gurifruiityy
gurifruiityy
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She need a bug pet because that's all it is.
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Nothing. This killer is unplayable.
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You could already tell in the PTB and somehow they made it worse in the live version.
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@Grigerbest said:
It's not bad power-design. It's just uncomfortable, clunky and buggy.
And it's all going to be fixed with QoL update.
Lmfao. The excuses people need to make to validate this killer is absolutely insane.
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Skill issue. Hire a dbd coach.
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@danielmaster87 said:
Only killer perks. The survivor perks have always kept their utility.
DS? Still anti-tunnel, still locked tech, still protects pallet/flashlight savers. Buckle-Up? Still protects the survivor being picked up, except instead of granting Endurance to both people, it grants a sprint burst (with no exhaustion btw) to the picked up person. Balanced? Still gives a sprint burst off a silent fall. It just can't be used for infinite fall reductions while exhausted (which created infinites yet people still lambasted the nerf).
But Pain Res? Used to give regression and info, but now gives no info and gives less regression for only 1 use per person. Pop? Used to take off 1 piston, and now you'll be lucky to take off 1/3 of a piston. Thana? Used to grant mediocre slowdown per injured person, and now grants pitiful slowdown unless all 4 are injured (which means killing 1 survivor kills the perk). STBFL? You used to lose 2 stacks for basic attacking the obsession, but now you lose 2 stacks no matter what for "attacking" the obsession even with special attack (you lose STBFL stacks for a non-injure tentacle strike for example, or a non-injure Deathslinger shot). NOED? Could be destroyed at any time, as it is a hex, but now it literally reveals itself.
So if you want build reliance, just play survivor, especially SWF. Their meta basically hasn't changed, save 1 or 2 perks, for 6+ years. But every new meta cycle for killers results in 1 or more nonsense nerfs, be it gen regression, info, chase, or endgame perks.
Forgot to answer your second question. I think Weave Attunement and Thrill are gonna get it, because they're currently complained about the most. But with how low the bar is being set in these discussions, I don't think any killer aura perk is safe, because after 8 years, with the game being more chase focused and less stealth focused than ever, we've decided they're now OP. Then they'll probably move to destroy STBFL/Rapid to counter tunneling, and the slugging perks to counter slugging. Or maybe more gen defence nerfs. You never know.
Unbreakable basekit soon since everyone started complaining about slugging.
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@n2njauwu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848864#Comment_3848864
what true potential? to see how many more bugs there are? nobody is gonna play her in month
Nobody is playing Houndmaster since November 29. I seen more Twins than Houndmaster.
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@ArkInk said:
Houndmaster will take months to fix. For Thrill changes all they need to do is revert the number buff it got. Not really seeing how this a clean comparison even if Thrill got mentioned and Houndmaster didn't. They aren't comparable content.
You mean years not months.
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After how much Doomed Course flopped, I don't think I will be giving Love to something that designed a dogshit of a bugged killer and made an SWF perk called Shoulder the Burden.
Btw didn't they ask this before? Don't make me laugh. They could always ask Steam for Labor of Laziness Award? I would vote for that.
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It's called 2vs8.
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@Aven_Fallen said:
Dont you think it is a bit more complex to fix Houndmaster compared to a simple number change for Thrill of the Hunt? Come on.
Are you trying to be funny or condescending? They could at least say on X, Reddit, Forums or official announcement in-game "We're working on hotfixes for the Houndmaster, please, stay tuned!" but that's too much to ask.
All we get is silence.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850329#Comment_3850329
No, dude. How is the killer gonna be checking his totem every 40 seconds but also getting crazy pressure on the gens? Y'all should be pressuring him in that case. Survivors could afford to do totems and gens before, and can do so again. And spending all game on hook? Y'all are basically arguing that extremely casual survivors should be beating good killers. If your teammates aren't good enough, blame MMR for that. But don't just blame all your losses on the killer's doing alone. They can't do much.
Everyone should listen to content creators like Otzdarva and Hens because they're always "right".
Nobody can run different perks without complaining.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850240#Comment_3850240
Maybe we will, because there's so little that does benefit killer. I've debunked so many things: 3-gens, "solo weak," loop strength, kill rate, tunneling, "OP" killer perks, gen kick limit, and people keep parroting that exact same stuff like it's Gospel. I'll try to keep it short as I can, because I've said this like 100 times:
Thrill is fine, because the killer's pressure is split between not only the gens but also his totems. If survivors can't find a window of time through all of that to do a gen or a totem, they deserve to lose.
Old Eruption was mostly fine, because the killer spends all this time kicking gens instead of getting leads in chases, he has to down a survivor with people on those specific gens, and he has to do it before the gens get done. If survivors are just allowing the killer to waste all that time kicking every gen in-between each down, with unfavorable chases, and he's still winning, then they deserve to lose.
3-gen/Skull Merchant was fine too. With 3-gens, you can avoid the entire situation before it even starts by 99'ing a far one, and pushing the 2 furthest apart that are in the 3-gen area. When the killer comes, you yo-yo. If they kick the gen then leave, you can get right back on it. If they commit to chasing you, both yours and the other gen are free to be pushed. Skull Merchant doesn't change a thing about that situation, other than the few seconds needed to disable her drones. The only thing wrong with her was that her scan tags never disappeared, like it Trickster's knives just stayed on you forever. Survivors complained about the complete wrong issues with her.
The match y'all keep crutching on is really the biggest thing that disproves your point. "The top team in world couldn't do anythiiiinggg! Aaauuuggghhh!" Except they could. They could have 99'd and not purposefully 3-gen'd themselves. Didn't do it. The threw down pallets really fast on that side, even though them getting hit wouldn't have resulted in a down. They had to not get downed/hooked near the 3-gen, or at least use that opportunity to push gens hard. Didn't do it. I could have played that better than they did! Because every time Hens spectated a new survivor after that, what were they doing? Walking around, failing a flashlight save, doing nothing, not on gens. They really deserved to lose after all that, and they still didn't. Their opponent was M1 trash, and the whole SWF knew their game plan before the match started, and didn't do anything to counter it. I'm sorry, but they should never have got the "world's best title" after what I saw. I've seen random solos with more game sense and efficiency.
So there you go, again. It was just obvious to me.
Once comp SWF have a slight obstacle where they can't mindlessly rush the generators, expect a nerf to happen. The whining from 4 survivors is greater than 1 killer.