glitchboi
glitchboi
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- glitchboi
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I can't believe they actually made a giga killer mode and tiny survivors work. Maybe BHVR has been recoding DBD step-by-step in order to make this possible.
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I honestly still think the issue is the .4 second buffer of the flashlight saves rather than Background Player. Many flashlight saves and flashbangs feel pretty undeserved when the timing became more forgiving.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/409885/lightborn-is-so-good-right-now
hey hey hey what the first rule of enjoying lightborn?
RIGHT we dont talk about it and we absoluttly dont gloat with it! do you want our lord and savior to be nefed?
there are already more then enough talks about lightborn in the past few weeks…
The first rule of Fight Club is: you do not talk about Fight Club.
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A cool idea for Hoarder I had is to make it so that after hitting a survivor wielding a non-limited item by any means, they are given the Incapacitated status effect. In order to get rid of it, they have to drop the item and the status effect goes away immediately. The Entity blocks the dropped item (similar to the old animation with Franklin's Demise where it takes the item) for 20 seconds. The killer is also able to see the aura of dropped items map-wide, working as a tracking device in a way. If used with Franklin's Demise, Hoarder will not activate the Incapacitated Status Effect because the item was already dropped.
For its old effects, buff the chest and item pickup notification to be map-wide. Keep the ability to add more chests to the trial because it adds more opportunities to actually track survivors when they open chests.
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Machine Learning is probably one of my favorite perks in the entire game. Gives you a super mode once a survivor decides to complete the generator you regressed. It could use a buff though. The change I'd make to it is to make it so that after kicking a generator, you can install something onto a different generator like Blast Mine with some sort of Active Ability button, and once that generator is tagged you can still kick other generators without worrying about losing Machine Learning on that one.
Forced Hesitation is a cool perk but hard to get value from due to the limited range. It's very situational, but very satisfying to take advantage of. Probably his most powerful perk.
Genetic Limits is a perk that is difficult to tell if you're getting value of to begin with, so it's not really a good perk. It's outclassed by Mindbreaker as an anti-exhaustion perk because you can always tell if you're getting value out of Mindbreaker when the survivor gets forced off the generator. It's still got good use though, like forcing off survivors that heal, and unlike Mindbreaker you can't wait out the long Exhaustion duration, so it can very much be a good perk with buffs.
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It reveals them so long as you channel the map. It's not passive like Empathy is, you have to channel it directly.
Other than that it's basically just a Rainbow Map that makes you bleed and shows injured survivors. Still a cool event item though.
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Congrats! Bet it was a long way to go there. I'm still on the journey to P100 Hillbilly!
@KaTo1337 said:
Welcome in the club.
All we need now is a FREDDY-UPDATE!
We will fight till the end of our career as dedicated Freddys.
Perhaps the dedication towards Freddy shall show BHVR how much we want a Freddy Update. It's been 5 years…
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Waste of an 800% bloodpoint bonus, shame. Some killers seem to give up when 1 gen is left with 1 hook, I say never give up because the game can potentially shift in their favor.
I'd just do totems to get as many bloodpoints as possible while she AFKs.
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Probably mid A tier. Chucky can guarantee hits if you charge up Slice and Dice at the right spots, combined with direct spacebar Scamper. He's very similar to Spirit where he can consistently get downs, but takes a long time to do so due to being 4.4m/s and having a long cooldown.
I do wish Chucky's kit was built around chaining Slice & Dice by vaulting windows and having that double the duration of Slice & Dice, would give him a unique form of mobility. Vaulting with Slice & Dice resets the duration of it, but chaining is too difficult due to tile spawns.
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@BlightAbuser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688930#Comment_3688930
To be fair, I don’t do this often… but 90% of the teams I go against bring the strongest builds + bt in a bottle, needles, BNP etc… so what’s the difference?
I dislike going against Blights that stack 4 slowdowns and double iridescents as much as I dislike going against hyper sweat squads with BNPs, Background Player, Flashbangs, Bottled Time, and syringes. There isn't a difference between them.
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Blight is fun to go against… until he stacks the sweatiest add-ons and slowdown perks. So it's not common to enjoy playing against Blight because most of the time they stack an S-tier killer with the strongest things ever.
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It's the main reason I don't like going against Xenomorph. I wouldn't mind the guaranteed hits through windows and pallets if my solo queue teammates would actually set up turrets in loops with me instead of using their off time towards cleansing dull totems or putting turrets next to stations and calling it a day.
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Freddy in general is stronger than given credit for. He's one of the best users of Pain Res + PGTW because of his generator teleport. Being able to fake the TP is another decent slowdown ability, using BBQ to tell if the survivor is staying on the generator or fleeing and taking advantage of that to go for another survivor. Rapid + STBFL is incredible for him too because one of his biggest weaknesses is survivors holding W, and both of those perks allow Freddy to use his snares to his fullest potential if the survivor doesn't have enough time to make it to a better tile. The snares are pretty situational though since you have to land a first hit on the survivor first, but once those snares start working Freddy can be tough to outplay.
Pallet Freddy is probably the weakest killer in the game though, especially with the newer maps not allowing for placing pallets until they get broken. Snare Freddy is decent.
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Hope they don't remove the bloodpoint bonus for Distressing.
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The new DS will allow survivors to get away from top-tier killers like Blight and Spirit (sans Nurse) after being tunneled in order to run towards a tile that'll allow them to waste the killer's time for more DS value. It'll properly punish every other killer for tunneling.
DBD should not be balanced around tunneling, so hopefully Decisive Strike entering the meta again will combat that. Reporting for tunneling is undeniably petty, but don't be surprised that people are being upset for a playstyle that is notoriously annoying and unfun to play against.
On the topic of the gen speed builds, there are perks to combat against those currently in the meta. Plenty of variety too: Pain Resonance, PGTW, Dead Man's Switch, the new Grim Embrace, and Surge. On the other hand, there isn't much to consistently counter tunneling. Off the Record can be immediately consumed by just hitting the unhooked survivor and then tunneling them out as they get no value out of OtR. Made for This, a perk not even intended to be anti-tunnel, is unreliable against killers that wait out the Endurance. That's two inconsistent anti-tunnel perks, and five reliable gen slowdown perks.
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Surv:
- Yun-Jin
- Ace
- Dwight
- Yui
- Bill
- Claudette
- Jeff
- Kate
- Steve
- Felix
Killer:
- Blight
- Clown
- Nemesis
- Hillbilly
- Pig
- Wraith
- Cenobite
- Trapper
- Executioner
- Demogorgon
I used to be a Blight main so I played him pretty often. Some days I'd go playing no one but Blight, even at the time he had a lower POV.
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This removes the need of the hilarious counterplay of dropping the survivor then immediately hitting them to waste their Adrenaline. It was really funny to pull off, yet pretty damn effective.
This nerf isn't really needed, to be honest. Having a perk slot unused just because you happened to be unlucky being on the hook as soon as the last gen got done only for Adrenaline to not do anything at all is quite the shame.
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Hugtech had to go. There was definitely mastery for it, but the hugtech had a low skill floor that was more than enough to do the job. After some thought however, I do think his flicks should stay though because they allow skill expression for both sides and they're extremely satisfying to pull off and outplay.
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I have mixed feelings about the Twins update. Part of what I enjoyed about Twins was being able to use both Charlotte and Victor to down a survivor by having a survivor latched onto by Victor. It felt unique and it was one of the things I enjoyed about Twins. We'll see how it goes in the PTB next week.
Seems like hugtech is being removed. Interesting...
Haddonfield having reduced deadzones is great to compensate for the annoying houses. Looking forward to it.
DS change is more of a bandaid fix, but I'll take anything at this point if it means somewhat better anti-tunnel.
Adrenaline was fine as it was, it didn't need a nerf. Solo queue is about to be more miserable.
UW seems like a buff, but the Distortion meta hard-counters it so I guess it's an okay change.
I don't pay attention to my Grade often but whatever helps me reach Iri 1 faster for the rank reset reward.
I like the minimalism of the new store page and being able to access collections more easily. Solid change.
Archives, fine I guess?
Yeah, not a lot of stuff to talk about here. Kind of an underwhelming developer update but hopefully the Twins rework turns out to make them better to play as.
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It's mostly the speed part of the Iri Tag that's broken. The rest of the effects are mostly fine, but the fact that you can combine +20% more speed with the rest of the effects is pretty busted. Move the 20 degree look angle to C33 and rework Iri Tag completely... again, or reduce the max charges of Iri Tag to 2.
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Eh, why not, anything to make Third Seal somewhat more viable since it's kind of a sad perk atm. I'd also like for the token system to be more than just a counter for how many survivors are inflicted with Blindness, no clue where to go with that though.
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I'd put Pyramid Head in S tier (or even higher) if he wasn't so clunky. Fix his wind-up animation already!
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@supersonic853 said:
Honestly its probably the one perk i could see still having no duration personally. Its a bit of work and just sucks now with the duration.
@sizzlingmario4 said:
It should just be reverted. It was the one perk that should’ve been exempt from the mangled changes
Pretty much this. I don't know why BHVR went with complete consistency with Mangled, they are completely capable of making Mangled last indefinitely until healed, proven by Myers' Exposed status effect lasting indefinitely in the status HUD until his tier 3 runs out. GoP is the one perk that shouldn't have been affected by the Mangled changes.
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Xenomorph I say is more powerful, especially with double turret resistance add-ons. Xeno can guarantee hits through pallets and windows if within the range, either Xeno tail strikes them or the survivor doesn't vault or drop a pallet and they get M1'd. Xeno is also not as map-reliant as Unknown, who relies on maps with less trees in order to use the UVX in longer ranges, or maps with good bounce potential. Turrets aren't that big of an issue since you can destroy them outside of chase, and destroying them during chase doesn't punish you that much. Finally, Xenomorph has mobility that is easier to rely on for getting to generators, and a built-in tracking ability inside of tunnels being able to see survivors' footsteps as a bonus.
As for who I find more enjoyable and fun to play as, easily Unknown. Learning lineups with his bouncy projectile is incredibly fun and satisfying to pull off when they hit survivors. Xeno's tail doesn't feel as satisfying because the hits feel guaranteed, while Unknown I feel like I put more effort into actually getting those blast hits. The teleport also feels great, kinda like Hag's Mint Rag in a way. Not as consistent as Xeno's tunnels, but they feel good to use.
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Hot take, but Dead Man's Switch.
Pain Res and DMS isn't necessarily OP, but then it circles back to scream perks where the generator is forcibly blocked. The perk feels like unhealthy design, especially when you're queued up up with teammates that don't know how to counter Grim Embrace + DMS, and is ridiculous on Artist because her power forces people off of generators from infinite range. It's a perk that was originally balanced around hooking the obsession, and removing such limitation lead to some ridiculous perk combos.
The way I'd change it is to bring it back to its Obsession roots and buff it back to 45 seconds. My proposed addition is to make it a token-based perk. After hooking someone that isn't the obsession gain a token, and for the duration the survivor is hooked, the obsession is given the Oblivious status effect while they are doing a Conspicuous Action and lingers for 5 seconds after cancelling their action. After hooking the obsession, , if there is a token available, it is consumed and for the duration that the survivor is hooked, generators are blocked for 1 minute if survivors let go of them. The perk has a 150 second cooldown between generator blocks to prevent people from taking advantage of it by tunneling.
Basically, the old DMS but with bonuses.
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Dark Coldwind was peak. I miss the aesthetic of these maps, gave DBD a charm like no other.
@GeneralV said:
May I add my favorite map in the game?
https://us.v-cdn.net/6030815/uploads/UMQMWWD5SSXJ/image.png
I miss those maps so much, my friend.
We absolutely should have the option to choose which version of the maps we want to see in our games. DBD supports people playing on the same map with different lighting, so why not give us our maps back?
Current Lery's looks like it's intentionally supposed to be built as this haunted hospital attraction. Old Lery's actually looked like a real hospital. I still like Lery's but old Lery's has a charm that the current one doesn't.
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Think the buffer for flashlight saves just needs to be tuned down like how it used to be. Flashlight saves felt far more rewarding and satisfying when you had to master the timing.
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I could list a few.
Knight desperately needs Map of the Realm base-kit, for sure.
Singularity moreso needs QoL changes with the biopod launch range and which areas can be biopodded (I swear there's so many areas that could have biopods but you can't launch any on them) but I'd also like to see his wake-up time reduced a bit OR Somo Photo base-kit one way or another.
Dredge should travel faster outside of Nightfall and there could be some better locker spawns.
Finally, maybe... Deathslinger? Reload time should be reduced and maybe give him back his 24m terror radius.
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Think he was only really popular because Chucky was the latest killer that launched at the time the pick rates were shown.
In my opinion Chucky is just really boring, there's little skill expression for both sides. He's basically a free Oni dash that only injures survivors, faster to activate, easier to see survivors during the dash, and can only be used once per 18 seconds. Since he's 3rd person, he has a much larger field of view than the rest of the killers and is ridiculously easy to mindgame with. If I want to continuously learn, I would just play Blight. His curve hits are far more fun and satisfying to land, especially with bump logic. If they kept Chucky's 180's, I may have a different opinion about him because he'd have a much higher skill ceiling.
Scamper also sucks, literally free down behind pallet simply by pressing spacebar.
It's a shame because Chucky is my favorite horror slasher of all time. His voicelines are spot-on, his model and cosmetics are excellent, but his gameplay is just so lackluster.
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@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682489#Comment_3682489
The issue is that all those options already existed BEFORE nerfing them into oblivion. People aren't suddenly going to play hit and run now that the perks/add ons that enable it are objectively worse, they're just going to not use those perks.
What I meant is that people who run Sloppy Butcher are likely to exclusively play hit & run playstyle because it'd be worthless to spend the time downing, carrying, and hooking the survivor only for Mangled to deplete during the durations that they are in chase or immobile. It's the only efficient way to use Sloppy now that it's timed. People who play normally aren't really going to run Sloppy anymore.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682507#Comment_3682507
It is 25 + 5 though which is a huge buff from the current version...
I kind of just based it off of my idea of just removing the warning altogether and keeping the durations the same, probably should have made that clearer so I apologize.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682485#Comment_3682485
Depending on where you are you would need a really strong window setup to loop the killer until it's duration runs out.
And the pallet would need to be a god pallet otherwise the hit is quite safe,unless you get a stun... Because the killer can force a pallet vault and get a down because of the pallet breaking Immediatly.
You'd be surprised how short 20 seconds is. It's enough time to make enough distance to a window or undropped pallet after getting hit, with the rest of the seconds going towards looping the tile. It's also a perk that'll only really be effective on M1 killers because many other killers are capable of playing around pallets without the need of the pallet being broken.
Dissolution is a perk that on paper seems powerful, but in reality it's not as good as it sounds.
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New Mangled basically encourages hit & run playstyles for SB and Mangled add-ons. Not to mention Sloppy was one of the last meta-worthy general killer perks, meaning that's -1 points for making this game accessible for beginners.
Hope to see Mangled at least lock-in when the survivor is downed, picked up, or hooked, that way downing and hooking survivors is still very much encouraged.
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Aaand another reason why we need teammates' perks to show in the lobby already.
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The warning absolutely needs to be removed for sure, especially with the WoO meta where survivors will just go for windows or undropped pallets when they see the warning.
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I still would like to see a brown add-on that shows the drone beams for inactive drones in a white color similar to what survivors see when they are immune to the beams.
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9 bottle Clown probably isn't an issue but I would like to see Cheap Gin Bottle reworked as a new add-on now that 6 bottles are base-kit, perhaps becoming my old favorite Clown add-on, the old Garish Makeup Kit. Same goes for Iri Pinky Finger obviously.
10 hatchets is too much and lessens the need for Huntress to reload often. Hatchet amount base-kit buff is fine but you have to change her inventory add-ons to compensate. Still would have been far better to add more lockers to help Dredge and Trickster but it is how it is I guess.
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Honestly would it be too harsh to make Ultimate Weapon a Hex perk? It has about the same power as a Hex perk and it could easily be compensated by showing the auras of survivors that scream for 5 seconds and reducing the cool-down.
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So basically if Xenomorph played like Nemesis. Sounds pretty cool, especially for the bloodpoint bonus.
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The irony that the one slowdown perk to drop happens to be the weakest one.
The perk relies on Huntress Lullaby in order to actually work to its fullest. If Lullaby is gone, there goes Undone as well. The best value I've gotten from this perk is ironically from Freddy of all killers because his kit encourages survivors to fail skill checks so they may not bother to hit Overcharge or Oppression skill checks.
The build I used for him consisted of Undone (duh), Surge (to avoid damaging gens by kicking them,
and survivors that explode generators from Surge grant 3 tokens for Undone iirc), Overcharge, and Oppression (solid duo to get 6 tokens instantly, it's worked plenty of times for me). Add-ons are Green Dress and Blue Dress for maximum skill check penalties. I've never gotten more than 15 tokens with this build, but it's the best that I've gotten consistent value from. Use the cooldown to your advantage by kicking generators with Overcharge to prevent the newly obtained tokens from depleting. It's not his best build and Undone is still a terrible perk, but Freddy is somewhat viable at using this perk.Soul Chemical on Blight with Undone is also quite interesting.
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Custom games absolutely need to be truly custom. You've pretty much summarized exactly what I wanted lol.
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DND Vecna in particular.
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In my opinion, being unhooked should grant Mettle of Man's form of Endurance for 7 seconds and unhooked survivors should not have collision for that duration.
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Unless you're running Coup de Grace, Soma Photo for Singularity. I've tried so many games as Singularity without this add-on to little success. Coup is his best perk if you're not running Soma Photo because you can insta TP then hyperlunge through a pallet.
Also, Swift Hunt for Wraith. Trying to use his anti-loop without a single Swift Hunt add-on is a death wish that you might as well play hit & run Wraith. Swift Hunt is what allows you to play Wraith like a chase killer because of how slow Wraith is when uncloaking (I want the old speed boost back) and makes him 10 times more enjoyable to play as, while encouraging a playstyle that is more fun to go against.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679385#Comment_3679385
Yea the Self Care one is pretty neat, wish more Perks were like this, imagine a basement Perk that would work like Head-On (activates after 3 seconds in a Locker) and it would tp you to the top floor of the basement (into another locker), that would be so cool haha
Oh my god that's genius, would be fun to take a more scenic route per say to escape from the basement. Leading the killer to the basement only to TP to the top floor would be pretty fun.
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Urgent matters but I'll probably just disconnect for those. It's happened a couple of times where I just AFK in a hurry.
Never giving up has paid off for me plenty of times, there have been miracles where I still manage to 4k even at my lowest of points in the game because the survivors let their guard down on me.
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It's kinda like how Lethal used to be a full one-time use perk, then got the added bonus of extending aura durations a bit. It's nice to have perks that despite being one-time use or without guaranteed effects have their own bonuses to them.
All of Sable's perks except for the Invocation one (at least they tried something new) are pretty damn solid. I love the self-care one.
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If this is an EAC issue and not just Apex then I'm hoping for the Blood Moon event to be extended. This is rough
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Honestly Artist should have some sort of directional snap to snipe from different floors. Might make her really strong on Midwich and Game but it would make her kit more interesting.
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He got boring fast. It's a shame because I love Chucky, easily one of my favorite slashers but his kit is just so awfully boring. If they kept his 180 flicks he'd have something for me to try to learn and would be a killer I'd play a lot, but his skill ceiling is so low that I might as well just play Blight if I want to actually keep learning and get cool flicks.
