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jmoyano92

jmoyano92

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jmoyano92
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  • *No luck offerings and of course there was no slippery meat involved here, I forgot to mention that.

    Multiple 4% because yes, the game decided to help survivors for free once more even when the weak m1 killer was already struggling.

  • @I_CAME said:

    I assume you're new to the game. It's interesting that you say basekit BT gives survivors free escapes but what you're proposing would give killers free kills with no counterplay. Survivors would be instantly downed upon being unhooked. You'd effectively be at the mercy of your random teammate. If they didn't bring BT then you just died. This was literally why they added basekit BT in the first place. Did you just not play survivor before basekit BT was added?

    I have almost 4k hours in dbd but yeah I must be new lol

    I wrote all this because what happened in that game was pure BS, and you're talking about me having free kills when that team was already dead like wth

    I was suggesting the removal of base BT/SB during endgame only, when all gens are done. It literally gives survivors free escapes where they can go through the gates like nothing, which is unfair and braindead gameplay imo

    with the sprint burst after the unhook you can go from one side of the map to the other and you'll be fine. makes no sense

  • @mikewelk said:

    Nice copy and paste. We've been here before.

    Yeah, but unfortunately I don't talk to biased survivor bots, srry.

  • @I_CAME said:

    I assume you're new to the game. It's interesting that you say basekit BT gives survivors free escapes but what you're proposing would give killers free kills with no counterplay. Survivors would be instantly downed upon being unhooked. You'd effectively be at the mercy of your random teammate. If they didn't bring BT then you just died. This was literally why they added basekit BT in the first place. Did you just not play survivor before basekit BT was added?

    I have almost 4k hours in dbd but yeah I must be new lol

    I wrote all this because what happened in that game was pure BS, and you're talking about me having free kills when that team was already dead like wth

    I was suggesting the removal of base BT/SB during endgame only, when all gens are done. It literally gives survivors free escapes where they can go through the gates like nothing, which is unfair and braindead gameplay imo

    with the sprint burst after the unhook you can go from one side of the map to the other and you'll still be fine. makes no sense

  • @I_CAME said:

    I assume you're new to the game. It's interesting that you say basekit BT gives survivors free escapes but what you're proposing would give killers free kills with no counterplay. Survivors would be instantly downed upon being unhooked. You'd effectively be at the mercy of your random teammate. If they didn't bring BT then you just died. This was literally why they added basekit BT in the first place. Did you just not play survivor before basekit BT was added?

    Bro I have more than 3k hours in dbd and I earned that 4k for sure. A lot of unfair things happened there that's why I wrote this. Because all that was pure BS. For real. They were already dead like #########


    I'm talking about base BT/SB in endgame btw, when all gens are done. It's unfair because they can go through the gates and escape for free

  • Hubris is a sht meme perk.

    20seconds is nothing when maps have many pallets grouped together.

  • They look like hacking when they use that perk. It also counters Agitation/Mad Grit/Iron Grasp meme build because you cannot catch up. That thing is better than SB xD

  • Hook placement issue, nothing more.

    Hooks disabled after killing someone is fine.

  • Also with the current change to 8 blades -> health state, I feel like I down people much faster by doing basic m1 attacks, which is bad and boring. So he should stick with 6 knives -> health state for sure.

  • 4'4 Trickster was more deadly and better than this new version.

    PTB Trickster was op. Live Trickster (current one) feels much weaker and boring than both PTB and Old versions.

    Personally I'd prefer the old trickster (6 knives & 4'4) with some tweaks to main event (the old trickster's real drawback)

  • I would love to see Laura Victoriano as killer <3

  • @thisislastyearsmodel said:

    Great Nurse and Blight buff idea! I cannot see any way this would disproportionately affect them and not do anything for the weaker and slower killers who actually need the help.

    You won't reach the endgame against any good nurse or blight player. Those to whom you will always finish the generators (the weakest killers) are the ones who will benefit the most from this suggestion.


    I also made this exact same proposition long time ago OP so I support the idea. I'm tired of survivors being extremely op (premades above all) so yeah basic changes like this one are totally needed for killers imo.

  • @Frogsplosion said:

    The fact that this is even a discussion is beyond absurd, how much coddling do survivor players need before killers are allowed to have anything good?

    Survivors want free escapes with no effort. Most survivors are dumb and refuse to get better at the game so they cry loud about everything. I've even had players disconnecting against me, while playing perkless Trapper/Myers with no addons...

    OP was probably one of them. That sums it up.

  • And for all those wondering, I'm not taking into account Terminus because it is behind a paywall.

    We all know that the best survivor perks are free from the beginning, while the best killer perks are often behind a licensed character (you must pay to use the perks) which is pretty embarrassing in my opinion, even for those who support new content like me.

  • What are you talking about? if you think NOED is still a powerful end-game perk you might be high.

    I'm talking about NOED in high mmr, not against new players... and your suggestion doesn't make any sense by the way. That change would reduce adrenaline in what NOED currently is... just a meme.

    This post is for the devs so they can understand the current situation of having, let's say, 4 adrenalines against the killer's counterpart, NOED. At the moment even only 2 adrenalines will beat NOED. The killer can only have one perk but the survivors 4 of the same type. What i'm trying to say is that NOED should be more powerful or at least on par with these 4 adrenalines, but it's not like that, and that is the case with practically most killer perks.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374460#Comment_3374460

    Or maybe i am not new at the game. I do remember pentimentos and judge if its worth doing a totem to deal with a super obvious pento build.

    Pentimentos are still extra objectives and slowdown, and if you can create pressure as killer you are literally creating extra objectives. This becomes extra nasty on solo queue.

    So no, you are being incredibly naive or just downplaying how strong pentimento is.

    And i don't appreciate you trying to insult me just because i have a different opinion than you. We can have different opinions, it's fine. I don't need you to agree with mine. But i would appreciate if you were a bit more respectful of others or just not being toxic for no reason.

    I'm not being disrespectful. I have 3k hours and in high mmr pentimento is a joke as a slowdown perk. Any survivor can go and remove it instantly.

  • @Steakdabait said:

    Because boons simply aren't powerful enough for sh to be basekit or to be limited. Every boon set up is a free pain res proc worth of gen time.

    Boons (CoH mostly, but Exponential sometimes too) are extremely broken because you're denying the hit and run tactic to the killer along with the slug, 2 legitimate ways to add pressure to the survivor team as a killer, especially against really good survivors.

    If you also add that with CoH survivors can tank infinitely hits to the guy you're desperately trying to kill, it becomes very tedious for the killer, or when they are placed in inaccessible or dead zones of course. it's still a broken mechanic that favors the survivors.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374404#Comment_3374404

    Well, since you already said that Pentimento is weak.

    Your entire statement is meaningless.

    You are downplaying really hard with a take like that.

    It's weak because any survivor with a modicum of common sense will break it 20 seconds later...

    Look it's not my fault if you have like 10 hours into the game and you don't know how to play yet. If you still don't know how to cleanse a pentimento totem quick enough you're probably always the weakest link in your team. That's not my problem, it's yours.

  • Good buffs and changes overall. I agree.

  • @BlueHorkew said:

    Look, i kinda want snuffing to break totems, but:

    • Pentimento
    • All the other boons are really terrible besides CoH
    • All the other boons will get affected way more by that change rather than CoH, which i assume is the one you are complaining

    So, i am all for it. But boons as a mechanic need to be looked at, its not good that this interesting concept is getting strongholded because one of them is really OP and the others have to suffer in mediocrity.

    Pentimento is already a weak slowdown perk even against normal survivors. Only noobs will not cleanse the hexes after a broken totem.

    Nobody uses the other boons, so your entire statement is wrong and meaningless.

  • Circle of Healing is still op af. It allows the team to constantly harass the killer and tank infinite hits for the survivor on death hook.

    Shattered hope should be basekit and yes, it could be used with pentimento as well. If survivors have so low iq to not remember where their boon was located to cleanse the hex that's not the killer's fault.

  • I agree. this design flaw is one of the worst things in the game. toxic killers forcing survivors to help them find last player and avoid the hatch spawn.

  • It's a good idea. I suggested the same thing not long ago.

    More survivors alive = gens take longer to complete.

    Less survivors alive = gens take less time to complete.

    This way the game would be more balanced and both hard tunneling & gen rush could be less impactful.

    Besides if you have 1dc at the start of the match this could help the remaining survivors a lot if they are somewhat decent.

  • It's a good idea considering No Mither is a terrible perk that only helps the killer. I like it.

  • @Xord said:

    What are you on about? Survivors already don't have time to do much else than searching boxes when their helmet is active right after hook. Even healing is risky on certain maps and more with certain add-ons.

    It is going to even get worse with the incoming pig patch because overall searching boxes will be slightly longer on average.

    You must be joking right? with those 2.30 minutes you can literally finish 2 gens by yourself alone with an RBT on your head and it doesn't matter if it is activated or not. Timer should be buffed by reducing it a bit.

    You guys must be really bad at the game. Piggy is already a D tier killer just for your info. You can bully this character at medium mmr and easily win the game. So why not buff her in these aspects after the huge 5th box nerf? Are you really that bad as survivor in general?

    Damn... maybe you should play m1 killers at high mmr or against premades because it's a nightmare.

  • @Mat_Sella said:

    why does Pig not being able to exploit their collision on Jigsaw Boxes warrant a buff?

    Pig needs a buff for different reasons, not because certain players wanted to play in the most unscrupulous way possible

    It's not about camp a box is all about patrolling the last box when you suspect that's the one they need. This mechanic is also removed. So if survivors are always guaranteed with a free escape at least reduce the timer.

    If I cannot add pressure with a possible head pop at least give me pressure with the timer so they can't do other actions with an active RBT. Simple as that.

  • @Mat_Sella said:

    why does Pig not being able to exploit their collision on Jigsaw Boxes warrant a buff?

    Pig needs a buff for different reasons, not because certain players wanted to play in the most unscrupulous way possible

    ...

  • The main issue I have with Deathslinger is the tiny hitbox the harpoon has.

    Sure you can shot through small gaps but in the open his power is useless against good survivors.

    Sometimes I land a good shot on a character but the hitbox is so bad and tiny that is not registered. This is the real problem imo.

  • The only tweaks she needs for now:

    ·You should be able to burn her much faster with a flashlight (this mechanic is literally useless right now)

    ·Stuns on her should be more effective since these are harder to do against this killer. The stun duration + fatigue duration should be stackable.

    ·Reduce the distance of her normal lunge attack. (It's a nerf only to her base lunge attack when she's walking, take tier 1 Myers as an example of what you could tweak)

    ·Nerf her best addons aka the distance ones. These addons are broken on this killer specially if you play with Exposed abilities in combination with Info perks.

  • @ReverseVelocity said:

    The issue with buffing Grim Embrace's gen blocking effect to 60 seconds or more means that a killer can camp an entire hook stage with no consequence.

    I think it could do with showing you the entire team's aura instead of just the obsession's, that'd be a really nice buff.

    Yes, but I don't see the problem. Killer only has four perks, some of them can be info perks that almost always guarantee hits and downs meaning plenty of hook stages right?

    Other types of perks are for slowdown on gens. With this perk you can have a guarantee hook stage (from camping, chasing or a hook exchange it doesn't matter because you only have one guarantee) plus the decent but single use only slowdown. The difference with other perks is that Grim Embrace can activate or not depending of the playstyle of the other players. If one of them for example is a Blendette (Clodette ninja with dark clothes) and you don't find her till the end of the game when gens are almost or already done... the perk will do nothing. If one of them is a god tier looper and you can't down him nor hook him the perk again will do nothing. If you find this really good player near the end of the game when you only have 1 or 2 gens and this guy is decent and knows how to move by the time he could be downed you could lose all the remaining gens.

    I don't have any problem with that single hook stage when all these variables can occur and ruin the activation of the perk.

  • @Crowman said:

    You can still tunnel a survivor out and get value from the perk. If anything it's more effective to block the gens with 3 survivors left since 40 seconds is already majority of a survivor's hook state which means you get free camping value since gens cannot be done.

    That's not true, at least not in medium-high mmr. If you decide to hard tunnel there, by the time you kill the targeted survivor you will have already from 2 to 1 gens only. But if any of the other players have good or decent toolboxes, a brand new part, prove thyself or if the tunneled survivor is just decent at looping or he has ds or he's rescued by a pallet / flashlight I can guarantee you that all gens will be done with 0 value from this perk no matter what you try next.

    That's why tunneling and this perk are not compatible.

    This perks needs a buff / rework because 40 sec is almost nothing, and it usually activates in a late state of the game where survivors are just by nature walking around searching for the last gens, reseting in groups or searching chests to find medkits, etc. So from those 40 sec you can reduce the useful and effective blocking time in half or even less. That's why this perk is terrible in its current state.

    *and by the way for those people asking themselves you cannot camp to death the 4th survivor with those 80 sec, since this player would literally be on his first hook. Killer could only try to camp a single hook stage or commit to a long chase with the security of knowing that gen progression will remain paused during this chase.

    With these suggestions this perk could be powerful or do literally nothing for you, so it's balanced in that sense.

    Right now unfortunately it only favors the survivors by not equipping yourself with something better. This is the sad reality of Grim Embrace.

  • @Crowman said:

    You can still tunnel a survivor out and get value from the perk. If anything it's more effective to block the gens with 3 survivors left since 40 seconds is already majority of a survivor's hook state which means you get free camping value since gens cannot be done.

    That's not true, at least not in medium-high mmr. If you decide to hard tunnel there, by the time you kill the targeted survivor you will have already from 2 to 1 gens only. But if any of the other players have good or decent toolboxes, a brand new part, prove thyself or if the tunneled survivor is just decent at looping or he has ds or he's rescued by a pallet / flashlight I can guarantee you that all gens will be done with 0 value from this perk no matter what you try next.

    That's why tunneling and this perk are not compatible.

    This perks needs a buff / rework because 40 sec is almost nothing when it usually happens in a late state of the game where survivors are just by nature walking around searching for the last gens, reseting in groups, or searching chests to find medkits, etc. So from those 40 sec you can reduce the useful and effective blocking time of this perk in half or even less. That's why this perk is terrible in its current state and needs a longer duration.


    *and by the way for that people asking themselves if this perk could be op with these buffs it is not since you cannot camp to death the 4th player with those 80 sec because that player would be literally on his first hook. You as killer only would have a decent amount of time to try to camp a single hook stage or commit to a long chase knowing that gen progression will remain paused during this chase.

    High risk, high reward perk. It could be a powerful perk or do literally nothing so it's balanced in that sense, right now is a bad joke and only favors the survivors by not equipping yourself with something better. This is the sad reality of Grim Embrace.

  • Yes, but 16 sec is extremely short. The main problem is that sometimes there is another survivor around you (triying to flashlight or pallet rescue, sabotaging, taking hits for the player on your shoulder, etc) so you get distracted and when you want to look around for gens the effect is already over. That issue can be huge if you have pop or something for that last gen and don't know where to go because of any of these reasons. I lost many games because of this.

    Besides technically is not a slowdown perk if there is no survivors around doing the gen. That's why this perk is so mediocre. It's both useless as slowdown perk and bad as info perk (the last because it has an easy counter -leaving the gen when killer is going to pick up- and also because the huge cool-down)

  • You must be joking. The washing machine is still there and the music theme is atrocious.

  • I can confirm this as well.

  • That's a really good idea. Only survivors affected by it can cleanse it, meanwhile the hex is blocked for everyone else. I like it.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596006#Comment_2596006

    The OP didn't specify, but there's two ways of doing it.

    One, the downed survivor crawls towards the other survivor and the killer follows, or takes a cue from their direction and intercepts. This is a bit grey because it's not clear that the players are working together - the survivor might just want a heal and be stupid/not care what happens to their teammate.

    Two, the killer picks up the downed survivor, the survivor doesn't wiggle, and then they let the survivor go and allow the survivor to lead them to where they saw their teammate's aura. This is where it's considered teaming with the killer and clearly breaks the rules.

    The OP might also be referring to using a downed survivor as bait to fish out another survivor, but that's not a voluntary action on the part of the downed player and therefore can't be teaming. I don't know - we'd need the OP to come back to detail what they saw.

    Those examples are perfect.

    I was talking about the first and second situations, when the survivor crawls to your location with the killer right behind him and also when the survivor doesn't wiggle, allowing the killer to create a game hostage situation in which he will be looking for you with the other survivor on his shoulders.

    There is also another one in which a healthy survivor will point at your location on purpose, or in which he will try to open the exact locker where you hide so the killer can see it.


    All those situations can be considered teaming up with the killer.

  • @YOURFRIEND said:

    This is absurd. Just give the killer a BP multiplier based on how many people are grouped up.

    I thought about this too, but it doesn't solve anything. Although it could be a plus for all the frustration that we, as killers, feel against coordinated SWF groups.

  • @Seraphor said:

    Nope. Once again this is just punishing people for playing with their friends.

    I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.

    See below for more realistic changes.

    https://forum.deadbydaylight.com/en/discussion/235148/qol-for-solo-survivors

    Sorry but I don't like any of your suggestions. This game was built with no communication in mind, that's the good thing about the game. its core mechanics and coop elements were built around that. If anything, the only one I would see with good eyes would be the quick-chat function, using some preset messages. The other things are not viable for this game without modifying it too much, and at the end, with those changes this game would be and feel completely different. Literally.

    Besides other similar games are being made with all those elements in mind. So if you want those things, I suggest you try them.

  • Yes please. Increase Fog. As OP said the game lacks horror atmosphere and Fog offerings are useless.