Avatar

nars

nars

About

Username
nars
Joined
Visits
0
Last Active
—

Comments

  • @CakeDuty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471241#Comment_3471241

    I really hope so. With each patch, the game gets more and more balanced, but as the game gets more balanced, Blight just keeps growing in power.

    my boy is just an entropic force of nature

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471242#Comment_3471242

    Her powers was fun tho but the problem is numbers was so safe. I think these changes will make her more interesting to play. I can't wait to play her more.

    yeah I love her playstyle. I absolutely hated how using it often ended up making you just an M1 killer, and these changes are negating that! Also getting a tape is now something meaningful instead of something you can just ignore.

  • finally lmao. I was so surprised she was trash on release, like you get THE horror villain and you make her garbo 😭

  • Im sure their working on him. I was surprised too, but then I thought "they have to be aware that his addons are like the one thing left to obliterate in this game. Their probably making sure they are all still viable since everyone and their mother plays blight". figured they'd be more rigorous since people actually care about him.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471229#Comment_3471229

    Killer is stunned for 3 seconds, but you also lose time because you are locked into animation. Kind of how DS being a 3 second stun doesn't tell the whole story, since you're also locked in animation.

    That's why I suggested you exit animation should be faster.

    It's the same reason Balanced Landing reduces the stagger when you fall.

    even with the animation lock lasting about 0.8 seconds, 2 x 4 is still double the distance from an sb.

  • People stopped using it because OTR is better, not bs DS is trash. You can easily extend a chase an extra 30s with the ds proc. it just doesnt automatically guarantee chasing you is waste of time, which I think is better game design. Sometimes tunneling is fair and just the right play and old ds made it near impossible in those scenarios. At least with otr you just slap em and its gone. plus otr is literally just ds but way better.

    OTR: 80s timer that prevents the killer from hooking you from hitting you while injured, along with iron will and distortion

    DS: That but less long and less distance gained and without the extra benefits

    though they can be devastating when used together.

  • Any speed perk: 3s of 6m/s. killer moves at 4.4/4.6m/s.

    (6 - 4.4)3 = 4.8m of distance, 12s to regain.

    (6 - 4.6)3 = 4.2m of distance, 7s to regain.

    So at minimum you gain an instant 7s chasetime increase.

    Head on: 3s where the killer cant move and you can. 3 x 4 = 12m of distance, almost 4 times that of a speed perk. You gain a lot more distance for a head on proc but its incredibly hard to do.

  • @JVJoyner said:

    Call me funny, but this is a horror game and survivors are supposed to be trying to survive against a brutal killer... The aggressiveness from many survivors just goes to show that survivors are too OP. We've all faced the "Bully Squad" with the 3 flashlights, Dead Hard, and Boon Totems, ganging up on the killer while a 4th runs around doing gens. We adjust to take them on, but really, we shouldn't have to. Survivors attacking the killer should be a death sentence. It defeats the purpose of the game and should be addressed.

    To clarify, I'm not asking for help or trying to cry. I handle them just fine, it's just dispels the entire theme. It can be fun, but more often than not, it's just annoying. Especially when they just body block you and Dead Hard with no recourse.

    at this point its a strategy/teamwork game with a nice horror aesthetic.

  • @Phyrqc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470888#Comment_3470888

    Other way around. Expose on BL1 is obviously overtuned but as long as you remember it exists you'll almost never see it. Pallet telekinesis, on the other hand, is absolutely busted. It's Carnifex on steroids for everyone.

    I see your point. Its very impactful because it breaks faster than normal and is telekinetic. But typically you wont get a hit from it unless they are in a corner/ you use it to deny a vault (imo its strongest implementation; 2s of vault block meaning if you are within 8m you get the hit). If the survivor doesnt run themselves into those situations then they wont happen.

  • I know literally everyone in this post is just gonna talk about how their happy its over quickly, but I find shes very engaging for both sides. People only even think shes overpowered because they dont understand how to counter her effectively. If you lose to nurse 1v1, its because shes the better player.

  • @ad19970 said:

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

    Your point towards CoH doesn't make sense. First of all, it was so strong because you could self heal in approximately 21 seconds, not 32 seconds.

    Increasing self heal to 32 seconds, or something similar, would have fixed that problem. One survivor healing for 32 seconds is exactly the same time waste as 2 survivors healing for 16 seconds. One survivor on a gen for 32 seconds is the same as two survivors on two gens for 16 seconds.

    Self healing is completely fine as long as it takes enough time to do so. 21 seconds was just not long enough.

    What? it took 32s. It healed you at 50% the normal healing rate, making it 32s.

  • no, this gets rid of what makes larry unique and the skill involved with his power. It becomes another place power = get value killer.

  • I agree the expose should not exist.

    But the pallet break is fine. its super strong but it only does anything if you put yourself in that situation. It only traps you if you chase yourself into a corner or deadzone. Its best usage is as a vault blocker on certain loops.

    also the vault blocker as survivor is super powerful. God vaults become insta wins lol.

  • thats amazing!

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470665#Comment_3470665

    They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH

    well yeah its still decent enough and all but its mutually exclusive to stronger chase perks... until MFT.

    I actually love the suggestion of going down after missing dh. Its a parry, at least its meant to me. its not meant to be this protective barrier that can get you value for doing nothing. So forcing you to actually get the parry off or you just go down is great. The 0.5s shouldnt be an effective 2m where you cant be hit.

  • you didnt use your power at all in that clip, pinhead is not an m1 killer

    but yeah nerf maps some are just brokery

  • you need bloodlust one and then the prompt appears

  • @1ettuce said:

    The biggest issue with dh by far was its uncounterability vs certain killer powers and in certain situations. Throw a hatchet at a survivor with dh and they can literally just react to the hatchet and guarantee they get dh off with nothing you can do about it. Same uncounterability can occur w demo's shred, nemesis's tentacle, literally any killer in a situation where lunging is necessary....and don't get me started on how it is vs nemesis's zombies or knight's guards. Even if you missed a ranged/telegraphed attack on purpose to bait them into dhing, they still make distance, which can EASILY get them another chance. Now with today's dead hard...still the exact same problem. Even dhing zombies and guards, which is unarguably stupid, still here. Why was dh nerfed to the same degree for all situations despite it being disproportionately more problematic vs m2s than m1s? Please actually fix the perk to not be uncounterable instead of making a generic "it's still uncounterable but you can't use it as much" change that pretty much only solves the relative nonissue of being able to use dh in your first chase.

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

  • nurse is balanced right now, people just dont know how to counter her.

  • @Slurpin said:

    There's something super weird about wanting to know what every character does romantically and in the sheets. Idk, unless it's relevant to their character, I feel like people who take a lot of interest in it have an unhealthy relationship with sexuality in some form and are often incredibly self-indulgent.

    I wouldn't be against it being explored in some other characters, but again, only if it adds something to the character and doesn't cater to the rampant self-indulgence we find online.

    What? Representation isnt about knowing a characters kinks... at all... its so people can feel normal and see themselves in the characters they play. By this logic people who want to see ethnic diversity are just obsessed with race and need help.

  • @Kedasa said:

    Nah, there is still stuff to complain, because they need to adjust his hitboxes. It is bullshit i am dropping a pallet and getting slammed against the pallet i just dropped. If i get a hit...okay its fine, but if i get grabbed on the other side of the pallet, i lose distance, i could have got, if i just got hit by an attack. Weskers Dash-Hitboxes shouldnt be the same as attack-hitboxes.

    Unfortunate lmao, its hilarious when that happens. Pallets are so random with wesker. Either you get stunned, you grab them and then get stunned so you lose the hit, you get stunned period, you grab them and slam them against a DROPPED PALLET that shouldve stunned you, or just slide off the pallet mid animation and end up halfway around the loop. They should really standardize this lmao.

  • Sadly, I've never been blessed with facing a good billy in my 2k hours of playing this game...

  • The med kit nerfs were needed. Self healing at altruism speed is just inherently broken. Self healing is already very powerful, as for altruism you need to spend time finding someone and then also get healed. Probably averaging out to 30~ seconds for solos, 25~ for swfs. Have a med kit? 16s and you get healed. if the killer just hit you and left for some extra pressure, they get 16 of 1 person and cant even act on it as their probably still looking around for someone. Injure pressure was so miniscule thanks to med kits that they directly made hit and run non viable.

    CoH was just bad game design. One perk should not give everyone on your team self care and botany knowledge for FREE. Boons shouldnt have that level of power since their so easy to apply and appliable infinitely. Old CoH might have been balanced if it were token based, or took a full 30s to place, or if shattered hope was basekit on CoH totems. But none of that was true. So for 14s after finding a totem, something relatively simple, everyone has self care. Altruism healing was no longer something that existed unless by some chance you were grouped up in the boon. Everyone could just run over there and spend 32 seconds to self heal. You might say "but you said that it takes like 30s just to get an altruism heal anyways" yeah but 16s of that has 2 people off gens. Making for an effective 32s of potential progress lost. With CoH that extra survivor can be on gens while you spend 32s healing. So instead of losing that potential progress to get the heal, you get the heal in roughly the same amount of time while still getting the progress. And snuffing it didnt do much either. They know where the totem is, so they spend 20s to go reapply it and boom 8 more perk slots on the team.

    but yeah med kits should just take really long the charges nerfs were stupid. The extra 8s was to compensate for the time gained since you dont need to find anyone, also making all med kits give at max 2 self heals is stupid. They shouldve just made it take a full 32s and left the addons alone imo.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468408#Comment_3468408

    Bugtech- You don't need to swing to activate the bug, which is the only way it could be remotely close to fair. To oversimplify you aim down and hit M2. The most common circumstance where bug tech is practically uncounterable is the cars found commonly in Springwood. Technically any short rectangular(ish) object can fit the profile of this lose-lose bug tech abuse that is surprisingly common to find. In rectangles say the killer faceslides on the East side from the South side and the Surv is waiting at the North side. If the Surv runs East, the Blight gets a hit without adjusting. If the Surv tries to run North away from car the Blight can turn with sharp enough angle to hit them, or bounce off of something the the background. If the Surv tries to run West to rotate around the car, the Blight can swing early if the Surv reacts too slow or lag exists, or get an extra bounce on something on the West side for the hit on the rebound. Forcing a swing to activate the bug would fix 2 of the 3 lose-lose scenarios to be a gamble for the Blight instead of a free hit.

    Not a free win killer against decent Survs- Maybe you live somewhere, where everyone is 4-man SWF sweat squads whilst you are somehow playing soloq Surv also, but I assure you those are few and far between in my matches. Nearly all of my soloq Surv teammates either hook kobe (at some point) or die instantly in chase against Blights, making the match garbage and not worth the time to play.

    75% WR - I'm saying I win as Blight more than 75% of my matches. By win I mean minimum 3k/dc (such as 2k+dc+hatch). Even if we were to take that in the lower extreme of only 3k wins (in 3/4 matches), and losses are 0ks (in 1/4 matches), that comes out to an average of (9/16) 56.25% kill rate. That is well within the averages, but even then that doesn't take into account that I am likely better than the average Blight, and Baby Blights are dragging down the kill rates. Even then you support my claim by stating "He is absolutely not a free win killer against decent survivors who understand how to counter him." I certainly rarely run into those type of groups. Maybe 10% of matches at the highest (Probably in the 2-5% to be more accurate). So that easily would still fit into my claim of a greater than 75% win rate. Even then, would you actually claim you go against god loopers in more than 25% of matches?

    'Freewin' - I think most people misunderstand what I consider to be a free win if they disagree. A different way to phrase it is you can autopilot the Killer and win (3k+ like defined above) more than you lose. In a balanced game/matchmaking one would expect to roughly win as much as losing when actively trying, not merely autopiloting. If you sweat you can probably get a decent amount above 50%, try normally for hovering around 50%, and autopilot to win less than 50%. If you can autopilot a mechanic (Killer choice in this example) to mostly victories, it's likely busted OP. As I see it, people claiming you need 'skill' to play Blight (or Nurse for that matter) is like saying if you know how to drive a stick-shift vehicle you should get to drive that same equivalent vehicle 50% faster than everyone else. Knowing how to drive stick-shift is too small of a requirement for that big of a reward.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468443#Comment_3468443

    The issue with the counterability of bug tech is how you aren't forced to only utilize bug tech when playing, and it adds an extra tool in an already overloaded kit. Many uses of bug tech allow for falling back on normal bump logic, allowing for an enhanced double threat.

    Blight's recovery doesn't start after pallet/wall break fatigue, which I specifically called out in my post ("...including after completing the break a pallet animation for Blight specifically."). I was saying both should work in the same general sense for all cases, not the pallet break escape clause Blight currently has. (Also I'm not sure, but I think the Iri add-on also recharges on pallet hit, not after the stun cooldown also.)

    There are numerous reasons Blight (or other Killers for that matter) could or should be brought down to 4.4. Killers that have an easy time getting ranged or hyper-mobility power hits in the majority of cases should likely all be 4.4 (I don't count Pyramid Head or Nemmy Whip as properly ranged in this case, but Artist probably also deserves 4.4). Another reason could be S and D tier shouldn't exist in a tier list frame of mind, so all S tiers should be nerfed and all D tiers buffed. This is one way to nerf an S tier Killer without impacting his power usage, the point most people claim to have skill in.

    Bugs few and far between - To be fair this is DBD, in every match there is likely 20 different bugs popping up at least once. What I am saying is the bugs that decide the game and make a clear win into a loss, or vice-versa, are ultra rare (at least in my games as Killer). Most bugs in my matches make the win be at 1 or 2 gens remaining instead of 2 or 3, or get a 3k instead of a 4k. Most instances of bugs don't change a win to a loss, merely a crushing victory to a normal win. Exceptions to every rule of course, but in general they don't really change the outcome, just the degree.

    • even on those close range loops you can still just drop the pallet. And even in all those scenarios where you described how blight can hit you even if you run away, you can just outplay him?? Run around a bumby object and he cant hug tech to get you. Consistently break LOS after he tries a hug tech and he'll have to do more rushes. 360 him, abuse slow turn rate, there is so much you can do.
    • Just because you dont commonly run into survivors who actually can counter a good blight doesnt mean the counters arent there. Just because most players dont understand how do to it doesnt warrant nerfs. You admit that in about 10% of your matches survivors do understand and apply effective counterplay. the other 90% just dont know how, that doesnt mean its not there. I never claimed to face god loopers, but in at least 50% of my matches the survivors are at least decent. They dont know the crazy techs to counter me but they at least get the basics. And once again, if the counterplay is there and effective, the issue is the players and not the killer. Hes only a free 3-4k when the survivors are bad against him. In those games with the good survivors, I'd imagine it sits at about 2-3k.
    • Yeah you can fall back on normal bump logic if they outplay the hug tech. At which point its equal footing to outplay each other. Its not go for hug tech -> miss --> bump something -> rush until you hit them. They can still dodge, reach another pallet, circle an object, vault, 360.
    • I disagree that all S tiers should be nerfed. Blights probably their best designed killer, in all his buggy glory. And nurse (while much more controversial) is in a decent spot right now and is beatable if you know how to do it. Obviously both are soloQ crushers but thats more of an issue with soloQ since pretty much every killer can 4k 4 solos.
    • If we were gonna nerf his basekit, 4.4 and having tokens recharge only after the pallet stun are the only acceptable nerfs imo. They would force you to use power more which is good, but it would lessen the opportunities you get to use it which is kinda bad. Most blights just use their power for every single hit anyways so this would just be a direct nerf to all blight players. I'd hate to see it happen but if we were forced to choose this would be it for me.
    • I dont think having more tools in blights kit is bad. As long as they arent broken which in most peoples opinion hug tech is not. It increases the variety you have in chase on both sides making it more interesting. I see it like flashlights, more options that are impactful yet counterable.
  • Dealing with EGC or not dealing with EGC. easy choice.

  • @BootinatorB1000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470023#Comment_3470023

    That's the same animation that's meant for vaults. And I don't think the bug being fixed would negatively impact him in anyway either. He'll still get the hit. The survivor just won't unfairly get zapped back out of the window or pallet and lose massive distance like they do now. That's distance a wesker can easily make up as it is anyways. Wesker shouldn't be the only one that should feel good in a chase. Survivors being chased by him should also feel good and being buggily zapped out of a vault isn't very fun.

    I disagree because like I said its a reward for going for riskier hits. Besides if you dont want it to happen you can just not get hit. And if you dont then hes just better than you and earned it.

  • @BootinatorB1000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469904#Comment_3469904

    No he's definitely just supposed to slap you with his power not completely drag you out. That's the reason it has no animation and looks janky because that's not supposed to happen. There's a specific animation for a hit registering during a vault and that no longer happens anymore. And I'm certain it's a bug because it's never been addressed by BHVR themselves that they were changing it to him pulling you out of a window even mid vault.

    It has an animation for endurance and unhookers. Besides even if its a bug it serves his gameplay well. Go for the riskier window dash, potentially losing massive distance, to get a hit and deny extra distance.

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468685#Comment_3468685

    Wrong. If it's easily countered then you wouldn't be fighting so hard to keep it. Buy you know that isn't true. There's no counter to a killer moving that fast that whip around a corner. Blight is meant to move in mostly straight lines at high speeds. Being able to cheese his movement due to a flaw in the game's design gives him the ability to hit survivors when he never should have been able to. Fixing this would likely prevent his add-on from needing much, if any, change.

    Or maybe its just fun to use. And has counterplay. just because you cant play around it doesnt mean its overpowered.

  • are you 100% sure it was fully charged?

    in The Knight. Comment by nars
  • Hes not supposed to slap them on windows, its part of his power design to pull them through. its already risky going for dashes on windows so the reward should be higher. Also he does not bypass DH you just got slammed within that odd really short buffer period between animation and endurance not ending at the same time.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469780#Comment_3469780

    Not true. Survivor is slower. Will cover less area in same time. Most killers will have some ability that help them w gate patrol and finding hatch. Overall I would guess hatch together w gates across all killers is about 50/50 for both sides

    this is only true if the hatch is within equal distance of both players. Its completely random where it spawns, you just need to get lucky where you go wandering aimlessly.

    • I'd like to mention that the dev team is trying to balance the game. All things considered they are doing a decent job if both sides can win consistently. As for broken perk introductions, sometimes its better to ask for forgiveness than permission. If something is completely broken on release, theres more attention on it. meaning there are plenty of suggestions and people pointing out its issues for the dev team to take note of. Granted they typically ignore them entirely in favor of gutting the perk as a whole, but in those few examples they do listen to out suggestions it makes a great difference. PR is a perfect example, it was really good and balanced but unfair with tunneling. After an attempted gut, the community fought back and got a super well designed perk.
  • it goes both ways. If survivors chill out for a second for a reset then they can come back. The only time this doesnt happen is if you let the killer snowball extremely hard early game. Typically the killer getting a very strong start relies on survivor mistakes (overcommitting to a save, leading chase right to repairers to build easy pressure). Even a blight getting an early hook thanks to lethal is just one hook + a heal. Those situations where ones downed, ones hooked and everyone is injured only happen if you let them. AKA soloQ moment because you cant stop that meghead from going for the dumbest flashy saves.

  • @AmberJ97 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469466#Comment_3469466

    someone hasn’t read the other comments, i don’t tbag at hatch but thanks for your incorrect assumption.

    Wraiths a C-tier killer, if you are actually finding him unbeatable thats on you. Also i cant think of any other reason that wraith shouldnt be able to close hatch while cloaked beyond you just sitting there.

  • @LiaLight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468436#Comment_3468436

    Luckily they gave an opportunity to explain "how" the killer should be nerfed (e.g. add-on nerf) in the question after that so hopefully they would also take that into account since they put it in the survey after all.

    really? I didnt get the option to be specific, just a selection menu.

  • @NerfDHalready said:

    basekit doesn't, but almost all his add ons do.

    really just 3 lol, c33 alch and vial. maybe speed.

  • petition to increase base dc penalty to 10 minutes

  • @Seraphor said:

    No it's not necessary. Ambiguity and the ability for players to insert themselves into characters to some capacity is a good thing. But so is some positive representation as well, (an active presence rather than an inactive lack of exclusion). A mix of both is the best route.

    I think they could get away with a couple more character backstory reveals that allude to a characters relationships, (among other things so it's not one-note or box-ticking) but most characters should remain undisclosed.

    To brainstorm a little, I think Yui would make for a decent backstory that involved a female love interest, and a new character who was non-binary/gender-ambiguous could work as well.

    3-4 LGBTQ+ characters out of 37 survivors isn't a lot to ask for, or 'in your face' either.

    I think its all or nothing. We either confirm no orientations at all or we include everyone.

  • Nope dead in the water. But they are looking at a long term fix for such situations.

  • Yui is lesbian and you cannot change my mind.

  • @Spare_Them_Mori_Me said:

    And in these days, sexual orientation has to worm its way even into horror video games. Sigh.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469552#Comment_3469552

    It wouldn't hurt? Is it hurting now? Apologies, just trying to understand.

    I know right? Seriously, its like we cant get away from every single character being straight now...

    Oh wait, did you forget thats also a sexual orientation? You dont have an issue with that though I'd imagine. God forbid gay people also get represented.

  • For dredge, I dont have a specific build. But I highly recommend sloppy butcher! Nightfall gains charge much faster for survivors being injured, so playing hit and run with sloppy is very efficient for nightfall chaining.

  • It should only work in endgame so I can still get my cheeky instamori on the toxic survivor at the gate :)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469476#Comment_3469476

    i mean your previous post says talks about a killer that is oppressive and overpowered with no counter-play. the iframe dead hard gives counter-play to the ability at the upside that you can down people in 1vs1 and you punish survivors for staying injured with pseudo stealth. no clue if the killer would be weak or strong. It is just an idea.

    Legion has counter play. Stun him, spread out. He only gets the down if he hits all 4 survivors, something rare if the survivors have a basic understanding of how to counter legion. If everyone (even soloQ) understands to just run to the corners of the map at best he gets 2-3. Even if he gets all 4 you can still stun him. And the dead hard idea would just have no counterplay on legions end. Hes got a limited window to down you to begin with, probably just having like 10s left with the time to reach you. Not to mention you'd also have his pallet vault reduce his duration to 5s on top of dealing with basekit DH. Legion aint even hard to counter, he really doesnt need this.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469394#Comment_3469394

    Funny thing is, its creation has been credited to a popular survivor main streamer

    lmao ironic

  • Its so easy to fix too! Emps are clearly the issue... so stop having them autogenerate??? I thought they were supposed to be built in slowdown for tagging the surv. Slowdown? Dont you mean finding an emp thats been autogenerated in about 10s? Its also incredibly stupid that one emp can eliminate every single tag AND any cameras in range. Just a fast track to being unplayable vs good swfs who understand keeping up emps is an easy win.

  • 4% are stupid and should go. The idea of respecting something that took 0 skill or teamwork in a team game is so ridiculous. Like oh wow, you won the 1/25 chance? Very skilled, I will now respect the 4%. What if killers could do 2 hook states for one hook action with a 4% chance? You might say thats broken and stupid, but I say its a clutch mechanic to keep up the variety.

    also make basekit BT in endgame 6s

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469424#Comment_3469424

    i don't really get it. the rushdown is like spirit's phase walk but has more activation time 1.5 vs 2.5. it comes with additional benefits related to legion pallet vaulting and overclock-type action speed boosts. I do not think it fits her character. isn't skull merchant suppose to be like bounty hunter engineer type character? I do not think it it reflects her game design that they were going for.

    As for lower terror radius, you might as well delete the arm-trap mechanic and just reduce TR to flat value such as 24 or 16. As I said, I think undetectable is just suppose to be related to blocking red glow and nothing more.

    I would say this looks more like rework for legion rather then skull merchant. your ideas are something that I was thinking about for Legion. to summarize, the idea that dev implemented on legion where legion stabs 5 times to get a down is what i thought of. Its just that I had a more expanded idea.

    My idea was something along lines that legion becomes lower terror radius the more survivors are injured:

    1 -> -3 meter TR(28)

    2 - -6 meter TR(25)

    3 - -9 meter TR(22)

    4 - 12 meter TR(18)

    Every time legion stabs someone, he depletes 25% of the deep wound meter that increases as he stabs each survivor. so for example first survivor get 25%, 2nd will be 50%, 3rd is 75%, 4th is 100%(you down a survivor) on initial hit. Survivors at the start of the trial can pick-up an item called running shoes item. what it does is unlock's ability to iframe dash every 10 seconds. The item has no charge or anything, it is just passive active type ability. If legion swings and survivor correctly times the iframe dash, the legion misses and goes on cooldown. If legion hits a survivor that has deep wound on them, he deals 25% of total remaining deep wound timer. When legion vaults a pallet and only when he vaults a pallet, the remaining duration is reduced to 5 seconds. This means that legion only has 5 seconds to hit the survivor so you can try to bait and kinda 360 sort of like how DH works.

    In any case, I think skull merchant is suppose to be about 3 gen's. I do not see a reason to change anything about her play-style. As long the play-style is balanced and possible to defeat. there is nothing wrong about 3 gens. I do not think her design reflects a killer that gains huge bursts of speed that flies around the map. She is suppose to be defensive by nature with her drones providing tactical benefits.

    your idea to rework legion, a C-tier character, is to give survivors basekit dead hard against the ONE aspect of his power thats actually good?

  • I dont like this. It takes away one of her strongest aspects (speed bonus) for some pseudo stealth. While also giving her a very oppressive chase power with no counterplay. 175% speed is 7m/s. Thats a 3m/s gain for 5s, so 15m of distance gain. While also providing overclock mode. a 30s cooldown isnt enough to warrant this level of power. It seems to have no counterplay beyond just predropping every pallet to wittle down the meter, like a much more broken overclock mode. Unlike spirit this power isnt leveled out by some crazy drawback, just a small wind up and you get a free hit. Its not like blight where theres the period between rushes to gain distance and reposition, you can easily just follow the survivor for an easy hit. I'd imagine this would make SM even more annoying to play against.

  • What I'm hearing is you wanted to tbag before leaving in a hatch scenario... and since wraith closed it and killed you you want him nerfed. Maybe just dont be toxic? Just a thought. Also you absolutely can see wraith... hes still completely visible.

1 … 9 10 11 12 13 … 20