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renvolt

renvolt

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renvolt
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  • They truly feel like they were invented with a dartboard. Like secret perks with unknown conditions you only proc accidentally. That's how minuscule and unimpactful they feel. But the BIGGEST crime is they don't FEEL fun or powerful. Diversion feels fun, Red Herring feels satisfying, Fixated makes me feel like I have a 4th perk. These upcoming survivor perks feel like passives, never gonna bring, never gonna waste the BPs.


    Next chapter gonna be like NEW PERK: *throws dart* survivors *throws dart* within 16 meters of you *dart* in the dying state *dart* if you are holding an item *dart* and you were interacting with a window/locker/pallet when another survivor was downed *dart* will gain 1/1.2/1.4% increase in repair speed *dart* for 20s after being unhooked

    like..... yipee..........................

  • I think that's what they were going for with blood rush (lol lol) But fr- if that were the case what do you propose happens to DS? Would your basekit DS disable if hooks are spread out? Disables during EGC?


    I agree with what's usually said on here, the only way to truly fix it is if killers are rewarded for hooks and not kills. Alternatively, just give me a BP compensation that scales with how hooks are spread and I'll never complain about getting tunneled again.

  • spies from the shadows on killer, fixated on survivor. spies is good for the blendettes with urban evasion that get right back on the gen after you kick it. fixated just because i walk tech a lot.

    Used to love Iron Will but RIP

  • Please they need to go back to the dartboard on these perks


    Also love how almost the entire thread is focusing on the killer power/aesthetic like everything else isn't just as rancid or worse

  • You can get it running on steam deck ezpz for like $20 actually! But I agree it would be nice if it was just supported outright

  • Ask yourself "Is this a buff for SWFs?" if the answer is no (which it is here) throw the post away. It simply bridges the very wide, still very very wide gap between solo and SWFs

  • wyt about I'm All Ears or Nurse's Calling for sniping through walls with his ability?

  • I couldn't hear her channel for the life of me and just assumed they changed her sfx which is dirty but this is prob it- and just as dirty. cant hear her tells at all

  • @Edilibs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327516#Comment_3327516

    Hey! I don't care about all that, the whole point is the killer experience is now significantly harder! Everything else your saying about swf is irrelevant!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327519#Comment_3327519

    Desperately? I disagree, people are just bad at the game overall because they make dumb decisions that gets themselves and the team killed! That's the truth and the matter of fact!

    The game is horribly unbalanced now! You can't tell me it isn't!

    In what way is killer significantly harder? Unless you're relying on survivors accidentally leaving each other on hook to get a kill?

  • It's not even in the same ballpark as being as coordinated as a SWF, it just ever so mildly improves the solo Q survivor experience. Now when a teammate gets hooked you can see "3 gens, ok nobody is going for hook" and go save. If I get left on hook a couple times less I'm happy, and I think they were just going for bridging MAJOR communication gaps like being left on hook, abandoned with noed up, etc

    imo callouts are what separate SWFs from solo queues, if solo survivors could ping "killer spotted at shack", "finishing gen then omw hook", "saw a hex in main, taking killer to smokehouse someone go cleanse" then yeah it might be game changing. But seeing Meg with a blank icon for 3 minutes bc she's looking for a totem to bless and you thought she was going for save? Trust me there's still an element of surprise (and disappointment)

  • Still happening despite all the "We might have fixed an unknown error" in patch notes, also now happening when I try to join a friends lobby after freshly rebooting. On my 4th restart trying to play the game :)))

  • The incentive is basically to offset the horrible experience of solo queue so be glad you're missing out. But it's an incentive, nobody needs incentive to play current state killer vs survivor

  • To synergize with Stake Out + Hyperfocus of course

  • check the basement lockers

  • Similarly but specifically I love when solo can pull off hook saves at game close, like everything on the line, everyone knows their role based on their health state and number of hooks. It's always straightfoward enough but way too many times is it just dropped spaghetti and the mission falls apart right into a 4k. When it's flawlessly executed it's just *chefs kiss* right out the exit gate

  • Honestly I want this when you're on an EGC rescue mission and the slugged survivor spent the entire time taking in the scenery instead of recovering. Running up with the killer in tow only to see an empty recovery bar, I want a 'Press F to Break Neck' button. Mostly kidding....

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170811#Comment_3170811

    Denying the cheevo isn't counterplay, though. You're dead either way, you're just trying to get back at the other player for giving you an unfun game, and thus forcing them to play more unfun games against other survivors. If you're dead either way, why not just... get it over with? (If you're not entirely screwed yet, then sure, use lockers to deny the mori. I'm talking about the situation where you're the last survivor and Myers is staring at your locker waiting for you to come out.)

    When I'm up against a tombstone Myers, I just let him do it because a.) I get it, achievement hunting is annoying, and b.) I got the achievement because the last survivor gave up and didn't fight it. Only time I'll actually play hardball and deny the mori is if the Myers pretended to be friendly for an easy T3 and kills (which - I rarely trust a Myers anyway, but I have to disrespect the strat on principle.)

    I mean sure it's not really counterplay, unless you can play locker games before everyone else gets mori'd and waste enough time to get gens done or scout hatch.

    But that's aside from the point. This addon isnt exclusively available to people going for an achievement. If it behaved like a glyph it'd be a different story. Nobody said Myers can only do this once. People can run it anytime they want just to stomp. So survivors should just give in to killers and let them get their 4k fantasy out of their system til karmic balance is restored? Pretty flimsy justification for game health imo

    I agree it's not fun for either side in the hypothetical case of achievement hunting, but that's not always the case

  • I don't really have sympathy for anyone trying to do the achievement cus from the survivor side it's vs a killer that can mori you out of the clear blue sky no matter how you played and that's... not fun to go against? What other counterplay do you suggest besides denying the cheevo?

  • also having this issue after using a BNP - Stake Out doesn't convert for Fast Track either so its not just Hyperfocus

  • It doesn't need a giant overhaul just some QOL tweaks. Make it so we can click on an outer node and it unlocks the shortest path to said node would be a huge time saver. Getting rid of or trimming down some animations would help too, namely unwrapping mystery boxes, the title page for each new web, and waiting for the web spread animation on new pages.