pidgeon
pidgeon
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- pidgeon
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@dangersmymidd1ename said:
Hyperfocus, Stake Out and a Toolbox are affected by Diminishing Returns, but this probably does not make a difference to the pick rate.
Hyperfocus affects skill check progress not gen speed so it and the toolbox is seperate and not affected by diminishing returns. Same with stake out.
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I think once they "solve" tunneling or at least the root of the problem they will likely take another look at these perks, or they could get changed with the upcoming perk overhaul.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111151#Comment_4111151
a lot of people say hes clunky, powercrept, and inefficient to play as, and to play against a lot of exe players just go only for safe shots so its a case of zone-until-you-die, get tunnelled through the cages, and hold w/pre-drop.
https://us.v-cdn.net/6030815/uploads/GJNEK1Y2QGVX/image.png
not me though. he will be p100 in 3 hours and 38 minutes time when this lobby changes.
Congrats! Glad to see another exe player!
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@GoodBoyKaru said:
my response is almost certainly biased but i hope it helps exe achieve a score of more than 1.5
Do people not like exe? He takes a bit of skill to play as and is pretty fun to predict when going against.
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@Thirteen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111142#Comment_4111142
This makes it so that the invincible survivor can tail another chase and hover for save with no counterplay from killer.
It can always be changed where incorporeal survivors cannot interact with their items/environment
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@Thirteen said:
9.2.0 PTB showed that its not really possible.
I think the problem with 9.2.0 was that the survivor could still be hit and targeted out of the game by the killer which is why I suggested Incorporeal as it would force the killer to chase the unhooker as attacking the unhooked survivor would just make your attacks pass through them, so you can't really weaponize it.
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There will be a huge perk update next mid season patch buffing and nerfing like 75 perks, there's a new killer tomorrow, cheaters are less common, Freddy got a rework, and twins is still in the ditch but she's still a top 5 killer. If you don't come back now I recommend coming back during the terrified or the graphics update later this year or early 2027 ish
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Daily reminder: the devs literally play the game.
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I feel like this is the same person creating multiple accounts for this post..
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111066#Comment_4111066
Its not really that different from Dead Sands or the secondary Borgo map.
Furthermore people have been pushing for tinier/worse maps for awhile, we still get complaints about pallet density despite most of the pallets being 80/20s. So I'm not convinced.Dead sands and the borgo maps are also in my bottom 3 least favorite maps
I think tinier maps are what we should push for in dbd in order to make it so we don't have to spend years reworking low tiers, and instead just nerf high tiers to a point where they aren't extremely oppressive on small maps.
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@Wyndsor said:
Most maps are being designed/balanced to be like this.
Notice how killer players never bring up this map and that should tell you everything you need to know.
That being said, if you break the static 3-gen at the 'main building,' you can still win, but that relies on the killer being bad.Bro not even killer players like fallen refuge its genuinely so unfun to play on, the chases aren't interesting because there's a total of 4 loops, and It takes zero skill to win on this map so there's no challenge which just isn't fun.
Map design is genuinely the bane of dbd its near impossible to make a map that feels balanced for survivors AND the majority of the killer roster, this is why so many maps are relatively one sided.
Note: even if you break the 3 gen next to main there's a pretty much guaranteed 3 gen next to shack that's slightly weaker.
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John Dies at the End is pretty good, once you get later in the book you'll have to reread through stuff in the first half because you'll find out certain plot points that weren't there before. The book does have some immature humor but aside from that the series can get pretty horror like. The first book is more action/horror based, the second book goes full into horror, and the third book, is a bit of a mix
This book is full of spiders (second book in the series) probably has some of my favorite horror sequences that are actually scary to read lol.
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@Arcturus said:
I think making the turret's detection not work while the Xenomorph is Undetectable would be a great change that would give Xeno players the ability to actually use stealth builds, and I think maybe making a couple addons at least partial basekit would be good for the killer. I'm unsure about anything else though, I think (balance aside because we would have no way of knowing, especially without specifics) the facehugger idea sounds pretty cool, although it would make the killer's counterplay even more difficult to learn for new players and moreso I don't think the devs would make such a massive change. I also feel like while a bit on the weak side, he usually sits around a mid to low B- tier with people, so I don't think Xeno is all that weak. There are definitely a couple buffs they could give Xeno, but I don't think the killer needs a massive change.
This, also I just feel like turrets deserve a nerf as a whole as currently if youre a competent survivor its incredibly easy to get xeno out of power. Turret nerfs such as turrets cannot burn the xenomorph on a different elevation, no detection while Xeno is undetectable, would be a nice place to start
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I've only gone against a handful of blatant cheaters, then again my servers are less popular compared to EU and such so at most you'll see someone subtly speed up around corners every now and then. I also just play killer on autopilot whilst I talk to my friends so even if there are cheaters I don't tend to notice it unless they're bad at hiding it.
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Survivor is really fun as of late imo, I've been running Overcome, Finesse, Five Moves Ahead, and Wide Open Throttle. The build is a pretty simple and fun chase build, I would also recommend playing with friends if you have any as its a lot more fun being able to talk whilst playing. Aside from all that I don't find tunneling to be a huge deal as long as its not at 5 gens.
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I'm glad the devs have been listening a lot lately the game is definitely going in the right direction.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110810#Comment_4110810
Hag is considered D tier, not C
Idk I've netted a pretty decent kill rate with her over the years (72.66%) I genuinely do not think people understand that she is definitely one of the best low tier killers. Also who thinks she is D tier anyways?
@RedCentipede said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110810#Comment_4110810
Hah I haven't played Hag since like 2021. Yeah I can imagine everyone playing against Hag like they do Blight or Ghoul these days.
Yeah I'd recommend picking her up she is pretty fun once you get good with her, she can feel a bit punishing if you don't understand how to play against certain groups of survivors though.
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Nobody knows how to play against Hag anymore so most of my matches are free wins.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110746#Comment_4110746
No he's not. He's quite weak and only thing he has is massive zoning.
Why do you think he's weak..?
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@Elan said:
I'd give him ability to recall axe anytime he wishes too, faster movement through doors and make walking through blast give basekit 7 % haste, 40 % action speed and make loot bag basekit too.
Springtrap is in a pretty good and balanced spot right now. At most he needs some minor QoL buffs such as what OP suggested.
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Have you tried teaching them pre running and basic looping? That helped my new player buddy a TON and now he's better than the average survivor teammates we get while he only has 30 hours.
If all else fails just have em run to yellow, predrop, and hold W it works against 80% of the roster.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110564#Comment_4110564
it was streamers that caused that? oh lord
Yeah I don't remember the exact quote but it was something along the line of: "You'll be looking at chat and then get hit from across the map because of it." And now pretty much everybody in forums is quoting it and being pretty mad about it.
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@Yippiekiyah said:
Actually think Wraith is one of the most balanced killers. If Your specifically talking about coxcombed clapper then it is a bit on the strong side but I don't even run it I prefer faster uncloak, speed.
Their post is satire btw, its based on the thing about how BHVR nerfed Judgement because of streamers
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I think the best part about dbd is no matter how bad a killer or how useless a perk might be anybody can make it good as long as they get good with it.
Also for Houndmaster a fun combo is the TR increase Add-on w agitation + starstruck.
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I wouldn't mind muting plagues vomit or doctors on screen shock vfx either.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110304#Comment_4110304
These guys don't want to use that as they are advertising their stream and same time complaining about streamsniping. They don't want killer to see it but same time want to survivors to be able to streamsnipe them and come to their stream. So they want a the benefit of advertising themselves not the negative but in the end they most likely think every killer is streamsniping them anyway when they aren't.
Ah I see, in that case they can just add a delay to their stream if it matters that much
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Using meta perks every game isn't fun unless you can only have fun while winning.. (Which is most of the community)
Plus, in majority of my killer games there's at least 2 survivors with DH and DS, who kill themselves by trying to body block then complain about tunneling. Obviously its my personal experience, but tunneling only really affects my games if its hard tunnel at 5 gens.
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You can go to settings and there is an anonymous mode.
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I have been experiencing the complete opposite, on both sides I tend to go against and/or play with above average players.
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What does the curve change even do..?
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@HolyDarky said:
It seems like the official reason for this nerf is because of people who pay no attention to the game with the given example of streamers who look in the chat while working on a generator.
https://youtu.be/gQnC5Pi4iPw?si=sDW1uATFdFW4kn0n&t=895
Nerf doctor atp, you can't read chat and skill checks at the same time
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110174#Comment_4110174
The devs told the Houndmaster players they will not revisit knotted rope as they feel 2% is sufficient enough in a trial.
I would respectfully disagree.
Isn't knotted rope like a 0.05 second time save..?
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I think the golden age will begin once we hit The Mall or The Terrifier chapter comes out, as by then we will have received tons of perk changes and an overall meta shakeup along with a new map and killer.
If that's not when it starts then it most definitely starts when modding releases.
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@Elan said:
As long as I know Judgment blindness disables seeing pillars. I believe they made this change so people just don't spam power at totems and gens,
I mean other killers such as Jason, Singularity, Twins, ect. All have the "hex build problem" I just hate seeing killers powers nerfed rather than changing the problem itself.
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The problem with survivors is that everything that is "fun" is typically just straight up broken, and anything designed to be fun for survivors ends up seeing less than 1% of play. Killers don't really have this problem as they have unique gameplay mechanics that cater to every type of player per each killer.
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I hope it at least allows me to have separate MMR for each killer that way I don't keep getting put in lobbies where everyone is running comp perks while I'm just trying to learn judgement
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We just need consistent balance updates maybe 10 perk changes per patch, we've dealt with the same exact meta for literal months
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@TropesDaMan said:
i always assumed it was a bug like wesker hug tech lol
Pretty sure it is, unfortunately they gutted hugs so who knows
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The killer is good, the problem is the people who play her being bad.
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Since hag will never be 4.6, as a self proclaimed Hag Main I have a tip and my favorite build that has netted me a pretty decent winrate.
Hot Take Incoming: Corrupt Intervention is BAD on setup killers, it immediately forces survivors into your 3 gen that you are actively setting up which makes it half as strong, and easier to break than it normally would. Of course there are exceptions, but for example on trapper I run Machine Learning in order to get free procs whilst I'm grabbing my traps.
The Build:
- Monitor & Abuse TBTC, Plaything/Fortunes Fool, Deadlock/No Holds Barred. Rusty Shackle + Setting Speed Add-ons
Hag unfortunately doesn't have a lot of perks that actually promote her gameplay and/or improve on it, BUT I think this is probably the best build I've been using. TBTC allows you to set traps and break generators without wasting 5 minutes. Fortunes Fool is really good on Hag as it gets people to search the map and possibly enter into your web, and if they aren't looking in your web they're likely across the map not doing gens. No Holds Barred is great as it is amazing info and passive slowdown. Monitor or stealth perks are just a personal favorite and works great with Hag as survivors won't know if you're trapping near them unless they have LoS.
The best part is that this build is mostly free aside from TBTC, if you don't have TBTC I recommend swapping out TBTC and Monitor for Sloppy Butcher and STBFL
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Why are you wanting to nerf already bad perks that can happen at most 5 times a game when in practice it happens maybe 2-3 times.
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All he needs is a genuine range buff in 2v8, possibly iri seal basekit.
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I wouldn't mind it being just a black screen like in other games
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60 seconds hook timers would be fine tbh I don't remember why it was buffed in the first place, also increased action speeds completely remove the need for like 20 perks and indirectly nerf flashlights which are already the worst item in the game.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108771#Comment_4108771
The reason for making her a 115 is because of how much faster the game has gotten around her maps are bigger and she would still need to set up well and think about how she directed a chase. If we were still in the slow era of dbd I would agree having her not be as good in chase would make more sense but sadly we aren't gens fly insanly fast and she has to spend time setting up her traps making her 115 would help so much with setting up her traps but wouldnt make her broken it would push her from d teir to around b tier she still would have her normal counter play but she could get going in less time.
Hag is low B tier 99% of the time unless survivors S tech and/or are heavily comming.
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If your teammates have common sense, the game is very winnable when being hard tunneled as they will either A: have anti-tunnel or B: just split gens 3 ways.
If you pre run as soon as you hear TR that's a solid 7-10+ seconds of distance depending on if the killer takes a straight path to you or not. (Using my personal experience) I can pretty consistently take up 90 seconds of the killers time as long as I have 2-3 loops since its about 30-40 seconds for first hit and about 20-30 for second hit, plus the added time of hooking and catching up to the pre-run being about 20-25 seconds.
Also to newer survivor players reading this, if you are the ONLY person on death hook. Literally just rat in a corner as the killer will be completely focused on finding you and you can waste tons of time or remove a significant amount of pressure from your team.
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@Aesir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108767#Comment_4108767
Disliking a specific perk design in a game doesn't mean I don't like the game. My question is this: over the years, other killer or survivor perks that created similar situations have been nerfed and reworked multiple times, with changes specifically aimed at reducing how frequently or effectively those perks are used. So why has this never happened with Lightborn? Why has this issue remained untouched since the perk was introduced, and why does it seem like the development team acts as if this particular problem doesn't exist? That's my question.
Flashlights are pretty unfun to play against for newer or casual players that may not know to face a wall, or to not Insta pick. Again some people have sensitivity to lights, as my brother cannot play without certain accessibility settings that make flashbangs in games completely dark or non existent (ex. Lightborn or the screen going black instead of white.)
Speaking of epilepsy issues. To any dev reading I'm like 80% sure the doctor still has his vfx bugged where it can trigger seizures.
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This would be better than current nurse just so yk
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I think killers should be balanced around their downsides, right now I've been on the hag grind for quite a while and its been going well about a 72% kill rate and top 3 most played killers.
What I mean by my previous statement is that I would much rather hags weakness of her not being good in chase not be fixed. I think killers that are weaker in chase and stronger outside of it by the slow grind game of getting injuries and eventually snowballing is quite fun. (Ex. Judgement) This also makes the Hag player think a lot more than a normal killer would, as she cannot rely on just chaining downs and forcing chases.
Having a switch for her power would make her more fun in chase for either side as it increases her lethality and mind game potential. I think she could use most of her numbers add-ons basekit such as setting speed, teleport range and teleport duration increased as a nice QoL buff. To compensate an add-on pass could be nice but that seems to be a while from now.
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I think light born is healthy, as survivor it does suck to lose your item but it is really funny saying "I got it this time" to your swf after supposedly missing your fourth flashbang in a row. As killer it helps people who are sensitive to light, or just new players in general not wanting to get bullied by the aforementioned 3-4man swf.
I personally don't mind, it allows for funny moments on both sides. Plus it makes the game harder for killers, as after the first missed save that survivor that usually follows chase for 5 minutes is instead now on gens the whole time.
Also if you are leaving your matches because of lightborn I hate to say this, but you obviously do not like the game and should play something else.