fussy
fussy
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@Steakdabait said:
Let's not buff an annoying anti gameplay crutch perk.
Sure, let's not, I bet everyone just happy with old good 4 slowdowns.
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Trapper should have Bloody Coil and Trapper Sack (without downside) basekit, but even with this he will be mid tier killer.
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@NerfDHalready said:
its stacks are very abundant. it either needs;
something "revolutionary" done like making it recharge within a chase or doing a gen only with a buff to time it takes for a token
or just to get a slight nerf to its current version like a 5-10 seconds extra for a token and it doesn't charge in chase anymore just like stake out and diversion (pebble).
otherwise it was never an issue and it still isn't, in my opinion at least. rat/selfish gameplay should NEVER, EVER be encouraged like it even is in game's description on steam (i think) and with s- stuff like hatch, but those need much more than nerfing perks that enhance stealthy gameplay, which is valid.
I agree, it was buffed from 4 stacks to endless state if killer brings only 1 aura perk. It's quite strange to me that you can waste all stacks only when killer has 3-4 aura perks or addons, especially on a small maps. I think 40-45 seconds in TR for token recharge will be fair.
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You forgot the part where deadlock becomes basekit and THAN nerfed, because i didn't notice even my fast chases could stop 2 or 3 gens from poping in first 2 minutes of the match.
Also, if "this perk doesn't need skill to use" is only requirement for nerfs, i'm afraid, we need to nerf half of all perks in the game, especially on survivor side.
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I think it's better to say this: Charring Wedding Photograph offering is taken only by survivors in my matches.
I don't think it's most problematic map we have right now, but it's definately pretty save for survivors and hard for killers, especially without mobility.
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@Reinami said:
Matches are super easy again for no reason. Something is going on. Anyone else notice anything?
Nah, i had another sweat night yesterday on killers and another bunch of bush Clodettes in soloq.
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@GrimReaperJr1232 said:
There's a bit of a difference between Nurse and Wesker. The biggest one? Nurse is 100% reliant on her blinks.
Not just in chase but also mobility. She needs them for everything. Plus, when Wesker screws up, he's still 4.6; Nurse loses distance because she's slower than survivors. It's the entire reason her recharge is so fast; she can't chase without them. Even if you hit someone, that's 10.5 seconds of you being able to do nothing while they speed boost away and keep gaining distance. That just feels awful.
@caligraph said:
I don't think this concept works very well for nurse. She is the only killer in the game who is 100% reliant on her power. Limiting it could break her, especially in chase. On most maps, nurses only strength is her chase. her map mobility averages to around the same speed as a normal walking killer. Her insane chase potential is all that makes up for it, so forcing her to spread pressure and keep people injured all over the map just doesnt work. If we're nerfing nurse then it should be through adding counterplay and punishing misplays. Like bringing back lightburn and stun fatigue or smth idk.
I do not know if you are only reading what you want or just ignoring it, but I literally suggested making her base speed faster instead.
Wesker doesn't ignore everything on the map, his power significantly weaker. I still don't see problems change her power recharge (which you can still make the same as now by pressuring) and make her same speed as survivors, so you don't lose distance. I think it's healthier, when you need to be punished for missing with strongest power in the game and also need to earn it in some way as Oni does.
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Because without these perks the game lasts literally 4-5 minutes against not potatoes and these perks the only chance to slowdown game somehow?
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I feel like we can't kill the only killer who can handle competitive team, but at the same time she is definately busted still.
I think her power should work same as Wesker, but based on how much peoples are injured. If no one is injured: 6 seconds blink recharge, and if all survivors are injured: current 3 seconds blink recharge.
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Probably most fun as and against and one of the most balanced killers we have. Also love his addon variety, it's a rare killer's thing.
@Steakdabait said:
Best killer since wesker. Just needs scamper without dashing to be nerfed and he'll be perfect imo.
Nope, he doesn't need any nerfs. You probably forgot he is 4,4 with longest cooldown among all killers and his power must compensate it. Nerfing scamper further also will make it useless everywhere except god pallets and very long loops.
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@Marc_go_solo said:
It needs a rework, definitely. It would also be good if the "inefficient" aspect of it becomes a status effect. Currently, the perk is far too situational and offers little in return for it.
Personally, it should be reworked so that anybody who is using an item whilst within the Terror Radius will scream, disrupting any actions, and then for the next 60 seconds that Survivor becomes Inefficient and any time they use an item during this period depletes the charges 80/90/100% faster.
It'll introduce a new Status, be more effective when within the radius, yet still not be rodiculously overpowered.
What a great idea for perk rework, dude. I swear I would take this perk into every match with 4 items.
Also imagine surv try to blind me and just scream instead KEKW
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/66JPS6UICIGL/image.png
Well we got a bugfix patch but this is the only change trickster got. I'm not sure what to think
I don't think they could do major changes in 1 week after release. I'm sure they will change something about him within a month. Give them some time.
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@HolyDarky said:
Year, it is sad that we still don't have kindred basekit (not with killeraura but just with survivors aura), because this would give SoloQ a huge QoL buff.
In general, it is so sad that the developers does so little to make the SoloQ experiences better - kindred basekit and let the players see the perks of the other survivors in the lobby so I can better play with them. For how long are we bagging the developers for these two things?
Does so little? Maybe you've been playing for a few months, but in recent years soloq has become incomparably better. No need in BT anyomre, HUD literally game changing sometimes and gives so much useful info. Hook graps is gone and you don't even need 2 people to save from hook + you don't have to deal with facecampers.
So when I read "solo in the worst state ever", I immediately think that either this person has been playing the game for literally several months, or he is a very vile hypocrite.
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@sizzlingmario4 said:
I don't think the 200% speed really has enough counterplay.
A healthier buff would have been reducing the Exhaustion duration to 20 seconds instead.
And have attempt of flashlight/pallet save literally every time + another exhaustion perk in chase? Hell no, just revert it to previous state.
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What do you want to "shake up" here? DH is completely fair perk now, after Chucky's chapter i definately see it more often because it's easy to have a value against him.
Unbreakable is also strong and fair perk. I had so many matches where this perk literally gave second chance to whole team, but nothing wrong with it.
Every party has 4 DS is another evidence that it is in the good spot, because these people know they will have a lot of value from it, especially with DH. But no way you expecting to nerf DS, don't you?
Hope is the only perk i prefer nerf, cause idea of complete untouchability in endgame is slightly stupid to me. It's survivors' NOED, which you can't counter unless you are hard tunneler.
Adren is also fair perk, but i think it shouldn't be possible to take 4 same perks in SWF. Because SWF that rush gens injured in 4 minutes and completely ignore healing because of 4 Adrens and 4 Resilience is most stale gameplay in the game right now.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599783#Comment_3599783
people who know how to play this game well, sure.
you know damn well a lot of people would find issue in a sudden blind out of nowhere that lasts way too long.
accessibility issue muh muh.
Especially for such people, this perk appears in the upper right corner of the screen. And even if it hadn't been, balancing the game for people who are not able to make a conclusion "I dropped a pallet on the killer's head and got blinded. I don't think I should do that again, because he has some kind of perk" – this is the way to nowhere.
Following this logic, I can make almost any perk in the game completely useless.
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@TeleportingTurkey said:
this is that kind of perk that is better a bit weaker than it should be than otherwise.
it can be really oppressive and frustrating to deal with.
Oppressive and frustrating to deal with? I forgot that entity forces survivors blind or stun killers.
It works same as with Spirit Fury, once you know killer have it, you know how to play around it, but even easier.
So i see literally 0 reasons not to make it at least 2 seconds.
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@LilyPad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599483#Comment_3599483
MFT rewarded good players for being skilled in chase. Did nothing for bad players. And only stomped bad killers. Yet it was trashed.
Why is BHVR okay with catering to bad killer players, but bad survivors are always told to get good?
-> Did nothing for a bad players
Yeah, of course reaching pallet/window for free when you shouldn't is nothing, sure
-> And only stomped bad killers
KEKW. How to say you understand nothing about looping in this game without saying it
-> Why is BHVR okay with catering to bad killer players, but bad survivors are always told to get good?
Bad killer never will have his Pain Res or Pop value, but bad survivor always had his MFT value literally for playing badly, if we're talking about your comparison.
Any other mental gymnastics?
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I wondering what you will say about Wraith, Freddy, Trapper, Huntress, Ghosty and Legion adepts?
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Slowdown for hooks is the best meta ever was and ever will be. It rewards killers for playing good and it barely do anything if survivors win a lot of time in a chase.
So your title should sound like "Current killer meta is unbearable for bad players", and it's good. Unless you are expecting to win matches with bad teammates.
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Survivors don't justify something they don't like by tunneling challenge impossible
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Solution for 3 gen — i'm afraid that killers will be punished for survivors' mistake. Let's look at the implementation, but I doubt it will be a healthy step for the game. I don't think the 3-gene problem exists at all after gen kick meta was nerfed. I wrote more about it here: https://forums.bhvr.com/dead-by-daylight/discussion/378276/there-is-no-problem-with-3-gen-only-with-skully#latest
Onryo — It's sad that killer will be nerfed due to most survivors just completely ignore her counterplay. In my solo games still almost nobody takes a tape and it's ridiculous. But it will be cool if you make her stronger in chase and less oppressive in condemn strategy. But please don't increase tvs' cooldown again, i love her current map pressure.
Blight's addons — really worried that you'll just make them useless, like you've been doing with all addon reworks lately. Blight is the only killer on which I use 70% of his addons, on others I rarely use even 30% of addons. I hope this will persist after the rework.
STBFL – a perk that literally didn't bother anyone until the biggest streamer decided it is problematic. I hope it will at least remain useful, otherwise I will not play m1 killers as much as now.
Quick Gambit — we really need buff another gen repair speed perk? Am I going to endlessly jump through windows at Haddonfield, and everyone within a radius of 32 meters will start up gens 15% faster? Cool, I'm in.
Mangled and Sloppy — No idea what you decided to do with them, but if it's a nerf, I think Botany, We'll Make It and etc. are next on nerf list? I will laugh very hard, if it's nerf.
Killers – My hopes: Hag is 4,5 at least, Ambush buff for pig, wind-up addon basekit for Huntress, addon pass and portals adjustments for Demo, +1 (or even +2) bottles for Clown and yellow bottles -0,5 sec activation speed. Discipline basekit and some useless addons rework for Doctor.
UW — if this nerf will be further than 20 sec of work and 40 sec of cooldown, i guess, welcome to the grave, UW. At least majority of community don't understand that NTH is way better info perk for many killers.
DS — just make this buff fair somehow. I don't want endless bodyblocks and locker spam games again, because survivors feel them extremely safe and weaponized due this perk.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596382#Comment_3596382
to be fair, nemesis and alien cant shoot across that long of a distance
Yes, and it way easier to dodge it on long distance. We can discuss "but she has this, but doesn't has that", but I really believe that Huntress is slightly outdated killer (but still not weak).
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@LordGlint said:
Kinda nervous on what they are gonna do to Huntress.
Manna Grass Braid or Flower Babushka basekit I guess. No point in so long wind-up, when we have Nemesis and Alien in game.
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@Haddix said:
He feels really, really bad to play, guys. This misses the mark completely, I am sorry to say.
The static, slow throw rate (ugh it feels so slow) with 8 laceration bars, 10s wear-off timer, he now feels like he NEEDS 4.6m/s just to keep up. And that compensation doesn't feel WORTH it, it feels like a very negative tradeoff in terms of both strength and fun factor. It's not enjoyable to have a drastically worse power for 4.5% extra movement speed. I just don't want that as a player. I would never have asked for something like that. I hope that makes sense.
Ultimately, my issue is mainly how his regular blade-throwing has been mangled. I really don't even care what you do with Main Event as long as the rest of his kit feels great and strong enough, but I also don't understand this push to have Main Event so frequent because the issue with Main Event before is that it took a long time to build up, but wasn't very good for anything except "backrevving" people and camping due to its extreme movement speed penalty. It would've made sense to make Main Event STRONGER so it feels like a satisfying "ultimate" worthy of taking 30 blades to build up, but instead, it's now 5x more frequent so it HAS to stay bad. Now it also has half the duration and the throw rate feels really slow, but that may be a bug. It's not any more fun to use, and that's a common theme with all of these changes (I'm not trying to be rude, it's just true from a player perspective).
I'm worried that if you choose to buff him, you'll increase the laceration decay timer. Although this would be a buff, this would do so little for his fluidity and fun factor which has taken a major hit this patch.
I have to agree with other experienced Trickster players that the only thing he really needed was some extra reward for hitting ranged shots and a Main Event buff. I personally, very selfishly wanted ricochet basekit but that's a dumb personal desire, and I know some people don't enjoy ricochet blades lol. Anyway, I hope this nugget of feedback is appreciated.
I agree with every word, but especially with ricochet basekit, I think about it for a while too. It really makes him more interesting and skill depended.
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@averagemikaelamain said:
This has technically now been addressed,although why the "make auto bloodweb available once you prestige'd a single character" QoL update has to take 8 months from now I do not know.
@Arsyn said:
They will take 8 months to apply this. They said that in today's livestream.
Oh, looks like I listened to it on the stream, thanks! Are these the changes that we will see in April-June? It's funny then.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595717#Comment_3595717
holy whataboutism dude
Some of us have already experienced this meta before. I think @Aven_Fallen and I both did, back in 2018/19; this isn't something you need to get worked up over.
-> literally whole comment about healing in discussion about healing
-> whataboutism
ok, dude with 19k not whataboutism comments
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595693#Comment_3595693
Healing is already nerfed heavily. They nerfed Medkits and Self-Healing not long ago, but did not change anything about Mangled.
Ah, yeah, this old song, i know it. Sorry you can't heal during the chase no more :( Sorry you can't have 3 or 4 fast healing with 1 medkit. I'm sorry whole team doesn't have free 20 sec self-healing because of someone's one perk. Poor poor survivors with nerfed healing. It's not like healing is so free right now, that first healing perk is only on the 16th place in popularity.
So, returning to the topic, how you see nerfing Mangled and Sloppy with 20% longer healing, when, for example, Botany already neutralizes this effect and provides additional 30%? Seems very logical and fair to you, doesn't it?
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@Aven_Fallen said:
Ah yes. All Killers do is running STBFL and Sloppy Butcher and holding 3-Gens from the start. This is all they can do. There is no other chance for Killers to win. /s
I dont really know what they want to do to STBFL, but Mangled and Sloppy Butcher are really overtuned now. And deciding to hold a 3-Gen from the beginning of the game and only defending this 3-Gen is boring and does not really need any Skill at all.
But, dont worry, I dont think that their measurements will be effective. Especially because they also have to keep in mind that Survivors can 3-gen themselves (and should be punished for it), I think their solution will be very mild to not remove the need to be careful which Gens should be done by the Survivors.
If Mangled and Sloppy are overtuned, there are two ways:
- All perks for healing will nerfed along with SB and mangled, but way more harder. Cause now they provide multiple times better effect than Mangled does.
- You admit your hypocrisy and one-sided interest.
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Seems like they are really trying hard to make this game Blight and Nurse by Daylight.
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Can't wait to waste another 20 minutes to reach P1 on Chucky, thanks BHVR!
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595087#Comment_3595087
They mentioned addressing "frustration on both sides" for DS and ultimate weapon.
My guess is they will rework DS entirely because DS is too hard to balance. Either it is useless or too OP and punishes you for things. I'd guess something like: Buffed back to 5 seconds, but deactivates if the killer downs someone else, thus obviously not tunneling you or something like that. That or some kind of total rework.
I hope for this. I don't want bodyblock + locker spam gameplay every match again.
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I think this perk needs a rework. It's just stupidly designed.
But this nerf is even more stupid, i agree. Most chases in endgame are near the exit gates, so this perk barely even touch endgame and super situational even there. But constant 7% without additional conditions is fair, you know.
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Make DS stronger than before? KEKW, if only every killer will be Nurse level, then we can discuss it.
4 seconds stun is all this perk need. Even with 3 seconds this perk won two matches for survivors in my games this week. In one of them I didn't even try to tunnel, I was just bodyblocked with OTR+DS. Make DS works twice is such stupid suggestion as give to all killers Alc Ring addon.
Almost all hexes are just gambling, so you can buff Ruin even to 1000%, i won't use it anyway.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591682#Comment_3591682
On top of every killer you listed having a great perk except for Skull Merchant (my initial exception) and Dredge (who I considered too long ago to be fairly considered 'recent', but fair play, its perks are either bad or mediocre), that's still not my point.
The original statement was that the devs nerf anything even remotely good on killer before it has room to breathe. I pointed out two things: the most recent chapters have almost all had a great perk to play with, and, the remaining perks are either perfectly decent or were bad on their PTB.
This statement still holds true. Most perks that come out are usably good, and the ones that aren't weren't nerfed to be that way before they had room to breathe, they launched that way.
Take some of your examples. Knight is a great one: He has Nowhere To Hide, a genuinely great perk, and then he has two others; Face The Darkness, a quite strong perk in the right builds, and Hubris, a perk that is admittedly a little mediocre but kind of fun to make work in meme builds.
The same pattern can be seen elsewhere to varying degrees: Xeno has one pretty solid perk, Ultimate Weapon, even if its effectiveness is wildly overrated. But it also has two others; the perfectly usable and decent Alien Instinct, and the interestingly designed Rapid Brutality that serves to be a more niche pick. Wesker has one really good perk, Terminus, and he has two others; the perfectly usable and decent Awakened Awareness, and the more meme-ish perk Superior Anatomy. So on, and so forth.
Were any of these perks strong on the PTB and nerfed before they had a chance to breathe? No. Do any of them support the notion that killers are languishing with no good options while survivor perks are left broken for years? No. These are the arguments I was actually responding to, my statements did have a context that matters.
In this way i agree with you. But I didn't really trying argue with this part.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591644#Comment_3591644
Perks that work occasionally can still be very good depending on what their effect is. Unbreakable, for example, is an extremely powerful perk despite its activation not being frequent, same with Deliverance. I would consider Forced Hesitation one of those considering what it does when it does activate.
I don't personally use it that much because my builds tend to be pretty specifically crafted, but I'd also say it'd activate way more frequently than once every four matches. Survivors do tend to group up if they're playing altruistically, and that does happen to me pretty frequently.
Also, nitpicking one of my examples doesn't really mean anything regarding my overall point, lol. Downgrade it to just a pretty decent perk if you must, my point stands.
Onryo: no great perks (Floods is mediocre at his best and on couple of killers)
Dredge: no great perks (I dropped Darkness Reveal even on Huntress because of how inconsistent it is)
Wesker: no great perks (SA is mediocre)
Knight: NTH (Hubris in some meme builds)
Dull Merchant: no great perks (and awards for worst perks in the game)
Singu: no great perks (there is no even mediocre one)
Xeno: UW (probably will be nerfed to useless)
Chucky: FTTE
So 3 really good perks in 8 last chapters. I think it's far from "every chapter recently".
Perks that work occasionally can still be very good depending on what their effect is.Yeah, and this effect is one hit. Any situations where one hit could be as game changing as Unbreakable? Let's be optimistic and say it works even once per match (i tried a lot, it's not), any reason i'll take it instead of Coup de Grace?
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591656#Comment_3591656
I mean, you can't really compare survivor vs killers perks like this.
Survivors have total of 16 perks, it's not so bad to use 2-3 slots for situational perks that will carry game sometimes. Like unbreakable, or Reassurance.
This is not really same for killer, you have 4 perks. It's going to hurt you a lot to have perk that is not going to work most of the times and only rarely get any value.
Probably only perks that work for this are NOED/No way out. It's not really issue when they don't work, because it means you won before they could.
Bold +rep under this
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591638#Comment_3591638
Every chapter recently (with one exception) for killer has had at least one genuinely great perk, as will Chucky's. You're trying to make a pattern out of this one perk that was nerfed, when the majority of killer perks are either pretty good or mediocre in their PTB.
In the past few chapters, we've had: Friends 'Til The End, Ultimate Weapon, Forced Hesitation, Nowhere To Hide, and Terminus. That's just the great perks, let alone the just pretty good ones - and not counting how many good killers we've gotten recently, either.
Also, MFT hasn't even existed for one year, let alone being slept on for "years". I'll grant that was likely an exaggeration, but it's an exaggeration that harms your point rather than helps it.
The real conclusion that can be drawn from this situation is that not every perk's gonna be a winner. Some of them are just kinda mediocre, and while that can absolutely be its own fair criticism, it's not evidence of one-side bias nor is it as dramatic as you're making it out to be.
>Forced Hesitation
Perks that works once per 4 matches? And even then just gives you one hit for perk slot? Yeah, i wonder why I haven't seen it since release? Looks like people just ignoring great perk.
Terminus is only good in endgame builds and not even on every killer.
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@Emeal said:
Honestly if stacking speed boosts during the Endgame for Killers were such a problem, Just Nerf NOED remove the speedboost.
bHVR should not remove the potential of a new perk because of a bad synergy with an old one.
NOED could use the nerf, it has a high userate and it does not need the speedboost anyway.
Bruh, I used Noed last time probably in 2021, but no. Hope is literally survivor's Noed. As many times I've seen Noed win the game for the killers, twice as many times I've seen Hope win it for the survivors.
I wish these two perks just no longer exist.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591338#Comment_3591338
Because this doesn't happen as often as you think it does (globally, for the player base).
If you truly, genuinely think this is affecting BHVR's global statistics, then you should be giving the last survivor hatch in every game.
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591338#Comment_3591338
I recently watched a streamer the whole evening because i am ill right now and therefore have nothing better to do, and i can not remember a single person suiced. He gave a couple of times hatch tho and let them go for the gate.
The chance of people suiciding more then killer DC, give hatch or any thing i pointed out above is close to 0. So no, that is for sure not the reason.
I judge by what I see myself. I played 5 solo games yesterday and in 2 of them people gave up on the first hook. Then I went to do some work with streams in background and people also gave up almost every second game. I see it every day. Sometimes it's not so often, sometimes it's impossible to watch/play because of people like this. I remember the day in september, when i watched the stream and out of 12 played games, people gave up something like in 8-9.
People on this forum are constantly asking to do something about hook suicide as well, so if you think it doesn't really affect statistics, maybe we are playing different games.
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Ask players who give up on first hook every third game giving free 4k to killer. I wonder how it is not 70% with this playerbase mentality.
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Knight is my second main and i never understood why people think that call to arms needs to be basekit. it's clearly not. It's a good addon, but his effect isn't something you can't use his power effectively without, like it is with MotR.
He way more relies on Dried Horsemeat, because it's the difference between hit and not hit. Both with guards (especially) and m1.
His bugs is something very depressing. It's seems to me that with every update guards become more and more stupid and buggy. Now they even don't react on loud actions in his radius. I don't know how they do this without touching his power.
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Yeah, 99% of posts like this and peoples who say "DBD isn't fun now" are just;
- oh no, I can't press E after every mistake, dude imagine
- yeah I wish whole team could have a free healing with old CoH, they just killed healing (no idea how people played this game before Mikaela chapter)
- oh of course they nerf MFT because of these whiney killer mains. This perk didn't do much, but bro, I'm going insane about this nerf. How should I loop now without this not so strong perk?
- dude they killed almost every sUrViVoR fRiEnDlY map, how will I play without all these endless pallets, broken loops, 3-vaults windows and infinites? Am I really supposed to feel myself in danger? Daaaamn it's so UNFUN
Truth is people like you is too spoiled by stupid statement of this game before. I'm sorry put effort to win isn't fun for you.
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@jesterkind said:
It's only bad for some killers, though, and it's very far from the worst even for them.
Something like Badham or Garden of Joy is still miles worse than Hawkins even for the collision-based killers (+ Singularity) whose powers are less favoured by indoor maps.
It could still probably be improved for those killers, don't get me wrong, but it's vastly overstating your case to say it's the "worst map in the game by far" for killer as a general role.
I prefer even Badham with Garden 100 times in a row than Hawkins 1 time on a half killer roaster. These are awful maps too, but at least i'm not forced to be m1 killer here and could use my stuff. Depends on killer, as i mentioned in post, but it is one of the worst map imo.
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@BooperDooper said:
I think it could use some improving on both sides. The LOS on the map is definitely god awful, so so many twists and turns, you can easily hide as survivor or get away from the killers power. They need to open up the map a little more, I think the best comparison would be something like lery's, open halls with smaller rooms. Then for the survivor side, a lot of the pallets on that map are extremely weak, a killer can easily mindgame or just go around the pallet, the upstairs is also just a death space, you get like two windows into the next tiny room, you just can't get away from the killer in the rooms up there if you're injured.
Also maybe add more windows and change some of the really strong ones.
Completely agree.
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@Crowman said:
It's funny people are calling Hawkins survivor sided now, when I remember years ago it was complained about being such a killer sided map.
Heard the same from Otz. He said it was killer sided, but now he barely thinks so. I'm not saying it's whoever sided, i'm saying it's impossible to use killers' power here.
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POV: even survivors empathize me on this map
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@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588757#Comment_3588757
How about STBFL (m1 spam), Ultimate Weapon, NTH, Eruption, PGTW, Pain R and even more? So you're enjoying to abuse op perks but now whining about 6 year old perk? What do you want tho? Do you want survivors to start to the trial on the hook with %4 chance?
Yes, I should have immediately understood the flow of this discussion and not waste time on it. Especially when you compare IW to STBFL, lol.
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Half probably too much, but i had similiar suggestion:
@fussy said:
This is my last match with SH:
https://us.v-cdn.net/6030815/uploads/LGYJ2HTVMH0M/aaaaaaa.png
And that's why i never consider any SH perk as a good perk. Because they are too situational and you can literally not get any use for the whole match from them simply because of their terrible spawn. And it's not like once on a 10 games, matches like this make up 50-70% of all my games.
I think these changes would make this mechanic a lot more fair and worthwhile:
- At the start of the Trial, 5 random Hooks are changed into Scourge Hooks (was 4 random Hooks)
- 1 additional Scourge Hook spawns for each additional perk after the 1st
So 2 SH perks? 6 Scourge Hooks (5+1). 4 SH perks? 8 SHs (5+3). Except Monstrous Shrine, I think it should just make SHs in the basement.
In addition, the announced change to Hangman's Trick from PTB is still nerf to this already super bad perk. These SH mechanic changes will make this perk really worth it, especially when paired with other SH perks.
