jmwjmw27
jmwjmw27
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Windows does not need a nerf. If you as a killer have an issue with survivors knowing where pallets/windows are or knowing which pallets their teammates have used, that is a skill issue. You should not be relying on your opponents not knowing the map to win unless you are a newer player who cannot play around pallets. The issue of "shift W predrop is too strong" and "but what about the game" are actual issues but ones that are not related to Windows but rather core of the game, that should be fixed in another way. If weaker killers were able to play around the stronger pallets with at least a little more efficiency, and the game map was nerfed, windows would not be an issue at all.
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It's funny and sad how many people in the replies are trying to invalidate or deny OP's experiences or blame him (are you sure you were being tunneled, are you sure it wasn't justified, how can we believe you) as if tunneling doesn't happen on a large scale at almost every skill level. OP, I'm sorry this is happening to you, a lot of killers will recognize when someone is a "weak link" (the easiest to chase) and will tunnel you out. This does ruin the game for a lot of my friends that I tried to introduce to the game as well. You can run perks to make it easier, but ultimately the only way to not get tunneled is be too difficult to chase, and even that isn't perfect. If you're not having fun, you can try playing something else. I for one appreciate you leaving your feedback here for the devs and wish tunneling was at least somewhat addressed so I could get more of my friends to play this game with me too.
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There are plenty of unwritten rules for survivor. No need to make this about us vs them, people have complaints (valid or not) about many playstyles on both sides.
Here are some examples of rules killers have that I've seen complained about (or resulted in sudden aggressive BM/camping/tunneling/slugging for doing):
- Stunning the killer
- Blinding the killer
- Saving a teammate with a pallet, head on, or flashlight/flashbang
- Sabotaging hooks
- Holding W
- Hiding (not ratting in a 2v1)
- Using deliverance
- Completing a generator in the killer's face
- Using a certain perk (boil over, boon, dead hard, unbreakable, decisive strike, off the record, reassurance)
If we want to consider a survivor "rulebook" and consider things the majority of players disagree with or dislike, then I would say the following easily make it in:
- Bringing map offerings
- Playing with others in a survive with friends (regardless of using voice chat)
- Using voice chat with others in a survive with friends
- Attempting flashlight/flashbang/pallet/headon saves
- Using endurance pickup strategies like FTP Buckleup or WGLF Made For This
- Going down under pallets with Flip Flop Power Struggle
- Forcing grabs out of lockers (with DS, or to counter slugging, or to counter powers like Oni)
- Taking hits for teammates after being unhooked (see also: using anti tunnel aggressively)
Acting like killers don't have sometimes unreasonable expectations for survivors is just silly. Both sides can be entitled. And a large majority of the killer playerbase does not like the above things (especially SWF and bold altruism) and will complain or try to ruin your game for it, or rage quit.
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If they made it so respawned hooks that a survivor was sacrificed on are no longer scourge hooks I would have no issue. Pain res + tunneling is extremely effective. Without that, it doesn't really matter all that much if hooks come back unless you're playing a sabo build, in which case bring stuff specifically for that (breakdown, add-on, saboteur)
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@Crowman said:
As for "slugging isn't interactive"
Slugged survivors can still move. Your teammates can still pick you up or position for a pallet save/flashlight save.There's plently of basekit counters already for slugging and survivors even have perks to help against it. Such as Unbreakable, We're gonna live forever, Buckle Up, and For the People.
Slugged on the ground for a minute isn't even a hook state worth of time and is only 1/4th of the total bleedout progress. If your teammates are not pressuring gens nor rescueing you from the dying state, that's the fault of the survivor team.
I mean, slugging isn't interactive.
Imagine if you as the killer had chemical trap applied to you permanently. You can still chase right? You can still attack and move. Is that fun? Are you realistically going to be able to do anything to meaningfully interact with the other side or progress your wincon? No.
Slugging for the players being slugged is boring if you don't have power struggle or a way to pick yourself up. You crawl and/or hold left click while moving, and the only time any of this is exciting is when you're inching toward an exit gate or hatch and the killer is coming. It is very boring. Same with incapacitated status effect where survivors do almost nothing, which is why it was removed from Eruption (and why Eruption was the most hated perk at the gen kick meta time) and is now applied very sparingly.
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I agree with what everyone's already said that no killer should get nuked from orbit like skull merchant (if anyone, she is the only one that should be treated that way).
However, as a Blight main that likes to play against Blight I somewhat agree with OP here. Specifically, Chucky's power comes off cooldown VERY quickly, such that you have to spend a lot of time in your chase pathing behind/around specific objects to prevent a potential slice and dice. Unconventional pathing to dodge a killer power or prevent its use is nothing new and I love chases against Blight where I can do this, but the difference is Blight has a significant cooldown on his power once he uses it, and it's very clear when he uses it. Versus Chucky, I feel like the optimal play and what I have been doing is just always running to places where he can't slice and predropping pallets (which is basically hold forward → pallet → hit → run → downed). If they pre-turn for a slice I can dodge it, but it's an easy hit if they don't.
I don't really know what should change though. Current Chucky is still miles better than the old one that basically ignored pallets. Maybe I am skill issuing and don't know the right play versus him. I've played him a bunch and it seems like what I have been doing is the best counter, but it's not a very good strategy and it's really easy to get zoned if you try to dodge.
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@FrenchBagels said:
There’s outrage every chapter because people like to nitpick hypotheticals that don’t exist. Remember Blood Rush in PTB? Good times.
I remember when people complained that the original PTB version of Any Means Necessary would break the game.
To be fair, you could infinitely stun a cloaked wraith with that perk on the PTB, but that was the only part of it that was ever busted.
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@SipSipSip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797688#Comment_3797688
No, we won't. Distortion is only as popular as it is now because it's from a free survivor. Not everyone can access or is willing to drop five dollars for Laurie just for a single perk.
Yes, I think we will. Distortion may be on a free survivor, but usage rates are way more often determined by what's good than what people can afford.
For example, DS was meta for many years and had an incredibly high pickrate despite being on the same paid character (so many people will have it), BBQ was meta for many years and also had an incredibly high pickrate despite being on a paid character. I can't think of a single time a perk was meta on a paid killer or survivor where it wasn't used a lot.
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I think the only additional nerf needed is something to lopro. That add-on is incredibly good with no downside.
I'd suggest that the pallet breaking effect remains, but if you use it to go through a pallet and hit an injured survivor, they go into deep wound and don't go down (so you can injure survivors with it but need to hit them three times to go down if you just rely on lopro hits).
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So bringing two corrective actions to double on a gen to get greats for free instead of just hitting them through skill?
I don't really see that as a problem. Hell, let it go to PTB and if it turns out that hitting every great with hyperfocus/stakeout is too good, then that combo can be attuned or the synergy can be removed. Once I got the hardware to run DBD at the highest framerate and adjusted to it, it was not that difficult to hit great skillchecks. Might as well let console / lower end players have an easy way to hit greats.
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Kinda ridiculous that they couldn't figure out a way to adjust or remove the dream world effect if it was causing problems with the darkness in the mode, even after all this time. Unless they simply decided Freddy's inclusion wasn't worth the development time, which is understandable for a LTM in a live service game but still very sad.
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Still seems fine to me. Lights out v1 as killer was very easy as you are permanently undetectable and therefore many places on most maps are unsafe. There are no perks to counter tunneling either, 60 second endurance sounds like a lot but you can hit them right after being unhooked and it means nothing. 20% faster gen speed actually sounds like gen speeds will be close to what they are in live (since survivors can't bring gen perks or toolboxes) but I'll have to play it to confirm.
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I'm somewhat a fan of the new Quick Gambit. Would love to test it out on PTB.
As others have noted, it is very strong, but it also disables for a whole minute if you become injured. This encourages committing to chases and rewards good killers who can get injures fast and then follow up with a down within a minute. I think "see all teammates" is in general a great thing to move toward for solo and keeping chases away from gens and vulnerable players. Obviously you will be in pain playing against this as a Freddy on the game for example, but that's more of a map issue.
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@humanbeing1704 said:
do you expect boon shadow step to be used more?
Maybe. I'd be surprised, boons are generally still bad and are reliant on teammates, map, and gen spread despite their effects being rather nice. I personally expect to see more Object of Obsession, and the hiders will just resort to lockers with distortion at the start to counter Lethal Pursuer.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797679#Comment_3797679
Simple: just hide in a locker all game and move occasionally.
Which is what the "hide and seek" players are going to do now. This only really hurts the survivors who ran distortion to avoid being tunneled out first, so we're about to see what happens when aura reading has no actual counter play.
I think if the PTB changes go live we will see a lot of Object of Obsession.
The people that played stealth the whole game will move to lockers as you described. The people that are tired of being tunneled out vs lethal pursuer nurse/blight and want to counter the 20+ aura perks in the game will run Object instead and run map offerings where Object is good, imo.
New Zanshin in particular will be a bane to killers if you have Object. All pallets now impossible to mindgame.
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@ChaosWam said:
In normal, it would be too much.
In lights out, it can work a bit better since killer is undetectable. The reason it should NEVER come to normal DBD is due to survivors weaponizing the free 60 seconds to bodyblock killers trying to spread hooks.Simple fix: Survivors with endurance from OTR, BT, and basekit also receive no collision with the killer for the duration.
This would make bodyblocking with it nearly impossible. There is no downside unless you are trying to bodyblock the unhooked survivor to wait out BT.
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Here's a big list of them:
- Don't heal
- Don't be injured
- Don't be near a killer carrying a survivor
- Don't be far from a survivor when they get hooked
- Don't complete a generator and don't let all generators get completed
- Don't stand in the exit gates
- Don't be near a locker
- Don't be downed
- Don't repair a gen while a survivor enters the dying state
- Don't let a non-obsession get hooked
- Don't be the obsession
- Don't let another survivor get injured
- Don't cleanse a hex totem
- Don't be near a dull totem
- Don't blind the killer
- Don't stun the killer
- Don't become the obsession
- Don't be near a killer that recently kicked a gen
- Don't be near a scourge hook while the killer is carrying
- Don't be near a killer destroying a wall or pallet
- Don't go in the basement
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I'm excited to try it. I don't think it will make much of an impact on anyone except killers that proxy camp, which is nice.
I guess it would also harm the comp community, since they do not use the anti-facecamp feature and securing second stage is a common tactic. Wouldn't hurt to throw some settings/options in customs to tweak values like this?
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710648#Comment_3710648
Dead hard nerfed into the ground meanwhile you still see 1-3 DH every game very bad perk do not use please. Saying killers get aura reading for "free" as well is so disingenuous you sacrifice a perk slot and have specific activation requirements.
Just because it is used often, does not mean it is strong. For example, perks like Windows and Self Care are not strong but run a lot (way more than dead hard) because they complement certain playstyles, and many players run DH because it is fun. Similar to killers running Lethal pursuer over corrupt, this does not mean Lethal is better than corrupt, in fact it is objectively worse if you know spawns, but it is more fun to start off knowing where to get into a chase, so it is used very often. Similarly, getting proper DH timing is fun and it is the only perk in the game that truly acts as a "parry" and has the highest skill ceiling of almost any perk to use.
Hell, if you look at the official developer stats, Bond is run just as often as Dead Hard, and Dead Hard also saw an increase in usage after its changes that were objective nerfs (once per hook state).
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@CountOfTheFog said:
I'm curious what fellow SoloQ players would like to see on their teammates.
To keep this exercise simple, no items will be brought into the trial.
With that said, what 4 perks are you bringing and what would you want on your teammates for the best odds of a team escape or at least an escape for as many possible?
Ooh I love stuff like this. I've always wondered what people would like to see in a teammate's build.
Personally, if every single one of my teammates ran something like this I'd love solo queue so much more:
Slot 1: Anti-tunnel, camp, or slug perk (OTR, DS, BT, Reassurance, Kinship, Unbreakable, Exponential, Second Wind, etc)
Slot 2: Chase perk (Windows, exhaustion perk, resilience, troubleshooter, etc)
Slot 3: Information perk (Deja Vu, Kindred, Bond, Empathy, Empathic Connection, Aftercare, Lucky Star, etc)
Slot 4: Flex perk (anything really)
If I could consistently count on my teammates being relatively informed, doing OK in chase, and having counters to popular unfun tactics like slugging, camping, and tunneling, then I think matches would be improved overall. Maybe I would suggest a healing perk in slot 4, but I think base healing is fine when you get good teammates in solo.
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The answer is boring but effective as a flowchart:
- Do you currently know where he is? (From HUD indicators, line of sight, SWF comms)
If yes, work on generators if safe, otherwise make distance to a safe spot.
If no, stand somewhere where he cannot surprise hit you and wait until you have confirmation of where he is (teammate in chase, you see him visually).
This is basically the only counterplay that exists, obviously scratched mirror is easy to loop but in solo queue you will spend a lot of the match not knowing where he is, and the only correct play is to hold a safe checkspot until you do.
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@Emeal said:
An exhaustion Perk and another regression perk for people who don't have the money would be very nice.
But for what reason really? Chapters and their Perks are very affordable and unlockable, it seems this suggestion would only work to give Otzdarva peace of mind as hes the only one I can recall who has really pushed for general perks in this way. I have a feeling bHVR is pretty happy with their system and how perks are unlocked tho.
What I would like most in regards to to perks, is for bHVR to put an unlock discount on perks they have designed to or turned out to be very good for new players. Your Windows of Opportunity, Fogwise and others. That would make me sleep better at night.
Mostly for the time investment required to start up. When inviting friends to play they are very much starved for choice, and although I have more shards now than I'd know what to do with it does take a good while to unlock your first one.
I like the unlock discount idea on perks that are good for new players. I think the ones you mentioned on survivor as well as some of Feng's would be nice. Corrupt for new killer players I think would be nice too.
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Also running on a suboptimal system (old laptop) and the game runs REALLY poorly. I'm on minimum quality, lowest % resolution, windowed fullscreen, 30fps. I usually only get game stutters when opening a menu (pausing mid match, bloodweb/character select) but now it's really really bad and I get lag almost all the time. Haven't tried DX11 yet but as zarr mentioned that could help.
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The benefit (stopping survivors without calm spirit from countering static blast) is not worth the perk slot and the exposed is hard to follow up on with default movement speed would be my guess. Certainly not the worst pick ever and there are reasons to run it but it's pretty far down the priority list for most people I'd say.
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If you are new to the game, number 1 tip is walls walls walls.
Anything, wall, object, that huntress can't aim at you, means she has to walk at you, and you don't have to worry about dodging.
Once you get the hang of running away while looking at the killer without bumping into stuff, another way to avoid going down very fast is to find a medium-sized object (like a rock loop with pallet) and run around it a bunch to waste time, since she is slower than normal killers like trapper.
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709292#Comment_3709292
So what do you want? Do you want Nurse to not be able to run Aura reading perks at all so you are even more constricted perk wise? Like what is the endgame here for people who dislike Nurse, because currently after the special attack change perk wise regression or aura reading are the perks you should use.
If you block aura reading on Nurse it will make regression the only consistent perks to utilize for Nurse, honestly it would have been much better if they simply given Nurse a lullaby instead of making her basic attacks special attacks because she now suffers from the issues that she had when they applied that nerf before.
I know that Nurse is a top tier killer, but any more nerfs genuinely have the ability to turn her into actually the weakest killer in the entire game. Because her main strength is her chase power, if you make that weaker or remove synergy with aura reading perks, it will flat out make EVERY Nurse weaker not just the top tier Nurses, not every Nurse is as good as the top ones. Not everyone plays like Alf does.
I am genuinely worried that if people call for another nerf and it happens, it might actually be the one that kills her, mainly due to how volatile she is as a killer where she is either strong or she is weak, no middle ground. If you rework her power you just do another Freddy situation where people feel like they lost their main, if you nerf her power she will become too weak, if you keep her how she is, people will complain.I am well aware that nurse is in a delicate spot balance wise. It is difficult to come up with a change that would help make her less OP at the higher level without destroying beginners, which is why I did not propose any changes in my post.
Personally, I think a full rework to change her into a completely different character is the only viable solution.
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I agree and would personally love this feature but know it would be abused. I would love to see a "quitter's queue" where players who kill themselves on hook, DC or AFK as killer/survivor, or are otherwise garner many reports in a short span of time are matched with similar players until results improve. There are flaws in this system too (potential for abuse by false report, increasing queue times) but I don't think a perfect system would ever exist.
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Disagree. Tunneling forces you to improve your chase to get good. Sure. But the amount of hours and practice needed to dedicate to the game to actually counteract tunneling is not at all healthy for the game. You need EVERYONE on your team to have a significantly higher experience level than the killer to counteract it, being just better than the killer is not enough, especially depending on who the killer is and what perks they bring. It is not a healthy experience for new or casual players who want to play the game to have fun and go through the entire gameplay loop (do gens, help your team, stealth around, run away, get caught, etc) to get constantly killed and focused out while being told they should just "get good". People playing a game should not be expected to have a significantly higher amount of skill than their opponent in order to not be subjected to unfun gameplay (and tunneling gameplay, even against good teams, is still unfun for the other survivors who have to spend most of that time cranking gens)
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Aside from the recent server issues that are pretty terrible, I've still had plenty success pallet stunning Bubba and Billy in their powers. It is tricky but I don't think it is not doable or nerfed at all. Wesker however, I think due to his power has some weird issue where he can grab you and ignore pallet validation completely. The idea that he can grab you from the other side of the pallet after you drop it is just awful. At the very least if this happens let the server flip the pallet back up after a second.
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Ruin is still okay. I think it should at the very least never revert to the skillcheck version, which was dumb and had little impact against the top players (only preventing the great skill check repair bonus) while being unfairly punishing against console, weaker hardware, and newer players. I think it serves its purpose as a perk that rewards your map pressure and presence by regressing generators survivors are working on, even a little. At 200% it was a little too strong on blight and nurse and I think right now it's relatively OK. I wouldn't mind testing 150% though.
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709266#Comment_3709266
You're right about the sabotages to a degree. Alex's Toolbox plus Resilience is a guaranteed sabo. If good teams do this gameplay, you aren't gonna get anyone at all. You see them heading to their spot, you leave them alone. When you leave them, they ain't gonna stay there, they'll head back into the map and do a gen. The gameplay of denying hooks only really starts up when the Killer is chasing someone. It isn't like every killer has the luxury of stealth either. And stealth means very little against a SWF on comms.
What would respawning broken hooks when you've either already won or lost do? Would stop the griefing from a pissed off Killer you mean?
Respawing broken hooks when 1 survivor is left stops someone from just dying in a corner you've killed their team in. Maybe it's just a me thing but I see a few matches where there's one guy left and they're not going to escape, so they run to whatever corner most of the gameplay is happening in, and sometimes because of that I've sacrificed one or multiple survivors there, so there is no hooks and I have to wait the bleedout timer which is boring. This issue is exacerbated by the fact that there are places on maps where you can ONLY reach one hook, which is dumb (if you could reach 2 hooks from any area, sabo would be nerfed significantly even in main buildings)
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@Chocolate_Cosmos said:
Nurse is one of the most unique Killers in the game, like it or not.
She is the ONLY killer from ALL 35+ killers that you have to play differently againts and as her. You have to change your playstyle.
She was nerfed like X times in row, like almost every year she gets nerfed. How much you people want? Do you want to make her just bad killer to play? She is one of the few killers if not the only one who even the most skilled Survivors have to respect (her power).
Nerf count for nurse does not matter. Survivors have been nerfed every year several times since the game's inception, and they still have things that are way too strong. Since they have already been nerfed does that mean we can't nerf them again? Of course not.
As for killers with respected powers even against the top players, see:
- Ghostface (survivors on indoor maps hold checkspots as they have to respect not knowing where the ghostface is, and have to play around stalk. See the recent Spring invitational by Hens to see how badly a match went for the survivors when they hopped on gens before knowing where Ghostface was.)
- Oni and Plague (comp survivors will actively stealth these powers if they can because of how strong they are)
- Blight/Billy (forces good positioning near objects)
- Huntress (holding hatchet while camping allows complete control of some areas that you must respect)
It is fine and arguably even good to have powers that survivors have to play around and respect. What I at least personally do not think is fine, is the fact that all game mechanics are ignored against nurse and the counterplay in chase is minimal and boring. Vaulting windows or dropping from heights without a specific perk is always a bad play. Pallets are useless ever since the stun + fatigue fix. Niche slowdowns like champion of light and the steam on the Alien map do nothing as Nurse's power is teleporting. The way you chase against nurse is shift+W away from teammates, and break LOS because when she can see you she will always hit you if she blinks safe and is good. The only true counterplay is when you have enough distance from the nurse AND are behind an object, where you can 50/50 where you go and hope the nurse guesses wrong. When you're close enough, safe blinks mean that even that counterplay does not exist. And all the Nurse needs is one of several aura reading perks to eliminate all counterplay completely, like nowhere to hide, lethal, or floods of rage, and this is why Alf ran aura reading perks in his world record Nurse winstreak.
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What did you have in mind?
Myers already somewhat fulfills this condition, arguably nemesis as well.
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I think teleports are fine depending on implementation, even if they become stale and added to every killer. This allows the killers to have some form of map pressure and mobility and not get stuck at the bottom of the tier list with Myers and Trapper, and means BHVR doesn't have to shrink every map to a sad square of unsafe loops. It's how they are done that matters. For example, Freddy's teleport is great. Reasonable cooldown, can be faked but incurs a cooldown if done. Allows teleporting to specific generators and is well telegraphed. In fact, many argue it could be buffed to allow him to teleport to completed generators, and I think few would have an issue with preventing him from teleporting to a generator right next to a hooked survivor.
Camping issues aside, I don't have an issue with teleporting capabilities from any of the killers on your tier list except Nurse as her teleport is the one with the fewest restrictions that completely breaks the game.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708688#Comment_3708688
Floating trapper traps. That was fun…
Otherwise…
- Twins
- Potential energy
- rubberbanding
- weird vaults
- Sadakos purple addon vcr effecting turned off tv´s
These are just some… There are a lot more.
CoconutRTS released a video with a ton more, this switch to UE5 broke a ton of stuff (or maybe it's unrelated and the midchapter broke it all). Definitely one of the buggiest patches to date
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708534#Comment_3708534
That a game breaking bug is not Killswitched?
In the case of a trapper trap being invisible, it's a location thing rather than overall (at least from my experience, I have never had an invisible trap this update), so if anything the map should be killswitched.
But I think it is not a big enough issue to killswitch either, as BHVR tends to be conservative with killswitches (see survivors exploiting blood pact, or killers exploiting merciless storm)
I think hiding traps partially under foliage, leaves, etc is fine, but fully invisible trap spots like this need to be patched out for sure lol
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unfortunately this concept will never see fruition due to imbalances between killers and maps. But it is fun to think about.
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I would love a perk on both sides that acts as a "challenge". Like a "I will down you / survive in chase in X amount of time" and if you pull it off, you get a reward, and if you fail, you get punished.
Survivor who hasn't been hooked yet? I can catch you in 60 seconds at this jungle gym. I get a reward for doing so that offsets not tunneling/camping. Killer tunneling? I take a hit and challenge you to chase. Can't down me? I do gens faster to punish tunneling or reward outplay in chase.
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Bring corrupt + pain res + pop like everyone else is right now and trust me this game is in one of the slowest metas gen speed wise it has ever been, ignoring exploits.
My public matches on both sides commonly end at 4 or 3 generators.
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Every match I play, but way worse on survivor. Game lagging physically too - often after a hit or some particles are displayed for the first time.
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He is fun when the player goes for a lot of cool shots so I have to think on my feet, react fast and predict him.
Unfortunately, I more often see very boring styles of play where PH holds his power when I approach a window or pallet, and either waits for animation lock or cancels power afterward, leading to a lot of shift W gameplay.
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I think the playstyle itself is fine. Very rarely have I seen anyone actually pull it off against me, even with map offerings if you know what you are doing it takes a significant amount of skill and planning to get sabotages against a killer that is expecting it. That said, there are some parts of hook spawn RNG that just suck and need to be fixed.
I think if hooks respawned when 1 survivor is remaining, for example, a lot of abuse at the end of the game out of spite would be gone. And fixing/reworking hook distance calculation to not just consider "crow flies" distance, like when hills are involved or buildings like badham.
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Here's a few unique ones:
1 - Billy's roar when chainsaw sprinting is a good thing and indicative of good game design as it adds a sound cue to telegraph the attack, allowing better counterplay.
2 - On a similar note to 1, not necessarily unpopular but I've never heard someone else talk about it, Blight makes noises passively, one of them is the same sound he makes when rushing, this should be changed/removed as the sounds he makes when starting a rush should be exclusive to that and not play randomly while blight is walking or standing still
3 - Especially after huntress was buffed, none of her add-ons should decrease hatchet wind-up time or hatchet throw cooldown.
Here are a few less unique ones but still somewhat controversial:
1 - Basekit blight is balanced and a great staple for what a strong killer should be
2 - Wesker's infection needs some sort of change regarding tunneling off hook
3 - Basekit BT should apply to saves from Pyramid Head's cages
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The general counter to aggressive DS is slug them out and continue pressuring others, or if you are a high tier killer eat the DS and tunnel.
If this girl used plot twist, she is doing the slugging part for you. Now you can leave her alone and pressure elsewhere. If she wants to get healthy and take a hit, cool, she spent longer on the ground to heal than she would if she simply used a medkit. And now you know half her build that means she has less room for an exhaustion perk, OTR, reassurance, adrenaline, etc etc.
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I don't think stun losing power is a good idea, given the condition to achieve the power, this would make gameplay involving pallets a bit too tilted in the survivor's favor. It works on plague because despite the limited power usages, plague has a benefit if she never uses her power (permanent injury + loud noises) while Oni is M1, plus Plague's power is ranged to play around undropped pallets while Oni has less counterplay.
I think what Oni needs is his exploit flick that you can't do on console (>90 degrees) removed and also adjusting the hitbox, as is when you flick the hitbox transfers through the entire flick instead of just landing where Oni is actually slamming his club, Coconut made a video on this I think
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As for the "bug" thing, I agree that it seems very possible behavior is/has been disingenuous when labeling things as "bugs" when explaining certain changes. But I prefer to focus on the content that is changing rather than whatever BHVR is classifying it as.
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I also disagree with Otz. I don't think it will be that difficult for players to learn stun = lose power, and flashlight saves / sabo wiggles don't contribute so in terms of "bullying" not much will change.
DS deactivating plague's power is good and should stay. If someone tries to use it aggressively and you have your power, they are 99% of the time misplaying and who cares if they try to take hits against red puke. Otz says it will encourage slugging but in reality plague already slugs with the power when able, this will encourage plagues that tunnel off hook to try and use the rest of their power before picking up, which gives survivors a chance to save their teammate and prevent hard tunnels, which is good.
As for head on and blast mine, these perks are bad and not run often. I don't consider it much of an issue that they counter Plague's power, the former allows for more counterplay against the killer and the latter in the current meta only impacts pop. If it encourages killers to not kick gens while they are using their power, so what, they can kick it later. If it wastes their pop, good, pop is strong enough as is and introducing scenarios where it might not be the best pick as well as encouraging survivors to run less popular perks is great.
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lol @ everyone saying "but I use an equalizer for this reason" or "but gaming gear", not understanding the argument.
Some very sweaty spirit players use programs that load in all DBD sounds and specifically equalize out everything so that they can hear footsteps and breathing. They even specifically target the relevant survivors in their match, so they will load in say, dwight claudette meg and bill audio to their equalizer program to target those sounds and remove everything else. This isn't some generic noise filter.
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Yeah I agree that one was a little dubious. Window registration in general needs to be more tight, in either direction honestly. The fact that these discrepancies are allowed means it is very difficult to judge what should and shouldn't hit based on distance - because the knight pathed poorly upon entering shack that realistically should have been a miss on 0 ping.
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Not much annoys me in this game on killer.
The one exception - people that give up / throw matches because they want to go next, so they throw themselves at you… then hit you with the DS and still want to die. That one makes me slug them on the floor, both as retribution for wasting my time while expecting me to respect theirs, and for ruining a good game for all three of their teammates.