS that works 100% of the time. Don't tunnel.

  • I'm mostly a killer main and realistically I never see DS because I don't tunnel. I very rarely look at a survivors perks either so I wouldn't know how prevalent it is to begin with based on my experience alone.

    I do find it a bit funny and sad at the same time that people dedicate 1 to 2 perks, sometimes 4 or 3 just to combat tunneling, only for it to be mostly useless. If I end up downing a person that is recently unhooked, then I usually leave them slugged for the sake of going after another person. Anti-tunneling perks exist solely to counter toxic or efficient gameplay, not fair gameplay.

  • @Akeeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792440#Comment_3792440

    hello there fellow gamer, im sorry to ask, but did you view the video i provided? i skillfully aimed and lead the shot almost perfectly, but the rain just needed to stop her momentum for a frame or two and caused the shot the miss?

    how much more skillful could it get? you cant seriously hold the player accountable to somehow take into account survivors to react that way. and how is proposing a speed increase a negative change?

    this would encourage the player to go for more shots, instead of guaranteed shots such as window and pallet vaults. thank you for checking out the post and would like to continue the conversation

    Watching the video, it honestly doesn't seem right in my opinion. I haven't played Slinger in awhile, but unless survivor hitboxes have changed recently, there isn't much reason this shouldn't have hit. While Slinger has an insanely small hitbox, survivors have a pretty big one themselves. In all honesty you hit it perfectly, and I'm almost inclined to believe something else was at play and not just the hitbox

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792440#Comment_3792440

    yeah, if anything they need to make huntress' hatchets smaller. Those have insane hitboxes.

    The only ranged killer that deserves huge hitbox is unknown for VERY obvious reasons.

    Huntress needs to be brought in line with others.

    I think she either needs the hitbox reduced or her recent buffs reverted. She didn't need them and something needs to be toned down to compensate. That being said, her hitbox is sometimes the only thing she has going for her at certain tiles, otherwise she's just a worse m1 killer.

  • This is the skillful part of Deathslinger that doesn't really need to be messed with. I think everyone would just be messed up and end up hating a change like this. Compared to Huntresses massive hatchets, Deathslinger has the advantage of hitting shots that she simply can't because of the hitbox. Once you understand how the survivor hitbox works, it becomes less of an issue and becomes an advantage.

  • @Crowman said:

    This build has no early pressure. For the build to be a threat the killer needs to be getting quick downs in which case you likely could have won without these perks.

    That's what I was thinking about. If you can't build any early pressure at the start of the match, you've essentially lost the game.

  • I haven't tried it myself but I think it might be on the gimmicky side and may only work well high mobility killers. It all focuses on crippling the obsessions ability to do the objective while you focus the other survivors.

  • Yea, it's really hard to track properly mainly because the bats make so much noise themselves. They're also not the greatest traversal tool either because survivors have to actively be making scratch marks or doing gens. It's actually easier for them to hide, especially if they have a perk to hide scratch marks since you'd have to exit bat form to see them.

  • I was initially confused too, but after a few games I stopped needing the prompts to begin with and only used muscle memory. It would be nice if they fixed the inversion, but its far from a major issue.

  • So…that's just Doctor. That's his whole power which affects can be modified via add-ons.

    After shocking you for quite a bit, you reach tier III madness which can cause affects like having a constant heartbeat and redstain. Other add-ons cause doctor hallucinations among other things. After being shocked, you are unable to interact with anything for a few seconds. To get out of this you need to comeplete the snap out of it action which you can do standing still.

  • It's possible that it was Nick Cages perk that made up for the speed boost, but I feel like some details are being left out which is why everyone else is saying that without video, it's impossible to tell.

    If a killer is weak enough and a survivor is good enough, that survivor can still loop the killer pretty well even in bloodlust provided they have the resources. If it was a dead zone, then the chances they were hacking are pretty high.

  • Pretty sure thats only part of what they're doing. I really doubt incentives is going to be their whole strategy the next time 2v8 roles out since there's plenty beneath the seams that can be worked on to improve cue times.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778355#Comment_3778355

    Why would he be in trouble? Being able to theoretically play any loop or tile in the game thanks to UVX(which people are trying to remove) is not what I'd call being in a bad spot.

    Being popular and in a good spot are too very different things. From my understanding, he's already in a good spot, but he's nowhere near as fun as other killers to play.

  • He is getting looked at in the coming months so don't pin him down as the worst just yet. If the changes slated however don't do much, then he's definitely in trouble.

  • @Zenislev said:

    The game would be a lot better if they'd never touched FNAF, but unfortunately, the mistake's been made. Turns out that image of being an LGBT friendly company was all performative on BHVR's part. When it comes to companies, money's always worth throwing away your morals for. It's not a surprise but it is a shame.

    So Behavior is against the lgbt community now? Those donations were made because Scott supported the U.S military, not because he was against the lgbt community, something he didn't even know about until after he made the donations. Even if you don't believe that, he's made no negative remarks or other similar donations since then.

  • @EvilBarney666 said:

    Five nights at Freddy's is marketed towards children. I know people of all ages play and enjoy it. I don't knock anyone for being excited for their fav chapter coming into the game.

    I am just wondering what demographic they will bring in. I am sure we will see an influx of children playing the game. More player count is good for the most part. Do we really want a game that's supposed to be aimed at an older crowd bringing in very young ones?

    Just an observation. If you all wanted Freddy's in the game then awesome! Enjoy it!

    Towards children? Maybe, I'll admit that but again, the lore is mostly about children getting unalived. The actual lore and the themes it goes into are anything but child friendly. Fnaf includes not only the games but also the novels.

  • Ghostface is the kind of killer that you can't exactly do a whole lot with. I don't see his add-ons getting updated anytime soon so that's out. Realistically his reveal mechanic is one of the only things thwy can adjust since anything else would only be number changes.

    My idea would be to add more effects to survivors being marked. Some of his add-ons already do this but it's still lackluster. Unfortunately a lot of his add-ons already have these affects with some of then being oriented towards him being revealed. Maybe give Ghostface better fault speed and faster pallet break when chasing a marked survivor. Otherwise there isn't a lot to do to make Ghostface more affective.

  • That's not really how the game works though. Survivors are all essentially the same. The only thing that distinguishes survivors is their perks and skins. Making hooks take 10 seconds longer benefits the survivors.

    However, updating individual killers shouldn't be taken as updating killers as a whole. All of them are different from one another and are the main draw of the game.

  • @OrangeBear said:

    I expect they are working closely with Scott on the chapter, so i don't feel like it will mostly be BHVR's interpretation. Scott's said if he collabs he wants to make sure FNAF isn't misrepresented. It's why the movie took 9 years, there was a lot of different screenplays and 3 or more partners he worked with.

    Of course. I'm sure it will get the same attention though realistically there's no telling if it happened just today or if it's been in the works for a good while.

  • @katoptris said:

    Visibly Freddy's claws doesn't add up either but here we are.

    Something that most people know and has been explained.

  • I mained Dredge for a long time and him being weak has never really been my impression of him when facing goof survivors. Yes, he's map and add-on dependent but he's one of few killers who can create map wide pressure.

    Yes he needs tweaks and Qol changes but anything beyond that could legitimately make him too strong if mishandled.

  • I do understand the frustrating and whats being asked here, but in the grand scheme of things it is an unreasonable request given the state of the game and all killers.

    This is primarily because other killers do not have mobility or range which is a common fact. They can't create the same kind of pressure that a killer with range or mobility can. That being said, the map its size isn't the end all be all when going into a game, as skill, perks and teamwork all play a much bigger role.

  • He simply needs better add-ons which could better change or improve his power to create more versatile gameplay. Alongside that the zombies need a serious overhaul to their Ai, plus being more interactive in general since they could act as a passive slowdown.

  • I think it's important to actually understand why the que times were so long. It's not because the player base is split between two modes or that there isn't enough survivors.

    On the contrary there is too many killers. There is plenty players playing dbd right now with no shortage whatsoever which includes survivors. There is a surplus of killers in the que right now and each lobby requires two killers plus 8 survivors to start the game. Everyone wants to play killer because it's just that fun to finally have another killer to play with, most who are friends. Even the people who normally play survivors are playing killer.

    If this is made a permanent mode, obviously not in the near future of course, then things will equal out on its own so long as the devs make the necessary improvements to each role.

  • @ReverseVelocity said:

    Exceptions complicate game design in a bad way. You can't really convey them very easily either. Imagine if every perk had to have a list of killers it didn't specifically work on, that'd get out of hand pretty fast, and make things even harder to remember, especially for newer players.

    Hubris not working with Singularity is only a byproduct, not deliberate. He bypasses the stun while in Overclock, so the perk does not activate. He is not considered to be stunned.

    Exceptions within reason. I'm not suggesting that all perks be restrictive to specific killers, but moreso suggesting that these unique changes be considered when talking about very problematic combos over universally nerfing the perk for all killers. For worst case scenario and not everyday issues.

  • @TheSwamp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763961#Comment_3763961

    Default and Date filters are exactly the same besides the newest characters being in the first slot. (Lara and Lich) It's and issue that Kate and Hag are in the wrong spots on both, not a bug but it's still an issue.

    Personal prefrence does not constitution an issue

  • Good survivors and swf are not severally impacted by blindness whatsoever. Swf is obvious but it does somewhat slow down the unhook process and it's kind of disgusting when slugging. That is if you bring something more permanent like Third Seal.

    SoloQ on the other hand and more casual players will struggle because they are much more reliant on aura's and perks like Windows of Oppotunities to get information.

    Of course, it's impossible to tell until you actually get into a match to find out the kind of survivors you're dealing with.

  • While I understand the frustration, it shouldn't be a match killing decicion for someone. If you lose an item, you lose an item but that doesn't suddenly make you useless as a survivor.

    Vice versa you can't blame the killer for bringing Franklin's either because of the past and current state of the game. Swf teams either running 4 flashlights or 4 BNP or a sabo squad to outright make the killer miserable. Franklin's or light born makes that bearable.

    This is, however, speaking is casual play. The area where most players will feel more reliant on a perk to combat toxic players.

  • You can filter the character portraits by date and other options to suit what you're use too. However, it's by no means a bug whatsoever that the characters are in different places.

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