timetodohottakes
timetodohottakes
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- timetodohottakes
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Comments
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@egg_ said:
He's quite fun to go against, and nemesis too
no they aren't, you love dropping a pallet and getting hit no matter what? you love vaulting at a safe distance and get hit no matter what? you love that if you drop the pallet you get hit and if you don't you get hit?
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562576#Comment_3562576
But then why do you act like there are no such people in that same sentence?
reworked it.
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@Mooks said:
I haven't seen anyone yet that loves to play against xeno, and of course i'll get many answers saying oh I love to play against xeno
what?
what I mean is there will play people that will say I love to play against xeno.
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@Mooks said:
I haven't seen anyone yet that loves to play against xeno, and of course i'll get many answers saying oh I love to play against xeno
what?
I mean people will say I love to face xeno, he's fun to play against.
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@sizzlingmario4 said:
While I agree, I think it also needs an adjustment to 4% per token instead of 5%. The perk was mostly fine before 6.1.0 but when the basic attack cooldown got reduced basekit it kinda pushed this perk a bit over the top.
That could be too.
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@rvzrvzrvz said:
It's confusing, if it needs an adjustement best way is 6 stacks max, 30% reduced cooldown maximum, after 6.1 we got 2 stacks basekit
that too, but doesn't fix the issue I mentionned.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557857#Comment_3557857
Except she doesn't move from her 3-gen.
You won't even get chased lol
it's gone in a few days, not valid anymore
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@Xernoton said:
2 words: Skull Merchant
they are range killers, you can say the same about huntress, you can still somewhat avoid them.
and SM you are a M1 killer.
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@Crowman said:
It's the flashlight issue all over again. People will start abusing this over the weekend, because BHVR tends to not have people in office over the weekend until the devs killswitch it on Monday.
not playing on my 3 days weekend then.............
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556885#Comment_3556885
Those 2 seconds include shortening the time to body block the hook and start sabotage. Don't forget.
guess so, but still ain't a big deal, the perk is better now at least.
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@Gandor said:
I think 200% for 5s is just too much. It should have been 4 or maybe even 3s if it's 200% speed. But we will see. My guess is, the perk would need to be adjusted one more time.
Like I don't complain that much - I directly benefit from the change. Except - my niche perk might now become almost meta (it does not really have a chance for full meta as a lot of people just don't like altruistic builds that much).
The pick up is 3 seconds so the extra 2 is only for sabotage after that, it's not a big deal.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555445#Comment_3555445
I just wouldn't change neither of his iri add-ons.
It's not terrible rework, just worse version of tombstone piece.
I simply enjoy full iri addon builds. It's just all-in, most survivors can see it from mile away and prevent it, so I don't consider it that broken.
Tombstone piece needs to get completely changed tho, it's kinda busted.
ya that one needs to go 100%, but judith's tombstone could remain the same.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555431#Comment_3555431
Jumpscares are the dumbest form of horror, because it requires basically no atmosphere and nothing much but just to let something suddenly appear, especially in horror movies it is the laziest way to scare people...
like I said, it's all personal taste.
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@DaddyMyers_Mori said:
That actually sounds quite fun imo.
It would be interesting trying to manage his resources with using faster walking and still trying to get tier III.
Don't touch iri tombstone... definitely keep locker counterplay, it would be really broken without it
I reworked tombstone
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@pizzavessel15 said:
because mmr doesnt care how many hours you have. thought this would be obvious
we all know that....................you're missing the point.
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how did you know?
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553058#Comment_3553058
Until he gets tier 3 and has not hit a single Survivor the whole game.
https://forums.bhvr.com/dead-by-daylight/discussion/392878/bhvr-please-tell-me-how
Do you use Tombstone? You must have an endless supply by now.
Around 350 of them and I can reach T3 in under 30 seconds in best scenarios, average I am 99 in under a minute
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554800#Comment_3554800
I don't really think getting jump scared is fun at all, I think scratched mirror is super annoying to go against because you don't have a chase interaction, you just get hit/grabbed out of nowhere...
it's all personal taste, I think it gives more horror to the game and it's nice to have, not everyone likes to be jumpscared but it's really different compared to what we always have and so should stay imo.
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@tech said:
The dustaroo video on a myers rework is very similar to this did you get inspiration from that video?
love this idea of rework for myers, he needs to spook
yes I have in fact seen his video a few weeks back, so the idea of survivors getting evil back overtime comes from him, everything else are my ideas but I do not doubt many had the same ideas, i'll give credits in the post about this idea now that I know from who it was.
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@tech said:
The dustaroo video on a myers rework is very similar to this did you get inspiration from that video?
love this idea of rework for myers, he needs to spook
I do not know who it is, i'll look at this person and let you know.
I am glad you love my ideas <3
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@Archol123 said:
In theory the phasing sounds somewhat OK, but the issue is the reveal mechanic on Ghostface already does not work half the time, so I don't think it is a good idea to have this thing on a second killer with survs revealing you through walls or not revealing you at all despite looking right at you...
The change to make stalking more consistent is obviously a good thing, same goes for the movementspeed increase in t1, despite the fact that I basically never had a game where getting out of t1 was an issue at all, I would just like to have the mirror Myers to still be 105% otherwise he would be a nightmare to go against.
Also I would like to have a qol change in the sense of pressing a different power button so you don't accidentally pop t3 anymore, that would be quite nice. And maybe give a global sound queue, similar to Oni when he has reached the amount of blood/stalk needed to use his power. This way survivors know when the urban evading blendette fed Daddy Myers.
Since the addons are not that specified I cannot say much about it, but I don't like the categories, I tend to use brown addons only on most killers and with the killers they recently revisited they are all rather decent addons, so making them all only focus on one thing seems a bad idea. It is completely fine if higher rarity addons change the playstyle, but having some decent brown addons that improve the killer is a really nice thing, so I would like to keep going that path.
As for the mori there needs to be something you can about it, and without lockers a Myers coming to you at 130%ms with play with your food there is not really much you can do... Someone suggested people only to be moriable when they are fully stalked, I like that idea, because at least you yourself let yourself get stalked... A little bit more fair I think.
you cannot reveal him if he's phasing, he goes invisible like spirit would when she phase, it's only when you WANT to go into out of sight phasing it will stop you from doing it.
I think scratched mirror 110% will be super fun to go against, it always scare the hell out of whoever you catch off guard and it will make survivors paranoid and have a way scarier experience and so way more fun, I see where you are coming from but honestly 110% mirror will not be broken other than maps which it already is, won't make much of a difference.
about the sound Queue it could be added yes, there's a piano sound effect they removed that they could add back that tells when Myers reached max evil and can Tier 3.
I understand your point about the add-ons, which is why I mentioned that 3/4 add-ons will focus on 1 specific tier and the 4th one will affect something else that can change Myers in some way, 3 for phasing/T1/T2/T3 and the iris being powerful T3 add-ons, that leaves 4 add-ons that can change in some way Myers.
Tho it is how i'd personally do it, doesn't mean it's the right way, I just think it would be a correct way to make his add-ons.
That is a interesting Idea, but with the concept of survivors getting back evil over time it is not possible, they need to do something about Myers not being able to reach T3 at some point during the match, but i'm sure there's a few ways to balance it out.
Thanks for your feedback :)
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@DaddyMyers_Mori said:
That actually sounds quite fun imo.
It would be interesting trying to manage his resources with using faster walking and still trying to get tier III.
Don't touch iri tombstone... definitely keep locker counterplay, it would be really broken without it
I am glad you like my idea and thank god someone actually commented on it.
And about tombstone, this change makes it so yes you will kill a survivor if you catch them no matter what but it only last 30 seconds, if you fail to do so you are back to tier 2, killing a survivor early is extremely powerful, but I do not want that to be taken away from him so I made this adjustment so it can still be done but isn't broken, you have to work to be able to kill again.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554199#Comment_3554199
Fair, but it makes him strong.
yes, but VERY boring
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553352#Comment_3553352
Tp+jmm is his best combo imo but you need to pop t3 only when you are able to kill. Wasting it is a huge penalty.
I don't like tombstone, it takes away any gameplay :(
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553423#Comment_3553423
My usual build is corrupt, jolt, pain res and brutal strength. My go to add ons are dead rabbit and J Myers memorial.
fair enough build, I suggest you try mine.
Play with your food, enduring, Jolt/surge, nemesis with judith's journal and J.Myers memo
give me updates on how it goes :)
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@Dwight_Fairfield said:
A fellow Mikey main. Much love to you.
What is your build buddy?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553352#Comment_3553352
Not even tombstone. Your are real hero.
Tombstone are for cowards! I play the game! >:D
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I keep saying it to everyone I can.
Play with your food, enduring, Jolt/surge, nemesis with judith's journal and J.Myers memorial.
Simple as that, 90 prestiges with this build with the winstreak I mentioned, biggest one was around 70.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553103#Comment_3553103
He's really not unless you're choosing the map.
I reached P100 for a reason and my win streak argument on my post isn't fake.
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@Shaped said:
Myers main, I respect that.
he's far stronger than people actually think
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@[Deleted User] said:
It's ridiculous. You'll get the usual explanations about backfills, population, etc. We understand that. We're saying these games shouldn't be happening.
EXACTLY!!!!
Like I said I win on average 25+ games with 3-4 kills in a row before losing 1 with 2 kills or less for 90 prestiges in a row, my MMR is beyond maxed out, it simply should not be possible for me to play against someone who has less than 5% of my hours.
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I main Myers and use play with your food, if you are the obsession you'll see me do that.
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@not_requested49 said:
Yes 25% change is completely game changing..
it is a big difference and will make it extremely more likely to do pallet or flashlight saves with this, and this change is to make it more viable and worth using instead of having sprint burst which is arguably better.
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@sizzlingmario4 said:
I wish they would add this back. It was nice being able to tab out and do other stuff until the game started and then know as soon as it started without having to check constantly.
I know :'((((
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@Steakdabait said:
Are they walking? They have to be running to start a chase
Running, stunning me, vaulting, all the actions that would normally cause a chase to start, like here https://www.youtube.com/watch?v=yV3FEILeKvg
They already said in my previous report it's being reviewed, but the fact it's still there is annoying, doesn't happen all the time but when it does it sucks.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509204#Comment_3509204
Can you test it against MFT + Hope too? That will be lovely experience for sure.
well that will even the field a bit that's for sure.
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it's nasty, i've used it and it is, it's good, for M1 killers it will be really good.
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spamming post comment can cause this.
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@some_guy1 said:
second "bug" is intentional, survivors who hold a lament configuration will be attacked by chains if they are performing any action even when the chain hunt hasn't started yet
third is also not a bug as far as i know, kate had picked up the lament configuration just as the wave of 3 chains had restarted for you, picking up a lament configuration wont stop that from happening
When did this even change? that's not how it was at release.
How is it not? it never been like this before he got disabled.
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@GroßusSchmiedus said:
I once used it to get a sandbagger hit, i was in a chase and an Ada (its always an Ada main) thought it'd be funny to block a door on RPD, so i managed to plot twist in time to have the Killer hit her instead, he downed her quickly and she disconnected after that. I was lucky he didn't bother to pick me up.
Its S Tier in my heart even if they nerf it into the ground.
not gonna lie, must have been the most hilarious #########
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@mustdogen said:
Compare to selfcare, it is still a better option.
And lot of people still using selfcare.
which makes no sense
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@humanbeing1704 said:
It’s faster than self care though
yes, always will be.
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@Chlorozizium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505310#Comment_3505310
I've played enough games as and against the cenobite to tell you that it definitely happens all the time
It's enough evidence to just tell you to check out his power description
look at how he was at release and we'll talk about it.
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@Chlorozizium said:
A survivor holding the box will get harassed by chains even if the chain hunt is inactive, this is a feature and it's literally listed in the killer's power description
I would probably agree with the rest of your points but i have yet to encounter any of them
It never did that before I assure you, it's one the chain hunt is active that it does that.
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@The_Killer_Legacy said:
To add a little more depth in this issue, I think the chains on the survivor actually solving the box are inconsistent when the chain hunt is already active. There's no clarification on what the survivor holding the box should do in a chain hunt to avoid being interrupted by a chain when solving the box, it doesn't seem to have consistency, sometimes he can just solve it without a problem, others he is always harassed by chains when trying to solve the box, which could be fundamental in a match if he is gonna solve the box before the killer can interrupt it. I don't think anywhere in the wiki says what you have to do to solve the box while the Chain Hunt is already active to avoid being interrupted.
usually you place yourself in a position where the last chain that tries to get you hit something and you solve it while it tries to get you, stopping more chains from spawning in, but there should be a little delay between each chain, like there's chains every 5 seconds or so, giving you enough time to solve it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502737#Comment_3502737
I mean, they SHOULD also help Survivors. But from my experience so far, the Bot only helps the Killer by providing BPs and triggering Hook-Perks. They are barely useful (they even blow up Gens), and the game is still a 3v1 with them.
But yeah, haha, maybe they are better than your teammates, haha, funny Joke.
they are only a tiny distraction, I wish they were more
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@Aven_Fallen said:
I mean, the Killer gets more points thanks to Bots. This is their main purpose I guess.
yea but....what about the survivor side?
it's either they are gods at loops or too scared to do gens and can't do risky unhooks or even if the killer is barely around it.
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@AssortedSorting said:
While thematically I like the idea of all RBT’s starting on Survivors, the gameplay suggestion you’ve provided seems far too rigid and over saturates interaction with the Jigsaw Boxes and RBTs to a point of monotony.
It also provides way too much slowdown if The Pig manages to juggle generators for a bit (made easier now there are defined “everyone deal with your hats” sections), potentially quintupling the Slowdown provided. It will at minimum triple it while also removing the time needed to place Traps in the first place.
I think her RBT design is in a good place.
However, of the largest pain points for pig is getting that first down to place an RBT.
So I can see changes to her dash occurring, but I’d honestly approach that by buffing Ambush/Crouch related addons exclusively, and not basekit changes (so there is opportunity cost from not choosing RBT addons, and not every pig just plays with amped Ambushes).
yea someone else mentionned flaws with my concept and mentionned a change that could fix most issues about it.
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@UndeddJester said:
I can see what you're trying to do, having the Reverse Bear Traps stay a constant factor throughout the game... but I think you're gonna have a balance nightmare here...
1) Strict Game Time = Strict Gameplay
Firstly this puts a pretty strict timer on the game and forces survivors to pace in line with bear trap timers. If a survivor wants/needs to be stealthy (such as if the Pig is camping, or the map is very open), or they want play as a team of 2 or 3 to make saves and distract while 1 is repairs, or they want to set up a safe zone with boons and play a slow paved game... the survivors can't really do that, as there is this constant lingering timer on them that they have to factor across multiple minutes, rather than 1 immediate effect they have to deal with as a result of being caught.
They're basically forced to 1 style of gameplay, which is ultimately to try and get as many gens going at the same time as possible, and really try not to pop any until others are ready to go. This makes it boring for survivors, but also it becomes really hard to know what timer to set. How hard should it be to manage your timer at low MMR? At high MMR? How do you handle SWFs?
You greatly run the risk of having the timer be too punishing for lobbies, and barely an afterthought for high skilled players.
2) Prone to camping and low chase commitment
Every gen pop, every single survivor gets a active bear trap.... this is enormous pressure for the Pig, as the Pig doesn't really need to catch anyone during this time, she just has to interrupt and slow the game down long enough that the survivors start getting into a hopeless situation.
Simply taking gen slowdown perks and then pushing survivors off boxes places constant pressure on survivors, and they will have to win this battle of wits I would guess at least 3 times to get out. If you've gotten to 1 minute on your timer and only 3 gens have popped the game is already over, it's basically impossible for you to get your trap off. Even if you have it disabled and both gens gobatvthw same time, you still aren't getting out the gate just because of the time it'll take for you to walk to boxes... and if the Pig proxy camps, you're even further screwed.
3) Amplifies RNG elements to unhealthy levels
Having to manage your head trap multiple times throughout game will magnify the RNG nature of the headtraps, which was one of the more troublesome elements of the Pig until it was changed.
If the survivors get unlucky with their head trap rng on the wrong players (as in those that go to disable early get short checks and those that linger on gens get long checks), then the Pig does well not through any real skill on her part, just a fortunate roll of the dice. On the flip side, if it goes the other way the Pig doesn't really get much of her pressure... again through no fault of her own, just the roll of the dice.
This was something that was reworked on her kit to reign in the wild swings in her performance the RNG of the old versions of head traps... and the current version mostly has her game rather consistent now... I fear this change will bring the wild swings back.
It's a cool thematic idea, but I think you're going to have a really hard time balancing the wildly fluctuating RBT timers while The Pig is also running interference at various MMR levels. I'm not trying to dump on tbe idea, but trying to set a timer that works for all levels of play I think would be impossible.
Personally I would like to see Tampered Timer not quite so strong (it can really mess people up on the RNG), and the Pig's chase improved more. The crouching speed add-on buff was excellent... I'd like more of that kind of thing given to her myself.
You stated very interesting flaws and I totally agree with them.
That's why stating the issues can improve a concept, it's true that it require her less chase and simply push survivor away from gens and use perk for it, so maybe giving a 10 minutes timer would be a way better idea, this gives them PLENTY of time now do to anything and rush gens, and could simply disable it 2-3 times per game, compared to my current concept which would be around 4-5 , giving it less pressure on the survivors to remove it every time and it being a actual option of they don't want to stress of it, so simply waiting it out will not be a option for the pig and so make her do actual chases.
Changing it to 10 minutes takes away the camping potential because if she does they will disable the traps and she's back to square one without any pressure until the next gen is completed, forcing her to commit to chases.
I think that simple change would fix many of the issues you stated, the add-ons would be changed accordingly.
Thanks a lot for your insights.
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@dbdthegame said:
This sounds very boring. Basically just a "spend all game doing boxes" simulator. And I don't even want to think about the guaranteed head pops you could get on this build if she chooses to proxy two boxes.
Pig is in a very good spot, her main problem is the same that all M1 killers deal with: overly safe maps, MFT, etc.
The most she needs is some small number tweaks for ambush.
Ambush isn't great and her RBT aren't perfect either, I really think they could be more.