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tyantlmumagjiaonuha

tyantlmumagjiaonuha

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tyantlmumagjiaonuha
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  • The substantial area of the map is also a problem, but the M1 killer was impossible to catch up to the survivor in a straightforward manner if chased through a warp hole, I am surprised that this problem has not been fixed since PTB. I didn't expect the Void-Tech unveiled at last year's Halloween event to be reproduced in the regular game mode, rather than being a bad lesson, as I thought the quintessential BhVR wouldn't do it.

  • Considering that Trapper's tar bottle took two years to fix (he now has a bug where the trap floats to show its presence to the survivor ......) and Hillbilly's mouse sensitivity took seven years to fix, the Cenobite bug was fixed in about a yearIt's amazing how fast it took them to fix the cenobite bug. You can do it, BhVR.

    It would also be great if you could get a handle on the bug where the Knight's Guards get stuck on the corners of stair railings and other objects because it will be two years old by the end of this year.

  • It's not terribly powerful, but it's not healthy that this one perk can disable over double-digit killer add-ons and perks, and the token recovery will keep it active throughout the match, which is probably hurting BhVR's ability to come up with new perks and add-ons.

  • If other perks such as Thanatophobia, Irruption, and Surge had been modified to make them easier to use, I might use them, but unfortunately they just nerfed a highly used perk, so I will probably still use PoP and Painless.Without the perk that interferes with Gen, most matches are over in 5 or 6 minutes, no matter how many kills you get.

  • I did not expect the Alex toolbox speed to be nerfed after the PTB. I will continue to dive into the survivor queue to consume my surplus of items for a while until an update changes things.

  • BhVR does not seem to think so. Killers are being nerfed or limited in the means and number of times they can revert Gen progress, so they seem to be pushing a meta where reducing the number of survivors is the best means of sabotage.

    Instead, they are implementing base kit BT and making the HUD visible to teammates no matter who is chasing, so good luck with your chases. If you are lucky, your teammates will come to recover.

  • I miss the old gameplay when it comes to scratch. At least it wasn't splattered on the ceiling or not attached to the one you went to on the parting of the ways.

  • Worst PTB that eliminated the advantages of the Good Guy, made Wesker just awful, and weakened killer perks across the board that were used because there was nothing else to use, and the reason for the buff in the toolbox was because the survivor didn't know how to use it, which should be communicated to users in tutorials and on the equipment screen.The reason for the toolbox buff is that survivors don't know how to use it, which is a mysterious reason without any effort. I don't think users who don't read descriptions or look up effects will read them even if they are enhanced.

    The only thing I appreciate is the QOL boost for Cannibal, but Death Slinger needs to be a little more user friendly and fun like Huntress and Artist.

  • Even the old Fog Wisperer, when watching the delivery and trying to complain about the biased balance of GoJ, Badam, the new Lampkin Lane, or when the Survivor decides to do a Buckle Up combo, there are many occasions when he slurs his words and cannot clearly say anything, so it is difficult for someone with any kind of support from BhVR to say anything about the balancing.

  • Even playing in SoloQ, I paradoxically realized the importance of slow-down parks such as PoP & Painless because many matches ended quickly gen if there were two survivors who could chase for a certain amount of time.

  • Why has this combo existed for so long, and why doesn't the BhVR staff regularly play killer plays in ranked matches and need the experience of running and being run by trendy perks and combos? That's exactly what Matthew did in the match that led to the weakening of the lights and the strengthening of the hugs.

  • @Archol123 said:

    It is debatable whether Chucky got nerfed or buffed, considering the cooldown reduction on his hides ho mode is massive...

    Please join the PTB and play it yourself. Some parts have become more comfortable with the cooldown reduced to 2/3, while other parts have become more annoying with more scenes where you can't do anything against a survivor who uses his palette properly during the chase. However, in the latter case, a big part of Chucky's identity is lost and you don't have to use him anymore.

  • We were taught that wearing green clothing has connotations that make us look foolish as cowards and other men. In particular, they were told that they should never wear green hats.

  • It was fixed for a moment last year and has been left buggy again for over 6 months. Is BhVR properly aware of this problem? Or is the staff gone and can't fix it anymore?

  • I think it would be better in the long run to create a solid tutorial, web page, etc. to explain the use of the toolbox, rather than taking the foolish approach of buffing its effectiveness to popularize its use to survivor beginners. Those who don't see it won't see it anyway and will skip the tutorials, but those who do should learn from their mistakes in the game.

  • It has gotten worse every year since 2018 when I started playing the game and my friends and many streamers agree. It's especially bad on the indoor maps, with ground floor survivors' scratches floating to the second floor or splattering on the ceiling instead of the floor.

  • You won't see it in Survivor play, of course. Play Unknown yourself and you'll understand why. He is a severe type of killer with busy but not exhilarating controls typical of the last few years' killers, and if you make one mistake, you will be punished with stiffness and cooldowns on your abilities. It's not as bad as Singularity, but there are too many things to be aware of, such as how to cut the line of sight from the survivor and predict the bounce of the ability involving objects, to make it too tiring to play casually.

  • Misleading words, actions and gestures should be avoided not only in PvP games but also in public spaces. I am Asian, but I never give the middle finger to others when I go to the West, and I never wear anything green in China.

  • Perhaps the North American servers and the Asia & EU servers are playing different games. Unknown pick rate of 10%? 4% for Doctors and Trappers? They are an endangered species and hardly seen. the 3Gen system item also seems to be looking at a different game. The theory is that a Gen with multiple Scourge Hooks or PoPs should not be completed and left until late game, so that the Killer has time to do nothing against the late game Gen.

  • Yes. Since you are allowed to bring in items and offerings and play in the SWF, it is honestly not a chaos shuffle, but rather just an Ikaikaichimacchi with higher bonuses than usual. Last night we had a 3 person team with a medikit that was generous with map offerings and add-ons every time, so we were able to play a steady round of play.

  • @TicTac said:

    https://us.v-cdn.net/6030815/uploads/08D4HD6696W7/screenshot-20240517-115404-samsung-internet.jpg

    I think the english Dev Update is a more viable source.

    So maybe its wrong translated.

    Yes, where in English it is stated that it will shorten the distance to the killer, in Japanese it becomes "take distance." Also, in the second half of the sentence, where it is stated in English that it will make rescue more difficult, in Japanese it is stated that it will make it easier to escape.

  • I haven't thought too deeply about what specific teams or builds to abuse yet, beyond verifying it in a custom match and laughing about how fast it is, but I will tell you that once when I brought in the Alex toolbox, it was fast enough to destroy the hooks and escape with the DH in time, even after the killer hit me and started sabotaging me.

  • In japanese newsletter,BhVR explains the adjustment by clearly stating that the background player is a perk for survivors to escape from the killer.

    Screenshot_2024-05-17-18-39-42-52_40deb401b9ffe8e1df2f1cc5ba480b12~2.jpg
  • What does BhVR have against Capcom, whether it's Nemesis or Wesker? It's too much for them to weaken a collaboration killer that is not only outstandingly strong, but at most, estimated to be in the mid-range of strength.

  • This is to please the survivors who make up 80% of our users. With the HUD visualization, base kit BT, hook grab-no delete, anti face camp system and 3gen countermeasure system of last year and the year before, the only thing killer players can do is to be a practice partner for survivor's chases.

  • I don't think a perk that could exit within 60 seconds of the start of a match is very valuable to bring on its own, even if it is somewhat enhanced. protect it with a perk like Undying, or until a certain time from the start or one Gen is completed, as is the rule used in many tournaments.Totem cannot be destroyed, as is the case in many tournaments.

  • When you face a Skull Merchant, when your friends go down before the 1gen is over, when your Hex perk breaks in the opening 20 seconds, when you are chosen as the first chase. This is the result of BhVR answering the requests of players who abandon the game for various reasons,

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718351#Comment_3718351

    People would care, because that would mean removing Badham. There would be celebrations in the streets.

    It is ironic but real that a major reworking or deletion of the Badam map would be more desired than a reworking of Freddy's.

  • There does not seem to be much synergy between the fan base of PvP games and horror works and that of TRPGs, but perhaps they think that this collaboration will bring about some changes.

  • @sluc16 said:

    Is that by design or a bug? Doesn't seem fair that 1 killer perk completely blocks 2 survivor perks

    Distortion blocks many parks…

    Is that by design or a bug? Doesn't seem fair that 1 surviver perk completely blocks more than ten killer perks.

  • Referring to whether it is cool for the survivor. Back in the day, a Japanese community manager responded to a user's FAQ question about why rocker DS was allowed because it was a "cool technique".
    On the other hand, he also stated that the death slinger quickshot "will be changed one day because survivors can't handle it".
    BhVR's policy on technique is consistent.

  • Referring to whether it is cool for the survivor. Back in the day, a Japanese community manager responded to a user's FAQ question about why rocker DS was allowed because it was a "cool technique".

    On the other hand, he also stated that the death slinger quickshot "will be changed one day because survivors can't handle it".

    BhVR's policy on technique is consistent.

  • The limited number of Gen Kicks makes this perk unattractive even with a slight upward revision; a number around PoP is finally worth spending 1-2 precious kick times.

  • @Mr_K said:

    I've been saying this for years. Deja Vu is the most broken perk and is never addressed. Can we finally nerf this perk, bhvr?!

    We were told at first that the 3gen measures were strengthened before they were implemented, but BhVR has forgotten what they said and did in the past, so they have stayed the same. 5 seconds effect time of DS is also strong, even though they had implemented it themselves in the past, and the numbers after PTB 8.0.0 in PoP were also the same as the numbers after PTB 8.0.0 in the past.These are the numbers that we said we were going to upper correct because they were a bit weak ourselves.

  • Like when they nerfed the flashlight, if Matthew played killer and got abused by 4PT with sabotage, maybe they would nerf it the following week, but unfortunately, it's not an option now that there seems to be a lack of people playing killer on BhVR.

  • BhVR can't help it because survivors find the act of working on Gen difficult. These are the people who say they are reinforcing sabotage because survivors don't know it exists?

  • They should have shortened the cooldowns of the abilities by a few seconds to make them as good as or better than Rin and Blight, but they get fatally nerfed. It's pathetic that even the few advantages of a strong chase are taken away.

  • I would have no choice but to continue to use it even if the numbers were nerfed because there are no other decent options. You may want to put an aural reading perk or other perk on it to make it chase, but it is useless because the distortion blocks the majority of the search perks.

  • I don't understand the reason for the buff in the first place, that it's because survivors don't know they can sabotage. If so, they could have included it in the tutorial or highlighted it in red in the explanation. Even if it finally passes the PTB and is fully implemented, there will definitely be players who haven't seen the patch description or BhVR's SNS, so they won't know that sabotage is possible.

  • I don't understand the reason for the buff in the first place, that it's because survivors don't know they can sabotage. If so, they could have included it in the tutorial or highlighted it in red in the explanation. Even if it finally passes the PTB and is fully implemented, there will definitely be players who haven't seen the patch description or BhVR's SNS, so they won't know that sabotage is possible.

  • I don't think distortion is a particularly strong perk, but I think it's unreasonable to nullify so many killer perks and crush options for other stealth perks.
    Moreover, since it can be reused even in the second half of the game, it becomes extremely difficult to play hide-and-seek when there are only two players left, which is one of the reasons why the game lasts longer. Depending on the killer's build, especially if both players are wearing it, you may be able to give up, turn your back on the edge of the map, and head to eat or shower in real life.

  • @jotaro OTR is because there are many players who ``for some reason'' return to the killer in unnecessary situations, body block the person who unhooked them when they are in a safer position than themselves, and negate the effect of the perk themselves. , it may be considered ineffective.

  • If you consider where to run after activating DS and choose a place to knock down, even a 3 second stun was effective against the majority of killers.

    I think the reason why it was raised to 5 second stun was because there were too many survivors who would just go down in a position with no objects, activate DS, and just run straight without thinking. That's what I felt.

    I think BhBR should inform players about what kind of perks/items/add-ons have what kind of values ​​and effects, and give lectures on how to use them, before adjusting the perk values.

    In particular, he said that he buffed it because he wanted people to realize that it can be used for sabotage with this Toolbox update, but if they were made aware of it in the first place, there would be no need for buffs, and even if they were buffed, they would not be able to use it in the game description or on BhVR's SNS. Rough players who don't read it will remain unaware.

  • Even though the map was reworked, Gen's aura and Survivor's scratches were too hard to see from the killer's perspective, making it a painful place to play. I hope this visual adjustment will be implemented.

  • I first started playing this game on PS4, but the killer gameplay soon became a pain and I moved to PC. I don't think there's any problem with Survivor play on the console version, but I think high FPS and mouse control are essential for Killer. Switch is out of the question. I don't know why it was released.

  • @I_CAME said:

    Pop was way too strong simply due to how much easier it is to get downs now. People keep saying "You have to earn it by getting a down!" and completely ignoring a number of things

    • Maps are significantly weaker
    • Killers are significantly stronger
    • Gen tapping change and increased regression from gen kicking was a buff for pop. You get 5% basekit regression just from kicking a gen. Isn't this in addition to what you get from pop? Someone can correct me if i'm wrong on this since I don't typically run pop on killer. I'll gladly admit if I am wrong.

    Most of the maps that have been weakened are maps that were originally unbalanced and have finally become playable for both sides. Still, there are still many strange maps like Red Forest & GoJ for Survivors and Lumpkin Lane for Killers.

    I think Gen Kick's base kit was not improved, but rather the original was wrong. It wasn't appropriate for Spark to stop with just a momentary touch, or for a killer to kick for several seconds. The price you pay for this is that it becomes impossible to protect the Gen in the center of the map, and perks like Surge and Eruption become unavailable, limiting your options.

  • @[Deleted User] said:

    Nerfing gen regression AND DS in one update…. What tunnelling problem?

    this. The tunnel accelerates as reducing the number of survivors becomes the most effective Gen Regression method.

  • @Venusa said:

    Turns out one nerf wasn't enough since pain res + pop was still a busted combo. Just because it got nerfed once doesn't mean it's done.

    How many times did Dead Hard get nerfed?

    Even with the nerf, DH has the effect of greatly tilting the balance of the game against most killers if determined well.
    PoP and Painless are not like that, and without them the game will be over in 5 minutes, so you have to use them.

  • @ElionTron10 said:

    "its to effective" Sry that this perk was too good and forced the killers to play fair and has prevented a 3 against 1 at 3 generators

    Tunneling is not an unfair strategy, as long as reducing the number of survivors from 4 to 3 and attempting to reduce work efficiency is the most effective method. It becomes more effective as PoP etc. are nerfed and there are fewer ways to interfere with Gen.

    Even though tunnels have attracted many complaints from main survivors, it is senseless to make operational adjustments that narrow the options that do not require tunneling.

  • I first read the contents of this PTB in the Japanese document, so I think there may be some differences from the English version, but the added text is too far removed from the actual way the park is used. I felt that.

    Most players do not use this perk to escape from killers. On the other hand, the main way to use it is to run up to the killer and shower him with grenades and flashlights, or give him a pallet stun.

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