False_Hydra
False_Hydra
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- False_Hydra
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Comments
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@Mandy said:
Right now Father Cambells Chapel is boosted so the liklihood of playing on that particular map is increased. The Map Repeat Prevention system does still apply to all other maps, and yes this is map specific not realm specific, so you could get two Coldwind maps back to back for example, but they should not be the same map.
can you do something about badham map? there's 5 variations that are essentially the exact same map in different configuration that seems to be coded as different maps because you, guys, couldn't code it as one map. As such, I'm very often experiencing multiple badhams in a row in one session and I hate this map dearly even without being forced on it more often than not.
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@Cellardoor said:
I agree with your points, but Prestige 55 already?! Sorry to misdirect the point, but how do you manage, honestly?
just playing singularity a lot & dumping all the blood in him
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MfT permahaste removal.
Blight addon nerfs
Singularity addon buffs & fixes
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466320#Comment_3466320
I think that would end up being too much, they should increase the timer a lot though.
i mean, it just means they'll have to EMP every time before they heal. Pretty strong, but strong enough for a very rare addon. Either way, current state of the addon is sad indeed.
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@ReverseVelocity said:
40 seconds wasn't really enough to make use of anyway, 30 seconds is even worse.
yeah, idk, they should rework it.
I wouldn't mind if it would be " injured survivors afflicted with Temporal slipstream suffer from broken status effect" and was moved back to very rare, while plant fibers is respectfully put back where it belongs
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@bm33 said:
They said new characters will get a rift after release, so the next rift that releases at midchapter will have cosmetics for them - both a new cosmetic and a recolor of that cosmetic. Makes sense to give anniversary cosmetic to characters that (hopefully) won't also be getting cosmetic in upcoming rift
yeah, that basically means we'd get more lore friendly skins for the characters instead of a skin with a generic theme. I'm really hoping tome skin would be great
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I don't like this perk too.
Not only it works the best on killers who don't need stronger perks already (Nurse, Blight, Spirit, Plague, Oni etc), but it is also really effective in making camping/hook trading more effective.
This perk is supposed to counter survivors following you to get a grasp save (pallet/flashlight/etc) but in reality this perk would often trigger when survivors don't have a realistic chance of doing that and they were just caught near downed survivor. With this perk killer would be encouraged to slug and chase that survivor and that's not a good perk design.
Like, how can BHVR fail so badly with newest perk design? Made for this is overpowered mess that'll be exploited by good players, Scavenger looks like it's going to be really nasty if it works the way it is written to work (activates after toolbox is depleted, meaning you just use the toolbox to finish the gen AKA AS INTENDED and then ######### around for 30 seconds, fill the toolbox and slam it by the end of the next gen & repeat) and Forced Hesitation is a stupidly designed perk that promotes unhealthy playstyles and significantly helps top tier killers while not helping weaker ones much.
Other 3 new perks are kinda mid, because they're mostly niche, but still, 3/6 perks being stupid / unhealthy is just a new record, I think, not a single chapter has scored so many at this point.
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@Piruluk said:
Is there any other multiplayer PvP game which allows a player to win 1000+ games in a row?
Do you think the game is balanced?
im pretty sure every game with flawed matchmaking that enabled top players to solo carry every game would work like that.
not like you can't 1000 winstreak as survivors if you bring out the worst they can do.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374371#Comment_3374371
The info was unimportant and the time wasted was negligible because they came back so quickly. Drones were easy to replace, which is what secured the 3-gen. Now they aren't.
then what, according to you, makes skull merchant 3 gen so powerful? exposed? please. or maybe skillcheck addons?
if anything, her current 3 gen playstyle would be simply focused around maintaining haste effects through the drones and clawtraps, both of which give unavoidable downsides to survivors one way or another.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374282#Comment_3374282
The problem with Skull Merchant was that she could hold a 3-gen from the very start of the game and camp it with extreme efficiency. Now that drones can be disabled for long periods of time, it will be much harder for her to do that. And on occasions where she still gets a strong 3-gen, there will still be more counter to her ability by disabling the drones and preventing Exposed, allowing survivors to scrape through the 3-gen. Then she'd be little better than a bottleless Clown holding a 3-gen.
ok, drone is disabled, cool, but in exchange clawtrapped survivor can't disable more drones, which results into a different configurations of drones/clawtraps giving constant info to the killer one way or another. Don't forget she also has haste from all that now.
Unlike her previous iteration, she couldn't have that because she had to constantly waste time and lose info due to one person disabling multiple drones and taking away value from them.
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I feel like they'll be a disaster. The most important part of these changes is the fact they have cancelled her PTB nerf that allowed one clawtrapped survivor to disable multiple drones, which made her power extremely reliable in giving information. Pair it with haste effect and she'll be able to hold 3 gens much more reliably than she could before.
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acting as if killers & their perks weren't nerfed and rework as well.
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yeah, that's called "malicious compliance" if you put it this way. not the playerbase fault for wanting a fun killer and getting slapped yet again with another joke.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368041#Comment_3368041
How about setting up an actual web? She has little to no penalty for all of her actions so pre planning and trapping survs is so easy and it's gotten me so many wins. People complain abt her 3 genning as if EVERY killer who isn't nurse or blight doesn't need to 3 gen against the best of the best.
setting the web aka placing drones on gens, yeah.
if you don't place drones on gens, you're either wasting them or placing them in loops which is also a waste of ability & unfun playstyle.
merchant is not a hag or trapper whose playstyle is actually setting a web in one particular area, turning it into lethal zone. she does not have capabilities (mobility/reach) to make web playstyle work.
if you think you get wins by not playing 3 gen merchant, you're getting bad survivors. this is not because you're playing merchant in some unique or specific way nobody has thought off.
this killer is only "good" aka strong when she holds the match hostage by 3 genning or when she runs one of her overpowered addons given her as pity like claw traps having dissolution or claw traps at the start of the game.
in any conceivable way this killer is a boring M1 garbage with a few cheese things available to her to make people buy "new imba" all of which would most likely be gone in a span of the next year.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366144#Comment_3366144
She has a lot of other options people just don't want to learn a killer and would rather jump straight to the easiest possible method even if it isn't the most effective.
what other options, please name them.
spamming drones in loops?
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366144#Comment_3366144
But in that case isn’t knight the way worse offender? Obviously both are effective at it but knight is way worse. Hell even plague is better at it
Fact is any killer can 3 gen due to the strength of these perks. Killers like trapper and hag also excel at this (Trappers main strategy is either camping the basement or a 3 gen)
knight is viable with other playstyles and his overall playstyle allows him to have different options in his gameplay, i/e he can chase survivors very well, apply pressure on multiple survivors, get long range hits, etc which can be applied pretty much in all kinds of playstyles.
skull merchant's power, however, does pretty much nothing well except defending a specific region (and even so, she does it really poorly in comparison) so 3 genning ends up being her only option if she wants to be anywhere successful.
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no, it's really a problem of Skull Merchant very much as well, because camping a 3 gen is her only option.
It doesn't help that this strategy is already very obnoxious and powerful (although I personally don't see an issue with general 3 genning, apart from a few characters doing that like Knight or skull merchant), it's that skull merchant can do only 3 genning if she wants to be at least seemingly effective.
It's like Pyramid Head's power was nothing but torment + cages and the latter were in their first iteration. Literally the killer only good for tunnelling.
Or Bubba before rework. Only good at facecamping.
Although even these killers would at least be powerful, because efficiency of their power isn't fully under survivors' control.
So yeah, Skull Merchant is a huge problem on her own that just so happens to multiply the severity of the other issue.
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if it works how I assume it works, they've just killed at least 3 very unpopular killer perks:
Iron Maiden no longer provides information about survivors exiting the lockers if you're too far, killers like Doctor will no longer benefit from this perk.
Deathbound is literally not doing what it's supposed to do - give info when survivors heal outside your terror radius because the very mechanic of the perk implies they'll be out of 19 meters radius (as it has 32 meter trigger range).
Dragon's Grip has already been pretty useless, but now it's ONLY good for midchase gen taps or insidious camping. They might as well delete scream part from the perk now, because there's not a single scenario where that info will be useful now.
Infectious fright is also pretty much useless because it was often taken to pinpoint survivors far away from you, but still in your terror radius, hard capping it to 19 meters effectively kills the perk for those few killers that got use out of it.
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they literally said it would be changed.
my guess is that they'll simply change the numbers so that the total duration with it would be 62.5 seconds. so instead of 150% it would be ~39% increased battery. maybe they'll round it up to 40% increase.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350867#Comment_3350867
That's such a difference in execution that's situational in practice tho
not a fun thing to deal with regardless.
everything about this perk is bad design from the fact it encourages tunneling to the fact it's rewarding survivors for performing badly in the match and punishing the killer for spreading hooks.
it's not fun to play against, niche and extremely punishing for the other side when it works.
"we need perks like this in the game" said nobody. game would've been perfectly fine without such stuff.
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@AverageKateMain said:
Its weird. People are off their rockers about DH but now a perk that only benefits perks that aren't DH needs to be nerfed.
probably because people don't want 2016 exhaustion experience
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@Chocolate_Cosmos said:
It's not a problem that they are nerfing Eruption. The problem is how they are nerfing it. It will be meh perk that almost no one will use, like more than half the other killer perks. That's not how you balance perks. It's like either it is OP or it is bad.
the problem is also that Eruption was never really that good, it has barely changed ever since it was added and it only surfaced as a problem because devs made sure to kill basically all kinds of gen regression except gen kick perks which they additionally buffed to the absurd numbers so eruption fit perfectly into those builds, especially since it was additionally buffed.
so yet again devs created a problem and heroically solved everything but its roots.
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@RainehDaze said:
As it turns out, "move fast" has more to learn and do than "press button and deploy drone". Who'da thunk it?
Probably something about locus of control, too. Powers whose effectiveness is a measure of your skill, and where the effects are controlled by the player, appeal to people far more than one where it's far more dependent on the other players misstepping.
(and obviously the actual issues with the power implementation like visibility, ######### is up with the timing on the undetectable, and 'you need to place it somewhere it's easily seen and gotten to on top of everything else because it can't get through walls despite its small area')
also, as it turns out "move fast" powers are more fun than "well duh i can sometimes see survivors and make them exposed for 30 seconds if they allow that to happen, but wait, that looks cool"
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Pass.
I might spend shards on the characters purely for their perks, but that's it. I'm certainly not paying real money for that.
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@Steakdabait said:
it's to "prevent tunneling" but if a killer is tunneling then they can just count to 3. I really hope they just let killers see hook stages
funny how taking away that info does more to help tunnelling instead
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@DEMONANCE said:
i don't feel that's gonna solve anything just like bbq was never a solution to tunneling and camping. killers played how they wanted and still managed to get their stacks.
tunneling will never stop until gens as a concept get a change the Survivor side needs something refreshing to work with
less time on gens and more focus on chases perhaps? or other objectives.
it was never a solution because it didn't do much in that regard, yet it still helped the issue a lot because it encouraged people to play differently. It is merely a help to relieve the issue. You sound like you'd only settle for that only if it completely resolved the issue and that mindset is just ridiculous.
if you didn't understand that earlier, people who PURPOSELY want to tunnel, will tunnel even if they get matchmaking ban every time they do so, it's simply because how they want to play. Doesn't mean everybody is like that, nor that trying to solve the issue is useless thanks to people like that.
People will always tunnel survivors as pig or facecamp them as bubba, yet there are still dozens of other killers and millions of other players who play like that simply because it's often an only valid option.
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I wish you got points/emblems if your teammates actually escaped, since this is a team game.
But the original premise implies that despite you being in the same boat, you're ultimately supposed to be selfish and sacrificing yourself for the team is not how you're supposed to be playing.
Plus it would require to change the way rewarding system works: make it award point only after the match was concluded for everyone, not just you.