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xni6_

xni6_

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xni6_
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  • if they buffed condemned to actually do something without needing to dedicate 2 addons and a build and your entire playstyle around it, then sadako would be in a great spot

    id suggest making manifest m1s making a stack of condemn build up passively when theres no chase (like how tapes work), and make it so tvs turn off for less time from teleporting, but make taking out tapes turn tvs off for longer

  • either it goes to 75% without the exhaustion part or goes to 100% with more things that deactivate it

    iron will before was actually stupid strong before idk why so little killers complained about it - maybe bc dead hard was so much more of an issue

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168550#Comment_3168550

    Why would you want to jump into a snowman and move super slow to take a health state of damage either way? That ruins the point of the snowman. It was something to be fun for a short amount of time.

    so instead of infinite health states, you only use them for the event skins and event bloodpoints

  • i think theyre doing an experiment to see if high mobility killers should start having bigger terror radiuses so survs have more warning

    if they like how wesker is working with a 40m tr, i think theyll go back and start changing other killers with traversal to have 40m too

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168541#Comment_3168541

    I honestly dont know why they haven't, I did my survivor ones easy as hell (I'm a good survivor so I can still loop well and push gens)

    Meanwhile I'm losing games as killer because I have 0 slowdown, even if I get fast chases it doesnt matter.

    idm the lack of slowdown perks on some adepts, its just that you need to replace slowdown with pressure from slugging, camping to second state, tunneling, etc. but emblems just punish you for that

    and powers that insta down you kinda have to ignore their existance completely

    and sometimes you need throw and not use perks - like adept hag has devour, and if you actually get 3 stacks of devour you need it cleansed asap for chaser, and if you get 5 stacks you cant use the moris from it

  • it was so punishing for some killers and such a non issue on others

    like slinger can shoot and pull them out and hit them, but wraith had to give them a free health state

    if this returns the snowmen need to take a health state instead of being a free hit at 0 cost since they respawn

  • easily could change from get merciless to get a 3k. the amount of hoops you need to jump through for adept on some killers, to the point of ignoring their power completely, is stupid

    survivor is just escape. you can hide going between lockers to avoid afk crows and just grab hatch and thats survivor adept done

  • it takes only a little getting used to. i ran hyperfocus alone and after game 3 i was consistently hitting 4-7 greats in a row, then i combined it with stakeout and my gens were a good 30 seconds faster. out of respect for the killers i didnt try it with a toolbox, but i know how busted that would be.

    if a 4man ran it i think even a range recharge starstruck agi nurse would lose almost guaranteed

    luckily its 2 of 4 perks, so if youre doing more gen rush perks like res or prove thyself chances are you wont have room for anti tunnel, and the killer can hopefully even out the game by killing you, but the killer doesnt know for sure, so its lose lose for them

    idk how they thought this perk was balanced lmaoo

  • this is an overexaggeration - usually the most hyperfocus + stakeouts that exist are 2 or 3, and those people are so easy to tunnel out bc their other perks are streetwise and built to last (toolboxes) or some other gen based perks, and not anti tunnel

    if gens are too fast just tunnel 1 person out while slugging anyone else you find, and thats a pretty efficient way to get to a 3v1

    or play nurse

  • @Yamaoka said:

    If someone wants to give up on the hook just leave them alone.

    Do you really think you can force them to play a game they don't wanna play?

    reassurance can hold them on hook an extra 30 seconds and they cant do anything about it. waste their time as much as possible at least so they dont try it in future games

  • if i down them and a magical hatch appears ill let them out, or if they had a dc or hook suicide instantly ill spend like 30 seconds looking for hatch

    but generally i dont, it takes too long, does nothing for me, and does nothing for them

    on occasion if someones being a clicky tbagger (the "nicest" kind of player [the type who leave comments on steam profiles complaining]), ill let them out and apologise for poor matchmaking to shatter their fragile egos more, but those players are getting rarer (with killer queues i think people that actually have empathy for killer are playing survivor now)

  • they could have a map pool rotation. so every week/month/something theyll rotate in maps, and rotate maps out. so like they could remove rpd, garden, eyrie, red forest or swamp from the map pool every month, and then see how people play knowing they cant go to the biggest maps in the game.

    and since they still havent removed map offerings, they could finally retire those and give players quite possibly millions of bp in return (yay to everyone who doesnt use them) or have it so map offerings make it so all the mini maps in the offerings group are added into rotation if they want swfs to just abuse killers still, or have strong killers bring strong builds and know the map theyre going to to be 100% prepared (also busted)

    and they could do community votes to choose what maps go into rotation. idk i feel like removing maps that people dont like from rotation and giving the community a say in what goes and what doesnt would be a good thing

    an unfortunate problem is survivors outnumbering killer 4 - 1, so its more likely the more balanced maps will get pulled out of rotation, and the survivor sided maps will remain in the map pool, but maybe bhvr will come up with a way to compensate for this

  • @Ryuhi said:

    Does Terminus prevent downed survivors from getting back up when adrenaline procs? I'm not asking to try to discredit anyone or anything, I just honestly havent seen the interaction to know. If it does, then it still carries most of its previous value. Still less than before obviously, but I wouldn't go so far as to say it got nullified into obscurity or anything. If its interaction is enough to make you get little to no value out of what it does, switching to something like hope as others have suggested would be a more well rounded alternative.

    broken only effects getting to healthy

    so no it does not affect getting up from adrenaline or anything else

  • adrenaline does the speed but since the survivor is broken they dont get the health state

    edit: i read the title and not the post im pretty dumb

    its purpose is to be a "new noed" - not a hex, and is much less consistent bc of it, but if you have all 4 injured when endgame happens none of them can save until egc happens, and even then they have to wait 30 seconds and do the healing stuff

    pretty much if they try the uncounterable unhook situation that all but insta downs just have to let happen since there is 0 counterplay and they somehow fail then they cant try again unless they start egc

    pretty much its gimmicky at best, its a perk to help with losing and securing kills, and it works with endgame builds as a more "permanent" noed

  • if nemo doesnt get t2 quickly hes an m1 with zombies (so pretty much just trapless trapper with next to no difference), so his best option is get someone out and see how the games going after that

    if he gets his t2 quickly then he has a better chance, but still his power is really only there for breaking pallets since you dont want to have to hit a survivor 3 times a chase, so getting someone out is still the best option

  • @Kira4Evr said:

    What about giving him a Frenzy animation? Or am I the only one that can't see it?

    i think its a little different, but not different enough that you can tell immediately

    itd be nice if they gave him the default legion frenzy animation while they fix his unique one

  • @IlliterateGenocide said:

    I'm gonna assume the trailer is a more canon look at the trials of the entity.

    so that meg probs DID die but the second trailer is a new trial.

    I wouldn't be surprised if there were more than 4 survivors in a canon trial, (meg, chris, claire, jill and leon in the first trailer 5 in total)

    nah it was a hint at the new 2v8 mode. there was a secret dwight rushing gens (he was the 8th survivor), while nemo and whisker were getting the pressure up. now how did meg live? it was a hint at a new survivor perk where you just revive dead teammates. this is 100% canon i spoke to dr bhvr himself and he told me everything

  • yeah i saved up 4m bp just for level 15 wesker and prestige 7000 rebecca. i will never stop. my killers will never see addons again

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165893#Comment_3165893

    Disagree. DMS is the problem in the equation. If you get back on, then when the Killer inevitably comes to the gen, now it's blocked so they can go back to the hook and proxy camp. At least now it's only 30 seconds. Before you could push everyone off gens with Artist and boom, you have 45 seconds of nothing happening so you can camp.

    dms alone is a mediocre perk that only works well on certain killers. itd be like nerfing starstruck bc nurse uses it better than every other killer, or like how they nerfed awakened awareness bc of nurse (which was stupid).

    the issue is pain res + dms, not pain res alone, not dms alone. if you really think that dms alone is problematic, then that is a massive skill issue, and you should take time to improve at the game, instead of complaining about it

  • yeah it was a dumb change, but its not uncounterable

    let go of the gen when the survivors aura reappears being hooked, and get back on after the explosion

    the perk combo only really works when you dont know what to do against it, but they should just put pain res back to not kicking people off gens, and unnerf dms

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164593#Comment_3164593

    https://forum.deadbydaylight.com/en/discussion/comment/3164302#Comment_3164302

    personally i disagree. i feel like reassurance is at its best when the killer is wasting their time waiting for a hook stage that's not gonna come for a while. i also like to use it to get extra progress on a gen that's next to a hooked survivor - knowing they're lit up like a beacon telling the killer i'm on the gen discourages me from using it that way.

    if the killer's decided to camp, i want to punish them for committing to that decision, you know? i suppose i just want something different out of the perk though, haha. i don't want them to see that it's active and change their mind on the fly, i want them to commit to a decision that's bad and stick to a gun that's not gonna fire.

    perhaps i just want something different from the perk, is all. either way it's strong, and has earned a permanent spot in my loadout, so i guess i'm not having too bad of a time!

    i think the 50/50 that the killer is left with from seeing the glow is good punishment

    heres my view - killer is camping, you want your teammate alive, but your second best outcome is wasting as much of the killers time as possible. you use reassurance, the killer sees clearly that the person on hook is lasting another 30 seconds

    now theyre left with 2 choices, try for the 1k by remaining camping and risk losing the other 3 survivors since youll be standing there for so long

    or leave the hook, allow the person you probably need dead to be unhooked, and try to pull a winning situation out of the game after all the time you already wasted by camping (only wasted time due to reassurance)

    giving the killer choices is what makes the game fun for both sides, it gives a back and forth for everyone, and it allows games to be close. allowing a survivor complete power over a situation like this (by giving killer 0 info, and therefore 0 possible counteraplay) is unhealthy and unfun imo

  • his frenzy animation needs to be changed (it barely changes his run animation, as for the default walking, im pretty sure its meant to be his walk animation from re2 remake, so im fine with it even if it looks a bit goofy). itd be cool if he had a unique terror radius too (just have the tapes do nothing, itd be fine), and he should have unique voicing (just the gas mask sounds over frank/joey isnt enough)

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164278#Comment_3164278

    that is good to hear. perhaps it'd be nice if the bar turned white, though.

    also, apparently the killer can see the survivor lit up in white? that's annoying. they shouldn't get to see that.

    i think its good the killer can see it. it gives the killer counterplay, which would be leaving the hook, which allows the survivor to get unhooked, and if the killer doesnt leave, then thats 33% of 3 different gens potentially done.

    the bar being white i dont think is the way to do it. if they wanted to make it easier to notice, i think making the survivors aura on hook turn white if their timer is paused is the way to go (i feel like it wouldnt be hard to do)

  • hes near useless at 90% of filler pallets, and his power isnt worth using at the ones where it does work, since his collisions are so scuffed that hell just fly to the moon

    at generic tiles, he can sometimes use it, but at the moment what it mostly does is allow catchup to w gamers and catch survivors who arent paying attention off guard

    he cant really use it like a demo shred bc his charge time is close to triple what demos is, luckily his cooldown is much much shorter, and theres an inbuilt time waste since survivors dont like moving slow

  • in case they never do this, you can tell a hook timer is paused since therell be a flashing red box around the bar. this happens when slugs are getting carried/picked up by teammates, when kinship is active, when reassurance is active, and when the unhook is happening (there may be more but this is off the top of my head)

    so its not perfect, but there is a way to see

  • theyre weak and boring to vs, they should get more changes

  • or be like me and buy both (i have poor spending habits this is a cry for help)

  • yes lets nerf an off meta niche perk thats good on a select few killers if they dedicate entire builds to it. what a brilliant idea. these survivor mains, boy do they have the best judgement

    in seriousness - you do know the perk only works in the killers terror radius right? the terror radius isnt a map wide thing either

    and staying injured is an option if its doc with double calm and distressing not moving standing in the circle in the center of midwich, so you can just do gens

    skill issue, git gud (genuine advice)

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163183#Comment_3163183

    I mean, Wesker going through survivors shouldn't be a thing with 20 cm hitboxes either, or? That has to be some bug.

    I could see 25 cm work fine, but 30 cm might be fine as well.

    it happens a lot actually. the video shows it perfectly. not sure if its a bug or just the collision, or both

    https://www.youtube.com/watch?v=BVOayhDfuaY

    id say a good 15/20% of bounds are like that (might be a bit of an exaggeration, but it definitely feels like its like that)

  • on ptb survivor felt awkward bc his hitboxes were too big, on live they overnerfed his hitboxes (from 40cm to 20cm), the correct choice is buffing them to 30cm, so whisker doesnt go through survivors, but his hits also dont look bad to survivors

  • i like running Teeth of Wrath with Red Spider Lily Kimono and Thirsty Katana

    (thats oni mask with white hair, the dress with the red stuff all over it, and prestige weapon)

  • @Alen_Starkly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163049#Comment_3163049

    WIth aggressive use of DS, the killer sees what's happening and knows that the survivor is baiting a DS. Just slug the survivor that does that.

    then they use unbreakable, and the killer has done nothing since the original hooking of that survivor, and then the killer loses the game, because theres a completely uncounterable, ridiculously op perk.

    i dont know how you think this could possibly be a good idea

  • and then a survivor aggressively uses ds. in these 30 seconds where the killer is unable to move, 33% of 4 different gens can be done. now that is balance.

    what they could do, is make it better to not tunnel than to tunnel

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163021#Comment_3163021

    that cant happen at jungle gyms if you're playing correctly

    it can. please read the conditions for how it happens. if you mindgame and the survivor doesnt fall for it, you lose distance. if you go around (w keying the loop), you do not gain distance. this is why i said specifically a good survivor running it. if the survivor falls for a mindgame, they will get hit, but if they dont, they just wont get hit until they do, and theres nothing an m1 can do about it. theres no way to run the tile without giving the survivors the opportunity to vault and then get in position for the free fast vault, and then go back around to get another fast vault to go back around for another fast vault, no matter how you chase them

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163013#Comment_3163013

    i think you just dont understand how to chase if you think gyms can be an infinite.

    garden can go to hell,yes.

    i said ran by good survivors, if that vault never blocks and you never gain speed, the survivor doesnt lose distance when you go around, and you lose distance if you try to mindgame and they dont fall for it

    its not uncounterable, but you wouldnt be able just force the hit/force the pallet drop like you can now if you dont gain speed, and that window doesnt block

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162958#Comment_3162958

    but 2016 had actual infinites everywhere and double pallets? where is that now?

    true infinites dont exist anymore, since chase blocks vaults and bloodlust exists. an example of what would be an old infinite without these things are main building of garden, main building dead dawg, grim pantry main building and badham main building, maybe some of the houses on haddonfun if the survivor knows how to run it, jungle gyms if the survivor knows how to run them,

    basically bloodlust is a bandaid fix for bad loop design, always has been, bloodlust was buffed since mmr is showing how broken these loops are when ran by good survivors

  • @Alex_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162924#Comment_3162924

    But trager is way cooler, and most people i know agree with that.

    agreed, i love tragers area, its my fav in the game. its just that i feel chris would be a new killer, and trager would likely be a skin for an already existing killer. im not saying my preference, but what i think is more likely to happen

  • yeah, but they do keep adding god loops/god pallets to every map, so id say its good balance

    if they decide to stop with god loops and god pallets, then bloodlust can go

    edit: i completely misread the post lmao, but now ive actually read it i have this to say:

    the game is different than it was in 2016. the majority of survivors used to suck, the matchmaking was rank based, games were more chill, chases were usually quicker than they are now (apart from real uncounterable god loops like old shack and old cowloop, but this was pre bloodlust iirc). but now with mmr, survivors at high mmr are gods in chase, and m1s just dont stand a chance without bloodlust or bamboozle or some other assistance in chase

  • reassurance, otr, le sprint burst, better together

    hyperfocus, fast track, stakeout, distortion

    blast mine, wiretap, flashbang, pebble

  • @Alex_ said:

    Dr. Trager from Outlast. PLS don't get the big one where I forgot the name, pls the Doc with the bif scissors.

    chris i think is more iconic to outlast, i feel hed be much more likely than dr trager

  • i hate that ads-ing turns your turning into pretty much what billy steering is. it feels awful and clunky

    even if they gave him the ability to turn his head, hed be fine as a 4.6 since his power isnt exactly a ranged attack since it cant hit over pallets or anything crazy, and he wastes time bc of the reeling and hes often denied hits by survivors who just block the chain, and the reload also puts him in a neck brace until the animation is done

    and yeah he has a broken leg but wraith has 2 chicken legs and can move at 6.0m/s, and victor is the size of a soccer ball and moves at like 6.0m/s or something like that, so lore-wise i think entity steroids would be able to make sling sling move at 4.6 even with a broken leg without a problem

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161203#Comment_3161203

    sounds like you described like 80% of killer cast in one sentence.

    It isn't a Wesker-only issue, true, but releasing such a pathetic Killer, after most people complained about the Killer being too weak, is sad.

    https://forum.deadbydaylight.com/en/discussion/comment/3161206#Comment_3161206

    Maps with tight corridors are indoor Maps. Those are some of Wesker's worst because of all the corners Survivors can use to nullify his Power

    yes that is true, but they can also be good for his power (think midwich hallways)

    unfortunately hes just not very good with his tiny collision, but i feel if they made his collision bigger his best maps would be indoor ones, at least for chase potential

  • when hes in a tight space (corridor of some sort) his power works great, but out in the open its kinda a bad thing to use it since the hit detection is so low, and you go flying to narnia when you miss.

    itd be nice if they buffed the hit detection to 30cm, he kinda feels like an m1 with ok mobility atm

  • it feels like they overnerfed his hitbox - 40cm i think it was looked off to survivors, but looked mostly right in his pov. 20cm looks really good to survivors, but looks awful to him, itd be good if they put it at like 30cm so it looks and feels better to both sides

    but whisker is new, it could just be me needing to get used to him

  • and maybe his own terror radius - it feels weird playing hunk with legion theme

  • addon pass + blink hits are specials, she should be mostly fine after that

  • brutal, deadlock, pain res, shadowborn

  • when combined even with overcharge having its max regression, its still slower regression than a solo survivor repairing

    to counter this combo, you touch the gen and hit the skillcheck. then, the regression has stopped completely

    instead of allowing a gen to regress over the course of a minute (thats around how much it takes to remove 30% of a gen, maybe a little longer), just touch the gen, so the killer wastes more time kicking, then get back on it, and keep repairing until the killer comes back

    survivors win this war of attrition because the killer is doing nothing until a down happens

  • @WorthlessBeing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156951#Comment_3156951

    I also think stuff like "Botany Knowledge" and "Dead Hard" fit the bill, the first one due to the overuse of herbs in RE games, the second for the ability to survive beating of monsters and other B.O.W.

    yes thats true - healing perks would also fit

    maybe itd vary per character, leon and claire being more of a mix, rebecca being more of a healer, and chris being more of a full on beating up a poor little ghostface

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