elderwitcher96
elderwitcher96
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671551#Comment_3671551
Anything that causes any type of inconvenience to the other side could be considered unfun. I find NOED very unfun, but it's just part of the game. If it doesn't have the potential to be unfun for the other side then it's probably useless.
Like you said, might as well just wait till it releases and then see how often it cause you problems.
I honestly am not super stoked when I see Noed as survivor either, but often if at least 3 survivors are alive, a lot of the time you can look around and cleanse it (it shows its aura in a progressively larger radius). You can also outright prevent it by cleansing all dull totems.
With Wicked I can see someone purposefully getting hooked in the basement, and waiting for people to open the gates (or 99 them) and come take protection hits while they unhook themselves. Most of the time with even a semi-organized swf and basekit bt they are quite likely escaping successfully.
So while both things aren't fun, I just believe this can potentially reach higher level of unfunnes. But yeah, hope I'm wrong when the perk hits live.
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I believe this was intentional, probably to help survivors, which ironically it doesn't really do all that much for them. Like, most of the time I'll still do well in a match, but be annoyed because of weird scratch marks making it very annoying to "track" survivors. And obviously when scratch marks do help the survivors out at times I'll be annoyed that I lost because the primary means of tracking just kinda didn't really work. (ofc I lose to other reasons unrelated to scratch marks at times as well)
Also the reason I play the game like once, maybe twice a week from time to time, because while the balance of the game is more healthy than not in other areas, the scratch marks being broken for months really sucked out a lot of the fun playing the game. Really wouldn't recommend it to anyone rn, because this is a core mechanic after all, and it's currently working subpar.
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Just push them out of the gates, they'll leave unless they want to be hooked. Like seriously get some thicker skin guys.
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@TieBreaker said:
This perk isn't blantantly broken, so why should it get nerfed before it's even been released? Because hypothetically it might be unfun to go against in certain scenarios?
I would agree that it won't be super broken, but it's very easy to set up a situation where it can often be very unfun to go against. I guess after it's live for a few weeks we'll see how annoying the perk really will/won't be
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@Crowman said:
Deliverance works in end game so I see no reason why wicked shouldn't
Deliverance requires you to both be on your first hook and to already have unhooked someone else to activate and leaves you broken after you use it. It has enough conditions that it's fine for it to work in endgame as well.
Wicked on the other hand, if it's your first hook and you go down near basement you get too unhook for free. That's why it should be disabled in endgame (at least the unhook part, aura read is fine to work in endgame as well)
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Honestly, nerfing his reload speed and reload movement add-ons to give the nerfed part to basekit and reworking Pinky Finger (my idea is to gain undetectable while invigorated) and therefore removing the bottle limit would definitively be a good and reasonable buff.
There's a reason the current version of Pinky Finger is as restrictive as it is, and it's because it's a really boring and annoying add-on to go against.
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Honestly, smaller chainsaw environment collision and better and more accurate collisions on maps are all the buffs I think he needs.
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@Nos37 said:
Give her iri addon the Deathslinger treatment. His addon does not insta-down if the shot lands within 16 meters.
Make Huntress's 1-shots only work with fully charged shots against survivors who are 16m away from the Huntress and 8m away from a hooked survivor. (Maybe that 2nd part is unneccessary if survivors can manage to bait the Huntress into throwing and unhooking while she's fully charging up her next shot.)
That could work as well, though the range for Iri Coin is 12 meters and more, not 16.
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@ReverseVelocity said:
Isn't that essentially Alch Ring for Huntress?
Well it is kind of like old Alch Ring (it's been changed now), but Huntress and Blight aren't the same. You throw hatchets and reload at lockers, while the rushes for Blight were both mobility and lethality that were on cooldown. Imo it's not as op as Alch Ring used to be in Blight's hands, because hatchets are inherently more likely to be dodged than the rushes from a good Blight were.
Also Alch Ring used to recharge tokens on any rush hit, injury or a down, while now Iri Head would only reload once you down someone with a hatchet, injuries wouldn't do that.
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I can understand killers/survivors blaming their lack of skill and reliance on perks/add-ons on the mode being "bad" (it's not, really fun for me), but come on, "wake up call" bruh, dbd is a video game, no need to treat it as seriously as realizing that your alcoholism is bad and you need to change things in your life aka actual wake up call.
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@poujh said:
please keep the max fov at 103, there is a reason why fov is limited
Fr, it's enough to make playing killer more comfortable, enjoyable and accessible with giving only a minor advantage occasionally. Asking for anything more is just asking to get buffs just because.
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@Crowman said:
The devs said Freddy is disabled because of the Dream World effect clashing with the Light Out effect. It has nothing to do with how strong Freddy could be on the mode.
It's funny to me that community that has been begging for a more casual DBD is immediately asking for balance changes on a temporary game mode.
I guess that makes sense, hopefully they can fix that so he can be playable when the mode becomes permanent. I do like it as both killer/survivor but playing against Legion on this mode unless the player refrains themselves against feral frenzy (which shouldn't be something that a player should do, but I had 2 Legions who did) becomes a chore and annoying.
They do want feedback, that's why it's time limited, so they know what should change before making it permanent and honestly the mode is pretty great since the only complaint I have is when I'm playing survivor vs Legion.
I get how seeing people ask for balance changes can be annoying, but that's literally the point of the mode being time limited.
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@PogbertChamperson said:
I've never had issues with depipping as killer. If I get washed so bad that the game decides I lose a pip then so be it. However solo q survivor is a different story. Too many games have a survivor giving up outright, or the lack of communication leads to people being left on hook. It can be frustrating to load in against a killer and see the first survivor "go next" on first hook. It makes safety pipping at higher grades a challenge, and gaining a pip against a competent killer unlikely. Pips and grades are supposed to be indicative of playtime per season. The only reason a pip should be lost is if you DC (though I'd argue the pip should remain since that would just be another reason to give up on hook and not let the team have a bot).
I sometimes lose pips for doing too good as killer/survivor as well.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/403572/nerf-ftp-buckle-up-already
Around what time is that hotfix coming out? February? π€ππΌππ©
They didn't say exactly when but since the reception was overwhelmingly negative they replied they would be reverting nerfs (not sure if they'll revert both nerfs) in an upcoming hotfix so perhaps 1st or 2nd week of February?
It was kind of funny. Bhvr was basically like "Sadako players were using tvs, a part of their kit, and that was somehow too smart, and we can't have that in our asymmetrical horror game, so it's nerfing time."
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Agreed. Ds needs to still be a one time use ability, deactivate after 60 seconds, in endgame and if you start doing gens, etc... but the stun time needs to be buffed to 5 seconds because I almost never bring it for that reason alone. I'm not supposed to make sure I get downed next to a good loop to get value out of a very restrictive perk (for good reason but still), especially when a lot of the time it's not in my control where I'll be downed.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622150#Comment_3622150
How is it skill right now? All killers just tunnel and bring ten regression perks, that make it impossible to win as survivor.
This is what we call a skill issue.
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I think they should nerf a part of the green range add-on and give it to his basekit.
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No, terrible idea. Eventually someone would have the better part of the deal on everything buffed and it would cause players to leave.
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Making him able to teleport to finished generators would definitely make him stronger, maybe not a or b tier (which all killers should strive for) but definitely more fun and viable. The cooldown for teleports exists so it's not like he would be able to teleport non-stop.
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I mean, I guess her cosmetics without glasses sell better so they prioritize them more. The last one with glasses I just bought the top. I play female characters only at this time (I guess if Rick Grimes is the next survivor I might make an exception on that) and I like to make them look cute and the cosmetics without glasses just make her look better. I'd rather have variety than force lore into cosmetics.
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Dbd players will complain about literally anything lol.
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Beyond add-ons being changed up only hug tech should be removed and his collisions fixed so he can bump properly and not slide of off something like it's made of butter.
Making him 4.4 m/s would be such an unnecessary nerf.
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The purple shouldn't be basekit but him starting with 6 traps that he can move around manually and get back at lockers when he's further away definitely should be a thing. People forget that even with today's Trapper not everyone goes for the basement strat, and having traps on you from beginning will only incentivize more on the fly setup.
Also instead of being rng getting out of the trap should be a fixed value because 70% of the time survivor gets out of the trap first try which is ridiculous.
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The only killer that uses killer instinct in a way that's mostly unavoidable and can get annoying is Legion. Unless you're oblivious (which can only be applied by the killer as there's no way to put yourself into oblivious) Legion will know if you're inside his tr after someone is hit in feral frenzy (which are very easy hits due to vaulting and killer instinct and additional speed. Though mitigating this issue would require Legion to be reworked.
Everyone else has fair restrictions on when and how they detect you.
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@RFSa09 said:
so other survivors won't accidentally kill you (even if the perk was added 3 months ago)
It's painful because for some reason I'm playing with survivors with less than 50 hours of play (I consistently win most of my games), and i donΒ΄t blame them for that
I still haven't gotten myself killed by the survivors trying to heal me, and thankfully they all understood after me shaking no on the ground and holding the run button so they can't heal me what was up, but still there really is no need for teammates to know where I am when I was downed by myself, and it's only a matter of time someone leaving scratch marks leads the killer right to my recovery spot.
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@Xernoton said:
*Billy cries in a corner*
You only mentioned the collisions that are slippery. But what about air collisions, invisible walls on almost all main buildings, literal twigs that block killers, cloth that is hard as steal etc.? The tables on Ormond have now some of the worst collisions I have ever seen.
The funny part is, that Blight could still do all these things even if collisions were worse. It's called Hug Tech and it's an issue on Blight himself, that should not be fixed by overall collision reworks. We don't need survivors and killers getting stuck every 2 metres just so Blight can't Hug Tech anymore.
Nurse is actually very consistent. You can't blink halfway through an object and then get stuck in the middle. That is why sometimes her blink will not go very far. Something that can help is looking up slightly when you blink. Looking down shortens the range because you'd blink into the ground othwise. This is also what causes you to blink through floors.
I want them to make all collisions realistic. To their credit many objects have quite realistic hitboxes but the ones that don't really stand out in making the gameplay annoying. I'm not sure how that would make killers and survivors stuck every 2 meters though. If anything, it's because of bad collisions that we get stuck, I especially noticed this on car loops that always feel kinda wonky to traverse.
Yeah I saw a video recently of Billy being met with an invisible wall going off the roof on Goj. Like I can understand if there are invisible walls preventing you from landing on boxes while falling but I sure hope this is just a bug and not intended.
I can't agree on the Nurse. I play Billy, Blight and Wesker who also have both good and bad ways of interacting with wonky hitboxes but the Nurse is the worst. I was literally in front of a wall with a fully charged blink only to have her touch the wall with her hand. Or looking straight ahead and ending up on the first floor twice in a row. She really shouldn't have as many spots where theoretically her power should work but it doesn't.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590874#Comment_3590874
So this is also a little bit more complicated than it sounds. In order for it to not teleport to a survivor who didn't step on it, only the center of the trap (the actual trap bit) sets off the trap - the springs won't trigger it just like an actual trap. Since this part of the trap is only about a third of the trap's total width, the amount the 'danger zone' grows is only a fraction of the entire trap. Something like a 10% increase would only make the 'danger zone' marginally bigger, you'd still need to place it carefully. They can also only be scaled up so much before they appear comically big and require a whole new set of animations. It's also not really a perfect solution since making the traps larger has the side effect of making them even easier to spot and even harder to hide in small patches of grass.
I do find it strange how realism focused you are with Trapper, but many other killers or survivors don't suffer because of realism. Like survivors hitbox is slightly behind them and hatchets hitbox from Huntress is definitely unrealistic, and when you add ping to all that, you get some very unfair looking hits pretty frequently.
Or the fact that killers environment hitbox is a bit bigger than the survivors one, not allowing them to get as close to things in environment. The Trapper probably wouldn't be able to pass by the trap in the picture without being caught in it and that's really funny in an ironic way.
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@ElectricRampage said:
Suck it up like us survivors do everytime survivors get debuffed while also overpowering killers, this actually seems fair for once so if they change that I'm blaming you
When they fix this bug, feel free to place all the blame on me. Consider buffs/nerfs to killers/survivors as an attempt to make the game more fair to both sides. It just so happens that because there are 4 survivors vs 1 killer that it's that much easier to make things unfair for killer having 4 people being able to do something that feels unfair.
Try killer sometimes, maining a single role makes your opinions on balance irrelevant, and you'll either have to find an echo chamber (of survivor mains in this case), or endure justifiable remarks of being biased and not being taken seriously in general.
But yeah, in short prepare to suck it up when the bug is fixed (whenever that happens)
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586078#Comment_3586078
Part of it is because of dedicated servers. The server now has to communicate the survivor's movement to you which causes a delay between the scratch marks appearing.
Very small part, if any. I started playing near the end of last year when dbd already moved to dedicated servers and they were actually trackable hence working as intended. Servers have nothing to do with the spread and color of the scratch marks. There is 1 second delay needed before scratch marks reach full brightness, but it has almost nothing to do with dedicated servers.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577068#Comment_3577068
And skins then? Skins give way more of a disadvantage than sounds.
You usually have a variety of skins, most survivors have skins that are less flashy, for those who want an easier time being sneaky. Those who care about being flashy will have to accept a slight disadvantage (definitely less of a disadvantage than being a loud moaner, I don't know why you think sounds are less impactful when you can't hide loud sounds behind cover)
Anyways, easier to see clothes are something that for the most part is self-imposed by you, so I don't know what exactly are you trying to achieve with your poorly thought out argument.
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@AssortedSorting said:
I thought people liked Survivor Powers? /s
In all seriousness... I don't think phenotypes should be standardized.
Sure, maybe some egregious cases of things like grunts of pain should be looked at (since, you know, you could cover your mouth to muffle the noise but that's not a mechanic), but not equalized across the board to a sanitary degree.
And if you start trying to make phenotypes competitive... That's a subject that's quite a minefield. Best to let the community deal with that then set a foundational precedent.
I disagree, it's one thing that female survivor models have a minuscule advantage of hiding better due to their height, because while they are visually smaller, male and female hitboxes are identical in height and width.
Like something a bit less loud that Jill's pained sounds should be the standard for injured survivors. You have cosmetics to express survivors individuality and differences.
Ada is my highest prestige survivor and I play her often obviously, but I don't think it's fair she has in built tier 1 or 2 of iron will because someone mucked up the mastering of her audio, while Jill or Claire can be heard in a 40 meter radius whimpering non-stop. There shouldn't be a reason you're less or more likely to be heard by a killer because of your survivor choice.
Dbd is not ultra competitive, but it's not a party game either, since the pvp aspect makes the competitive mindset very natural, on a a scale from healthy to unhinged for some.
They already said they plan to do it, and I just hope they do soon, though I guess there are things in their backlog that take priority which I can understand, it's not an urgent issue, I just hope they do get to it eventually, hopefully soon.
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@HandsomeJack_049 said:
Iβm torn. I would rather the game have more perks that synergize together than less β otherwise, we just continue to have weak perks that make a minor difference. This combo is problematic, but I feel like if you outright remove the interaction, you in part reduce the efficiency of buckle-up. For the people is always going to be powerful, the trade of one health state can come in clutch, endurance or no. But giving a downed (and their savior) survivor endurance on its own would become an incredibly niche thing. Sure you could run other healing perks to increase the speed of the heals, but at what point do we draw the line on requiring an entire 2-3 perks to get value out of 1 perk?
My solution: Just increase the amount of time required for the FTP prompt to trigger. It gives the killer more time to interrupt the action, but it also still allows survivors to pull off an impactful play if the killer spends too long dallying around (breaking pallets or checking for flashlight saves).Β
I personally am not torn. Buckle up shouldn't work with ftp, that's it. If you want to combo it with something use wglf so now its a 8 second heal instead of the standard 16. You can also wait for a survivor to recover a bit making the heal shorter (a quarter of their recovery bar equals 2 seconds shorter heal, so now it's 6 seconds or less depending how far the person has recovered)
There, instead of ftp+buckle up, you get wglf+buckle up, a perk synergy that is both fair for the killer but can also punish them if they get greedy by slugging relatively quickly, just not during their 2.7 seconds long weapon cooldown.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575958#Comment_3575958
There is still that lower movement speed by -9 %, it would be just completely garbage with your requirment.
I really wouldn't mind reworking both, if he gets basekit buffs he needs. Those two are basically carrying his kill rates.
Tbh, I only used tombstone twice, once because I was curious, and second for when I was getting the evil incarnate achievement, so I forgot about the speed penalty. Obviously the penalty would be removed in this rework. And a nice buff of both being able to kill both standing and downed survivors so no more using lockers to deny a kill. Though the infinite tier 3 would need to be reworked as well then, either to be the strongest tier 3 time extender add-on or reworked in some other effect. I guess tombstone piece would either get removed or reworked in some other effect.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575903#Comment_3575903
Other question: do you want to see more SB, UB, Adre etc?
If the answer is no, then you should leave that combo alone. It already takes 2 slots.
Answer is yes, I would rather see that. Are you a killer main who thinks sprint burst and adrenaline are magical perks giving wins to survivors? Because if you lose to them often, that's a skill issue and lack of game sense.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575871#Comment_3575871
Like having to hook all 4 survivors at least once and be in tier 3 sounds reasonable
might be fine for tombstone piece, but Judith's Tombstone would be kinda unplayable. It takes so long to get it and you really don't have time to also hook everyone.
They could lower the amount of extra stalk needed. Also imo they should make it so survivors regenerate stalk over time, at least a certain amount, so you wouldn't worry about losing your power, since Myers is the only one that can truly lose his power during a trial.
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@LapisInfernalis said:
Stbfl: exists.
Ah yes, just make stbfl a permanent part of my loadout and make sure to always have enough stacks lol.
Now I have the perk, but some people don't want/can't buy myers for it, or haven't been around when it was in the shrine.
I'm sorry bro, but this is some clown advice.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575863#Comment_3575863
No. They are not OP, nor do I think they need the additional requirements treatment. But I also don't think the way to nerf perks, such as MFT, is to add additional requirements when they're releasing other perks - such as the aforementioned - with very little/no effort for decent value. People shouldn't have to "earn" every perk, yet I see calls for it all the time and apparently BHVR agree. They're making a habit of nerfing meta perks - of which both LP and CI are - so is it wrong of me to wonder how, if they're going to go the additional requirements route, they might change other perks going forward?
I actually don't think any perk in the game is OP. I've literally never asked on this forum for a single nerf to a single perk. Your Sprint Burst example is amusing, since there are actually people here who say SB, and other exhaustion perks, are too easily obtained.
I did use the example of sprint burst, because I find those complaints ridiculous as well. As someone who plays both sides relatively equally, sometimes a bit more killer, sometimes a bit more survivor, I always try to apply a more logical stance thinking about buffs and nerfs.
But yeah mft had to be changed. Now, this change feels kinda clumsy, but it works, so whatever. I personally would simply remove the gaining of endurance upon healing someone, and remove haste stacking, so no more 110% speed survivors in the endgame. That would've been a sufficient nerf in my book.
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Just no. But for Pinhead and Myers they should make some changes.
They could increase the cooldown on the Pinhead's add-on chains if used on a recently unhooked survivor, so it would act more as an m1 on the off the hook survivor and allow them to make the same distance.
For tombstone they could make a period after being unhooked that tombstone can't activate. I mean that add-on is very unhealthy for the game, it either needs to be removed or reworked. Like having to hook all 4 survivors at least once and be in tier 3 sounds reasonable to me. A slight buff of allowing to kill downed survivors as well would be reasonable in that scenario as well.
But yeah, stacking health states is just a very poorly thought out idea.
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@Nazzzak said:
I suppose experienced players will just play it with Dead Hard now, since it's no longer affected by Exhaustion.
I am surprised they took the additional requirements route. There are popular perks like Lethal Pursuer and Corrupt, whose activation requirements are simply spawning into the game. Perks like Ultimate Weapon that require just opening a locker to activate. I wonder if this will be a new thing going forward and more updates will come with additional requirements for those perks. I wouldn't mind hearing the devs thought process.
Lethal pursuer, a perk that gives you aura reads at the beginning of the trial, and corrupt that blocks 3 gens furthest away for first 2 minutes, or until you down someone just activate as the killer spawns in the trial, like Idk what exactly you think a killer should do to "earn" those? Maybe a nice little dance at the beginning? I'm really confused by your thought process here, because it seems you want to say these perks are op.
Like sprint burst gives a strong effect but has things to keep it balanced.
"Oh my, the survivor just stood there until exhaustion was removed and now they are sprint bursting away again. Such easy activation requirements" I guess if you were a killer main instead of a survivor main this would be what you would be saying.
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@Mandy said:
FOV slider will be coming - I think most people underestimate the work involved, it's not a matter of making Shadowborn basekit - because there's different FOV's in between Shadowborn range and base FOV, that all have to be accounted for, built in, tested etc. So whilst it might seem like a simple process, it involves a lot more work.
I think most people understand that this will be a slider and not just shadowborn tier 3 on all killers. That said while reworking shadowborn to have a different effect with fov slider coming, removing fov aspects of monitor and abuse while keeping its other effect and having a slider with 16 different values between default and shadowborn tier 3 range would definitely take some time, 4 months is more than enough time to make that happen, so I don't think it's fair to say that after 4 months people are underestimating the time needed for this.
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I honestly don't understand why they are taking so long to remove depipping. Regardless what side you're playing getting a 0 or safety pip instead of a depipp would alleviate most of the frustration of a bad match because at least you're not losing progress. Really a no brainer decision that they are thinking way too hard on, for some reason.
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@ReverseVelocity said:
Feng Min's screams should have an option for 0% though.
Good one ππ, but we can't have any discrimination in this game. Trust me, at 30% volume even Feng Min's shrieks lose a lot of their power.
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@Venusa said:
Gosh I need a scream slider so bad... Like you said maybe there should be a minimum/maximum value to it to balance it out but the constant screaming is very overstimulating and people shouldn't have to run Calm Spirit to not feel sick. Most meta killer perks make you scream too... it's annoying.
The maximum would be 100% percent which is what we hear rn in the game and minimum would be 30% which would eliminate the need of some killers to hit on hook once to mute, since the sound would be low enough to not be annoying.
It should only affect hook screams on killer side, but I guess on survivor it wouldn't do any harm if in general your and other survivor screams could be lowered, since you would lower your sound output not the killers or anyone else's for that matter.
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It should be buffed to 4 or even its original 5 seconds stun. However, everything else (disables after 1st successful stun, conspicuous actions like doing gens etc... and in endgame) should stay.
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I mean this version of ghostface is an original character from bhvr (more competent and skilled version of the ones from the movies) with the license from fun world for the iconic mask so that's one thing.
The other is in movies ghostface always looks like a man of an average/tall height when masked and there are no physical characteristics to imply that one of them is a woman before they are unmasked.
So it doesn't really make sense because of those 2 things.
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I think waiting for the right time to heal and use the disinfection spray is key. Like after you heal, go somewhere away from wesker and use the spray. He will see you on killer instinct for a few seconds, but it's not much use for him except where you might be doing gens and an area you might be around for some time. If he would go over, he most likely would have trouble finding you, so he would just waste time.
That's a long way for me to say, no, he doesn't need a nerf, leave him be and adapt.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558108#Comment_3558108
Ok. Make hitboxes same size. But to compensate, make killers 2% slower all the time. Killers already have above 50% kill rate. I call that QoL because I like that word more... /s
also - I don't "barely touch killer". I would say I play killer more then survivor. Or about 50/50
I did look through your profile a bit after I made my comment and you do seem to mention killer related problems from time to time, and even have some sound takes. So, me calling you a survivor main was a bit rash.
That aside your reasoning related to this topic, regardless if presented seriously or with an attempt at humor is still based on faulty arguments and I disagree with it.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557725#Comment_3557725
If it's so small, then why bother? It clearly won't have huge effect so no need to change anything... Or maybe if you actually felt the need to create the topic, then you VERY WELL KNOW it's not that small of an issue.
This is 100% survivor nerf. How/why would you even think to call it anything else? In what aspect is it not just balancing and instead QoL? I see literally nothing.
Also this small change is identical to increasing killer's movement speed by IDK maybe 1-2% (but only in chase). That's full effect of 1 of survivor's perk... That works only in a limited area...
The thing I really see is that this is a minor but annoying and unnecessary thing, making chases last a bit longer for no reason at all. The amount of bad collisions on the maps, plus all the haste perks really shouldn't allow for any differences in environment collisions, in a game where most killers are only 10% or 15% faster.
For instance mft reduces the speed advantage of the killer by 20% since 15-3=12% and even further on someone like huntress which is 10-3=7%. So either way it should be changed. If it's a small difference then not much changes, and if it's indeed a big difference then absolutely it should be changed because killers being faster is one of the things that helps them gain an edge on a survivor. I can't claim with absolute certainty which one it is unless it's seen in practice but I only know it would be a positive change that shouldn't break the mechanics of chase.
By your exaggerations it seems you are a survivor main, who barely touched killer, if ever, so you aren't really qualified to speak of balance, because you are only interested in one side.
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@JPLongstreet said:
Oh no I hate the aim dressing as well, and I'm on Xbox. Many many times, especially in tight spaces, a surv wiggling wildly will cause the game to pull me and and my camera hard over. I'll smack the walls, a pallet, a rock, a tree, or thin bloody air instead of the surv.
However without the aim dressing hits can and did back then look ridiculous and quite unbelievable.
Imagine those latency hits through windows that look like bs to the surv but the killer sees them right up the surv's bunghole being commonplace.
Since everything I've seen on the subject implies that it's only trying to make the hit appear more realistic, but that it would have been a hit anyway, except when it bugs out and robs you of it, if I am to choose between being robbed of a hit or survivor calling bs because a hit looks weird, I choose the second option. As a survivor if I get a hit that looks bs, but it still should have hit, then oh well.
Bs hits exist because of hurtboxes and hitboxes not being bound to how the weapon/survivors look and latency being a thing. Maybe with better net code things could improve one day, but until then I'll be okay with any bs hits while playing as either side.
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@elderwitcher96 said:
While in theory killer's collision box being a bit bigger that a survivor's, hence not allowing them to hug loops as tightly, should be countered by their faster speed, in practice the relatively small speed difference, along with haste perks making survivors faster can make for some ridiculous scenarios where you will need to go around a rock (not a loop with a rock and pallet, actual mid-sized rock) about 5 times before generally being safe to swing at a survivor without hitting a rock.
I know this wouldn't make chases significantly shorter, but it would still be a good qol to make the less than stellar collision on some maps feel less frustrating and make chases a bit shorter at times.
So here I used a ruler over a video that shows killers and survivors environment hitboxes (it was on huntress hitbox guide so not really focused on differences between killer and survivor hitboxes, but still a useful image). Now before anyone says, I know the scale of a photo on my 1366x768 resolution screen and ingame models are not the same scale but the differences shouldn't be too big.
I tried my best to align the ruler perfectly but it seems I did the job 99.8% well, since about 1/2 of 1 mm isn't covered for killer and 1/4 or 1/8? of 1 mm is not covered for survivor. Sorry, mouse can be hard to be precise with, but I tried my best.
That being said the killer model is 5.4 cm, while the survivor one is 5.2 cm. The killer model is 0.2 cm bigger than survivor. Making them identical would be such a small but nice qol feature, because chases can already last too long on some broken setups, so making them just a bit shorter would be nice.
