Avatar

nars

nars

About

Username
nars
Joined
Visits
0
Last Active
—

Comments

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475132#Comment_3475132

    I get it completely cause sometimes us console players don’t get much at all sometimes lol. But as far as know i didn’t know about a vault bug. I just kind of skim through the patch notes. So if that’s the cause I’ll have to check them again.

    i myself am a PC player but my friends a switch wesker main and would literally die if wesker became unusable

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475121#Comment_3475121

    I'm not going to convince anyone of anything. You could have stopped, but you just admitted that nurse and blight are not balanced. I don't know what B-tier tunneling is. Just be aware that there are cards in the game that are inconvenient for certain killers. I don't complain about my suffering for Anna or Billy or Bubba at the Larry Institute. I will survive the loss and go to the next match on a different map.

    Never admitted to anything other than they are better than most of the roster. A skilled player can wipe the floor with most survivors on those killers. If their skilled enough at least. Also i worded that badly, b-tier tunneling was meant to say taht a b tier killer can tunnel and get a 2k most games.

    GoJ and badham arent just inconvenient they are straight up unfair. Its not okay GoJ has 2 shacks, a main with 3 god vaults, 2 pallets, chaining out to a tile on either side, which can be led around the entire map and back again. its not fair that its even possible for badham to spawn 3 entire pallet loops around SHACK that chain into HOUSE OF PAIN. That area of the map just isnt feasible to get downs in for most killers. Which is stupid. why should you be able to chain the entire maps worth of loops with no reprecussion?

    you cant call "lack of game balance" an inconvenience comparable to billy being less good on leri's.

  • BHVR: gets SADAKO YAMAMURA in their horror crossover

    yay we have such an iconic license that everyone will love!

    Also BHVR: Makes her completely dog and the worst killer in the game

    Why does nobody want to play her???

    Also also BHVR: Buffs (nerfs) her

    WHY DOES NOBODY WANT TO PLAY HER??

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475130#Comment_3475130

    I'd disagree that its even a problem to begin with.

    it's their gimmick... they can lock down a small portion of the map really tight but can't hold to the rest of it due to a lack of mobility and huge map.

    its literally a one trick pony... people are mad because as a casual gamer ... they never had to adapt to anything of the sort before.

    when you watch comp players they mop the floor with those strategies because it turns out since they nerfed CoB and Overcharge ... well... nothing can stop a good survivor team rocking MFT, Prove thyself and BNP.

    its not even hard to understand, Dark souls players know that its a classic case of "git gud", no offence intended.

    In regular games I'd say a SM 3gen annihilates most survivors. objectively its very easy to stop but throw in MMR and soloQ gaming and its a mess.

  • @Robotfangirl67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/382574/dumb-survivors-getting-wesker-nerfed

    I heard and seen that the nerf to Wesker is a bug. But yeah they said he should be fixed soon after the PTB or so I seen and heard.

    jesus thats good, for a second I thought they just decided that wesker should not exist for console players anymore. Do you know if the slap on vaulters is also a bug? I thought it got mentioned in the patch notes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475117#Comment_3475117

    na 3 gen are possible on every killer. every killer has different-level of power in 3 gens. some are really good at it while others are little bit worse. It is just that against very very pinnacle top survivors, 3 gens are not viable. you are not going to win a top-level team as wraith playing 3 gens even on dead dog saloon.

    Yeah their possible on every killer but they arent unbreakable free wins on every killer. I meant realistically only knight and SM could cause actual balance issues related to 3 genning. Against everyone else its a skill/soloQ issue.

  • @[Deleted User] said:

    His Infection shouldn’t go up In chase so fast either like it or not he needed the nerfs he’s way to strong as are most speedy teleporting killers…

    Nerf wesker more? Why? He actually takes skill and has skilled counterplay. if the infection suggestion is to nerf his tunnel potential, how about instead a hooked survivors infection progression goes to 0? Its not filling up in chase then, and if it does you ran him for 80s and probably got a gen to pop.

  • You missed the part where only a really good nurse or blight could manage it on those maps without tunneling. Any other killer is just screwed without tunneling against good survivors on those maps. Let me make that clear, with tunneling a B-tier or higher can get a 2k on GoJ and Badham against good survs. Are we really gonna say "Its balanced bc tunneling!1!1!!" Are you seriously here to argue that GoJ and Badham are fair? I think ormonds fine, but GoJ and Badham? Seriously?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475100#Comment_3475100

    in order for bvhr to kill 3 gens, every map must play like Ormond.

    3 genning isnt even an issue, its stupid killer design like knight and mid merchant. On any map thats not dead dawg survivors splitting progress will eventually pop the gens. Just knight and mid merchant stop that from happening.

    But who cares? Half the roster being unplayable on every map is fine as long as 3 gens dont happen anymore!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474511#Comment_3474511

    The dev stated in q&a that they do not like 3 gens and would like to change them. So if they do change 3 gens, every map will be like ormond. in other words, unplayable vs good players. I imagine at one point, they will make every map have ormond-level type gen spread. Some maps may increase in total map size to accommodate the change.

    if that happens any killer without insane mobility will be unplayable. Ormond level gen spread isnt viable for most killers.

  • Yeah those maps are dumb.

    Literally just played a game on badham. 3 pallet loops spawned directly next to shack, which could be used to chain into house of pain, out into another pallet, straight into main, out the back to the car loop, to another loop, then another, then into the other house until FINALLY THERE WERE NO CHAINABLE TILES. You just reant winning on those maps as killer. Ormond sure, but GoJ and Badham? Its not happening. Only a nurse or blight playing really well can get a 2-3k on those maps without tunneling, any other killer is just getting a 2k with tunneling if the survivors are actually good and understand how to play the game. Bonus points if their running MFT!

  • bc slugging you = 4k

    hooking you = maybe 3k bc hatch

  • Theres no encouraged playstyle just a bunch of ones you arent supposed to do.

    • No camping
    • No tunneling
    • No 3 genning
    • No stacking 4 slowdown (because theres not 4 slowdown perks that are viable together on most killers)

    All thats really left is hit and run, which ironically is weaker because MFT makes getting the down harder. But the medkit nerfs and CoH nerfs easily counterract that.

  • "The arguments make no sense"

    Arguments you say make no sense are as follows:

    • Its unearned because being injured is unearned

    being injured, in itself, is not earning it or a skilled requirement. Staying injured is. This is why resilience is seen as a risk-reward perk because you get a neat 9% bonus to gens if you choose to stay injured, which is risky because if you get found while injured it can lead to a very quick chase. This principle, should dictate that MFT is risk-reward because it has the same philosophy; a great bonus for staying injured. A risk for a reward. However MFT's effect is meaningless beyond chase, meaning there is no reason to stay injured.

    Think of it this way, would there be any incentive to stay injured out of chase if resilience ONLY affected vault speeds? Having an increased vault speed isnt worth staying injured outside of chase. It would be SOLELY a chase perk. MFT works the same way; what does 3% do for you outside of chase? Nothing worth staying injured and potentially being an easy chase for the killer.

    So instead you just heal up. Its no different from normal gameplay, the intended risk reward has no risk because theres no actual reason to take the risk. So instead of staying injured and having risky extended chases, you just start healthy, get injured, and extend the chase beyond belief for doing nothing.

    • Game without MFT: Start healthy, get injured, go heal.
    • Game with MFT: Start healthy, get injured, extend the chase, go heal, repeat.

    Getting hit does not count as earning it. You play the game the exact same way, just if you equip MFT your chases are longer. Thats it, simply equip perk=longer chases. Your skill determines just how big that increase is of course, but the idea that just equipping it will ALWAYS increase the chasetime is absurd. No activation condition, no drawback, nothing. Just play the game and you chase longer.

    "3% isnt a big deal"

    3/15 is 20%. So while you are injured your chase is increased by 20%. Killer powers can circumvent this, nurse blight being good examples as their mobility and wiggle room far outclasses 3% bonus. But even a killer like wesker will feel it, because that extra distance will mean the difference between being within bound range or out of it. it adds up.

    With MFT, 115% killers become 112% percent killers. Or in simpler terms, 4.48m/s. 110% killers become 4.28m/s.

    Huntress will now only be able to hit the tightest of hatchest, and on those LOS blocking filler pallets chasing them is just a straight up waste of time.

    Hag is now unplayable beyond her web.

    Trickster... is just even more useless.

    Its especially broken against M1 killers. The 20% chasetime increase is a flat statistic that exlcudes anything beyond running away in a straight line, something killer powers change. But M1 killers? nah thats just how they work. Sadako just takes 20% longer to hit an injured survivor. And they didnt even have to earn it, they just get that bonus for being hit.

    MFT is just stupid and should go. another little tidbit: if you do the math, then MFT provides an extra 8 SECONDS OF TIME after an onhit burst. M1 killers cant handle that, and against 110% killers its 18s.

    It carries the same stupid issues as old DH, providing increased chasetime to survivors for completely free with no drawbacks. not to mention its fantastic synergy with dead hard.

  • Should be token based, adds a token for every survivor inside range.

  • No mither:

    Injured all game, but you now get dead hard. Thats it, you just get dead hard. Old dh I mean, infinite use on a 40s cooldown, the 0.5 endurance version.

    I think that having to time a DH to not go down instantly is a fair enough hardmode. But if you miss you immediately go down.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474316#Comment_3474316

    Understandable.

    There does seem to be a lot of killers complaining about gen speeds on the forums and those gen speeds are directly related to the healing nerfs, which removed a secondary objective from survivors.

    Also, the healing nerfs adversely affected solo-queue more than SWF. Solo-queue really needs a way to self-heal.

    SoloQ still has med kits, they just take longer. Still more efficient too since 16s of 2 people off gens is worse than 24s of one. I do think that it should just take 16 charges and not 24 so you can get 3 self heals max if base medkit charges were reduced.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470567#Comment_3470567

    What are Killers really upset about after the medkit/CoH nerf? Gen-speeds. Why did gen-speeds suddenly become such a problem? Because survivors no longer use "healing" as a secondary objective. All this time survivors spent looking for totems to boon or searching through chests for medkits is gone. All of that time is now spent on gens instead of healing.

    Wouldn't you prefer, as a killer, a match where killers have a buffer created by the time survivor spend healing and searching for boons. Where you aren't so stressed that gens are popping continually, because survivors are wasting time searching for boons and resetting through healing.

    I think everyone agrees that the current meta is less fun and more stressful than the previous meta where survivors were not so hyper-focused on gens and spent some time resetting/booning.

    No I definitely prefer it now. I can choose to leave after injuring a survivor because injury pressure actually means something now. I dont need to commit to a down just to have meaningful pressure.

  • All instant percentage based progress loss should work through blocked gens. Ex: surge will damage a blocked gen.

  • you actually can do both of those things already. Nurse HAS a trail behind her mid mid, and can be stunned also.

    she doesnt need nerfs anyways shes got plenty of counterplay.

    • LOS breaking
    • vault fakes
    • double backs
    • triple backs
    • double/triple back fakes
    • lockers
    • general mindgaming
    • 360s


  • ping check

  • midwich just needs changes anyways, besides nurse is already super good on 2 floored maps moiblitiy wise. We already locked nurse of of basic attack perks, we're really gonna do her dirty and take away auras? Only like two perks proc aura in chase to be used for a hit anways. Floods of rage, nowhere to hide and im all ears off the top of my head. One requires a hook/unhook, im all ear has a massive cooldown. Nowhere to hide can get you an easy hit yeah but smart survivors will realize you have it VERY quickly and just pre run. it does nothing if you just leave lol.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472266#Comment_3472266

    benevolence and deific bond would be meta for sure. I like the fleet footed perk the most as it can reward great players who confident in their abilities but will probably be mediocre on most survivors

    yeah benevolence being meta would be a godsend lmao. Deific bonds a hard one to balance without just throwing on a cooldown thats like 80s.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471786#Comment_3471786

    Thats impressive, even killer streamers with thousands of hours in the game suggest that killers tunnel 1 survivor out of the game asap.

    I think Im in a lower mmr then I should be, Its less that im good and more that the survivors I get matched with arent. and sometimes I need to tunnel as a clutch mechanic, im not 100% tunnel free lol.

  • eh I play blight and get super satisfying gameplay which typical 2ks.

    • Get in a locker
    • prerun (its not hard to tell if the killer used it to find you so play around it)
    • just dont hide near gens

    also the cooldown is walking to a gen being repaired.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472289#Comment_3472289

    They are too quick to get a down, unlikely to get value from corrupt.

    actually fair point I forgot about that

  • @Dreh said:

    I think there's no need to elaborate further on the subject. Simply put, 99.9% of killers NEED to use a perk in order to have a fair match. Since it has become a trend to turn fundamental perks into base kits, we can't overlook Corrupt Intervention.

    coughnurseblightcoughcough

  • Survivor Perks:

    Fleet-Footed - After successfully dodging a hit, gain 150% movement speed for 1.5s . This effect does not cause exhaustion and is immune to exhaustion. This effect has no limit or cooldown.

    Benevolence - Survivors you unhook gain a 150% speed bonus for 6 seconds. Basically what people wanted PTB background player to be.

    Shoddy Carpentry - Spend 10s at a broken pallet to rebuild it as a party pallet! These party pallets have a slightly increased stun duration of 0.5s. But if you miss the party pallet, then you get hit just like the event.

    Killer:

    Trepidation - Nowhere to hide but 30s of exposed.

    Deific Bond - Kicking a gen blocks it for 30s. Only one gen can be blocked at once, triggering it again will deactivate the older proc. The same gen cant be procced twice in a row.

    Carnage - Hooking a survivor shows injured survivor auras.

  • as a former MFT defender this perks power has thoroughly traumatized me

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471940#Comment_3471940

    If you’re doing it just to make someone miserable it’s toxic. Challenging does not equal miserable. Tunneling does not equal challenging.

    by that logic anything can be toxic. Sabotages can be toxic if their used just to upset the killer, slugging can be used jus to annoy the survivor.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471776#Comment_3471776

    Being toxic makes it toxic. I, mean, I’ve said before that of the 3 tunneling can be effective and strategic, but given that the killer has the most power in-game it’s a strategy that is far too easy to pull off. Given the fact that a good portion of killers tunnel not as a last resort (as an actual strategy) but because they know they’re making someone miserable it becomes even more problematic and in that case is most definitely a form of toxic gameplay.

    So because its powerful its toxic. Does that make using meta perks toxic? or simply playing nurse or blight?

    once again just because its miserable doesnt make it toxic.

  • Guys look! Tunneling is overpowered! This is new information that the developers were not privy to. This is why DS, OTR, BT, and basekit BT never happened.

    you have to realize that they re actively working on tunneling.

    in Tunneling Comment by nars
  • @UnavailableName said:

    Honestly BHVR, thank you, you are so good at balancing this game.

    All gens are done in around 5 minutes. 30 seconds chases are too long to keep up and well with MFT/Resilience, survivors can extend chases way past 1 minute.

    It is unbearable, your game is a mess.

    Neat. I 3k in almost all my games. Without hard tunneling at all.

  • Behold, killer using [strategy] is now toxic!

    bruh be quiet. just because its unfun doesnt make it toxic. plus its only even an issue for hard tunneling at 5 gens, as a clutch strat its completely fine.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471304#Comment_3471304

    I mean weren’t the forums like full of killer mains saying Prove needs to be nerfed? Lol. Looks like y’all’s prayers have been answered.

    those guys are stupid, prove is balanced. We just needed like one more solid regression perk and gen speeds would even out over all. prove isnt why genrushing happens its the lack of regression to counter it.

  • I think it should go live witht he procided "buff" but with a range of 24m for 30s after hooking someone on a scourge.

  • maybe because there arent any killer perks needing nerfs. Not to say that prove needed nerfs. it did not, but lets not just go around nerfing things for no reason just because bhvr already does it.

    in Really BHVR Comment by nars
  • so you cant get 6 condemn stacks instantly at the start of a map.

    just tp tp tp tp tp tp tp tp tp and boom instamori soon enough

  • they did, check steam news tab

  • No it its absolutely not. 40% is a 1.6m/s increase from one addon. This nerf brings it down to 1m/s increase, still massive for an iri. besides the most popular combo was yakuyoke mother daughter and that made it 25% anyways.

    in 1 Comment by nars
  • @DBDxxxxD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471411#Comment_3471411

    Have u seen Claustrophobia changes? It's f ridiculous. Coup de Grâce is ridiculous too. 90% of killers plays on stolen public library WIFI so they have Coup basekit. Lets give them another 8 m reach. Not gonna spend another dollar on this game.

    • Coup requires you to lose for value
    • Claustrophobia requires you to lose for value

    You are winning. Why do you care?

    Also did you miss the part where they nerfed every single regression perk except surge? Killer sided as we can see. And the spirit addon nerfs. And the death of ruin after its glorious era. And how for the first 4 years of the game killer was uplayable on anyone but nurse for the most part. But nooo... 2 perks got buffed that only pop when you are losing.

  • @MSX_exe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471288#Comment_3471288

    4 is just a regular grasp escape, 5 should be a "you tunneled and you're punished for it now" it should be PUNISHING, not encouraging the killer to go right after DS back to tunneling

    yeah but 5s is just too much, makes you just unchaseable period. which is bad because hard tunneling is the only issue regular tunneling when you need to do it shouldnt be completely negated by a perk designed to counter hard tunnelers.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471282#Comment_3471282

    SWf are most certainly not taking the same kind of risk as solos do when they group up. SWF being together tends to be a net benefit for them, as they can coordinate things such as flashlight saves, sabo/breakout plays, Head On stuns, etc.

    doesnt change that the killer finding them pressures them a lot at the very least.

  • prove nerf is dumb, saying this as a 2k hour killer main. Great, now survivors have more incentive to split up on gens.

  • "We dont want bloodpoints to be the reason a perk is used"

    -BHVR Interactive on BBQ and WGLF bloodpoint bonus removal.

    (but actually its so nobody will use it so nic cages inevitable broken perk will get him bought a ton)

  • im down for 4 seconds but not 5

  • @Seraphor said:

    I somewhat agree. Prove was never really giving much of a buff, it was just negating the co-op penalty, and it was still more worthwhile to split up to do gens... for the most part. But well coordinated SWF can really batter down a gen near the endgame with Prove Thyself, in a way most solo's can't replicate reliably.

    And that's a pattern I'm noticing a lot on these perk changes. They favour solo survivors more, or they simply don't synergise with SWF coordination as well. This is a good thing.

    So I think the Prove Thyself change might have be a little bit too 'unfair' for solos, but it's significantly more impactful against SWF, and that's a net benefit.

    i kinda disagree. A coordinated swf is taking the risk of grouping up for max value anyways, if they get found everyones getting pressured. Meanwhile solos get a neat mini buff.

  • ikr! stil missing the mark on some perks tho lol. I was caught off guard when they went "hmm spine chill has no use now... lets just remove its whole effect" 😭

1 … 8 9 10 11 12 … 20