not_requested49
not_requested49
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@Nos37 said:
If the killer hits the unhooked survivor immediately after the unhook, Off the Record is made useless.
Have it activate some time after being unhooked. The basekit endurance after unhook will still defend against tunneling and then Off the Record kicks in afterwards.
That won't matter anyways because endurance does not work while in deep wounds
I think a better one would be "if hit within 10 seconds of being unhooked, grant 10% extra haste for the rest of the duration"
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360836#Comment_3360836
Nobody likes that condemned garbage. Slugging survivors over and over is incredibly dull gameplay. I do not care what a streamer man does or says.
Every part of her kit works against her and she is hamstrung by the mori stuff which is useless unless you force it. Kill rates also mean exactly nothing without context. Twins are "high MMR monsters". You think they don't need changes?
Really? I kind of like it and it would be interesting to go against in pub matches but unfortunately it's just not common enough, only sadakos I see just play "normal" which is dissspointing really because that's an entire mechanic being unused
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@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361067#Comment_3361067
read my most recent experience with the game and you will understand why ds needs to be buffed pre 60 something nurse running 4 gen slowdown we got the gens done she tunnelled all game then slugged us at the end and wouldn’t let us just move on not to mention 3 gens and just gens blowing up in your face all the time
2 seconds actually. The animation takes 1 second so the survivor only has 2 seconds to move before the Stun wears off
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@NITRAS42 said:
DS is fine like it currently is. It isn’t as powerful as it used to be. . . It doesn’t need to be.
It really wasn't. The disabling in endgame was enough since that was its main issue. At most MAYBE reduce it by 1 second as well but 2? That only gives survivors two seconds since the animation takes 1 second anyway
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@bunnyfengenthusiast said:
Dear lord, the takes you read in this forum...
OTR is currently the best survivor perk in the game. You can make it out of any deadzone and to a safe pallet, and you can bait the killer into an unproductive tunnel when paired with DS, another very strong perk.
Picture the following: killer chases me for first chase, 3 gens get done. I go down, killer hooks and decides to proxy camp because he has 1 hook and 2 gens left. Teammate unhooks unsafely, killer decides to tunnel. Can't wait out BT because I have OTR. Takes an M1 because he has to. I run to a very strong area of the map and greed pallets until I go down. Killer picks up, I hit DS with 10 seconds left to spare, I slap killer with it and I start predropping pallets. Killer is about to down me and hits DH. Last gen pops because this entire tunnel cost him 2+ minutes. I'm now on final hook with all teammates on 0 hooks and gates are 99.
Do you think those perks are still bad? Anyone who can't get value from OTR DS is a terrible looper, sorry to say.
Picture this: Haddonfield. You get hooked in the middle of the street. The killer is a camping bubba and you can't even get unhooked by teammates, and even if they do, the killer hits you immediately off the hook with the chainsaw. Your OTR is now moot. The killer also has Iridescent flesh and can mow you down through BT since there are no vaults or pallets nearby. You use DS but all that does is buy you 2 seconds, and he downs you 7 seconds later after baiting your DH. He hooks you again and your teammates don't go for you. You are sacrificed and those perks hardly did anything
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@qwertyuiopz666 said:
Why is decisive strike 3 seconds I get chased off hook all the time just to use my DS to get downed a second later unless I’m literally a arms reaching distance from a pallet otr is useless cause of basekit bt If killers tunnelling to win is a STRAT and not cheap why punish us and take away the only thing preventing it when the perk changes happen next mid chapter I hope the devs have a look at this perk because ever since the nerf id say 70% of my games are getting tunnelled out and the fact you can only use it once and it turns off when the gens are done it’s pathetic excuse for a perk now
It's 2 seconds actually, since the animation of getting off takes 1
So yeah it's even worse than you thought
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@Chiky said:
I have no idea what you're trying to say
I think they're saying like an on demand dying state perk that allows you to crawl but obviously without making noise or progressing the bleedout timer
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@Chiky said:
Trapper should put a trap.on the survivor face or something :)
(Shhh, nobody tell him about DBDMobile)
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@Sparxlost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357571#Comment_3357571
sais who? the 2% of the (survivor sided) community who doenst even know what a balanced killer plays like? i get that camping is annoying but honestly you should be a little more careful when unhooking survivors especially when the killer is there.... have some sense of self-preservation..... its no use saving someone if youre just going to get yourself killed but if you manage it good for you...
that being said im not convinced that this change helps or hurts the camping issue as a coordinated camper will always get the down, and in this case would have a little more breathing room in the case of bully squad rescues.....
still not quite as good as leather face (why does he even need a speed boost?) but hopefully more reliable gap closing instadowns
His..power?
It literally says that the hillbilly is a "high mobility killer able to cross long distances with his Chainsaw"
Do you.. want facecamp bubba 2.0?
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@filipomel said:
Long post warning!!!!!! Please bare with me if you have the patience to read all of this. LOL!
So as we all know the current meta essentially requires killers to tunnel and/or camp to get a chance at getting kills/wins, at least in the higher MMR ranks (to my understanding the tunneling meta is a result of combating the survivor gen speed meta, correct me if I'm wrong). For anyone who mains survivor I assume you would agree with me when I say this play style is frustrating and most importantly just not fun to play against. I can't imagine tunneling and camping is very fun for killers either.
For context, I do not consider myself a meta player. I find playing with the same builds repeatedly to be very stale and boring, I enjoy variety and therefore enjoy experimenting with a variety of perk and item builds. I also am not a player that cares very much for winning, if I have a fun game against a killer and my entire team dies then that's completely fine by me, at least I had fun. With that said I also enjoy variety with the killers I play against, and coming to a point where I basically expect killers to camp or tunnel gets repetitive and stale very quickly. What's the point of all these killers offering their own gameplay style if they all end up playing the same? after all variety is the spice of life. This got me thinking about an experimental game mode that would essentially eliminate tunneling and camping completely, or almost completely.
What if instead of individual hook stages per survivor, all survivors would have a shared pool of hook stages amongst the entire team? Killers would need to get a minimum amount of hook stage progress in total before being able to kill survivors out of the match, regardless of who's been hooked however many times.
For this example a killer must get 6 hook stages total, and every hook after the 6th stage results in the death of a survivor. Survivors on the hook would progress hook stages as normal, so the longer a survivor is on a hook, or the more escape attempts they make while on a hook, the more stages are added to the shared pool of hook stages.
Survivors who are tunneled would need to be hooked a total of 7 times before getting killed, and survivors who are camped would need to be hanging on the hook for a total of 6 minutes (if they don't risk escaping the hook) before getting killed. This would also mean that if a survivor has never been hooked the entire game, but ends up as the 7th, onward, total hook stage, they would get killed off immediately even though they haven't been hooked before.
This game mode would essentially make the killers primary goal to hook survivors as many times as possible rather than killing them before the exit gates are powered, and survivors would have an added cooperative dynamic to be more strategic with hook stages instead of being more or less everyone for themselves. Killers get rewarded for hooking survivors, survivors get rewarded for higher risk cooperative strategies.
I hope all of this makes sense. I very much understand such a game mode would introduce its own set of balancing and meta issues, that's why I think of this as something much more experimental rather than a reality I would actually want in game. None the less I'd be interested in hearing your thoughts on this idea, whether you think it's interesting or just plain stupid, LOL!. Cheers!
Didn't I see this post before?
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@Technature said:
I have never seen anyone get any value out of those two seconds.
It's more often I would down them 10 seconds later.
Yeah I have no clue what @VaporLion is talking about here. I think he's vastly overestimating how much time 2 seconds gives you
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@VaporLion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357856#Comment_3357856
because it can win you the game. 2 seconds can be enough to get you to a save loop. and if this happens, the kiler might just lose because of this. and having it longer would make it very consistent. And you have to realize that Killers are kinda forced to tunnel at the moment because its the best they can do to address genrush. So i think buffing DS is not the way to go about tunneling. weve had this in the past and it just made it so the killer will often slug 60sec and proxy camp around you. It got to the point that i saw people on twitch use stopwatch to wait out the 60 sec, thats how impacting it was. The best solution i think is to have fresh hooks give more blood points and have it slow down gens somehow.
...in what world are you consistently getting value from DS in its current state, especially against killers like Nurse or blight?
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357877#Comment_3357877
I honestly wasn't thinking about the BP bonus one way or the other. That said, if they can make the perk appealing to use w/o the bonus, that's not necessarily a bad thing such that losing the bonus would be a loss.
Yeah I guess but since BBQ was removed theres not a lot of BP perks
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@Toxicboii said:
You know those addons on killers which give some kind of "tutorial" for them? The Chipped Monocle for the Blight, Plaid Flannel for the Nurse, etc...
Why not make them basekit, and have there be an option to turn it off? There's no need to have it be an addon. There's hardly any risk or benefit to use it in the first place.
They're already common addons, it's not like they're rare or iridescent
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357579#Comment_3357579
I mean you could entirely rework it but these are just simple numbers changes that give the addon a decent use. You could slip something like this into any major update.
I think Knight's addons in general are mostly ok apart from a few bad ones (this one included), it's just Map of the Realm feels borderline necessary.
At least it's common and not Iridescent, like trapper's bloody coils
Feels terrible to play trapper without that addon
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@ratcoffee said:
the kind of kiss can depend on the killer's personality. deathslinger can give a grandfatherly kiss on the forehead and put his hat on their head. twins can do the cheek kiss that french people do as a greeting. spirit can snuggle in close and give a warm hug. make it happen!
Least horny dbd player
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@TragicSolitude said:
As much as I want something like this, it might not make any difference. I've had multiple matches recently where I was playing survivor and there were one or two other survivors with AFK crows. The killer ignored them because they weren't a threat. One of those matches caused me to turn the game off last night, I didn't enjoy being tunneled out when there were two survivors with crows. One pip away from the next grade, so of course I got a miserable match and a de-pip. It's those kinds of matches that cause me to stop playing DbD for weeks.
The game itself has to do something to punish idle players. Killers have no incentive to target players who aren't participating.
Edit: That was a bit of griping there, sorry. I've seen a lot of nonparticipatory survivors lately. A lot. I don't know why it's gotten so common, you think they'd feel some sort of shame given the HUD info.
I should add that as killer I really want to see something implemented so that survivors can't stealth around the map and avoid getting crows to hold the game hostage.
Sorry to be part of the problem but I ignore them as well, but that's mainly in hopes they return soon and I do not want to tunnel them out because of that
However if you're the only one I'll probably let you wiggle out
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356081#Comment_3356081
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356437#Comment_3356437
That could work. There's even a similar Huntress addon so it works in terms of making addons with effects similar to the Killer's teachables.
Beast of Prey
When you damage a Survivor while under the effect of Bloodlust, that Survivor becomes Exhausted for 6/8/10 seconds.
I'm using Sceptic Touch's numbers for the Exhaustion.
If that's not enough maybe add in an effect like "You enter Bloodlust x% faster" (I'm thinking 10% or 15%) to go along with it.
Agree, but I think changing it in any way will prompt BHVR to remove the hunting BP bonus, as that's the main use of it right now with the little that do use it
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@GrimReaperJr1232 said:
That's not how it works... at all.
CoH has a 50% efficiency penalty, shared with pre nerf Self Care. However, it benefits from CoH's 50% buff, so 0.5x1.5 and we get 75%
So, 16/0.75 for a heal of 21.3 seconds.
Yeah and fhat really accounts for its strength
If it was ACRUALLY 50% base healing like it was supposed to then it would be a lot less strong
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357572#Comment_3357572
That makes a lot of sense actually. I was running BK and SC, and it felt somewhat slow compared to solo boon.
Yeah, this is even proven by running Botany at tier 3 and COH at tier 3 vs COH at tier 2 or 1
When they are both at tier 3, you get a Grey bar when self healing in the boon but when you have COH at tier 2 or 1, you get a red bar despite the value for self healing not changing with tiers and ONLY changing the heal bonus
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@Mytea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356449#Comment_3356449
yeah i can totally relate to that. 9/10 matches i play are exactly like that and it feels like i'm the only person still playing the game like it's supposed to be played. either i'm getting face camped, tunneled or i have to deal with teammates intentionally throwing by doing nothing or sabotaging the game in any other way. it's totally frustrating and the most annoying part about it is that you personally get punished for the mistakes or toxic behavior of other people! you are the person losing a pip for that! it's total bullshit and behavior has to fix this asap, but they won't do because they don't care about their community!
"Skill issue"
-BHVR
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@Mytea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356303#Comment_3356303
i don't care if it's a bug or not. behavior has to fix this! there is no way around and more importantly it doesn't even serve a purpose! it maybe had a purpose when there were still ranks who defined who you get paired with even though that didn't even work at all, but now it has no sense at all. behavior should remove this asap, but they don't care. that's the sad situation! behavior does what they think is cool and don't change the things the community wants/need or things that have to be changed. it's extremely frustrating to see that nothing is done at all. nothing is done about face camping or tunneling and nothing is done about losing pips while you get face camped, tunneled or due a dc or whatever even when it's not your fault. i have just lost a pip in a match as killer because i had my game froze for whatever reason. i just dropped down a lawnmower on coldwind and my game froze. i was stuck in an endless loop of audio and visual bug. the worst part though was that i was punished for an error behavior caused! what did i lose the pip for? for behavior not coding their game right and resulting in me having a bug?! ######### remove losing pips already!
I agree, I hate depips too
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@VaporLion said:
I think DS is fair how it is right now. Its still a great perk. The only thing that annoys me a bit is that you cant combo it anymore with Head On because the stun duration is too low.
How is it great when you only get 2 seconds of free time? It does basically nothing and God forbid the killer have rancor too
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@p4p444 said:
Beast of Prey
Upon gaining the Bloodlust status effect, Beast of Prey activates:
Grants the undetectable status effect while Bloodlust is active.
Reduces the time it takes to gain bloodlust by 1/2/3 seconds.
Bloodhound
Pools of Blood are shown in bright red and can be tracked for 2/3/4 seconds longer than normal.
Gain 1% haste effect for 3/4/5 seconds for each pool of blood you step in, stacking up to a maximum of 5%
Reduces the duration of scratch marks on injured Survivors by 5 seconds.
Scratch marks from injured survivors are inconsistently spaced.
Call of Brine
After performing the Damage Generator Action on a Generator, Call of Brine activates for 60 seconds.
The damaged Generator regresses at 100/125/150 % of the normal Regression speed and its Aura is highlighted to you in yellow.
Receive a Loud Noise Notification each time a Survivor hits a Good Skill Check on the affected Generator.
Coulrophobia
For all Survivors within your Terror Radius, the following effects apply:
Reduces their Healing speed by 15/20/25 %.
Increases the Rotation speed of Healing Skill Checks by +25 %.
Coup de Grâce
Each time a Generator is completed, Coup de Grâce grows in power and gains 1 Token.
Consume 1 Token to increase the distance of your next Lunge Attack by 80/90/100 %.
Fire Up
Each time a Generator is completed, Fire Up grows in power.
Gain 6/8/10 % Action Speed bonus to picking-up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows for 40/50/60 seconds.
Gearhead
After a Survivor fails a skill check, Gearhead activates:
While Gearhead is active, the survivor who failed the skill check reveals her aura to you for 6/7/8 seconds.
Gearhead has a 50/40/30 second cooldown.
Grim Embrace
Every time a Survivor is hooked, Grim Embrace gains a token. Upon reaching 4 Tokens, Grim Embrace activates:
The Entity blocks all Generators for 20/25/30 seconds.
The Obsession Aura is revealed to you for 5 seconds.
Face the Darkness
You become obsessed with one Survivor
Each time your Obsession enter in Dying State with a basic hit, all other Survivors outside of the Killer's Terror Radius will scream, revealing their Auras for 2/3/4 seconds.
Increases obsession recovery speed by 15%
All other Survivors gain 11% healing speed to heal the Obsession.
You can only be obsessed with one Survivor at a time
Hex: Ruin
Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/125/150 % of the normal Regression speed.
Once any Survivor is killed by any means, Hex: Ruin deactivates and reverts its Hex Totem into a Dull Totem.
The Hex effects persist until its Hex Totem is cleansed.
Insidious
After hooked a survivor, grants the Undetectable Status Effect for 2/3/4 seconds.
Grants the Undetectable Status Effect after standing still for 4/3/2 seconds and until you are moving again.
Nowhere to Hide
Performing the Damage Generator Action on a Generator triggers Nowhere to Hide:
The Auras of all Survivors within 24 metres of your position are revealed to you for 3/4/5 seconds.
Nowhere to Hide has a cool-down of 40/35/30 seconds.
Oppression
Performing the Damage Generator Action on a Generator activates Oppression:
Causes up to 3 additional Generators to also start regressing.
Triggers a difficult Skill Check on all Survivors currently repairing one of those Generators.
Oppression has a cool-down of 80/70/60 seconds.
Overcharge
Performing the Damage Generator Action on a Generator applies Overcharge:
The next Survivor interacting with that Generator is faced with a difficult Skill Check.
Failing the Skill Check results in an immediate Progression loss of 3/4/5 %.
Succeeding the Skill Check grants no bonus Progression, but prevents the Generator from exploding.
After Overcharge is applied to a Generator, the following effect applies:
Increases the Regression speed from 100 % to 200 % over the next 30 seconds
Territorial Imperative
Unlocks potential in your Aura-reading ability.
The Aura of a Survivor entering the Basementwhen you are at least 32 metres away is revealed to you for 5 seconds.
Territorial Imperative has a cool-down of 30/25/20 seconds.
I don't notice anything different with some of these?
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@EntitySpawn said:
No matter how you play in a video game you shouldn't get messages like this...
https://us.v-cdn.net/6030815/uploads/90Q1C37ON5NL/20230205-225955.jpg
And not that it matters but I play pretty fair and dont do any form of BM in the game as I dont see the point. Wouldn't surprise me if you are part of the problem and think this stuff is acceptable over a game.
I would have just said "lol"
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@Cassiopeiae said:
I think it's likely they'll make a basekit feature tha'll prevent that at some point in the future. Someone above said basekit UB but I'm not sure if that's a thing, I'm a bit out of the loop these days.
Unlike a smart proxy camp or a necessary tunnel for whatever reason, slugging for THAT long is NEVER something that should happen in a match. When it happens it's just pure toxicity from the killer, unless you're too far from any hooks, that's literally the only scenario I can think of where a killer wouldn't be interested in picking you up.
Also if I'm not mistaken you bleed out faster while crawling, so keep moving if you're slugged.
You are mistaken, crawling does not effect the bleedout, and its kind of slow to anyway, if anything I would think recovering should slow it by 0.75x but keep it 4 minutes so as to discourage slugging. Any lower and instead of being a way to meme around and not kill the survivors immediately (if on death hook) it will probably be used as a legitimate tactic
Yeah it's probably boring for you but if you think about it, you get to do more things than if you were on hook and your teammates can save you indefinitely until the bleedout timer is up
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@Bot_Salvo88 said:
Basekit unbreakable is most likely closer than we think. That's why they're not changing anything
That would suck tbh
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@Emeal said:
I like what you are trying to do, but people are usually too tilted to care about bloodpoints.
The problem is the Self-unhook which can be used to #########, it gets in the way really.
Suicide?
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@LowIqTrapper said:
Hello!
As a veteran Trapper main, the 2021 add-on pass and quality of life improvements were certainly a welcome addition. However, as time went on, I believe most would agree that these changes didn't improve The Trapper's even worsening state in a truly significant way.
Here are my suggestions for a new Trapper Buff that I've been working on these past few months.
Disclaimer(s):
- Though most of these ideas I came up myself I don't claim to be the first to think about any of them, nor to be the first to publicly propose them, nor that I haven't taken inspiration or feedback from other users.
- I do not have strong feelings about the exact values (meters, seconds and other %) mentioned in the add-on or base-kit changes, they're mostly orientative.
- Even though in my careless killer main mind all these changes could be applied together, It also works as a list of possible independent additions.
Thanks for reading :)
https://us.v-cdn.net/6030815/uploads/81UB22VOCAD8/image.png
https://us.v-cdn.net/6030815/uploads/GI33EEC2L64B/image.png
https://us.v-cdn.net/6030815/uploads/21D5G58V2ANW/image.png
https://us.v-cdn.net/6030815/uploads/OK9ZQJUX6431/image.png
https://us.v-cdn.net/6030815/uploads/8FD5ZRYU6Q67/image.png
https://us.v-cdn.net/6030815/uploads/Z1ID509AW90C/image.png
Thanks for reading until the end. <3
Pls give us the Old Trapper masks as an extra cosmetic! A lot of us loved the original design.
I feel like bloody coil as basekit is really all he needs, as it feels terrible to play him without it that I just can't. Then mabye when if it does be basekit have the current bloody coil add Deep wounds and have either their aura or killer Instinct for 5 seconds after disarming it
A nice extra would be if they are already injured, escaping on their own has a basekit 33% chance to down them instantly, but this does not apply if they are healthy
Deep Wound should always apply tho regardless if they escape on their own in any way even if healthy
Then have honing stone increase the chance to 75% and have mending take 4 seconds longer if uninjured before they stepped in the trap while escaping on their own
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@ShaidarHaran_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356198#Comment_3356198
Bruh.... One more time..... SOME of the boons are as strong or stronger than SOME of the hexes. You're dead wrong if you think I'm comparing dark theory to NOED.
Or are you going to tell me that a shadow step on any indoor map, or in the right places on Haddonfield, Garden of joy, the bedhams, EoC, or the main buildings of half the remaining maps (especially when they're up a set of stairs and away from your objectives) is weaker/gives less value than huntress lullaby, thrill of the hunt, 3rd seal, retribution..... and so on.
And while it isn't strong on solos, if you haven't versed a squad that's shown you the value of a sabo/flashlight/exponential build..... Well you're luckier than I. I'm not claiming it's OP, but it gives them a heck of a lot more value than new Ruin gives a killer, and yet they can have it up less than 30 seconds after it's snuffed while Ruin is one and done and the killer is now minus a quarter of his load out.
If "some" are stronger than "some" of the hexes, why do you want to nerf all boons?
You're arguing about the Exponential and shadowstep, yet haven't said a word about dark theory being OP, and still want to nerf it
Plus if they're doing a sabo Exponential build, they're not doing gens so eventually you will get them all before, and they're just metering around getting altruism points, like that guy said
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@Johnagon_Infinity said:
Remove the AI from his kit. AI's implementation into DbD has been a massive failure. Nemesis' zombies were okay because they were fairly unintrusive and seldom useful. Knight's entire power being based on using AI to chase is terrible.
If you use the Knight to chase, he is incredibly easy to counter-play by just holding W. If you use his power to camp a 3-gen or zone hooks, it's insanely strong and incredibly boring to play against. Knight is a bad design and he's not healthy for the game.
DbD's playerbase has been in a sharp decline since the last chapter. And with the overwhelmingly negative response to the unreleased chapter, there's going to be 2 dud chapters in a row. Give your community reason to continue to have faith in you, recognize your mistake (The Knight) address his core issues and totally rework his power.
No.
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@CookieBaws said:
- Reduce self-healing rate to 40%(from 50%) and it cannot be stacked, at all.
- If the user gets hooked, his boon will be snuffed. Yes, if you running CoH, your boon will snuffed, not using CoH will prevent that.
It's actually at 75%, not 50% healing since the healing boost it gives affects the self heal itself
If this were to be fixed I think it would fix a lot of people's issues with it
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@Sparxlost said:
my idea to make hillbilly way better..
changes to his base power would include an increase to chainsaw charge rate but a massive decrease in speed boost. this may warrant changes to some add-ons that affect charge rate currently....
what this does..
keeps hillbilly from mach speed charging across the map unfortunately, but allows him easier acces to his power while in chase. Being able to use his power this way more often will hopefully put him on par with leatherface in terms of instadown capabilities..
He's not supposed to use it for chase AFAIK, it's meant to be for mobility solely with instadown only if the survivor is in the way
Plus, this would probably create issues with camping if it's increased to th3 point where you can charge it fully before the unhook animation
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Although If we're going to look at these I think we should work on mechanic's toolbox. It's just so underwhelming
I mostly liked this idea because each medkit here plays a different role and effect, I'd like this with toolboxes and even rework the Broken key to do.. something without needing an addon
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350128#Comment_3350128
It's better but I think Its still probably too strong. Remove the hindred and blidness and maybe reduce the hook sabotage distance to like 12 meters and then maybe it could be okay.
That.. would make it useless then
There's no point of even adding it if it isn't going to do much, 12 meters is nothing they can just go to next hook because they can see them
At least the Blindness helped this
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/366115/huntress-teachable-buff-ideas
Now we just need to figure out how to get Beast of Prey to be decent. Most Beasts try to tire out their prey as they chase them… perhaps an exhaustion applying perk? I wouldn’t know what would cause it but it could help against the current Metas.
Dead hard counter, not bad really
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@Smiler said:
Honestly, just play however the hell you want. A killer's objective is to kill, so do just that.
Yeah I guess camping, tunneling, whatever; may be bit annoying for the survivors. But does that really mather for you as a killer though? As long as you have fun doing the thing you do, I don't see any problem in using some "nasty" tactics to win your game.
And despite that, hardly any killer actually KILLS them
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@drsoontm said:
The only way to fix these tactics is to make the other ones viable.
That is, exactly the opposite of what has been done the last few months and what will be done in the next update.
Once you go against good teams, you have no choice to play efficiently, and since every other tool has been nerfed or made useless, well, what else can you do?
I've not played since the 1st of this month yet because of that very reason (I don't like to tunnel nor to be tunnelled).
If today I play (I'm having an overdose of what I'm playing right now), I'll probably tunnel from the start. (edit: just saying that makes me want to play something else ...)
I feel like people take "winning" way too seriously here
Yeah ofc you're going to get harder matches the more pubs you stomp, so why you complaining?
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@kill4escape4win said:
Med-kits give more time value to survivors than any other items in the game, being able to heal yourself and get back to work without being at risk of going down in the next hit is very powerful and give survivors so much health state that it can and is a problem.
Med-kits need some balance changes and I have some ideas on how to balance them out.
Each medkit will have their own effect with upsides and downsides affecting playstyles you want to have with them.
Camping aid kit: (brown) has 16 charges, you self-heal at regular speed, you heal other survivors 50% faster, you cannot have add-ons on this item.
This med-kit will be cheap and used once and that's it, you get 1 health state out of it and nothing more.
First aid kit: (yellow) has 24 charges, you heal other survivors 50% faster, healing yourself consume 50% more charges, self-heal speed is regular.
This medkit will be used to heal others and focus on it, you can still get 1 healing out of it but at high cost, even with charges add-ons you'll be able to get at most 2 heals.
Emergency med-kit: (green) has 8 charges, you heal other survivors 100% faster, you heal yourself 100% faster, healing yourself consume 50% more charges.
This med-kit will be used to do VERY quick heals when the situation requires it, you can still heal yourself very quickly but charges will go down so fast it's better to use it on others, you cannot heal yourself twice with this med-kit so it cannot be a problem for self healing.
Ranger med-kit: (purple) has 32 charges, heal other survivors 75% faster, heal yourself 25% slower, consume 25% more charges when healing yourself, good and great skill checks zones are increased by 16%, great skill check while healing other survivors give 5% more progress.
This is the rarest med-kit and so will have the widest play style available to it, you can go for self-healing builds but you'll heal yourself slower and the charges will run out faster, even if you run streetwise you will heal yourself slower and if the killer use sloppy it will be worse, it's best to use it on others but you can use it on yourself if you are willing to lose the time and charges.
These changes will make each med-kit unique and have it's own playstyle, the brown and yellow med-kit can be used on everyday matches but green and purple will require a build for it to have the best out of them making survivor sacrifice some perks slots to have more effectiveness.
This is my med-kits balance changes, let me know what you think about it.
I'm fine with this tbh
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340421#Comment_3340421
It's not my experience. Just last night. I had a DC so decided to go nice on the survivors. I didn't want to lose a pip so I hooked everyone once and got into some chases (good deal of the match was chasing someone). Kicked gens. Still de-piped. So yes, I was punished for a DC and then trying to make the game tolerable for the remaining survivors.
But, I know everyone is going to have different experiences.
I'm assuming you did many things wrong here
However, going "nice" wasn't one of them
You said you only hooked everyone once, you should've 2 hooked everyone then proceeded to slug as much as possible, this helps get your chaser and some in devout/malicious emblem
Then just try to drag the match out some with as much generators incomplete as possible
Instead of committing to a chase the whole time just hit them asap and slug
Of course 1 hook suicide and/or DC and this plan goes down the drain
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@Mytea said:
when will behavior finally start doing something about this ######### problem?! how many more screenshots of this problem do i have to post until they finally take action fixing this?!
https://us.v-cdn.net/6030815/uploads/G0HA2TXX9QWI/20230225230021-1.jpg
https://us.v-cdn.net/6030815/uploads/I3XOIR0HPWZA/20230225004546-1.jpg
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Its not a bug, it's intended
But I suppose if BHVR were to reply they would say..
"Git gud"
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@Quietus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340428#Comment_3340428
It's odd. I find, as a killer, if I'm very active but still lose I can still get a pip. Then I have a run of 3k games, usually showing mercy to the last survivor, and nothing happens. No pip, no de-pip. Killer is obviously easier to rank up, but the way it decides it is just mystifying.
That's because to get pips you have to have the match run a while, not kill them all immediately
You may think this is stupid bit it's also more healthy and lore accurate since the entity does not want you to just kill them quick but to make them "suffer"
The easiest is probably to go for 8 hooks, it keeps your mmr low because nobody dies, allows the survivors to pip, AND gives you a pip yourself
There's really no "win" or "lose", this isn't an export no matter how hard it tries to be
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356051#Comment_3356051
but there are way more than 4
Then pick the best 4 or have empathy with it
Examples would be:
Desperate Measures, Botany, empathy, empathatic connection
Desperate Measures, Botany, we'll Make it, empathatic connection
Desperate Measures, Botany, circle of Healing, no one left behind
Etc, but the constant is usually Botany and Desperate Measures
If you're not better at healing people than an ordinary botanist (claudette) then are you really a medic?
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@tristenbennett381 said:
I almost think DBD doesn’t deserve Terriffier, they can’t make a violent killer, due to their guidelines they aren’t allowed to. They’d make a super wimpy mori for this awesomely gruesome killer.
Yeah it just would not do hik justice
Even the creator wanted him in dbd for some reason but I haven't heard from him so I would assume they contacted him and told him that it would not be possible to make art as brutal as the movies
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@ShaidarHaran_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355996#Comment_3355996
Didn't suggest they were OP, just stated that they are as strong as some killer hexes and stronger than some others. Yet they can be reused unlike said hexes. Just seems backwards when the weaker perk that takes up 25% of a load out can be permanently removed when a boon cannot. That and the time value of a solo player vs a squad is considered.
The only one as "strong" as a hex is COH
Shadow Step is limited in its range and has to be used near the killer to get value, and even then on an outdoor map it's still not very useful
Dark theory is basically a cosmetic haste effect
And Exponential is literally a counter to slugging. It literally is useless if you're not slugging lol
Personally, I like slugging as an alternative to hooks but it's so rare to see it I almost never have to take it into account and when I get suspicious that they're getting up so fast I just know to snuff it when i see it and down them again
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@Mytea said:
once again i had so much fun in a match NOT that i got face camped at 0 hooks and 0 gens. therefore i have lost a pip. why is losing pips a mechanic in the game?! it doesn't serve any purpose at all! ranks have been disabled leaving grades the only way to "climb up in ranks"! grades aren't connected to match making though unlike ranks have been before. so why is this mechanic still in the game?! losing pips has NO value! remove this stupid mechanic already!
the following situations will make you lose a pip:
- dc (on purpose, due to power outage, due to internet connection loss, due to blue/black screen, dbd errors)
- face camping killer
- tunneling killer
- your teammates being selfish
- your teammates are trolling
- trying to do archive/tome challenges
so why is losing pips in dbd still a thing? this should have been a thing from the past the moment ranks were removed and changed into grades! there is valide reason why losing pips is still in the game and i'm really getting frustrated, annoyed and angry that this is not addressed at all! i can't count how many support tickets i have already created getting this problem solved, but behavior just seems to ignore this problem! if i'm not a content creator with millions of subscribers i won't be heard by the devs. nothing is done to prevent this from happening! do i have to be a fog whisperer or twitch streamer to be heard?
it's no fun being face camped from 0 hooks to death hanging there for 3 minutes without being able to do anything at all in that match just because the devs don't feel the need changing this circumstance! if you at least removed losing pips in a trial (which have no sense at all) we could finally just dc and get into the next game! nothing is done about tunneling and face camping. it seems like things are only changed if i'm a content creator, fog whisperer or throw enough money at behavior!
https://us.v-cdn.net/6030815/uploads/IYNE0XCGQGTH/20230205154626-1.jpg
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https://us.v-cdn.net/6030815/uploads/JJWR86582DI5/20230210153328-1.jpg
I would say keep depipping only for dc's and suicides tho this might be hard to implement so eh
This is especially because the penalty starts at 30 seconds so ther3s less keeping them in a match they don't like
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@Veroles said:
A cool thing would be when onryo could walk through breakable doors and pallets when not manifastated and maybe an addon what gives a certain effect for it like she get manifastated a second later after passing the door/ pallet.
That would be powerful, but then again anyone who says otherwise remember we have nurse who can do that already
Just make the manifestation and demanifestation take a few seconds longer and it's fine
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@chatgiraffe said:
Almost everyone except for the diehard Onyro mains would admit right now that her Condemmed is near completely useless. At most, one or two survivors will bother to waste some time doing tapes. Compared to Freddys Dream World, Pig Boxes, or Doctors Snap Out, her passive ability doesn't buy her any time.
So my idea is pretty simple. Hitting a survivor with a basic attack gives the survivor one stack of condemned. 7 stacks they die like normal. Now you might think "Whaaaat! 7 hits and you just kill a survivor? That's crazy" but if you chase a survivor from injured to dying 3 times, and hook them after, thats only 6 hits total. So basically survivors won't be able to run around taking hits before healing up super quick, or they will be at risk of instant death.
Obviously, there could be some problems with this. Should endurance hits apply a stack? This would be a pretty good counter to DH, but could be pretty easy to abuse with basekit BT for tunneling. Should other sources of Condemmed like Teleporting or Tapes be removed or toned down?
What do the rest of you think.
I mean not really "diehard onryo mains" but ones that have went against of as condemn build sadako, as it does make her unbelievably strong if you're not expecting it while on a 2 story map like the meat plant or RPD
But yeah basekit wise, her condemn does basically nothing. It's only a threat when paired with iri tape and ring drawing
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355686#Comment_3355686
I run ace bait sometimes. Kindred, up the ante, deliverance, slippery meat, and tons of salt.
is it an amazing build? No. but is it exciting? Yes.
And it only works once lol
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If you aren't playing Rebecca with all healing perks then you aren't playing Rebecca right