iphone_T
iphone_T
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- iphone_T
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Comments
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093243#Comment_4093243
this was days ago, and ive honestly changed my thoughts from then.
my reply was a couple hours ago and I’ve changed my thoughts too.
nerf Jason -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093265#Comment_4093265
Not at all, 13 percent is not that bad LMAO
13 percent only when they don’t hit anything. So you’re giving them 25% extra distance for 3 seconds of 13% haste when most of those 3 seconds is spent during the cooldown animation.
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yeah the add on they just nerfed so that whenever you do get the haste you get like 0.01 extra distance on the survivor.
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@Rokku_Rorru said:
I'm just puzzled at omg we introduced diminishing returns, now let's make Jason who can get like 20 percent haste as a ranged killer
Also BHVR: Lets remove Tricksters haste addon
Like make sensewhy are you over exaggerating so much? He gets like 4.5% haste, they just nerfed his haste add on by adding a no collision requirement and the fact his movement speed haste that makes him 4.6 is haste means because of diminishing returns he doesn’t synergies well at all with haste perks..
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091486#Comment_4091486
Im sorry i agree with Hooded on this statement. Jason is incredibly unhealthy and is in need of a nerf, basically no cooldown and even if he misses his spear he can just grab another one mid chase, he barely gets punished for his mistakes, and the extra haste he gets should not be there
you keep throwing the word unhealthy around when it just doesn’t apply here. Jason doesn’t bring any unhealthy gameplay like Krasue, nurse, or twins, it’s only unhealthy because people think being forced into chase is end all be all.
Jason unlike multiple actual unhealthy killers actually has counterplay. YOU get to pick who he chases and when he chases them. The spear hitbox is so small that it’s up to YOU to dodge the spear unless your animation locked. If he misses and goes into omnipresence YOU have the ability to trip him up and lose chase.obviously if you have no skill in looping and are nothing be a gen jockey I’d understand why Jason’s unfun but “Unhealthy”? We’re just throwing words around at this point.
strong? Debatable. Unhealthy? Absolutely not. -
@Pepalol said:
it feels unfair, for me at least, mostly because other ranged killers are 110% and Jason is 115%, 25 seconds haste effect that gives you 115%, and you can rebuff anytime you want, let's be real, he is 115%, with map mobility and long distance ranged attacks
if that's the case make ranged killers 115%, I don't think Jason needs a nerf.I think Jason can get away with being 115% due to his spikes potentially being unavailable and causing him to repath mid chase.
I think huntress should definitely be 115% when she’s out of hatchets similar to springtrap but I think making killers like slinger 115% would be a bit of an over buff to his chase power.
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why are we acting like there isn’t a killer counterpart to tbagging? W’sing and hitting on hook is the killers version of being toxic, not slugging.
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@pidgeon said:
w anonymous downvotes. There used to be 12ish per map now there's 20+ lol
made a bait post a couple days ago pretending to act like pallet density isn’t real and how stuns should last longer and the people who were upset at that kept getting downvoted. This forum is not real lmao.
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@Royval said:
more than that he’s a tunneling menace and the constant speed and haste he gets is too much
yes he’s so good at tunneling because he gets enough haste to uh make him a 4.6 killer.
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I don’t care if this is just the forum suggesting their usual survivor sided buffs, I want this change simply just for some shake up. It’s insane how this game has had only two S tier killers for years.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086372#Comment_4086372
they didnt revert it. there are absolutely more pallets per map than before.
i genuinely have no idea if you are being serious or rage baiting because this doesnt seem like this can be a real take.
i can get not feeling the pallets arent overpowered, its another thing to say they are still weak.
alright it’s been a couple days so I’ll come clean.
I saw someone who comments on a lot of discussions on the forums saying the most craziest things like “pallet density is a buzzword that isn’t real” and was curious if that type of mentality was popular on this forum so I made this bait post.
Thankfully the comments vocally disagreed with me but the fact you guys have that amount of downvotes makes me lose hope in this place being a proper outlet for feedback.
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god forbid artist place a crow but iri bubba can just kill both the unhooked survivor and unhooker lmao
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@HexSlugged said:
did my guy just say pallets are VERY scarce?
did my guy say pallets are easy to bypass?
yes. We were supposed to get more pallets but killers complained and that change got reverted but they still just throw the word “pallet density” around as a buzzword when it’s a either they’re bad at playing around pallets or they’re just dealing with bad rng. Outside of main building, shack, and the map specific tiles it’s just a couple of weak filler pallets that can barley chain.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086302#Comment_4086302
To be fair, the fact that it doesn't spawn at the start of the trial is a benefit, not a weakness. The problem with hexes is that they can very consistently be cleansed before they do anything because of survivors spawning near them or stumbling across them while moving to the first generator.
A hex that takes a bit to spawn is stronger than its peers in this regard.
This still doesn’t make it good. Yeah it’s not gonna be like ruin and get insta cleansed but the problem is it CAN get cleansed despite it being not worth the value to be a Hex. Have the same problem with two can play but atleast that can be re lit.
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@cogsturning said:
Part of endgame as killer is thinking about the best way to do things. If the person has no hook states than hooking is often not the best idea. If the basement is nearby, you have a better chance of defending the hook. As it is, some killers are very difficult to rescue against, and if survivors aren't coordianted they can blow it and flip a win into a loss. Killers already get no anti-camp, and most useful survivor perks are disabled in endgame.
End game kills aren't supposed to be free. If you have 2 or 3 people left to perform the rescue, you probably don't deserve it.
it’s hard to work hard for something impossible lmao. There’s zero point in hooking a survivor you downed in exit gates as they’re always going to be able to get due to hook density combined with endurance, and then that endurance will in turn be used to take a proc hit for the rescuer.
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can scared of the dark get some touch ups? Whole activation requirement that takes awhile all for an effect that needs another activation requirement that isn’t that strong and can be permanently disabled by survivors? Perk should either have the activation requirement removed or just not be a Hex.
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Honestly think disabling it when exit gates are powered is good enough. The main issue with MFT is it’s pairing with hope which that change would fix.