scenicpickle
scenicpickle
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@redwind35 said:
i think blindness effect on survivors should make them see lit totems as dull that makes the add-ons of killer that have said effect good for hex builds thoughts.
i think blindness should make them blind that way i can sneak up on them
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@Ripley said:
I like the killer, it seems to bring all the casual misogynists out of their hiding.
True everyone's complain that she wears normal clothes like legion and ghostface aren't just regular people with hoodies, cheap Halloween costumes, plastic masks and knifes
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@Aceislife said:
Could you please elaborate to how you think DH was buffed? The timing is harder now. And it doesnt give you distance.
@scenicpickle said:
I see some people have come and said this DH change was a nerf, and few who said it was a buff all be it at higher MMR.
I believe it was a buff.
after combing through all the answers and responses, I have made a list to to place all benefits of both DH's.
Easier to Use Argument / Execution
OLD DEADHARD
+ No requirement i.e. Dash in a bottle
+ Extra Distance
+ Easier to dodge certain powers
- Trajectory can negate dodge attempts
~ Timing was important near windows and pallets
with a bigger invulnerability window and guaranteed distance most people felt the change was a nerf because their guaranteed save was removed ... not quite, despite what people think it was worst with the dash in a lot situations
dashing too early would still lead to a down, dashing to late would cause the survivor to dodge too far through the pallet or push them into a window causing a slow vault also leading to a down.
Going to a pallet or window from a weird angle could also cause a down because if your trajectory was off it was cause you to dash into walls and get stuck.
NEW DEAD HARD
+ Saves you from any position
+ No positioning or Trajectory required
+ Unpredictable
+ Spot Tanking ( will get into in benefits)
- Timing was Crucial
Without a dash the game becomes simple, the only thing you need to worry about now is the timing. Although the timing is significantly tighter leading to alot more of a guessing game with the guess being survivor favored unless it is a killer power which tends to be even easier to use DH into because the powers are more react able than a Basic attack for the most part. Remember when survivors used to run into killer and DH it was pretty ineffective because you would dash away from your destination now with new Dh it is a viable tactic because the hit animation and speed boost you get will get you where you need to go.
My Verdict on Execution
Ultimately Old DH was easier in the sense that it was a safe option in guaranteeing you made it to a loop or to be immune to certain powers in the most literal sense it was a dodge however their were many factors that made it much worse to use, it was a clunky straight line dash meaning there were other concerns beside just timing like aiming it. As for New DH it is much simpler to use and unpredictable making it exponentially better with experienced survivors and DH users.
^^^ this part above is negligible because at the end of the day BENEFITS are all that matter at high MMR when it comes to execution it only matters to average-low MMR players because they like ease of use and accessibility but high level players like results and rewards this part highlight why New DH is exponentially better.
*note not going to go into each power specifically we will just assume it is a mixed bag and save that argument for another time because some benefited the change some didn't don't want to go through every killer. I will use very obvious examples for both old and new but not going to go into the minutia of each killers powers interaction with both DHs
Benefits
OLD DEADHARD
~ Baits empty swings / Dodge basic attacks -> minimal benefit beside buying self time to get away
+ Gain free distance / gap closer to loops
++ negate certain powers like trapper or doctor
+ ranged killers are very choreographed and easy to DH dodge attack
NEW DEADHARD
- Get Deep wounded after use / harder to use against legion, slinger, deep wound addons
+++ Tank swings / Block basic attacks
-> INSANE VALUE - Tanking slows killer down for you and team
-> Spot Tanking (Deadheading in enclose spaces to unhook or finish gen or waste time for team)
-> bodyblocking in chase or when carry a survivor
-> tanking killer powers (majority of powers suffer far more from deadhead than actual missing ie. hit animations/Shred/Oni's bamb bamb
++Speed boost extends chases exponentially
-> can run to new loops instead of staying at current loop and dropping pallet
-> use powers like knights and nemi's zombies to get huge FREE distance
++ ranged killers are very choreographed and easy to DH tank hit massive distance vs 110%
added the benefits
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tru kinda useless now but at least we will see more variety
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@TigerSnake said:
No aura reading, no Incapacitation, no gen block, but 15% total (not current) progress removed would’ve been the way to go, imho. Still would be a handy perk for defending gens, but not in an unfun, uninteractive way.
honestly sounds good to me scream and 15%
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i feel that lotta filler garbage i think offerings should def be changed but don't know how hopefully they get reworked in the future
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@GlamourousLeviathan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342637#Comment_3342637
You have two options with Dead Man's, either you are an Artist or you have Pain Resonance on your build. That's because the time the gens get block is the rest of the duration of the perk, not a fixed amount, which means that if you cant get survivors out of gens immediately after hooking, you're only gonna get a small amount of blocking time.
Artist can do fine with it because she can quickly fire crows to 3 different gens and get them all blocked if survivors aren't careful. The other option is pairing with Pain Resonance which makes survivors leave the most repaired gen in a way that blocks it with Dead Man's Switch, but the bad part is that now with the new HUD changes survivors can easily avoid this combo, making it basically useless.
The final nail in the coffin was the Dead Man's nerfed timer. Those extra seconds really hurt the perk, which made it more reliant on Pain Resonance than ever.
Ahhh yes i do play lots of artist :D good point i suppose it is pretty niche then i do find success with freddy and knight as well with certain addons
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@Devilishly_Rowdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341776#Comment_3341776
Yeah pretty much, only give more basekit stuff.
just waiting for basekit adrenaline and deliverance
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@GlamourousLeviathan said:
So Eruption is dead, Ruin is extinct, Dead Man's Switch is gone, Thanatophobia is destroyed and Pop Goes the Weasel has been burned to ash. To be honest, the one I miss the most is Pop Goes the Weasel and the thing is, out of these perks, it was the least complained about.
Seriously, back in the day, there weren't many survivors who would whine about Pop Goes the Weasel. I get it that the devs thought it was reasonable to nerf it because they thought it might be overwhelming because of the extra 10 seconds to generators, but it's pretty clear that those extra seconds didn't make much of a difference.
That's why I want to revert the Pop Goes the Weasel nerf. It was really my favorite perk for a long time and to see the state it is in is just depressing. Hell, you don't even need to change it back to 25% of total progression, just make it 20% of total progression instead of the current progression to make it at least usable.
the rest i agree with but whats wrong with deadman's?
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I see some people have come and said this DH change was a nerf, and few who said it was a buff all be it at higher MMR.
I believe it was a buff.
after combing through all the answers and responses, I have made a list to to place all benefits of both DH's.
Easier to Use Argument / Execution
OLD DEADHARD
+ No requirement i.e. Dash in a bottle
+ Extra Distance
+ Easier to dodge certain powers
- Trajectory can negate dodge attempts
~ Timing was important near windows and pallets
with a bigger invulnerability window and guaranteed distance most people felt the change was a nerf because their guaranteed save was removed ... not quite, despite what people think it was worst with the dash in a lot situations
dashing too early would still lead to a down, dashing to late would cause the survivor to dodge too far through the pallet or push them into a window causing a slow vault also leading to a down.
Going to a pallet or window from a weird angle could also cause a down because if your trajectory was off it was cause you to dash into walls and get stuck.
NEW DEAD HARD
+ Saves you from any position
+ No positioning or Trajectory required
+ Unpredictable
+ Spot Tanking ( will get into in benefits)
- Timing was Crucial
Without a dash the game becomes simple, the only thing you need to worry about now is the timing. Although the timing is significantly tighter leading to alot more of a guessing game with the guess being survivor favored unless it is a killer power which tends to be even easier to use DH into because the powers are more react able than a Basic attack for the most part. Remember when survivors used to run into killer and DH it was pretty ineffective because you would dash away from your destination now with new Dh it is a viable tactic because the hit animation and speed boost you get will get you where you need to go.
My Verdict on Execution
Ultimately Old DH was easier in the sense that it was a safe option in guaranteeing you made it to a loop or to be immune to certain powers in the most literal sense it was a dodge however their were many factors that made it much worse to use, it was a clunky straight line dash meaning there were other concerns beside just timing like aiming it. As for New DH it is much simpler to use and unpredictable making it exponentially better with experienced survivors and DH users.
^^^ this part above is negligible because at the end of the day BENEFITS are all that matter at high MMR when it comes to execution it only matters to average-low MMR players because they like ease of use and accessibility but high level players like results and rewards this part highlight why New DH is exponentially better.
*note not going to go into each power specifically we will just assume it is a mixed bag and save that argument for another time because some benefited the change some didn't don't want to go through every killer. I will use very obvious examples for both old and new but not going to go into the minutia of each killers powers interaction with both DHs
Benefits
OLD DEADHARD
~ Baits empty swings / Dodge basic attacks -> minimal benefit beside buying self time to get away
+ Gain free distance / gap closer to loops
++ negate certain powers like trapper or doctor
+ ranged killers are very choreographed and easy to DH dodge attack
NEW DEADHARD
- Get Deep wounded after use / harder to use against legion, slinger, deep wound addons
+++ Tank swings / Block basic attacks
-> INSANE VALUE - Tanking slows killer down for you and team
-> Spot Tanking (Deadheading in enclose spaces to unhook or finish gen or waste time for team)
-> bodyblocking in chase or when carry a survivor
-> tanking killer powers (majority of powers suffer far more from deadhead than actual missing ie. hit animations/Shred/Oni's bamb bamb
++Speed boost extends chases exponentially
-> can run to new loops instead of staying at current loop and dropping pallet
-> use powers like knights and nemi's zombies to get huge FREE distance
++ ranged killers are very choreographed and easy to DH tank hit massive distance vs 110%
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337674#Comment_3337674
Fair enough... Then put 3 dots when you want to bring up something else... (Like that<<<)
Whataboutism is a term (Deadhard needs a huge nerf 3 health states is stupid every counter arguement ive heard for it was terrible and/or they go off topic and go "NeRf ErUpTioN ThAts MoRe BRoKen" sure but whats that have to do with deadhard) to describe this
Glad you calmed down enough to explain yourself and ask questions though....
But anyway.... maybe try to articulate what you want to say rather then just typing off the top of your head... It'll help a lot
tbh no thought went into this i was typing this on and off at work to pass time there was probs a good argument to be made but to much thinking. even now just responding alittle to pass time
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@RaSavage42 said:
That was a lot of words... Please try to split up and provide a more readable argument as to why DH is OP
Also if you want to prove your point don't use whataboutism... it makes your whole point crumble
But yes DH is still a problem but we don't have to deal with DH'ing for distance which was one thing players were complaining about... would you like that back???
formatting too hard on phone rather just type thoughts also what was the whataboutism for context cause i prob used it but dont know what it is
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337562#Comment_3337562
Who the hell is gonna read all that.
Press enter sometimes and space things out to make it legible.
so don't read it lol
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@Iron_Cutlass said:
It's not so much a buff but moreso just a rework.
The perk requires the Killer to hit you to get the distance, so it increases the risk, but the distance you gain is more than before, so it has a higher reward. Basically the risk and reward shifted.
Also before DH being strong or weak versus certain Killers has also shifted, Trickster could still down someone who uses Dead Hard because laceration does not reset. But now DH resets the laceration since it takes a health state and puts them into Deep Wound. Meanwhile Killers like Legion and Deathslinger can ignore Dead Hard entirely by putting people into Deep Wounds to begin with whereas before it was insanely problematic.
DH also did *kind of* get nerfed since you cannot avoid certain Killer powers, such as Doctor's Shock Therapy and Static Blast whereas before you could completely avoid it, but this was a much needed change. DH still makes you lose collision with the Killer so you can still window-tech or use it for better flashlight positioning, etc, but it's not as absurd as before since you do not gain distance from DH's immediate activation.
ya youre right i just play all the killers it sucks against ie. phead, wraith, knight, artist, nemi guess its more of match up thing. thanks for actual feedback instead of spellchecking me or telling me ur not going to read it tbh didnt put the much thought into the post just played before work and got tilted before work so i made some rant post but ya i suppose old dh was alot worse than i remember used to play clown alot when he had exhaust addon so i guess i didnt see it as much as others did
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337562#Comment_3337562
Doesn't change the fact that Dead Hard did NOT get buffed.
Anybody who thinks that is either huffing some massive copium because they can't deal with half-decent players or just fell for DH.
ok
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337562#Comment_3337562
If you put 0 effort in writing your senseless rant, dont expect other people to put effort in reading this.
And whatever you have written - DH did not get buffed.
i mean it was a senseless rant was just bored at work just thought it was funny he stopped by to tell me he didnt read it :)
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@Notionless said:
I hate DH as much as the next Killer, but the new dead hard is certainly easier to deal with than the old one.
- old DH let you just straight up ignore a grave mistake, while the new one can only correct smaller errors.
- some killers got destroyed by old DH, like trapper or slinger.
- the distance it buys you to and in loops is nowhere near as often uncounterable. (goes back to 1.)
- the only situations where it gets you far more value than previously is a successful DH in dead zones, the only place where you can actually solidly wait it out.
- the only killers where the new DH is a lot more annoying is blight, nurse, huntress, and some other, already more powerful killers.
For the record, i still dislike the perks core design, because im forced to sniff the tail of every survivor that hasnt shown me a different exhaustion perk, but i would rather have to put up with old DS (with the 5 sec stun) than old DH with "nice Mindgame, E"
guess i should have prefaced that i play knight and Phead so deadhard is basically a free speed boost against my powers
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@Nirgendwohin said:
If the survivor sets the direction of the chase then you are doing something wrong.
??? lol wat so if im on the game and find a survivor doing a gen with a pallet in every direction besides the way im coming from can they not choose where to go XD guess i ll let them know next time
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glad you stop by to tell me you didnt read it lol
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336830#Comment_3336830
Not under the current situation, as those would also invalidate the anti-tunnel effects.
oh yeah good point i think it would be safe if zombies and guards could ignore though
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/363523/my-problem-with-deadhard
Make it only work on basic attacks.
that's a good idea or a perk that allows basic attacks to ignore endurance
or power addons that ignore endurance
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@RaSavage42 said:
DH is a problem cause of the "on-demand" press of a button
And subtle cheaters like scripting it to auto DH when the Killer swings
cheating aside a good survivor with this can be devastating especially with a team of good survivors doing gens
imagine a skill check on a gen that was really hard to hit but if you did would give you 50% gen progress sounds op right? well that's deadhard expect it's "fair and balanced" now run stake out for guaranteed 50% skill check that's running into zombies and guards with DH
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331107#Comment_3331107
Saw no killer around, was stealth killer. On other side of wall.
Also there were ones that were my envelope at start of match, killer still could've grabbed it after I activated it but chose to make it so I got less BP from not activating it.
pay attention why is this a complaint on the forum to begin with ???? like if you were on a gen and they did that to you is that a problem? is the game on pause while you get an envelope?
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@HoodedWildKard said:
Idk what the hell is wrong with some players. Load into a lobby as clown, my aposematism sense starts to tingle. I see two high prestige survs with torches and neon outfits. One with a hidden name
Switch on lightborn because that's smart. Start game. Catch and down first surv after a brief chase, 180 and pickup, sure enough a brightly coloured nea springs out of the bushes for a well practiced torch save.
Oh well, I like to feign trying to avoid torches to mindgame beamers but she gets me fair and square. Lightborn does it's job. I hear the DC sound and I'm like "oh surv DCs on first down ffs" then I realise. It was the would be torch saver who DC'd. 🤣 Never laid a finger on her. She wasn't running distortion so clearly is intimately familiar with torch saving. I'm running a kill surv by any means challenge so I lose one kill but now game is in the bag.
Other would be torchy bully takes chase after I hook and bash a gen. Give them a smack, they vault and start to teabag me. Ooh you mad cocky for someone injured in my sightline. They lead me to a pallet, i dodge the stun and break the pallet, they go for the blind and they have nowhere to run but open ground. My DH sixth sense tingles and I sure enough hold off the hit and they throw it early. Downed, give them a single quick nod (serves you right for tbaggin). And instantly DCs. Well that's rude.
Now I'm cheated out of 2 kills. If it wasnt for my kill challenge I'd have just said F it and let last 2 go. Because 2 DCs was not their fault. But I have a challenge and I'm going to get some damn progress on it.
The weirdest thing is that hunting down and catching the last 2 survs was a lot of effort. Because they were damn good in chase. If the ragequitters had more impulse control when being outplayed than your average 4 year old they would've probably popped all 5 gens and got an escape. But no, they couldn't use their favourite bully toy and clearly either can't run a good loop or are only in it to bully easy killers.
I'm not even that mad, still got me a 2k for my tome and realistically they probably helped me since I feel like it'd have been a 0k or 1k with a hard facecamp. But if I was one of those other survs, I'd be furious.
they dc and cope on forums with "erupt op" or "nurse op" "wasnt havent fun". "im not the problem the game is". "games not balanced" XD
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@killeriseasy said:
I have a med kit that lasts 25% of a gen and a killer can use their perk for the whole game. I dodge a killers special attack, no worries, they can use it again in a few seconds. Killer swings and misses... no worries because they are so fast and our scratch marks stay so long that they can find us unless executed perfectly. The knight was getting beat fairly... let's buff him and make his special attack guard fast and because he uses his special attack he now gets a speed boost so he can catch up. What a stupid game
maybe DBD is not for you maybe try candy crush
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329534#Comment_3329534
You’re not taking into consideration the small blood web levels. I can say for a fact I was not in the blood web for 11 hours. I made 100k per game and spent it all in between games while loading into the next match. Ez.
i did
5ish seconds at 1- 10
12 seconds at 40-50
averages roughly 8 per lvl overall
and pretending you did make 100k a game the average price per node is 2500 which is 40 nodes per game and the average node per web being 13
5 being at lvl1 and 21 at 45 for an average of 13 nodes per lvl meaning you get 3 lvls a match assuming you did actually get 100k on average which is 24 seconds for 3 lvls which you can do in pregame lobbies
srry lad you did in fact spend 11 hrs in blood web if you p 100
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@StarLost said:
Either the one you want at P100, or the one you have at P100.
For me...Ghostface isn't a bad idea, as he has one great iri, some good purps and is also really fun despite his constantly boiling jank.
Sadako is a few tweaks away from being that too.
If Hag had more universally good iris, ditto Artist, they'd be shoe-ins.
Currently though - Dredge. Him and Wesker are just fantastic killers. But everyone's going to say Wesker.
So probably Dredge, but if she got a few buffs (Otz made perfect suggestions) and some tweaks to her obnoxious Condemn build, Sadako would definitely ne in the running.
no thanks wanna no how long that will take to manually go from lvl 1 to P100 on any character 11 hrs in the bloodweb if you have infinity amount of points
8 seconds per lvl x 50 lvls x 100 prestiges = 40000 seconds / 60 seconds = 666.7 minutes / 60 = 11 hours
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@Smoe said:
A faster bloodpoint spending system was announced yersterday in the year 7 roadmap followup.
So i guess you got your wish.
!!!!!!!!!!!!
OH #########
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@Aurelle said:
https://us.v-cdn.net/6030815/uploads/1INL61HX0EO5/my-image-281-29.png
Very Fun tier are killers I play frequently. Of course my mains have to be in the Very Fun list.
Fun Tier are the killers I play when I don't feel like playing my mains.
Ok tier are killers that are just ok. Not too bad, not too good.
Unfun tier are killers that are very close to being very Unfun, but can be bearable to play as.
Very Unfun tier is killers that are just frustrating to play.
Very Fun Tier:
Plague so good in current meta too use blood echo with her and boons, medikits, and DH become obsolete. 2 outta 3 games someone whines about it too. like " what? scared of Deadhard" or " you're no fun"
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@Blinckx said:
https://us.v-cdn.net/6030815/uploads/ACKYS00BJS2T/my-image.png
Very Fun are those killers i main, Dregde is to me the most balanced killer and i simply love to play that turkey, also the christmas outfit, the evil snowurkeyman is adorable ! Murder with a carrot on your arm..come one ! PH is the second one, balanced, strong, able to stard against anything without problem, a real powerhouse ! Legion was my "learning killer", probably the best one to learn how to chase and mindgames, Knight is strong no matter what people say, strong, solid, the recent buff was interesting, can do a lot of things and last the Deathslinger..i mean how could you not love a maniac with a speargun ?
Fun are those i like to play but sometimes i just hate them, Cannibal for example when you hit a foliage or an invisible obstacle just make me scream, Pig when the RNG is against you, Plague when your puke simply refuse to hit
Ok are...well ok. Sometimes i play with them but i don't see anything special about them, to me their power are meh
Boring simply i don't like their gameplay.
Nope oh come on, they are just a waste of time for me, i've no fun with OP killer at all, i have no fun with K-Pop serial killer trhowing jellybeal and the wright is just meh
A fellow Phead enjoyer
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/362376/tier-list-of-fun
Blight is in “meh” ….. with artist in really fun… baffled
ya i don't find him or nurse entertaining to play when i played them i rarely (1/25) got a good team who can deal with him to make it challenging also i've gotten bored of chase killers in general i like killers with weird ######### for powers debuffs, range, wallbangs, and with good natural end game build up like Plague and Phead. I like defensive capabilities as well blights only defense is more offense. basically im saying if i have a bad game i can easy 3 gen and camp :)
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@GrimReaperJr1232 said:
https://us.v-cdn.net/6030815/uploads/HBU977XJZ3TK/my-image-282-29.png
In no particular order...
@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/MKT8UFXQSXEA/image.png
Here is quickly made up mine. Order doesn't metter, only the tiers where each killer belong.
got some nemi lovers :)
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327305#Comment_3327305
Moreover, knight can pressure gens while facecamping.
The reason bubba/billy powers still work near hooks, but characters like artist and twins can't, is because BHVR's line seems to be "you should have to leave to pressure gens at least." Unless the hook is right on top of a gen.
Knight doesn't feel that bad to play at least, the buffs don't "fix" anything but they're nice things to have.
Once the super-deadly 3-gen perks like overcharge COB Eruption are nerfed Knight will probably be ok. Survivors will never love him, but we can make conscientious knights identifying 3-gens possible to beat at least.
now this is true even i have done this now that's a solid camping argument but regardless my suggestion wouldn't really change the camping situation it would just improve chase and map roaming
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327208#Comment_3327208
Yes, should you tap the hooked survivor, the guard will despawn, but that doesn't matter if he face-camps them. I already figured that would be obvious, but it doesn't matter if the guard forces you off, depending on the location, since the type of people playing him only want to face camp with the same monotonous gen-kicking setup. These matches take far too long since Knight can force a 3-4 gen thirty-minute game. It's just not enjoyable gameplay.
sure but like i said that just more of a camping issue than a knight issue i think their are worst camping culprits like the saw lads and long range killers
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/361831/i-personally-think-endurance-needs-a-nerf
Tip: run save the best for last and it won't matter if they have DH lol
i do sometimes and i get your point and yes it does making it a little more satisfying but when you don't run it and are playing some m1 killer it can be brutal
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327082#Comment_3327082
Omg going to a discussion forum and engaging with people that replied to me first what a shocker
Does it scare you to know I'm capable of multitasking and replying here as well. As doing other things simultaneously?
Do as you please, all I'm saying is 8 posts on my thread are just you arguing and have nothing to do with endurance or DH you know the thing everyone else is talking about but I'm done responding i'll leave you to it have fun engaging people
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@Shirtless_Myers said:
No thanks, I'd rather see fewer on this killer. Their camping potential is too extreme, with the AI face camping you with the killer. The matches take thirty minutes with the amount of gen slowdown and a forced three-gen. They continue the garbage trend of holding shift+W instead of playing tiles. Every single Knight I've played against has face-camped somebody with little counterplay as the guards chase survivors off before they can even attempt a save against the face-camper.
I think you have a problem with camping not the killer his power doesn't work on hooks tapping a hooked survivor stops a hunt not rescuing, just touching and you're immune to being hunted for 4 seconds after saving or getting saved
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@Chadku said:
Useless Survivor perks that are locked behind a DLC character.
Technician - 8m sound reduction only when repairing by yourself, silences failed skillchecks for a -15% gen progress
Visionary - 32m gen aura reading that turns off with a cooldown when touching a gen
Corrective Action - Perk that requires your teammates to fail at basic skillchecks.
Rookie Spirit - Aura reading on regressing gens after performing 3 good/great skillchecks, there are better perks to see the killer, you´re most likely doing a gen while regressing gens are lit up or the gen is too far away that it isn´t worth running to it.
Ive used all of these and they are all really good besides corrective action that one is pretty meh and technician would be fine if it didn't have extra penalty
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@Sonzaishinai said:
One pretty neat way to improve Beast of Prey could be to also increase the time Bloodlust is active once you drop chase by 10 seconds or so.
That way you can chase a survivor and then break off with undetectable and haste to another survivor to maybe get the drop on them.
Still wouldn't good but it would atleast be neat
Beast of Prey- no Red stain outside of chase. I think this would make the game so much more fun and scary like the killers red headlights turn on when you are in his or her sights
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For wraith's perks I think they should be really strong beginner friendly tracking perks that make stealth almost impossible in certain situations like a true bloodhound or predator would.
Bloodhound - Injured survivor's trigger killer instinct within 6 meters of the killer on top of old trash effects
Predator- walking and crouch walking leave less noticeable scratch marks
Beast of Prey- no Red stain outside of chase. I think this would make the game so much more fun and scary like the killers red headlights turn on when you are in his or her sights
Furtive Chase- each obsession hook lowers TR by 5% with old obsessions' replacement passive. so at the potential 12 hooks TR would be 60% smaller
Hangman's Trick- Sabotaging hooks exposes survivor for 30 Seconds
Huntress Lullaby- Remove Hex and it only works outside killers TR
Insidious- Start match undetectable for 15 second every gen finished makes killer undetectable for 15 seconds and/or extend all undetectable effects by 5 seconds
Unrelenting- bloodlust increases vault speed and break speed - since pallet breaks stop bloodlust it should consume the bloodlust tokens upto 3 and for each one you break the pallet 20% quicker for each one
What do yall think they seem fun and interesting to me
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327009#Comment_3327009
And yet you can tell it was edited and it was edited after I made my comment.
Not my fault you didn't put 2 and 2 together 🤷🏻
Man 2 days later and you still just arguing with strangers maybe find a new hobby. I hear Dead by Daylight is pretty fun
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@GlamourousLeviathan said:
Bloodhound - This used to be an accessibility option for players with color blindness, but since the color blindness mode was already added this perk becomes just useless.
Predator - This one is thrash and the worst killer perk. It actually is detrimental to you since it makes scratch marks harder to see. One rework would be to make each survivor have a different scratch marks color. This would be useful for killers like Spirit since one of the counterplay to her is mudding your teammate's scratch marks.
Beast of Prey - I have seen some people use it with Discipline Doctor, but overall there is no usage. It's just a thrash perk.
Furtive Chase - I guess you can use it with Make your Choice and Floods of Rage, but the effect in itself isn't good so it is still kinda of useless. If it reduced your Terror Radius to 0 while in chase it would actually be interesting.
Hangman's Trick - When I was doing my Pig adept, I found this perk more useful than Make your Choice for her. It isn't completely useless, but you just have so many better information perks that it becomes just kinda of bad.
Huntress Lullaby - If you REALLY want to use this you could do impossible skill checks Doctor/Blight/Freddy. However, it is still a bad perk for the fact that it is a Hex. It doesn't need to be a hex anymore to be honest.
Insidious - Basement Bubba. That's it.
Unrelenting - Hag with this perk isn't that bad, since she will be often swinging on nothing after teleporting.
Bonus - Territorial Imperative is just as bad if not worse than the perks you mentioned. It should be useful for camping, but it has an anti camping mechanic, so it is completely useless.
Bonus 2 - Overwhelming Presence is simply outclassed by Franklin's, so it is also useless.
ya i thought about territorial but i have had games where i got early basement downs because some one wanted a chest and ya overwhelming is pretty bad too maybe if everyone is running a different item and your playing wsker it would be half decent but besides that
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@TheWheelOfCheese said:
Couldn't find any useless survivor perks
You didn't look hard enough then.
- Corrective Action
- Red Herring and Diversion (both fun, but bad)
- Buckle Up (made redundant by the new survivor action icons)
- No Mither (-1 health state for unlimited Unbreakable is a horrible trade, if anything this is an anti-perk)
That's just off the top of my head.
corrective action isn't bad i've used it while introducing friend to the game and it good against doctor but point taken red herring and distraction are can buy you time ive had games where its a 2v1 and i made the killer go to the other side of the map with red herring while we duoed a gen. buckle up got changed. and ya no mither is dogshit
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326658#Comment_3326658
as the community think tank i'm sure someone could do most of that work for them right here on the forum - unpaid as a hobby.
i do it all the time because i find it fun to experiment.
a character requires: asset coding power animation gameplay balance model design text changes lore updates audio updates icon updates testing and some other stuff im definitely forgetting and too lazy to type out
meaning someone somewhere has likely already came up with a new nurse power, but behavior doesn't want to actually change nurse because she fulfills a design archetype that they feel is critical to the killer identity.
they probably learned from freddy krueger that it's not worth redesigning killer powers for minor issues (and yes i'm saying the nurse hate is a minor issue) unless there's funding or a potential for future revenue.
i don't mind nurse. she gets rid of the instant blind, god pallet, safe vault, dedicated healer, chase baiter gameplay that so many survivors are building metas around. she instead forces a very different type of play style that in my opinion is healthy to diversify gameplay. 3.8 movement and blink attacks are unique mechanics no other killer has. teleports and fast running or dashes is the closest we've got and zero other killers are slower than survivors.
ya she seems fine to me too now at least cross map insta downs were pretty yuck especially on small maps
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324260#Comment_3324260
I'm just saying you cooooould say this exact same thing about Eruption 🤓
i fine with nerfing eruption over used and no skill but i don't think endurance is good either
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324567#Comment_3324567
Now who's deflecting and not responding to the bulk of the previous comment ✨
simply not worth my time
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324424#Comment_3324424
If you'd like a counter argument I would say it isn't that strong as DH is easy to bait. The only time it isn't is at a pallet at which point it becomes a guessing game for the killer same as the survivor. The only other time Endurance hits is after an unhook and frankly I have no sympathy for those who cry because tunneling is a little harder.
i just think the risk to reward ratio is too great 1 perk slot for potentially 20 seconds per chase while even something like botany only saves you 10 20 seconds of heal time during the entire trial. especially with certain killer interactions like free DHs against Phead waves or nemi zombies
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@TigerSnake said:
No, Endurance in general can keep the speed boost, but the Endurance you gain off of DH should give you half the speed boost of a normal hit. (So 0.9 seconds instead of 1.8.)
honestly wouldnt mind that either
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324424#Comment_3324424
so in typical survivor fashion no actual constructive feedback just a stat check who saw that coming.
discussing balance on these forums is literally so boring because nobody ever changes anyone elses mind, nobody ever comes out with something new or different and it's literally the exact same rehashed bullshit from the previous 33 days.
plenty of other people will be sure to come here and argue for or against your point. i cant be asked. the second the phrase survivor main or killer main is used outside of describing what you see yourself as i clock out because there is absolutely 0 way that anything new or productive towards a topic will be said from that point onwards, as when you apply that label to another person you effectively say that their opinion on a topic is completely invalid. those labels are used as insults to discredit another instead of having an actual retort.
which is funny, considering you accused me of doing the exact same thing.
but like babygirl at least do your research on who you're replying to before commenting because im a killer main (see, describing what i see myself as) who doesnt like the perk i just hate forums balance discussions outside of the feedback section more
lol nice book kind of don't feel like addressing it cause you just seem like someone who is bored and likes to argue and not actual have a good convo about improving the game this is your second comment and still has nothing to do with endurance or DH or anything relating to my initial post. either post suggestions or constructive criticisms or go boost your inflated ego somewhere else

