dbdthegame
dbdthegame
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521452#Comment_3521452
It’s a forum they can post this if they like. It’s about dbd too.
It's a DBD forum, not a TCM forum.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521308#Comment_3521308
Speed shouldn't stack, imo.
Even if I agreed, that's still only 4 addons. And I don't. Why shouldn't speed stack?
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520987#Comment_3520987
Rancor let you delete a survivor out of the game. Sadako and pyramid head let you mori without hooking.
Rancor only activates in endgame. Sadako's mori is part of her power and requires set up, and PH has to inflict two hook states (whether through hooks or cages) to mori, as well as have you condemned.
I want my early game Rancor that I can use on anyone in the entire team, 4 times in a row, midrush with Vial+Crow. Also make Blight's power instadown even without iri tag. This is just fun for me.
@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521039#Comment_3521039
So let me clarify I'm not saying Knightlight is a bad player he's not but people act like he's the best and I really disagree with that, I'd probably put them as the 2nd best killer behind Zaka but I really think they're nothing to write home about as survivor. I've never really been impressed with their looping and I think Eternal's teamwork makes him look better than he is.
KL is undoubtedly the best Nurse player in DBD. Saying "best killer" is disingenuous because different people main different killers. And teamwork is far more important than individual skill in DBD (not to say that anyone in ETR lacks either). He's a key player in the best DBD team currently, diminishing his skill with "but the other 3 are just carrying him!" is very reductive and dishonest.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521096#Comment_3521096
For some reason, a lot of the top Killers also have the best add-ons.
Until only recently Nurse, Blight and Spirit all had extremely busted add-ons. Range for Nurse, Mother-Daughter Ring for Spirit and like 5 of Blight's add-ons
Which 5 of Blight's addons? C33, Alch Ring, Vial. I count 3.
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520858#Comment_3520858
This is why I am so excited about TCM. One of the devs basically said theyll never balance around competitive, the games just meant to be fun.
BVHRs biggest mistake was balancing around top competitors peoples opinions.
I dont care what is and isnt OP anymore, I want the game to go back to being FUUUUUUUUUUUN
DBD didn't survive this long by appealing to the party game audience. TCM will be completely dead inside 3 months. DBD survived this long because its gameplay loop is unique, even amongst asym games, and both roles have moderately high skill requirements as well as moderately decent chances to win the game. Balance plays a huge part in this. I've stopped playing games before because the balance was skewered, as well as know people that stopped playing for similar reasons. Licenses bring people, gameplay loop keeps them.
Basically, DBD isn't gonna survive if devs listen to the Just Have Fun™ MFT apologists.
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Brother, bring stealth perks+a purple key+left behind and enjoy the free win.
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So just turn the Nurse into worse Wesker, got it.
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@versacefeng said:
In this era doing anything other than gens or going for saves is pretty much throwing. But that's not my fault.
I personally blame versacefeng for this.
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@[Deleted User] said:
Comp players like this are why dbd is in such an unfun state. Meta perks come and go maybe chill out. It's supposed to be a fun party game. Let's try and get back to the fun. This perk was only created because of how comp killer side of dbd has become.
I'd like a perk that lets me kill a survivor instantly before even hooking them once. Also, I should be able to use it mid-rush as Blight. This is fun for me. What, are you gonna deny me my fun? Don't you know to have fun?
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@Yams_the_7th said:
Since this is supposed to be an anti-tunneling perk, all this deactivation does is guarantee an unearned kill for the Killer once the gates are powered. I've played two games just today where I would have been able to escape if I still had DS, but instead, the Killer was able to plop me right back on the hook. Can anyone give me an idea of why this is the case? Thanks!
Tunneling doesn't exist in endgame. You talk about the killer getting an "unearned" kill for downing you in endgame (where you get 10s of endurance off hook), why do you feel like you've "earned" the escape for equipping DS?
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@Rickprado said:
Hi! Hope you guys are doing fine!!
Every new chapter i'm very excited for new chase perks.
The Chapter 29 (Alien) is bringing a very interesting perk at its concept: Rapid Brutality.
The perk gives you 5% haste for 8/9/10 seconds after a hit, but removes bloodlust.
It can a interesting perk for M1 killers, but i think it removes too much from killers and give no so much. Let me explain:
This perk will be mostly used by M1 killers (as strong M2 Killers like Artist, Blight, Pyramid, etc won't benefit too much from it), as M1 killers need something to help them in chase (their powers can't help much). In some maps, at least BL1 is needed to catch up with survivors, especially when the RNG make strong connected tiles.
In return, this perk gives some haste after a hit. The 10s of 5% feels nice, but we need to take in consideration that the killer spend 2.7s wiping their weapon, so the 10s becomes kinda of 7.3s of haste.
My suggestion for the changes would be: when the perk is equipped, limit Bloodlust to Tier1. And give 13.7 seconds of haste, or change the haste speed for 10% for 10s to compensate the slowdown of wiping the blade.
It would be nice to have this perk as a viable M1 perk on its own, without having to rely on PWYF or STBL to get some value out of it, as we are in need of good chase perks, specially in the MFT + Resilience meta.
Thanks for the attention!!
I've been playing Trapper quite often lately. I've gotten some absolutely atrocious maps, and although I play dirty, I don't think I've had to force Bloodlust at any point. If you're so far that you have to hold down W for 30 seconds before you catch up, you should probably drop chase.
Rapid Brutality asks you to sacrifice a crutch mechanic in exchange for gaining 1m of distance after every hit. That's pretty huge.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518756#Comment_3518756
Skill ceiling for his tail attack is quite high, but I think that's optimal for any killer.
Low skill floor, high skill ceiling
That's why Wesker is the most popular killer. With some small changes, Alien can contest it.
First his tail attack has to not feel so clunky to use.
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I've seen two gens spawn in courtyard in Midwich before.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517595#Comment_3517595
Can you inform me on how he is unplayable on console? Singularity doesn't seem like a mechanically demanding killer, which is the reason why killers like Blight and Oni aren't as good on console.
I'm not a console player, but I've heard from them that making quick shots through small angles is difficult, as is quickly dropping a pod and flicking to a survivor before they can get out of LOS.
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Unplayable on console, very high skill floor, power can be turned off by survivors leading to frustration, high decision fatigue, and takes a lot of energy to play at the highest level.
He's a very fun killer, don't get me wrong, but you can output the same performance while playing Wesker/Blight/Nurse on autopilot. With Hux, you have to: babysit EMP'd cameras, make sure camera placements are all good and spread out, make sure to always have 1-2 free cameras for chase, always have a general idea of where survivors are, know when to commit to a chase or when to get a quick tag and leave, be aware of EMP timers and EMP box locations to pressure them better, have enough mechanical skill to make quick teleport shots around odd angles as survivors cross through them briefly, and still have to worry about survivors stepping in on your chase and turning off your power. He's by no means an easy killer to pick up. A very well-designed and very fun killer, but tough to get into.
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I've jumped in Twitch streamers' streams right as the game ended when I was their killer to say gg just to catch them reporting me. Some people have naturally started reporting killers/survivors they don't like for no other reason than them not having fun.
Good news is, nothing will come of it. Enjoy their seethe and move on.
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Blight dodging addon passes like Neo dodges bullets.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516755#Comment_3516755
You've never had an occasional connection problem in your life ever? How's that in your control?
Occasional connection problems occurring 4 times in a day, it's probably time to call it quits and go play something else until your internet stabilizes.
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@ProudRinMain said:
What the duration add-ons received was immensely unjust, especially the purple amulet my god is it bad now….
anyway, the recovery aspect of the duration add-ons previously was to always merely keep the cooldown to 15 seconds and didn’t actually increase the recovery rate of her power like how it was ignorantly parroted by so many starting from Otz -_-
i hope to see the speed debuff removed from the amulet at the very least and a buff to Senko hanabi and mother’s glasses and Furin ( really sad what they did to it such a joke ) or rework them entirely.
Yes, keeping the cooldown at 15 seconds is specifically how it increased the recovery rate. If you have 5s of power and a 15s cooldown, your effective cooldown is 1/3 charge/second. If your have 30s of power and a 15s cooldown, your effective cooldown is 2 charges/second. If you only use part of your power, you would recover those seconds faster than if you weren't using duration addons, aka faster recovery.
It's unreal how some people struggle with basic math sometimes.
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@UndeddJester said:
The main issue is Myers execution must still exist because of associated achievements... but it comes from a completely different time of the game where a Mori was just a straight up kill that had no hook requirement or a 1 hook requirement.
This makes his execution add-ons a problem, cause they are designed around a game that no longer exists. They NEED to be brought up in line with modern Moris.
I would modify his execution add-on to work something like: -
Judith Myers Tomestone
- After 6 hooks grants the ability to kill healthy, injured or dying Survivors while in Evil Within III.
- Increases the amount of Evil required to reach Evil Within III for the first time by +150 % (+7.5 Stalk points).
- Reduces the Movement speed of The Shape by -5 % while in Evil Within III.
Tomestone Piece
- After 6 hooks grants the ability to kill healthy, injured or dying Survivors while in Evil Within III.
- Killing a Survivor drains the power of Evil Within III, resetting it to Evil Within II.
- Increases the amount of Evil required to reach Evil Within III for the first time by +100 % (+ 5 Stalk points).
Differences in bold. The numbers are open to tweeks ofc, but these changes should mean: -
- Survivors get a better experience by making Myers play the normal game for a while to fulfil the hook requirement, while slowing down his progress to his mid/late game pressure.
- 6 hooks for the Judith Myers Tombstone Iri means he's already earned the victory. You took a huge slowdown, especially when combining this with the permanent tier 3 add-on, but still got great pressure and should be afforded the ability to basically clean up. As such I reduced the movement speed slowdown.
- 6 hooks for the Tombstone Piece means means he has got a commanding lead, and if he picks his target right he can bypass health states for a quick elimination to close it out, but he can't do it out of the gate, so removes the busted power this add on brings.
- Remove the hiding in lockers as "counterplay". Being forced to accept a hook because you don't want to be executed is just silly. It's only a thing because Myers is not really playing the typical game by going for executions rather than hooks, which the previous points hopefully address.
- Allows other buffs elsewhere in his kit because this instant execution option isn't available from very early on.
- Retains the ability to get the Achievement/Trophy, keeping it challenging, but also not making it a stars align pain in the ass challenge.
After SIX hooks? WITH a +150% increase in stalk AND a speed penalty? Let's just go ahead and make Evil Incarnate impossible to achieve.
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512548#Comment_3512548
I don't know what you're getting at
What I'm getting at is the game is complicated. Survivors have to learn maps, pallet spawns, window spawns, common tiles, special tiles, how to run tiles, pathing, movement+camera manipulation, main buildings, killer powers and how to play around them, being efficient with time, coordinating with other survivors and understand what stage the game is in and what needs to happen next, and only then do they start to be okay at the game. Killers have substantially less to learn to begin with outside of "get close, M1, get close, M1" and hook.
Once survivors get a hang of the above, the power dynamic changes. Now killers have to learn maps, and tiles, and how to use their power most efficiently, and how to mindgame. This is where the gap between the two roles starts to shrink. And as survivors get better and more coordinated, they tend to become the more powerful role, depending on the killer they're versing except when a killer is playing a very strong killer at a very high level.
My point being that the game is already balanced around the common denominator, since only the strongest killers stand a chance against strong survivors, and map design reflects this. Making pallets regenerate would only make the game more survivor sided and give those weaker killers even less of a chance.
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@ThatRedPyramidThing said:
I hate it.
Singularity spends most of the game with no power. Like it's a detriment to you to even waste time setting out pods. Because that's literally all it does is waste your time as you will not get any use out of them.
I play him as just a straight vanilla killer I literally never even use his power because of it being a waste. You have more success just playing him powerless.
No offense but this sounds like a skill issue. I've played Larry extensively since release, and he's extremely oppressive when you use his power correctly. He was strong before EMP nerf, and he's even stronger now.
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@fussy said:
I was absolutely fine with this perk until recently. But the number of predrop sfw who sit on generators with Resilience, MFT and 4 Adrenalines to finish the game in 4-5 minutes is probably the most boring gameplay that I have met in all years in this game.
Also it's second most popular perk in the game right now and people still wondering why tunneling so popular lol.
Aye. It gets tiring being sent to Garden for the nth time by a 4 man with Commodius boxes with 4x OTR+MFT+Adren and Reassurance/Deli/Prove thrown in the mix.
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Well, yes. It comes with having as much content as DBD.
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@WilliamSN said:
Personally I believe BHVR should take the dead dawg saloon's shack way of tile balance into the other tiles.
DDS's shack has a breakable wall that turns shack from well... shack... into a fair longwall for the rest of the game,at the expense of conceding distance and wasting time once, it allows for a pseudo fix to Tile unbalance.
Or alternatively, reduce the amount of possible check spots on tiles , survivors being able to see 3+ possible routes in a tile because of 3rd person camera is ridiculous, it just makes mind games impossible aswell as neutering skill expression from both sides.
There's a reason why DDS shack has a breakable wall. It's the biggest shack in the game. Also, it's very central and very close to a very strong main building. If every shack had a breakable wall, the tile would be worthless once pallet is dropped.
And to answer OP, most common tiles are very fair for M1 killers. Shack can't be vaulted on reaction (with old fast vaults at least) on anything short of perfect ping if killer hides red stain properly. Jungle gym pallets are very unsafe when they're not dropped against M1 killers that hide red stains, as are the vaults. TLs are very balanced, as are double walls. Only problematic mains out of the ones you listed imo are Disturbed Ward (very strong main on an already strong and large map), Garden (this map is just straight up stupid), and MD (why did they have to buff it in the "rework"?).
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@Luckyfer said:
Can Nurse get a proper nerf?
A proper rework?
Can she not be a scapegoat for developers to say "Well the game isn't P2W because Nurse is free"!
No...the game will be P2W,but there will be the Killers and Nurse.
This doesn't change the fact that Nurse is simply another level.
Facing a Nurse as a solo or duo is exactly like facing a SEAL Team as freaking Trapper!
Now...we just need to have people play/carry with others for money and we'll have the Survivor P2W version.
The Shrine is entirely a new level of scapegoat to avoid P2W accusations..
Recharge, Range addons and M2 being basic attacks (Starstruck nurse) were the last changes Nurse needed. If anything, I'd like to see the Bookmark buff reverted (put it back to 50% penalty recharge), but Nurse is in a very good place right now.
As a Blight main, I'd like to see Blight get an addon pass next. Alch Ring/Vial/C33 can no longer continue to exist in their current configuration. Tone them down slightly and rework the problematic/weak killers (SM, Knight, Freddy, Nemmy's zombies).
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508817#Comment_3508817
skill issue, learn to adapt.
Old Eruption? Just wait it out bro. Old Corrupt? Just wait it out bro. Old Ruindying? Just cleanse the totems bro. Old COB+OC? Just tap the gens bro.
MFT is arguably the most busted survivor perk added to this game (imo, it's even worse than original MOM). It completely nullifies any error a survivor makes in chase and just gives you free distance.
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@WilliamSN said:
Theres only a couple of realistically viable options.
Option 1 : you bring Unbreakable. this is fairly straight forward.
Option 2 : BHVR implements a feature that triggers Kill instinct on the last standing surivor every 30 seconds.
Punishing killer with a basekit UB mechanic/Allowing self unalive to give hatch because the last survivor is hellbent on getting his consolation prize is ludicrous.
The logical solution is to punish the survivor thats holding the game hostage via hiding, not the killer for doing his job.
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On the DC topic, people already pointed out before, we play multiplayer games to play with other players, its not even remotely reasonable to punish someone with a PVE match just because a survivor ragequit over the tiniest of incoveniences.
I'd be more open to a match forfeit vote feature, to prevent people from being forced to play out DC matches.
if everyone agrees to a forfeit, no BP gets awarded, but your items and addons dont get consumed and theres no DC penalty.
I'm a killer main, but OP is right. Slugging for 4k is extremely boring gameplay. I second the motion to add a give up feature as 2md to last survivor, or add a basekit UB to last 2 survivors standing so gens can be pressured.
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Blight dodging addon passes like I dodge my responsibilities in life.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509477#Comment_3509477
This is assuming the killer mindlessly follows one Survivor until they get downed, and in that case I don't know what you were expecting when you give 1 Survivor all the resources available when they're meant to be split up by all 4. Its also why chasing the first Survivor until you down them is probably one of the worst things you can do against a smart team
A 4-man on constant comms will always know where to expect you and have a general idea of where you are.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509460#Comment_3509460
They are stronger base kit yes, to say they're "very strong" how ever? No. In fact several killers become much more viable when you take perks out of the equation like stealth killers. How ever there's basically no reason to have a debate on this since not only is the game balanced with perks in mind, but the last time I've played a game where both sides both didn't have perks or add ons was... well never. (5.9k hours btw)
They are indeed very strong. Maps are designed around the lowest common denominator, and as such are typically VERY safe. Most maps have enough pallets to predrop every single one and still have enough left over after gens are completed.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509059#Comment_3509059
I mean you're acting as if this is a killer specific issue. You could say the exact same thing for the survivor side: Why would some one who plays killer expect me to use gimmicky perks, items and add ons in Solo Q when all I go up against are strong killers with busted add ons who aren't trash, and will be getting destroyed left and right?
To say you also go against set ups like these constantly and people who aren't trash in today's matchmaking is just a blatant lie. Those who truly believe they go against top caliber Survivors all the time, aren't as good as they think they are.
And before you pull the "Survivor main spotted" trick.. yeah no, I main killer
Because survivors are strictly stronger than killers basekit. 95% of the killer roster NEEDS perks to function. Survivors without perks are very strong.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509066#Comment_3509066
Which was exactly my point... It basically guarantees you a kill with no way around it since you can just facecamp the guy you just hooked.
Your sentence had a double negative, took me five rereads to get it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509034#Comment_3509034
Yes exactly thats my point and why I wouldn't want it to be not totem related but 120 seconds. You should have read the rest of the conversation instead of just assuming stuff...
I'd argue 120s NOED is more problematic than totem based NOED. Lets you secure a kill from start to finish, with no counterplay, as well as a second kill, if you combine it with NWO at max stacks.
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@Shroompy said:
So here's what I'm getting from this
They were bringing items indicating that they were there to win and were probably trying their hardest. Upon seeing this you decided to adapt and take a different approach to the match despite being heavily out matched in terms of add ons and the killer you're using. So it was tryhard v tryhard and you just so happen to win because from what I'm getting at you were the better player, and games where both are giving it their all should always have the better player come out on top which is exactly what happened.
So what exactly is the issue here? Yes if they were better they would of probably put up more of a fight, but as you yourself said you could of been playing a higher tier killer which for all they knew, thats what they were going up against. Hell you could of also brought better add ons which actually makes Trapper quite a threat (Even the add ons you have there make Trapper SIGNIFICANTLY better than his basekit.
Unless I'm missing something, can't see how I can be wrong here.
I thought the issue was quite clear from the title. Why would someone who plays survivor expect me, a killer main, to play weak killers, if odds are I'll be playing against setups like this quite often, and often times against survivors who aren't trash, and will be getting destroyed left and right?
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@SimpleYetKomplex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508780#Comment_3508780
No I get what you're saying, a lot of the advantages seem map based. Like how The Game is pallets galore while Macmillan and the Swamp maps sometimes feel pallet starved (Although Macmillan has an issue with several connecting window loops). Something like making MTF deactivate during endgame so it doesn't stack with Hope (the issue I'm seeing highlighted the most) might be the way to go for the short term.
I think in general killers should be nerfed and buffed so they feel more equal, of course a lot of that highlights the “meta killers” but as you said, weaker killers will definitely need changed in some aspects, even if it is in the form of a few nerfs mixed with buffs.
MacMillan maps? Which specifically? Mac has a lot of different maps with lots of different setups. Suffo is probably the only one with connecting windows around the mid and that's by design. Mac and Auto are arguably the most balanced realms in the game.
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@Robotfangirl67 said:
I kind of where you are getting at. I will agree that yes Blight and Nurse add ons do need to be nerfed. I also say nerf more the weaker killers like Freddy, Michael,Trapper, etc. What I don’t agree is that MFT doesn’t need a nerf. I say it does cause it causes problems when being used on certain maps. I know I complained a lot about map designs.
I just wish they tone down the certain loops,windows, and tiles on a bunch of maps that are still also problematic. So I kind of agree and disagree with what you are saying. I say that again because MFT doesn’t help with the map designs. So anyway for now I say they should changed the maps more. But if I going to be honest I say nerf MFT more cause working on map designs take time. So anyway maybe they’ll nerf the map designs more first. Apologizes for going off-topic.
Which addon specifically would you nerf for Nurse?
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I feel like Pain Res is good as it is. It forces you to make tactical decisions on the fly, on whether you get a down too early, or too soon after gens popping, where you think you won't get value from it.
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Not lore-accurate. The Xenomorph itself is offspring and can't lay eggs.
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@Viktor1853 said:
Wraith do not need a nerf just because you are mad that you lost
No but hear me out, Trapper NEEDS a nerf because I went to shack and stepped on his trap, went in basement, and I couldn't juice him.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508449#Comment_3508449
I don't think we are currently discussing whether or not that is the case but rather that you maybe should be able to do something about such a perk to counterplay it?
You could, I don't know, cleanse the totem maybe?
The only change I could agree with to NOED is making it two totems and reducing the visibility of the totems. It's only problematic when killer has a hook on the NOED.
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Playing a weak killer is miserable indeed. Between MFT+DH, FTP+BU, OTR, map offerings, even the worst teams can give an insane killer a hard time.
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Survivors having 2nd chance perks = good
Killer having one 2nd chance perk = bad
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507802#Comment_3507802
Please tell me how difficult it is as Blight to hit someone within 10s off hook to deny the perk.
Edit: or to window/pallet grab or to double Bubba Saw or double Huntress hatchet or Legion chain hit or Deathslinger spear with swing hit or etc.
Woah, you mean you can tunnel through the perk? No way. Now play against survivors that only unhook until you're across the map. Good luck finding your tunnel out.
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@Mandy said:
The 3 gen situation as a whole is being looked into, we are also going to revisit Skull Merchant, she has had some updates but we do want to address the 3 gen potential. Unfortunately neither of these things are quick fixes and with limited time and bandwidth it's not something that can be rushed out. However, we have not forgotten about these two things and they are actually being worked on.
If you need more bandwidth get Verizon Fios smh
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"functional" servers and fixed fast vaults with Resilience on 30 ms ping. Don't let anyone fool you into thinking the servers aren't busted.
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@mizark3 said:
I agree it needs to be removed from MfT, but not most of the others. When are you seriously getting Soul Guard value, that isn't Killer greed punishment? Buckle-Up has been a joke of a perk forever, and at least this also is reliant on picking up slugs. The only possible problem factor of slug pickup endurance is For the People. That could be easily fixed by preventing healing for 3s after downed. This would allow for healing if the Killer slugs, but if they insta-pickup the Survivor doesn't have time to be healed.
Also adding the Spine Chill boost onto MfT seems a bit stacked. I'd rather a different perk get the old Spine Chill boost, that way you have to equip Resil+MfT+(Spine Chill replacer) if you want the turbo juicer build. This would force them into 3 perk slots rather than only 2.
The only odd one out remaining is Off the Record. This is the only (albeit garbage) anti-tunnel perk remaining. I'd be fine if it was reverted alongside DS also being reverted to a 5s stun. Alternatively a new anti-tunnel effect to replace it.
OTR is garbage? Sometimes, you read some HOT takes on these forums.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507172#Comment_3507172
Ah yes because keeping Nurse OP is a better solution to just reworking the shrine and lowering the costs for Killers, got it.
Pretty sure you quoted the wrong post, but Nurse isn't OP. I'd argue Nurse is the most balanced killer in the game.
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@Ariel_Starshine said:
Idk but as I said in another thread if Alien isn't more powerful than a nurse then we have a problem.
It just wouldn't make any sense.
Nurse needs to remain the strongest killer in the game. It's a question of balance and not letting the game become P2W.
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Yeah, Endurance is way too common now. So many times, I'll smack someone and wonder which of the 60 Endurance perks it was.
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It sounds like you played the opposite of a perfect game. 600 hours is DBD is like barely enough to make it out of the soft cap.