sanees
sanees
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822678#Comment_3822678
Its almost as if the game would be much more fun for both sides if the game was balanced around hooks instead of kills. But people keep saying that tru3ta1ent doesn't know what he is talking about…
"They hated him because he told the truth"
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822399#Comment_3822399
its duration too short to be anti-tunnel perk but it would be an anti-tunnel perk if the duration was longer, a lot longer.
if in 12 seconds with acceleration you cannot reach the loop, then either the problem is with you or the killer created a dead zone, but the killer cannot create a dead zone on his own, so yes, if you don’t have enough time, then you did something wrong
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822690#Comment_3822690
The 10 seconds does nothing unless the killer is tunneling and camping. Some players cannot fathom how "map pressure" works, and can only think in terms of those two strategies.
People can play how they want. If people really want to slug l excessively slug in large numbers then so be it. The devs will be forced to deal with that too once kill rates get out of control.
Calling me "average" and obliquely calling me stupid doesn't help your argument, not sure if dispute that what I said is absolutely true of a subgroup of killers.
these 10 seconds are actually 30/20% towards repairing the generator (provided there is a chase or not)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821634#Comment_3821634
Ah yes. Jump into a locker against a semi-competent Nurse and tell me how it works out for you.
firstly, yes, jumping into the closet is a good tactic against the nurse, secondly, if you see that the nurse is deliberately losing the chase, then she probably has a predator, in which case distortion will help well, you just shift w running behind the obstacle, so the nurse will spend a lot of time searching for you or to catch up with you
in the second with out distortion case, you run around different structures and seeing that the nurse is losing the chase, you jump into the closet, in the worst case, you will get hit when you leave the closet and gain time to exhaust the nurse + searching for the right closet; in the best case, the nurse will lose you
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many survivors forget that the big red rectangles on the map are not just for show, you can hide in them and your aura will not be visible, this is especially effective against the nurse
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@TheLonelyHarlequin said:
with the new nerf to distortion and by the looks of things it not being reverted back can the devs now please do something about the nightmare that is the combo of Franklin's + weave. Because at this rate you might as well give killers permanent aura reading.
It's a very easy fix, put it on a timer, allow the item to read the auras around it for 2 minutes then it dies.
Or to stop the combo it self, don't allow weave to activate if the item is forcefully dropped or has durability. As the perk weave itself only activates (without Franklins) is when the item is fully depleted.
just put your item in the corner of the map and now the killer plays with 2 perks versus 16
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@Royval said:
It should never be anything in the game that impacts the killers power like adding 10 seconds on something that’s not hard at medium level. Look at old singularity for example.
This is not as critical as with the singularity (where 1 emp still can destroy 4 cocoons on survivors while turning off all the cameras around) the flag will materialize later, and +10 seconds to 1 of 3 guards is not so critical + now there are addons to reduce the cooldown
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@ChainsLogic said:
Hatch is no longer a means of escaping trials. Now, after the 3rd survivor dies, there will be a period of 30 seconds, after which the gates will get automatically powered, and the endgame collapse will begin. This will allow a survivor to have a chance to escape through one of the gates, while the game would still end soon enough because of the endgame collapse. The perk No Way Out won’t work in this scenario.
Hatch is still in the game but works differently now. 3 closed hatches will spawn randomly around the map (Though their location can be influenced by offerings) You can use keys to open the hatch. Once open, the key will be consumed, and the hatch can be used to teleport you to a different part of the map, especially useful during a chase. Each of the 3 hatches have 1 use only, and will close and no longer be openable after being used. Hatches also can’t be used in the endgame.
Broken Key is renamed to Rusty Key, and can now also be used to open the hatch without any add-ons. It can read auras for 5 seconds, if proper add-ons are being used.
Dull key can now read auras for 10 seconds, if add-ons are used (Was 5 seconds)
so you can just hide, never touch the generator and get a free escape, maybe we’ll immediately add an RPG to kill the killer?
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kindred I never see it on other survivors, but it has saved my games many times
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@Ziemniaczana said:
I have more success with Boons than I do with Hex totems. I incorporated Boon Shadowstep and it's been a blast.
Hex totems? Gets cleansed or booned before it had any effect in the game. Hex: Ruin is absolutelly useless. Hex: Two Can Play is a waste of a perk slot. Hex: Undying is whatever. Hex: Third Seal is useless. Hex: Huntress Lullaby is useless or very niche, and it tells that its active despite having 0 tokens. Hex: Blood Favor is predrop hell. Hex: Devour Hope gets cleansed before it does anything. Hex: Face the Darkness is bugged and it's still a niche perk. Hex: Haunted Ground is everyone hiding or predropping. Hex: Retribution niche. Hex: Plaything is decent and so is Hex: Pentimento when you combine it with other hex totems. noed is lol flip a coin. Thrill of the hunt is situational. Wretched fate is niche.
I love Crowd Control now. Where are the buffs for Hex totems?
I once created a thread with a similar topic, most totem perks are either too easy to destroy or they are so weak that even in a non-hex version they would not be taken
https://forums.bhvr.com/dead-by-daylight/discussion/427762/thoughts-on-the-hex-rework
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why are you all acting like this, seeing the aura of a survivor = his instant death, you just know where the survivor is, you still have loops, god pallets and second chance perks
+ this is still a very useful perk, and its recharge time is literally 1-2 palette and shift w -
@buggybug said:
Really baffles me how something we said no to something but it comes back and ofc for the killer its this finisher but survivors cant get base ub.
I thought the ebony and green moris only going to be exta blood points only if you kill the last survivor woth them but no you can also bring them to kill others.
maybe because it's just a fun animation for the ending of the game?and bs ub for survivors is a completely broken and easily abused mechanic?
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@UndeddJester said:
To get to the point quickly, the problem of Slugging is actually quite simple...
A slugged player loses all player agency.
There is a principle held in all game design, be it board games, video games or even playground games. You should never take away players agency. This is why snakes and ladders, tic tac toe and other games like it are bad games... there is no player agency; there are often no decisions to make, or your decisions are largely dictate for you.
This is the real issue of Slugging, and what should actually be being addressed in discussions around it. A slugged player can only recover, or crawl around... there is nothing else they can do, they have no agency from this point in the match onwards until someone else picks them up for either side.
Even if the options are all unfavourable, that's fine. If a player still has things they can do and decisions to make, even at a significant disadvantage, Slugging is no longer anywhere near as much of a problem because the player still has agency.
An example Solution
If I were to go nuts with this point, here is a list of actions that could be added to basekit to the dying state.
- Survivors in the dying state can interact with chests.
- Survivors in the dying state can swap items on the floor/in chests.
- Survivors in the dying state can use keys and maps, both for reading auras.
- Survivors in the dying state can use keys to open hatch.
- Survivors in the dying state can interact with totems taking 10 seconds to pull themselves up to support themselves, and cleanse the totem with a 30% action penalty.
- Survivors in the dying state can interact with a generator, taking 10 seconds to pull themselves up to support themselves on the generator and allowing them to repair the generator at a 30% action penalty.
- A Survivor that has recovered to 95% or more in the dying state can press the rush button to move 50% faster, bleed out 50% faster, and make 50% more noise.
We can argue about which of these should make the cut and what else could be considered for inclusion, but the point is a player who is slugged should have player agency and decisions to make beyond recover or wait to be picked up.
I like 3 and 7
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817213#Comment_3817213
it's not a braindead perk just on Nurse tho, it's braindead on every high mobility killer, it's something similar to PWYF level of unhealthy, literally rewards you for losing a chase with something that would benefit you way too much
Still fairer than the perk that for free turned off 60+ perks and addons auras
In any case, it works only once every 40 seconds and probably does not have a particularly strong meaning for m1 killers + if the survivor has a distortion, then on the contrary, finding the survivor will become more difficult since his traces will not appear 12 seconds -
@NarkoTri1er said:
Alright, the game went into some really crazy directions for the both sides throughout the last year, but right there is one rising problem that is becoming rampant: slugging meta.
Yes, slugging has become the absolute meta, but let's address why this happened afterall.
Lately we had numerous changes to hooking that pushed into a position so risky that hooking itself it considered "not worth it" anymore.
- More and more perks with "get unhooked/hooked" conditions that give some huge benefits (Deli, Wicked, DS, Resurgence, OTR, Reassurance, Babysitter, new Blood Rush, BT, We'll Make It etc.);
- Buffing of sabo strategy (sabo related aspects of toolboxes) and existence of "unhookable" perks (Boil Over, Breakout, Saboteur, Power Struggle + Flip Flop, Tenacity);
- basekit buff of hook timer of +10s per hook stage;
- hook grabs removal;
- BBQ losing it BP bonus long ago;
- kills being a win condition rather than hooks.
On the other hand, we have slugging with much fewer risks to worry about, bypassing the strongest survivor perks in the game.
First of all, NO, this is not a call for BHVR to further implement some basekit stuff to counter slugging, this would be the worst possible mistake they could make.
Instead, there should be some way to actually make hooking beneficial for the killer again, because hooking benefits survivors way more than killer, unless killer manages to get at least 2-3 men slug before hooking.
If sometimes doesn't get done soon enough, game will just be deep in the most unhealthy slugging meta, but the thing i'm afraid about the most is that BHVR could once more make a catastrophical decision and just put some basekit slugging counter as bandain solution that will further benefit one side rather than coming up with a solution that will make game much more healthy for both sides.
Once upon a time I suggested giving a temporary speed bonus after the hook like as devouring hope, so the hook allows you to get to other survivors faster and at the same time the bonus is useless if you camp
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@smurf said:
I agree that hatch should be reworked. It should punish killers for slugging for 4k. Like if you leave someone sluggled for over a minute when there are only two survivors left, two hatches should open relatively close to the survivors. Not right next to them, but enough to encourage killers to put people on hooks and stop wasting time and making the game worse.
And I say this as someone who plays a decent amount of killer. I'll slug for 4k against bully squads, but I'd accept that nerf to my power to stop mindless slugging for 4k.
Edit: Yes... I typed sluggled up above and I'm standing by that.
So survivors should get a free victory for not being able to do their job? many survivors already abuse the hatch by hiding for 30 minutes, now 3 survivors will do this
Not to mention how much it unfair to the killer, imagine reverse logic when all the survivors escape but the game just kills 2surv at the gate
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@Mr_Digi said:
https://us.v-cdn.net/6030815/uploads/H3GBFHT0N9FL/image-2024-10-10-015030089.png
I did not teabag or anything, i just held W, because its nurse. so she tunneled me off first hook. and then just waited with her power on the main building. The progressbar did not move at all, because she was outside the range. This is one situation where i would just "give up go next". 3 gens left at this point. i did struggle on hook so the others finished all gens, but its nurse, so she still got 2 of the last survivors
So you want to say that the nurse stayed in place for at least 70 seconds and instead of chasing and guarding the generators, she just stood there? congratulations, you won time to repair 3 generators and saved a couple of hooks for your comrades and you didn’t even have to strain, if it was another killer you would have saved a lot of pallets
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maybe something broke yesterday as my killer queue lasted from 10 to 20 seconds and there was +150% BP for survivors
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@darkshadows8326 said:
Please revert Distortion back or make the time in chase less as there are Killers whose power lets them ignore chase time through speed or instant downs. The Killer can also just not engage in chase which makes the perk no longer controllable by the user and solely rely on the Killer.
This is still a very good perk, it's just downgraded from the rank brain dead S+++ to S+ You can just run shift w and that will give you enough time to get 1 token, add windows and pallets here and you won't see the difference, the only problem is if you fall in less than 30 seconds (skill issues) or if the killer spent everything slots for aura (you can just gen rush)
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@rhaenyraa said:
I'm so convinced tunneling would almost completely be combated if the killers didn't receive unhooking notifications. If they're that worried about not knowing if someone got off hook, they can easily look on their screen to see survivors portraits.
Let's go the opposite way: if a sweaty nurse wants to tunnel you, she will tunnel you,
but if I play on GF and want to go to 9 hooks and accidentally end up with survivors with the same skin, then I accidentally tunneled,
if the killers more often saw how many hooks someone has, the overall level of the tunnel would drop as the case of unintentional tunnels would disappearSorry for the bad English, but I think I got the point across, if the killer wants to tunnel, turning off the sound won’t do any harm, but if he doesn’t want to tunnel, he needs something to know how not to tunnel
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@Emeal said:
I do agree that line of sight needs to be a factor of the anti-face-camp system, and I hope bHVR takes this into consideration.
Its a really good idea, because where the Camper looks is so very important to performing Camping on a wider range and it would discourage watching the hook from outside the anti-face-camp range.
So you want to punish killers simply for looking in the direction of the hook
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@Jock21 said:
There's no reason to keep Huntress, Hag, Spirit and Deathslinger at 110% speed when their powers get outclassed by killers who still keep their regular 115% speed. 110% made sense in the past when their powers were mostly stronger than 115% speed killers in order to justify their decreased speed but this is no longer the case in the current game's design where devs just keep releasing killers with strong anti-loop + mobility/map pressure tools who are still 115% speed, making the aforementioned killers feel outclassed and powercrept.
Spirit can get away with 110% speed somewhat but it's still eye browsing why she still needs to keep this handicap when Blight, Billy and Dracula have much better mobility/map pressure, much lower cooldown on their powers and similar strong chase powers and yet they're still allowed to keep their 115% speed.
Huntress and Deathslinger are even worse cause there are matches where even when they end all their chases quickly survivors can still finish all the gens cause their map pressure is absolutely abysmal and pre-running destroys them. Why even bother with these 2 slow ranged killers when you have 115% speed Artist or especially Unknown whom would still have much better map pressure than these two even if they were made to be 115% speed ?
And Hag … I think everyone knows Hag still being 110% speed is a complete joke. Against SWFs even Trapper is more threatening than her cause at least Trapper is 115% speed and his traps injure them if he has the iri add-on, which is more than Hag can get against them.
The only reason it'd make an exception for Chucky is cause his small size allows him to loop tiles much better than the other killers which his 110% speed is supposed to balance.
Honestly the only characters that deserve 110% are the huntress and chucky Huntres 4.4 is in a good position since experienced Huntres can hit across the entire map
Slinger is essentially a worse version of the huntress and has 32 TR,
Spirit is not as strong as before at the same time, there is Dracula, who not only has similar strength, but also the form of a wolf and a pillar of fire and he have 4.6 speed
Hag is a trap killer so that she has to spend a lot of time on the ability with 4.4 while SM just puts a drone and has 4.6 -
The problem is that we can’t even be sure whether MMR is a copium
BHVR could turn off mmr or implement another system and we wouldn't even know about it unless there are some significant changes -
@BooperDooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813138#Comment_3813138
Give me the 99999 ways to counter not being able to see slugged solo q teammates auras.
be careful if you see that a killer is walking away from you and after a couple of seconds the survivor falls, add 2+2 to understand that the survivor is on the side where the killer went, if you read the TR and see that the survivor has fallen, it means he fell next to you
if you often on ground just bring 1 of a bunch of perks that completely counter knockoutif you are looking for a survivor, look near the loops, because most likely the survivor was running there, if you were dropped, try to crawl to the nearest generators/main/loops where other survivors will most likely be running
16 meters is quite a long distance and if the survivor does not specifically hide from other survivors, then you will quickly find him, at the same time, the killer spent a perk slot and will not progress in hooks, so this is a huge victory for you as survivors
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Maybe because it's a weak perk with a low pick rate and 99999 ways to counter it?
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its m1 killer, dont heal just imagine that you are playing against the legion
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@NikikoVenus said:
I have Emetophobia and playing against the plague is my worst nightmare. I usually turn off my sounds for the game to try and minimize the effect at the very least, but being able to see the bile leaving my character makes it extremely difficult to play and removes the fun from the game.
I think there should be a setting that doesn't necessarily remove the effect but minimizes it or something to help people like me still enjoy the game even against the plague.
so we should get an extra filter because your phobia is in a horror game?I have a fear of heights, should BHVR remove all high grounds?
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Taking into account the fact that the gen can only be damaged 8 times, I don’t see any reason why regression cannot take buff
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Too huge buffs for survivors, the killer is literally punished for hooks + imagine how difficult it will be to lift a survivor under a pallet against swf when every survivor can create pallets
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@alpha5 said:
I'm patiently waiting for something to complain about, mhyes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810469#Comment_3810469
Except if they are running the new Predator. Then you get exactly one token for the entire match.
in this case you counter killer perk and now the killer plays with 3 perks
I remind you that you get a token every time you leave, and the killer sees the aura with 40s timer when you run away, so in this case the killer is at a disadvantage -
I don't think the distortion has gotten much worse, you just need to be in front of the killer for half a second and now you have a working perk againthe old distortion simply turned off all auras of the killer perk without any requirements and counter play, now you need to at least do something
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It seems to me that instead of constant anti 3gen anti camp, etc., we should reward the killer for a more fun game
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@Roaroftime said:
"Why don't you like lying on the floor for 4 minutes doing nothing" Because there's this thing called fun and killer mains wouldn't understand the word since most just play like they're in some tournament and their family is on the line but survivors don't actually enjoy lying on the floor for 4 minutes doing nothing
but you don’t have to just lie on the floor, you can crawl to the nearest generators or main and there, with a high probability, you will meet another survivor, or if you see that the killer is laying down 1 survivor can simply run and lift until the killer hangs him on a hook and you're being picked up, other survivors will have a ton of time to fix the generators
this problem is more like a pinhead box, when all the survivors are sitting on generators and no one wants to take the box, which is why the whole team begins to sufferso, as for me, the problem is not in the slug but in the fact that random solo survivors cannot show sufficient subordination and take responsibility
to engage in anti-slug activities(I repeat, I never use the slug like 4 min death, I’m just thinking about the situation)
But again these are my thoughts, I created this topic to find out your opinion
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it must be 1,2,3,4 or 9
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/427762/thoughts-on-the-hex-rework
In the lobby and in the game, by pressing Tab, survivors can see each other's perks and items and items qualityI'd like it, but I don't see what it has to do with everything else and they've said they want to avoid this.
screams and hits no reset the totem's progress, instead the totem now regresses at a rate of 5% per secondSure.
Survivors cannot bless hex totemsWhy not?
Hex Totem сleansing time increased to 32 secondsThis is meant to offset the 'hexs don't decrease', but this just seems too long. The current setup allows tension, this seems like it would be a bit boring.
Overall: You mention the dangers of hex perks in that you can lose the effect entirely. On the other hand, sometimes hex perks spawn in really easily defendable locations, and a 32 second break would be way too long.
I think that if they wanted to make hex perks more of a game element (which I don't think they do, I think they are happy with how they work, but hypothetically), you're right that you'd need to change them on both sides. I think it would be necessary to make them into more of a strategic objective instead of a random luck one. Change: everyone can see the aura of hex totems and they cannot be broken in the first minute of the match. Then both sides could make a strategic decision on how they play the match and whether going for/protecting the hex is a worthwhile goal. You would then incorporate your ideas of the degradation of hex progress and an increase to the cleansing time (though probably not 32 seconds).
That creates a new problem, anytime you add a strategic layer you create a gulf between SWFs and soloq.
Those are my thoughts on how I'd approach it, but I'm pretty happy with how hex perks work.
I'd like it, but I don't see what it has to do with everything else and they've said they want to avoid this.
Apart from the obvious improvement in quality of life for solo Q, this will also allow some solo people to use specialized anti-hex builds, let's say you see someone has already taken an anti-hex build, then you're probably better off focusing on something else, I think you I wouldn’t particularly like to find out that due to a lack of information, your entire group took anti-hex builds
In my opinion, this should already be a basic function even without the hex buff, but in the hypothetical case of a hex buff it becomes necessary -
@Chocolate_Cosmos said:
Title question(s) + reasoning if you want.
Personaly it's amazing we finaly have dream come true as Alien coming to DbD, but I am not as hyped as I thought I would be.
no
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522621#Comment_3522621
Corrupt literally blocks their only objective when killers can still camp and hook and chase with kindred on as they have been doing since the dawn of time
how does corrupt corrupt interfere with the goal? just spend 15 seconds and reach the unclosed generator
and I'm very interested in how Corrupt will allow camping if it turns off after the survivor falls
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522190#Comment_3522190
Also this is a better compromise than whatever anyone has suggested honestly
but the survivors got their audio visual settings
it's not entirely fair to give 1 side features without which many people literally cannot play and at the same time punish people without problems with motion sickness by strengthening survivors
it's more likely that the killers get corrupt and the survivors get kindred
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@bornagain234 said:
How much fun kill with your friends is.
IMO, DBD has become stale. I really think it needs something like a 2v8 mode. Like TCM you would have restrictions like no 2x of the same killer.
Co-op as a killer is so much fun!
The problem would become how do you stop certain combos like oni + legion. Nurse + blight.
https://www.youtube.com/watch?v=hcGoMB5Sgbk
this is incredibly fun, I'm surprised that a couple of people with limited access to the source code can do something that bhvr cannot for 7 years
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@Tsulan said:
The more threads i see about MFT not requiring a nerf, the more i´m convinced that it actually should get nerfed.
https://us.v-cdn.net/6030815/uploads/T5CU1GUDN58B/2fd4tz.jpg
i will steal your picture
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@Krzychowskyy said:
Hi guys, I've heard and seen many times where players (ofc mostly killers *akhem*) think that MFT is a broken perk that should get nerfed.
My honest opinion:
As a killer main, I am completely happy how MFT is in the current state. It makes chasing literaly tiny bit more challenging and fun, and that's what I like. If I see anybody running to down survivor I know that they have that perk for that juicy 10 sec of endurance and I can wait it out, 99% of the times I get a down. It's basically like a hazard game. Either they risk perk value or just keep on holding W.
And for the stacking with hope? I am also completely fine with that. Hope is an ENDGAME perk and survivors need to hardly work for that juicy 10% to happen. Basically is a reward for doing the objectives and not sitting in the locker or hiding around the map for 80% of the magch. If they pop all the gens and get it? Well, it is the killer's fault that they didn't defend the gens good enough and/or leave good chase survivors alone.
Conclusion? MFT endurance is overall counterable (and the speed CAN but DOESN'T have to be countered by bloodlust) + the speed stacking is the reward. I am happy how it is in the current state.
If they nerf it, I will literally laugh for those baby killers and literally make a 10 minute video why it shouldn't get a nerf.
I main The Singularity as a killer and yes, I know that it can teleport but the time I get a biopod on someone mid chase and then I need to catch up and then use the teleport it's a bit of time wasted. Singularity is an easy killer to counter if you know what you're doing (and not pre-dropping every pallet on the map when having a biopod on -.-)
the killer must have a base kit noed that works all the time, it cannot be broken and it gives + 200% speed
By the way, I'm the main survivor and I can make a 30 hour video why is this not op
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@C0N3ko said:
Stats:
Speed-4.6m/s
TR-24m
Height-Average
Difficulty-Very Hard
Weapon: Prop Knife
Thought to be blunt and fake but is now sharp and real.
Power: Perfect Act
After injuring a survivor press the secondary power button to activate Perfect Act.
After a survivor has been injured by a basic attack The Mimic creates a Portrait of the survivor injured, pressing the secondary power button allows The Mimic to cycle through each survivors portrait, once a portrait has been chosen pressing the basic attack button will make The Mimic turn into that survivor, attacking while disguised will make The Mimic go back to normal and they will lose the Portrait of the survivor they were just disguised as. While disguised The Mimic will have their aura shown or force the actual survivor to have their aura shown when another survivor tries to read either's aura, The Mimic will lose their terror radius upon disguising and they can also fake survivor actions such as repairing generators, cleansing totems and vaulting pallets, The Mimic can also fake healing survivors but doing so will remove a health state from the survivor instead and The Mimic will be kicked out of their disguise. While disguised The Mimic can be found out by looking at the surviors face and they will be missing the mouth, their eyes will be completely whited out and the face will have a water dripping visual effect.
Stage Prop:
Hold the power button to activate stage prop.
While Stage Prop is activated The Mimic can look at certain objects and transform into it, while transformed The Mimic terror radius is lowered to 10 meters, reading The Mimics aura is only possible when within 8 meters and The Mimic's movement speed is reduced to 3.2m/s.
Perks
See The Light:
When a survivor vaults a window during chase See The Light activates.
Gain a movement speed boost of 2.5/3/3.5% for 8 seconds.
This perk has a cooldown of 25 seconds.
Tarnished Respite:
This perk activates after being stunned by any means.
Stun duration is reduced by 30%
Breaking speed is increased by 70%
The survivor who stunned you will not be able to vault pallets or windows for 6/12/18 seconds
This perk has a cooldown of 15 seconds.
Behind The Scenes:
If a survivor enter a locker a loud noise notification will show which locker they entered. Once the survivor leaves the locker they will have Blindness for 30/45/60 seconds.
Red Addons
Drama Mask:
After attacking while disguised The Mimic will not lose the Portrait
Comedy Mask:
After disguising the survivor that The Mimic is disguised as will become Exposed for 20 seconds.
do we seriously need a 4.0 killer without power?
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@ThatRedPyramidThing said:
I see this being said by quite a good number of players. And I (as someone who has been playing for 6 years) want to dispel this falsehood being widely spread among the players.
Killer is not easier now than when I started.
Killers used to be able to face camp. Like actually face camp. Not what modern players call face camping today but actual true blue face camping in which the killer could stand in front of a hooked survivor and literally physically block players from unhooking. Because you could only unhook from directly in front of the hooked survivor. Unhooking from the side was a patch to combat face camping.
NOED used to have an aura, meaning you may not ever find it.
Killers could Mori after the first hook.
Borrowed Time wasn't base kit. Meaning Killers could down an unhooked survivor instantly unless the rescuer was running Borrowed Time. And Borrowed Time to was based on Terror Radius so killers like Freddy, Wraith, Pig, and Ghostface ignored Borrowed Time.
Pain Resonance worked everytime you hooked on a Scourge Hook not just the first time. It also revealed any survivors on the generator.
Ruin slowed down generator repairs.
Nerfed Ruin regressed faster.
Undying worked more than once.
Pop Goes to the Weasel did a flat 25% not a scaling percentage.
Eruption caused incapacitated.
Survivors now have the ability to spam endurance.
Survivors now have perks that speed up gens.
Survivors now have multiple perks to move faster.
Vaults are stronger than they've ever been.
Windows of Opportunity literally plays the game for you but pathing for you.
Killer is not easier now than ever. Killer is in one of the weakest it's been.
Survivors just don't try anymore. Just please watch your hud and see how little your team does. Watch how often there are no generator icons. Survivors only think killer is stronger because only strong killer players still play killer. Weaker and average killers quit the game or became survivor mains.
I'll will die on the hill that survivors lose because of their teammates way more than the killers skill.
I know I'm about to be bombarded with hate. But it's true. We all know it's true if you played killer back then you know it was easier then.
many survivors were against the killer's fov slider because it would allow him to see more through the textures A.K they are so survivors that they didn't realize that the killer was playing in first person and couldn't see through the textures
so believe me, even if the killer has a speed of 0.1 and the gates are open all the time, some survivors will continue to scream that the game is too killer side
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@Xendritch said:
Like the bloodweb before it I think the shrine has become outdated, there's so many perks in the game now that I think it's time for the shrine to add one perk from each side.
Ideally there should just be a perk store with all the perks but I doubt that'll ever happen.
no, you should have a way to separately buy any perk, and the shrine should only work for some discount on a random perk
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@SickHillbilly said:
Are you as hyped as me? 😍💖
I also go to tcm but you overrate too much
dbd has a monopoly in this genre, in order to beat dbd tcm must have as much content as dbd has produced in 7 years
a new game has a chance to destroy dbd (definitely cannot) only if the new game is not tied to a specific killer and will be fundamentally different from dbd, and these differences should still work many times better
most likely dbd will be killed by bhvr, no one has harmed dbd online as much as bhvr themselves who continue to shoot themselves in the foot
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it's funny because you literally do what you accuse the other side of
the killer makes a slug and looks for the last survivor dragging out the game, well, nothing prevents the last survivor from making noise and dying, but no, he is hiding to win
@NotAnotherDoctor said:
A plague who slugged me to find a bot and then the bot healed me and then slugged the bot to find me.
Is this the level of desperation we're at now?
so why are you accusing the killer of wanting to win by dragging out the game while you are hiding by dragging out the game to win
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@WiseTraveler said:
Made For This is a really strong perk at the moment. Being able to give you a near-permanent speed boost when you stayed injured and a crazy endurance effect that allows you to pick up your teammates and body block as an injured survivor.
https://us.v-cdn.net/6030815/uploads/2K5G0SDAUSJT/image.png
This haste is small but when you are playing an m1 killer and a survivor knows how to loops they can make all the distance they want just by dropping a pallet and making it to a loop they usually wouldn't reach if they didn't have made for this.
- My suggested change for the haste issue of this perk is
In order to gain the 3% percent you have to be injured and be in chase in order to gain the 3 percent. This would make it so that if you lose chase you can't make huge distances but, the perk will still make clutch speed to pallets and windows at certain loops. This will also make it so that you won't be permanently running at 10% with hope unless the chase starts.
- As for the endurance status effect that is a part of this perk
I think the endurance is a bit strong I'm not very sure what should be done about that. Maybe lower it to a 5 Second endurance or something smaller. Or simply straight out remove the endurance status effect because 3% speed is already enough.
what I would do is remove the endurence status, and do 3% for 60s after the hook, so it's a good anti-tunnel perk
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@rafajsp said:
Honestly, at this point I hope some company buys the game because this team has no idea how to balance anything, they keep patching band-aid here and there ... revamping Demongorgon (barely seen or played Killer even for who have the DLC) when there ARE things N times more important !!!
Instead of taking some ideas from community or even competitive matches (ban some perks, no duplicates etc etc etc) no ! "Why ? ... We have no competition on our game"
Instead of doing/testing new things ... they decided to make maps smaller and gens spawns closer. Such a smart decision.
Rarely do I see the community being heard and I wonder why I still waste my time playing this game or even coming to foruns.
Even Nurses are camping 3gens over and over and over. Talking about Nurse ... well doesn't matter.
For solo players it's a frustrating match, because you "swin, swin, swin and die at the beach"
https://us.v-cdn.net/6030815/uploads/YTLUS8XCRLLC/1-png.png
hmm let's see, killer regression is 4 times slower than 1 survivor and 16 times slower than 4
and at the same time, the killer can only chase 1 survivor at a time
add here the fact that the shift w chase takes the killer 30 seconds and the fact that the killer cannot make the 3rd generation himself (it was not the killer who fixed all the generators except 3gen)
and now ask yourself if there is really a problem with 3 gen or is it just your skill problems
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@MikhailVictor said:
It should be toggleable. It literally bans words like "ggswp". BHVR secrectly against good sportsmanship??
that would explain a lot