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xPrinceHarlequinx

xPrinceHarlequinx

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  • @AhoyWolf said:

    This is not a post about bringing back Chucky's old scamper (it was removed for a good reason), this is about BHVR trying to do the same thing, that failed, again expecting different results… I don't understand what's the end goal here, can anyone explain?

    agreed they should give it back to Chucky since they added 90 pallets to every map

  • literally me today except it was Hawkins, Haddonfield, Gideons, Midwich, RPD.

    The devs can suck my dick at this point

  • @Defnotmeghead said:

    The update, sure, needs tweaks. But why not implement a version with reduced numbers that basically only have impact in specific cases?
    6 hooks too many to block gens? Depends on the killer, but reduce it to 4 so that at least someone else needs to be hooked first.
    25% being too much of a boost? Drop it to 10%. Barely will have an impact, but it will give survivors some hope of finishing 4 gens if someone dies early.
    Anti-slug can be implemented as is, Twins needs a rework anyway. If it needs tweaks, then do so later. Undying was up for 5 months before it got tweaked. Ghoul has been in an annoying state for forever too. Killers can deal with 3 months of anti-slug potentially being a bit too punishing
    Keep the basekit bbq and 5% permanent regression bonus per unique survivor hooked too.
    THEN tweak the rest around it. Its a baseline that would just make games more than just singularity basically camping with biopods, or a trickster dropping chase because main event is ready and the basekit BT is just a minor obstacle.

    But fully delaying it for another 3 months? No. Sorry, Done. I already waited over a year to finally hear an update about a viable basekit anti-slug and some tweaks to anti-tunnel. I've waited 6 months since the emergency abandon feature. If I need to wait for another 3 months, thats going to be 3 months playing something else.

    using the same logic yall could also ask for the devs to buff the killer role overall, and then survivors can deal with being miserable for a few months until they get it to a point where the anti slug or antitunnel won’t obliterate the role overall.

    See how dumb that sounds?

  • This should have been added with the slugging abandon changes. It’s wild to me they didn’t think of it as necessary

  • @ForumPikmin said:

    Actually embarrassing how many players were crying about BHVR hating killer players this past week just for them to annouce they're holding back the anti-tunnel and anti-camp changes 2 DAYS after the ptb.

    Like y'all look so goofy right now.

    it’s almost like there was feedback, some incredibly dramatic but others constructive enough, and the devs listened. If everybody was quiet and didn’t say anything the changes would have went through which could have quite possibly been an awful thing for the game as a whole. It doesn’t make them look goofy, it makes them look heard.

  • @foxofthestars said:

    I think survivors need to ######### and complain like the killers did. Maybe then they'll bring the changes back. Honestly IMO I can't believe that they're not moving forward with it. They didn't even wait to let console players have a chance at trying out the new changes.

    There was an entire player base out there who's opinions got left out. 😐

    Just a little FYI before anyone comes at me saying survivor main console player i play 50/50 and play on PC.

    because they didn’t need any additional input to confirm it was an awful idea. It was on the right track though. I would have liked to see them modify some numbers, maybe reverted a couple things and then extend the ptb, like they do the event modes, to gather more information that way we aren’t being left at a net loss as a community.

    The slugging change was actually well done. The only thing they could have changed was have it work like the anti-camp meter and have it pause if there are survivors nearby that way it doesn’t get out of hand at pallets, or with flashlight/flashbang/sabo squads.

  • @Pizzaman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998316#Comment_3998316

    Show me the fiery outrage from streamers and YouTubers over any of those Survivor nerfs listed above.
    Now compare that to the sob symphony that erupted over the latest change proposal.
    Yeah. Exactly. It’s practically the same thing, right? Ok, now snap back to reality.

    I already wrote this in another discussion (which of course was already deleted), so I'll just leave that here:

    Long before the PTB even released, DBD streamers and Youtubers were already whipping up massive negativity around the patch. They weren’t just sharing opinions. The aim was clear: to get viewers and peers riled up against the changes, ultimately provoking the very reaction we’re now seeing from BHVR.

    I’m not shocked. Politics has trained me to recognize this kind of theater. But watching it unfold in a video game community? That’s both unsettling and depressingly hilarious. Let’s call it what it is: propaganda. And apparently BHVR will have to start factoring in this sort of performative outrage even more than they already do.

    Here’s the kicker: PC players with massive followings shouldn’t get to skew the developers’ decisions. They just represent a tiny, vocal minority. Platforms excluded from the PTB? Completely ignored, stripped of any chance to test or give feedback. Yet somehow, the loudest, most performative voices end up shaping the narrative and possibly even the patch itself.

    Summary:
    Both sides complain: True
    Both sides complain in the same way: Nope

    so you agree? Both sides complain.

    Good.

  • @coolgue1 said:

    Killers will whine about anything that gives survivors even a shred of counterplay to their so-called ‘tactics’—cough cough, easy-mode crutches.

    this entire community whines about everything. Killers and survivors. Hence the OP’s post whining survivors never get anything🙄

  • I’ve found that he’s pretty good with most builds. Played enduring, spirit fury, two can play, shadowborn and had a ball. His one addon the guitar that lets you see what gen is being worked on honestly makes him viable with all builds as long as you are good in chase.

  • what would you have them do to him to make him perform better? I’ve had several games with him and done fine.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547672#Comment_3547672

    The problem with 3 genning, is that killers can enforce it. Especially certain killers. It's not bad gen management if the killer 3-gens from the start.

    Camping early on no longer grants survivors a guaranteed 3 escapes unless they are coordinated survivors, which is rare. Let alone that the survivor on hook gets less than 8k BP in a game where you can get 18k BP for just playing. Both are issues.

    Survivors are the ones that have an endgoal. If survivors dont have a "it's not over till it's over" option, they literally have no incentive to try until they are the last one remaining for hatch. Since solo survivors both want the hatch if 2 survivors remain with 3 gens remaining, then you have survivors hiding from the killer at all costs without progressing the game. And you can't punish them for it, as it's not holding the game hostage.

    And I agree that killers should have fun too, but if killer fun is at the cost of survivor chances of escaping, then you have a problem that needs to be solved.

    As for a mechanic that killers need, adding an extra gen is overkill, but they need a mechanic that rewards them for hooking a survivor. Like 10 seconds of 10% haste to give them an incentive to run back into the match. Or guaranteed bloodlust 1 the moment they enter a chase within 60 seconds after hooking which remains for 30 seconds even if you kick any pallets (which to me makes a lot more sense than Bloodlust appearing after 30 seconds of not kicking any pallets or using your power in a chase)

    I agree with most of this. One of the two points I do not agree with is "but if killer fun is at the cost of survivor chances to escape" portion. The killer and the survivor's goals are conflicting goals. Odds are the fun of both sides will always come at a cost of the other's chance of succeeding because that's just how this game is designed. That being said, neither side should be able to completely delete the other sides experience.

    If BHVR is looking to turn this in to a game where 12 hooks is the goal for balance, that is perfectly fine by me. It is what I go for, which frequently leads to me losing games almost on purpose, because I want everyone to have a good time, even if that means I lose.

    They need to find a way to incentivize that playstyle, and "haste" is not a suitable reward for doing so. They should rework pain res, and give a weaker version as a basekit incentive for each consecutive unique hook. Maybe like 10 percent regression on a random gen.

  • @OnryosTapeRentals said:

    • Bloodlust 1, and at a stretch 2, is still necessary for M1 killers due to bad map design. There are some loops (i.e. Garden of Joy main building) that would just take too long for killers like Shape to catch up at if Bloodlust was removed.
    • Bloodlust 3 can go -- anyone who is regularly getting Bloodlust Tier 3 is pathing very badly and shouldn't be rewarded for it.
    • STBFL is a strong perk but it's only particularly effective on the weaker killers. Killers who hit with special attacks (like Nurse and Blight) don't get any real value from it but on someone like Pig it's kind of necessary. Nerfing it, especially without buffing the M1 killers, seems like a bad idea to me.

    While i agree with your first bullet it actually doesnt help very much with the garden of pain house as you can lose chase pretty easily and never really gain bloodlust or the ability to block the window. Garden of Pain should be disabled until they go through and rebalance it tbh.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530664#Comment_3530664

    While that may hold some traction, we know at this point its not going to happen. NOED has been an issue for years now and it's still running free so I don't see why mft can't. It may be an issue but if one side gets issues then so does the other. The devs hardly see it that way and enjoy taking things from one side and then working on the other after gutting the opposing side and adding 2 new chapters. The game itself is problematic in a few different ways and most of it has to do with the spaghetti coding and the constant pumping of new content without really looking into the actual state of the game

    Because two wrongs dont make a right. "This problematic perk exists so more problematic perks should exist" is the stupidest argument ive ever heard. Jesus. Do better.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530301#Comment_3530301

    Yet you're taking one simple sentence out of that whole post without really understanding the rest. Noed is just the one example I used since it's the easiest but there are other options for sure. My point is that you can't complain because a side has some counterplay

    Maybe i wasn't clear. I'm agreeing with you but in the opposite way. I don't think either should exist. I'm not complaining about counterplay, I'm criticizing a problematic perk that disrupts core mechanics in the game. Their is a reason movement speed is typically not touched very often, or if it is, there are several steps to getting it. MFT is entirely too beneficial for the low effort it takes to activate it. If your argument is "what about NOED" I'm answering with "please get rid of both." Seems like a decent trade.

  • @coco_shotz said:

    In all fairness at this point in the game there has to be some type of incentive to being injured, it happen so often especially vs a killer like the legion. There has to be some type of compensation for being constantly near death so these perks allow for an "all or nothing" approach. While it can be problematic to a degree, you can't say that these things aren't allowed cause if that's the case the perks like noed should also disappear since you didnt stop the survivors from doing all the gens therefore you deserve to lose. See how one sided that sounds?

    Anyone who has played this game for a significant amount of time is fine with NOED going away or being reworked. They would also be incredibly happy to trade it for a balance change of their choice. This "well what about NOED?" tactic got old 5 years ago.

  • Your drawings are adorable, don't apologize for them. <3

  • Of all the hills to die on... you choose this one..... yikes

  • @Thund3rstruck57 said:

    Let me preface this by stating that I am a huge Alien fan and I am very grateful that we are even getting an Alien chapter to begin with. That being said, I'm really hoping for 2 things on this chapter's release tomorrow:

    1. We don't get an Alien Queen cosmetic. I'm really hoping for a second Alien chapter eventually where the killer's power is placing facehugger egg traps and the Queen would be the perfect killer for that power. I get that they were going for a Xeno runner/drone archetype and in that regard, the killer's great. But it's been so long since we've gotten a trap killer and we really only have 2 (Trapper and Hag). The Xeno Queen would be such an amazingly unique trap killer. Also we could get the claustrophobic LV-426 station/nest from the second movie as a new map. Fingers crossed.
    2. They change the chase music. It was pretty bad in the PTB. Might I suggest hiring @FirsEncounter? Their Alien theme/chase music is honestly incredible and they have many other amazing compositions. Their passion and talent would be an amazing asset to DBD.

    Anyway, I'm still mostly excited for the new chapter tomorrow. Just slightly disappointed for now.

    we did get an alien queen cosmetic......

  • Come up with challenges to do on your own. The base game gets ultra boring after a while so you kind of have to come up with your own mini games within the game to keep the same love for it.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516348#Comment_3516348

    why do i sometimes feel like we are trying to explain such matters to a newbie? yes they can do it, yes it's at their will and not against the rules. but you think that's the topic here?

    Because people aren't interested in hearing the other sides experience. They are too busy defending their own. That's the issue on both sides most of the time on the forum.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516032#Comment_3516032

    My experience as killer is not this because I'm good enough to know to completely ignore these kinds of chases and the accompanying flashlight clicks that come with them.

    Leave it alone bub. They aren't trying to hear your side. They are just trying to defend theirs. You are literally talking to a brick wall because you have spoken clearly and yet their response is "why are you complaining?" when it's very clear. Let them be dumb.

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515847#Comment_3515847

    No I'm sorry I didn't understand. Yes we shouldn't forget about M1 killers but I don't understand the part where you mentioned both weak and strong killers should exist, don't they already..?

    Yes but I was stating that we can't forget about what the weak killers have to deal with just because there are stronger killers that could have been picked instead.

    Weak should not mean unplayable or basically agreeing to an auto-lose due to how the games current state is. Therefore both stronger and weaker killers should be able to exist in the game, without the weaker killers being an almost auto-lose if you pick them.

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515717#Comment_3515717

    Is this sarcasm? Sorry I understood literally nothing in this comment.

    What about it read as sarcasm? I'm sorry I understood literally nothing in your response unless you're just intentionally being ignorant?

  • @sukre1 said:

    After watching alot on YouTube of Texas chainsaw....dbd can't compete. Sure ppl will still play however I strongly predict dbd player base will significantly go down.

    Already have it pre ordered and ready for Aug 17th .

    I cant tell if this is bait or not. Like, every time any other multiplayer horror game comes out its supposed to be the "dbd" killer. While I am hoping TCM will be popular, cuz I love that franchise, its entirely too different to replace or even dent DBD's playerbase.

  • @jamally093 said:

    A side from camping tunneling is just annoying and overall boring. One gen went by ONE SINGLE GEN and all of a sudden that means let's tunnel one survivor. Okay I would get it if three gens went off back to back but one gen was done and all of a sudden that means let's tunnel. "Your fun is not my priority." I get it but still I don't see how you can find any fun in tunneling to me I find it just boring I'm seriously just trying to have a fun time playing the game since I still have hope the game is at least decent enough to enjoy.

    Before you ask I have taken breaks from the game countless times.

    I would rather be tunneled honestly. At least that means I'm not just holding M1 on a gen. That's the thing about this game though. Fun is incredibly subjective when it comes to the same side and the opposite side. I think the only thing the majority of the community agree on is Skull Merchant being Dull Merchant.

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515646#Comment_3515646

    Well don’t blame pallets if people choose to play M1 killers. Just saying.

    but we shouldnt forget m1 killers exist either. How about we make it so both strong and weak killers can exist in the game that way more people get variety in the killers they face?

  • @Phantom_ said:

    The same can be said about NOED, Blood Warden, and No Way Out, why is the killer being rewarded for not finishing their objective before 5 gens have popped or heck even when the gate has been opened? Why be rewarded by a perk that insta-downs survivors and rewards a killer who hasn't been doing so otherwise?

    Both sides have those types of perks. If you want to remove or nerf one side then you have to do the same with the other side to keep it balanced.

    Cool take them.

  • @appleas said:

    I think in the minds of some posters, reverting the healing changes while keeping the generator regression perk nerfs is perfectly fine and balanced to them.

    Also the comparison between Bloodlust and MFT is pretty laughable when Bloodlust was obviously not designed because Survivors had MFT but because of bad map design but this fact is seemingly glossed over.

    People in general tend to gloss over things when they aren't interested in seeing how other people are negatively effected by it. That's honestly the biggest issue I have with this community in general on both sides.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515078#Comment_3515078

    I just enjoy slugging as a strategy and mechanic in the game. It’s one of the few ways in the game to actually create pressure and slow gens down.

    Your idea for picking yourself up would complete eliminate slugging as a mechanic as then people would intentionally leave them on the ground since they can get themselves up and just sit on gens.

    You could limit it to one time like unbreakable. But to be honest, I would be fine with slugging being eliminated as a mechanic. Anyways, we've gotten way off topic lol but I've really enjoyed discussing this with you. I appreciate your candor.

  • @Livion said:

    As a Killer main when I get a crushing victory or close the hatch I like to give the last survivor door, I usually carry them and when they free themselves they look extremely confused and I have to hit the door for them to comprehend what I am trying to do, and they usually text me saying something along the lines of "Hey man thank you!, No killer has ever done that to me" and I just wanted to know if killers usually give door if you have found any of these killers

    Yeah, I like to give hatch most of the time. It really depends on how the team played, who the last survivor is and how they behaved/performed during the match, etc. If I've won, i've won, whether or not I get that last sacrifice.

  • @lidokain said:

    I agree that giving up is really lame but... there's really nothing that can be done about it. Not only would it remove the 4% chance that gives some clutch games, it wouldn't keep survivors in the game. If they wanna leave, they'll leave. If they can't suicide on hook, they'll just go AFK. The problem is people giving up, not so much the fact it's easy to do so.

    Very this. Are there definitely people who are just crybabies who get mad about one thing and give up? Sure, definitely. However, I've always found the approach of fixing what incentivizes the behavior more successful than punishing those who exhibit it.

  • @Deathstroke said:

    https://us.v-cdn.net/6030815/uploads/QV0IYVO9B0IG/screenshot-20230813-174440-youtube.jpg

    It's not like demogorgon is very strong killer and he is not either in store anymore so why are devs priorisiting nerfing him over some other killers who are much stronger and more problematic blight add ons, skull merchant 3 genning comes to mind. If anything demogorgon should be buffed not nerfed.

    I would argue that Barbs glasses is his best addon but it does seem odd to nerf anything about demogorgon in general.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514994#Comment_3514994

    So by that you would argue in favor of adding a skill check mini game while being slugged and recovered to max?

    Now it won’t be more unfun than being hooked and you can make yourself bleed out faster if you miss them.

    Actually, I'm not against this. However, I would be more in favor of just adjusting the game in a way that it makes it more detrimental to slug for no other reason other than to slug.

    Perhaps, if I recover to the point of "find help" I can keep going, but instead of being able to pick myself up, for every bar I complete, I erase a hook state and if I haven't been hooked, I can pick myself up. That way, strategic slugging wouldn't be punished but slugging for the sake of it, or BM, wouldn't be as boring because there is still something your able to do yourself about it.

  • @I_Wanna_Muffin said:

    I have played a lot over the last 2 days and every single game with the exception of a nemesis that DC and a single trickster has been blight nurse wesker.

    Can we get some kind of nerf to nurse blight because they are honestly just obnoxious to play against. Wesker isn't really that op, but hes by a mile the most played killer. I'm honestly at the point where i WANT to play against a gen kick skull merchant as at least it would mean that i'd get to play against something different for once.

    Another solution would be to nerf Blight, nurse and maybe wesker slightly(by making his hitboxes actually functional) and then just buff other killers, more regular balance changes would be nice to shake up a stale meta that's been apart of the game for years at this point. The game has so many amazing killers that are so fun to play against like the new Sadako(less fun to play admittedly), or Singularity, or dredge, or artist, or cenobite, or Billy(rip billy). You get the point there are so many killers that are fun to play and play against but people just don't really play them since why would you when you can just easily 4K on blight nurse and have a somewhat easy game on wesker. A lot of the op addons eventually got nerfed to have an actual downside like iri head huntress for example.

    We need more killers with counterplay like Sadako or singularity or hell even like oni where the counterplay isnt just try and mindgame the killer and pray they fall for it.

    Maybe my rng for games has been terrible, but who knows.

    TLDR: make the insanely op killers less strong and make the killers that aren't played because why would you ever play them when they are actual garbage when you could just play the OP ones. Maybe also don't balance mainly on kill rates because a killer with a learning curve of course will have a low kill rate compared to something easy and strong.

    People play them because they are fun to play and have a power in chase. Instead of asking for nerfs ask for BHVR to make the other killers fun to play and strong as well.

    Huntress is incredibly fun to play and can be super strong, but if you land on 90 percent of the maps that exist, her power reduces substantially (including her own map because of all the clutter and loops you can't throw over) Even with that she is still played quite a bit because she is fun.

    Sadako is much more fun to play now, because of the rework, and I think as more people give her a shot we will see more of her.

    Singularity isn't seen often because it feels horrible to work to set up your power just to have it taken away.

    Billy..... We all know why no one plays him.

    Trapper doesnt work in this meta and hasn't for a while because slowdown was nerfed too heavily to give him time to set up

    Hag is also a setup killer and can't really commit to chases

    Wraith, Michael, Ghostface: M1 killers that can't compete super well and don't really have a fun interactive chase mechanics

    If you want to see more killer variety, nerfing the strong ones aren't the way to go. Solving why the weaker, less fun ones, aren't played is what should be done.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511771#Comment_3511771

    Yeah and MFT requires an injure not the same as a cool down, it's a passive if your not hitting survivors then mft doesn't matter at all. People were calling for a time limit on mft. Imagine if sloppy had a timer like you hit the surv and they suffered for 15 secs then it reset pointless right?

    Both Sloppy and Jolt require you to win a chase by getting a hit. MFT is a reward for losing a chase by getting hit. I think anything, on either side, that rewards their side for not performing well, shouldn't have a huge reward attached. I think its poor design on BHVR's end.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515027#Comment_3515027

    My point is, i never understood any argument anyone has around "uninteractive" or certain things making survivors "lose agency"

    The entire game is designed around killers taking away a survivor's agency to do anything. That is the whole point of the game. It is essentially a game of freeze tag, where the person who tags you puts you on timeout so you can't play tag anymore until one of your teammates comes by an "unfreezes" you.

    Agreed on the freeze tag aspect. Again i'm not going to continue to get off topic. We can agree to disagree about slugging. In relation to the experiment, my point was it wasn't necessary to play sadako in that fashion if the end goal was condemned because it happens naturally regardless almost every match due to people not knowing how to manage their stacks.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514994#Comment_3514994

    I never understood this argument. Because being hooked is actually less interactive, because you can't move, and the "minigame" is as boring as holding m1 on a gen.

    different strokes for different folks. Regardless, this was an off-topic tangent between me and another person that replied. I appreciate your input on the experiment in your other response though.

  • @MikaelaWantsYourBoon said:

    Question is on the title.

    Let's hear it. Let's see what community thinks about current meta.

    Perhaps an unpopular opinion but I would like to see them go through, on both sides, each of the generic perks and see about adding a decent amount to survivor/killer basekit. With power creep of the game, a lot of the general perks as basekit could actually help the game feel a little more balanced.

    Survivor side:

    Deja vu

    Kindred

    Small Game

    Premonition

    Spine Chill (without the action speed bonus)

    Killer Side:

    Insidious (limit an area around the hooked survivor where it would not activate)

    Monstrous Shrine (for basement hooks alone with the same requirement of needing to be further than 24 meters away)

    Shattered Hope (reduce the amount of time it takes for survivors to place a boon totem to balance it)

    Spies from the shadows: Most killers eventually gain the ability to notice a crow going up (Have it only be active for the first 3 minutes of a match)

    Whispers: Once basekit spies deactivates this would activate for the remainder of the match, deactivating once gates are powered.

    Jolt: limited to its tier one level of 6%

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514207#Comment_3514207

    I'd love to see a map that is an actual town with lots of little details. Downtown Ormand could be a really beautiful map, I think.

    It would be so gorgeous because the one thing the art team is gonna do... is a great job. The art team is literally the best team BHVR has lol.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514322#Comment_3514322

    So you would say that the reason slugging is unfun is because teammates take too long or don’t even bother to come get you as quickly?

    Partly correct. I'm saying the reason slugging is unfun is because its incredibly uninteractive for the person on the ground. You hold a button until the meter fills and then you just wait. If teammates don't come, I'm not contributing to my team. I'm also not contributing to a sacrifice. I'm just existing by not getting to play the game at all. At least on the hook I'll eventually get to have a space bar mini game to entertain myself.

  • @AhoyWolf said:

    https://us.v-cdn.net/6030815/uploads/JA1CINAZM2ID/yooooooo.png

    These weapons are newly in the store and they don't belong to any other cosmetic set, does this mean we're getting these cool single cosmetic piece weapons again?!

    I love these to be honest, just some cool weapons!

    That doctor one is amazing.

  • @[Deleted User] said:

    Aesthetically coolest killer in game super annoying to face. Should have been a full chapter with The Labyrinth and Kirsty Cotton...

    Hard agree with this entire comment

  • @Exarion said:

    With all the overpowered exhaustion heavy survivor meta killer really needs a strong S tier anti-exhaustiong perk. Not rapid brutality, genetic limits, blood echo, fearmonger or some other weird stuff, but a strong anti-exhaustion perk that you can rely upon. With OP perk like MFT now being part of the game it's only fair.

    Who knows maybe it's already on the way in one of the next chapters. Also genetic limits and blood echo can really use a buff or rework.

    I actually don't disagree with this. I feel like a lot of the reason there's such an uproar when a new exhaustion perk comes out is because there is so very little you can actually do to negate them. I don't think boons are the survivor equivalent of hexes, at least not anymore, its exhaustion perks. If killers have a super strong perk its able to be disabled at some point, it has a limit, there's a counter of some sort, etc. Made For This doesn't necessarily have an answer in chase and you are essentially punished for not instadowning them.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514313#Comment_3514313

    You’re fine, no worries!

    So if they put you on hook, you just hang there doing nothing. If you get slugged, you can choose to just lay there and do nothing. How is that different?

    I've found that survivors/teammates are much more likely to come for hook saves, than to pick up someone on the ground. Especially if its hard to find them. Thats more of a teammate issue, but it seems to be the case in my experience. At least in a situation with knockout, you may not be able to see my aura on the hook but you still get the hook bubble in my general direction to go off of.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514271#Comment_3514271

    Just like how people jump into a locker to avoid tombstone Myers, there will probably be more players opting to go into the dying state in order to deposit their tapes.

    Good looping will still prevent her from getting a 3 or 4 man condemned kill. Because a hooked or slugged Survivor cannot be Condemned, some Sadako players may opt to go for hit and run even if they are in an advantageous position to get a down.

    Apart from giving Survivors base Aura reading of tvs within a certain range and nerfing her Iri addon (If Survivors can only deposit their tape at a certain tv, hitting them with the tape could increase their Condemned stacks by 1 instead of 2 and not destroy the tape), I think she will be ok.

    Thank you for taking the time to come up with some small tweaks. I do think, that in time, survivors will find a way to counter her a little more. Its still early. This definitely wasn't an experiment to get her nerfed. I was just curious as to how often it now occurred with normal gameplay.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514298#Comment_3514298

    See that's what I'm saying though, slugging isn't unfun for the other side. I would always rather be slugged.

    People don't hate slugging because it's unfun, there is objectively more things to do while slugged than on a hook, more perks to counter it, and slugging allows a second chance at life. The real reason people don't want to admit they don't like slugging is because they want to exit the game early on hook and it's an ego hit being slugged. That's why I said the hate for slugging is irrational. There's no logical reason to say it's less fun/boring/toxic any of that, than being hooked.

    First, I want to apologize for my tone in the previous reply it came off as snippy when i reread it. That wasn't my intention.

    Second, A lot, if not the majority of people would rather just be hooked so they can be left alone and saved and/or, if they are on their last hook anyway, get to go next. If you don't mind it, great, but me, put me on a hook and progress the game. If its a situation where there is someone nearby and you slug, cool, I get it. However, if you are just repeatedly downing me and leaving me on the ground to get condemned, or because you chose to not bring slowdown and you require slugging to compensate, I would rather you had just brought slowdown and hooked normally lol. It's not an ego thing, I'm not gonna suicide on hook, I just want the game to keep moving. Either you towards your win or my team towards ours.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514282#Comment_3514282

    That's actually my play style, I use Knockout.

    I think the hate for slugging is completely irrational. I do slugging to slow the gens down since I don't run any gen regression perks.

    I don't think slugging is an issue.

    My point is its unnecessary and super unfun on the other side. I personally like to play in a way that is fun for everyone and as shown in the data, is completely viable.

  • @MDRSan said:

    Honestly, when I’m on survivor and go against a Sadako (since the update at least) my goal for the match is preventing a mori, and gens come second. If I don’t keep those priorities I end up getting mori’d and gen progress is irrelevant anyway. I could be on death hook but if I’m in a situation where I will get downed but have enough time to remove condemned I’m taking the trade. There might be some degree of spitefulness in that decision but it is what it is.

    LMFAO I feel that though.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514277#Comment_3514277

    Yeah, I think she just needs more time for survivors to see her more and start to do her counter play as people are still adjusting. I hope they don't do a snap nerf on her this early. If she can't get reliable condemns she will be trash as that's all she currently has.

    I'm actually surprised how few Sadakos I've seen on survivor though, quite little.

    I mean, before I tried her out after the rework i was pretty hesitant to play her because it was just super unfun before. I think the main issue is the people who slug non stop with her to get the condemned when its not necessary and I'm hoping they find a way to fix that without nerfing her specifically because that's not a sadako problem thats a slugging excessively problem thats game wide.

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