tyantlmumagjiaonuha
tyantlmumagjiaonuha
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If they can handle it by 2026 or so, that would be great.
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The book's implementation content seems to have been adjusted based on survivors who do not know how to cope and are unwilling to learn. If you are going to make licensed characters weaker and weaker from release, please don't do it again. My favorite Pyramid Head and Nemesis should have never been implemented if this is what they are doing.
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This is because survivors were frustrated at PTB. The management has also sent out in the past that killers should play as if they were taking a walk, so they must have followed that policy.
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@Mandy said:
When we made the decision to limit regression events on a generator, the number was carefully decided - in a regular match it is very very very rare that a generator is regressed that many times (outside of a 3 gen match). And with the base kick regression being increased to 5% that's also giving an extra boost to perks such as Nowhere to Hide, it just makes them a bit more thoughtful to use - mananging your regression if that's your playstyle.
It is not the number of restrictions, but the fact that there are restrictions and commitments on every possible matter of killer play that has frustrated me in recent years. Even the FOV slider, which was the norm in other FPS perspective games, took 7 years to implement. Next year, will there be restrictions placed on killers even climbing over window sills or destroying pallets?
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It remains one of the best perks. Although a limit has been placed on the number of times it can be triggered, it is not a problem, as just one successful attempt can significantly change the course of a match. I bring Sprint Burst to every match unless I bring it with me.
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Don't aim for total annihilation, relax and play the game as if you were taking a walk. A community manager once told us in a user's FAQ.
In the same breath he also replied "we nerfed ~ because survivors are frustrated" and "there is no problem (about the bug on the killer's side) because survivors are getting away with it". In other words, that's what I mean.
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Twins, Singularity, and Xenomorphs. I played just under 500 matches last year in a reasonably high-rate survivor SWF, and all of them had less than 10 encounters, with only two matches for the Twins.
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Not only Alien, but last year BhVR took the approach of making the new killer look a little better upon release after the PTB and then nerfing it shortly thereafter. As a result, many of the killers are not that powerful and are stressful to use due to their inexplicable hit detection and long cooldowns of their abilities.
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A page from the new Survivors rulebook is here.
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It was supposed to be enhanced until the Anti 3gen system was introduced, are there any plans to nerf it in the future?Or is it not a problem because survivors are able to escape?
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Controller and keyboard settings.
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As long as most M1 killers and other tier 1s continue to be underpowered, Nurse and Bright will continue to be tier 1.
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The matchmaking wait time for killers is short anyway, so if you feel that your chosen killer is not strong enough against a party where all four of you are bringing in items, leave the lobby honestly.
This is unreasonable compared to the fact that survivors can prepare to abuse the killer by bringing in lights and toolboxes when there are less than 15 seconds left, but I guess it is inevitable for the sake of MMR, which I am not sure if it works or not.
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Yes, I agree.So, the strategy for future survivors will be to repair from safe places or things at the edge of the map that are easy to work on gen, and then take their time to work on the last remaining 3gen.
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3Gen measures in addition to base kit BT, hook grab removal, and HUD visualization.There is gradually less and less to think about and countermeasure from survivor play, and while it is certainly more comfortable, it seems like the game is experimenting with how much to do to reduce the player's IQ to zero these days on the other hand.
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It would have been better to review the size of the map and the logic of gen generation first.If it were implemented as it is, it seems to me that the survivors would think no more than they do now and start with the Gen that is not threatened by the killer for now, and the game would be completed before the final 3 units that never retreat are completed or before that.
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I'm reminded once again that BhVR is very good at weakening and keeping perks that are already underused against them.
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I never thought that Surge and Irruption would come with adjustments that would be on the survivor's side in some cases, BhVR goes beyond the imagination in a bad way.
What is a killer to protect at the end of a match when he is no longer able to protect his Gen and is forced to stay off the hook? Should he turn toward the survivor who is bending over and beckoning toward the Gen that has already been repaired?
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With only four perk slots, there is usually no room to bring in something that could be disabled in the first 30 seconds of a match; it has to be heavily protected with Undying, etc., but even then it is too risky because it could be gone by the middle of the match.
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In the first place, why did the Japanese community manager at the time say, ``He's just right, but we made deep adjustments'' regarding Billy's rework = major nerf?
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I don't care about the visual updates as long as they remove the awful destructible walls that increase the number of loops available to survivors when destroyed, shrink the large map, and normalize the spacing of the generators.
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The default cooldown of less than 20 seconds is far too long for the strength of the ability, and considering the number of times the ability can be used before the entire gen is completed, one mistake is far too heavy a penalty compared to any other killer to play casually.
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What was visualized again at this event is that there are far too many mainline survivor users who really don't want to play the killer.I can understand if they can't play first-person killer because of screen-sickness issues, but not all of them.
PS. I play both Killer and Survivor in moderation, but I find Survivor to be monotonous and uninteresting, although it is comfortable to play with the post-2022 adjustments, and Killer to be just plain tiring, although each match is different and exciting.
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I have already written about this, but I would like to describe another problem.
There were cases where the generation of objects related to the killer's ability, such as Sadako's TV, was extremely uneven, and there were cases where snowballs were generated in the passageway that could not be passed through, or at worst, boards were generated that could not be passed through without destroying them.Is it OK because the survivor was able to escape?
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Depending on how the match unfolds, as long as there are times when I have to get 4k to get the 4k to be rated, and as long as there are players who sound endless noise notifications until the killer comes in front of me when I try to get one of them out of the hatch or gate, or write "ez noob" in the chat, as long as time permits, I willI will go for the 4k as long as time permits.
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I can only assume that Survivor has always been consistently designed based on beginners playing.
Unsafe unhooked?The base kit BT makes it somewhat safer.Not sure when to unhook or what your role is? HUD display allows you to determine at a glance who is not turning gen.Afraid of being camped? Catch has been removed and AFC has been introduced.
And in the future, a remedy is about to be introduced for when a Gen gets stuck.Survivor play is getting more comfortable, but at the same time I am noticing more and more simple and boring shiai...I don't feel accomplished when I use the Infinity God Window and God Palette in Garden to gain time for 3 Gen units.
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You can accomplish this in a few games if you have a party, or in one game at the fastest, so invite a friend.
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Pop and Pain are too strong?No. Pop is weaker in most cases than it has been in the past due to a major nerf. Only because they have made the other options useless across the board, Pop has been significantly nerfed and is weaker in the majority of cases than in the past, and Pain has become a very stressful perk with hook generation and the need to pray it is not a sabotage PT.
There are many problems, as the option to remove the Gen regression perk is hard to come by unless the efficiency of Gen co-op is revamped or the map size is adjusted.
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I have seen multiple instances in the past week of two palettes being generated in the main building of Borgo, when did we revert to 2016 dbd?
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The main building, especially the second floor, is clearly worse for the killer than before the rework.The combined car and fence points have a shorter loop circumference than before, but still exhibit broken strength depending on how they are connected to the adjacent windows and pallet zone.
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The power is set based on the novice survivor who cannot look for and find the totem; I can only assume that most of BhVR's balancing criteria are set with the novice survivor in mind.
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As for the 3 gen, I have nothing but concern, I hope it doesn't become a system like Basekit BT where the system tries to force the survivor's blunder to be solved by the system regardless of perk or playing.
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✕ fair
◎ It makes a killer that is not even of much use in its current state even more miserable.
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□I am fed up with the placement of snowmen as if they are malicious.They are placed around objects and get in the way during chases.
□Throwing snowballs is troublesome even with mouse operation, and it seems to be even more difficult for those who play with a pad.Why did you ask for such a complicated operation?Did the feedback on Singularity not reach BhVR?
□There is no room in the first place for time to devote to the goals for the event during a killer play.If you make the event a priority, you will be evaluated as grumpy at the end or watch the survivors make a commotion in front of the exit while building noise, which is unpleasant.
□Shouldn't the killswitched perks and killers be restored to normal before the event is implemented?
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By 2024, there will be a total of 10 parks allowed in Killer that will be gone.
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Even after playing for over 5 years, I really don't understand why survivors suddenly give up on a match.I can't read the minds of those who would disconnect because they were attacked by the first killer when the game is going on, like Ghostface in Borgo or the trappers in Gideon, thinking that this is the first of three people to escape and they can get out of the game.
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I gave up playing DbD during the event because the snowball effects were so bad and uncomfortable for my eyes.I am very disappointed that I will not be able to rank up this season.
Fortunately, TCM also had a big update recently and the environment has changed a lot, so this is a chance to focus on that.
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We feel that the HUD and base kit borow time have made the gameplay more comfortable and safe.However, the monotonous and boring game development has increased as well.
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To begin with, BhVR is careless about generating terrain to the point where it is doubtful that they are playing killer.Even if the generation here does not buy you that much time, there are too many positions where it can be adjoined to allow for endless chases.This is evidenced by the fact that God Windows is set up in the same building in Haddonfield.
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As was the case with the Halloween event and most previous events, the most efficient way to get points and advance the event is to complete the Gen quickly and then get the tasks done while being able to leave immediately in an emergency.
This is poorly designed.
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By the time PARK is active at full power, the game is almost over.I welcome the unwinding of this nerf because the return has to be somewhat significant to bring in something that is useless in almost every situation, even at the cost of one precious slot.
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@Rulebreaker said:
We're going to explain how we see it from our eyes.
You wish to nerf SWFs due the extreme end they CAN be with the advantages they have outside the actual game. We don't deny that even casual SWFs have an advantage, but most the advantages come, again, outside the game.
What you proposed to add a disadvantage to people playing in SWFs (didn't specify duos, tris, or the full team) which IS punishing playing with friends (you can word it all you like, but this IS what it is). As others have pointed out numerous times, that's gonna go poorly. While we love a good experiment, we don't think this should be tested (this is our opinion though).
Now, you say the threat of SWF forces killers to sweat, but that's your opinion and one we don't believe is true, especially when we're playing killer with thematic/builds with restrictions and still don't feel the need to sweat until annoyed. Do we expect to win all the time? No, of course not as there ARE ppl better than us three. Will we think "SWF alert sweat time!" each time we think there's a SWF? Nope. And surprise, we still do well in our games.
Generally, whichever side tries harder is more likely to win. Being in a SWF doesn't guarantee a SWAT squad, nor does it guarantee that the killer will sweat bullets if they think they are facing one.
I encountered a killer in the main building!Ghostface! There are some killers, both competitive and casual, that can make a match difficult just by the SWF uttering this one word.There are also killers like Trapper, whose abilities are nearly nullified just by sharing the location of a trap.With or without malice, VCPT is destroying the balance and the very foundation of this game.
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To begin with, the current mix of solo and SWF in ranked matches is wrong, there should be casual matches for users who want to connect VC and have fun with friends.
If you want to hope in a competitive VCPT, there are weekly DbD tournaments.There you can enjoy a competitive and fair game with restrictions and bans on each of the killer survivor elements that are considered unbalanced in the game and the use of bugs is prohibited.
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Since the 7.4.1 patch notes, I am experiencing a great deal of lag that is not related to my connection speed.I hope BhVR doesn't go into the New Year's Holiday organization.
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As a 4.4/m killer, he is the lowest tier because he has no mobility and no pressure on Gen. If you take away his advantage, his surprise, what is left for him?
If you are frustrated with Chucky, perhaps a few games with him would make your brain burst.
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Is there a world line here where nurses are not nerfed?
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With the pre-renewal specs, we could benefit greatly from thoroughly camping, tunneling, and mementoing Obsession, but with the current specs, the game is over for better or worse before the park becomes a threat to the survivors.It is too badly designed.
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This is because almost all other meta perks have become useless.Surge becomes usable depending on the killer's down pace, or only consider using Irruption if the killer is a fast kicking killer for wraiths.
Without delays, there is not much room for other perks, as survivors who are properly divided into two and work on gen can easily escape in twos or threes.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602725#Comment_3602725
don't worry, there's no plans to remove him being 4.6m/s!
I don't necessarily need him at 4.6 m/s; I wanted him to be a killer, even at 4.4 m/s, capable of finishing off survivors by knife in certain positions and at certain distances.
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As has been the trend over the past two years, I feel that survivor play has generally become more comfortable, except for the weakening of the recovery aspect, but killer play continues to be just suffocating due to the continued weakening and tactical restrictions.
I don't know what changes will be made in "KillerwTweaks" yet, but I don't hold out much hope at this point.I know how hillbillies and Freddies have been treated and I have firsthand experience with the ongoing process of tricksters being robbed of their strengths and made into uninteresting characters.