MegaFreeman
MegaFreeman
About
- Username
- MegaFreeman
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Comments
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@LapisInfernalis said:
- How many health states do you need?
- Yes.
It is not "just some YTs and TTVs" who would do this. Any swf could pull that off and there are enough toxic individuals who do stuff similar to this every single day. No need to give them more tools to bully killers.
If you're actually getting bullied by an extremely niche situational build, then git gud
@Crowman said:
We really don't need survivors to be stacking 5 health states. DBD isn't a 1v1.
5 health states lol? I'm just asking for 2. Please explain how would someone be able to stack 5 health states
@Marc_123 said:
Uff, no.
There is already way to much now in the game.
Also Endurance is a huge atmo killer for me. Don´t like these white flashes.
But i also think there is way to much Aura reading stuff that killed a lot of the stealth of the game.
How is there already way to much in this game, everyone runs same 5 perks
@jesterkind said:
Endurance stacking shouldn't be a thing, they should just change the post-unhook protection to not be Endurance and not put you in Deep Wounds. That'd let people stack anti-tunnel but would be much harder to abuse.
Why shouldn't it be a thing tho? Killers have so many powerful perks but its OP for survivors to be able to use Dead Hard while getting tunnelled?
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I put Bubba first in Dash because using charges on a chainsaw technically makes him dash slightly forward. I also thought the nerf itself would've been justifiable since he can easily surpass pallet breaking nerf by using chainsaw and survivors stunning a killer that can end them instantly for a second longer was a great reward for a well timed stun. However, I can see Bubba fitting into flex nicely too.
For Spirit, hmm I haven't really faced against many Spirits recently so I don't know how powerful she is in the current meta. Maybe they could nerf her basekit or addons in order to justify these buffs? I thought the buffs weren't insane enough to make her OP, but considering this would nerf Blight, Wesker, Nurse and few other similar killers, she could def easily climb into being the best killer now that I think about it. Maybe she'd be better off in Dash with those three, her phase does grant her almost double the movement speed she has.
For stealth buffs, I see your point, but I feel like that might be a non-issue tbh. Pig already has massive boxes all around the map that give her out, Dredge spawns locks on the lockers, Sadako gets TVs all around the map, Ghostface has a unique terror radius music that easily outs him, while Myers lets out a sound que as soon as he reaches Tier 2 (so it'd only be a nerf to Scratched Mirror). But even then, I feel like the fact they'd have to guess which one out of 6 or 7 killers they're facing is already good enough, since going against Pig doesn't require you to be as vigilant as going against Wraith
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379417#Comment_3379417
Deep wounds doesn't prevent a safe unhook.......
"For an unhook to be considered as such, the just unhooked Survivor must not enter the Dying State for the following 10 seconds.""
You can down survivors in less than 10 seconds, a lot of the hooks are located in deadzones
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380801#Comment_3380801
Do you understand this is supposed to be a real dead hard nerf, and that new dead hard will still be way more useful than the killer perks that got nerfed into oblivion?
You should be caring about your teammates, and if you're trying to farm them to activate dead hard, then you shouldn't be rewarded for that. Help your teammate by taking a hit if you want dead hard that badly. And if that doesn't work, then maybe you should think about using a different perk. I'm certainly dropping a whole bunch of killer perks that got nerfed into the ground. You too can drop a survivor perk if you don't like it anymore.
But don't expect pity for the new dead hard.... considering that eruption, call of brine, pain res, and overcharge all got way harsher nerfs.
Eruption and Pain Res nerfs are overkills too but that's a different topic tbh. Call of Brine and Overcharge are fine post nerf lol, they'll still do over 200% gen regression when combined
@WesCravenFan said:
This doesn't make any sense. For this nerf to "encourage" tunnelling it would imply that Dead Hard ever discouraged it in the first place. In order for it do that, we would need to know if the person even has Dead Hard in the first place. And I have never seen a Killer avoid a person being unhooked just because they have Dead Hard.
You missed the complete point of the entire post. Please re-read it
@Mat_Sella said:
I mean, good luck downing the survivor fast enough to deny the Safe Unhook considering both the Endurance and the movement speed bonus.
I'm beginning to think of yall just simply suck at this game. A lot of killers can easily circumvent this. Like all ranged killers and all dashing killers. Really, the only killers that'll have a hard time denying Dead Hard to the savior are the M1 killers
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379327#Comment_3379327
They're making it a more situational Exhaustion Perk. Akin to how Head On can't be used at any given point in the Trial, you need to think about when to use it and it isn't always available just because you're not Exhausted.
In all honesty it could probably be buffed to no longer require the Injured state as well, more or less being a "protector" avenue for an Exhaustion effect.
I also fully expect Sprint Burst to get some kind of passover to be more situational as well, first to address the unwieldiness of needing to walk in order not to consume it while not exhausted, and to remove the skill-gap of 99% SB by making a conditional trigger.
Also no doubt that there is likely work being done on how to address the prevalence of tunneling.
Is Head On a situational perk? It doesn't have an activation requirement like Dead Hard. Really the only situational thing about it is that you need a locker and a killer to be near a locker.
But by that logic, you can also call Balanced Landing a situational perk because you can only activate it if the map has an elevated ground
@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380462#Comment_3380462
I would call pre-nerf DH a pro-tunnel perk, not anti-tunnel. If I go after the unhooker, I potentially have to get through three health states to down them, thanks to DH. If I go for the unhooked, I only need to get through two at the most.
If you really want to discourage tunneling, Off the Record and Decisive Strike can do what DH does, but better.
Okay but now if you tunnel, you also prevent other survivors from ever getting that third health state. Essentially, the same issue as Background Player
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379832#Comment_3379832
If you get downed off hook in less than 10 seconds even after the killer swung through the Endurance, you are either extremely unlucky or you literally stood still.
Oh I'm not the blue guy. I'm the green guy. Blue guy is my ######### teammate that just got downed and prevented me from unlocking Dead Hard
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379808#Comment_3379808
All I'm hearing is "killers will tunnel to deny Dead Hard" which applies to literally everything else a survivor can do so this change doesn't make a difference. They would have been tunneled Dead Hard or not, DH never did anything to discourage tunneling, nobody thought "I'm not going to hit that survivor because they might have Dead Hard!"
Go ahead and draw something if you want to, though.
Apparently because telling you 3 different times that getting safe unhook doesn't give the savior dead hard, I gotta draw it for you
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379787#Comment_3379787
Unlike most of the others, Dead Hard is a chase perk and tunnelling affects the WHOLE team, not just the victim
Okay? So the tunneling killer hits the survivor off hook, which puts them in Deep Wounds due to the unhook Endurance, which... already means they can't Dead Hard. So what's changed?
I literally explained what's changed like 3 different times, do I need to draw it for you to make it simpler?
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@SaltiestChip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379599#Comment_3379599
So your just going to ignore the fact that every major perk that killers have been using while you all gen rush has been nerfed with nothing being done on the survivors side to slow down gen rush? We just gonna ignore that? Or am I just being a cry baby...
Oh honey that's a complete new sentence, nobody here is talking about that. Make your own forum thread about it. This is about Dead Hard
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379679#Comment_3379679
Tunneling a survivor is an effective counter to like 90% of the perks in the game. It's not an argument.
Unlike most of the others, Dead Hard is a chase perk and tunnelling affects the WHOLE team, not just the victim
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Then how are people suppose to unlock Dead Hard if tunneling killers keep tunneling? How is it healthy for the have tunneling a survivor be an affecting counter to perks?
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I mean that's still better than having no counter play at all?
It just brings back to the whole root of this issues where they aren't addressing roots of these problems. Same with gen reggeression nerfs.
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Does it matter tho? If it doesn't block a hit then you'll get downed 3 second later and then hooked.
Regardless, it still doesn't change the fact that this perk encourages tunnelling because if you tunnelled the first player out of the game, then nobody will ever get Dead Hard
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@Crowman said:
I don't get why people are acting like removing the lightburn on nurse is the thing making her unstoppable. No one was really lightburn nurse out of blinks, because the timing on it was really precise compared to wraith.
Personally I think they should've buffed lightburn on Nurse instead, not completely remove it. It was an angle they could work from on future balance updates for her.
@nyixxi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379600#Comment_3379600
Yeah, I play killer and solo surv about 60/40 so what I wrote is coming from a solo queue perspective, and I agree. Though I feel like they should have just left the base healing alone and nerfed CoH + medkit speeds/addons but they for sure did too much and now it feels more like a chore than a game to play survivor
Solo queue will be a nightmare honestly lol. Just earlier today I had a team that just refused to heal me. I hope they decide to go back on this update and release it way later when its better balanced
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@nyixxi said:
To be fair the healing changes were needed, but they overdid it for sure. Many killers suffer severely from medkits healing them in 10 seconds after a potentially long chase effectively wasting the killers time. My main problem with it is how you can no longer heal yourself more than twice a match unless you want to wait 60-80 seconds with self care or use other perks just so you can heal yourself once, and even then it'll take ~30 seconds with inner strength, making you rely on teammates for heals. While there are perks that help you get your teammates attention to heal you, that's still less room in your loadout to run what you want because you want to survive more than 4 minutes. I hope BHVR actually listens to feedback which I'm hopeful they will seeing how they changed the SM
I def get what you're mean and I'd lowkey agree, but I feel like this was an extremely wrong approach. Personally as someone who plays both, I feel like hemorrhage/mangled already does a great job at countering healing builds (longer heal, regression if interrupted) and this change fails to acknowledge that. Now perks and addons that apply these effects can completely counter all of the medkits since you don't have enough charge by default to heal the extra 20% required. Hell, -30% medkit efficency on Botany Knowledge was already a big nerf to fast self-heal builds. Basically, they overkilled it and didn't consider any other aspect of the game and builds made to counter this.
I will add tho, I do agree with the CoH nerf because now selfcare is back to being a unique perk and this puts it in line with other boon perks (no more running across the map to self care only to realize the teammate brought Shadow Step and not COH)
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@FridayNightPizza said:
Implying that dead hard was healthy for the game.
@Caiman said:
The Dead Hard change is great for the game. Now it has to be earned, can't be used at the start of the game, and it has a hard cap on how many times it can be used in a match by the whole team. I also like the flimsy excuse of "It will encourage tunneling!" like Dead Hard somehow stopped that from happening before. No, it didn't. Hitting the unhooked survivor is exactly the same as it was before.
Besides, Dead Hard has "lots of counterplay" so chasing the unhooking survivor and downing them should be so easy that killers won't choose to tunnel instead, right?
Have yall two read a single word the OP said or did you just come here to blindly defend the nerf? Like Caiman you completely missed the point of the tunnelling statement. The tunnelling issue is the same issue PTB Background Player had
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@Mat_Sella said:
I mean, good luck downing the survivor fast enough to deny the Safe Unhook considering both the Endurance and the movement speed bonus.
Its like extremely simple? Just wait 10 seconds or easily catch up to a speed boost with one of dozen dashing or ranged killers???
@Caiman said:
Maybe the unhooker should be the one bodyblocking the killer instead, for once.
That's practically throwing because they already have basekit Borrowed Time. If someone bodyblocks you can hit then, and by the time you recover the unhooked survivor's BT would be up
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You misunderstood the issue. Its not about the unhooked survivor, its about the one doing the unhooking.
The game now wants you to hit the survivor and put them in deep wound because that will deny anyone else in the match from getting Dead Hard active
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Its funny I didn't even think of this. They really encourage tunnelling with this change at the peak of tunneling being an issue lol
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Well said. A few of the recently released perk also make no sense when it comes to their tiers or are pretty useless. There's about 100k BP difference between getting tier 1 and tier 3, and then there's perks like Blast Mine, and the only difference is that it will stay 10 seconds longer on a gen or Grim Embrace blocking the gens for only 10 seconds longer
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Honestly after watching the stream and seeing their comments on Twins and SBMM, I think the best call for action rn is to fire Patrick Harris from his lead position. That man has no idea what he's talking about
