AMOGUS
AMOGUS
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@Devil_hit11 said:
first we have to talk about some aspects of how infection works.
the thing to talk about his green add-on called Video Conference device. To my understanding, what this add-on does is reduce amount of time it takes for infection to tick 1 charge. there are 100 charges to his infection.
the infection ticks at 0.8 rate. that means that for every second that passes, you get 0.8 infection. so if you had 0 infection starting, you would take 125 seconds to become fully infected. Video conference device makes you gain 30% infection rate which 0.8 x 1.3 = 1.04. 100/1.04 = is 96 seconds.
The next add-on to talk about is Red herb. This add-on increases your initial infection when hitting a survivor with his ability. The initial is 20 charges and add-on boosts its by 6 for 26 charges.
If a wesker tunnels survivors off-hook by hitting their borrow time, the infection time takes 71 seconds to occur. something that this timer is good for is that it allows wesker to precisely, i mean super precisely tick the amount of time that decisive strike has. So if wesker is good, they can almost perfectly pick up a survivor as soon as decisive strike expires.
So why is 4% still strong for wesker? Moving slower means that you can sway from right to left less. so if wesker is able to use his ability at correct time, he is guaranteed with good aim to hit his bound on you because it is impossible to sway enough left or right due to hindered ability.
Knowing this, Cleansing wesker's infection should be done immediately in almost every situation.
Wesker's design is something like Oni where he's killer that build-up a debuff. When survivor are not infected fully by debuff, he has little to no control over chase because his variables for his chase power at base are too weak but when he does successfully fully infect the survivor, he's in control of the chase.
the changes simply changed time sink between how long it takes for him to be in control of the chase. if you want to use his hindered debuff, your best to use his iri add-on and green add-on and continuously slug because slugging people doesn't reset infection.
if you want to use his infection as tunneling tool, you can look at white meter to avoid perks like decisive strike and his grab still punishes you for using anti-tunnel perks like Off the record. He is still effective tunneler. He simply takes more time to get kills which i suppose was Bvhr's goal within these changes. They seem to be fine with encouraging wesker to slug entire team every game but few people play wesker in a manner that makes him strong so i guess he's fine.
"Wesker's design is something like Oni where he's killer that build-up a debuff. When survivor are not infected fully by debuff, he has little to no control over chase because his variables for his chase power at base are too weak but when he does successfully fully infect the survivor, he's in control of the chase."
Hilariously terrible design then. "Just lose gens until you finally get full infection on a Survivor" What is this opinion? Even Oni gets his power back faster AND his techs aren't getting deleted, like Wesker's most likely will be (hug tech is most likely getting deleted permanently in a few months), Wesker is dropping in tiers because of him being mega counterplayable because we're focused on him tunneling.
Maybe buff his power out of tunneling and not delete his techs if we want him to not tunnel? lmao -
@bleep275 said:
Yeah its kind of an epidemic right now. I found that I have no choice but to run anti slug and anti tunnel perks now. Too many killers have adopted the "Im not responsible for your fun" mentality. A tragic sentiment to have in a multiplayer game tbh.
But I do think the DC penalty needs to go since it encourages people just to die on hook rather than leave us with a bot.
The bots are there in the event someone DCs. They are not meant to be there to allow you to DC when you want.
I have a better idea: Go next after you die. Don't complain, just go next, I can guarantee you your next match will be better. Slugging is probably an epidemic at high MMR, but they're a minority so who cares?
If you get slugged frequently because you're at high MMR… run Unbreakable? You should know what's going to happen since everyone will be playing Nurse. -
@Unequalmitten86 said:
Ok so this data is almost a year old
Data never includes DC matches
There is a problem with the data not being entirely accurate
People typically give up and throw themselves at the hook, I deal with people like that Nea that LilithOmen posted a lot more. People refusing to wiggle in my arms, I know they're going to kill themselves the moment I hook them… I just slug them if I sense they're throwing a tantrum.
TBH, I play at mid MMR and I have noticed this being a thing, Survivor mentality nowadays is really bad, and strong Killer play just makes people give up, even if it's 2 gens left and nobody is dead. It's frequently not because of "Knock Out" or "muh Blight!!!1", it's just pure "Waaah, I'm not winning!". -
@OrangeBear said:
Because the viability of slugging vs hooking has been a hot topic lately and knock is a perk designed to make slugging more effective.
It does do that, but i think the difference in it's effect between solo q and swf needs to be addressed. Beyond that, behaviour would need to evaluate if they want slugging to be a part of the game at all.I think they're more likely to rule in "we're fine with it" or "we don't care".
The bigger question is: Can you all handle BHVR not giving the reply you want? Honest question… -
@Ryan489x said:
this
For those who don't know, Last Year actually tried this… and it didn't work. The Killer almost always got to go where they wanted because Survivors would vote for different maps, and their vote would increase in weight if multiple Survivors voted for the same map.
Would be smarter to just show the map that is coming up instead in the lobby and let people prepare for it. People could try map offerings… or bring the ward to cancel map offerings. That ward would be given a use if map reveal in lobby was added… -
And if people don't want to run second chance perks?
Like, are you actually ENCOURAGING people spam meta more? Are you serious? Distortion's pick rate was less than top 10 iirc, it wasn't a massive problem, just mountains out of molehills by people who have never actually had a problem with Distortion personally. -
@drsoontm said:
The word you are looking for is "balance".
No upvote farmer, the words we're looking for is "not appealing to entitled players", especially since Killers just got some nice aura reading perks, and Dracula's chest perk quickly blows through stacks with JUST it.
Get good, use your EYES, and start searching around gens, stop expecting Survivors to just run into you. Stop crying about stealth, you go down in 20 seconds, you're not better than those "grrrr bad stealth players!!!" and you know it. -
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717892#Comment_3717892
Vast majority of popular mechanics started as exploits/bugs/glitches - I'm sorry this is ridiculous hyperbole. What, was jumping in its own right a glitch? Was damaging specific bodyparts (aka headshots) doing more damage a glitch? Did moving faster with a button/double input to activate 'running' mode start as a glitch? While there may be offshoots of these respectively such as bunnyhopping, richochets bouncing to multi-tap hitboxes, and wavedashing, the base mechanic was already enjoyable without the hyperspecific bug/exploit for the new 'tech'. To be generous, I would give a maximum of 10%, and that is far more generous than I should ever be. This gives far too little credit to all the mechanics put into games that we enjoy, as if a noise to cue getting a reward wasn't planned. Essentially you have to play a game that intentionally makes movement clunky and bad to enjoy good movement. the newer RE engine games are a perfect example of bad floaty movement, when we had Rev2 and Res6 with clean(er) movement, or even the OG RE games with responsive fluid movement, which is still used in games as late as OG4 and RE5.
Weigh pros and cons of remove or basekit - See my final paragraph of my previous post, already covered. (Short version being Billy flick was fun, basekitted, Blight flick+faceslide wasn't, thus removed.)Fighting games/comboes, future revisions - The difference being here, is both versions exist at the same time. I can buy the OG Street Fighter, or the original release of SF2, or the latest remake/remaster. You can have your cake and eat it when there are different versions/revisions. Someone who likes the mechanic can play the version that they like, and someone who doesn't like the mechanic can play the version they like. Here, we have to pick someone to irritate, and someone to please (or more accurately try to figure out which group is smaller and irritate them). We only have 1 version of DBD, unless they allowed for greater customization in KWF. If I could roll back patches in customs, then I wouldn't have issues with this, and it would be even better if you could customize which version of various things are allowed (maybe 80s gens, with 5% regression on kick, with Blight flicks, with 200% Ruin), but we can't do that sadly.
Shooters with exploits and glitches becoming the norm - This suffers massive survivorship bias. How many of these bugs and exploits were patched out of future iterations because they caused negative backlash also? I remember glitching out of maps and shooting people from the outside (since outer wall collision was unidirectional), and that was fun for me, and bullschenanigans for my opponents. I remember glitching the physics engine to hop on top of a beam that couldn't be reached normally, and if I did that with a sniper, it was a free win. Both of these were fun for the bug exploiter to use, but weren't adding to the game at large to be more fun or fair, so they should be removed. Sadly people view many of these exploits as the 'good ones', and that IMO is what Blight/Oni bug abuses are/were. Oni shouldn't be able to 1-hit down with 180 turning (Left/Right, full 360 coverage), he should only be able to hit 90 degree turning (Left/Right, for 180 degree coverage). If his flick is basekitted, IMO he should lose the ability to instadown with Demon Dash, and only keep instadown on the Charged M1 without sprinting.
DBD flatten's skill expression by removing fun things - Again, fun for the exploiter, not the recipient on the other side. Should we remove the entity block on windows? That was a mechanic added to prevent fun for the exploiter at the cost of health for the game, just as Blight and Oni flicks did/do. Billy's flick on the other hand was fun enough for everyone to basekit, so not all exploits are removed. You can still see this infinite vault partially happen on Dead Dawg's infinite, and Hawkin's infinite (both against M1 Killers mostly). Should every map get an 'infinite'? Something 'fixed' that I disagree with is invisible walls added EVERYWHERE on 2nd stories. The 'problem' there is falling onto loops from above (which was hyper rare and too specific to matter IMO), and instead of fixing it on the problem's end (adding cone hitboxes onto loops so you would slide off), they just added invisible walls any and everywhere you can gain altitude, especially where it doesn't make sense (bug report I posted with YT vid of invisible wall). Essentially there was 2 ends of the problem, and they picked the wrong end to fix.
As far as people looking things up to have fun in DBD, there are more than enough core problems with the game that have gone unaddressed for nearly 8 years now that you don't need to pretend exploits are saving the game. We still have no method to deal with bleedouts other than "just wait 4m LOL". We still have no method to deal with 2 Survivors holding the game hostage other than "just record at least 10 minutes of gens being not worked and report them LOL". There are plenty more massive problems, and little to nothing is done to fix the worst of experiences for both sides. That is far more likely the cause of people being turned off of the game, and the direct cause of 4/5 people IRL that I know that have quit the game for any period of time (the last being "I play the first month of a cool Killer/Survivor/Perk then wait until the next content drop with something cool", invocation of spiders was his last 'cool' thing then soft quit again).
Yeah, so, hug tech was perfectly fine and Oni flicks are fine because Oni is M1 70% of the time, "exploits" should not be removed if one's reasoning for "not finding them fun" is because "you suck at the game" or "you have 10 hours total", not because it's actually uncounterable like shooting through the map.
Also, to add onto Reiko's point, Smash Ultimate off the top of my head has several techs that remained in the game even upon discovery like Bayonetta double witch twist, slingshot was also unintended yet is considered skill. You mentioned wavedashing but there's more to it. OW2 also had the Mercy jump tech that was made basekit upon discovery by the devs.
Also, since the reason why people really hate hug tech is because "it stops me from doing the same thing I do against every Killer aka hug an obstacle for gens, then teabag after I drop the pallet", people will complain about Billy flick and demanding he be nerfed next as soon as people switch to him after the top tiers are gutted. Huntress and her orbitals would also be considered a problem if it was more common. -
@Crowman said:
It took the devs 2 years to remove hug tech after stating it was a bug and will be fixed. Sometimes issues can be quite complicated to fix and may not be the highest priority to fix over issues that are more game breaking.
People thought it was staying in the game because there was no more info on it, so people assumed BHVR silently accepted it was okay.
Also, to add onto Reiko's point, Smash literally has several popular tech that are all unintended, yet remain because they're fun or add depth. Hug tech has counters, the community as a whole just did not want to learn how to play against top tier Killers that actually spent the time to learn how to play them effectively.
Ironically, people whined about the Freddy rework, saying he was "too OP and no skill"… well, we just deleted skill expression from a Killer, so it's pretty obvious that it's not actually about "outskilling you", the community just does not want to lose as Survivor, it's that simple. lmao -
@Junylar said:
You don't.
The fact that this got 4 upvotes but the ones that actually tried to answer OP got no upvotes, is exactly why this community is ignored for balancing.
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@Killing_Time said:
Isn't looping "hug tech" tho? Survivors exploiting their smaller hotbox to run around clutter on a map is an exploit. It was never intended
The funny thing is that you're actually right, looping itself was never intended, and it's something that only people who really know DBD history are aware of. Since it's "not fun for the other side" as @mizark3 argues, and that's all that matters regardless if whether the other side's reasons for finding it "unfun" are actually understandable or not (Hint: It wasn't in the case of hug tech. :P), we need to removing looping!
Key tech, FOV tech, heal tech, getting running/fast vaults on loops designed to prevent them, are also instances of unintended behavior. We need to remove them too, obviously, following this reasoning. -
@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717509#Comment_3717509
They will eventually devs got a bunch of things to do new content and gamebreaking bugs to fix they will fix Wesker and Oni in due time
One step closer to Nurse-only meta, just as planned!
Oh wait, I forgot, we need to nerf Nurse next so Killers will get appropriately destroyed for daring to play against us at high MMR. <3 -
Report them, losers like this need to be taken out with the trash.
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@myersgoestochurch said:
It should, especially since a LOT of PH players tunnel people right off hook/cage. Maybe nerf him somehow? That would be great :)
So, I guess you'll have to rework Torment entirely, because that's the entire point of Torment and the entire payoff to bothering to Tormenting Survivors.
Unless you're going to genuinely argue that "B-b-but saving 5 seconds is totally worth wasting 80 seconds Tormenting someone!!!!!", like how most people desperately move when trying to defend gutting entire status effects they don't understand the balance of.
I love how OP outs themselves as biased with that "hook perks don't have to work" (LOL) comment yet you completely agree. Really speaks volumes on your... credibility.
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-sighs- The DBD forums never changes.
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457023#Comment_3457023
I'm sorry but this misses the point entirely with balancing.
If you tune the M1 killers higher because of this perk, you punish anyone NOT running the perk. Killers are already tunneling out anyone who doesn't run it to get a chance, it happened last 5 survivor games I ran. An entire game's balance shouldn't be tuned because of one unbalanced perk.
No, the actual issue is that M1 Killers, which are a minority of the Killer roster, "can't handle" plenty of perks in DBD, and everything needs to be balanced with them in mind. It's quite obvious that they're the problem and they need to be adjusted going forward, because there are plenty of insta-downs or anti-loop Killers in this game where perks like MTF are much easier to shut down consistently or just straight up invalidate.
This exact logic is used for justifying Nurse and Blight nerfs, as they are the strongest Killers and perks being nerfed due to them, is something people complained about. I still remember how Awakened Awareness, Wesker's perk, was nerfed before it went live because of Starstruck Nurse. You should have no problem with buffing M1 Killers so they are closer to the large amount of anti-loop and instadown Killers.
"Killers are already tunneling out anyone who doesn't run it to get a chance, it happened last 5 survivor games I ran."
Killers are apparently, according to the community, camping and tunneling every game regardless, I'm pretty sure MTF isn't making a difference.
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457023#Comment_3457023
This perk simply is not well designed, not really complicated topic. It's stronger against weaker killers, how is that good system?
That's why Eruption was an issue, it was stronger against soloQ, but not really good against SWF.
Why would I ever focus how good perk is in hands of bad players? I couldn't care less.
Majority of Nurse players are bad players, why was she nerfed? She has lowest kill rate, so she should get buffed with this logic.
There is no point in caring about soloQ players, right? You should just expect games will suck for them.
This just doesn't make any sense.
Because those "bad players" are the MAJORITY of the playerbase and community. Solo queue is also the majority, stats were posted on these forums over the years. Nurse was nerfed because it's easier than people think to get results as Nurse, she has a low kill rate because she's free and takes a few hours to learn her. So people go plenty of games before they begin to really shine as Nurse.
Also, I know you specified "perks", but let me go ahead and make something very clear: Not giving even a single ######### about bad players is how you end up with games where the weak majority needs to be playing PERFECTLY in order to beat the power role. Which is exactly how games die; because it becomes too difficult for casuals to get any kind of result. And casuals are the majority of players. They are the spenders.
Solo queue Survivors are the majority as it is, if the game was balanced to require all 4 Survivors to be gods to win, then basically everyone would switch to Killer or leave, because then you'd need a 4 man SWF to win, and solo queuers do not have that 24/7.
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@fulltonon said:
It's not like it means much but I believe it would be fun.
This was already done years ago, I think. Not MMR but party size, and SWFs did have higher escape rates, I think. But I don't remember if it was big differences or small ones.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451726#Comment_3451726
Adding a cap could also work.
But in general, this perk and potentially Hope need to be looked at.
LMAO Hope is an endgame perk that gets shutdown by non-M1s, and is useless if you don't make it to endgame. Nice try buddy.
This post is a great reason why the forums are considered a joke btw
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@Dark_Alex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451888#Comment_3451888
Of course, every killer has an instadown, an antiloop and an instant 3'd BL. And of course, a couple of percent is not a big difference, despite the fact that 2% haste saves the killer 10-15 seconds in each loop. This is half of the Prove'd gen.
Obvious bad faith argument, you KNOW I meant you only need 1 of those 3.
And perhaps according to math, but that's not how it plays out because the Survivor typically makes it to a vault or pallet, and then they extend the chase.
Stop trying to fearmonger with ######### like "half of the Prove'd gen", your nightmares don't play out in actual matches.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455562#Comment_3455562
So... his chainsaw becomes an M1 with a charge bar?
How about this:
No change. Bubba is fine.
No, the change is to make the saw only able to connect with a Survivor once per ENTIRE dash, and not allow it to hit Survivors a second time during the entire rush. The saw will instadown as normal if it touches a Survivor, but it can only touch a specific Survivor once through the entire rush.
An example:
At the moment, Bubba can hit a Survivor multiple times in a single rush if he has enough charges, allowing him to burn through Endurance. My change will make this impossible. Bubba will now have to end his saw in order to hit a Survivor a 2nd time, thereby reducing the threat of basement Bubba by 50% because he can no longer guarantee unhooked Survivors going down again.
We will need another change to address camping, but I already have something in mind for that.
Bubba is infamous for his basement, people would love to see that go.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456867#Comment_3456867
Survivors can position themselves at every loop so they always win every interaction (EVERY loop has 1 of these positions), this has been the case since the beginning of DBD.
Sure and this perk makes it even worse for M1 killers
The solution is to adjust the M1 Killers, not listen to pathetic fearmongers and get rid of perks that can cause them to scratch their brain and think on how to counter this in the future.
Majority of users of this perk will be bad at looping, you will see no common difference in your matches as a result. Feel free to keep focusing on minority situations where M1 Killers are EXPECTED to be bad (like against smart loopers), and therefore you should stop playing them or run perks to help.
Something tells me you're going to focus on whatever's convenient so you can double down again though, you're not open to changing your mind and you know it.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455556#Comment_3455556
Dude, pre-dropping pallets is what comp survivors do wake up, you are in Freddy Kruger's dream dimension again.
Snap back to reality.
I've been awake for years, self-outed Killer main. lmao
And so WHAT? That's COMP, that's 1% of the playerbase, they don't matter and 80% of Killers suck against them anyways. They always play in 4 man SWF and can make anything look broken, we're not balancing around them.
The fact that you were upvoted 4 times... ugh.
@notyarbllewe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455556#Comment_3455556
Never play killer? What you said is showing the entitlement. If I pointed out how tunneling just sucks, it shows how I have faced that too. You are just going on one side of the problem, while I'm on both. There are multiple stupid strategies on both sides.
Nah, I actually play Killers and have 500 hours... on just PC. I've played since Clown on console, sorry to say that people who don't agree with your low MMR opinions are not "people who never play Killer".
And tunneling is kinda meta because of fast gens as you go up the MMR bracket and M1 Killers atm. And I can say this as someone who has both DEALT and RECEIVED it. Not that this really matters and I'm not saying this specific thing to make my opinion more important than yours, I'm just shutting up your "SURVIVOR MAIN"-esque argument.
Pre-dropping makes it easy to get rid of pallets before they can even be looped. If the Survivor isn't in a SWF, they're throwing the match by pre-dropping every single pallet and turning many tiles into deadzones.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454169#Comment_3454169
Do you still play Legion?
I want to see you shutdown loop with your power...
I mostly used that icon because Legion was originally my favorite. I play Slinger atm.
And yeah, Legion will kinda struggle, but that's the case for any M1 who has to play the M1 looping game. They need to run Bamboozle to deal with good loopers who don't allow red stain mindgames to even have a chance of confusing them, as Survivors can position themselves at every loop so they always win every interaction (EVERY loop has 1 of these positions), this has been the case since the beginning of DBD.
@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454169#Comment_3454169
Yes Blood Pact and MFT will not become meta, but can you explain me how I can counter MFT with my power, if I play Pig, Trapper, Billy, Myers, Deathslinger, Huntress, Doctor, Freddy, Ghost Face, Legion, Onrio, Trickstar, Knight, SM. Everyone of this Killers cant rlly counter MFT for differend resons:
- M1 Killer only without a chase power to counter: Pig, Trapper, Myers, Ghost Face, Legion, Onrio, Knight, SM
- Killer uses his power to get a bit of distance to be able to hit befor they reach the pallet or window, that doesnt happen with MFT anymore: Freddy, Doctor, Billy and Pig again
- Killers that are so slow, that MFT makes a Rock to an infinite: Deathslinger, Huntress, Trickstar
Do you know what nearly all of these Killers have in common?
They nerly all are weak!
So MFT NEEDS A REWORK, because it punishes weaker killers and the top killers dont care about the perk.
You can try actually doing red stain mindgames, running Bamboozle (which is mandatory on M1 Killers anyways to deal with good loopers, don't try to ignore this and go "I SHOULDNT HAVE TO RUN A PERK-" no you KNOW what I mean)
- M1s have weak anti-loop, but not none. The first 4 have ways to interact with loops slightly, Legion and Onryo are the only true M1s. Knight and SM can use their powers, and SM can use insta-downs or insta pallet breaks to force hits (although she needs Bamboozle imo)
- Uh, Freddy and Doctor can do both? Freddy has dream pallets and you position snares around loops, not next to pallets.
- Slinger can shoot through cracks, Huntress can throw over objects, and Trickster is awful anyways???
And LMAO, Slinger having great 1v1 (and the ability to counter Haste people by just shooting over and through objects lmao) and Huntress being ######### god, yet being "weak" is hilarious.
This is the average reasoning + misinformation of DBD forums posters and DBD fearmongers rolled into one, and this is EXACTLY why the devs didn't listen on MTF; they knew you all were overreacting, as usual.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454169#Comment_3454169
Luckily you can always get the value of MFT pretty much no matter what, even fearmonger can't help thanks to pity 5 seconds duration that can very well be removed in healthy state.
We don't need any ridiculous example, made for this is already broken as is, stacking doesn't even matter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454138#Comment_3454138
I can say exact same thing against you though, get better, only a handful of peoples are defending this bullshit.
People shouldn't be told to understand how broken glorified subtle speed hack is, this is ridiculous to think otherwise.
What value? 3% Haste??? By that logic, Dark Theory and Blood Pact ALONE are busted, yet Dark Theory is one of the worst Boons in the game, and is awful overall outside of being a Boon.
And no, don't move the goalposts to "LIMITED RANGE" and "2 PEOPLE NEEDED", you're arguing that 3% is broken, Dark Theory gives nearly the same amount, yet it was never used because that similar amount of Haste isn't broken, so it wasn't worth dealing with range restrictions or trying to make it work because the effect was never strong.
And yeah, only a handful of people are defending it because you guys, including content creators, are fearmongers unironically who scream about new content, always, 24/7. This happened with Hyperfocus, this happened with Blood Rush, it never ends. You guys have no imagination and can't deal with new challenges, history has proven this is the case. Your arguments are all laughable, full of fallacies and misinformation, and I can TELL you guys are panicking and crying on the other end.
The people defending it are the ones seeing the truth, their logic is typically solid and they point out weaknesses in your reasoning.
@HarryRugby19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454138#Comment_3454138
Silly argument. If when killers injure survivors and they lose 3%, I don't think it would be a 'get better' matter. The world be ending if the killers had the same perk.
This isn't me being an aggressive killer main, but the perk is a crutch. You mess up as survivor and get rewarded with a speed buff, this is the definition of a crutch.
ATM, Killers kinda do with NOED and other Haste perks LMAO, man thought he had a good comeback.
And yeah, plenty of perks in this game are all about messing up, get with the program. This isn't anything new, and don't indirectly compare this to DH please by calling this a crutch, ty.
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@Clockwork_Enigma said:
New Mechanic: Gas Tank
The Gas Tank is a new mechanic that is designed specifically to keep The Cannibal's power in check without removing the key aspects that make it fun and engaging to use.
How It Works
When the Trial begins, The Cannibal starts with 0 Gasoline and quickly fills up to 100 Gasoline charges after 6 seconds.
- When the Gasoline Tank is full, The Cannibal gains access to the ability to rev his chainsaw and perform the Chainsaw Sweep.
- When the Gasoline Tank is partially empty, it restores itself passively by 2.5c/s.
- When the Gasoline Tank is empty, it restores itself passively by 15c/s.
- The Cannibal can refill the Gasoline Tank at 10c/s by pressing the active ability button. This slows him down to 2.4m/s.
When either revving the chainsaw or performing the Chainsaw Sweep, Bubba's Chainsaw slowly depletes its gas reserves:
- Gasoline is lost at 0.15c/s whenever you rev your chainsaw.
- Gasoline is lost at 3.5c/s whenever you perform the Chainsaw Sweep, and increases up to 14c/s while continuously sweeping until fully depleted or cancelled by pressing the Power button again.
- Gasoline is lost at 4.5c/s whenever you are in Tantrum.
While within 24 meters of a hooked Survivor, these traits are increased:
- Gasoline is lost at 5c/s whenever you rev your chainsaw.
- Gasoline is lost at 50c/s whenever you perform the Chainsaw Sweep.
- Gasoline is lost at 1000c/s whenever you are in Tantrum.
- These traits are unaffected by add-ons.
When Gasoline is empty and you are performing a Sweep or Tantrum, you will no longer be able to put Survivors into the Dying State, but will instead injure them and enter your post-hit cooldown, or stop sweeping after 2.5 seconds.
What About Tokens?
Tokens would be completely removed from this system as now The Cannibal has a gauge that can be more flexible with how it works and provide him with potentially more power in the chase and significantly less power while camping.
The Effects
While this does reduce his camping ability significantly, this does however present The Cannibal with not only a very interesting and more unique chase power, but also a power that can turn him into a mobility Killer if used in that manner since he can now have a sustained, long-term chainsaw sweep.
This may present a very scary factor with him as now he can cover large distances and take down multiple Survivors in one long sweep, but this would be a price to pay for The Cannibal's removal of his Power near hook.
Or we can just give Bubba the Plague treatment and only allow his saw to contact each Survivor once per chainsaw rush.
Won't completely fix the issue, but it's a great start. Shuts down 50% of the issue nicely and doesn't affect anything else.
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@notyarbllewe said:
Some survivors just keep holding W and drop pallets without looking at you, and others just sit and wait for you to come then slam the pallets right in front of your face. The strategies are a lot like tunneling but on the survivors' side: it can work well and greatly slow down the killer but is just annoying and unfun to face. And is often boring to do as well.
People comparing blowing pallets to tunneling is really showing how entitled people are becoming and how they can't counter even bad Survivor gameplay.
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I can't help but laugh at these forums, now "Hope is really strong" and "Haste stacking is an issue" despite it never being seen because it's an situational endgame perk.
There's a reason why almost nobody ever ran Haste stacking builds: The perks are weak by themselves and require stacking and require a SWF because they're awful in solo queue, and can be undone even in a SWF with only 1 or 2 mistakes. People are only whining now because the content creators said it's a big deal and cherrypicked Reddit clips of awful Killers not using their powers correctly went viral.
3% haste is absolutely not ######### OP, it wasn't OP with Dark Theory, wasn't OP with any of the others, and isn't OP now. If you struggle to deal with basic Haste THIS much, maybe stop playing Trapper, hmm?
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@Chocolate_Cosmos said:
I think only it becomes problem when you add up a lot of haste boosting effects on top of each other. Maybe instead of nerfing the perk, maybe add a max haste cap for Survivors.
Nah, given that stacking perks is the only way to make it worthwhile for average Survivor, that's not needed.
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@Frogsplosion said:
Just saw a YouTube video of some guy doing infinite loops with made for this and blood pact, totally fair and balanced...
You can try using your Killer powers or shutting down that build. You'll know if someone's doing Blood Pact stuff if it's the same 2 people staying together.
Not to mention that videos are typically cherrypicked, try getting that same value in a match against Killers who identify that build.
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454044#Comment_3454044
Ok. Got it! Survs are suppose to lose, right?
Wesker was made to collide into walls and objects and not just slide or don't collide at all with these things.
Fun is indeed subjective, but by exploiting glitches... this kind of "fun" is the same as using cheats.
If Wesker was made to collide into walls, he would not be A Tier, or able to compete with Blight or Nurse. You would just keep seeing those 2 Killers again.
And LMAO they said nothing about Survivors being "supposed to lose", perhaps you should consider pathing loops differently if you know you're going against a good Wesker player.
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It won't, OP thinks that movement speed build is "easy", which lets me know that they watch cherrypicked Youtube videos against Killers who don't have instadowns, exposing powers or anti-loop.
I KNOW one of those videos, and you need to stack situational Haste perks that are easy to break.
@GolbezGarlandGabrant said:
If a survivor is alive by end game it's likely they escape regardless. Hope is an end game perk, it should be rewarding to use like any other end game perk.
If survivors I running things like MFT, Adrenaline, Hope, Blood Pact that's at least half their build for end game. Less room for things like WoO, Prove, DS or anything else that would help them get to end game.
Intelligent post.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445354#Comment_3445354
You don't choose when it recharges it automatically does at 5 skill checks and it happens repeatedly now, nobody is gonna use this perk because it's trash now anyone who thinks this perk is strong is trolling, how is debuffing yourself for multiple times a game strong? The upside of having the toolbox still isn't enough when youre constantly at a -50 repair speed being punished for hitting great skill checks because toolboxes run out in like 10-15 secs and if you debuff yourself more than once on one gen it could take almost 2 minutes to complete it, also people acting like you have a magic button at five skill checks to automatically summon a chase is hilarious you cant force any scenario during the wasted time it's extremely situational
Most players have very low adaptability and frequently fearmmonger when it comes to new content.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448059#Comment_3448059
You should re-read what i wrote, because i don't think you read it.
I did, actually. And what you said is wrong and I addressed it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447053#Comment_3447053
Yet people say that the blight with 1k wins is evidence that blight needs to be nerfed. You can't have it both ways. Also, just because something is rare doesn't mean it isn't a problem. Here is otzdarva saying that exact thing.
https://clips.twitch.tv/AwkwardMildFerretPipeHype-0ehry4t4zExHh7Bo
Nah, it actually kinda does, because if something is rare because it's too difficult to do or rare for a good reason, then balancing around it isn't good. If you have to nerf something good, then you also need to make it easier to use or more consistent. High/medium skill for low reward is never good, despite people crying about "balance" (aka you and this community) potentially arguing otherwise.
And of course, nerfing everything good so it falls "nice and in-line with other perks/add-ons, etc" is the bane of design since that makes everything stale, and every player who believes this is good is unironically not good at the game and only plays weak Killers with bad perks and bad add-ons, then complains when they can't easily and consistently handle meta with their awful strategies and builds.
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@YOURFRIEND said:
Lordy loo can we just get a "I had a bad game" megathread? This isn't even an idea or suggestion.
The fact that people think anything will change is genuinely funny. Patrolling the hook is easy and SpooknJukes proved Insidious camping the entrance is the best way to play basement Bubba anyways so Bubba won't be affected.
Have fun getting downed in 5 more seconds than now, gamers. Might move to TCM for good once that comes out. :)
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445005#Comment_3445005
Trash perk? I mean, survivor perks haven't been awful lately. You got Reassurance from Project W, Vittorio brought Potential Energy (hard to use solo but genuinely powerful is the killer guards a 3-gen) and Fogwise, and Tools was more underwhelming but Background Player is nifty.
Survivors are getting decent perks. Just nothing meta defining except Reassurance.
If the Killer doesn't do a 3 gen, Potential Energy is a wasted perk slot. Fogwise is the only good one and Tools came with a majority of bad perks. Background Player is too situational.
Nice to see that "decent" means "nothing that I can't easily counter". Revealing people's true skill levels.
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@mca240 said:
For solo players this perk will be fine. But strong premades most of the time make it to endgame. They can stack it with hope and are literally as fast as any 4,3 killer. No Deathslinger or Hag will ever catch up, it will literally be a free escape.
Endgame builds will not be possible anymore on any of these killers as you will not be able to catch survivors anymore. How is this fair exactly?
Quite possibly because Slinger is meant to shoot his gun??? Are you actually kidding me rn? Of course he can't catch up!
Now we're resorting to basic misinformation in order to fearmonger more?
And Hag... who cares about her? She uses traps anyways to anti-loop and doesn't really chase from what these forums have said.
This is like Hyperfocus, it will go live and nothing will happen. All of your beloved streamers are wrong, move along.
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They listened to fearmongering and cherrypicked footage from Otzdarva about Scavenger, and then didn't do the requested Machine Learning OR requested Forced Hesitation changes. Not quite the W, actually.
@Beatricks said:
I feel like it's less them being very interested in hearing feedback and more about them coming up with some insanely unbalanced things that they realize after five minutes of experienced players playtesting would be a horrible idea. I still to this day don't understand why they don't consult with their fogwhisperers, some of whom are far more knowledgeable about balance than anyone on the dev team.
Still, I guess we are getting a slightly worse chapter so...technical W?
Probably because a bunch of Fog Whisperers aren't that good themselves, DBD already has a problem with leakers (probably their logic anyways) and apparently there was a channel on the official Discord server just for Fog Whisperers, but it was a mess according to Tru3Talent? Constant arguing, etc.
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@CakeDuty said:
I liked the change, but I want them to change cages to at least give the basekit BT, maybe also immunity from being Tormented for a bit after being unhook/uncaged, before going forward with this change. Just things to not make him even better at camping/tunneling.
His power is camping and tunneling, so no thanks. He is meant to be a hook state obliterator, that's his design.
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@Brimp said:
No it just required a brain to get value out of now.
Perk was not as good without those "comp banned toolboxes" for people who aren't the top 1%. This perk is definitely dead because now you can't commit to gens while using this perk, which is what people should do in general. This perk IS dead because they listened to the community... as usual.
The people here making pathetic reasoning like "yOu CaN Go Do aN UnHoOk!!!1" like that's too situational to merit running this perk, are the type that overreact to every single new thing, so their opinions are invalid.
@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444977#Comment_3444977
You do realize that this is an extremely ideal and not at all consistent?
You have a lot of things that could mess the timing of this perk:
You used yout toolbox but you finished the gen without doing the 5 greats.
The killer chased you off the gen before you could recharge the toolbox and started the timer.
A killer perk blocked your 80%-90% completed gen and you had to go to another gen.
You started the timer but you are not in position to do anything else but repairing(cant heal, cant rescue, cant be in chase)
There are a lot of situations where managing that 30 sec timer is a lot more complicated than "just do the 5th great when you are about to to finish the gen".
This is the DBD forums, "good players" go here to whine about every single thing that they think prevents them from killing "that 4 man SWF they see every game", they're just happy that their fearmongering worked and are trying to defend it.
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@Marc_123 said:
In theory - they are still working on it but can´t promise anything.
Maybe a Sony (money) problem.
In reality - i wouldn´t wait for it.
I switched to PC and kinda do both accounts with more on PC. But i don´t want to abandon PS4.
It's highly likely a Sony problem, Sony has been known to be stingy when it comes to "lost sales", etc.
Even when PlayStation games get crossprogression, there is typically limits placed on it, such as paid stuff not transferring. There was a post on a DBD leak subreddit (said post had no leaks though) that had a lot of major information. I'd post the link but since it's on a DBD leaker subreddit, I don't know if the devs would allow a link to it, even if said post references no DBD leaks.
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@VikingDragonXii said:
This is what I have seen....in many asymmetric games is that to balance it the players have to understand what that means......you have a Power Role which is always The Single player....and weak role is the Many players.... usually 4 players.
The power role will always be a overwhelming force that the weak role has to work together to overcome. But when developers start giving the weak role more power then the balance will shift dramatically.
VHS is a prime example of that shift. In the beginning it was fairly balanced but after Devs listened to the The Many itade The Many stronger than the Power Role....
BHVR needs to take a deep look and make good choices or DbD could fall like VHS...
Nah, DBD has too many licenses, they're not going to fall anytime soon.
And VHS was never balanced, nor was it ever balanced "towards the many" in it's lifecycle. They buffed monster very slowly over time and added mechanics like Busted that should have been added far earlier, and even reduced slowdown... but only under certain circumstances.
The real reason they died was because of devs who didn't listen to anyone outside of the Discord and a community constantly silencing anyone who dared propose major changes to the flawed gameplay. People did not like slowdown and how good monster gameplay promotes a hidey, campy playstyle, yet they didn't want slowdown changed in the slightest and thought that "nuh uh, monsters just have to outplay the Teens! Pay no attention to streamers saying on how making riskier plays is more exciting!". Something on how "t-t-t-then the Teens can't kill the monster!!!" (Which is why the game should be changed accordingly, duh.).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435989#Comment_3435989
Im a survivor main buddy, but i want a balanced game thats fun for everyone.
While you say that you understand fine, what you write suggests that you dont, when gens are rushed the killers need to rush kills. The easiest way to do that is what?? Tunneling and camping, yep.
- and the survivors are alturistic this is why camping is effictive.
Gens can be done in 30 secs (45 is more realistic). 2-3 gens pop on first down in most matches.
The killers need 6 downs (this is when tunneling, they need even more if they are not) just to get a draw.
Now do the math (its not that hard).
Oh yeah and btw - Camping, tunnelling and slugging are completley legit strategies, devs said so many times.
But you are trying to make up rules that dosnt exist because you want easy games.
Gens can be done in 30 seconds? What are you talking about? Are you talking about builds involving Hyperfocus and perfect toolboxes with perfect add-ons? The majority don't run that.
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I'm actually laughing, 2nd story BO Ormond is easy to counter, just drop the Survivor once you see someone getting close for a sabotage. Or do anything instead of tripling down on the exact same thing and then coming here when it doesn't work.
DBD players proving they have no adaptability, can't adapt to new problems and come here to demand nerfs, as usual.
@AetherBytes said:
Maps need to take it into consideration as Sabotage in this situations can be, and usually is, just as bad if not worse
Then you get no value because the Killer can consistently hook you, and you get no value. That's the entire point of this perk, people don't run BO just to mildly inconvenience the Killer. They run it in a build to secure value. Same for sabotage.
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@malloymk said:
DS (and Head On) should both have five second stun times.
Nah, just make it disable Killer powers for a few seconds instead. Fixes the issue nicely because the Killers that people cite are ones that use their powers to redown quickly AKA Nurse, Blight, etc.
And with this programmed into the game, it can be applied to other perks and game mechanics. It's perfect.
@Beatricks said:
Because BHVR doesn't understand its own game. Those perks aren't anti-tunnel perks, they are bully perks for SWFs who play against nice killers.
A tunneling killer will hit you right off the hook which renders OTR and DH completely useless. The stun duration nerf of DS also barely gets you a few seconds at most.
There are currently NO anti-tunneling perks in the game, functionally speaking.
Do you and the others think that removing the "Endurance not stacking with deep wound" condition might be a valid thing now that DH is nerfed?
If not, we can just have OTR give... a bigger speedboost, perhaps.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431812#Comment_3431812
But david isnt unpopular. They said it themselves that he is popular. So i dont know what you're talking about comparing david to other unpopular survivors.
Most likely this was before DH nerf, David now no longer has any meta perks, which will tank his popularity somewhat.
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@sanees said:
bro you have already been given an auto win button if the generators are completed, 10 seconds + speed from hit allows you to run the entire map, so if you are not in the basement + the gate is 120 meters away from you then you will easily escape
They mentioned in stream that this mechanic is disabled in EGC, just like DS and OTR.
The bigger issue to this is that certain Killers like Bubba specialize in eating through Endurance, specifically. Although, if the hooked Survivor can control when they are unhooked and it's not automatic when the gauge is filled, they can just wait until last second, and then unhook... twice, if the Killer camps again.
The time adds up, especially since Sprint Burst is now used frequently again and that will secure basement escapes. Hell, if anything, Sprint Burst will be used as anti-camp now in combination with this mechanic.
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@Seraphor said:
Heaven forbid I play two games that happen to share a forum.
"My experience" is watching the replays of raids on my outposts and seeing which of my traps actually score the most kills. But of course I'm not "in the top MMR bracket" so my experience is inconsequential.
You're literally trying to tell people what they should find fun, in a social building game. This level of elitism is insane. "All players should be super hardcore raiders and I'm offended that people don't like playing at a serious competitive level all the time. You're all sheeple."
This level of negativity you decided to bring to a topic about accolades, literally a feature about positive player-to-player feedback, is probably the most "DBD" thing to come here yet.
I like how I dismantle everything you said, especially the bits about "minimal traps in SmArT LoCaTiOnS". yet you misunderstand and cherrypick. Pretty typical response.
"Heaven forbid I play two games that happen to share a forum."
Nah, you know what I was really saying, don't try this. Or can you not read?
""My experience" is watching the replays of raids on my outposts and seeing which of my traps actually score the most kills. But of course I'm not "in the top MMR bracket" so my experience is inconsequential."
Your players are bad if they're falling for combos like that, and stop trying to use DBD talking points that you don't understand, you can't even understand what I'm clearly saying so they don't work.
"You're literally trying to tell people what they should find fun, in a social building game."
Because your logic for what is fun is BAD, and I PROVED how this isn't a "SOCIAL BUILDING GAME". There are too many mechanics that indicate this isn't Minecraft on Creative Mode or whatever you think this is.
And nothing I've said so far is wrong, you've dismantled nothing and IDC about your "positivity" if certain logic behind your accolade giving is ass or you're demonstrating entitlement in the process. Or something. Maybe try figuring out why someone would be posting negatively in a "pure and wholesome uwu topic".
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@Chordyceps said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417454#Comment_3417454
Traps are at their most dangerous when threats are coming from multiple directions at once, forcing the raider's attention to be divided. This doesn't have to mean killbox though.
I can give a screenshot of this part of my base thats been getting good results as an example (with some blocks removed to make it easier to see what's going on)
https://us.v-cdn.net/6030815/uploads/7W154Q6RYT99/20230502152325-1.jpg
At that midpoint of the stairs there, the raider's attention would be split in 3 directions at once. An enforcer on the left, a warmonger ahead, and some traps to the right (a grapple hook, corrosive cube and self-destruct impaler). The imapler on the stairs is second wave so doesnt matter here.
If the player moves forward to deal with the warmonger, he becomes vulnerable to the grapple hook and enforcer. If he tries to deal with the enforcer, he has to deal with the warmonger and grapple. If he deals with the grapple first, by parrying it, he still has to deal with the guards. And if he gets grabbed he has to destroy the impaler, and deal with an enforcer waiting to shoot him in the back if he hasnt handled them yet. If he does that it will start to self destruct, so he has to leave, which is made more difficult by the corrosive cube and enemies if he hasn't dealt with them yet.
Yet there are still ways to deal with this with planning and/or skill. You can deal with the warmonger by either shooting him or allowing you to follow you to a more advantageous position. If you then take out the enforcer, you can either quickly turn and parry the claw, or you get grabbed by it. Then you can destroy the impaler and then grapple out without having to worry about guards. This whole process will usually take players some trial and error to figure out. It's a section that can be challenging for a normal outpost, with all of these traps/guards complimenting each other without being a killbox.
Your players sound really bad if that works or they're console players, without needing to see how you deal with it, you can just turtle and bait every trap into going off, or just poke with a weapon from the bottom of the stairs. Or just rush in, deal with the small one there, then grapple to down the stairs. Or grapple to the ceiling atop the big one, then dodge the attack through strafing around him and hit him with the sword.
Is this the "smart setups" that all Builders should aspire to do and get away from those meanie killboxes? They seem to get dismantled easily by 5 of 10 possible Raider strategies to this setup.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3417450#Comment_3417450
Speaking of DBD, this "killboxes are the only viable option because of speedrunners" tirade sounds a hell of a lot like "camping is the only avenue left for killers because SWF is too strong".
You don't need 30 second wave corrosive cubes hiding 30 incinerators and a path full of pistons in order to secure kills. You can score just as many kills by using minimal traps in smart locations, a simple Impaler/Boltshot combo in my experience can be just as lethal if it's in a spot the raider doesn't expect.
You gain more kills by building an engaging outpost, that makes raiders want to play it. As a builder, you are creating content for other players, that content lives or dies based on how other people like it. You are playing a social game, not a 'death farm simulator'.
What exactly do you expect other players to do if all they get is low-effort killboxes? Just hand over dozens of free deaths? "Excuse me survivors, you're supposed to get on my hook and stay there."
Unsurprisingly, the first one who responds is a name I recognize from the DBD forums.
Those two things are nowhere near the same thing, speedrunners who understand how to take advantage of the game's mechanics and Raiders basekit, and how lower bases don't have the trap space to really shut down turtling and speedrunning while also creating fatal setups can exploit the weaknesses available.
And it's so funny that you went for the most extreme example and used that specific wording, definitely confirms that you're bringing DBD balancing mindsets into this, like I expected. "You don't NEED "insert extreme example here"/"thing I don't like to deal with to secure kills, never mind that you do!".
"You can score just as many kills by using minimal traps in smart locations, a simple Impaler/Boltshot combo in my experience can be just as lethal if it's in a spot the raider doesn't expect."
Said smart locations don't exist or require mods because everything is reactable or predictable to any smart raider, meanwhile Raiders have everything they need at base to deal with basically any kind of Builder setup, aside from killrooms, or rooms that group everything together to try and halt progress + have defenses to make dismantling defenses through turtling harder.
That combo also does not work because of grappling and danger sense. This reveals that you're a bad Raider though, since that works "in your experience", implying that you struggle with basic traps that I can deal with easily with a default Raider loadout.
"You gain more kills by building an engaging outpost, that makes raiders want to play it. As a builder, you are creating content for other players, that content lives or dies based on how other people like it. You are playing a social game, not a 'death farm simulator'."
I am genuinely laughing my ass off, the fact that plenty would agree with you shows that the devs shouldn't be listening to the community.
How's this: Define "engaging" and "makes raiders want to play it" in your exact words, raiders pretty obviously want easy bases with easy to predict and dismantle traps, or 4d chessmaster setups that are completely unexpected, so unexpected that most people won't think of them (unless you're trying to deadass imply that Builders should only get kills through 4d chessmaster setups??? Tell me you aren't Raider biased without saying so) to secure kills (that will never work again because it's expected and the game's lack of Builder content, especially that isn't locked, makes this a struggle).
And no, "uh uh uh don't use things I don't like! and NO KILLBOXES" isn't enough of a definition. 99% you'll describe an easy to deal with base that Raiders with shield will make even easier.
And a SOCIAL game? Uh, the core mechanics seem to disagree with you completely? Progression existing, currencies, kill count mattering, basically everything in the game??? Have you TOUCHED Builder? You're definitely a DBD fan so I'm assuming you picked a side and stuck with it (despite this game discouraging it), like that study done by that college confirmed that the majority of DBD players do.
I'll make a topic going on about this, this honestly should be brought to light, but the community AND the devs definitely don't want to look at why killboxes actually exist, and would rather just change the game's penalities to get out of them completely so they can fish for those nice, small, easy bases.
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@DirtyJanitor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3416029#Comment_3416029
Haha I can't believe you want to kill Harvey Dead soo badly.. even the Devs disagree with your "logic".
I read the whole chain and halfway agreed with you untill you chose to comment like a lil kid.. XD sorry bruh but actually no
Learn how to Speak without insulting others and then Maybe I'll respond to you in kind.. until then Sit Down please..
Your opinion means absolutely NOTHING hahahah XD
Ironic how you say I'm choosing to comment like a child, yet here you are clearly mentally collapsing and doing the same thing?
And yeah, I already noted that the devs are listening to the wrong complaints and not addressing source issues. Your point?