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AlwxysKim_

AlwxysKim_

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AlwxysKim_
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  • So basically winrate just bcs kills = wins -_-

  • I don't care, one day the devs will take my opinion so people like you that only post comments that don't give constructive opinions get mad.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812916#Comment_3812916

    You assumed right, but I don't think there will be any people that agree with you outside of the ones that straight up love to play broken perks.

    Old DH was way, way too strong, it would've been okay if it ether was a dash or I-frames but it was both. There were killers that are able to counter it, but most of them were already relatively strong or even one of the strongest, DH completely destroyed low tier killers without any way to play around it. That's why it got nerfed 2 times by now and is STILL an insane perk if used well, that being said it's a lot harder now outside of chucky dashes I guess xD

    You already can't say this anymore just bcs they dropped a balanced landing for killers with 5s? I don't remember the number exactly. It's a "dash" you guys complain way too much about a simple "dash", but when its about a killer that can dash, that's alright, no? Blight is alright, wesker is alright, but when survivors have the same power a killer has but in a 40s cooldown WHILE injured, you guys get mad as HELL. And if the problem was that countered way too hard those m1 killers, why not buff them? So anyways i will keep asking for old dh, and old broken stuff in general, bcs without all that stuff the game is so SO boring, overbalanced. And one day they will start bringing old stuff, just remember that.

  • PLEASE BHVR CHANGE YOUR FOCUS INTO SURVIVORS SOLO QUEUE PLEASE PLEASE PLEASE PLEASE PLEASE

  • People just don't get the point of my post, what i mean is if the game was more focused on the casual side of it, it would be more fun for both sides, that means both sides SHOULD have their satisfactiory moments for ex, being able to survive for more than a minute in chase, or having good predictions on your power. And that also means the game SHOULD be more focused on the chases or 1v1 aspect, leaving behind the stas bcs it doesnt make sense if most people don't even understand how the stats works. I WOULD love the game if the devs implements ideas from a Moba game bcs that would definitely solve many problems, but that's just an idea.

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  • With these kind of comments just talking and talking about how the game is based of stats, comp gameplay, etc. It's making me feel hopeless on ANYTHING about this game, yesterday i was feeling so bad just bcs of these ONLY TWO matches. Yes, i won't be touching the game anymore but that shouldn't be the answer, i just want to play with my fav character, feel like I'm in a slasher movie, feel like i have the power in chase bcs im "surviving" the killer, and feel like im in a casual game, where it doesn't matter if im not in a gen for x sec, where i can just walk around the map, feeling the atmosphere of a horror game with nostalgic maps like midwich or rpd. And listen, these should be also the focus of all killers, whats the point of me having a casual match if you aren't having a casual match, make both roles casual and appealing to a slasher movie, thats the whole point of the game.

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  • Oh i forgor to put that im not a english speaker so upsi <3

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  • C'mon bhvr its not that hard <3

  • @OnryosTapeRentals said:

    I don't think this is a good idea.

    Loops are (at least in theory) balanced around the default survivor movement and vault speeds. We saw with MFT just how much even a small change to movement speed can swing well-balanced loops into obnoxious territory and the same applies to vault speeds.

    If they do add more perks that affect vault speeds, they need to have some sort of cooldown or activation requirement. Otherwise we just have another MFT situation where every loop in the game is artificially extended with little to no counterplay for the killer.

    Maybe, if thats the condition idc :c i just want my vault speed back.

  • There are several here telling only truths. And that's why I made this suggestion, we as survivors whenever we have something that affects the game in one way or another, people come along and say that the role has too much power in the games. Do you know that in a game there has to be some imbalance in order for it to be entertaining? It's not for nothing that killers can carry 4 generator slowdown perks. And even then, bringing vault speed would help a little bit to compensate that, in fact, bhvr should focus the perks towards more fun chases, because we're all getting bored that the game is simply becoming a generator simulator.

    NERF GENS, BUFF CHASES.

  • @Pathoz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/396146/discusion-sobre-balance-en-el-juego-los-objetivos-principales-de-cada-rol

    Hola, el tema de los objetivos es algo que se ha discutido y BHVR ha hecho oídos sordos. Si vemos la cantidad de cosas que se deben de hacer en relacion a la cantidad de jugadores en el rol, el superviviente tiene el objetivo más facil. ¿Es esto que el objetivo sea facil porque asi se creo? No, es que esta obsoleto. A mi opinión se le debe de agregar un objetivo adicional al los supervivientes y empezar a ver cada cierto tiempo (trimestral, semestral o anual) los objetivos de ambos bandos y ver si estan correctos o no, asi tomar la decisión de actualizarlos o de lleno cambiarlos/añadir objetivos.

    Por otro lado, volver a las perk antiguas con una actualización de los objetivos es traer el problema de vuelta. Dead hard debería de estar como esta, una perk que no da mucha ventaja y que tiene un limite de uso en partida. Spine chill no la cambiaron porque estaba rota, sino porque era injusta con los killer de sigilo, sin mencionar que el cambio se vio más apuntado a los jugadores con problemas auditivos que a los demas y creo que esta bien. Selfcare debe ser buffeada con ciertas limitaciones. Esta perk fue nerfeada por lo fuerte que estaban las curaciones en su tiempo y mas el abuso de CoH, pero siempre se pidió que nerfearan los boon (su caracter infinito) y CoH y que volviera a estar decente Selfcare, aunque dentro del meta esta perk esta mas apuntada a los survis que no usan perk de loop o rush.

    Otra cosa que se debe de hacer es poner limites a las tácticas abusivas de los supervivientes. Ya hemos visto que se dio el BT basekit infinito, un anticamp y pronto un anti 3gen. Pero ¿Dónde estan estos mecanismos para el killer? Me refiero a un anti-rush en especifico. Puede que con cambiar/añadir objetivo las mecánicas anti-algo tengan sentido, pero por ahora no y tiene mucho que ver con este tema. Saludos!

    En mi opinión siempre he pensado que deberían incluir como mecánica base la perk Deadlock, porque a fin de cuentas es un counter directo para el gen-rush que a mi parecer es la problemática mas fuerte que enfrentan los asesinos el día a día, y de esta forma dejar la perk del Cenobita como una extensión del tiempo que se bloquea dicho generador.

    Por otro lado, se me ha ocurrido que podrían implementar una mecánica que permitiera equiparse ciertas perks en estados más fuertes tales como Self care antiguo, Spine Chill con velocidad de salto, Iron Will antiguo, entre otras. Sin embargo, solo se pueda permitir esto en solo queue o en Dúo, y de esta forma hacer balance a los equipos completos de sobrevivientes (SFW) que una vez coordinados el asesino no puede hacer nada en su contra más que simplemente ser mejor que ellos en absolutamente todo. Y así las personas que juegan de manera más casual el juego puedan disfrutar mucho más sin tener que poner el 100% de su esfuerzo y no terminen hostigados por el juego.

    Por último, solo tenemos que esperar a que el juego siga evolucionando porque me encantaría ver mas objetivos principales como sobreviviente además de solo hacer generadores, o que el asesino pueda hacer mas cosas que simplemente tener que colgar a los sobrevivientes hasta matarlos y que sea considerado como objetivos principales.