solarjin1
solarjin1
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- solarjin1
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@TieBreaker said:
I think playing survivor just gets stale after a while. Survivors have limited mechanics, which almost never get updated. Most of the gameplay diversity comes from counterplay to killers. But there's not that many killers that are as unique as someone like Plague. Dash killers are fun, but everything gets old after a while, no matter how fun it may be.
SWF gives survivor gameplay some longevity, as there's creativity available. But solo queue is very restricted on how you can access that creativity. So it gets old after a while.
If I could have anything, I'd have some new survivor mechanic added to the game. It would open up new possibilities for gameplay, as well as giving more options for perks.
They have became complacent with the survivor role because the new killer every 3 months formula works well. The only time we seen any urgency to change the survival base gameplay was in the second iteration of 2v8 (Many abilities). It's understandable that they sticking to the drop pallet/vault window gameplay loop but it time to spice things up. Why can't pallets have different degrees of strength or entirely different properties? A pallet made of sand that when threw it crumble into quicksand and slow down whoever go through it. What about a weaker version of a normal pallet that take way less time to break. You could replace some god pallets with those and make these loops that can't be mind game more reasonable to catch up. At the bare minimum at least give survivors new items.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860705#Comment_3860705
i'm 99% sure they'll nerf the box playstyle. Again. Somehow. I don't know how😑
I don't know don't what else they can do to it. You already can't be hit with chains when solving. People really haven't complain about pinheads since the Box last nerf. They probably just going to nerf original pain and give some minor buff elsewhere
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861221#Comment_3861221
Jeff is insanely popular because he's probably the safest support that isn't Clagger and that ult is horrible to go up against on some maps, as there is zero way to avoid it on a lot of heroes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861226#Comment_3861226
https://us.v-cdn.net/6030815/uploads/3KT266AQLZKZ/image.png
I still think Trickster is a modified Joker prototype, ditto Skull Merchant and Predator.
i think your right about trickster. He look like a jared leto joker copy in my opinion. Give him a crowbar with a sharp deck of cards instead of blade and u got the joker.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861221#Comment_3861221
Scarecrow from DC would fit, I'd say.
That gas inducing hallucinations he does can fall under horror for sure. I'll just personally not too big on the scarecrow but he was dope in that one batman Arkham game
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I'm hot a$$ at it but i like playing the shark. I don't think any of these DC/Marvel comic book characters would fit well into dbd but if I had to pick someone it would be Carnage
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im assuming pinhead chains getting a buff. It be literally no reason to nerf him.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860369#Comment_3860369
The empathy argument is invalid, because it doesn't apply to both sides of the game. What things do survivors do, that lower their chances of survival, out of empathy for killers?
playing solo q. jk
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@hxp said:
when looking at the current unbalanced and killer sided state of the game these three people did not do a good job…
-1
They all super wholesome and make positive threads. happy for @HerInfernalMajesty especially. Common shroompy W as well
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@SidneysBane1996 said:
I don't think this is a bug?
you get killer instincts based off your terror radius with legion. Does unforeseen TR place on gen just allow u to completely ignore this...cause if so that massive oversight.
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the trash cans outside Haddonfield main building near the police cars. So many chases ruin by them
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way better than orginal knight. Best rework behavior done in a minute 8 out of 10
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Here is the sad truth...devour hope way to strong to be allow strong protection. You got hex face to darkness, thrill of the hunt, and dominance for protection. I'm not opposed to buffing hexs at base but devour need to be change if so.
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it fun throwing snowballs. no massive game defining powers for the events so it nice and simple. i like it
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this year snowman's are goated. They pull up and block a window out nowhere mid chase just for the memes.
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@Echobat09 said:
Lately been running Small Game, Overzealous, Counterforce and Inner Strength due to Thrill being buffed and seeing so many totem builds (would love to run my fave perks but can't sadly) and every game I'm just going everywhere cleasning every totem I can find all while my teammates go down left and right and barely do gens or just suicide on hook cause they see me spending too much time cleasning totems and idk what to do.
Haven't escaped i a while and i'm just sure what to do to to actually escape for once
ditch counterforce after the thrill nerf. First u must understand something about solo q though. Chase extending perks are overrated...all of them. From windows, finesse, to all exhaustion perks. The killer can always drop chase so them perks is likely to just get someone else target instead. The best build is whatever give you the most control over the board while allowing you to rush the gens. You need at least one perk to give you eyes on the killer or survivors so you can control the outcome of chases/hooks better. Hovering for saves are a waste of time usually which is why one wall hack perk is mandatory. You need to save quickly and get back to work. Body blocking and sabotaging is the superior way of saving people not flashlights and flashbangs. Take hit, they make the next loop and u get back on a gen. Sabotaging hooks near higher progress gens are far more likely to get the killer to drop. killers always try to hook near the gens they want to patrol which just naturally leads to proxy camping as well. A lot of times teammates are useless and unreliable so u need to have influence over all aspects to consistently win. So one wall hack and the rest gen rushing. The build i run is hyper focus, stake out, hyper focus, scavenger. You know the toolbox by now....
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@Dustin said:
Wesker's big ego needed a big terror radius.
😂fax
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forgotten ruins up top look like your average Haddonfield match. they added a bunch of weak edge map pallets up top which didn't help. The map overall still have the same problems it always had. If the survivors can do two gens up top they likely win since the dungeon can't be defended well.
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12,% okok cool
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they phasing u loopy loopers out
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25 on survivor most of the time and sometimes nothing at all. My killer q times 30 seconds, survivor q times 2 minutes..... I'm not gonna even question it anymore
NA east
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i swear @Reinami posted that vib so many times it becoming meme worthy
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854351#Comment_3854351
Amandas letter does the same on pig. I am new to chucky and maybe it is my lack of experience but I find her dash with amandas on shorter loops really easy to get hits with and less punishing than missing slice and dice.
the irl nice but the two traps lost....a bit steep. It does make it harder to shift w the dash at loops especially when pair with grease. The dash isn't very strong though so I think it's plenty of counterplay still.
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854292#Comment_3854292
Rat poison shouldn’t exist at all.
kinda off topic but i definitely agree
All addons that severely reduce the killer counterplay is questionable in my opinion. Rat poison make it extremely hard to mind game chucky dash at loops. No need to make a read is the survivor crouching in the corner of the loop or running for the pallet...you just know through wall hacks. It wasn't old prayer beads level of stupid but definitely just as mindless.
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They should revert chucky. He was fine after the rat poison nerf
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🤣🤣🤣
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Chucky was fine after rat poison adjustment. Don't make the same mistake you made with the pig devs. These are just unnecessary changes.
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@Jspect said:
https://us.v-cdn.net/6030815/uploads/0BVDTFMBA220/image.png
They gave Houndmaster some facial expressions in the lobby, when you select her she abruptly smiles and it doesnt fit at all, it just looks terrifying lmao, in a bad way. I Always thought her intro animation was super bad-ass now its just weird tbh.
The other ones are really cool though keep thoseshe happy about the buffs
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At least Bone chill is coming up. The blood points incentivize for events are usually pretty good
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@SoGo said:
The bugs are her worst issue by far, so bug fixes are always good.
Basekit changes sound fine, but she could get some more advantages to Houndsense. Right now, it coumters Dead Hard and enables a few add-ons.
Add-on changes... eh. Marlinspike and Gunpowder Tin were some of my favorite add-ons on her, so seeing them nerfed doesn't excite me at all. At least they are still usable. The mangled add-on got a nice buff, and Training Bell is fundementally destined to be weak regardless of duration.
Yeah houndsense need buffing. I think they should do away with the whole deep wound and give a new status effect. The deep wound is such a random thing in her kit and almost unnecessary for her playstyle.
@Devil_hit11 said:
useless change with almost no impact. She needs instant down when she grabs a survivor with houndsense and bigger hitbox on her chase tool. not a QOL cooldown change.
instant down? might be to far
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@ChristmasIsHere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853326#Comment_3853326
Clown with yellow bottles > houndmaster
clown-master
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@Yggleif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853260#Comment_3853260
Me too, that actually makes her noticably better. Dunno if it makes her actually good but that will feel really nice.
just play a match using the search command as my primary antiloop instead of the dash. Went way better than expected. Maybe these changes wasn't so useless.
It was pretty decent at catching up in chase when out in the open instead of risking long range dog shots. I didn't really find it that useful around loops but I got a few speed boost into a hit at a long wall (but the survivors I got it on wasn't that good)
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@Reinami said:
No,
- the problem with chase is not the cooldown, its that the cooldown doesn't start ticking unless the dog is near you. And you move as fast as the dog, so it can end up "Behind you" and giving you infinite cooldown until you stop and let it catch up. Reducing the cooldown by 1 second does not help.
- Completed generators is just visuals and doesn't do anything
- Houndsense radius being less is okaish, but it has a lullaby and heartbeat indicator, so the dog is easily avoided anyway.
- Houndsense color is again visuals and don't matter.
- The aura on the addon doesn't do anything, because if they stun the dog you probably need to break the pallet anyway.
- 15 extra seconds of mangled doesn't do much
- Nerfing the action speed, her only good addon is funny
- Nerfing marlinspike an already bad addon is funny.
- Endgame collapse bug is super rare and like, who cares, all the survivors are already dead, you aren't chasing anyone with the dog
- Fixing the vault thing on the dog is nice
- I'm unsure on the trail boost, do they mean like, you can now start chases on the trail and keep the movement speed? If so this is actually pretty solid, but i'm assuming it meant that that trail was just bugged forever and wouldn't give the movement speed bonus after the chase ended.
- Dog stuck on walls when doing chase is good
- Fixing pathing issues, unless this means they are gonna make it so the dog doesn't go 10,000 MPH to the nearest pallet when it grabs someone then idk man.
- Dog teleporting might actually be bad if it is stuck? IDK how exactly this behaves.
- Dog path is okaish
- Houndsense being removed on grab is w/e, houndsense does nothing anyway
- Endurance fix is w/e
- Spectate bugs are w/e
- Bloodpoint bugs are w/e
Realistically these changes are going to do basically nothing to fix any of her actual major problems unless the dog pathing is fixing it running to a pallet really. And if so, great they fixed 1 of the 10 things wrong with her.
that roughly how i feel. Nothing was change about the actual antiloop. no increase hitbox for the dog, no reduction in the movement speed penalty after canceling your power, no speed increase in the dog. Just bugs fixes and some feel good stuff.
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they need to find a way for totems to not be broken easily but not be defend indefinitely. I say buff dominance totem blocking to 90sec bare minimum. This will give hexs some good protection but it still will be easy to destroy after the timer up. Devour hope is way too strong to be protected the whole match. (rest in peace devour demo)
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@TwinsMain2004 said:
She's more fun than people give her credit for, I think
Great design cool power idea some good voice lines not the best though
I just take issue with her overall strength
Currently, I feel like she's very similar to PTB and release singularity, where the effort you need to put in for the killer to work is really not comparable to how little reward you gain from it and how easy the survivor can just turn it off / easily counter it
Even if we ignored all her bugs and you played her pretty well
With a skill ceiling high as hers and still feels "eh.. weak.." She should probably get some buffs
she extremely fun to play and tolerable to go up against. The bugs and all dog counterplay is holding her back. dog getting stuck, the dog randomly taking forever to comeback to you, the dog being able to be pull off and stun, dog pulling survivors away from you. Her skill ceiling decently high she deserve some buffs.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849612#Comment_3849612
I saw tru3 call you a low level player for your take In another thread (which I disagree with). You should watch his video its hilarious but not shocking how wrong his take is on the thrill meta
i saw that too🤣🤣🤣it on his second last stream.
right at the start of that stream he open up the forums and proceeded to cook edgarpoop for being "disingenuous".
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BT shouldn't be basekit use to be one his main talking points.
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@Lixadonna said:
Sorry you can't handle High MMR. Maybe get good instead of blaming an Offering.
nah eyrie and badham play themselves. Just like old haddonfield houses used to. they need nerfs
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851243#Comment_3851243
So we are just supposed to go back to hexes being garbage again? They have been constantly memed on by both killers AND survivors for so long because of how much of a joke they are and how often they get cleansed before the killer can even cross the map. The amount of times I've spawned in as survivor to see a burning totem right in front of me is astronomically high. Nobody used pre-buff Thrill because it was bad even on full hex builds. We even have people saying 12% is too much.
I would be perfectly fine with nerfing it, but something needs to be done to make hexes not a completely laughable joke.
Someone suggested thrill give a corrupt like effect for all totems. Not sure would people be down for that though. Personally I say keep the current thrill but make it where totems progress isn't loss. You can even increase the current thrill if the progress wasn't able to be reset. Killers don't want they hex broken immediately understandable. Survivors don't want to deal with perks/addons/killer powers that pushing off totems constantly so lets compromise.
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rework it completely or buff it to 12 and change screaming resetting totem progress.
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@Reinami said:
I just wonder why when its a killer perk, why do they hotfix it, but when its a survivor perk, we have to wait 6+months for it?
we go live forever got immediately nerf so it happen on both roles. Perks on both side was allow to run rampant not to long ago. weave, ultimate weapon, background player, ftp/buckle, etc
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Aesthetic wise i think she isn't scary but that a very minor complaint. Much like skull merchant I think her base outfit is whatever but she got some nice cosmetics outside of it (the leak skin being my favor). Power wise she pretty orginal and even how dog operate feel unique. The dog pulling the survivor kind of remind u of slinger reeling but not really at the same time. She got good information and ok map traversal if u following the hound path. She's interesting but I'm just not so sure how practical the houndmaster power is at most loops. Hound give u double dash like wesker which may give you the initial impression that it should be use out in the open. The problem is the dog can only go in one direction and have a tiny hitbox. Even a simple tree is enough to play around him in the open field. You can say the same thing about wesker but it's far more punishing missing with her since your stationary while survivor gaining distances (like the old global cooldown knight level punishing for missing). Much like rushdowns (blight, chucky, wesker) killers her power work well at tiles with stright paths like Jungle gyms, long walls, four lanes. She can't really adjust the dog position after a dash like wesker or curve like blight/biilly. so she suffer at filler tiles which often have many curves around the loop because of it. The dog have way to much counterplay as well. Dog can be stun and pull off by another survivor...why?? it not oppressive enough to warrant this much counterplay. she decent at zoning but overall need buffs to her anti loop
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@H2H your best bet is to rush the gens. that all u can do against it
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They should've kept his up closing stalking the same or just a slight nerf to it. The only thing people wanted was the complete destruction of tombstone piece. Nothing else needed to be nerf.
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@Inosennatoki said:
Because New killer houndmaster is weak and Shoulder the burden is strong ( Survivor's perk )
Michael myers, dracula and chucky still got nerfed in new update.
All of the gen regression perks get nerf into the ground.
Current Gennerator is so fast.
only one way to find out! go into solo q and see
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3 out 8. The last question was impossible to know
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848117#Comment_3848117
You know it doesn't work if no one is injured or if the damned survivor is hooked, all you need to do is stay in the chase for longer than 20 seconds without getting hit, loop and pre-drop, then other survivors will easily destroy totems
pre dropping won't save u
legion, plague, wraith, skull merchant, ghost face, pig, sadako, and any strong anti loop killer can get hit quickly. Even through stealth or other means.
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@fixblitzskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849528#Comment_3849528
https://us.v-cdn.net/6030815/uploads/6KTZINICD8RW/16df17b0-7db8-4b86-96e5-b34e7cf860bb.jpeg
I don’t think a full revert should happen. I think it should go to 11% or 12% leaning more to. 12%
in my opinion thrill should not be buff unless u gonna do something about hex face the darkness. It's becoming a for the people buckle up problem when the Synergy is just way too strong. 12% could be reasonable though
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thrill of the hunt threads are everywhere jesus
