fussy
fussy
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533535#Comment_3533535
So stats are only accurate if they back up your claim?
>I think the kill rate is way higher than people think it is
>Show dry stats
>???????????
I really love this forum, it's never getting old lmao
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533427#Comment_3533427
I don't think we have ever been in a position before where a killer has been this strong. I think the kill rate is way higher than people think it is. People keep saying she is A tier but I have seen many survivors say Blight feels like a break compared to her right now.
I have a news for you
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@NODD3RS said:
the victimization and the us vs them r getting old. Like why do yall generalize all survivors as some sort of hivemind. I swear theyre not all chronically online . you get riled up over some obscure posts on the forum and come to the conclusion that the whole survivor base r the same. Like knight and skullmerchant were barely touched, xeno will be fine.
There is no victimization, i'm literally try to explain how things work from both perspectives. I'm both sides player. And there is no any conclusion about "whole survivor base". There is some about people who only play one side.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532786#Comment_3532786
Nah. They're just not strong enough. Just throw on Star Map + Emergency Helmet and turrets don't matter anymore.
What do you expect them to do? Loop killer for you? They give you half-map info, makes killer stop chasing you to break them (free distance), and sometimes could turn killer into m1 killer.
Let me guess, you want them turn killer into m1 killer every time he face with it, don't you? So everyone could waste like 5-10 seconds to play against Trapper without traps whole match.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532632#Comment_3532632
It's so weird seeing Ormond mentioned in the same breath as Mother's Dwelling when it's like, dead centre as far as map sizes go, it's really not that big at all.
To the main post, I'd say no, it feels like a pretty good size to me. I haven't had that many matches on it, but on both sides it feels like it isn't too cramped but it also hasn't taken three years to cross it, either.
Yeah, Ormond is not as big as a MD or Borgo, but it feels like it. Ormond is one of the most popular offering in my matches, because survivors understand that this map hard to pressure due to gens spawn. I don't think Ormond need nerf or rework btw unlike Borgo, MD and Garden.
It's just feels big for me. When you are in the shack and you need to check the gen across the map, that's feel big as hell.
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I heard that opinion before, but for me this map is pretty good with all aspects. It definately doesn't feel too big like Borgo, Mother Dwelling or Ormond. It is their best and most balanced map since reworked Eyrie imo.
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Why not ten? I understand you want to play only against m1 killer without any power, but u get more Nurse in the end, lol
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530443#Comment_3530443
That's not true.
No one really complained about Singularity being too strong on release.
There were some guys. There are always some
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@thisislastyearsmodel said:
Survivor players complaining about killers on launch day before even attempting to learn counter-play...
It's reworked Sadako all over again.
It's *literally every killer on release* all over again
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@lifestylee said:
It is kinda funny that your other post you made 2 years ago was saying that they should add alien in dbd and now you think he's broken/op which he's not.
I can't stop laughing
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i look at this picture once a month and laugh every time like at first
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bro skill issue just run 20% more distance than usual
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Dude loves
reading the screaming headlines on forumthe game so much that he didn't find time to check if the windows wasn't really nerfed. -
@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528868#Comment_3528868
You should check my post history.
I'm sure you'll be very amused.
Every mft topic kinda is a collection of hilarious jokes, yeah, i know
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527937#Comment_3527937
Player skill is a very relevant metric. If it wasn't, a baby survivor could loop M1 Killers for days.
It doesn't provide "easier dodges" and to say you need to be a 10k hour streamer to counter mid mmr survivors with MFT is disingeneous.
The list of killers adversely affected by MFT is actually pretty short. Myers, Trapper, Hag, Pig, Doctor, Sadako, and Nemesis. That's 7 killers.
Freddy and Clown both apply the same 15% hindered to survivors. Freddy via Dream Snares, and Clown via his purple gas.
Plague only has to be right up your butt, fully infect you and then insta-down you.
Ghostie can expose you. Also has two exhaustion add-ons.
Billy has an insta-down, and really good Billy players can curve short loops on a 90° angle.
Bubba has an insta-down. Moves at 5.29m/s during a chainsaw sweep. Not screwed by MFT.Z
Dredge's anti-loop forces survivors to either leave the loop, where they're most likely to go down or get downed at the loop via the remnant. If they leave the loop, you're close enough that MFT doesn't get value. This isn't Sprint Burst.
Huntress forces you to drop the pallet, hits you with the hatchet. Only screwed by tall loops and would be screwed all the same due to requiring bloodlust just to catch a survivor at a loop. Not screwed by MFT any more than she's screwed by being a 110 killer. Also has an add-on that causes Exhaustion.
Deathslinger has the same problem as Huntress. Screwed by tall loops, but screwed all the same without MFT in play.
Oni also isn't screwed by MFT. Oni's Demon Dash is faster than the survivors. Same deal as Billy. I've played against some really good Oni players who understand how to curve to get even seemingly impossible downs.
Wesker's Dash Hitbox is very forgiving, and being fully infected afflicts you with hindered. Not screwed by MFT.
I don't think I need to explain how Blight's lethal rush works, and how Blight is the least impacted by MFT, second only to Nurse in that regard.
Spirit - If you're playing her like an M1 Killer, that's on you. Her phase walk allows her to move at 176% movement speed. You aren't escaping Spirit with MFT unless you're at an extremely safe loop, at which point she'd be screwed all the same. Not screwed by MFT.
Knight only has to sandwich the survivor between himself and his guard or put them in the same position as Dredge in order to secure the down. Not screwed by MFT. Also has an exhaustion add-on.
Skull Merchant doesn't even need to play the game. Set up a three gen from the start of the match and watch the survivors get bored after 10 minutes and voluntarily let themselves get killed. Chase-wise, Skull Merchant's haste from her drones makes it so you may as well not be running MFT, ontop of the drones exposing survivors who linger in their zone for too long. Not screwed by MFT. Also has an exhaustion add-on.
Singularity's teleport invalidates pallets when timed correctly, resulting in an insta-break. Soma Family Photo haste gives Singularity the advantage over MFT, especially when paired with Kid's Ball Glove to mitigate the duration penalty.
Artist - Anti-loop forces survivors to leave the loop. Also has an add-on that causes exhaustion. Not screwed by MFT.
Cenobite - Survivors have to break three chains to get away and are forced to slow vault while still chained. Three chains brings them down to 1.13m/s, and even a single chain brings them down to 2.26m/s. That's almost a 50% movement speed reduction with just one chain. Definitely not screwed by MFT.
Legion doesn't care about MFT. Legion only has to get 4 Feral Frenzy hits and then the fifth hit downs the survivor regardless of their deep wound state.
Pyramid Head's ranged attack invalidates pallets. You throw the pallet, you get hit. You greed the loop, you get hit. No more disadvantaged by MFT than he would be if the perk didn't exist.
Trickster has enough knives to spam that it doesn't matter if you dodge a few. Trickster simply doesn't care about MFT, and isn't as affected by it as you think.
Twins - Victor moves at 6.0m/s. A survivor with MFT doesn't have enough momentum to dodge Victor like it's the NFL. It's entirely a skill issue if you miss your pounce.
Wraith has an extended lunge upon uncloaking, moves at 150% speed while cloaked, and can body block survivors while cloaked. Not screwed by MFT.
Demo's Shred works in a similar fashion to Wesker's Dash, albeit far more restrictive. Pretty easy to hit survivors as they approach a loop, pallet or vault.
But sure, bud, the majority of killers are screwed by MFT and are forced to sulk in the corner and do nothing. I'll defend MFT until someone comes up with an argument that isn't just "Won't someone please think of the poor M1 killers?"
The perk currently does a little too much, but instead of nerfing it into oblivion and paving the way for the inevitable return of exhaustion perks, I suggest that every killer receive an add-on that causes exhaustion on a successful basic attack. A strong perk remains strong, and the "Poor M1 Killers" get a counter to MFT, Exhaustion Perks, Iron Will, Head On and any other perks that cannot be used while Exhausted.
With the amount of perks currently in the game, it's only going to be harder to come up with perks that are strong, useful or worth running. Taking the nerf bat to things is the simple approach, but it's not always the best approach. I don't particularly desire to see another meta shake-up.
Lmao, how to say that you understand nothing about looping without saying it.
"Oh, killer is faster than me with MFT so he is not screwed by it", really STRONG logic
Try actually play the game maybe?
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@Boons123 said:
There are many perks that would be good and fun if the safe numbers and restrictions were not put on them
as an example
For killers :
"Oppression" It has a long cool-down for a slight effect
For survivor :
"Teamwork perks": It has a very long cool-down time -Deactivate when affected survivors get hit ,Just to hide scratch marks or a slight speed boost that you only get through healing and staying together.
You can choose which perks you think are weak due to numbers or limitations and you can explain why
Yes, but the funny thing is that with the existence of such perks, they buff my favorite AMN, which was absolutely fine with a 60 second cooldown. Or Hex: Crowd Control which was perfectly fine with 20 seconds too.
Meanwhile, Leverage has a 30 seconds limitation after hook and Grim Embrace only 40 seconds for hard work. Logic is not welcome here, as always.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527466#Comment_3527466
With all due respect, when have you released a mechanic to "solve survivor's gameplay problems that already have a gameplay solution" that wasn't "hand holdy"? In fact, let's ask the killers reading this: How many times have you being denied of your end game 1K because the basekit BT protection prevented you to down anybody? And I doubt that I have to remember a member of the dev team what happened everytime you even tried to implement mechanics like this: Survivors abused it to get an advantage. How is all this no "hand holdy" when they allow survivor to win games they shouldn't? Because if a survivor should be dead and he isn't because a game mechanic prevents it, then it is hand holding him. And yes, thank god many of those thing wasn't released past the PTB (yet), but that doesn't change that you invested developing time in them.
This would not be a problem if, again, there wasn't already gameplay solutions for things like this: Coordinating bodyblocks to go for the save, doing the gens in a way that don't let the killer have 3 close by gens at the end (something that has happened to me, while I never defended 3 gens since the start of the game, and I have being accused of "3genning" anyways), etc. But survivors refuse to adapt and learn how to counter those things, so they complain and Papa BHVR comes up with another mechanic to make their life easier while making SWF with voicecomms stronger and M1 killers even less viable. Again, this is like a soccer team complaining is so boring and hard playing against teams using defensive tactics and the FIFA saying "Well, nobody can use a 5-4-1 formation against this team anymore".
And don't get me wrong, I'm the first one that hope you announce whatever you have in mind to solve 3genning and it is so fair and balanced you can shut my mouth up and make me swallow my words, but I'm just looking at the past facts, including the new "anti-camping" mechanic than even in paper already sounds abusable.
And about the "loyalty to one side" and the "us vs them" situation: When was the last time a member of the dev team or even a moderator have come to this forum to say to the killer community "Don't worry guys, we hear you and we are working in solving it"? Because I don't remember seeing it a single time. I have seen devs saying something multiple times in post like this one and others about camping, tunneling, 3genning, slugging... never in a post about the "overly powerful or frustrating gameplay" killers face. Are there any QoL improvements for killers coming? Something about haste stacking to the point of survivors being faster than killers in the works? About the amount of Endurance perks you implemented that are allowing even a new bully strategy when paired with Power Struggle? About M1 killers not being able to compete? Anything? Or we have to just wait for you to decide to solve any of those things 2 years from now and be grateful of the pleasant surprise?
Based on this, can we say that you are the ones only caring about the "fun and 'balance'" of survivors and not nearly enough about the experiences killers have playing the game? Because I think that I have addressed the problem in my other post: It's true that some killers can use those strategies so efficiently that makes it hard to counter them. So, nerf those killers. Rework Skull Merchant so she can't defend 3 gens at the start of the game and make it impossible to break it, change Bubba's power so he can't instadown someone with his chainsaw near a hook to prevent him from camping without allowing survivors to do a rescue. Refactor the map generator so it doesn't spawn 3 gens close by in an straight line.
Whatever it takes to "balance the fun" (for both sides, if you don't mind). But for the love of The Entity, don't add another general killer nerf in form of a mechanic to the game for the sole reason of survivors wanting to just do gens without having to put any thought in it when it's their work to not let it happen. Because then, it would end being another hand holding advantage for them by design, and another reason to get frustrated as a killer as you aren't getting outsmarted by survivors playing good, you are being outsmarted by the mechanics of the game.
Agree with every single word. These are literally my thoughts too, but I couldn't have said it better.
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Maybe just check with bots if it's true or description bug before crying here, dudes? I just did, it's not hard. WoO isn't nerfed
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Can't wait to waste another 40 minutes to reach P1 on Alien and Ellen, thanks BHVR!
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527397#Comment_3527397
They were just as fast to nerf boil over months before Thana. Both perks lasted two weeks before getting nerfed again.
This isn't an 'us vs them' thing, no matter how much you want it to be.
Lol, Boil Over wasn't ever nerfed, it was changed from 25% total progression to 33% of current progression, because these two weeks was nothing except some annoying Kate players abuse it and die at top of main buildings.
Thana was buffed by 2% and nerfed literally into state where it is worse than it was before buff.
So it is a terribly bad example, try again.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527375#Comment_3527375
Why not both? Since they nerfed the endurance effect, they´d have to compensate by increasing the Haste bonus.
Great idea! Also Unrelenting could be buffed to 35% to help killers with their missed lunge attacks because of mft.
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@Tsulan said:
I can already see the "we have heard you loud and clear! Haste bonus of MfT changed from 3% to 5%."
It's more likely to be like this: "MFT was hot topic last months, so we decided to reduce endurance effect to 6 seconds. We keep looking at this perk and waiting for your feedback to maybe actually solve issues with this perk in another year or two."
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Yesterday i was so pissed off of my matches with 3-4 MFT every game where i tried to play "fair" (mostly playing only for chases) while some survivors didn't even look at me at chase and was safe anyway bc of free distance. So i took C33 on Blight first time in the last year just to feel that level of mindless and no brain gameplay these survivors can afford to. And it still wasn't enough, because this addon just neutralises this difference for a few seconds, lol.
One day BHVR will start playing their own game, one day...
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@DragonMasterDarren said:
If you had played at any point where the penalties were off, you'd understand why they're a thing
True. 5 players who dc because of every tiny reason, every thing they don't like. What an exciting gameplay! We really need to think WHY we still need to have dc penalties.
Because it's a tragedy that baby Meg can't dc without penalty after she went down too fast :(
It's a tragedy that baby Jane can't dc without penalty every time she playing against Legion, Wesker or Nurse :(
It's a tragedy that baby Mikaela can't dc without penalty after tbing in every pallet and died anyway :(
Increase dc penalty, BHVR
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@Alice_pbg said:
I have broken many 3 gens. Oh the audacity...
Not with a knight or skull merchant. Because I never even see them.
Saw exactly 1 sm. She didn't 3 gen.
I feel like every time it happens each of the 4 survivors comes here and creates a post. So it looks like it happens more than it actually does. Cause if it's this rampant, why am I not seeing it at all?
Yes, this seems to be the same Jill player, who every time repairs gens on one side of the map in my matches, and then he is surprised that the killer does not go to this side in the second half of the game.
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He has no problems on his own, his basekit is not bad. But EMPs are still too strong against him. I don't think he needs a buff, I think EMPs need another nerf.
Best idea I've read here - EMP don't start printing unless previous is not used.
Also you can watch OnePumpWillie or Zubatlel, they are really good with him.
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@Monlyth said:
We waited years for Dead Hard to finally eat a well-deserved nerf, only for another dumb perk to rear its ugly head just two months later. The devs just don't learn from their mistakes, and it's infuriating. Right when I thought the game was heading towards an equilibrium where all the unfair, frustrating mechanics were being patched out of the game one by one, the devs go ahead and introduce new, even more frustrating mechanics. Now we've got a perk that buffs the one part of chasing that absolutely did not need and should not have received a buff- looping. In a very significant way; getting just enough speed to get another loop or make it to a pallet/window you wouldn't have otherwise reached adds up fast.
How did this make it into live? How is it not nerfed yet? Why didn't anyone speak up and say "Hey, don't you think a permanent Survivor speed boost is something we should be more careful about implementing?". I'd understand if this was an old, outdated perk from back when the devs were a small team that didn't know what they were doing, but this is 2023 and it feels like we're still repeating the same mistakes.
God forbid I want to play a Killer not named Nurse, Spirit, or Blight. God forbid I want the game to see fundamental improvements instead of implementing broken mechanic after broken mechanic. I doubt any new content is going to interest me until I see a Made for This nerf in the patch notes.
Can't agree more, literally my thoughts
(Pulsar drop in with "Meh, it's fine, just remove endurance part" in 3, 2, 1...)
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@fussy said:
And it's sad that you're trying to solve the problem of one killer by pretending that it's a common problem.
https://us.v-cdn.net/6030815/uploads/K5OBKK6IJO8E/image.png
Yes, 3 gening was a problem before you nerfed to oblivious all the perks that made this situation a problem.
After that, I didn't even meet any killer who would try to play from the triangle, except Skully, of course. Or at the end of the game, when the survivors put themselves in this situation. And as a killer, i don't play 3 gen at all, because against good survivors it's dead strategy, unless there are REALLY close to each other gens (it's def another maps design problem, not a game's) and you are on a really good killer, or, again, survivors left it.
Even if the killer chooses 3 generators from the start, since when is this a problem? Especially today, in time of genrush meta? Trapper and Hag play 3 gen probably is only viable strategy to them, so now they are out of law? Or u guys really think i should go and walk around as killer without mobility on Borgo, Ormond, Mothers Dwelling? Lol, good luck with it
– We have boosted toolboxes with bnp to help myself with 3 gen, but sorry, i'm only know how to use it with first gen i see in a match.
– We have eyes, ears and visual terror to gain distance and not give the killer free hits if he is guarding the triangle, but sorry, why should I worry about some strategy on my part if I just came to hold m1 button?
– We have 2-3 Prove Thyself every match and 1 million genrush perks in lobby, but sorry, i don't have place for it, i run two exhaustion, i heard dh back in the meta again. Yeah, one more time.
You guys really need to decide what you are leading the game to and who your main audience is. If your audience is players who come to press one button and chill after work and then complain "killers are op", then yes, this is a good change.
If you want your players to make some effort and play the game thoughtfully, constantly train their skills, then you went in the wrong direction.
All I want to say is that you guys, with all these basekit and anti- things, are just leading to another huge killers buffs that you won't endure.
3 gening was a problem while gen kick meta, now it's not. SM is a problem now, everything else has a fair counterplay if u r not first day in this game.
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@Xernoton said:
2 base kit perks? Sounds great. Let's add Bond for good measure. And Windows of Opportunity. The killer's aura should also be revealed to all survivors as long as one of them has a direct line of sight on the killer.
SWF has this information anyway, so it wouldn't be that much of a deal, right? Wrong. Because killers aren't balanced around that kind of coordination and information and they never will be.
With every perk you add to the base kit of either side you allow them to run around with more game breaking builds. I remember when survivors had 3 perks and BT and somehow it still worked out. Now we shift goal post from 1 perk not being absolutely mandatory to survivors having all the information in the world at any given time. Base kit Kindred would only be 1 more step towards that.
Because killers aren't balanced around that kind of coordination and information and they never will be.
Yes, and this is good. Because after these anti- and basekit things I don't see a way in which the developers don't buff killers to this level.
Last month i had a match where two guys were on gens while me was on hook stage 2. And third guy just went to cleanse ruin and let me die. He would have disappeared right after me anyway, but he didn't care.
You think basekit Kindred would help people like that? Of course no. This is not game changing info, because any info are useless for silly / unexperienced players, and for good players that is not such a big info, especially after hud update.
It's a really last thing soloq need to stop listening all this "soloq is miserable" whines. Because everything that will be beyond the scope of this buff is either a pure skill issue, or really game changing information that swf has.
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This is really the last thing that is needed to close the gap between soloq and swf.
Sad thing: players will still leave you on the hook for stage 2 even with basekit Kindred.
Edit: agree with jesterkind, killer's aura shouldn't be a thing, only with perk.
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@Hex_Ignored said:
Balancing around top players is not a good idea, because the vast majority of players aren't at that level and will never be there, which is why most balance changes are made for average players.
Yes, sure, just stick to the same logic when it comes to Nurse and Blight. Because average player is trash with them.
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@DaddyMyers_Mori said:
Resilience: why the hell remove vaulting instead of gen speed?
MFT: just do Otz suggestion. Remove endurance and haste stacking (that will save trouble in future). Some visual display of the perk would be nice, so killer can act based on it.
Buckle up: yes
WoO doesn't need a nerf. It's just an information perk.
Ota suggestion solves about 0 problems with this perk.
In his video, he said that making 20% of the distance for free is "fine", but on the stream he said that he is afraid that bhvr would buff Rapid Brutality, because "would you like to play constantly against 120% of the killer?"
Hell no, of course I'd like to play against 103% of the survivors every day. It's another thing, you know.
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Imo, only fair decision with this perk will be this:
@fussy said:
This is where will be really high reward for taking high risk.
I think NM even stops being the worst perk with it.
And obviously remove it from MFT or replace it with another effect, because now it's just 0 risk – high reward.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512520#Comment_3512520
I was expecting this happen tho when devs decided nerf healing to ground. Especially when you think about Sloppy Butcher's popularity.
Healing takes so long and sitting on gens feels better. Even without Adrenaline, i don't think people would heal so much. Because BHVR overnerfed it.
Especially these healing nerfs affected solo survivors so much, altruism was already hard for them. Finishing gens as fast as possible and get value from Adrenaline is better play at current meta.
Healing nerfs? To the ground, lmao? Oh, is this a thing that never happened eventually? Or you called like that nerf of most broken perk in dbd history (which is still stupidly broken in swf) + medkits rebalance? Which btw have only become stronger with altruistic use? Is it what you call "healing nerfs to the ground"?
Maybe, in addition, you want to complain about survivors healing perks, which, being many times more useful than the same killer perks, still remain barely in demand, because healing is still extremely free by itself?
I take botany and may not even know that the killer has sloppy butcher you mentioned, because it's 50% versus 20%. The most popular anti-healing perk, by the way.
So what healing was "nerfed to the ground"? Did it happen in this game?
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I was absolutely fine with this perk until recently. But the number of predrop sfw who sit on generators with Resilience, MFT and 4 Adrenalines to finish the game in 4-5 minutes is probably the most boring gameplay that I have met in all years in this game.
Also it's second most popular perk in the game right now and people still wondering why tunneling so popular lol.
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@Mandy said:
Unfortunately this can happen when lobbies are dodged by killers - it backfills them, and there's less in the way of matchmaking then.
I have 2k hours in this game and last week a have 5 matches in a row as a killer against players who have 70-400 hours. I haven't dodged a single lobby. No, it's not the result of losing, I win 90% of my games. I didn't lose a single one that day.
In july I played with a friend and had two games in a row against killers with 100 hours. The third game was against a killer with 10k hours.
I think it's time to admit that SBMM has failed a little more than completely.
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@Pulsar said:
Not much to this.
I don't think the game can be played at an average casual level anymore. I don't think you can really come home from a long day at work and play a couple of games on either role without the game being more trouble than it's worth.
Whether it's problematic Killer designs that are unfun to play against (Legion and Twins), overtuned characters (Blight and Nurse), Skull Merchant or even just the Killer being outright better than you, the casual Survivor experience is bad.
Whether it's teams that force you to play tactically and try hard, people who abuse certain bugs, people who just like to be frustrating (Boil Over) or just plain good teams; the causal Killer experience isn't much better.
I think that should change for both roles. I don't think you should need to sink 6 hours into a play session whilst being hyper-aware and uber competitive in order to have a chance to have fun.
What did you expect from a game where skill is a very important part of the gameplay? People (player base) are getting better on both sides, I notice that too.
Gens of 70 seconds were not even close to as fast as today's 90 sec gens. And that's why I've only been playing for chases lately, I'm tired of sweating every game.
And it is absolutely normal that new players need to spend time and effort to be a good player and enjoy the game.
Imagine you spent 10k hours and you go against a player with 100 hours and you have about the same chances of winning, simply because the game is hard balanced for casual players. Who wants to spend more than 200-300 hours in such a game if there is nothing to strive for and the skill does not matter? The meaning of PVP mode is in its competitiveness. And it's strange to me that many people try to pretend that this is not the case and this game is just about pressing buttons. M1 simulator vs W simulator. Nah it's not, and i glad for it.
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@Pepsidot said:
https://us.v-cdn.net/6030815/uploads/74DVYNBX4VIF/image.png
https://us.v-cdn.net/6030815/uploads/77NU0DHYXLQB/image.png
https://us.v-cdn.net/6030815/uploads/WH3GETDOYD8F/image.png
https://us.v-cdn.net/6030815/uploads/K7UZ4GWQDJWR/image.png
I know these aren't fully accurate, but interesting though!
Wow, u must have nearly 10k hours in the game?
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I don't know if links are allowed, if not please don't punish me :(
But you can track statistics track here:
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This popularity of Self-Care and Spine Chill really says a lot about how good most survivors are in this game.
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@DaddyMyers_Mori said:
Some of them rarely see their family, they don't get enough sleep, just so you guys can have these rewards.
Where did you get that information?
Stalker alert
I'm surprised so many people take it seriously lmao
So u really think they earn it to share with us? kappa
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@F60_31 said:
I feel Kindred is absolutely necessary for a solo survivor. Without it your teammates let you die on hook because they think someone else goes for the safe, and if a teammate is hooked you never know if you should run across the whole map to save him or if someone else is on the way.
I really think it should be basekit for solo survivors (minus the killer aura). This would help against many frustrating situations and free a solo perk slot.
Thanks for reading. :)
100% agree. SWF already have this info, why soloq can't?
I'm really waiting for them to add this so that all "but soloq..." arguments stop making sense, because this is literally the last thing that separates solo players from swf. Everything players will complain after about is pure skill issue (their or teammates).
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Even without new bots feature you should get ban starting from 30 minutes. Don't like the game? Don't play it. It's that easy.
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@MikaelaWantsYourBoon said:
After i read PTB changes, i knew she was going to be on good spot. She is really so good now. I am not playing for hooks, only mori. And yes, you can get a lot moris with her now.
it's kinda her PTB now, on live servers, because people still not used to take tapes, so it's pretty easy to mori now. Give it a month and everyone will know how to play with her power. But i really love how risks, power and counterplays mix up now, looks really fair and interactive for both sides.
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@mizark3 said:
I'm sorry but this is the equivalent of bringing Haunted Grounds and saying it NEEDS to be cleansed. You brought an RNG perk, you roll the dice. I do think instead of 5 hooks, the existing 4 should have semi-fixed RNG. Piece off maps into 4 quadrants, and only 1 Scourge can spawn per quadrant (ignoring Monstrous Shrine's basement hooks). This still could have Scourge hooks spawn at the bracket leg spots [ ], but then at least they are more centralized even in the worst case, and still always possible to reach 1 Scourge in the majority of circumstances. Indoor 2 story maps like Gideon and Midwich can instead have West/East and 1st floor/2nd floor permutations as the 4 quadrants.
>You brought an RNG perk, you roll the diceOh, really? Maybe if you reread the post, you'll notice that the whole idea is to make them just less rng dependent? How did it even come to you to compare this mechanics with one perk and where is the parallel here? If I say that hexes are also outdated mechanic that require update, will you compare them back to SHs?
And how do you imagine your suggestion to be implemented without making the location of hooks being constant? Do you remember that there are not only square maps in the game? Why reinvent the bike, and how will this solution be better than mine? It obviously not, for some reason you are just afraid that the killer will use the perks that are already in the game more constantly.
Well, yeah, guess you really love just to see 4 slowndowns every game just because there is no variety in killer's builds. (Yeah-yeah, i know all folks on this forum easily 4k with Unrelenting only every game)
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pov: your post lost because it turned out that in this game we have 10000 Sadako mains
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Funniest thing is that this addon exist in the same game where MFT exists.
Work hard to get 4% in endgame vs get a hit to have 3% whole game
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491566#Comment_3491566
Not going to happen. The OG Freddy nerfs prove that. I was never a good sadako but I can only imagine how hurt OnePumpWillie is.
I watch him currently, he is not so upset as you think.
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I think everyone overreact a bit. It seems to me that this is the case when it will be necessary to play for a month and make conclusions, because in general, I think these are good changes. Only things that requires changes imo:
- survivors need to go to the farther tv again
- better addon pass
- newspaper basekit
- undo watch nerf
Now at least I have a desire to play for her with the announced changes.





