radiantHero23
radiantHero23
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- radiantHero23
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796907#Comment_3796907
They should remove the cap on Iri Hatchets so she can have 7 instadown hatchets.
dont give me flashbacks…
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796795#Comment_3796795
certainty not 7 more hatches
iridescent head hatches pls.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795177#Comment_3795177
When will they ever give us back her RBT?? Stop messing with Dracula Wolf form and fix our beloved Amanda!
Long overdue at this point…
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@EmotionalDaisy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795678#Comment_3795678
He became available to purchase with shards~
Thx for confirming! Didnt know. Then sure, could be a licensed chapter i think.
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@CountOfTheFog said:
The Weekly Gift 🎁 for this week, September 10, is 10 Rift Fragments.
https://us.v-cdn.net/6030815/uploads/LH7XZUOPPE24/20240910-111259.jpg
♥️🐽♥️
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795673#Comment_3795673
Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use?
But there is nothing else to use. Aside from Oppression, most of other gen slow perks suck.
From personal experience, surge is all i need. Great perk that can become not just good, but very strong in certain situations.
Im mostly playing m1 though.
I think a good build consists of one or two slowdown, one or two info and one or two chase perks. Worked the best for me over several years. Stacking slowdown makes one weak in other areas.
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@EmotionalDaisy said:
Yeah, having Frank Stone or 'The Champion' in the game would be really cool. Have 1 survivor be any of the player characters and then the rest of them be legendary skins would be amazing.
Honestly hoping it's the original chapter coming next. It is technically original since it's behaviours property, right
Wasnt naughty bear also a BHVR license? The bear is still pretty expensive or did he become availible for shards?
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@Hecata_Harbinger said:
Killers are way to overpowered it's no fun to play survivor anymore, because all the killers play exactly the same as though they never got buffed, we would like to get more than 11k blood points per trail because of killers who end up getting blood points for playing sweaty.
Please be a bit more precise, so that we can have a better discussion. How do "all" killers play? Shouldnt the side that plays to win have more of a chance to win than the side that plays chill? I know, sweating all game is not fun either, but if the other side wants to win so badly, you will propably need to put in some effort to win as well, am i wrong?
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@SweetbutaPsycho said:
Well they have added a lot of ambiance over the last year by putting a lot of estetic stuff like Walls, Bushes and trees everywhere. After that they now reduce the map size which is a good change at least imo.
Some maps were just so big that you hat no chance of holding gens cause you couldnt get there in time. Especially with the 4.4 non Mobility killers like huntress or old trickster
Had literary matches where I loaded in with lethal, saw 2 survivors hop on a gen on the other side of the Map and by the time I was there gen was done and survivors were gone. Thats not fun gameplay
-Had literary matches where I loaded in with lethal, saw 2 survivors hop on a gen on the other side of the Map and by the time I was there gen was done and survivors were gone. Thats not fun gameplay.
That can still very much happen, can it not?
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The game is objectively in the most balanced state it has ever been in. This is clear when comparing this version to older versions. Sure, there are some extremes still, but it is by no means as bad as it had been a few years ago.
Edit: if exhaustion is that bad, why do I see sprint burst and lithe every game, regardless of the role I'm playing? Is it the same reason, killers bring pop and pain res despite most people saying that Gen regression is so bad now? Because there is nothing else to use? No. In my honest opinion, these perks still dominate in games.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795379#Comment_3795379
I don’t think the disclaimer itself created more confusion, because hex data would have been vague regardless if any matches were excluded.
I think it would have been more fun if the hex stats were more specific, like “average number of minutes a hex ruin totem survives”. Or percentage of games, that involve a hex devour hope totem, where the killer got at least 1 devour hope mori. Or percentage of games, that involve a hex pentimento totem, where the killer got 5 stacks of pentimento.
But, yes, a number less than 1 means there are a good number of matches with a hex perk, where 0 hex totems are blessed or cleansed. This is partially caused by NOED being the most popular hex perk, and the fact that there are a lot of NOED games where the hex never spawns, or the survivors just immediately try to escape after discovering that NOED is active because they think it’s too risky to explore the map for the hex totem.
True! I didnt think of noed. Now it makes a bit more sense.
What you proposed would have interested me a lot more as well. Would have given insight about how effective heyes really are right now.
It sadens me, that whenever they provide stats like those, they create more confusion than they help with discussions.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795356#Comment_3795356
you aren’t supposed to ask questions, you’re just supposed to see stats then complain that hex’s are too hard to find and use this as undeniable evidence
/s
Noted!
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795356#Comment_3795356
The official BHVR post said “Note: Hex and Boon data only includes matches where the appropriate Perk type was used.”
But, yeah, the hex stats don’t really say much. It would have been better to see the average percentage of hex totems being cleansed… with some disclaimer that perks like Face The Darkness needed to be excluded, because they could potentially spawn 50 hex totems in the same match, so it’s just too confusing to do the math correctly.
But doesnt this disclaimer create more confusion? If these numbers are based on matches with hexes used, the it tells us, that on average one hex is cleansed. This still doesnt say much due to the amount of hexes used in the trial varying so much, just as you said. Lets take the case that the killer uses devour + plaything + pentimento. That can result in 10 totems being cleansed. In other situations, one (not me for sure) could bring huntress lullaby alone. This would result in one totem being cleansed at max. What I dont get is that the number is below 1 then. This would mean, that in a good amount of matches, where hexes are used, no hex is cleansed at all.
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Can someone explain the last stats to me. The seem useless to me.
On average, 0.83 hex totems are cleansed. This is supposed to tell me what now? What if the killer brings 4 hexes. What if they bring one? This includes matches where no hexes are played at all, if im not mistaken. What does this tell us???
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795219#Comment_3795219
i see a lot of it on social media
Im not looking there. Glad about it tbh…
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@Nathan13 said:
I don’t understand why people are hating on Sable, I look at her character and everything about her is perfect for a horror game like DBD. Sable gets great cosmetics and she’s a beautiful survivor.
Is it because survivors run into bad Sable teammates?People hate on her?
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@MrMori said:
This is gamebreaking. Pig needs to be killswitched until this is fixed.
Ive reported this months ago. I would just like to know if the trap missing is intended or not. The hand feels so off…
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@MarbleThrone said:
To this day we still have no news about the D20 charm :(.
It's sadly gathering dust in the game files. I am starting to think they forgot all about it.I certainly hope they didnt. Would love to get it.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795183#Comment_3795183
Thanks. I too was clueless.
Sorry, guess my editing skills where a bit to good. T🐽T
Still, BHVR! Where is the trap???
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Amandas trap has been missing in the lobby for months now. She balls her fist as if she is holding it but nothing is there.
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Support the cause!
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793563#Comment_3793563
remember when original freddy got nerfed into the ground because of a review bomb where survivors complained that Freddy was “too op” because they didn’t want to learn that selfcare was a hard counter to his entire power?
the dangers of misinformation… sigh…
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794145#Comment_3794145
That tracks. Usually the only time I ever feel the need to tunnel is if I am losing gens really fast and can't control the match any other way, I have to get someone out NOW, or you really do just irritate me that much (and in that case, it's time for me to get off the game now…) - I don't ever tunnel from the word go. It's just ineffective and pointless on the Killers I use. More often I would say I don't feel like I need to tunnel, it just happens to occur that I accidentally do. 95% of the time accidental tunnels happen with me, it's either because you were all I could find when I checked a spot, you were in the wrong spot at the wrong time, or because "I see Surv I chase Surv" and it's adrenaline for the next chase - not toxicity - speaking.
I play the same.
Sadly, we are not the majoority from what ive read here over the past years and what i experienced as a survivor for a long time. Many people just tunnel because its simple and effective. I would love to be proven wrong.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794254#Comment_3794254
I don't think killers would necessarily have to be compensated. The whole point is that tunneling is currently too rewarding for too little risk, and it ruins games for the players who aren't being tunneled. Players shouldn't be able to do it and get rewarded with this level of consistency. I would be fine with 1 or 2 randomly assigned DS's each trial, and keep the conspicuous action condition. It wouldn't stop me from playing killer at all.
I think you forget the situations, where tunneling becomes a necessary evil to punish survivors becoming too efficient for them to handle. Sure, the stronger killers rarely arrive at these situations if not for their own fault, but killers like Myers, Freddy and Trapper sometimes have to tunnel to get some pressure going. If survivors play very efficiently and safe, it is very likely for these killers to get maybe one or two hooks before the 4th gen is done. Of course, a logical decision would be to buff these killers then. Sadly I have to remind to the example of Piggy, who barely got buffed and ended up on a "watch list".
Of course, DS basekit would not make me stop playing. However, it would very much result in unfair situations becoming even more unfair if no compensation is given.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794254#Comment_3794254
Oh, I'm not talking about the conspic action nerf. That was absolutely required. But the fact the stun duration then got tampered with, initially getting gutted for no reason, then reverted two years later only to get kneecapped -again- shortly after… That was the bit that was completely unnecessary.
It should've stayed at 5 seconds, or even increased.
I think 5 seconds was fine tbh.
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@Firellius said:
DS just got nerfed down to the point of being useless. It's highly conditional in its application, and then people got mad that in the very specific situation for which it is designed, it was a bit of a pain to deal with.
So rather than telling people to not tunnel, they just nerfed DS.
Why pick a perk that only works under one uncommon situation (Keep in mind, the killer needs to not just be tunnelling, they need ot be tunnelling you, specifically), and then isn't even allowed to be good in that one situation?
The perk was too strong. Doing anything in the face of the killer and getting away with it for free was not healthy for the game. I think it should have stayed at 5 seconds.
Favorably it could be added to the survivors basekit, to reduce the pay to win aspect that still annoys me greatly. This would have to come with compensation to the killer role of course.
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@Destaice said:
It's an over-rated perk. It does nothing if the killer isn't tunneling. If they are tunneling it probably won't save you.
Not you, but maybe your team.
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If you said, that you dont want to see it again but got it regardless, then it should not appear again.
Regarding the other points, I can't agree. Dbd is a live service game. We pay to play the game, not own it. What they do with their game is their thing. Best we can do is give advice.
The aspect with the shop I can't understand. Whats so bad about showing you skins??? You don't have to buy them.
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So this is about fun, not strength right?
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Nurse is my least favourite killer to play. Compared to all other killers, she feels like I'm cheating. I don't have to follow the games usual gameplay.
In that regard, OP has a point. I don't think however, that this is a positive.
Nurse is in my opinion the easy mode button of dbd killer. She's relatively simple to pick up and if one gets a hang of how she plays, they will win a majority of their public matches. Her skill ceiling might be high, but reaching it is almost never required to win with her.
Are people really complaining about chemical trap now? A perk that gives value like one in ten games?
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@GonnaBlameTheMovies said:
Not controversial, is true, look how much tunnelling has increased since these perks were nerfed.
But I think the real issue is, early game is just SO weak for Killer. So so weak. If we fix Killer early game, we fix lots of need for tunnelling too. Tunnelling is almost always a desperation move.
I wouldn't say almost always, regarding the amount of people that play a very strong killer and get someone out at 5 gens despite the opponent being solo for no apparent reason at all.
Tunneling is done because it's effective most of the time and as a necessary evil in certain situations. At least from my experience.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793746#Comment_3793746
I play plenty of killer. Have done since 2019 so 5 years now.
I've never relied on gen regression perks. The most I've ever used is, Jolt, old Pain Res (which I stopped using after the info was taken away), or Call of Brine and Thrilling Tremors. Never all together, only one at a time.
I never intentionally tunnel or camp, because it's boring and I'm still in the mindset that 'more hooks = bigger win'. In fact I'm actively disappointed when a survivor dies on second/first hook because that's a hook I missed out out.
And yet I don't struggle to win games as killer. I'm still sitting around a 60-70% kill rate. Regardless of whether it's due to my skill or my opponents lack thereof, my MMR is clearly where it's supposed to be because I'm not artificially inflating my kill rates through crutch mechanics such as camping, tunneling, or stacking regression.
So I can't help but feel bewildered when killers, constantly, complain that "tunneling is necessary" or "regression is too weak".
MMR is a thing that exists, even if it's not perfect or consistent, it is on average in effect. It's purpose is not to be continuously inflated in order to boost your ego, it's purpose is to give you the matches you deserve. By trying too hard, you are making the game harder for yourself, that's why you "need" to camp/tunnel/stack regression.
Well summarized! I feel the same. Have been using surge alone for over a year now with sometimes switching it for huntress lullaby for the juicy "survivor cleanses my totem" - time waste.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793713#Comment_3793713
So as an alternative, because tunneling is such a bad thing, they've just decided to not let killers have anything. They took 1 side's scenario where they "couldn't do anything" and shifted it onto the other.
How? Did i miss it?
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Tunneling has always been one of the most effective strategies in dbd for killer. Nothing is more powerful than to shift the match into a 3v1 as fast as possible.
People tunneled when ruin undying was extremely strong, people tunneled when gen kick was winning games and people tunnel now. People would propably still tunnel if gens took 120sec to complete. Why? Its often the simplest thing to do.
Sadly in th current state, tunneling is sometimes awful and sometimes a necessary evil. Tackling it effectively would very much involve a change in the core mechanics of the game.
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Feels more balanced to me than a few years ago. Killer perks from back then also got the hard end of the stick. DS and DH are still fairly strong and popular while ruin is rarely used.
I appreciate that your for promoting fun > winning in games as well. Feels like a lot of people have lost that mentality.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793182#Comment_3793182
To be fair it's a good point, but usually 4 Man without VC happens very rare. It usually happens on Streams from DBD where Streamer play with his viewers. Still 4 MAN without VC - they at least know their perks, they know how others play and they can adjust their gameplay.
We can remove the limits, but it would make real SWF-s less skillfull and more powerfull…
Dont get me wronog, I think your idea is great, however, you see how hard this is to implement. Again, this is the hole BHVR dug themselbes. I dont think there is a real solution to the swf / soloq imbalance. Your idea is flawed as well, but the best ive seen in propably years.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792882#Comment_3792882
It's not a punishment, because 3-4 groups do not lose anything. They can do that using a few words on Voice Call.
Solo Q would be able to acutally cooperate a little bit more and it would help them. I do not steal something from SWF-s and give it to Solo Q - I just would make cheap copy from SWF and add it for Solo Q.
But what about the swf that are not on voice comms?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792928#Comment_3792928
Do you allow things that are rare to be completely overpowered because they are rare?
Never said that. Of course im against the ultra squad. Im also against nurse and of the opinion, that if the game would go into a more healthy direction, her power would need to be almost completely reworked.
I very much dislike the extremes of dbd.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792880#Comment_3792880
Please update if this is validated. :)
I searched "dbd killer dc".
First video i found was a chill streamer that looped some weskers, a vecna, a nemesis and a trickster. Was soloq though and the player seemed way better at looping than the killers at their powers, or at killer in general. No 4man ultra squad there.
Second video is a player with a bit more of a meta build. However, the killers in that video also make huge mistakes and dc for the smallest things like eating a dh. Still not 4man ultra squad there.
3rd video was jrm´s anti 3gen build when gen kick was in full force. Really enojable to watch. ^🐽^
I scrolled through a few more, but they all contained soloq content with sub optimal killer play. One was even about dead by roblox… Obscure stuff let me tell you.
After about the 15th video i stopped looking.
To conclude, im not saying, that @Reinami is wrong here and im certain, that these groups exist. However, the real "death squad", meaning a group of 4 players with no limitations that play this game to perfection against any odds, is extremely rare. Ive seen maybe 2 of them in my almost 4 years of playing this game. Im certain, that there is a misunderstanding and that @Reinami and I think of different kinds of groups.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792585#Comment_3792585
In my opinion Corrupt Intervention is must have for many Killers - from the weakest to B+ Tier and even higher sometimes. Free Corrupt would be overkill for Nurse, Blight and Hillbilly, because The Nurse just breaks the basic rules of looping and she is obviously the strongest Killer in the game. The Blight and The Hillbilly can travel the map in a few seconds, so Corrupt isn't that needed and it would be overkill in that scenario.
Corrupt is like Borrowed Time on Survivor before Patch 6.1.0. If you really want to win a game and don't lose 3 Generators that fast - it's must have.
Maps - Yeah of course more maps need changes, but I just focued on very boring 3 gen problem on certain maps and obvious overpowered maps like Badham & Eyrie.
The Nemesis - I had the whole list of Add-Ons changes here that as I whole it would make sense, but I decided to not post it here. But overall, I don't see a problem in this Add-On.
The Cannibal - Acceleration buff is just a fix for his Power - just a fix of horrible shadownerf he received in 4.4.0 Patch.
Current Leatherface still needs to run The Beast's Marks to compete against better Survivors, so I would add it fully base kit and keep only 1 movement speed Add-On as Ultra Rare rarity. Small buff for recharge rate - Spark Plug base kit, so I added a new effect for this Add-On. A few changes to his Add-Ons that could perform well, but overall they mostly nerf his Power rather than buffing him. Added effect on Carburetor Tuning Guide could in some terms solve the problem with Pallets - With this Add-On breaking a Pallet takes all your Tokens and you are basically useless for the next few seconds. The Beast's Marks - maybe I would nerf speed bonus from 3% to 2.5% or 2%.
"Punishing players to play SWF" - I don't know maybe I wrote it wrong, but I meant that if to the Lobby join Trio or 4man - this feature doesn't work. If game matches 4 soloq players - it does work. If game matches 2x2 - it does work.
Nemesis: zoning is not something i would promote. From what i read, this addon heavily rewards zoning. Therefore im against it.
If you give solos or duos a mechanic that makes the game nicer but leave it out for 3 or 4 - groups, your punishing them for playing in groups. Is what it is sadly.
Bubba: thx for clarifying. Im not too invested into him, therefore this was really helpful.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792759#Comment_3792759
You'll have to look on youtube yourself because i'm looking to get banned for naming and shaming.
But just search youtube for "dbd killer dc" and you'll find tons of videos about it.
on my way.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792527#Comment_3792527
These groups do exist and constantly release content on youtube laughing at killers who they make DC.
They do? That sounds pretty awful. Please give me a link if possible.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792539#Comment_3792539
HAhahahahaah!!! This got me while drinking lol. Amazing.
Always glad to be of service.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792653#Comment_3792653
You didn’t have to quote yourself, but I’d guess you did so because you wanted me to know the context of your statement that “holding W isn’t skill expression.” involves IW and not just at any loop.
To that I’d say… disagree. Losing track Of a survivor who holds W at a loop with Iron Will is a lack of skill expression. You have blood pools and scratch marks and their footsteps. If you lose track of them that is more of a skill issue than a survivor outsmarting you and leaving the loop.
And please remain civil. I’m not following you around to disagree with you (we actually agreed on another post you’d made recently but that’s beside the point). That’s insanely accusatory. If I see a bad take from anyone and I feel like it, I’ll respond. Just like you. This isn’t personal for me. Don’t personalize it for you.
Im supposed to keep it civil now. Ive read your earlier post. After what you wrote, i should reconsider responding to you at all, but Im here to discuss things. Would be a shame to change that now.
I agree. Losing a survivor with iron will as a killer is a skill issue. Never said otherwise. Leaving the loop with iron will as survivor however, is not something skillful if you ask me.
If I enter a discussion, I usually try to get some context about the discussion itself. Otherwise I could be severely missing the point.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792631#Comment_3792631
I didn’t misread your statement. I responded directly to what you produced. I haven’t mentioned IW at all.
If you hadnt misread my statement then why did I have to copy paste it? I replied to a post, a post of OP, that was about the skill expression in using iron will while looping. Maybe read what im replying to before typing?
If your just following me around the forums to disagree with whatever I say, thats fine by me. Im here to discuss things. Disagreeing for the sake of disagreeing however is not what I would encourage you to do though.
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@Rizzo said:
Let's keep the discussion civil and constructive.
Thank you.Thx
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792603#Comment_3792603
You said survivors leaving loops isn’t skill expression, so I asked what you believe survivors should do at those specific setups. There are of course dozens more but I just chose the most egregious examples to highlight how your perspective is flawed. I see your edit however and appreciate that you’ve corrected yourself.
I didnt correct myself. I pointed out that you mis- or overread my statement.
If you had followed this thread, you would know, that we discussed the perk iron will. How is iron will commonly used in chase? To leave the loop asap because the killer does not get an audio clue that its happening. I dont find that skillful. I stand by that.
We are having two seperate discussions now.
- Leaving loop with iron will = or =/= skill
- Tile design not allowing looping.
Please chose one.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792604#Comment_3792604
Being an M1 killer is definitely not a significant hindrance compared to past iterations of the game.
For every 'long loop' there's several bad loops, increasing more as maps get updated.
Yeah, cowshed got updated. One / two short loops got added. Still jungle gym into 2 long tiles into shack. Very fair.
I agree, that m1 is more playable than it was a few years ago. I wish that tiles where 50/50 in general. The typical m1 killer should have a chance to get a hit at every single tile. Thats interactive gameplay. Mindgames in dbd are my favourite part. I think many people share this sentiment. Tiles like the long tiles on coldwind and mcmillan, every shack, withered isle jungle gyms, special tiles like the snow machine on ormond and almost every god pallet are as far away from that as the pallets that are guaranteed hits like the one in the foto-room in RPD.
Both are not fine and I think saying, that both sides having uninteractive tiles and leaving it at that is not the way to go.
Sadly, the imbalance in killer powers make this type of tile creation almost impossible.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792593#Comment_3792593
It's the same type of people who call these pallets 50-50s when they're more like 80-20s in the killer's favor.
Nice. Great assumption.
Edit: whats a long tile on coldwind or mcmillan for an m1 killer? 50-50? More like 100-0 for the survivor.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792423#Comment_3792423
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792512#Comment_3792512
How should survivors loop the tiles on Haddonfield? You know the ones near the hedges that don’t connect to anything at all. How about the tiles on Greenwich that are a pallet and a pole or a pallet and a rock? And what’s the skill expression for killers on these loops?
Did we say that these loops where good?
I had this discussion before. Many survivors shift w regardless of the loop or the killer in play.
Edit: please read before you criticise: "They have their place in the game the same way that tunneling and camping do. Sadly." I know that certain tiles and killer powers leave no other option than to shift w.
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Actually some great thoughs!
I especially like stbfl and the survivor basekit changes. However, I think punishing people for playing in swf is bad. This is the hole BHVR dug themselves.
Add faster crouching for Piggy basekit and you got me. ^🐽^
Edit1:
I dont think adding a basekit mechanic for killer and excluding some is not good design. This leads to the discussion what killers would be good enough to not get this mechanioc and what killers would be bad enough to warrant the mechanic. I dont think this will ever happen, despite the idea being solid.
Edit2:
maps: rework gideon meat plant. This map is awful and should have changed years ago.
Nemesis: adrenaline injector seems like a complete zoning addon to me. I would not encourage that part of the Nemesis´s power. Make the first part 0.2 and leave the cancellation part out and its fine by me.
Bubba: i thought he was in a really good spot after the last update. Therefore the suggestions you make seem like overkill to me. If im wrong there, please correct me.
