fulltonon
fulltonon
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685501#Comment_3685501
Off the record is for that but for 80 seconds, giving it an indefinite duration is something very difficult to balance, and very easily abuseable
off the record is useless because I can hit them right off the hook or just catch it.
It's not difficult when they can't do conspicuous actions and doesn't have hitbox, no bodyblock no gen no totem no nothing, just plain invincibility.
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This is especially infuriating when all the explosion sounds and musics are stupidly loud, as if they are intentionally trying to harm earbuds of players.
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@GolbezGarlandGabrant said:
The 6% saves 5 seconds. Kicking the generator once and that value is gone.
Oh wow, so it's as strong as killer kicking? that's op bro.
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Pointless, just make survivors invincible until they do conspicuous actions or killer hooks other survivor.
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@drwilburdaffodil said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685119#Comment_3685119
and then she'd have less counterplay and end up with a higher than intended killrate.
And what's the problem? better higher than lower, in a horror game after all.
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@Laendra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685139#Comment_3685139
Not much fun when there is zero chance of escape as the final survivor after the hatch is closed.
Ah, so we should remove the hatch and kill the last survivors? let's do that, faster matches yay
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What's the point of suiciding at all, like who cares if all survivors got free chance of leaving at level 1? we are already in "no camp no tunnel" era so at this point give em free chance no penalty.
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I'm legit not sure if any "weak" anti tunneling measure is in any way needed at all, if the point is make it harder to tunnel, current system is more than enough, and if the point is stopping tunneling altogether, what we need is MUCH stronger effect, not some patchwork that doesn't actually stop hardcore tunnelers.
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Or literally removes the entire roster of regressions/blocking altogether, KD surely will drop like madmen and statistics will tell them the problem.
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Honestly shouldn't we just have a feature that shows killer instincts on survivors who are not doing conspicuous actions or chase for like... 150 seconds? even more?
It doesn't makes sense to allow them hiding 24/7 without any real consequence in current game.
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If they can balance perks with weights, they can balance perks without weights.
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limiting perk usage only stops people from playing the game, so what it does is just less people with same exact perks.
If you stressed that much, you can always just stops playing.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674842#Comment_3674842
The mask was literally Bubba running around in blackface, which was never not going to be an issue. This is people complaining about something that isn't inherently offensive, and certainly couldn't be seen as offensive without someone being greatly uncharitable to Behaviour and interpreting it in the worst possible way.
Uh, I'm not sure, I'm not sure if extremely twisted figure of specific kind of people is any less "inherently offensive" than those kind of things.
like I mean, unknown is not just using a face hide as a mask, but literally wearing entire person as a suits, is it any better? I can even say this is worse.
Oh but don't get me like someone actually getting offended by those kind of things, this is a horror game after all so it feels strange sometime, I just feel there should be consistency and fairness in dealing with those kind of things.
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I mean, we've removed bubba mask before, I'm not exactly sure if this is that different.
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minimum 3 hits required, 7 second cooldown, 10 seconds for weakness removal.
Hardly "too strong" at all.
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Perhaps we shouldn't use any human figure in the games anymore...
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674262#Comment_3674262
Trying to force them off with a limited amount of totems left... That should be fairly easy to get without me explicitly mentioning it... If there are only 1 or 2 totems left they should be rather easy to defend.
I think it is quite a big deal especially in addition to other slowdown perks.
Pentimento could be fairly easy to keep... Just make it so the effects are turned around, it starts basically maxed out but the more totems are cleansed the weaker it gets... Therefore we can still take its effects into account for this.
Just remove the aura shown from killers then, and "defending last totem" isn't in any way easy at all for pretty much all killer roster, if it's viable anyone is doing that now, which isn't the case at all.
It's hardly any stronger than just adding yet another regression perks, so yeah not a problem.
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Oh it's nice you are the one who downed, just imagine if killers managed to get to those three survivors...
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674249#Comment_3674249
Or Noed.. Or ruin in a 3 Gen... Or pentimento, unless you want 30% additional Gen time... But yes devour is the most obvious of them.
In addition to the time it takes to go there, overall it is more like 2 minutes instead of 70 seconds only... Which is quite good... It would be a top perk for sure. Especially as it is outside of Gen regression and forces people away from the main objective. And that only if you don't get interrupted, which the killer will probably try to do, specially with devour...
Except you don't even know what totem survivors are at, results in "trying to interrupt" mostly waste of time.
30% additional gen time still isn't a big deal especially when it doesn't happen that early, ruin in a 3 gen can't really stop even 3 survivors with current weak effect, even 120 second is decent if you consider you can very well get maximum pop value of 8 times if you don't tunnel, "forcing people away from gen" actually is a issue than a reward because it just makes finding survivors harder for a killer.
And how many times I have to mention NOED or pentimento just doesn't work with this change anyway?
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I don't believe queue bonus is working as intended at all.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674238#Comment_3674238
Well then it is less bad however the time to walk there in addition to the time it takes to cleanse and walk back is still massive.
Not with 3 hooks at least, I'm not entirely sure but I heard that the base 5 % is not applied when kicking it with pop? So it is a little bit less than 90% max with 3 kicks. However you will rarely get value out of every kick and similarly rarely will you get to kick a Gen that is 99% finished... I would say on average you get like 15-20% on a kick so you still need to kick like 5-6 gens, and oftentimes kicking is not worth it because you should rather chase, or only a thing on high mobility killers that can easily continue to chase after they kicked.
Surge barely hits more than 1 Gen on most maps and many survivors just run you into barren land with no Gen around so you will barely have a match where every single down with surge gets value, I love the perk, but it is just not as good compared to pain rez or other options.
It is a mix of both, it takes too long to find them and cleanse them and go back to work. And even experienced players don't know all totems spawns so I would not say it only applied to new players.
Ignoring certain hex perks is rough... But sure you always have a choice, does not really mean it is a good choice or a good thing at all... You can also decide not to cleanse devour hope, which will most likely result In a loss but you can do so..
The only real "cleanse it or lose" perk is devour, dealing with anything else isn't THAT bad.
I said CAN but not ALWAYS, doesn't change the fact 70 seconds across ALL survivors are like 18 seconds of each survivor, which really isn't that big from a perk slot.
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1 additional traps until his kill rate becomes 60%+
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673927#Comment_3673927
I have suggested that before, yes!
Give me a perk that has some strong upside to it, at the cost of NOT letting my teammates see my aura! Maybe a permanent Distortion effect... NO ONE can read my aura, ever.
Also, I'm sure it's easy to say "rare griefers" if you play in SWF all day. I only play solo. The survivors I'm stuck with are allergic to gens and magnetically attracted to my location, intentional or otherwise.
You really should make something different to fix that kind of problem, survivors who has weird magnetic polarity does get WORSE if you remove aura perks.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674230#Comment_3674230
Maybe but that also leads to more risk for the survivors especially against certain killers like bubba. It adds to the teamwork element of the survivor role which is severely lacking imo
Honestly? survivors shouldn't really favor "teamwork" that much, as it doesn't help solo que for 99% of time while immensely increasing SWF power.
I think invocation as itself is meant to be extreme risk extreme reward perk, I feel there shouldn't really be a way to negate the "risk" part so "reward" can be almost instawin too.
40 seconds while killer is chasing a survivor is too short for a big bonus.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674213#Comment_3674213
I thought it was more about you seeing that a hex is in play from the start and not seeing exactly where the totem is?
A totem takes 14 or so seconds right? So like 70 seconds + the time to walk to each of them, that is quite a lot... Think about pain rez in comparison which removes a max of 90 seconds + additional regression if nobody stops it... And people are mostly agreeing that pain rez is the strongest gen regression perk.
Did you not play when they first introduced undying? It barely happened that people cleansed all 5 totems (as they simply could not find all of them) and in comp people powered through ruin, as it was too time consuming to clean all the totems...
You are misunderstanding for sure, the idea is survivors can see ALL TOTEMS at all times when hex exists, and hex have it's effect as long as any of the totems exist.
70 seconds across all survivors for a perk really isn't a problem at all, pop can regress for like 100+ seconds with just 3 hooks, pain res 90 seconds, surge can also cause 80+ regression with 2 gens in range and four down, grim embrace is really ridiculous too.
The biggest problem with undying was finding totems (as a new player), with auras there isn't a single problem like that, there was never been a time "too time consuming to clean all totem", it was always just "too time consuming to find all totem".
Not to mention the fact they can always choose to ignore totems altogether.
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We had alien which is omnipresent and can kill survivors in two hit, and he really wasn't problematic.
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I highly doubt they have any interests in fixing tunnelings tbh.
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I feel the fact other survivors can help with invocation is unhealthy and should be removed, and then effect can be fairly stronger.
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@Nos37 said:
Killers should be able to exit the match when the gates are opened. No dc penalty.
Survivors should be able to exit the match while their character is being mori'd. No dc penalty.
Better yet, "exit the gate".
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674198#Comment_3674198
Regression perks are also affected by the regression limit? It is basically limited to regression actions.
But sure it does kind of open a gap for the Gen block perks like DMS and Grim Embrace.
What is Sa? There are too many perks to know immediately.
Enduring, Spirit Fury, Ultimate Weapon, Bamboozle and so on are still decent perks. It is not like they are all trash, it is just that regression is currently so much better...
The deeper issue should be fixed and not Band aid fixed with perks... Games are too short and everybody runs regression perks? Make games longer and nerf regression perks into the ground... Or more concrete... Why does everybody run corrupt intervention? Because people spawn directly on top of gens and if you don't they will get 20-30 % of the gen done until the killer even finds someone... More basic game features and less band aid fixes via perks should be the go to way.
You know, the difference between normal regression and perk regression becomes much much larger with regression limit.
SA is superior anatomy, it can REALLY help with 4.6 killers, not much for 4.4s.
Enduring Spirit fury is more of a meme build and literally countered by just predropping, ultimate weapons are recon perks which is generally good all the time but only need one, bamboozle has been decent but basically worse SA.
The truth is, literally no one want longer gen time, or "side objective" that just contribute for longer match, it's not even about loss, it just feels bad for them, basekit corrupt doesn't even fix a problem because it doesn't change the fact a killer can only pressure a survivor at most.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674178#Comment_3674178
This would be one of the strongest slowdown perks to have, because it takes an immense amount of time to not only find all 5 totems, but also to get rid of them. And sometimes you just don't find the last totem because it is in the most god forsaken corner of the map, therefore almost making sure to be unable to get rid of it.
It would result in the comeback of the ruin undying meta but worse, because it takes you only one perk and you have to break 5 totems always. Besides that some hex perks would need reworks, for example haunted grounds or pentimento. And noted as well... Cleanse 5 totems while noed is active sounds rough, currently you can hook on top of noed if you are lucky, but if there are 5 lit totems you can basically always hook on noed unless the survivors cleanse all 5 totems, which results in time loss of like 2 minutes or more...
I do like the idea though to give survivors an incentive to cleanse dull totems, just this way is not it.
"Immense" but that's just 1.8ish seconds of generator time "even if every totems takes 28 seconds(which doesn't happen because thrill of the hunt effect is weaker the less totems there are)", much weaker than grim embrace and can easily be weaker than pop too.
And "you can't find the last totem" doesn't matter at all because it's auras are always shown anyway.
And this idea is more of a idea for reducing the RNG nature of totems while killing the noobstomping aspect of it, "dull totem" doesn't exist with this change, I suppose NOED must be kept as is because it's fundamentally different perks than all other.
I've played with four hex perks fair amount of times and honestly "breaking 5 totems" is pretty much nonexistent issue even for one slot, if everyone knows where totems are and all four survivors work for it, it only takes like 60 seconds of match time at an absolute max.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674188#Comment_3674188
Dude the whole concept of basically needing regression perks at all because the game does not last long enough otherwise is unhealthy. The meta will always limit itself to such perks if this is the way it goes... Besides that I find it kind of funny that it is now 4 regression perks again... When Ultimate Weapon was new everybody complained about, and now we are just back to 4 regression perks.
Then they really shouldn't have done regress limitation? that only stopped people from kicking gens without perks and forced people to use perks instead.
And on top of that, it's not like anything beside coup and SA is that good as of now, they somehow even nerfed STBFL which never been a problem.
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So you are saying regression perks that literally needs SKILL and INTERACTION is unhealthy for the game?
What's healthy then? a perk that only needs to kick a gen that keeps game stale for 120 minutes?
@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673208#Comment_3673208
Everyone knows the MMR in this game doesn't do anything. Please stop acting like there is a super secret high MMR where you play against nothing but god tier survivors. If this were the case then some of the more ridiculous killer win streaks would not exist. We even know from statistics that four man SWFs at high MMR die more than they escape.
If that's the case, then It means you won't match 4 regression tryhard killers every match.
Pick one side and don't cherrypick the fact.
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Well we had catered to them for looong time, and result was a disaster of non-horror game.
And on top of that it's not like escaping by itself is that fun, boring genfest is more of a chore/job than the game.
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@LeFennecFox said:
Survivors would be forced to cleanse through TOTH every match a hex is there because devour would end the game consistently. Also pentimento is a perk that would make this problematic.
So just rework pentimento as that's the only ONE problematic perk, and most "serious" survivors are always checking for lit hex totems even for now as searching after 3 hooks generally results in much worse outcome.
At least any dumb solo ques can ACTUALLY cleanse devour hope unlike right now, so it seems to be actually better for them.
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Honestly I'm very fine if BHVR decide to literally just disable survivor hitbox once they are hooked, as more or less they must balance around that afterwards.
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Honestly only bleeding was a problem, and even that was more of a play feel issue than actual strength issue.
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I don't think range limitation is needed at all, to be honest.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495666#Comment_3495666
refusing to hook and slugging someone is still an issue with her tho and when I play in a 4 man it’s not an issue but why should things only be easy for swfs solo always gets left to Rot
Let's be real, being slugged is always better than being hooked no matter how you think.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495761#Comment_3495761
I could literally repeat what you just said but about the 3 gen camping Skull Merchant. How is a 3 gen skull merchant not busted given it held, arguably the best survivors in the world, in a match for 55 minutes?
Takes a high skill floor to counter and a high skill ceiling for the SM to do well if their opponent plays well.
Some things need to be changed that arent balanced properly.
Are you talking about that one hens vid in youtube? that "Best survivors" who decided not to use BNP or stacked perks for some reason? it only took 55 minutes because killer decided to use best thing while survivors decide not to, it wouldn't took more than 15 minutes if survivors were serious.
Not gonna say it's balanced because there is BNP or potential energy, but using that as argument is quite misleading.
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They are honestly fundamentally flawed by design, it's basically always a net positive for survivors are always net negative for survivors, there is no in between.
Better not touch it at all and stop bringing new one tbh.
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@jesterkind said:
I've said this before, but the fact that someone in your lobby is both running No Mither and used their one charge of Plot Twist at the very start of the match is more than a good enough trade for losing Corrupt early.
It's such a niche scenario that doesn't even wholly benefit the survivor that brought the two perks, I really don't think it's a problem.
1/8 perk completely countering 1/4 perk, without any interaction between two.
A perk being meme/weak doesn't really mean it should be allowed to completely disable single killer perks at only half a survivor's cost.
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We've discussed enough of a problem, do we need anything more?
Only time will actually fix it now.
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Did we banned anyone utilized locker save? if not, then no.
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There really is no reason to punish killers for playing killers they like.
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@Cayennepepper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482846#Comment_3482846
"Out perking" Bro, I'm done talking to you. You're very clearly biased. Perks are a part of the game, being able to use a perk effectively requires understanding it. Understanding something and using it effectively is called skill. MFT isn't a free win button, and there are several killer perks which grant greater speed bonuses for doing less. I.E. PWYF. The survivors you're facing are simply better, bro.
I mean, it's pretty funny you unironically say PWYF will grant greater speed bonus for doing less than MFT, that's unexpected.
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@Nebula said:
I like how every problem people have with game is now being turned into a problem with MfT.
You’re not losing with T1 Myers because of MfT, you’re losing because you’re chasing with a 105 killer with no lunge…
100%vs105% and 103%vs105% is objectively big difference though, I'm not even gonna calculate how different it is, but surely it's big.
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It's funny how people use killer "skill" to tell how this perk isn't problematic, yet ignores the fact it will be extremely strong in actually strong survivors.
It just tells there is only baby survivors and god tier killers in their matches, whether they are killers or survivors are in question though.
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@i_dont_care223 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481915#Comment_3481915
bc slowdown perks are boring hell aura reading builds exist too slowdown is the reason why this game is so stale
And gens being finished with 5 minutes and not doing any real chase is boring for killers, they just want to play the game?
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What about else wesker?