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There was the same thing in legion's tome iirc
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You know you can... hold the run button to interrupt them and heal yourself?
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knockout please and make it work for m2s too
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It was just a graphic rework, which made the maps really pretty, but unplayable on. There's clutter everywhere, mother's dwelling is gigantic, gens are super spread and there's plenty of safe loops
Overall, gameplay wise they both got worse just cuz of the added clutter and unpolished hitboxes, and they should actually get reworked
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We're here trying to discuss what is a bug and what's not when we still have PR and Jolt applying to blocked gens + gens regressing while blocked when they shouldn't (something that has been fixed multiple times in the past just to reappear so not only it was acknowledged as a bug but tentatively resolved too) just for some bhvr employ to jump in and be like "nah its actually intended" ☝️🤓
Just say you're unable to fix these issues at this point
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Well, if it accomplished something was me getting facecamped by a 99ed myers with tombstone piece. Luckily I was in a swf that ate gens and I denied him the mori by just dying on hook. Nice 1 hook 3 stages game bruh
By the way, it seems that if the facecamp bar reaches maximum before end game, you can still unhook yourself after the last gen pops (which is good, since you were facecamped before that), so one can still maximize their time on hook to help team mates in case.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570526#Comment_3570526
Though people have brought up frustrations concerning her cooldown being unfun to play with. Personally I don't think chaining undetectable is an issue since you have to sacrifice placing drones down in unusual spots since you had just a 0.5s window (2.1s if you ran both LPM and lighting).
Wouldnt the better choice to be nerfing the add on to 15%, or reworking the add on like it is now but reducing the base kit cooldown to either 8 or 9s?
It's a bit of a concern since a lot of the people I talk to and that I know are pushed away from playing smerchant because of her cooldown, similar to new sadako.
That's good though. Less people playing sm, the better.
Please nerf that failed killer more
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It wouldn't be if hook spawns weren't ass on half the maps
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Good job 👍️
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Just having botany paired with it makes it most worth to self heal in most situations, provided your team mate goes immediately to a gen (which is what theyre supposed to do)
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@Firellius said:
The issue with boons is that they're very rigid in their design. They all have the exact same parameters, which works for some, and doesn't work for others.
If CoH had had its radius nerfed, it would've been a healthier nerf than what it got.
If Dark Theory were to have its radius expanded, it could be a very decent perk.
You can fiddle with set-up times, cooldowns upon a boon getting snuffed out, maybe even a timer on certain boons, there's lots of room for improvement and creativity so long as you don't stick to 'boon' as an all-encompassing term that dictates every single parameter of every single boon perk.
But I also think that it's a waste of time because it's going to get complained about. Before CoH was nerfed, boons as a whole also got complaints because 'why can't I relight my hexes then!?' or 'Totems should break when I snuff a boon!'. The 14 second set-up time happens out of sight of the killer, and for a lot of people on these forums, that means it happens out of mind, too.
So as much as I think that, reasonably, you can still do plenty with boons, I also think it's probably a waste of time because there will just be complaints again, non-stop.
The ability to self heal indefinitely is one of the strongest aspect survivors can have, so no, just reducing the radius of coh was not going to be enough. That perk needed to go
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Sometimes I wish these forum killers were matched against some decent and coordinated swfs, just to show them how their tunneling and camping are effective (enjoy your 3stages 1k)
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I guess because while tile mazes are randomly generated inside a layout, it was easier to make more maps with different fixed layouts (the buildings) than have them randomly spawn around, since they have very different sizes too
But that's just a guess
I agree though it does feel like they're all the same anyway
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566631#Comment_3566631
It is a 0.2 second windup, how exactly are you gonna do that Mr. Flash? ^^
Glad you asked, here's a clip that shows how I dodged on visual cue
We'll refresh this page when it's ready. -
There's enough time to react to the tail, listen to the sound queue and look behind at the animation, & dodge sideways
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You can see the aura of the ghosts and other auras if you brought the event offering, however if you haven't got any from last year's event you gotta wait that they fix the bug in the blood web
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@Tsulan said:
Devs tested the removal of Bloodlust for a weekend a while ago.
Since we still have Bloodlust, it´s save to assume that it didn´t go as expected.
I´d be ok with removing Bloodlust as long as the hit boxes of killers and survivors are the same. So survivors can´t make up for the higher killer speed, by simply hugging a wall.
Idk why you enjoy spreading half truths. First off they tested it almost 3 years ago, and the game was in a totally different state back then. Second, you really enjoy projecting stuff when it suits your arguments, don't you? In this case: they didn't change bloodlust because there were no plans to change it to begin with. There weren't "expectations", as you like to put it, just data gathering, and for what we know they might've been considering to buff it behind the scenes, which is what ultimately happened.
Regarding OP: bloodlust is ok up until tier 1. There's nothing skillful or engaging in seeing a killer zooming at you because they refuse to break a safe pallet. They waste time? Sure, but it's still stupid that the mechanic gives this much free speed for nothing, or as some people like to put it "they're getting benefit for losing". Just look at newly released SM whose power is literally basekit bloodlust, engaging gameplay
Idk what's there to discuss about mft, anyone who defends this perk is either oblivious or in bad faith. Perk is broken and should've never been released as it is
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I was scared of old ruin's skillchecks so I would just tap generators for half a second until completion, taking more than double the time
I guess it was quite an effective slowdown
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Wesker's
Keep it exactly as it is but instead of saying "let's finish this" Wesker will say "now make daddy happy" or "good boy" 😩
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@GannTM said:
The SM rework was definitely a net gain but there is still nothing special about her right now. She has no skill expression, not much reliable counterplay, and is just a slob for the majority.
What she needed was a whole rework completely scrapping her current design.
This
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Vault vacuuming is also a reason
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562911#Comment_3562911
So this is all there is to Ghostface? No other issues?
Well, you make the parallelism with Myers when they're nowhere alike
First off, ghostface actually requires you to remain unseen, Myers doesn't care about that
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562913#Comment_3562913
They removed light urn because they didn't want to have an interaction with the flashlight with only 4-5 killers specifically... Hag, Nurse, Wraith, Artist that is, don't know if there Were some others as well but I think not.
Yeah, I know. There was also Spirit (flashing the husk would make it disappear). I understand the thought process behind it, but I feel like for Nurse and Artist specifically, they removed a very important part of counterplay against already strong killers, and it was an unnecessary change (whilst being a really good change for Hag and Wraith)
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She's in an almost good spot.
I don't know why they removed light burn and the stun ideas removing her blink charges (or forcing fatigue along with the stun like it used to) are probably the only changes she needs
By the way, it's unreal how people just refuse to learn how to play against her and then say she has no counterplay. *Hears terror radius approaching and decides to stick on gen instead of leaving -> gets two blinked -> there was nothing I could do!!! *
Something I would like to see changed would be to not be able to see auras while charging and releasing blinks. At least all those players who can't hit a single blink without relying on nowhere to hide or flood of rage would have to actually learn how to play her
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"Part of this must be lack of experience with Ghostface and knowing the good stalk routes"
I think you kinda answered yourself
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He's quite fun to go against, and nemesis too
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Chase oriented = passive haste + passive hindered
Decent? How? She was unsalvageable and this rework proves it. This is far from being a success, but keep pretending it's a decent design
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@Reinami said:
Here's a better question.
Which killers do you think are actually NOT miserable to go against and that you think are fun?
Literally all except SM, Knight and Artist
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Had a chance to play against her today and well... :)
I really want to double down on congratulating the designers that reworked her power. You guys really need a promotion, good job! Such a skillful and interactive power, keep up the good work! /s
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Adrenaline doesn't need a nerf
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wow who would've thought that designing her new power just as passive haste + passive hindered was gonna turn out into another snooze fest 🤯🤯🤯
as if old chase merchant was somewhat an interactive and skillful kind of killer already
good job design team, always on point 👍🏻👍🏻👍🏻
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I'm only interested if they fixed the red hue and made it a map where I don't have to squint my eyes
Judging by some comments, seems like they haven't fixed that
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I don't think he's anywhere close at locking an area like skull merchant is. His strength comes from constantly pressuring and annoying survivors, being "everywhere" at the same time, not from 3genning
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People be like this bunch of pixels is available only for a limited time it's not fair for a company to pressure me into buying them now because I don't know if I in 4 months I will randomly want to decorate my character with them for a few games, there is nothing I can do about it I just need to grab my credit card and buy them all NOW
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The answer is simple: because it's not a bad perk
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559630#Comment_3559630
I do agree that WoO is in a weird spot because it doesn't guarantee any concrete value and the amount of value you can get from it is upto your knowledge of DbD. But the very high pickrate does say something.
However I think the nerf you suggested would throw this perk back into the void where nobody even touched it. Before the buff it had a cooldown of 20 seconds once you performed a fast vault and its pickrate in this state was abysmal. Wouldn't your nerf make it even less appealing than its older version. Unless I'm missing something?
This says a lot more about the average player using WoO than anything. It's always been a useful perk in that sense, the fact that when it had a cool down the pickrate was 0 shows that the average player has literally zero game sense and pays no attention to their surroundings. Which is why now the value it gives to them is so high. Just bring ultimate weapon and see most windows users crumble as soon as they get blinded. They will loop the tile they're at and then get lost in the middle of nowhere
Which is why it should get nerfed: too much value for mid players who'd be otherwise lost without it (get good)
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@Xernoton said:
Broken: MFT, Buckle Up and to a degree Resilience because of its synergy with different perks.
Not broken: Adrenaline, DH and FTP. Adrenaline is a symptom of a larger problem called "gen times". DH is completely fine now and FTP will be fine when Buckle Up gets nerfed.
WoO is in a weird spot. It can somewhat negate the skill gap between mediocre and good survivors and is mostly used as a crutch for subpar looping. I would like to see it nerfed, so that it goes on a 25 seconds cooldown 5 seconds after the chase begins and then repeats.
Absolutely disagree with resilience being broken, but 100% agree with everything else, especially what you said about woo
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Resilience, ftp, dead hard and adrenaline are fine and need no touching
Woo is used only by bots who cant even learn map layouts (read what xernoton said below)
Mft and buckle up need to go
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Right, this is why that specific community that plays mostly on custom games banned those two perks from any use
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Do you take gen defence and think it's needed as nurse too?
Your answer will make me decide whether to take you seriously or not
Ps not like using nowhere to hide or floods of rage instead of gen defence will make me take any nurse player more seriously
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@GoodJobGuys92 said:
They should keep it as is. Survivors get mft, so it's cool.
Its almost like both perks are too strong and need to be reworked 🤯
Amazing
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It's really difficult to see them but some of them seem pretty obvious. I just report them in game (no tickets though, ######### that terrible system)
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It's really tight between SM, Knight and Artist
Special mention to Pyramid Head
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I dislike the secondary effect, regardless of how weak blindess is, it's still redundant on a strong perk already.
I also agree with most of wat shroompy said
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557467#Comment_3557467
I've always been so curious how those players use SC in a way that makes it so valuable. I'll have to look into any recordings I can find online or something, it's fascinating.
Have been using this build for a few months together with another friend of mine and it's better than taking a medkit + self healing is far more efficient than having someone else do it.
Ofc it turns useless when I'm not in a full swf and the random decides to chase me and teabag, when I use this to 99 myself, bait hits and ofc to self heal.
DM is kind of redundant but I'm addicted to the speed at this point
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556354#Comment_3556354
How do you reconcile the two? MFT affects the weakest killers the most, and does nothing for Blight.
Hot take: it unironically affects blight even less than nurse, since she needs to be even more precise on the second blink because that 3% actually makes enough different for the swing to miss
@Spirit_IsTheBest said:
Remove Endurance effect, and make it so MFT can’t stack with other haste perks.
Thats all the perk needs.
But (hot take), until Blight gets his busted add-ons nerfed, MFT should remain in its current state, 3 years we dealt with it while MFT remained in game for 5 months.
I'm sure the 3% doesn't make any difference against M1s, that's why you want the endurance effect to be removed. Killers just need to get good /s
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@Mooks said:
You play 15 hours per day usually?
that is definitely not healthy for your eyes/sight. Remember to take breaks and let your eyes see natural light/distance etc.
15 hours is a perfect time actually: there's 1 hour left for food and toilet breaks and the remaining 8 are good for a healthy sleeping schedule :)
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It's ok for trapper, it's just a quality of life buff
It was a bad idea for SM and knight because it was a band aid fix for 2 killers that were horribly designed to begin with
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I'm fine with anything, as long as their power is interactive
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555051#Comment_3555051
Isn´t that like... the same thing what happens when survivors wait the full 2 minutes at the exit gate?
Wasting time for a tiny amount of bloodpoints. When they could already be in a new match?
You can literally push them out ?????????? still on killer's agency ??
Also that's exactly why we just leave and go to the next game ??????
Your comment doesn't make sense

