jajay119
jajay119
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- jajay119
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"Playing against Xeno is fun though"
Think you'll be in the minority there, bud.
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Do you really think I as a solo Q player want to be on coms with a load of Toxic randos? No, thank you. Nor do I want the game to be balanced around it as it wouldn't solve anything.
The only thing that still needs to be done imo is to mimic the mobile version with a dedicated 'ill go for the save' emote and you're sorted.
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I've noticed a lot of questionable behaviour as if killers have aura reading perks when they don't. Today, for example, I had a blight who threw times beelined across the map for me with no aura reading perks equipped but who also seemed to play deliberately badly later in the match to let the last two survivors escape.
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@I_CAME said:
I don't know why they even buffed a killer that is almost universally hated. Like couldn't they have put that time into fixing nurse, hag, twins, etc? Something that would actually make the game better.
Nurse is pretty universally hated too.
To me it's more that they looked at him and thought 'this killer doesn't get picked enough' let's buff his most problematic asset which is what caused the issue in the first place.
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Ive developed a love for Sole Survivor. It's replaced Adrenaline as my go to end game perk. I play very team based and my other perks are always we'll make it and either Babysitter or bite the bullet. But on the occasions that I'm the last one I get fantastic value from Sole. I don't even bother trying to find the hatch anymore.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615023#Comment_3615023
There is far too much of them. It is no wonder people were overjoyed when they learned Sadako didn't have a chase power.
Anti-loop killers are okay, but an overabundance of them creates the problem of pre-dropping everything and holding W becoming something you see every match. And it is boring to the extreme.
Chases without mindgames aren't fun.
There may be tonnes of them but the vast majority of them are too unsafe for traditional stun/mindgame attempts now. There are too many pallets where by the time you've completed the drop animation the killer has read what you're going to do and just walked around the other side to get you. Either that or stuns are delayed so you still get hit, or killers are getting good at avoiding the stun.
This makes pre dropping better because at least in those instances you don't waste time worrying about the mind game that invariably won't work anymore.
So yes whilst I agree some maps have too many pallets theyre not a positive from a survivor perspective. I would say id like to see the amount overall reduced but a reintroduction of more safe pallets.... But that will also be a hot take for killers.
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Take chase more if you feel you can do it better without using pallets. If someone is being chased they're going to try and extend it as long as possible so you can do gens. The only way you can do that effectively is to use jungle gyms and pallets.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614296#Comment_3614296
My point is that one person can complete so much of the objective alone. Im not shifting the goal post, just pointing out how influence one player has on a team objective.
The fact the killer won in my opinion doesnt change how little was left for 3 other players to contribute.
You're not completing the objective alone though. The objective is to escape. If you're completing multiple gens on your own your other team mates are distracting the killer long enough for you to do it. Are you taking chase, unhooking, rescuing, healing too? It doesn't seem like it. They're doing all that. Try coming off gens and focusing on that and see if you feel the same.
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People saying dredge needs buffs need to play against him. He is one of the most obnoxious killers in the game.
He can teleport to any locker with seemingly no cool down
He can break locks off lockers negsting any survivor counter play
He can use the remnant to negate pallets and loops.
Nightfall is one of the most infuriating mechanics in the game because unless you have WoO equipped you spend most of your time running into stuff - especially in chase.
He can see your aura during nightfall when you're already massively handicapped.
He negates all locker based perks and if he's got BBQ equipped you know he's teleporting straight to you and you can't even negate it unless you have Distortion.
Honestly he's one of the killes in the game I would say has too much going for him.
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If it's anything like the camping mechanic it will be a 3 gen "fix" so I wouldn't get excited.
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They've put an appalling pointless jungle gym by the main building. Three walls all running parallel to each other. No vaults. No pallets. Wut? Main house has had no meaningfuk change for either side.
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Please for the love of god don't, but introduce a better way of solving the problem that doesn't reward an already problematic play style.
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The hooks need to be further away from each other. I know that'll be a hot take for many killers but when you can see two other hooks from the one you're on it makes matches so annoying and makes struggling and associated escape perks absolutely redundant. Survivors shouldn't be able to wriggle off the majority of times. It should be a rare occurrence. But it should at least feel fair. I don't even bother struggling anymore cause what's the point?
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@Pulsar said:
That's completely normal.
The first three gens are usually easy to pop. The last two are hard and That's perfectly fine.
Thank goodness someone said this. I would say 70% of games where two or three gens pop early on snowball in the killers favour at 2/1 gens..
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Gens are not too quick. They're already a chore at the current speed and as a survivor main I very rarely stack with other survivors on a gen. If you're struggling it's likely because you're committing to a chase with a player who has tried to distract you and is good at looping. Leave them and go after other people who are sitting on gens. The amount of matches I've had where three gens pop within 2 minutes is always because killers get tunnel vision and over commit to one survivor who they get obsessed with downing. Rather than expecting the game to be changed and made yet more dull experiment with your play style first.
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Scummy play begets scummy play.
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@Xendritch said:
Honestly the community is not the best at asking questions I wish they would do more developer updates instead so they can actually talk about things they're allowed to.
I agree. I got bored reading the AMA because all the questions were honestly so poor.
I've never really got the hype for OTZ. I don't watch him all that often, mainly for info on new chapters, but any time I've seen him have insight or input on the general quality of the game of how it should be i find them very hot takes and often one sided.
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I like to go against her. It can be annoying if the person who plays her is fan of slugging and using the traps too much. But I'm a fan of stealth killers in general
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399580/wait-beamers-are-killswitched-again
Perfect time to practice them flashbangs.
Also, SWFs now use blastmines. Stunning is still possible.
Flashbangs are next to pointless imo. I spent days trying to do the 'blind the killer' challenge and managed to get at least two FBs per match, sometimes three, and I got a successful blind using them twice. I've even blinded other survivors body blocking the killer to a hook (only once - I try not to do that and no light borne). Imo theyre too unpredictable.
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"Killers can play as selfishly or as altruistically as they would like" - BHVR.
Annoying but it's not a major issue for me.
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I do find it odd that given many perks have now become useless in the end game e.g. Decisive strike and OTR that people do open the gates so much.
I know killers don't like 99ing and there were plenty of calls for it to be nerfed. But now I think it's more of a valid tactic.
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I find it funny a lot of killers seem to think this map is Survivor sided, as a survivor I actually loathe it. It's in my bottom two with only Pale Rose ahead of it.
To me the problem, and a massive problem with a lot of the new and realm beyond maps, is the lack of variation. You always get the same one or two variations with the same gen placements, same pallets, same vaults etc. so even though the downstairs has some potentially strong areas they never are because the killers know about them and can very easily preempt what survivors are going to do.
A good example is the greenhouse window vault. Technically it should be a strong way to break chase but killers know where it is on every map and just head you off. Many times by the time I've vaulted and tried to run away theyve made it to the hole in the wall and head out in front of you. I think we need to bare in mind that good chases are supposed to discourage the killer from continuing and going to chase someone else.
Honestly I think with the current ideology seeming to be that BHVR want to make maps smaller they really need to compensate by having a lot more variation.
Badham has about 8 variations so it's always quite a fresh experience. Compare that to the likes of this map, Garden of Joy, Dead Dawg etc and its just a chore sometimes.
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All of that, plus I've had about 5 matches that have not been him since launch. Oversaturation is a massive issue.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595218#Comment_3595218
Imagine nerfing a killer who has no chase power because survivors don't know how to hold m1 on something that isn't a generator.
Imagine still claiming Sadako has no chase power as a serious statement.
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What's a drop vault?
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The distance between hooks and gens being fair is also questionable and also quite boring to play against. If they're making maps smaller they need to go back to the drawing board and try to ensure everything is better distributed.
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@NerfDHalready said:
you should be able to suicide on the ground if there are no standing survivors left aka if the killer is bleeding you out.
No you shouldn't as I feel this would just encourage it more for an easy 4K for killers which slugging as already seen as. Whatever method they put in should be be a discouragement not make it even easier..
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I like stealth killers like Michael, GF and Pig. I also like Demogorgon and Wesker as you can have some fun and exciting matches with them.
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I don't mind the reduction but the exhaustion effect was overkill imo
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Very glad to see Hawkins back. They kept that under their (sailor) hat.
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@BBTschak said:
When using Head On you can enter a Locker without noise. This has a cooldown of ~15 sec. No additional changes.
I noticed that Head On is the only exhaustion Perk that you have to use in combination with annother Perk (Quick&Quiet) to effectivly use in a chase.
This limits the use of Head On.
I think with this change you will see alot more Head On and it frees a Perkslot for something else.
There are alot of Maps with very few Locker and alot of them are in bad places.
When you get one of those bad Maps atleast you have 3 Perks and half of your Build is not completely useless.
TLDR: Add a mini Quick and Quiet to Head On (only for Lockers) with a cooldown so you are not forced to use Quick&Quiet everytime you want to use Head On.
What do you think?
People who use head on likely won't want to use quick and quiet anyway as it's generally something you use in chase or when you want to distract the killer and so need them know where you are. So, I don't actually think this will add anything to the perk those who use it will want. Plus, It also doesn't give you a silent vault which imo is the stronger part of Q&Q.
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And killers are 'exploiting' it to get no Terror radius; it's temporary and quite frankly a bit of fun spice the game desperately needed to mix it up a bit.
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Unfortunately yes it activates which is stupid in my opinion: it shouldn't activate within the killers TR. It's seems somewhat unfair for something you have little to no control over.
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Better Animations
Return to the OG horror aesthetic visually.
No daytime maps
A much better variation of maps and variations thereof.
Survivors with a set base perk and a smaller more impactful variety of interchangeable perks
Emotes in like with the mobile version
Look back button
Push to run /crouch
Secondary objectives
Most of this can be incorporated into DBD1 to be fair.
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Really surprised to see the CoH nerf not being mentioned unless my tired eyes have missed it.
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Let's take a killer that in the right hands is massively oppressive and make him more widely oppressive. Peak BHVR logic.
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I've enjoyed using the void to do a sneaky escape and pop up somewhere else on the map, so I'd be happy for it to stay.
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572246#Comment_3572246
Calm Spirit doesn't make them dead silent when they're on the ground it only suppresses the scream from being downed, so you can tell its Plot Twist when you get there
I don't want to waste my time getting there if I don't need to.
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@Chilli_man2400 said:
They should add fog to the map so from a distance you can’t see survivors but survivors can’t see you. Makes the map scarier and atmospheric
So basically go back to what the fog actually used to be like? It's virtually non existent now.
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"We added more pallets but less safe loops" is honestly the worst take the devs have had in a long time..
There is no point in even having a pallet if it offers no safety. The amount of times you can throw a pallet, only for the killer to have used the time it takes you to have done it to walk around and virtually be next to you by the time it has dropped is ridiculous at the moment. This is why pre throwing has become a meta; because using them to stun is absolutely a waste of time and a hindrance now.
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I don't know you're using it. I don't really want to waste my time coming off a gen and run across half the map to try and heal you when I don't have to. The perk needs a marker when it's active like others such as Prove Thyself, we'll make it and the boons do or thr aura of the character using it needs to change.
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The question is why aren't there more variations of other maps? Since the graphical update of maps BHVR have drastically reduced a lot of the variations. I think maps like Eyrie, Borgo, Haddonfield, Garden of Joy desperately need new variations cause theyre honestly so dull and predictable now. I like how varied Badham can be.
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@GannTM said:
I don’t see the devs making another boon any time soon. I think they see it as a failed concept. Circle of healing used to be about the only prevalent boon perk but I see it about once every 20 games or so these days.
I think the concept of boons didn't go far enough. They were all too samey in how they worked and useless in some ways. There should have been boons that worked without a radius, or boons that worked anywhere on the map but were temporary or a one time use etc.
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With the end of the regression meta and the nerfs to healing and gens its much more impactful to play stealthy now.
Plus, killers used to moan when a survivor would commit to a gen rather than run too - so you're never going to please everyone.
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@NoOneKnowsNova said:
I swear BHVR has forgot swamp exists T^T
I wish I could.
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The game isn't in a nice place right now. I've not played properly for about three weeks since TCM came out. I dropped in just after to have some light matches after Xeno came out to find the game had become even more unpleasant. Horrible killer attitudes are propagating horrible survivor attitudes at the moment and vice versa too. I just cannot be bothered with the stress of it at the moment .
I consider myself a very chilled DBD player. I don't care if I die. I just play for fun, but that's not been possible for me lately. I'm hoping I'll come back in a few weeks/months and it'll have changed. I've never been at thr point of taking an elongated break from the game before; I think because there's been nothing similar. Now there is, I don't miss DBD too much.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542081#Comment_3542081
not all of us are as aware as each other.
being disabled on egc was new to me
Cant wait for the inevitable NOED/no way out/blood warden + slugging meta that's inevitably going to cause.
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@Sadako_Best_Girl said:
The way I see it all they need to do is remove the exposed status effect and boost the haste buffs.
If you remove the exposed status effect then her drones become useless really.
She needs a cooldown. It'd solve everything.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538212#Comment_3538212
They've adjusted her twice.
That may not have worked, but they have touched her.
You'd never know. That's the issue.
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@whammigobambam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533615#Comment_3533615
If you're looking at Texas chainsaw massacre for quicker seamless vaulting, look elsewhere. It is a slough and most pc killers already have their attack button on a macros so to survive in that game you must avoid at all costs unless you're Ana or Leland then it's help your teammates or die with them. Matches are half the fun in half the speed of DBD matches and if you lead a great chase without comms be prepared to get left to die more often than in DBD.
This is nothing like my experience as a survivor main who tends to stick to Julie - so none of the 'tank' characters. No chases are not as prolonged as DBD, but they arent supposed to be. TCM is a stealth game at heart but even so it's much easier to lose the killer even in plain sight. It makes for enjoyably tense gameplay. Yes, You can die within seconds of a match starting from some beastly Bubba loadouts but you're out and into a new match so quickly it's never an issue. Compare that to the attocity of being camped, tunelled and slugged and its night and day. Overall TCM is a way more chill and fun experience than DBD right now