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Gaminboi2864

Gaminboi2864

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Gaminboi2864
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  • Survivor is easy if you are good at looping all the Killers. I can almost consistently loop the Killer for a full minute and then roughly 3 Generators get completed. After that, we usually get a 4 man out if we are lucky, but st the very least I make it out. Unless the bther Survivors are bad at looping, in which case it is random how many Generators we complete.

  • The game has to be Killer sided because there are 4 Survivors and 1 Killer. Therefore, Killers must be strong. The Ghoul and Singularity aren't even that strong as Nurse and Blight. Every Killer should be as strong as Nurse and Blight, whether by buffing every other Killer by a lot, or nerfing Nurse and Blight substantially and increasing Generators to needing 120 charges basekit. Right now, it seems BHVR is doing the former and buffing all the weaker Killers, which is nice, but still not enough. That said, The Ghoul and The Singularity don't need nerfs. Can we stop trying to make this game Blight by Daylight and only making Nurse and Blight the only playable Killers in High MMR?

  • Instead of nerfing Hex: Thrill of the Hunt, what if Counterforce was buffed instead?

  • I ain't reading all these comments, but I will say this. Hex: Thrill of the Hunt should be nerfed, simply because it is genuinely impossible against The Singularity. Kind of like why aura reading perks have to be balanced around The Nurse. Still, kind of bummed that Hex: Thrill of the Hunt can't be strong. Like it's finally worth running but the only time it's worth running is when it is busted. A shame really.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849428#Comment_3849428

    a perk that is balanced off being removed from the trial will inevitably become a perk that is empty slot in the majority of trials. I disagree that hexes are balanced off being removed. hexes should be balanced off being endured as perks. Most of the hexes have some form of drawback or require a certain amount of preparation for their effect to produce value in a trial. The perks that do not have them such as Ruin tend to have low reward because their reward is near guaranteed. it is possible to escape killer trials while leaving a hex entirely active for entire trial. Cleansing hexes should be opportunistic action, not the default action.

    I agree with this chap.

  • I do, I used a variety of hexes to see what value I can get, and so far Pentimento has given me the most value since it allows Thrill of the Hunt to gain more tokens back. I am indeed saying it is strong, but I personally do not believe it to be OP or a free win. I don't really care if it gets nerfed or not, and let's be honest, it will. I do think it's funny people only care about saying that I am wrong than anything else I stated. I am not trolling though. I do believe it isn't OP as many people make it out to be. Thrill of the Hunt always felt like diet Undying or Hex: Undying at home. Now that BHVR finally buffed it so that it is actually worth it as a Hex Protection perk, people are calling out for nerfs and saying it's horrible for the game. I have watched the videos from YouTubers like Rapid and listened to them explaining how long it can take to remove a Totem with both worse and best case scenario, and the whole time I was thinking, he could have just been working on a Generator the whole time instead of cleaning a Totem. People will stick with their opinions regardless of what is said, and I have my own too. I don't believe everything I hear from the internet and prefer my own experiences and proven facts to make my own claims. Along with that, this has only been in the game for like, not even 3 days. Sorry I haven't come to the conclusion that something is OP in one day (considering I only started using the perk a day ago), but I will need to use it more to come to my own conclusion if the perk is really OP or not, and again, it's not like my opinion even matters to any of you nor the game devs. I am willing to change my mind with more tests, but until then, I am adamant that it isn't OP. It is strong, but not OP. Either way, have fun in the game!

  • Damn, I post a take on a perk and it's getting more attention than any other post I made lol. But yeah. Thrill of the Hunt isn't OP, I think people are overreacting to it. Cause like, I have even been playing Doctor with Face the Darkness, Devour Hope, and Pentimento, and I still lose at times to Survivors who don't know what they are doing. The Survivors could also just, not cleanse totems. I mean, you don't have to cleanse the totems. If Survivors simply do gens and loop the Killer effectively, which is what Survivors should be doing anyway, it's not strong. Especially if Hex Thrill of the Hunt is the first Totem cleansed. Even with Devour Hope, if I can't hook any Survivors then I don't get Devour Hope value. Also, it being a Solo Queue stomper isn't really a good reason, considering Solo Queue is… bad in general. I lose most of my games in Solo Queue cause me and my teammates are just not good, this build doesn't make us play any different. Although, I guess I am just used to losing as Survivor. I am using the build because it is nice not having all my totems cleansed in the first 30 seconds of the game, but again it isn't an easy win nor a guaranteed win.

  • I can't wait for BHVR to fix the bug that allows Killers to injure Survivors and allows Survivors to do Generators!

  • I think it's important to remember that this is a party game. Sure it gets stressful for either sides, but there is little you can do against an opponent that knows what they are doing. And to help M1 Killers, it's not impossible to basekit catch a Survivor thanks to the Entity block mechanic and Bloodlust mechanic, although it will waste a lot of time. The Perks you can run to assist you include Bamboozle, Hex: Blood Favor and Crowd Control, Superior Anatomy, Spirit Fury, Enduring, Play With Your Food, Save The Best For Last, and Rapid Brutality. You got to know what perks will work best with your chosen Killer, and the perks I listed aren't so useful for Killers with anti-loop. If you lose as Survivor or Killer, you weren't bad, you were just unlucky and lost a 50/50 which means you lost the game.

  • You can counter bat form by walking instead of running so he can't locate you. There is a reason you can't see Survivors in bat form.

  • Time to add my opinion to the mix, oh boy.

    I think the anti-face camp is fine, it is simply a mechanic to discourage camping, not prevent it. Camping is a part of the game like tunneling and slugging, and while it is annoying for Survivors, the devs agree that it is a part of the game. That is why there are Anti-Camping perks (Kindred, Camaraderie and Reassurance), Anti-Slugging perks (Unbreakable, Soul Guard, Flip-Flop, and We're Gonna Live Forever), and Anti-Tunnel perks (Decisive Strike, Off The Record, Babysitter, Borrowed Time, and now Blood Rush). These are perks that are used to counteract these strategies. I'm aware people say that just because we have perks to counter these playstyles doesn't mean that these playstyles should be allowed, but that also makes me ask something. Does the community hate these playstyles, or just hate losing? If the devs wanted to remove the ability to camp, slug, and tunnel, they would have. Let's say that being within 32 meters of the hooked Survivor fills their bar, everyone has basekit Unbreakable, and Survivors are immune to being injured and lack collision with the Killer until the Killer hooks the rest of the other Survivors at least once, and then a Survivor on hook stage 2 cannot be injured until all other remaining Survivors are also on hook stage 2. Now obviously all these "annoying" playstyles are gone, but now Killers are severely underpowered. To compensate for all these base kit buffs for Survivors, Generators now take 180 seconds so that Killers have enough time to look for all the other Survivors, because now if a Survivor decides to hide the whole game, the Killer has to find them before he can hook any other Survivors, which wastes so much time. Along with Survivors being immune to the Killer until he hooks that last Survivor, that is free time to do gens completely safe without worrying about being grabbed or injured. And can't forget that because Survivors are immune to being injured, they can go for Flashlight saves or Pallet saves without worrying about going down as well, even when right in front of the Killer, and the Killer having nothing they can do about it. This is what will have to be done to remove tunneling, camping, and slugging entirely while still making it fair for Killers. If Survivors are fine spending 3 minutes on a Generator to finish it while guaranteeing they are safe, then this is worth it to them. Personally however, I don't want to spend 3 minutes on a Generator, or any amount longer than 2 minutes. Cause Gen Regression is also annoying to deal with, but Killers need that to win. BHVR would have to think very hard and carefully about how they would go about this. Or they could just keep the game with how it is and have tunneling, camping, and slugging be part of the game's balance. It's like how BHVR isn't doing anything about Gen Rushing because that is just part of the game's balance. Gen rushing is just the Survivors doing gens efficiently. Tunneling, camping, and slugging is the Killer getting kills efficiently. It's ridiculous for Killers to complain about gen rushing for the same reason it's ridiculous for Survivors to complain about camping. It's just either side complaining about how they didn't get to win the video game.

    tl;dr Anti-Face Camp is fine with how it is. Just consider camping, along with tunneling and slugging, the Killer version of gen rushing. Rushing the objective because you want to win isn't toxic or evil or cringe.

  • I can vouch. I tried using the Acidic Blood add-on and it only works once per trial for some reason. After I get out of a tunnel once in Crawler Mode, it cannot activate again, despite exiting tunnels several times in Crawler Mode to activate it. It is bugged.

  • Corrupt Intervention doesn't need to be base kit if gens just took a little longer. Like, 10 extra charges would help, to make it go from 90 seconds to 100 seconds. Only issue is that many people find gens boring, so people say they don't want gens to take longer since it feels like forever. The issue is that gens aren't fun, so BHVR needs to make them somehow fun in order to increase the duration of gens. Or nerf all gen progression perks and toolboxes considering gen regression was nerfed. The solution to make Killer games less stressful is to

    A. Increase Gen Time

    B. Nerf Gen Progression

    C. Buff Gen Regression

    However, it's worth noting that increasing gen time will also shadow buff gen progression because 1% of a gen is more on a 100 charge gen than a 90 charge gen. Buffing gen regression would also make it feel bad for Survivors because they can see all that progress they lose after working on a gen for so long. So is the best solution nerfing gen progression? I don't know, maybe. Either way it all ends the same with requiring Survivors to spend more time on gens to win before the Killer kills them all.

  • Give Survivors voice chat in game and make Generators take 120 seconds to finish. Easy solution. If solo-que Survivors can communicate as easily as a SWF, that means the game can finally be balanced around proper coordinated team. So SWFs aren't OP and solo-que isn't underpowered.

  • Is tunneling good for the game? I would not say so, even as a Killer main, it sucks being a Survivor and just getting tunneled out. However, tunneling is a major part of the game and is a common yet effective playstyle Killers use because it adds a lot of pressure. And Survivors who don't want to be tunneled can run anti-tunneling perks like Off the Record, Decisive Strike, Dead Hard, or even Borrowed Time to assist other Survivors from being tunneled. And of course, get good at looping. Tunneling is an effective strategy, but it doesn't guarantee a win at all if Survivors just do gens fast. Gens get done too fast, but on the Survivor end they take forever. If only there was a perk that benefited Survivors for every dead Survivor, oh wait, Sole Survivor. What if Sole Survivor was reworked to be an anti-tunnel perk, in which for every dead Survivor, you gain a flat 25% faster repair speed, instead of a 75% faster repair speed when everyone is dead. This way if someone gets tunneled out of the game and only 1 gen gets completed, 3 Survivors can get a 75% faster repair speed if they all have the perk. Of course it won't be as much as an entire Survivor because a Survivor works at 100% repair speed by default, so it would still be good to have every Survivor alive. But this way the game isn't immediately over when a Survivor dies straight away. Only problem, it would be a licensed perk, and that may feel like the game is pay to win, but the same could be said for Decisive Strike. I don't think this perk rework for Sole Survivor would even be remotely OP because again, it requires Survivors to die, so I don't think it even be a pay to win issue, it would only assist in players already losing the game.

  • Agree to disagree Archol, I organize Killer playstyles how I want.

  • By Mobility, I mean a playstyle of Killer's that can catch up to Survivors during chase. While Nurse cannot traverse the map as well as Blight or Hillbilly, she can easily catch up to Survivors with her blink ability by going through obstacles, or even traverse through Maps with 2 floors like The Game or Hawkins. That's what I mean as a Mobility Killer. And overall, just because a Killer has a high kill rate doesn't mean they are overpowered or uncounterable. Huntress is better than Pig despite having a lower kill rate than Pig.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664131#Comment_3664131

    About Huntress I have seen several streamers yay that Huntress needs some buffs, as she is not that good against experienced players, and while they are mostly fine with more base hatchets and the faster windup they commonly agree that the hatchet holding speed is too much.

    Weird, I think Huntress might not be their playstyle, as she is really good even in High MMRs. Like, if they are used to playing Mobility Killers like Blight and Nurse, the streamer might not be accustomed to playing as Huntress since she is a slower but good Ranged Killer.

    Also, I think the reason why Huntress might have a lower MMR than Pig may be because Huntress is a free Killer that is really good, so a lot of people play her a lot, including people new to the game and people are not skilled in the game, while the Pig has a smaller pool of players who play her, but people who do play the Pig have her as their main and are more likely to have expertise playing her, leading to a high kill rate.

    Aside from all that, I am happy with the Pig's buff, like 30 seconds for the head traps is fine since like the Onryo's tapes, it shouldn't be too easy to kill Survivors with their effect, and should serve as a threatening slowdown Survivors must take care of. And not being able to see the jigsaw boxes is also good to prevent camping or patrolling the boxes. But I like many others still hope for the Huntress to not get buffed, I'm a Shape main and even I can get consistent wins with her, I just needed practice.

    P.S. Still waiting for that Shape buff.

  • Is it really gate keeping? People are scared of clowns in real life, yet we have a clown in game. It's not really an argument of accessibility, and is more so against the general theme of the game. I cannot stomach the Clown's mori, but I deal with it because it's part of the game's theme, unsettling horror. Along with that, anonymous mode is helpful because of hackers targeting streamers, stream sniping, and the inappropriate names people have that can demonotize a stream. Censoring these moris have no merit, especially since it's a core part of the game's theme.

  • I like it as both a Killer and Survivor. For Killer, it feels so much less stressful having to deal with Survivors having perks that make your job impossible, but it also gives you the chance to feel like a horror movie villain rather than a punching bag, Survivors don't know where you can come from and can easily fall prone due to them not knowing nearby Pallets and windows. And for Survivor, it absolutely feels like DbD hard mode. Like as Survivor, you don't have your OP perks to take multiple hits or do gens super fast, aside from the 8 chests that have at least Rare toolboxes, but after some time in solo que I actually managed to figure out simple strategies to face this game mode. I always make sure to keep a mental map of every gen location, or use a map item, to prevent a 3 gen from occurring, because of that happens it is game over. I also keep a mental note of every nearby Pallet and Window to increase my odds of escaping, that way even if the Killer manages to hit me once, I still have a chance to lose the Killer with looping. Plus, there is also no scratch marks, so if you manage to not get hit, you are literally untrackable. Pools of Blood are still present, I might think that could be removed from this game mode so that the Killer is also lost in the dark as much as the Survivors. But overall, still a fun game mode, especially for playing as The Shape (my main) and it's about time he some love. This game mode was made for him lol. But hey, this is clearly a test game mode, just to see if BHVR could even implement a new game mode. This isn't going to be the last game mode because why would BHVR bother wasting their time implementing this feature. I do wonder what other game modes will be featured.