radiantHero23
radiantHero23
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- radiantHero23
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Comments
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@BadToad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531667#Comment_3531667
Frequency of the past events doesn't overshadow the fact that this literally makes the game unplayable. If it's the only solution, they will have to arm the trigger.
Ok.
When twins literally became unplayable, did they get killswitched?
I played them during the bug.
Camera got stuck mid switching from Victor. If I got stunned when my camera got stuck, I lost the ability to walk for the rest of the game and was completly stuck. Didn't get killswitched.
Dont get me wrong, this is an issue that should be fixed as soon as possible. However, I wouldn't get my hopes up that the Xenomorph is gonna get killswitched.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531104#Comment_3531104
Lose mind-games? When you're in crawler mode? Turrets slow the killer down for a second max. The tail attack can be disabled for a couple of seconds lol.
Now thats exaggeration.
If the Xenomorph loses its power due to a turret, it's disabled for a long time. Might as well go back to the tunnels to recharge, ending any form of chase in the process.
And yes. You can mindgame the tail.
I know it's dumb when I say it but: look up YouTube videos of survivors playing against it. They do just fine. Same as the survivors I play against.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531309#Comment_3531309
you mean like thanatophobia? i am pretty sure perk got nuked 2 times. survivors said it was unfun.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531292#Comment_3531292
exhaustion effect removes its synergy with other exhaustion perks. your reducing perk diversity by making res only work with MFT.
Thanatophobia is dull by design. It needed a rework no buff or nerf.
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@Aven_Fallen said:
If this is true, this is something which deserves the Killswitch. Which will not happen since it is a new character. Yay (:
How often do you see it happen?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530126#Comment_3530126
So good thing she is rare im happy when I don't have to face her and they still could play more hooks. When I play her I hook people. But she really is designed to play by 2 people.
She hooks. When did I say she doesn't? It just takes Twins longer because Charlotte isn't immediately at the downed survivor and has to go up to them.
She's not designed to be played by two people. That would be incredibly dull. The Charlotte- player would be locked in M1 and the Victor Player would be held hostage half the match. This would never work.
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@Rudjohns said:
Survivors aren't allowed to have good perks, gee
Now that escalated quickly.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531292#Comment_3531292
with how the butchered medkits? nope , healthier builds are not viable currently unless you want to waste 3 perk slots for healing speed and charge reduction on medkits , but otherwise NO , healing is pretty much not viable against half of the killer of the game , thats why adrenaline is still meta after soo many years.
let ressilience alone . ressilience is pretty much fine as it is , is like a trade-off that also comes with the nice addition of vault speed increase which IMO is a must have if you want to actually go into chases due to how bad and slow vaulting is by default CURRENTLY like without the perk you can literally be hit from miles away pretty often LIKE REALLY OFTEN even on pallets , with the perk those cases get reduced by half with 9% speed buff on vault actions. (also helps to combat laggy killers which is good)
Half of the killers, yes.
The other half gets destroyed by the faster gens.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531309#Comment_3531309
As I said, the actual strength or pickrate of Resilience isn't my motivation here. It's about overall perk design and how they contribute to overall builds.
I think it's design is absolutely fine. The other perks that have synergy with it maybe not so much.
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In the current state of dbd, resilience is a strong meta Perk.
This however has less to do with the Perk itself but more the game around it.
Multiple perks help out the survivor when staying injured. Made for this being the strongest one. This on top of longer healing times leads to most survivors just slamming gens injured because most killers lack the mobility or chase potential to stop them in time. If we disincentivise staying injured resilience's pickrate will drop eventually.
The Perk isn't the problem it's all the other perks and mechanics that make it strong.
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@Peanits said:
For some people, yes! Over the past few months, we have been running a few different tests for small changes like this. Some randomly selected people will get one of these tests, but others will not. This way, we can compare results and see how it affects things.
Feedback is also welcomed whether or not you've received this!
I received it. Almost didn't notice because I rarely look at it to beginn with. Seems like a welcome change. Players can still show off their prestige in the end game screen.
Showing prestige made some killers dodge lobbies which is a bad thing, causing matchmaking to go off the walls.
I think this is fine for everyone.
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I find that putting them near loops or connections between loops is very effective.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530832#Comment_3530832
that's the problem, when a perk is buested on nurse, it's kinda bad that they need to nerf a perk because the just can't rework her, wich is the right choice
Looking at awakened awareness.
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I want to try it on pig....
Interrupting boxes on command seems "fun".
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@Emoba said:
What about a music instead
Hello zepp....
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531099#Comment_3531099
Make you average casual players happy and allow your SWF expert team to tbag another killer in the exit gate
But I guess this is what we want???
I dont get it.
I'm fine with the cooldown fir missed attacks being higher to punish bad gameplay. But the tail itself should stay the way it is. I honestly dont see a problem with it.
And also to all those saying you can't react to it...
For a weird reason, I've seen WAY more survivors equipped with dead hard since the xenomorph dropped. And what do you know, they react to the tail attack.
So can you or can you not?
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Well....
I guess this happened.
Good to know where I should not go then.
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Would love a new skin for my p100 piggy
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@mikewelk said:
I've seen lots of commotion about Xeno being a fair killer so this should be a easy question to answer.
Pyramid Head has a similar ability but he has a sound cue AND a whole animation before he's able to release his ability. Nemesis can't injure people with his tentacle unless they're infected beforehand and this also has a animation and a sound cue. Huntress also has a sound cue and animation when she brings her hatchets out. Deathslinger also has a sound cue and animation. Remote Flame Turrets can be scattered around the entire map but Xenos will always be in Crawling Mode 24/7 due to how weak the turrets are. The ability has no cooldown. The ability can guarantee a hit for any animation-locking action. The Crawling Mode allows easy mind-games and when a survivor loses one, it's a guaranteed hit with the ability (lose/lose). The Crawling Mode recovers way too fast for how much turrets it is worth. The ability can go over smaller loops rendering them useless. The ability makes destroying pallets unnecessary. The ability can hit over pallets. The ability can hit over vaults. A person did the math calculations that proved you literally need to predict the attack because you won't be able to react in time.
A common argument I can predict is about hitbox. That's irrelevant. Realistically, no one will get 50ms ping or less every game thanks to the terrible servers. Absurd hits are bound to hit no matter the hitbox.
Give Xeno mains more time to practice their tail attacks and your opinions will change, especially once they stop falling for vault/pallet baits. The argument that Xeno has only been out a couple of days doesn't diminish their potential for a high skill ceiling. For the meantime, please show me your perspective on this situation. I'm not implying that the ability needs to be nerfed to the ground before anyone calls me a survivor main, but the least BHVR could do is add a cooldown.
I played a fair amount of the Xenomorph (prestige 3 at the moment).
In my opinion, it feels very balanced. This killer is extremely oppressive in chase. It can lose Mindgames and therefore lose time. If played right, it wins the chase very fast. To counter this and slow it down, there are the turrets. Placing them smartly can turn the table and slow this killer down a lot. If used badly this killer can snowball very hard. The tail attack, from what I can tell, is this strong because it can be disabled completely. Nemesis, Huntress and Pyramid head always have their power ready. Exception is Huntress but she can do cross maps and long distance shots on top of that, so it balances out. I lost a good amount of games due to survivors spreading out and playing well against it's power meaning using turrets in a smart way to counter me at loops or make me lose distance.
This killer is not overpowered or busted.
They are strong with unique counterplay.
It baffles me that players complain about Xeno when nurse exists. A killer that literally leaves you with 0 counterplay if played right.
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Wow...
This video is horribly biased and the gameplay contradicts it most of the time.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531078#Comment_3531078
There's something ironic about releasing a video complaining that turrets don't do enough while showing footage of them getting burned out of their power over and over.
Content creators sure are funny right?
I also read this often here. "the turrets don't do much".
However, when I play, they do bring me out of my power more often than not. Sometimes, I get stunned by a pallet right into a turret. I'm locked in animation and lose my power. Other times, I hit them, the hit doesn't connect and I still get blasted.
I dont think that they should be a 100% guarantee to bring safety. They should be a deterrence for the Xeno to make looping at certain tiles and structures way harder.
When there is a turret, the killer has to play around it. Destroying it means distance for the survivor. Leaving it means the survivor can loop around it, using it to again, slow down the Xeno while chasing.
That's what I experienced so far and it seems to work out pretty well.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531060#Comment_3531060
first of all, the thread starter asked for youtube.
second here you go:
there is no reaction time on the tail attack for the survivors
initial values:
- wind up time for the tail: 200ms
- average ping survivor: 50ms
- average ping killer: 50ms
- extreme fast reaction time from visual input to output to the finger: 180ms
The Math:
- 200ms: Killer starts his tail attack on his computer
- 200ms -25ms = 175ms: Server gets the Information
- 175ms -25ms = 150ms: Survivor computer gets the Information
- 150ms - 180ms = -30ms : Survivor processes the visual information and tries to reacts but already got hit 30ms before his finger can press a button.
besides that, when he misses there is no loss of distance.
Thank you. I dislike it, when you tubers words are made gospel. I think we can all have an opinion on the matter.
On the cooldown, I am with you. It could be longer.
The tail however, is fine in my book.
It is strong because there are the turrets to counter it.
What point is there for a power that is predictable, easy to dodge and has the possibility to be disabled completely?
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Please form you own opinion. Thanks.
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@lukesebb said:
I swear, it's either:
Vault Pallet: Tail Attacked.
Juke Pallet: M1ed due to no slowdown after a missed tail, or just Xeno anticipating a juke.
THERE IS NO COUNTERPLAY
The counter is to delay the killer. It has to hit you two times. This is time where your team can do gens. Every juke gives time. On top you have the turrets that slow it down. Not much, but they do. Apparently they are also bugged so.
There are killers that are stronger in chase like spirit, nurse or artist that you have to try to delay rather than outright run them for "insert x amount of gens" here.
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@Steakdabait said:
xeno is another killer who's power is up to the killer to fail rather than the survivor to succeed. Please stop making killer who can get value out of their power by the mere threat of it.
Sadly this is what some players want.
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I dont have the picture right now but I have one word to say:
Darn
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530154#Comment_3530154
I feel like that's a bug
I really hope it is.
It happens so often. I get out of a tunnel, I have the brown addon to see the turrets. I go up to them,try to hit them and it doesn't do anything. Then I get blasted and my power is gone.
As I said: feels horrible.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530255#Comment_3530255
Did I say don't tunnel at all or don't tunnel at 5 gens?
So I'm allowed to tunnel?
Nice, I thought I wasn't allowed to.
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530236#Comment_3530236
Yeah he isn't top tier for sure,,but he is pretty solid
That's also funny.
I the last post I heard Xeno is a busted killer.
I find them pretty balanced to be honest.
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@coco_shotz said:
Quit tunneling on a brand new killer when it's 5 gens. This is supposed to be one of the only times we actually play chill to learn the new mechanics. I literally can't even play the game half the time anymore and I just wanna see the bleeping killer FOR BLEEPS SAKE
Ok...
Can I tunnel at 4 gens done and 2 Hooks because I hit different people and got punished by resilience?
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530163#Comment_3530163
Yeah those meta perks blood warden and fire up lmao.
Fire up?
Dude have you seen that pick up speed?
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@Xendritch said:
The survivor meta seems like staying injured and prerunning way earlier than usual and just holding W. It's made chases so dull.
It feels awful to play against. But that's what it is. Gen efficiency on survivor, kill efficiency on well killer.
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@radiantHero23 said:
They are fine in my book. No cha ge needed.
Except the thing that you can't destroy them when you come out of a tunnel. That feels horrible.
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@Vanishlord said:
I think his power is fine if it is easier to disable his power wkth turrets I think buffing turrets would be enough and if not nerf the addons a bit. I don't want him to be ruined. Please share your opinions I want to see if I'm being dramatic or not.
Even if they made it so there are more turrets in the containers becuase it takes two to disable his power since he can break them no problem.
They are fine in my book. No cha ge needed.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530095#Comment_3530095
But she didn't even come to pick just slugged more survivors. Not fun in soloQ.
Well...
That's efficient twins for you. It's extremely time ineffective to hit you with Charlotte, down you with Victor, endure the 7 second cooldown, switch to Charlotte, walk up to you, pick you up, carry you to a hook and hook you.
Most twins injure more survivors to make a slug fest. The killer saldy works best that way. Has nothing to do with malicious intent.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528675#Comment_3528675
Nah no twins last time faced one she was just slugging and slugging.
Well...
That's in their kit. They literally can't do anything else.
When you down with Victor, you have to slug the survivor until Charlotte comes and picks them up. No way around it.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528675#Comment_3528675
It was me most likely. I played six Rounds of Twins and in 4 of them the survivors told me I should main them :D
Could be you, could actually also be me, i played them the last day or two.
Heres a secret....
They are actually fun if you cant get over the 7 second cooldown and being kicked in the face if you fail.
Twins have interesting and unique gameplay that just needs heavy tweaks in my opinion.
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@NomiNomad said:
Faking pallets and hoping they miss when I wiggle around in front of them is what I've been going with so far, to varying degrees of success. And pre-throwing pallets, yaaaay
My only big issue with Xeno is it's hitbox not seeming to match with the tail attack animation. I've seen some hits that are Huntress hatchet levels of ######### up hitbox.
Huntress is ping, I guess same as Xeno.
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@Vanishlord said:
I am not saying he needs to be nerfed just to make that clear. People just need to learn how to counter him. Does anyone have any tips on how to counter him? At the moment If he is in crawler mode and I'm in chase I know I've lost it seems to be more powerful then nemisis's tenticle but that could just be me not being able to counter him.
The turrets.
It's stronger than nemesis, because you can disable it completely.
Nemesis takes 3 hits but can always use it.
Xeno needs two hits but can't use it always.
Use the turrets wisely and disable the power.
If the tail was weaker, the turrets would be overkill.
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@Peanits said:
Y'all, it hasn't even been out for 24 hours yet. 🧍♂️
Some players have a short attention span.
Gotta say, there is a ton to learn about the xenomorph and it's tail Hitbox in particular. Many hours of playtime to go.
Would love to know though: is it intended that when the Xenomorph exists a tunnel and attacks a turret, that the turret doesn't get damaged?
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@UndeddJester said:
All attempts to pet have resulted in death so far... I'll inform you if I get to keep my colon.
Well...
It was programmed to harm the crew.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527666#Comment_3527666
That's true but stbfl is only really good on a few killers and if they're m1 they can't get stacks if you don't let him hit you to begin with.
Is Stbfl really a problem again???
Thought we where through with that...
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I've seen the same. It's very annoying and unintuitive. You get out, hit them, don't destroy them and get blasted while your locked in cooldown animation.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/DKLNU85OSI5G/image.png
https://us.v-cdn.net/6030815/uploads/7EW6N49FSLJ8/image.png
https://us.v-cdn.net/6030815/uploads/2GIN1LQF2UHH/image.png
Ya'll already know where this is going
Wish me luck
You have my prayers...
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528147#Comment_3528147
Yes, Eyrie is miserable for Trapper. I haven't found more than maybe 3 spots where traps are even close to viable. The only ones I've had decent success with are just inside the doorways of main or right around the turn of the stairs there. Otherwise, you just have to trap pallets and pray that your survivors are blind.
As I said.... Feels unplayable.
Worse is Borgo though. Not because of sports but because of spawns....
All in a ring around the edges....
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@Rizzo said:
This is already a thing, when a new map gets released, the map repeat prevention is disabled temporarily and the new map has an increased chance to appear.
Seems weird to me.
I see nostromo wreckage less that I would like. Love the map.
Does it work as intended right now?
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@tea said:
Played 14 games today. 12 of which are Xeno killers (as to be expected on launch day), but why are all of them tunneling to the extreme? Every single one of them goes after one survivor, even after the unhook. It's pathetic and really odd to me, I've never seen a killer so reliant on getting a kill from tunneling.
I'm worried this is the norm for the killer- granted tunneling always happens in DbD but not to this extent. This is honestly not fun and really toxic. Are new players joining the game from this chapter that are just bad/unaware of game mechanics? I'm so confused.
Well....
They use tunnels....
To tunnel....
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I think they are absolutely fine.
The tail is that strong because it has counterplay in the turrets.
Otherwise, why would they be there. To counter a power that can be countered without them?
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@KingDeathly said:
I really love the look of this skin. In fact it's my favorite in DBD,but I hear the skin is pay 2 lose. That it takes away the stealth aspect of the killer. What does everyone think?
Go big or go home!
I bought it. Super fun.
That's what games are about. Fun.
Don't take winning so seriously. Have fun ^^
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@GentlemanFridge said:
I have yet to see it.
I’ve faced Twins and Billy, for crying out loud. The one time I did get one someone dc’d in loading because of a mori.
Youve seen the twins?????
You should buy a lottery ticket my friend.
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@Hex_Maidenless said:
I'm actually having a blast today. Games have been... pretty random in terms of quality, but a new map to explore, and a new killer to run from, I'm having a lot of fun.
Sorry.
Im coming for you xd
Jokes beside, really enjoying the chapter so far.
Xeno feels like I want to add them as a main to pig and demo.