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piplup55

piplup55

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piplup55
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  • @Jacknalls_Paw said:

    Absolutely not.

    Anything that leads to a free hit because you don't feel like learning how to play a killer properly has to stop.
    Fortunately it will happen with the knight and was partially reduced with vecna, thank god it also happened with chucky and i don't see why implement it again.

    Soooo remove Vecna's hand???? Rermove invitation pallet breaking??????

    Chucky's Scamper only made giving a hit easy on god pallets, and even then it was not "free". On shorter loops the survivor could get to the other side of the pallet to play the 50/50 during the animation. If you as a surv stand on the other side of the pallet to teabag then yes, it's a free hit, otherwise it's not.

  • @Jacknalls_Paw said:

    Absolutely not.

    Anything that leads to a free hit because you don't feel like learning how to play a killer properly has to stop.
    Fortunately it will happen with the knight and was partially reduced with vecna, thank god it also happened with chucky and i don't see why implement it again.

    This is an edit. Comment deleted for some reason. For the actual comment read the next comment.

  • I still think he was more fun to play as and against when he could scamper. Now he is insufferable with how short hidey-ho's cooldown is.

  • @ays12151 said:

    Before everyone was complaining about unavoidable hits after crawling under the Pallet, so I don't really get it why are you saying he was much better before to play against & even as.

    My suggestion would be:

    • increase his Turn Rate or Intial Turn Rate after Scamper while using Slice & Dice
    • slightly increase his cooldown (by 2-3 seconds for example)

    But it's the same thing now. Imagine a The Game god pallet.
    Old Chucky could enter power, Scamper and try a Slice and Dice to hit the survivor. If he hit it, that's it, no more Slice and dice for 18 seconds which let's the survivor reach another structure/loop to play around the Scamper.

    New Chucky can use Slice and Dice and try to hit the survivor (spoiler: he won't) or break the pallet, enter Hidey-Ho and immediately Slice and Dice. It might give the survivor a bit more distance to juke the Slice and Dice, but it doesn't matter cause he has addons to reduce the cooldown either if he hits or misses, so he will have the power in 9-10 seconds tops.

    It's a ridiculous change that makes Chucky feel more clunky while playing and make it unfair while versing him.

  • I do agree that there is a matchmaking issue at play, but another big problem right now is how they are buffing killers without giving anything to survivors in return. I'm not against killer buffs, but the strongest killer strategies (tunneling and proxy camping) are only made worse with stronger killers and survivors are not getting anything to deal with.

    "But you can always bring X and Y perks to counter that" Yes, yes I could. But where is the fun in ALWAYS bringing those perks IN CASE a killer decides to camp and tunnel?

  • Isn't it better to play the game against bots than playing against survivors killing themselves on hook or just staying still or ignoring you?

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388021#Comment_3388021

    If killer camp or slug it means you gave him the opportunity for it. If you hate tunneling, there are OTR + DS or Deli + DS + Unb combo for you.

    But you shouldn't have to bring the same build every time to counter an annoying strategy that all killers can perform, some better than others. It's already bad enough to bring perks or builds that get countered by the killer you are facing (healing build vs plague, no exhaustion perks vs mobility or stealth killers, no stealth perks vs spirit...) so it's even worse to bring second chance perks and then the killer plays "fair" and you are playing with effectively no perks.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388302#Comment_3388302

    Is it though? I don't see anything in your first post that mentions changes for killer to "make it better" for them.

    I just focused the talk on the survivors' problems because the changes on the PTB will only make camping, tunneling and slugging worse

    you can then revisit killer strength so they don't feel the need to resort to such strategies

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388281#Comment_3388281

    But that's not a player issue. That's the game. It just comes off as you're asking ever killer to stop and think if all 4 survivors have had a "chance to play" before eliminating them.

    But that's exactly the point of this thread. Give survivors tools to address the things that makes the game worse for them and then give killers tools to make it better for them.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388200#Comment_3388200

    I care when the community starts pushing double standards. And this one of the biggest ones there is. Survivors can play SUPER HARD from minute one, and nothing they do is ever considered "scummy". A Killer does it at 5 gens, and suddenly that's an issue.

    But what's super hard to you? Going for a flashlight/pallet save is already suboptimal because it can FAIL and you stop doing your objective for a chance at doing something fun. Survivors spread on gens while you are chasing a good looper? Then maybe gen speeds should be looked into at the start of a match or before someone goes down, or maybe killers could have some tool available to them so they can drop chase and go pressure the other survivors.

    The only scummy thing I can think of survivors can do is denying constant hooks at 0 hooks (which remember, unless someone is doing gens they are all gonna die and you can just ignore the bullies and go for the one doing gens) or bring heavy toolboxes with brand new parts and the such to finish gens quickly (which i admit it's annoying when playing as killer). Other than that, I find camping, tunneling and slugging worse than those two things because you are essentially doing nothing when it happens, or just getting chased without a chance to do anything else. Meanwhile, as killer you are always playing. Yes, survivors can be annoying, but you can always do something about it, survivors can't.

  • @DaddyMyers_Mori said:

    - Double hook timer on both phases

    wouldn't go for double, but longer is fine

    - Make hook timer stop if killer is in close proximity and not in a chase or looking directly at the hooked person from afar

    they tried it, didn't work

     Remove hook timers completely but make unhooking attempts progress hook state

    there should be pressure from this, it should never be something you can ignore as a survivor

    - Base current DS on every unhook until conspicuous action or someone else is hooked (remove survivor collision while active and don't let it activate from locker grabs). Doesn't work after exit gates are powered.

    too complicated, just buff DS back to 5 sec

    Make it so hook states are shared. For example, no one can die on hook until 5 total hooks are done. Survivors directly die on second hook after these 5 total hooks.

    broken for SWF, terrible for soloq. I really don't want one troll who gave up use all my hookstates

    Base unbreakable like in that past PTB, but make something like a new status effect called Helpless which always affects people that enter the dying state. While Helpless, you can't get up by yourself. Killer addons and perks could affect this status effect.

    something like this (base unbreakable) would have to be implemented with lots of requirements, or some counter mechanic like they tried on PTB. Problem is that it just gets complicated. You want new mechanic to be simple.

    Let dying survivors crawl and recover at the same time

    Not sure about %, but might be fine. I don't really think slugging is that big of a deal atm to worry about this now tho.

    All these changes incentivize survivors to play smart and cooperating while incentivizing killers to go for multiple people instead of focusing just one person.

    Not really making them play smart. Most of those changes would give survivors bigger room for error instead. That's not playing smart.

    It's also not incentivizing killer in any way, rather punishing him for not doing it. That's different.

    BBQ and POP were incentivizing killer to focus on multiple people (leaving hook), right now killers simply have no reason to do it.

    Camping doesn't seem really like an issue in my games. At least not 5 gen level camping, that's super rare.

    Proxy camp will always be a thing, there is not really a way to remove it, but target is usually unhooking survivor. This will get nerfed along with pain resonance nerf, goal was to recycle survivors on same hook. So I guess it's good pain resonance will be useless.

    Tunneling is, was, will be an issue. It's simply best way to win by far. If you manage to remove survivor at 3 gens, you won. Nothing can beat that right now. If you have someone on dead hook, hooking survivor who wasn't hook yet gives you nothing.

    There is more tunneling for several reasons, two main reasons are nerf BBQ (me and lot of other killers wanted stacks even by losing the game) and DS nerf, because killers don't respect it anymore.

    If you want to stop tunneling it would be better approach to create a reason to focus multiple survivors.

    Let's be honest, they won't go for approach of punishing killers for not doing this. Why? Look at queue times... I have yet to see evening where killers don't have 100% BP.

    Well, to be honest I'm not against punishing killers for resorting to these strategies. If they are removed completely or very unincentivized then they can give killers what they need to maintain pressure like base tracking for hiding survivors or generators being worked on, rewards on hooking different survivors consecutively, some form of travelling around the map, more accessible exposed status effects without the need of addons...

  • Also please make addons' revisions more often and take a look especially at Blight's, Spirit's and Nurses'.

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