thrawn3054
thrawn3054
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- thrawn3054
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Imo no it's not. Personally if they were just standing there I'd have slugged them rather than hooking them. Partially because it might have been DS bait and partially because they might of just needed to run to the bathroom but that's just me.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963290#Comment_3963290
The fun of purple bottles is very one sided tho, and especially at 19% hinderance, there is 0 challenge to it.
And once again, he does have a difficult playstyle, which is why 1 second activation for clown and 2 second activation for survivors, with that 1% additional haste will push his yellow bottles in the realm of significant lower difficulty while also being insanely rewarding with perks like STBFL or Rapid Brutality.
They wont be killing what makes Clown different, because the haste is already what pushes Clown to quite a high skill ceiling with a ton of reward. If we just delete Flask of Bleach from the game right now, I rather would face a pink bottle only clown than a clown who uses yellow bottles too.
Once again, any hinderance that's 15% or higher basekit, needs downsides to compensate for the fact that it kills loops AND kills going from tile to tile. Especially considering that next to the 15% slowdown, he also has access to a 10% haste effect.
Ultimately, Clown is boring to face with his current hinderance effect. And that can matter a lot more than him being balanced in a 1v4(again, this change is a buff overall).
It's the same with Kaneki's stun, 2 seconds of immobility should be extremely difficult to pull off, because otherwise it gets boring. Kaneki is boring due to his removal of agency. Clown is boring because his massive reduction of agency.
12% hinderance is plenty for basekit bottles. If you wanna use pink bottles more often, use Flask after the changes for a 14% hinderance, more than plenty of hinderance to get hits if you're good.Which still leaves the problem of these changes will kill his playstyle. The basekit nerfs plus nerfs to his only truly good addons will kill him dead. Hell, they even killed Cigarbox. Unless they revert at least some of these changes Clown will drop to Hag levels of rarity.
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Map offerings, hatch/basement offerings, and most of the BP offerings should go imo. The bloodwebs are cluttered up with so much filler it's badly in need of an overhaul.
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At that point the games over unless one of the survivors goes on a God tier chase. Best thing to do imo is simply try to rack up as many points as possible before the end.
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You could do that by combining some effects. Keep the two charge addons as they are. Leave the two speed addons as they are but add to them that they increase sabo speed at the same rates. Last one of course being the BnP. While they're at it they could retire the Mechanics toolbox too.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960360#Comment_3960360
Purple bottles are unsatisfying right now tho, they literally give free hits, especially with flask of bleach.
At least every hit thanks to yellow bottles is an instant dopamine satisfaction.The problem with that is Clown currently has a very different playstyle. If people wanted to play a mobility killer there are significantly better options no matter how much you spam the yellow bottles. The fun of the purple bottles is cutting off and corralling the survivor where you want them to go. Ultimately they'll be killing what makes Clown different.
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@lettuchia said:
While clown and knight changes specifically are questionable, most weak/mid killers need to be buff/nerfed because of their low skill requirement
Not really. There's no reason we can't have killers that are reasonably easy to learn and be decently strong. Oni is an example of this imo. He's strong but not very hard to pickup. Obviously it can be hard to achieve that kind of balance but it should be the goal for every killer imo.
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Clown got a pretty heavy nerf imo.
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People express their opinions. It must be gaslighting 🙄
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961875#Comment_3961875
To be fair, that was mostly me ranting in these forums... 😏
And my issue with Botany is more the principle, rather than the actual strength. In every game I've ever played, I've hated having 1 option that trumps all other options... I enjoy finding quirky and unique things in games, and the niche value in the different options available to me...
So when one of the best healing perks in the game loses literally the only downside it has, so that the niche value of every other healing perks is completely eradicated... I got a little upset 😏
I've accepted it now and just banned myself from using Botany nowadays, so I'm chilling out again 😅
Botany is king for general purpose healing no doubt.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961991#Comment_3961991
I appreciate you trying to help, I really do, I mean that.
I’m just trying to leave feedback and what I think can improve user experience, and why someone would want a more complex system for binding(especially when you feel like it solves nothing you went to it for). I mean this so nicely(honestly I appreciate all the hard work everyone puts in on the team whether it pans out or not, at least they’re trying, I know a bunch of companies that give 0 cares and dust their hands) the binding system needs work though. I agree with other players when they say it creates an undesirable experience.
I get that. I just wasn't sure if you were aware that you can make some keybind changes.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961909#Comment_3961909
it’s not just heal pallets, it’s locker vaults, it’s item teched on heals, pick up items when you’re trying to vault, They all add up.
It’s little things like item pick up/drop but it brings over like a plethora of other actions like unhooking, repair, heal, totems ect when I try to move the action over but it brings the action that creates the item/heal tech issue with it because it’s bulked actions even when it’s labeled as “drop item” for assignment.
So you move stuff around to try to fix the issue and it doesn’t even solve the issue, nor create a better user feel; because now you gotta learn like 10 things you just moved to a button trying to move the 1 thing “drop item” and you still have the initial WHY you did the reassignment in the first place going on. It creates a bad user experience. When they can break the actions up and let people map their own stuff.
it creates a bad user experience, it’s maddening because the binding available doesn’t solve the WHY I wanted to reassign.I know. I'm just saying you can mitigate some of that.
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Just don't play it?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961912#Comment_3961912
Americans are great until you find oil on your property.
We do love that dino juice.
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Unfortunately I can never trust the killer. The nice/chill ones are pretty rare anymore.
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Whereas I see on average one healing perk across the entire survivor team per game. Time of day and region are probably factors but neither my experience nor yours means there is or isn't a healing meta. It's simply anecdotal at best.
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Clown got murdered from what I've seen. Also the Fog Vials seem kinda busted. Maybe it's just the addons doing it but they probably need a look.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961161#Comment_3961161
American, we piss off everyone.
Sadly this is so very true.
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@HeroLives said:
my suggestion is mapping out all actions and letting players on pc/console/switch fully map out each action to the button they want to instead of having several actions tied when you only want to move certain actions. I think this would create a much better UX(user experience) for players.
Ie item pick up/drop
Chest
Unhook
Heal
Ect
They way we can all assign what we want where.
I am on PlayStation for example maybe I want item pick up drop assigned to O but I want Unhook assigned to R1Maybe I want locker assigned to ◾️ but vault assigned to R1
As examples. Like let players do their own button bulk assignments and separations to preferred sequences.
You do know you can do some remapping right? I don't believe you can separate locker and window vaults but you can avoid the trying to heal accidentally drop a pallet mess.
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As a survivor main, I disagree. I think 60/40 is a good balance to strive for. I do think killers should have the edge. Not a massive one. There's definitely some killers that need adjustments. Overall though I think most killers aren't in a bad spot.
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It doesn't exist really. Botany got a small buff and people lost their minds.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961509#Comment_3961509
Playing the game is not toxic.
Standing over them watching them bleed out isn't playing the game.
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If it's from an IP that I care about, the perks are good/look fun, or something about the character speaks to me.
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I had this exact thing happen earlier. I was playing Scratched Mirror Myers and when it was down to the final two I saw the Meg was working on a gen then slipped into a locker. The Quentin had been crouching around alot through out the match. He tried to snitch on the Meg in the locker. I downed him and pulled her from the locker. Hooked his ass then gave the Meg hatch. Such a satisfying ending.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960380#Comment_3960380
Playing the game is not toxic, if you don't like what a player is doing, you need to blame the developers for allowing it, rather than the player doing it.
There is no way you're actually defending the Huntress here. That was absolutely toxic and the player deserves to be called out for it. Just because trash behavior is possible doesn't make it any less trash.
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Nah let it stay dead.
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I have a couple that have at least 10% higher escape rates than my average.
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For me it doesn't help that the licenses they've been getting are ones I could careless about.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960529#Comment_3960529
facts. The pig buffs were needed.
I doubt they'll be very effective tbh but every little bit helps.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960498#Comment_3960498
Honestly? Hag. She's not really weak, but she does need some milk. Pig, on the other hand, is not even remotely weak. Being bad with a Killer doesn't mean that Killer is weak. She's pretty strong, especially if you know what you're doing.
I'm sorry but no. Pig isn't a strong killer. She badly needs help with her chase potential. I'm not saying she's super weak but she's definitely not strong.
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@KaRaKuLi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960341#Comment_3960341
ofc i could remind you about perks that remove footsteps or make them barely visible to the eye, but is there any point in that? Sounds are one of the ways to find survivors, the mechanics of the game, and i'm not against the "iron will" perk, but it's just nonsense that the perk literally removes your sounds from the game, and this is despite the fact that there is a killer whose purpose is to search for survivors by sounds and footsteps. That is, you are seriously saying that a killer whose purpose is to search for survivors by sound should instead peer into the ######### grass, which may not be there at all??? (not all maps have grass btw) it's not even funny, it's sound like an excuse. and if you didn't know, during the chase for the survivor it activates with music, because of which u'll never in ur life hear the "breathing" of the surv u're talking about
You're complaining about a perk that predates said killer. A killer that is near the top of the tier list in terms of power. One that has four other methods beyond grunts of pain to find the survivor they're chasing. If a single perk cripples your ability to play Spirit I'm afraid you're just bad at Spirit.
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Breathing and footsteps still exist. Grass still bends, scratch marks get left.
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@Flopkween said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959823#Comment_3959823
I agree. Now my inventory is filled with useless addons. Why not just retire them and give me bloodponts based on home many I have?
Fr it's honestly just insulting.
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I suppose it's not the worst thing to have Bond on an item. However seeing as you could already do this with addons it's really not gained anything. I guess you could bring the common or uncommon key, use it until there's one charge left, then upgrade to a rare item from a chest? Doesn't seem particularly worth it though. The Blood Amber nerf is atrocious and the leaving worthless addons in our inventories is just insulting.
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Wow this is disappointing looking. Clown got kicked in the soft spot hard. The Pig changes are weak af. The survivor perks are awful. The key and map reworks are pretty damn bad. Not to mention for some reason were going to be stuck with a bunch of addons we can literally no longer use. They'll just sit there reminding use of the blood points we wasted on them.
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Have to disagree with Adrenaline. It's absolute dog water now. A one time situational perk that might not even activate and even if it does the healing half might not proc. They murdered that perk with the nerf.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959134#Comment_3959134
Yeah, but you dont have to read the comments to find that part. But IMO this just shows how unpopular Maps are, if people dont even know about this interaction.
Even when using a map I doubt most people would notice. They'd probably just assume it got marked from running around the map. I used to run Detective's Hunch alot back in the day and completely forgot about it interacting with maps.
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No idea yet. Need to see them in action before I can say.
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Yeah I don't really get this choice either. Maybe in their play testing they found current state purple bottles with the purposed buffed yellow ones felt too oppressive in chases? We'll find out soon enough I suppose but I'm not optimistic.
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@Aven_Fallen said:
Reading is key:
"
In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes."Those Perks not only get Buffs, but if they interact with Items, they will be changed to be in line with the changes they do to Items. For Deja Vu, Maps will track the Gens which are highlighted by Deja Vu, they will probably remove that. I dont think they will do many more changes, at least they should not do it, because the Perk is in a very good Spot right now.
Tbf there were alot of comments in that thread. It would be easy to miss that clarification.
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While true to an extent I think you're over stating the case. A first chase may go long but how many resources did the survivor use up to make it a long chase? Conversely a short first chase just means you either found the weak link or they simply goofed. Meaning the second chase still has lots to work with and could easily buy enough time for a reset. In short you're argument is missing alot of nuance.
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@Brokenbones said:
Basically the game will check if you are already inputting an action and then immediately execute that action
So, here's an easy to understand example:
Let's say you crouch as pig and want to quickly/immediately start an ambush. In the current version, you need to crouch and THEN hold m1 to start charging. If you hold m1 while the crouch is in progress nothing will happen
But with input buffering, as soon as Pig is finished crouching and you are holding M1, it will immediately begin the ambush charge. Saving you from having to press the button again.
Sweet. That definitely sounds like a very nice QoL change.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958712#Comment_3958712
Not really.
Both bottles were helping the same way, so with that line of thinking both bottles are unfair.
Plus, predropping is always ideal against him, so the counterplay is still the same.
I do hate the blurring effect as it hurts my eyes. That said nerfing the purple bottles is a massive hit to Clown. I hope they realize that and revert/never push that to live.
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958717#Comment_3958717
The unhealthy part of her kit is her ability to hard tunnel someone to death once they've been trapped. If she moves faster than survivors when crouched, there's zero chance of the survivor being able to remove the trap. She will just follow them whilst crouch walking, till their head pops.
It's not something that most Pig's do, as it can cause you to throw the match. But it's a pretty easy way to ensure that at least one survivor has a miserable match, with no real counterplay.
That's quite the edge case. Not really something that demands a full rework. They could simply add a timer pause based on proximity.
@JustRight said:
So the hook perks work on cages now too, right?
Well it doesn't say any unhook perks work on cages so I doubt it. That said I think they should work with the exception of Scourge Hook perks.
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@YukariTheAlpaca said:
No way you guys actually nerfed Clown. Ain't no way.
The purple bottles aren't "good", they are just less mediocre than the yellow ones.
Yeah I'm confused by this move as well tbh.
@radiantHero23 said:
We, the society of swine, will take a close look at those buffs and evaluate them thoroughly.
Thank you for looking into her 👉🐽
I'm excited for this as well. Even if it doesn't buff her in a practical sense I'll be happy for Pig to just feel a bit better to play.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958674#Comment_3958674
”Game sense” is a fake term. There’s no visual, scratchmarks, audio, or aura reading. What exactly am I suppose to base the game sense off of? Psychic powers?
How am I supposed to follow one specific person, when multiple people are purposely running through the same area, trying to confuse the killer into chasing the wrong person?
Bro what? Game sense is 100% a real thing. Like when you look at the state of things and can predict which gen the survivor is on. Or when you anticipate the killers next move. It's literally just describing you picking up on how your opponent tends to play.
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Amazing how everyone thinks they're high mmr. If you consistently need to tunnel to win you just aren't as good as you think you are.
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Clearly they couldn't make a system for that. At least not one that actually works.
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Probably needs to have the point values updated.
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I really hate the double survivor releases. There's already so much stuff to unlock.
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@Langweilig said:
The pallet safe window is definitely different to flashlights. Not sure if it’s supposed to be that way. I‘ve dropped so many pallets at the exact same time as I would go for a blind with a flashlight and they all didn‘t work.
The pallet save window is after the killer can move if I remember right.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957461#Comment_3957461
If you only got 3 prestiges out of the event so far, that's not a matter of getting too few cakes. You just play very little… I get multiple millions of BP just from one play session…
Just for my own curiousity, of the top of my head with some quick math, 3 prestiges would mean you only played… about 20 matches so far? And I'm being generous here, cause 20 matches means you didn't even have to play well to achieve that amount of BP…
That wasn't the only place I've put BP. I picked Sable as my example because that's where I put the most points.