supersonic853
supersonic853
About
- Username
- supersonic853
- Joined
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Comments
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https://youtu.be/g29X3YcZquo?si=qDL-010EK4Zc7mZz
When im actually trying against a good team.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694660#Comment_3694660
@EQWashu can you explain? 👉️👈️
Careful pinging mods lol. I forget the rules on it. Unless thats only bhvr staff.
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@Aven_Fallen said:
Apparently they updated the Engine to UE5.
oh? That sounds good i guess?
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@Bafugaboo said:
I believe the 1 m bp will arrive on the 13th.
2 mill for me lol.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692387#Comment_3692387
BHVR actually has Freddy listed as one of the strongest killers which could be attributed to him being easy to use or just a little too strong actually. There is so much to look at. How much does a Freddy Main win?
I don't understand the reasoning in saying the teleport being weak. He can literally relocate to any gen which is the survivor objective.
And pig had the highest killrate yet she got a rework/buff. Your point is?
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Ill take some more bp.
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@GeneralV said:
I'm patiently waiting for 2v8. It will be pure chaos, and I want it.
My billy and your freddy. We got it. Lol. @radiantHero23 on pig or sadako would be nice to see to. 2v8 just sounds cool on paper actually being able to work together.
Billy and Sadako team up to show survivors true pain.
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From a 50-50 survivor and killer opinion. Even mainly playing solo que. Freddy sucks. His snares are weaker than clown. His teleport is weaker than dredge or even demo. Also his newest version is just so boring in concept compared to his first version. He puts pools on the ground. You fall asleep. You step in pool. You slow. He tele every once in a while. People want a rework to actually make him have some more of a identity that isnt just this abomination we have right now. Most of his addons are garbage. The only real reason he gets value is lower players that don't know the different aspects of his power and how to handle it. Thats why cenobite has even more than freddy. But freddy also has a horrible pickrate to top it off. He needs a rework to become something better that feels like freddy from the movies. If you die to him thats fine. I dont expect everyone to know how to deal with his parts. But that doesnt mean hes any good or his designs interesting.
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Glad to see you had fun! And they would be very fitting! Amazing artwork as always.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690954#Comment_3690954
Yeah, but she only gets Haste when she is out of Hatchets, which makes her an M1-Killer without Power.
This only grants haste for 5 seconds, but she still moves with 113% Speed for 5 seconds after throwing a Hatchet, so she is better at keeping up with the Survivor after throws.
Not sure if it will be impactful at all, need to test this. But it is certainly more healthy than the previous effect.
Ironically clowns gonna be the more interesting one for me. I think invigoration is already 10% for 8 seconds? You can make it 11 seconds with one purple. And 13% with the other. Throw other stuff into the mix like furtive chase and rapid brutality. Clown gonna speed demon some survivors lol. I get that people have always said the antidote is useless so we will see if it goes any higher with this.
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@Aven_Fallen said:
Good that both Killers got their Add Ons changed.
But not so sure about giving Huntress Haste.
I thought she already had one with the iri? I think it just makes her a m1 killer though. Ironically these will probably be better than that iri.
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Agreed we will have to see, at first i thought clown was fine with his buff. 8 bottles just felt impossible to do anything against. Especially mixed with longer hinder or stronger hinder. And even if he ran out. He could just mix some more very quickly from his buffs years ago. Huntress is just dumb with 10 hatchets. I dont need more detail on that. Glad to see they fixed them.
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@Aven_Fallen said:
They can bring back Ruin. Or just switch the Nerf they have kept. Deactivating Ruin when a Survivor died is a fair and healthy design. Reducing the Regression to 100% is not really good because it makes Ruin quite useless. I think it would be perfect if it is 200% Regression and deactivates once a Survivor is dead.
Iron Will should also make a Comeback. There was not really a need to nerf this Perk in the first place, but if they really want to nerf it, they should just make it inflict perma-Exhaustion to the Survivor. So you have a huge Trade-Off by not being able to use Exhaustion-Perks, but not having any Grunts of Pain.
Those are the Metaperks at least. Obviously they should also revert the Nerf to Calm Spirit (or make it only apply in the Killers Terror Radius, it would make sense lore-wise that the Survivor is more careful when the Killer is nearby, so they are silent, but slower, but there is 0 point in being slow and silent when the Killer is far away… It would also be a neat thing for Stealth-Killers who would have an advantage here).
Also the nerf to Pharmacy should be reverted. Especially with Medkits way weaker than before, there is not really a reason why this Perk should only be useable when injured and not directly available at the start of the Trial.
I mean the point of hexs is they can just be cleanses. Thats what removes them permanently. Especially with how fixed the spawns are now. If ruin is never found the killer must have insane pressure or a lucky spawn. I feel like disabling a perk because "they have already won" could go for a lot of perks. But probably not the high risk-high reward of hexs. Personal opinion though.
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They could always make a addon that disables uvx but buffs hallucinations.
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@Pulsar said:
Did people NOT know about this niche tech?
i honestly didnt know this lol
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Dw its just a tech guys.
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Nice job friend! Id be working on billy but feng im so close lol. 84 out of 100
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689684#Comment_3689684
What does lightborn do to pallet saves? They die on pallet nothing you can do against 5s 200% SB.
Im waiting for the "just run blood favor" i swear.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689697#Comment_3689697
What perk counters Ultimate Weapon?
Calm spirit and in some ways vigil.
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just run a perk 4head where were these words of wisdom with ultimate weapon? Just to humor you though. I havent ran the perk since i started in 2017. Never plan to. I want survivors to have a chance to flashlight save me. What i dont need is flashbang sniping from cross map with no counterplay.
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@Blueberry said:
Flashbang is fine, the issue is Background Player. It removes almost all counter play for the killer bar getting lucky and near a wall.
Flashbangs in here because it removes the counterplay of looking at a wall because they can throw the flashbang on your feet.
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@Aven_Fallen said:
I mean, she has 70% Killrate because of this. She needs changes, she is just not ok. And I am also very sure that some people just queue up at her for those games, because the majority of Skull Merchants I see are anon. Way more than I see usually.
And well, she was almost playing PvE with that…Nice.
To be fair theres also this case even on killers that arent that bad. I loaded in as billy on coldwind. 2 people dc'd apon hearing my saw even. Just also a case of sometimes the punishment being to lax. I think games like overwatch have 5 to 10 minutes as starting points even.
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@AhoyWolf said:
From being one of the most used Perks to being never used due to it being added as a base-kit feature, do you think the current version deserves a buff?
I think yes, it does, just because it's effect was added as a base-kit feature shouldn't make the Perk basically obsolete and just being a wasted Perk slot.
The first idea that comes to mind is increasing the duration of the Haste and Endurance to +20 seconds from +10 seconds, but that wouldn't really make the Perk any more popular than it is right now.
I really do not have more ideas to buff it since all ideas I have are Perks already (Baby Sitter's increased haste and Killer reveal for example), if you have any ideas how this Perk could be brought back from the dead tell me!Surprisingly ive been getting decent value out of it with we'll make it. Killers are used to waiting to hit sometimes. So i either get a full heal. Or if they return and tunnel off hook which they think the endurance has run out. They end up running into it.
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@Yatol said:
I dont understand why the perk would need a nerf
unless you count pure pickrate i guess. My only complaint with it is the amount of autopiloting you can see from it. Like its incredibly obvious when a survivor runs from pallet to pallet not even trying to loop.
Autopiloting though is a map issue not a perk issue.
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Unless they have OTR. Then they have unbreakable. Literally what they used to do.
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@D0NN1ED4RK0 said:
Just saw that the last roadmap changes patch notes got released and now I was wondering is pyramid head getting an addon pass for the next plans? Or there’s no plans in reworking his addons yet?
We might hear on the anniversary since this is the last patch listed on last years roadmap. So we will possibly see which killers they are looking at next.
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@dance said:
Hiya!
The aura reading does not last for 15 seconds - that is the activation time. The aura is only revealed for 3 seconds.
Dead perk. Lol.
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Finally decisive has a animation! Lol
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@Mooks said:
There is not always a dev update for every chapter/midchapter PTB. Also I am not sure if there is a pattern when dev updates are released before the PTB (which is usually on a Tuesday or less often Wednesday). Though yeah, dev update might come today or tomorrow or Monday?
This aged fast lol
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Because the knights pretty meh anyway? The off chance you enter LoS in a upstairs map and actually get the guard on you probably you werent really paying attention. And its not like the guards are some amazing thing anyway as the knights probably below as well so not like they can pincer you?
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@UndeddJester said:
Honestly? You'll probably get given hatches more often if you stick 🤣
Nope first game was a skull merchant. Its a curse.
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@Marc_123 said:
... so you´re done.
You can´t level up anymore.
Btw - saw a P69 Sable today.
Is this possible or was this a cheat?
Like what - 100 Mio BP - when did she came out? Few weeks.
Lol im thinkin about staying here since 100 is pretty bad.
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Honestly its probably the one perk i could see still having no duration personally. Its a bit of work and just sucks now with the duration.
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@Dwight_Fairfield said:
Victor looks like he's whispering in Dwight's ear 😄
My guess is that once Victor downs you he stays on you. They can't mass slug with him any more.
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@GolbezGarlandGabrant said:
Never understood this one. For the people who tunnel regardless they still got their 4 stacks because the game is over at 3vs1.
Yeah but that wasnt most of the people back then surprisingly. Theyd hook. Say its their first hook of the match. So they have a 25% bonus. They see another survivor with bbq. So they have a way to get the next 25%. Most players would jump on doing that. So they just kept going around trying to get 4 stacks as fast as possible. Which lead to more chases rewarding both sides. Current bbq if you want to tunnel theres way better options. But old bbq tunneling would be you working against your own perk feels like. Especially if that survivors a good runner and you cant get all the stacks.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686014#Comment_3686014
Not about "bloodpoint economy", they don't want people running perks just for bloodpoint bonuses. It limits perk freedom and skews stats.
These same bonuses should just be made basekit.
Even though as pointed out that combod with a good effect made bbq take a slot that would normally just be regression or blocking. A probably better alternative for the survivors as well. Bbq was so good but in a good way that it wasnt overwhelming to survivors while rewarding the killer for spreading hooks. Unless your saying we get a basekit feature where if you hook survivors in different succession you get more points. Which would be interesting to disuade hard tunneling.
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@puncher said:
Will they be enabled for use after the Blood Moon Event is over? I like the aura-reading aspect of the map.
I hope we can keep them i have 580 of them at this point lol.
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I rarely play killers that don't have map mobility for this reason. Especially after billys fix. Hes one of the best for handling this kinda gameplay depending on the map. Its just the main easiest way to get value as a survivor without worrying about being hit. People will always steer toward the lowest risk easiest way to win. The problem is i cant foresee a way of them fixing it with just the killer and survivor movement speeds the way they are.
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@SirXenomorph said:
https://forums.bhvr.com/dead-by-daylight/discussion/409329/geez-with-the-escape-cakes
Ever thought about the fact that some maybe just used all of the streamers and stuff? Or keep it for the time after the event?
Yeah that is fair. I had to get to p65 to get over 50 on billy so thats why im burning them for this event. And i dont know how many people bought cakes in bulk last year.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684494#Comment_3684494
Why should I? This was not what my post was about, lol.
I explained to you that different teams work on different Killers and that why differences like this exist. And now I should do a research for you?
If im correct wasnt billy and bubba done in the same update? If so they struck out with billy more than bubba at least. But bubba definitely didnt get away that good looking at some of his addons. And like a 5-8 second tantrum. So if it was the same team. They just didnt have the best addon ideas back then for the saw killers i feel.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683934#Comment_3683934
And?
It is not like Overheat was unreasonable back then. You had the Killer with the best mobility and an easy to use Instadown (not talking about Curving, talking about Backrevs, which were super easy, especially with (Double) Chargetime).
It was quite obvious that the Killer which the Community called "most balanced" was not "most balanced" anymore at this point in th game, because the game got significant easier for Killer. So it is just logical that the "most balanced" moves towards a weaker Killer than Billy.
In retrospect, removing Chargetime- and Cooldown-Add Ons would have been enough. But I can get behind the idea of nerfing more back then. The Devs also realized that they went too harsh with it, with basically making Overheat nonexistent to the point that you had to actively try to overheat your Chainsaw.
Also eitherway like you said they needed overheat or overdrive to make more addon ideas. Im all for balancing overdrive more. But i do think its a better mechanic than overheat with the faster paced gamestate. That seems like a pretty regular opinion i see around.
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@Aven_Fallen said:
Well, this happens when BHVR makes a Killer strong.
When Overheat was a thing, Billy was one of the most difficult Killers. And only some Gigachads played him who did not care that much about winning.
Now Billy is way stronger, most likely Top 5-Killer. And then you get a lot of not so nice people playing him who play him for his strength and not because he is fun. And this results in some of them playing like total scumbags.
You know the overheat change is what started this whole thing in the first place? If he woulda never been nerfed and they only fixed his addons. Who knows what hed be like now.
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@Bartlaus said:
The solution seems obvious. Play Deathslinger, he gets at least almost 200k BP.
Seriously, you're complaining about not getting enough BP but having fun matches with Billy? 150,000 BP is still a lot. On the survivor side, so many BP are rather the exception.
Or legion lol
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681269#Comment_3681269
Unfortunately without an update there's no possibility to get them removed, we are sending out a BP login compensation for the loss of BP offerings earlier in the week and for the kill switch on the Event offerings.
Sucks how much this was hyped for it to kinda trip at the finish line. Just gotta be ready to run the line better next year. Theres always another chance. This event has amazing potential and was just expected to do to much as a first try.
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@MarbleThrone said:
Now we're talking!
https://twitter.com/DeadbyDaylight/status/1770448758829912571?s=20
Now they just need to make the offering not garbage lol. 25%? I can just run one of my 50 bloody party streamers or 250 anniversary cakes for 100+
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680958#Comment_3680958
That is not the point... The point is every other game manages to either have a replay system or something else to make sure no false reports become successful... This is the developers responsibility, by requiring users to provide video material you are basically getting rid of a part of this responsibility. And this is just not adaquate.
A replay system needs to be integrated into the game itself as its being made. Back in 2016 i assume bhvr lacked the means and the abiliy to do this. So they missed their window to design the game with it in mind. To put it in this late would be a giant undertaking.
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Yes
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@Aven_Fallen said:
To be fair, you will have 200% Bonus-BPs once the goal is reached. This will most likely be less than the Anniversary, but should be more than Lunar New Year.
However, I think it is a bad way to do it like this. IMO the event should have started with the 200% Bonus-BP. Especially the start of an event is important, because this is where you have the biggest potential to reach players. People who are now disappointed with it will most likely not start playing again when the Bonus hits the maximum.
Also havent they done a blood feast before which even that would beat this out because it was like a 3x multiplier? While this caps at 2?
The Blood Feast is an Event that has currently only happened once. During the event, Bloodpoints gained during a match were tripled after the match had been completed. The Blood Feast took place for 4 consecutive days. Like the Anniversary, it also contained another community-wide challenge, which was to collect a grand total of 150,000,000,000 (150 Billion) Bloodpoints across all game modes (Kill Your Friends included). A live tracker was hosted on the developers' website to keep track on the pit also was all about getting as much bp as possible.
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@Venusa said:
I don't see the appeal of playing Survivor? I'm interacting with the event as much as I can and I bring the Offering but every single time Killers are getting x2-3 times more BPs at the end meanwhile survivors are getting something close to what you could already get? Why play survivor during the event?
I think a lot of the gains are bugged so we will have to see what they say.
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Pretty good job so far.

