indieeden7
indieeden7
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024933#Comment_4024933
At the very least, if someone is dead at 5 gens up there should be a large bonus to repair speeds. Everyone says tunneling is gross at 5 gens yet no one seems to want anything meaningful done about it.
Exactly, the issue isn't necessarily tunnelling altogether, it's early game tunnelling that is an objective balance problem, and that really needs to be BHVR's main point of focus, not extending basekit BT or the likes.
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IMO the devs should shift the focus from rewarding spreading hooks (for now) and instead focus on punishing explicit tunnelling. The last anti-tunnel PTB had something like this where if someone was dead before 6 hooks, gen repair speeds were buffed and gen regression was disabled. This iteration was certainly much too punishing on killers and allowed for survivors who went next to screw killers big time. That being said, I believe this solution to be much more feasible if adjusted properly, rather than adding new status effects, reworking perks, etc. as it just makes a game that's already complicated, even more complicated.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022036#Comment_4022036
Not always. There are many times it will get louder and he's not actually heading towards you, just getting closer.
Wouldn't this still activate Spine Chill? Regardless of whether or not the killer is actually headed specifically in your direction, Spine Chill would just be giving the same information
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022001#Comment_4022001
TR doesn't necessarily mean they're coming towards where you're at.
It getting louder certainly does
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@Blueberry said:
What we were asking back then was to just make it not work if the killer is Undetectable so it doesn't gut stealth killers who are already weak to begin with.
But changing the effect in that way still makes it a useless perk, you can already tell if a non-undetectable killer is coming towards you via the terror radius
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It's entirely down to the situation, if I know someone is in chase I'll usually just 99% and stay around gate, there's nothing worse than the killer holding you in a corner of the map only for your teammates to activate EGC and then the killer refuses to actually try and chase you down, instead just opting to prevent you from reaching the gate
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Great, missed a drop that I really wanted because I had the audacity to be at work during the livestream, that's fun
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Withered Isle maps were like this before the pallet update, this realm specifically features a lot of weak double pallets.
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This is just a physics issue, it's annoying but I cannot think of a single game that includes outfits with cloth physics where this DOESN'T happen sometimes.
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It honestly depends on the perk, personally I find any regression perks that cause me to scream to be infuriating for the sole reason that it feels obnoxious. Most others are just mildly irritating in most cases, but this can change depending on which killer is using them.
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@SAWII said:
I think you’ve Mandela Effect’d yourself OP. I don’t believe you could ever tell the direction or distance of the Huntress based on her lullaby.
You used to be able to tell both! They got rid of the directional audio ages ago, but from what I remember, the lullaby has always scaled in volume depending on distance, not very precisely, but it definitely scaled nonetheless.
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I imagine it just has to do with Haste stacking. It's strange that Hope is the perk they nerfed though, seeing as it's one of the only Haste perks that rewards survivors for achieving their objective.
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As much as I think the Devs don't exactly give the survivor side much love when it comes to health updates, I don't think that it's fair to say that they always give killers what they want. I do find it strange however that the Devs acted appropriately to feedback in this case, but ignored the feedback when it came to the recent Clown buff.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996793#Comment_3996793
pallets being unsafe doesn't matter if you don't play them and just predrop them for distance holding w
Making distance by running outside of the map boundaries? A lot of the pallets added are edge map.
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Would really like to see a Midwich variant that includes the streets surrounding the school
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993879#Comment_3993879
His post is in fact, not edited. Where is the red text saying he changed his post?
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Have you seen its regression speeds????
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Much prefer 1v4, it actually feels like my input when playing survivor matters, rather than have the killer call his buddy over to pinch me rather than actually catch me using any sort of skillful gameplay.
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The guide class literally got gutted this time around what are you talking about??
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Deathslinger is the easiest killer to get two taps with in this game mode, I'm not sure if they CAN buff him
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I really wish that they'd make it so Oni can only get his power through direct hits in 2v8, the Devs need to address things like this when it comes to a duo of two killers whose counterplay completely contradict each other as all it does is create constant lose/lose scenarios for survivors.
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Not being able to see anything past 3 seconds worth of distance is not better
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Is there like a single buff that could be made to Trapper that wouldn't just make basement camping uncounterable?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986089#Comment_3986089
So here's my question to you.
Prepatch, his haste was 10%, now its 12%. Can you explain how suddenly that makes him massively OP?
Was original MFT a balanced perk?
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983886#Comment_3983886
its less "us vs them" and more like "equalevent exchange". you want something, you need to give something in return.
An equivalent would be a survivor perk that removed killer add-ons and forced them to go back and pick them up if they wanted to use them.
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Side note to the thread's actual topic, but I really don't get why you now have to wait like 5 full seconds to actually see what number you roll, upon release you only had to wait about a second. Furthermore they seemingly removed (or at least made it so you can't activate) 3 of the potential 4 music variations that, again, the perk released with. All very trivial complaints, I know, but it removed a lot of charm from the perk.
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@ObsidianButterfly said:
I'm on the side that thinks map offerings should block that particular map from showing up.
But that also achieves practically nothing. If you use a map offering to avoid a certain map there are probably at least 4 other maps that have the same thing that made you want to avoid that first one
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Depends if you mean good as in good at chases or good as in good at winning the match. A good Singularity that focuses on chase is a tense and rather entertaining thing to face. Singularities that do nothing but monitor gens all match however, snoozefest.
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As others have said, you can't expect to be good with a killer after only three matches. Once you wrap your head around how the tentacle works mechanically, he can be a pretty punishing killer (assuming you don't get a map full of tall loops).
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For everyone saying that you aren't supposed to dodge them, I assume OP is referring to tome challenges requiring causing the killer to miss attacks. Which are, admittedly, stupidly designed challenges.
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Look, I know Franklin's isn't THAT strong of a perk already, but it really does exist just to remove game interaction. As such, I don't think it needs to be made so egregious.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954303#Comment_3954303
Object of Obsession still lights up if the killer is undetectable
Yes, but you were asking why the user would care that the killer could see their aura if they could also see the killer's. Against an undetectable killer, Object is almost objectively a hindrance of a perk, the killer may very well only be seeing your aura BECAUSE you brought Object. A perk that only tells you when your aura is being revealed would not run this risk.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954296#Comment_3954296
But if the killer is seeing your aura, why would you care that OoO is revealing your aura?
Not only it shows that the killer is reading your aura but you will see their aura as well
The undetectable status effect exists
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Feng getting skins super often was an issue ages ago, I don't exactly see it being an issue any more though, don't see why you brought it up
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I suspect we'll get something completely new next year. Which is a shame! I love the masquerade mode, even if it were just the cosmetics. I was hoping that we'd eventually get to see characters getting masquerade-themed recolours of their more formal outfits (think Sable's chrysalis dress) that would work well alongside the full outfits for characters that you'd earn through challenges. But I guess it wasn't to be.
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No, this would practically guarantee an escape every match
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Can you suggest any nerfs to SFW that wouldn't also hinder solo queue survivors that they may be playing with?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947198#Comment_3947198
So the doors are out of sight but you have aura on them, and the killer has to turn if they are facing away. Meaning you A:know where the killer will come from and B: the killer will have to turn around and alert you with the loud af footsteps. Where is the issue? Like if you can see the door you will not get surprised if you have eyes, and if the door is not visible you have a loud af audio cue to run.
Are we seriously expecting a tp on par with demo or dredge who absolutelly cannot surprise a sentient being because they announce their arrival with 7 bussiness days in advance?
Aura doesn't change when the door opens, Springtrap is currently invisible when exiting a door, and plenty of maps have ambient sounds that can easily drown out/muffle the sounds of his footsteps and the doors opening/closing
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946346#Comment_3946346
His stealth is technically essential to his character so its not exactly something to be removed. Losing track of Springtrap is the whole point as he ping pongs around the map and its not clear where he'll pop up next. Just like in the games.
Fair enough I guess, just can't say it's something I enjoy playing against
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I definitely agree with you but he hasn't really got all that good of a range on his power. If anything I wouldn't mind it if he had better range but remove his stealth.
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@toukent said:
what do you mean ever since the update? it's been like 1 day bro maybe you just had bad games lol give it time
I mean that I'd see people hard tunnelling maybe like once or twice a day. But it's been at least half my matches ever since the chapter release. If it was just Springtraps doing it, I'd get it, but it's happening regardless of the killer being played.
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If they made it so that Self Care couldn't be affected by other healing perks, I don't see why they couldn't change it back to 50%
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@bazarama said:
I usually don't tunnel but made an exception yesterday with a Kate who had windows, ds, head-on, sprint burst and a flashlight.
T-bag at every pallet.
I eventually got a 3k but I made sure she wasn't leaving alive.
Tunnelling is boring but sometimes it just has to be done with a toxic survivor.
Head On and Sprint Burst?
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@Nazzzak said:
Happens every time there's a new killer. People are still learning how to use its power but also want to win, so they fall back on that. It always settles down over time as people learn how to play or simply go back to a killer they're more comfortable with.
But the thing is, it's not just Springtraps. I've seen Ghouls, Singularities, Dredges, all tunnelling as hard as they can the second the match starts, it's really weird.
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Once the audio bug caused by interacting with doors is fixed, I'm sure people will use them at least a little bit more
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They removed going next only to make it a perk instead
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I can't say this will be my final verdict bc today is my first time playing him however having to go for orbitals to hit someone about three feet in front of you is not all that fun
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@[Deleted User] said:
Why would they change the color just for her?
I bet it'd look good on some other outfits besides.
I believe OP's issue with it is the fact that the blue and gold mask does not go well with her brown and red jacket. There are too many colours present, had the red been recoloured to blue, it would look much better.
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Yeah this is my main gripe with a lot of the masquerade headpieces. Orela and Sable suffer from it as well, if the headpiece features any sort of unnatural hair colour it should either be made neutral or recoloured to be in line with the masks themselves, same goes for clothing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943469#Comment_3943469
Because the feature was not designed to "skip" the end-game, but to allow players stuck in a match to have an exit door to their next match. So I believe only allowing people in need to use the option seems fair
But it's a positive in BOTH scenarios. The killer wins regardless and the survivor gets into another match quicker, there is no reason to be against this unless you want to make the survivor watch you kill them. And at that point, it just comes across as egotistical.
