jeffkillsyou96
jeffkillsyou96
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- jeffkillsyou96
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457541#Comment_3457541
You never heard of the concept of "Greeding the Pallet" ? or are you just upset from the word greedy?
Made for This is candy for that playstyle incase you didnt know.
if a survivor is greeding pallets then lunge at them don’t respect if you know they gonna greed learn to play killer just like how survivors need to learn to loop killers need to know how to counter loops
just like how good survivors are going to be unpredictable you need to know what to do
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@Emeal said:
bHVR I dont understand why this Perk which is a PERFECT perk for Greedy Playstyles also need to have endurance effect on it?
I wish you would sit down 2 seconds and explain why you thought it would be fair and balanced?
Either way, I suggest you remove the endurance effect, it would still be a solid perk.
How is having a perk that requires you to be interactive with the perk greedy would you rather more healspeed/gen rush perks
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Lmao you really think being one shot at all times and being easier to find without certain perks too accessibleyou generally want to avoid being injured as survivor
also, can made for this be powerful yes but you generally need to revolve a build around it though and the 3% haste can buy you a little more time around loops if you know what you’re doing but that’s the thing you need to know how to play in order to get the max benefit from the perk
another thing should be mentioned is that bloodlust 1 alone is 5% haste and that’s basekit for every killer
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Learn to counter killers granted some are stronger than others but guess what I still managed and was able to loop this killers you claim are uncounterable it’s a difference of skill
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Well the perks aren’t the problem it’s haste perks in general stacking with each other haste perks shouldn’t stack
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Lmao I think this is an issue on not knowing how to counter legion
ps I main legion btw
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Well I used made for this and I’m getting around the same results I would get from any other games I play and from my experience using it with resilience and hope too btw killers are still able to get me just fine especially when noed is played
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i mean I think made for this is strong but it’s not op because last I checked any perk/add on that can cause exhaustion or even instant downs if the survivor keeps healing can counter it also perks/add one like noed give you haste status too so perks that can make you faster can help
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Sure this is awesome and while we’re at it let’s make it to where you have to pay a subscription fee in order to play as killer too along with paying for the game and unlocking killers you paid for
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441068#Comment_3441068
Mate I have clips where I have looped for 15 minutes straight and STILL survivors refuse to do gens. Please stop assuming it is a skill issue because it clearly is not.
Well that’s solo que for you but that has nothing to do with the camping and tunneling
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I can agree this can be powerful but the catch is they need to be injured and in the endgame all at once and being injured in general isn’t great unless you’re confident in looping
why do you think no mither isn’t played all that often unless to meme or challenges and I believe any killer would be able to down anyone running said build if skilled enough like with deathslinger aim or hag trap placement
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Use desperate measures if you want to reduce the chance of not getting grabbed off hook but I would like to see some other unhooking speed perks
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Well this is where perks like boiled over and flip flop comes into play I see so many people pull that crap off all the time but I never have any luck with it
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Inner healing value
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@Luckyfer said:
Yea,no,I'm not going to shy away from the forums bullying and I will speak my mind,no matter how wrong you think I am..
The following killers are absolutely busted/broken/badly designed and in need of nerfs/reworks.
-Trickster
-Artist
-Blight
-Wesker
-Knight
-Skull Merchant
-Dredge
-Nurse(no surprise here).
-Plague
Most of these killer are extremly anti looping and all over the place in terms of ability,making them uninteractive and the only way to beat/win is to extend looping time and gen rush...fun right?
Meanwhile Trapper places traps,but if he was made in 2023 he'd have a lounge attack and be able to jump like Hulk...I think you get my point.
If not,my point is that the previously mentioned killers are badly designed because they are overloaded while BHVR tried to make them as simple as possible results in them making this amalgamation of abilities and secondary abilities that confuse the hell out of anyone,and in worst cases(Artist and Trickster)you can't even win or hope to win,if you get spotted,you say "Yep,time to die"...
The only solution is gen rushing,but...they'll just have a build full of 4 perks for proggresion...because the chases are covered,if they're semi decent they'll down and ignore most of the loops,some of them,Artist and Dredge have information gathering abilities or traveling the map,that nulifies the need for aura reading perks.
In case of Whiskers he even has a Pig like slowdown secondary ability to slowdown the game,his infection.
I'm considering increasing the gen timer in exchange for some of these secondary abilities beign removed...and not reworked,like removed,or nerfing these abilities.
How to loop the following killers
Trickster: so trickster I wouldn’t say is op but inconsistent some loops that have tall walls are your best friend preserve pallets around them at all cost while the loops with short walls are more dangerous avoid them if possible and being in the open
Artists: when she uses her power to block a pallet then run to a new pallet or “hold w”
Blight: looping is your best friend avoid being in the open
Wesker: same as blight
Knight: same as artists
skull merchant: same as artists
dredge: same as artist (starting to see a pattern here)
nurse: the best is to be generally as unpredictable as possible so running around high walls then holding w when she’s in the stub animation and breaking site
plauge: lmao plague is trash if you’re really struggling against this killer than at this point it’s you who can’t loop
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Well imo I would say 40% of everyone’s game is dependent on map rng
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442461#Comment_3442461
3 survivors can complete all generators in 2 minutes while the minimum chase time without pallets and windows is 50 seconds,
Yes, given that the survivors can fix the generators faster than waiting in line, camping is definitely a problem.
By the way, how many anti-camping perks are in your build?
Well I run DM a lot so it’s harder to get grabbed when saving plus one of the best ways to not get camped is to not get downed in the first place I know that’s easier said than don’t but that’s why having efficient heal without others will always be strong like with self care for example on its own it’s bad but with a build it can be great
also doesn’t it take 2 mins alone for 1 survivor to complete a gen alone so how does that wotk
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442514#Comment_3442514
No offense, but then you need to go back to the drawing board with your idea. Stuff like that needs hard and robust rules, not some wishy washy "what if 4 survivors could escape like this?". As I said, for 2 survivors it might be viable, as to divert the killers attention between the basement and the remaining gens and to incentivise the survivors to do something other then stealth around the map, but everyone else should try their hardest to break the 3 gen that they got themselves into.
Well I’m not the gaming devs here and tbh I believe this can bring the basement a little more life and this can be reworked however something the new leather face game I feel they got right was adding multiple ways out other than just one object I understand there’s only 1 killer in this game but I’m not asking for multiple ways to open exit gates but maybe make the switch only available in those certain situations
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@Akumakaji said:
But why this extra escape strat for 4 survivors? 4 Survivors have actually a decent chance to break a 3 gen, while 3 or 2 survivors are utterly doomed in most circumstances. I could see something like this maaaaaybe working for 2 survivors left, so that the game doesn't revolve around hiding and switching lockers for 20min, but for 4 survivors? Yikes, just throw yourself at the killers and whittle away the gens progress, rinse, repeat or die trying.
this was just an example
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442384#Comment_3442384
So what if the killer got an endgame build, then? One of my most fun casual build is endgame Myers, ie Remember Me/NWO/BloodWarden/NOED. I play the entire game with essentially zero perks and just basic Myers and try to snowball as hard as possible, but especially focus on getting 4 hits on the obsession. Then when the last gen pop, I try to down as many of them as possible and hook a survivor at the 1/4 mark of the clock. Its tough, but every so often possible to keep the survivors busy, as they hate the idea of leaving one behind in an easy game that should have been an easy 4E. And then Blood Warden strikes and catches them all, while I nod to my hearts content :)
so what if they activated the exits and not fully power them
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442471#Comment_3442471
I understand, but this solution isn't going to work it'll just get abused by survivors, which is usually the problem with proposed solutions.
It needs to be fair for both sides, as both sides can 3 gen, not just killers. It's just not advantages to survivors atm, (they still do it to themselves a lot by messing up).
You'd just be flipping the problem to the other side and giving survivors another failsafe for messing up on top of hatch.
I'm not sure what scenario is meant by "2 man stand". So I can't comment on that atm.
2 man stands are where 2 survivors are remaining at there’s 4-5 gens left and the survivors are competing against each other to stay alive for hatch
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442471#Comment_3442471
I understand, but this solution isn't going to work it'll just get abused by survivors, which is usually the problem with proposed solutions.
It needs to be fair for both sides, as both sides can 3 gen, not just killers. It's just not advantages to survivors atm, (they still do it to themselves a lot by messing up).
You'd just be flipping the problem to the other side and giving survivors another failsafe for messing up on top of hatch.
I'm not sure what scenario is meant by "2 man stand". So I can't comment on that atm.
Ok so let me clarify somethings the switch should take 45-60 secs in the basement and the killer should get a notification of the switch being activated and it won’t fully power exit gates so it shouldn’t ruin endgame builds
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442384#Comment_3442384
So what if the killer got an endgame build, then? One of my most fun casual build is endgame Myers, ie Remember Me/NWO/BloodWarden/NOED. I play the entire game with essentially zero perks and just basic Myers and try to snowball as hard as possible, but especially focus on getting 4 hits on the obsession. Then when the last gen pop, I try to down as many of them as possible and hook a survivor at the 1/4 mark of the clock. Its tough, but every so often possible to keep the survivors busy, as they hate the idea of leaving one behind in an easy game that should have been an easy 4E. And then Blood Warden strikes and catches them all, while I nod to my hearts content :)
Well then you can camp the switch remember a survivor has to be in the basement for a certain amount of time then the exit gates still need to be fully powers
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442384#Comment_3442384
No the killer hasn't "lost anyway" just because there's 1 gen left. Idk where survivors keep getting the idea they are entitled to an escape and won the game already just because they're at endgame.
The killer hasn't lost till 3 survivors are out the gates.
I’m not entitled to anything lmao I just think that there should be an alternative to the gens in case of faulty map rng and to do something about the 2 man stand problems
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Oh no killers now actually need to play the game now instead of depending on cheese to get at least a 2k but at the same time here killers should get some sort of other buffs like base kit deerstalker and whispers and just remove those perks all together
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433874#Comment_3433874
Agree, I think that my idea above would be a good way to do it though instead of just making them straight buffs from each other
i wouldn’t mind it
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I can agree with 1 but no to 2 and 3
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well here’s somethings I do to reduce the camping and tunneling and i t bag a lot too as survivor
- loop better
- preserve pallets
- Don’t go for saves while injured what I like to do at times is 99 my health and run DM and resilience to have faster unhook speed then 1 tap and if I can’t I fully heal
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@Crowman said:
You're just creating the old hatch + key issue. This is not a good idea.
No the key wouldn’t effect the switch and it’s in the basement so it’s a high risk high reward gameplay
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@MrPenguin said:
I think this would just be easily abused by survivors. They could purposely 3 gen themselves on side opposite the basement and basically put the killer in a lose lose of "guard the switch we get the gens; guard the gens we get the switch".
Well if there’s 4 survivors left and 1 gen then chances are the killer lost anyways unless they have some sort of end game build or something
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Well what if the killer gets a notification of the switch being turned on
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Lmao no unless we gonna nerf killer lunges/ hit detection
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431181#Comment_3431181
What are you talking about?
Well here’s how you reduce tunneling and camping
1.learn to loop
2.preserve pallets
3.don’t use BT/end status to body block
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Well imo I think basements need a little rework to them rather than removing them all together
I would like to see a 2 way into the basement but only one way out that being the stairs and the other way would be a enter only like a trap door you can open to enter the basement but can’t go back out that way so the killer cant just camp the stairs when a survivor is hooked
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439061#Comment_3439061
Agreed, but tbh I'd rather they fill different niches, like how Alex's toolbox specializes in sabotage while engineer's specializes in faster repair, and commodious is duration
I wouldn’t mind either or just something that doesn’t make me feel like I’m wasting bps on getting higher tier med kits
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I suggested hex buffs and I got shat on
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Wow complaining about a killer in a survival horror game that’s too scary is kinda like complaining about a comedy that’s too funny
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433932#Comment_3433932
No, but not like it would matter lmao
Well I don’t like taking credit for something I didn’t come up with
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Lmao inf borrowed time I can’t stop laughing I see survivors already use BT to body block I can only imagine a swf acting like a wall with this BS
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How about something like from blood borne or evil dead the game where you can do a jump step dodge
but for real you shouldn’t rely on 360s to escape the killer learn to loop and learn to preserve pallets
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@JustAnotherNewbie said:
You don't bring hexes alone, you usually bring them with Pentimento or Undying, to protect them. I've had some games recently where killers bring a whole hex build and it seems to work great against solos. You can't just expect to bring one hex and, you have to bring the whole thing. Pentimento is strong and some killers are catching up to it.
This is the future for gen slowdown, people just haven't caught on to it yet.
So in order to have a hex I need a hex build
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433939#Comment_3433939
No we chanse BT to work on the unhooker
Can ask what killer you use with hex?
Legion
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so then do we remove endurance status when getting unhooked then tell survivors to run BT
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/376225/medkits
Exactly what I've been saying
But instead of a straight buff per tier, id rather have them fill their own distinct niches of Healing
For example:
Brown tier: Being the most economic option with only 1 heal at current speed (-33%). +25% speed and effeciency with no penalty while healing others. 16 charges
Yellow tier: Being the most balanced option, 1 and a half heal with slightly less than current speed (-35%). +30% speed with +45% efficiency and no penalty while healing others. 24 charges
Green tier: Being the quickest for self healing, but a large charge effeciency penalty (-50%) and slightly higher heal speed than default (+15%). +25% speed and efficiency and no penalty while healing others. 24 charges (however this is only about 3/4ths of a self heal because of the effeciency penalty)
Purple tier: Being the best for altruistic healing, but slowest for self healing albeit still possible, 2 self heals at less than current speed (-45%). 75% speed and 60% effeciency bonus with no penalty while healing others. 32 charges
Thereby making sure that while keeping the nerf made to them, they are different from each other
Then to make sure pharmacy gets properly adjusted to this, have the chest opening speed be constant regardless of health states, gaining a token each time you are injured from the healthy state that can be used to rummage through an opened chest to find a yellow tier medkit or above (with all 3 having an equal chance, with any green medkit you find already being equipped with the bandages addon)
I’m sorry did you make a thread like this and maybe a unique side feature per tier
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433615#Comment_3433615
I still think it is fair, if they find my Hex with a perk. that perk is taking space and I can just bring haunted ground if it happen too often
So I need to rely on a HG if I want to even have a chance of using a hex and even HG isn’t guaranteed
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@Milo said:
It doesn't give the killer an easy down tho...? Unless you're not moving at all.
It lingers for 30 secs after the killer hooks a survivor
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433155#Comment_3433155
Then they run a inner healing build. I have nothing agianst that build
Well if detectives hunch is used then the hex doesn’t last for long I would at least like some sort of merciless storm skull checks pass half cleanse of a hex or a side objective in order to get the hex
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/375807/hex-buff
The only thing's about hex and boon I would chanse is
you can't blesse a hex totem, to make hex more of a counter to boon
or
Killler break boon as base kit, nerf boon basic
and Hex spawn far away from surveiwer
And if survivors run inner healing build
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Ya and I wanna be able to drive the car to and run the killers over
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I would like to see this along with hex reworks