not_requested49
not_requested49
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@dontpanic503 said:
This happened to me as well. Legion appeared to still be in frenzy, but wasn't and was able to down survivors. I've seen clips of this on Twitter as well. Legion should be killswitched until this is fixed.
Literally almost half the killers are probably going to be killswitched cuz of this update lol
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Just tried it in a custom game and can confirm with the build you were running lol
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454573#Comment_3454573
I like the idea of a limited duration like lucky break.
Making it limited would make it virtually useless for such a small amount
If anything the speed can be nerfed to 2% and buff dark theory to 3%
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@WinterDraft7 said:
I don't know how this bug happened or when it started. But any time you load into a game as Legion on any map, If you go to break down any breakable wall, there's this bug where the first kick you do on a breakable wall sounds like you're kicking a pallet and then the second kick sounds completely normal afterwards. I know it's not a game breaking bug, but it needs a fix urgently.
...how does this need a fix urgently?
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..you going to even describe what this is?
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@Relevantcow said:
This seems like it would be an easy fix that you could implement in the next patch.
Any time that i get saved from the cage of torment dead hard does not activate.
But if you really think about it, dead hard should activate considering that the cages are like hooks.
And i do not see how that would be fair to not give dead hard considering how you have nerfed it already.
If anyone could inform me if this is intended or not, that would be greatly appreciated!
Intended, not a bug
No hook ot unhook perks work on cages and it specifically says so
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Same, rather irritating tbh but not that big a deal ig
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456084#Comment_3456084
not really, WGLF protect others, this protect you.
Best outcome is having both.
So basically a niche perk nobody uses?
How neat
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Ah
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@Tsulan said:
At this point i´m honestly surprised that no one has thought about bringing Dark Theory to the party.
Because it's terrible and more of a gimmick perk
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454502#Comment_3454502
Of course it can get nerfed.
Basically only movement speed aspect is problematic.
You could replace it with faster healing speed (downed survivors) and it would be great anti slugging perk.
???
That literally just sounds like WGLF but worse
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455150#Comment_3455150
seems good enough
It is fun killer otherwise, so this might get Larry into decent spot.
Why do people call him Larry again?
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455524#Comment_3455524
You answered your own question in your first sentence.
"Slug the obsession"... yeah sure, you go run around the map to find that.
Sure if you are lucky and find it 1st encounter... maybe... you ain't out of the wood yet if you face a competent obession that predrops pallets on a pallet town map.
You assume like a million things will go your way in that build.
That's why its bad.
You're telling me you can't find the obsession the ENTIRE game? And even if not you can make a new obsession with game afoot. Its not as hard as you're making it seem
Not even as rare as you make it seem as it works constantly for me
And even if they do loop you from the start, you will eventually down them and almost never can live long enough for 5 gens AND the exit gates without getting downed once, even against serious genrushing teams
You're assuming something is bad without even trying it, based on the sole fact that it isn't meta when the reason it isn't meta is because it's not widely recognized and people do not know how to use it correctly
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PS4, same issue
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455516#Comment_3455516
I disagree.
The planets must align perfectly and you are still very susceptible to gen rushes.
People don't run it because it's bad.
How exactly must the stars align perfectly? You slug the obsession on 1 gen left, wait for the last gen to pop, kill them instantly, go down someone that's at a gate, if they're not obsession, leave them slugged and find another, rinse and repeat
You're just underestimating it like I said
This is especially helpful if you get gen rushed since you don't have to camp anyone and only get 1 kill, you can just kill them, doesn't matter if they were hooked or not, then do it again to someone else
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454906#Comment_3454906
you named a whole 4 perk combo that is non-meta.
like I swear, why would someone think its good if NOBODY is playing that... its beyond me.
Yeah its 4 perks but it really does work well, particularly with skull merchant or teleporting killers
Nobody runs it because they underestimate it or simply don't use it right, or cuz they don't like moris
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@Blinckx said:
Scavenger is even more OP than Made for this
...you are kidding, right?
I tried using scavenger in just a niche build and it was awful really
Relies on RNG to give you skill checks and THEN gives you a penalty in which you can't even repair anything really
No thanks
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453167#Comment_3453167
Actually Killers do have 2nd chance perks. We literally got one in Machine Learning (lose a gen and get a buff). There's also Fire Up (lose gens, do actions faster). Very strong perks, obviously.
Unironically though rancor and game afoot work very well as 2nd chance killer perks, particularly when combo'd with remember me and NWO
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@Seraphor said:
The problem with this killer:
- With EMPs, he has no power.
- Without EMP's, he's more effective than Skull Merchant at holding down gens.
I actually thought this killer was going to be good, but upon trying him out a few times, he's worse than Skull Merchant.
Least his mori is cool tho
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@admurt said:
The "Franklin's Demise" and the "Hoarder" with the 'configuration' do not work
Not a bug, this is intended
Sucks, I know
Next they'll probably make Iron Maiden no longer increase Reload speed with trickster and huntress
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Did this while wesker lmao
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@jordanjustice said:
I am sure there is a way that the Devs can know whether or not someone went into the menu and chose to Disconnect, or if they didn't.
If someone's internet gives out, or the dbd server has a blip and disconnects people.... there is no excuse for why those people should have to suffer a disconnection penalty.
Frankly, its just lazy development to not have a system in place to show whether the person disconnected by choice or by 'act of god'.
Please put 5 more minutes into development and only place punishment upon those that actually choose to disconnect.
Thank You
Because people can then just turn off their wifi to bypass this? Its not hard to realize that lol
"No excuse" lmao. This is the excuse right here, it would be pointless to add because everyone who DCs would just turn off their internet
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@LapisInfernalis said:
Before you think I am a killer main: I am not.
The problem on this map is that it is small on the one hand, but has an incredible amount of safe pallets back to back. Even Midwich (which spawns roughly the same amount of pallets) is less of a pain because there are not many easy ways to switch between floors.
Even unexperienced survivors can easily loop here because everything is so safe.
Examples:
1) Controll room & Bath/Basement. Here are 4 God pallets on 2 tiles. Why? One on each floor should suffice. Add maybe a window on the top instead (like a mini LT tile). This tile also often connects to at least one other strong pallet on either floor which makes this area too safe for the location with the basement.
2) The safe drop down through the shredder which connects to the freezer. This has a god window on top with a god pallet connecting to another good window and probably a god pallet on the bottom. Why?
3) The pallets between the shelves are unmindgameable because you can see everything that is taller than a crouching Pig or Ghosty. This is relatively easy fixed by shorten the shelves and/or making the boxes a bit higher.
4) Corner stairs pallets (bottom) are unmindgameable and often have another safe pallet on top of the stairs. Remove one.
There were just some examples. The map would benefit from the removal of 5-8 safe pallets in general with the addition of some windows on the top floor similar to the one on one of the Midwich exit gates. A lot of loops need to be shortened and maybe some stairs removed. If I am correct there are 6 stairs (+3 drop downs). 3 or 4 stairs should be enough.
The Game doesn't have a lot of windows, the trade off there is more pallets, imo it's fine as is for me because pallets can be broken, windows cant
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@Orthane said:
It's just becoming unfun to play Killer at this point. Gens just get done way too fast. Even without a BNP I just had a gen pop in 30 seconds, and then the next gen pop in less than a minute of the last. I don't even have time to do anything about that. And then because gens are so fast you are forced to take a chase for 10 seconds, then drop it to go pressure gens or you just lose, but you lose anyway because then you can't get hooks, it's just not fun. I've tried taking regression perks but not only are they literally useless in every single situation, but that doesn't help me stop 2 gens from being done in the first minute of the match. I know people say "Only the last gen matters" but when 40% of their objectives are done before I even get a single hook or have a chance to do anything. It's just so demoralizing constantly seeing 3 gens get done when I have 1-3 hooks every single game. It's gotten to the point where I have to just tunnel someone out of the game as quickly as possible because gen speeds are way too fast. And if they have even a single Toolbox it flies by even faster, BNP just needs to be removed from the game, idk how that's still a thing.
Honestly I wouldn't even worry about hooks
Personally I just have rancor and game afoot so hooks don't even matter to me, just can still kill them regardless lol (and in a better way too)
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Perk is fine as is
If you don't like it, you can always run distortion
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@davidrodmad said:
It's unbelievable the amount of copium, anger and pettiness that makes all of you think this is not an issue.
I didn't want to touch this thread again, but I just got out of the third match in a row with an AFK killer. I'm a killer main and no matter how little I attempt to play survivor, the times I do will always be like this.
https://us.v-cdn.net/6030815/uploads/PM03JDE7NBPX/image.png
Throw gen blockers in there as well for extra wasted time.
But who cares right? You do gens, get BP and leave. That's what people are here for. Time has no value, playing the game doesn't either, only thing that matters are the rewards and the numbers.
Jesus christ.
I'm now just realizing that is the perfect build for wasting time as afk lmao
Pinhead so they waste time getting box, and all the other perks to slow down gens as long as possible without moving or doing anything at all lol
I don't think they are doing this out of spite, but for XP for shards since the main thing only matters for XP is time in match
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451286#Comment_3451286
Everyone counts on a weak survivor to win. You pressure the weak link as killer, this is common knowledge.
So you complain that there isn't any weak survivors?
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450244#Comment_3450244
Yea the trickster had to do the impossible task of moving slightly to the left or right when I did just that... He doesn't need a buff. His knives do too much damage too fast. From a long range no killer should get that much power that quickly.
Trickster can be strong.. on PC
On console he's terrible to control
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449546#Comment_3449546
you can beat it as SWF, but those 3-gen are hard to beat for soloQ.
Best you can do is always try to not get into 3-gen situation -> try to remove it asap. Most killers won't hold 3-gen from start, they will patrol around, but still commit to some chases before they get low on gens.
Most don't yeah but some skull merchants can see a 3 gen and simply act like it's the only ones and prevent the survivors from ever breaking it
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448030#Comment_3448030
It doesn't work on specific maps like The game or midwitch and with specific add-on.
It still works in general.
She doesn't really need to 3-gen there tho. She is really strong on those maps, soloQ is unlikely to beat that unless she is bad.
But those two are not really known for 3-gen. Worst offenders are saloon and RPD.
On both of them you have line of sight to do this.
Exactly, therefore what can you even do on those maps? It does not matter how close or far the gens are if you cannot see or know where she is, with her knowing EXACTLY where you are at all times unless you hide the whole match not doing gens
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447227#Comment_3447227
I said when everyone was downed and there is 0 way for the survivors to comeback, no self unhooks and no self pickups. Not at all times. How is that stupid? I think the killer walking around for 3 minutes finding scattered survivors that have crawled around the entire map is more stupid.
Because there's always a chance a survivor can wiggle out while being carried
If anything however I would think once all are downed the killer gets basekit deerstalker so he can find them, although this may be too strong
But the best solution IMO would be to make a chance to pick yourself up once all survivors are downed or there is 2 left, like trying to kobe off hook, and will subtract a chunk of your bleedout time if failed (while also making bleedout time much longer to not incentvize slugging as much) and the penalty can be 45 seconds for failure as well as a Loud Noise Notification for the killer if you fail
That way, the survivors can have at least something to do in an unwinnable situation
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@kradski said:
So I was doing the math. Say I moved to PC and started anew:
* My MMR increases rapidly, but my perk pool is shallow.
* Assuming I only play 100% bloodpoint modes when active, and assuming I have an average game (20k-30k), it takes about 40 games, or about 6-7 hours, to prestige one character (1.5M bp). That's multiple days if you're casual. And to get back to the high-mmr basics we're talking months.
* You shave that down to half that if you happen to be in a blood rush/hunt/whatever. That happens, what, quarterly?
* Bloody party streamers doesn't spawn frequently enough to make a difference, nor does survivor chili/escape cake or whatever. Events don't happen frequently enough and rewards are relatively small.
* All of this would be helped significantly by restoring the 100% bonuses of bbq and such... Or just give them their own standalone perk that only gives out the bloodpoint bonus.
And keep in mind this is someone who could hit the ground running. God help you if you're new to the game.
While it was cool to have, it was "overpowered" in such a way that it felt terrible not running, and BHVR does not want that
If anything though they could give territorial Imperative extra sacrifice points for hooking in basement, just to synergize with perks like beast of prey, distressing, and thrill of the hunt
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449215#Comment_3449215
It would be different kind of wire tap, so the effect itself is not problem. Considering that the reach would be higher and destroying boon is more time consuming, it would need to be worse in it's effect. One possibility is to provide the aura intermittently. Like 2s aura and 5s of nothing.
Overall current dark theory is one of many many perks, that just make no sense to bring (and I suspect it's mostly used for memes to have "most worthless boon" or "full boon build" (there are just 4 boons, so...) or speed build (bloodpact, dark theory, hope and power of two)).
Honestly idk what is OP about that idea, because it hardly is, the effect is just so niche it will still be in the exact same spot it is now
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449207#Comment_3449207
Your description seems to be extremely problematic perk.
How? It's literally wiretap but worse because it's boon limited
Plus, it makes sense regarding the perk description itself
And even it being added onto it will still be a low tier perk that's almost never run because it's a weak effect
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@Usernameorsomething said:
Survivors have long had this ability, and I think its fair to say that most members of the killer community feel that this is should be removed or at least have some considerably de-buff, and not just sacrificing blood points at the end of the match.
A potential fix could be to extend the interaction range for hooks, or allow killers to no-clip through survivors, while carrying another survivor. I feel that if this continues then new players will avoid player killers (especially The Pig)
Are you for real having issues with hooking? Because its as easy as it ever has been
But yeah sure let's just give survivor hindered while we're at it when they're in a chase and extend gen times to 240 seconds
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@Luceus said:
A lot of players have expressed concerns about the new perk "Made for This" being too strong, and I think this is more caused by an issue that has became more and more noticeable as new perks are introduced.
Speed effects stack with each other and It's an issue.
This mechanic not only makes those perks exploitable but also hinders the creation process of new perks due to combinations making the game unplayable for M1 killers.
Speed has always been one of the strongest effects in the game, this is why the higher the speed boost the harder it is to get/keep, but having them stack makes those limitation pretty irrelevant because of how strong is the result and how similar a lot of activation conditions are.
I think it's time to change that and finally remove the ability to stack speed.
My idea for this is simple, make only the highest speed boost apply at a time.
Meaning if you have both 3% and 5% speed boosts you'll only have 5% apply, same thing with exhaustion perks if you happen to use sprint burst with those 2 speed boosts you'll run at 150% and then go back at 105% once SB ends.
This should solve the issue of exploiting speed perks and allow for easier and more proper balance of perks related to speed while making the life of regular M1 killers easier
Of course perks like PWYF are an exception to this, they should stack with themselves since it is the intended purpose of the perk BUT they shouldn't stack with others either.
A similar topic I wanna talk about is bloodlust.
This mechanic was first introduced to counter infinites, but I think a lot of issues came with it along the way:
- A lot of the maps / tiles /chaining tiles aren't getting as much attention as the should and properly addressed because bloodlust is acting as a band aid fix.
-BL is also the reason the stackable speed hasn't been really looked on by devs since it counters it to some extent (again a band-aid).
-BL is a big reason as to why under powered M1 killers aren't looked at properly because guess what? It's also a band aid to not have to worry about them too much.
- BL is rewarding new/bad players for playing poorly.
Just like I said earlier speed is one of the strongest effects in the game, rewarding bad plays with it is just overly counter productive.
A consensus in this community is that the game tends to be more killer sided the lower the MMR and more survivor sided the higher the MMR. Meaning that new killer players are getting an overly strong effect for doing the wrong things essentially giving both and unfair advantage and also greatly hindering their learning curve.
We also have the issue of some killers not actually looping anymore instead of going for mind games or using their power in a smart way, they will just hold W until they get the hit, but on top of that it creates a boring gameplay was there basically is no real interaction between survivor and killer and is just a "holding w" competition.
Of course, not all BL is bad for the game BL1 is perfectly balanced IMO it gives a little help in the struggling moments without being overly powerful and winning you chases for free.
Devs have announced that they intend on properly balance maps, and once they finally decide to remove stackable speed it should be time for BL (at least 2 and 3) to go. And for D tier killers to finally get the balance changes they deserve.
Because for now it's hindering the balancing of the game by acting like a band aid for most major issues killers have to deal with.
I really wanna hear your thoughts about all of this.
I might have forgotten to mention some arguments because I'm writing this in a hurry.
Also english isn't my main language so there might be lots of typos and parts hard to understand.
If the problem was stacking, you'd think blood pact, power of two, and dark theory would be meta with hope
Yet, it isn't
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447978#Comment_3447978
2 SWF can break 3-gen.
Against 3 gen you usually want to pressure mainly 2 gens anyway (someone brave can try to sneak for third, but two are usually enough)
Then it's easy
1) work on gen
2) prerun when killer goes towards you
3) go back on gen when killer goes to different gen
4) repeat until you finish gen or killer commits to chase
Even all soloQ can break 3-gen, if they are all decent and know what to do.
The problem is you can't prerun if you don't know where she is at with the Oblivious addon on a map like meat plant
I don't get how some people do these so called "solution" comments when it doesn't even work out in real gameplay
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433810#Comment_3433810
And by FAR the best way to do that acheivement is to run Deli, which you would still be able to do.
Not everyone has Adam tho
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446882#Comment_3446882
bestie your just bad.
"He has two dashes so he can hit if he misses"
If he fails the first one, then yes he can correct it. Just like, literally any killer with a charge function. Huntress doesnt lose all her hatchets after missing a shot. Why should making one error be that punishing, unless the killers power is strong enough to warrant that? It shouldn't.
"Guys hes literally just nurse"
Unlike nurse, he moves at 12m/s in dash. She moves 16m/s, with a lunge and she gets to choose where she lands. Wesker has no lunge, is locked into the set distance, and moves slower. They are only the same in that they move in straight lines. Nurse goes through walls, moves faster, is more consistent thanks to the lunge, is more versatile thanks to the choosable distance, and has a much shorter cooldown.
"If he fails the hit hes still 4.6"
So... if he goes into fatigue... and he hits you right after... then thats on you...? his fatigue is long. just run away. it isnt hard to understand. He doesnt have range like huntress or ignore game mechanics like nurse. So he is 4.6. You also didnt mention that because he is so speedy, his TR has basekit distressing. so you get to know hes coming a mile away. Im sorry but if you dont understand how to make distance you just suck.
"Unicorn Medallion is sooo OP you guys!!!"
No. Its not. Get a grip. All it does is open up for more plays in more situations. Yeah, super overpowered. You see that addon that buffs him one way, but nerfs him another? Super overpowered guys. Equal tradeoffs are bad game design bc im losing.
"Recharge addons are super duper op bc nurses were!!!"
Because nurse is the best killer in the game. With a 3 second cooldown per blink. And the TWO addons could be combined to a 4 second cooldown. Have one full blink before fatigue even ended. It was overpowered and bad nurses crutched it. But you see darling, the difference with wesker is that he is in fact not the best killer in the game. He is high-mid A-tier. And he only has one addon. A yellow that decreases it by 20%.
His base cooldown is 6 SECONDS PER TOKEN. See the difference? How nurses whole cooldown is doubly faster than his? It takes 12 seconds to fully regain both charges. So, a 20% decreases 2.4 seconds off of his cooldown. Down to 9.6s. Still longer than nurse with nothing. And since hes weaker than nurse, its not a big deal. If he had two addons it definitely would be. But he doesnt. At all. Unlike old nurse.
"Gold egg op bc I'm bad"
Really? Gold egg is such a mid addon. WHat do you even mean mindgames are useless? What mindgames are even to be had, using the extra time to walk around a corner and get someone? just stay behind the wall. You have 3rd person he doesnt. I am so lost as to what is even being complained about here. What, that if he misses he gets extra time to focus and correct? GOOD. ITS A GREEN ADDON. ITS EFFECT SHOULD BE IMPACTFUL. EVEN THOUGH ITS REALLY NOT. Are you really saying gold egg is uncounterable? You. Are. Just. Bad.
"S+ Tier"
So he is stronger than the killer that goes through walls, moves faster than him, is more accurate than him, has more room for error than him and has a shorter cooldown? And hes also stronger than that killer that effectively cuts map size in half with his power, and chase time as well thanks to the speed of a rush if you are skilled? Sorry no.
https://us.v-cdn.net/6030815/uploads/8JT7TVGBN8VY/image-2023-06-05-095136494.png
See that? 5th best killer. In A Tier. The tier where the unquestionably balanced killers go. This was made by otzdarva, someone with thousands of hours playing since 2017. I'm gonna guess you have like, idk less than that. You do not know more than this guy... or really anyone with any semblance of knowledge on this game. Bet your surprised that tricksters down in c tier, after all his knives are super uncounterable and overpowered to use.
Did otz legit forget sadako existed here?
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446460#Comment_3446460
115ms,very thin hitbox,short of stature with freddy's lounge.
This should be more than enough to require some nerfs to him.
BUUUUT he also has 2 charges,that can help him vault or simply destroy loops.
His playstyle is just closing in the distance with Huntress and using his power or doing the Pyramid Head ability where they hold the power just enough to force you off a loop or close the distance for M1
And I don't think I've seen people praising Pyramid Head as beign a fun killer...
These 2 playstyles are just Artist playstyle,boring holding M1 or get wrekt by the killer,NOT HEALTHY OR ENGAGING AT ALL!
But there's more,unlike Boretist and BoreHead,he also can push you so off a loop into god knows where to freaking get a guarantee down.
And there's more!
You can't even pre drop pallets because he's just vaulting over and if you're not away enough,he'll hold his power as pyramid does until he gets a hit.
He's a slept in killer,he's Blight power,but the killers nowdays only know how to camp and tunnel so they won't find his tru3 potential,sad but happened before,though I don't know which killer was considered weak but was actually very strong...
All Killers have the same lunge range except for Myers in T1 and T3
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@HUNGRY_AS_A_HIPPY said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445778#Comment_3445778
Respectfully, to you, what difference does it make if players DC when being left to bleed out, or if they bleed out?
I'd much rather move to the next than wait 5 minutes for bleed out. I'm not talking the killer having one person slugged, and allowing that person to give up. I'm talking the killer has all 4 survivors slugged and refuses to pick anyone up, leaving all players to do nothing for 5 minutes.
I try not to leave survivors bleed out fully either but say you want to pickup someone and before they do, they just bleed themselves out to deny it? And even if it was restircted by the amount you've lost before you can do it, this can hurt twins or someone with tenacity crawling away, letting themselves be bled out before using unbreakable at the threshold so the next time you down them they can just deny it without any penalty
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@HUNGRY_AS_A_HIPPY said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446736#Comment_3446736
Simply allow the bleed out option to grant the killer the equivalent of a 4k??? You and old mate Not_Requested49 are clearly missing the point. It's beyond me why you both even commented tbh.
Because having more ways of suiciding to avoid DC penalty is not good imo, and tbh the killer shouldn't get automatic sacrifices for it either
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@MrMori said:
Slugging for the 4k is boring for both sides. But also walking around the entire map to pick up survivors who have decided to crawl on an adventure after you get the last person downed is also super lame. There are lots of things they could do to speed up the whole endgame process after the game is decidedly over.
Like, if everyone is downed and no one has Self-Pickup or Self-Unhook, the survivors were given a vote in the Esc menu to give up, sacrificing everyone instantly.
That just seems stupid honestly
While I get your intentions it just seems stupid to have more options of killing yourself to avoid DC penalty
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446656#Comment_3446656
It's weird how you think I said something that I never did. It's like asking why you like pizza so much after you told me you enjoy swimming.
Hook animation is the exact same every time, regardless of killer
Moris are unique to every killer yet you say the moris are stale?
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446670#Comment_3446670
I do run botany and get 3/4 of a heal from a medkit.
So that's the reason why..
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445857#Comment_3445857
i dont think that a good combo with ONE perk is a reason to call it a good perk. If you have to run a perk with another perk just to give it some value, just how good can it really be? If you want to play like this you could just play noed on a killer who can kill survivors and save a perk slot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445885#Comment_3445885
And i agree with this, if you like to play it, fine with me but this combo only gets value after the gates are powered. So 2 perk slots are usless over the first half of the game.
In my opinion it would be way better to just pick 2 perks that have value all game long.
But fun over all, if you like it, like it. But i still dont think its good.
Noed can get cleansed and outplayed, even if you camp while anyone except instadown killers
Rancor can't, and you get more than just camping when paired with game afoot
But yeah that's what endgame perks are, they only come into play at the end
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@HUNGRY_AS_A_HIPPY said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445778#Comment_3445778
Respectfully, to you, what difference does it make if players DC when being left to bleed out, or if they bleed out?
I'd much rather move to the next than wait 5 minutes for bleed out. I'm not talking the killer having one person slugged, and allowing that person to give up. I'm talking the killer has all 4 survivors slugged and refuses to pick anyone up, leaving all players to do nothing for 5 minutes.
If the killer sucessfully downed all 4 at once.. then there must have been some severe misplays on the survivors' part
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@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408419#Comment_3408419
I agree until the "heal others significantly faster" part, the highest they go is 50% (purple) which I wouldn't call significant. 50% was good when it was on green medkit for self healing, yes, but this is using medkit on other people, which means you're throwing away your own self heal (for a medkit without charge addons) just to heal someone else 50% faster. I wouldn't say that's incredibly amazing. If we're considering speedboost addons (10% + 5%) and healing perks, I can sorta get what you mean, but basekit medkits healing other people super isn't worth unless it's ressing people off the ground or healing the guy getting tunneled. If you're playing like a medic build maybe I can see the niche in a 50% heal.
And even then, purple medkits are super rare as well
Simply no point in bringing anything other than a brown medkit anymore since there is no difference
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@alaenyia said:
You can tell the killer mains in this post haven't played for very long. Med kits got a massive nerf about 3 years ago to what they were just before this. The fact that a med kit will not give you one full heal is ridiculous and makes them useless. Especially ones you get out of a chest. This is a finite resource. People in here are talking as if you could previously use a medkit to heal for the entire match. Nah, fam it was a one and done. There should never be a med kit that has less than one full heal. I am not disturbed by them repeatedly slowing them down but not getting one full heal is ridiculous, especially since the majority of survivor players are solo queue with no guarantee a team mate will heal them.
U can get a full heal out of it tho? Are you using Botany or something?
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@MommyHuntressss said:
What is with the nerfing of med kits? That has to be the DUMBEST thing to happen in this game and the one thing that has really frustrated me in this game. What is supposed to be accomplished with this? Bring back the way they were before this last update PLEASE, it's so ridiculous! The rarities of the add-ons, the speeds, and the charges all need to go back.
Git gud I guess?
However yeah I would've preferred them not make all medkits the same