Jokersmile
Jokersmile
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- Jokersmile
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Honestly i love the new DH i run it with Lithe and Resilience i've been able to tank a hit for someone or use it if caught in the open has saved me many times
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i noticed very little different in speed if any at all if you release it just before the Ding it takes timing and practice i am also a huntress main with almost 1200 hours
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3090208#Comment_3090208
It is impossible to get a streak like that in solo. Absolutely impossible.
I don't know who you are talking about, but I can say for sure he is in a full SWF. Everyone can already accept that SWF is too strong, and OP.
The same is true for Nurse.
It really isn't very hard to grasp.
No he wasn't he was solo 503 https://www.youtube.com/watch?v=o4xYh__gKSg&t=61s&ab_channel=WimaTV scoll to the bottom read the comment he posted a year ago he was at 503 escapes as solo
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/3083841#Comment_3083841
It's weird, I see a lot of survivors giving up when I play killer, but I have yet to see it as survivor.
It's a strange phenomenon, I know.
Same played 10 survivor games last night not a single DC and no one killed themselves on hook only had 1 tunneling nurse game and no campers
i haven't touch survivor in over a year cause it was boring it has been a lot more fun more chases through out the match
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@GoobyNugget said:
Now I just wanna say i am like, just a tad bit mad at the bloodpoint change, but in all fairness they did cut down the grind in this game so maybe it was warranted.
https://us.v-cdn.net/6030815/uploads/TUGOL51BS0JT/image.png
BBQ is and has always been a decent perk, in my opinion atleast.
Opinions on BBQ?
GoobyNugget.
Took it off of every killer except for huntress lol its still ok for aura and giving you some clue where they are working but there are better options
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3086071#Comment_3086071
The speed boost of the range should go, everything else is fine.
It has just been demonstrated by Dowsey in a chase btw. He was truly impressive with his jukes. He lasted a long time.
Funny even he thinks she needs to be nerfed https://www.youtube.com/watch?v=AQvgzuHNcs4&ab_channel=DOWSEY its more than just her Range add ons i could link more more Vids on why and how nurse should be nerfed from others if you like
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@SuzuKR said:
She is balanced. (With exception of range and three blinks add-on)
she not her range add ons and perks like Starstruck, Floods of rage, Pain res and darkness revealed she is a power house even with out these perks and just her range add ons she is no where near balanced this is not 2016 nurse anymore BHVR has turned her into an unstoppable beast in the right hands.
She no longer takes as much time to learn how to play before because of bugs and certain maps and her ability to have to ride a blink out with no way cancel or make it shorter and couldn't blink up or down she was consider hard to master and the community accepted her as she was.
This is no longer the case its time for a rework or a nerf even very good nurse main agree i can give links to their vids if you like
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I think it would have been better to just grant all Tier 1 perks and then P1-2 would grant T2 and 3 it would have left it more of an option to prestige now you have to P1 to get those perks
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@TheycallmeLix said:
What’s the point in this if the Killer goes for the unhooked person? He can literally do nothing about it and gets hooked again while the teammates can only unhook him and he gets hooked again. I hope the devs are gonna change it quickly since this feels so annoying that you can’t do anything about it if the Killer goes for you again.
What are your thoughts about it?
its Endgame bodyblock, BT or just leave the guy on hook and escape
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3082663#Comment_3082663
That is an interesting idea, though would it not hurt the survivors more in some cases?
Example, you have Call of Brine and Pain Resonance.
The survivors have two gens nearing completion. One gen is 95% and the other is 80%. The 80% has survivors actively working on it and the 95% has a downed survivor next to it. The killer kicks the 95% gen and hooks that survivor on a scourge that hits the 80% gen because that is the highest that is not actively regressing. Now both gens are pressured by the killer. The only person that knew about the 95% gen is on a hook and that is going down with CoB.
I know that is niche but that is what I thought when you mentioned it.
I mean yeah its something that could happen but as a killer main if i want a regression build Pain Res is gonna be in there because it always targets the gen with the most completion you can kick the gen with overcharge, COB and eruption then hook and get 15% on top of that as it is right now its just too much not so much because its only 15% but the way it works with other perks even jolt is too good with it
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3081663#Comment_3081663
Nerfing slowdown is not nerfing killers. You do not need slowdown to have a good game as killer anymore with good survivors. If anything, the buff to breaking house windows makes up for it. I play more killer than anything and I know how obnoxious those windows are. If you have specific input, say it. A blanket statement gets us both nowhere.
This is true i only bring one regression perk now and have been using Enduring and Brutal alot more
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@SekiSeki said:
First off, I absolutely love the patch and I am hyped that there will be more changes like these in the future to create an everchanging meta. I think that is the best thing for the game.
This post will cover the topics that seem to be most problematic within the game: mechanics, perks, killers. I probably missed something so don't shoot me.
By no means do I think these will solve all the potential problems or make everyone happy, I only hope to spark your mind and inspire new solutions, it can be fun to speculate on game balance as long as it is done in healthy way. Now on to it.
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New Breakable Windows:
All house window vaults are now breakable by the killer and will act similar to breakable walls, leaving an opening of a doorway.
Hook Change:
The Killer can no longer grab a healthy survivor unhooking, only an injured survivor can be grabbed.
New Status Effects:
Perseverance:
Upon being unhooked by another survivor, gain the Perseverance status effect for 60 seconds. While this effect is active, when being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 3.5 seconds. This effect will continue for the entire duration, affecting multiple pickups. Perseverance will disable when performing a conspicuous action, taking a protection hit for another survivor, if another survivor is hooked, or when the exit gates are powered.
Ties of Light:
When a survivor is hooked, all survivor actions will glow yellow for survivors for 4 seconds every 12 seconds (4 seconds on, 8 seconds off). This includes healing, totems, generators, and other channeling actions.
Conspicuous Action Change:
Added being healed one health state to list of conspicuous actions.
Added entering a locker to list of conspicuous actions.
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New Mechanic:
Relic:
The Relic will spawn within the map upon a survivor being downed. It's aura will be revealed to all and will remain for as long as a single survivor is downed or hooked. The Relic can be picked up and channeled by survivors. Upon channeling, the Relic will pause the bleed-out timer and hook progression of the current downed or hooked survivor. The Relic has a usage duration of 90 seconds and will be removed from the trial when charges are consumed.
The Relic has three potential spawning locations: where the basement did not spawn or one of two exit gates -- it will prefer the furthest location from the current downed or hooked survivor.
If the survivor drops the Relic, it will vanish and respawn so long as a single survivor is downed or hooked. While channeling the Relic, the survivor can move freely but cannot perform any actions (similar to how survivors remove crows by Artist). After channeling, the Relic is bound to that survivor and will prevent the dropping of the Relic for 10 seconds.
While channeling, the entity becomes enraged, causing all generators to give continuous skill checks (like 'Merciless Storm' without the blocking) after 5 seconds and a sound cue. If a survivor working on a generator misses a skill check, normal regression will be applied along with a loud noise notification for the killer; the continuous skill check will pause for 3 seconds after the failed check attempt.
If the Killer hits the survivor holding the Relic, all generators will be blocked for 15 seconds.
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Perks:
Killer Nerfs:
Generator repair penalties now stack multiplicatively and not additively. This acts as a diminishing return toward gen repairing speed debuffs, similar to how healing speed diminishes when stacked with Self Care.
Current example we will use is Hex: Pentimento and max Thanatophobia, 30% and 22% respectively.
Current Math: 90 c / (1 - (0.30 + 0.22) c/s = 187.5 s
New Math: 90 c / (1 - (0.30 + (0.30 * 0.22)) c/s = 141.96 s
Eruption:
Generator regression from 10% to 8%. Incapacitated affect from 25 s to 16 s.
Scourge Hook: Pain Resonance:
Generator regression penalty from 15% to 10%.
Thanatophobia:
Reduces the current penalty from 5.5% to 4.5%.
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Killer Buffs:
Beast of Prey:
Now also removes chase music upon reaching bloodlust.
Blood Echo:
Removed Cooldown
Claustrophobia:
Extended duration of effect from 30 seconds to 90 seconds and can only affect the last generator completed. When the exit gates are powered, the duration will be removed, and the effect will remain indefinitely around the last gen completed.
Death-bound:
Removed the 32 meters away condition.
Fire Up:
Increased stacking gains from 4% to 4.5%. Total increased from 20% to 22.5%.
Furtive Chase:
Now gain a token when a survivor is hooked.
Gearhead:
Now will reveal the aura of great skill checks for 10 seconds, no condition.
Hangman's Trick:
Increased range from 6 m to 8 m.
Hex: Huntress Lullaby:
Totem is now lit upon first hooked survivor.
Hex: Ruin:
Totem is now lit upon survivor letting go of a gen before competition.
Hex: Third Seal
Totem is now lit upon first hit.
Iron Maiden:
Now reveals survivor aura for 4 seconds.
Nemesis:
Increased aura reading from 4 s to 6 s.
Overwhelming Presence:
This effect is now map wide.
Septic Touch:
Survivors now suffer from the oblivious status effect.
Territorial Imperative:
Now reveals the auras of survivors within the basement, no cooldown, no condition.
Unnerving Presence:
Added the increase of Killer terror radius by 8 m.
Unrelenting:
Increased missed attack cooldown reduction from 30% to 40%.
Zanshin Tactics:
The auras will change red for the duration a survivor interacts with them.
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Survivor Nerfs:
Circle of Healing:
Now does not work additively with other healing speed gains but multiplicatively. (Targets Botany)
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Survivor Buffs:
Decisive Strike:
When under the effect of Perseverance, strike with greater might and add an addition 1.5 seconds to the stunning of the killer (Total 5 second stun).
Blood Pact:
Removed ties to obsession and will now work on the last survivor healed.
Calm Spirit:
Reduced action speed penalty from 30% to 15%.
Clairvoyance:
Now activates upon completing any action on a totem, for up to 5 totems. Interacting with another totem resets the timer. Range is reduced from 64 m to 48m. Duration extended from 10 seconds to 15 seconds.
Corrective Action:
Increase obtainable stacks from 5 to 10.
Guardian:
Extended effect from 8 seconds to 20 seconds. Deactivates on conspicuous action.
Poised:
Effect extended from 10 seconds to 20 seconds.
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Killer Balance:
Nurse:
Blink attacks are now considered special attacks and will not trigger basic attack effects from perks.
Add on's:
Kavanagh's Last Breath:
Reduced blink range and charge time from 30% to 16%.
Heavy Panting:
Reduced blink range and charge time from 20% to 8%.
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Blight:
Add on's:
Compound Thirty-Three:
Increased stun duration from 1.5 s to 2.5 s.
Alchemist's Ring:
Upon hitting a survivor with a rush attack, instantly recover half of your rush tokens.
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Spirit:
Add on's:
Mother-Daughter Ring:
Reduced movement speed gains from 40% to 30%.
Kaiun Talisman:
Reduced phasing duration increase from 20% to 12%.
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I'll add more when I get further perspective. I know this is heavily survivor sided but to be fair, the patch pushed heavily in favor of the killer, which was definitely needed. I love how the patch helped lower tier killers, but unfortunately, it did the same for higher tier. I can play low end killers without needing to bring 4 slowdown and still have a game last longer than 5 minutes, it's wonderful. I feel like that is how the game should go. Slowdown perks should not be necessary, nor should they be oppressive.
Please give input, whichever side of the fence you are on, let me hear it. I'd appreciate if you gave feedback, but I know where I am asking so I don't expect much of it.
Scourge Hook: Pain Resonance:
Generator regression penalty from 15% to 10%. Should also change it so that it does not apply its affect to Gens already regressing it pairs too well with other perks
Eruption:
Generator regression from 10% to 8%. Incapacitated affect from 25 s to 16 s. I would say keep it at 10 and reduce incap to 20 the perk already requires killer to kick the gen then get a down but yea 25 seconds is a bit much
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I just hope Devs are looking at it would be nice to know if they are aware its been said since PTB that Thana would be strong not sure if anyone mentioned anything about Pain Res tho
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@sonata93 said:
Since the update, I've seen more Nurse's than usual. The issue is that whilst the buffs to Killer basekit/perks really helped lower-tier killers, it's made Nurse essentially broken. People say "learn to counter her", but try countering a Starstruck/Infectious Nurse, or one running Pain Res or DMS... there's quite literally no counterplay to her as her power completely negates the basic mechanics of DBD.
I went against one before who brought a Midwhich offering. The game was over within minutes and nobody even got anything over 10k BP's. It's absolutely ridiculous and needs to be addressed. I don't condone DC'ing, and when I go against a Nurse I just see the game through, but can you really blame people for not wanting to verse such a broken killer?
the only counter to nurse was spread out and do gens and even then if they were good you were lucky to make it out now that this patch has dropped 10 more secs to gens give her more time to blink around and rekt people
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i can't blame survivors for not wanting to go against nurse she is in need of a nerf she no where near as difficult to play as she use to be
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@gatsby said:
Thana isn’t really overused. It’s almost exclusively used by Legion players and Legion is being played a lot.
Pain Resonance, yeah its strong, but idk what the Devs can do. It’s convent and Killers like it but numerically it’s pretty balanced in the context of perks like Pop, Surge, Eruption, Call of Brine and Overcharge. 15% isn’t that high and numbers nerfs might not work because its so convenient to use
I ran Thana, Pain Res, Eruption, Overcharge on Trapper got a 4k against good survivors with 4 gens still up they got 1 gen cause i let it happen so thana can be put into any slow down/ regression build on any killer and still overperform Pain Res is working to well with perks like jolt, Eruption and overcharge all because it can target gens already regressing making it 10% it losses some value and keeps it more inline with other perks
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082451#Comment_3082451
Yeah, but can you imagine the outrage from people who still use self care and the killer is running sloppy and thana 😂
Green med kits and COH is still in the game and still used often the effect wouldn't be too bad
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Made little to no difference i was fine with the perk being 100% bonus healing but killers should destroy the totem when cleansing it survivors set up boons in dead zone if you chase you lose gens if you don't you lose the chase makes for long boring games of just waiting for survivors to mess up to get a win.
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@Xendritch said:
So Wima escaped as survivor 383 times in a row does that mean the game is extremely survivor sided?
If i remember right he stopped counting at 503
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i was able to get it with 3 gens still up no one was using any boon perks and was running hex plaything.
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@dallasmedicbag said:
I don't understand why many people think Hag is a killer that's S tier or A tier. Every time I'm up against her she rarely gets more than one kill and she is so undeniably terrible at chasing.
At least trapper is 115% and with Hag, you can run her for miles and never get hit. She places a trap? Ok cool just keep running to another loop she won't be able to catch up. She's carrying a survivor? You bet your ass that I'll trigger most of her traps before she gets a chance to teleport.
Sure at low MMR where survivors don't know how to crouch when unhooking she's powerful. But most of the time she gets destroyed by boon totems considering hag mains never chase for a long time.
Hag is not a chaser and will have a lot of loops shut down as far as trapping near a hook goes good hags only place 1 leading to a hook and not right on top of it
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@luvcraft said:
What perks were you using? I presume Discordance was in there?
no i was using M&A, Hex Plaything, Nurses Calling and BBQ was using Severed Hands and Silver bell but the other add on doesn't really matter.
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https://www.youtube.com/watch?v=-xA_DIQHXk0&ab_channel=Azeez this is from another player. The addon is just too overwhelming while i had fun using it being on the other end of it wouldn't have been.
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@Crowman said:
So you want to kill an addon that allows you to double damage survivors once since any survivor after that happens is going to avoid each other.
You want to turn this addon into a form of iri heads and the power level is not even similar.
yes this addon is busted i slugged 2 survivors with 3 birds while chasing a 3rd its much worse than old iri head in some cases and survivors can't avoid each other all game like i said i could have ended matches early but played it out just to see if survivors would counter it in some way while at times they did it still came into play where i was able to injure multiple survivors.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2685519#Comment_2685519
But it has a drawback, Survivors splitting up. It's their fault they got demolished
umm there are times when survivors can't split up like i said the build i was using made it very consistent multiple times in multiple matches in high MMR the survivors weren't dumb it shouldn't be a thing. The Artist is balanced but this addon isn't.
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@ThatOneDemoPlayer said:
No, she doesn't need nerfs. The Addon can be outplayed by not sticking together, if the Survivors didn't do that to counter it, it was their fault
not saying nerf her but this addon needs changing like i said i was able to do this consistently with the right build there was nothing they could do i had no regression perks and could have ended the match at 4 gens easily but didn't just to test this out over 5 matches. Severed Hands makes it possible to injure 3 survivors i have yet to do it but i almost got it last night this should not be a thing or at least have a drawback to running it.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681531#Comment_2681531
Thats my point she's pure anti loop with some map detection. Unless you run a specific set of addons your a m1 killer because in my last 5 matches as soon as the survivors hear me channeling to set up birds they leave the loop and you can't use her power.
Try playing her as range thats how i play her don't spam birds thru every loop. It's harder to play her this way but way more fun and rewarding.
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@indieeden7 said:
Because a lot of players have relied on Ruin to do all the work for them, when Ruin, Undying was in practically every match, did people not expect survivors to adapt and start priorising cleansing hexes ASAP?
i dont think thats it Killers complained about the crappy RNG spawning of the hex right next to survivors at the start of the match or right out in the open we do expect survivors to cleanse them just not in the first 30 seconds of the match starting
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You shouldn't run ruin without undying as other say corrupt is good or you can run deadlock which i like better.
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i think she is totally fine where she
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@coolmacc said:
Killers always complain about playing against the same 4 perks then they complain when we start using boons. Survivors aren’t gonna play handicap perks so the devs can either release new perks that are strong or buff old perks either way.
I don't think killers want boons to be nerfed as much as they want a better way to deal with it like letting them break the totem would be a good start.
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I agree she is the only broken op killer in the game but she doesn't need a nerf its only in the right hands she is like this there are not many people who play nurse at this level
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I tend to play very aggressive on the side of the map i want to keep gens up on after i hook i go check gens if no one is on them and someone unhooks i'm going back to find the survivor who unhooked its pretty standard. Now i'll slug the person off the hook if doing something dumb like healing under it and if the person who saved runs to an area i'm not going to chase through then yes i'll put that survivor back on the hook.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/260362/good-huntress-build
Iron Maiden seems so stupid IMO. Does it ever work in the killers advantage? You could use no perks and get a 4K with her busted hit boxes and heat seeking hatchets.
Yes for huntress all the time survivors know huntress uses BBQ so they go into a locker and when they hop out you know where they are at.You also have the rare times where they are exposed and in melee range.
I'm not even gonna begin to try and unserstand what you mean by busted hit boxes and heat seeking hatchets but you are more than welcome to upload your huntress gameplay and show us what you mean
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2303015#Comment_2303015
This post is coming from the guy who wanted killers to be 4.2 movement speed. Slower than the Huntress or reduce a killers' lunge to make survivor easier. I would take his post's with a small grain of salt.
Ahh i see i thought he was really good at killer and found it boring cause he said he 3-4k all the time
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@[Deleted User] said:
Going to say right now, because I know many are going to get this wrong: 99.9% of SWFs do not have comms even approaching Oracle's level. Remove that thought from your mind. Those comms are refined through years of constant practice. Those comms are elite for a competitive team. The average pub SWF isn't comm'ing at that level on a Friday night in between mouthfuls of food.
lol you dont even need to have comms at oracle level most players aren't playing at Dowsey lvl so if you compare an average SWF using their comms and an avg killer the outcome is the same it looks just like this but the match might be extended by 1-2 mins
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2302049#Comment_2302049
Is Bitter murmur really that good? I glaze over that perk all the time. And whispers? I have tried that before but honestly it just confuses me more than anything else. Can never understand where they're at.
Yes bitter murmur does 2 things for huntress
1 sets up a hatchet hit just after a gen is completed can even be cross map if you're good
2 gives you information where survivors are going
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@van9684 said:
I see a lot of complaining on here about how awful and difficult it is to play killer, how unfair the game is, yet most of you are killer mains. So why is that?
I played killer only for a long time and it was just too easy. After that initial learning of the game, I never had to get better or develop new skill so I switched to survivor. I also like the teamwork aspect. So, why do you continue to play killer if it’s so bad and makes you angry?
If you are really that good you should consider streaming/youtube make money while being that good at the game
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There is so much to do as killer the match is intense from start to finish. When i play survivor its the same thing over and over not being chased work on a gen not unhooking work on a gen you can do totems if you want but always be doing gens
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get rid of STBFL and beast of prey use corrupt, whispers, Bitter murmur, i'm all ears in place of the other 2
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Bond, Resilience, DH, Iron Will
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If you are new to learning huntress and want to get better with her Run Bitter murmur, I'm All Ears, Nurses Calling, BBQ and run glowing concoction addon aura builds will help you improve with hatchets
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corrupt for early game gen defense
whispers for early game chase/ mid - late game it helps pressure gens
iron maiden for faster reload and sometimes you'll get value off the exposed status
BBQ for snipes/info
Addons are just what i feel like running Glowing concoction and Belt or Belt and Oak Haft you can mix it up
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2262545#Comment_2262545
I don't think that glimpses would break her character - they would provide some much needed information to the survivors. The frequency and duration of these glimpses would obviously have to be tested and played with to see what would work and what wouldn't.
I personally think that one every 2 seconds would be fine if it didn't last for ages and was "spirit-like" in a sense (so it wouldn't be really easy or too hard to see). This is because her default phase time is 5 seconds so survivors would get 2 glimpses per phase which is just enough information for them and the Spirit would roughly know when a glimpse of her will appear so she can prepare for that and potentially mind game the survivor. It would still keep it as a kind of guessing game scenario around certain pallets and windows, but it would allow both sides to anticipate and prepare what they're going to do next. However, testing could prove that 2 glimpses per phase is too much or too little, which is why I think the idea needs to be tested before anything happens with it, like in a PTB (obviously I know that PTB excludes console players which is unfortunate but at least some of the community would be able to test and provide feedback).
As for increasing phase duration, I believe that can be done with add-ons so that isn't a large concern for me. If it proves that 2 glimpses are too much then longer phases or increased recovery or speed could be a potential solution. Testing would once again help indicate that.
Also her ability to see scratch marks and blood would remain the same so it would not completely change the Spirit that players are used to and know how to play. It would just introduce a new element to her gameplay that people would have to learn how to use. Additionally, it would mean that Stridor Spirit would be skilful as currently it is just an instant win for a Spirit and too many Spirit players rely on it too much.
it would break her unless she could also see survivors.I understand where you are coming from but you seeing the issue from only one side the biggest problem survivor has with spirit is that she can just stand still with no information if she is using her power or not my suggestion fixes those issues.
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2262530#Comment_2262530
Thanks for the suggestion, I'll probably go do that so I can fully understand your point.
yea once you see how she plays you'll start to understand why anything more would destroy her
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2262454#Comment_2262454
I can see how this could potentially work, but I'm still unsure about it just because of the things I already mentioned. I think I'd have to actually see it in-game to fully understand it and try it out.
Would the footsteps be loud enough to hear over chase music? Because if not then they might not be very useful (for both sides).
you would have the same advantage spirit does i would suggest you to go play spirit for awhile and equip mother daughter ring and track with her using sound so you can see
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@velosinhooo said:
https://forum.deadbydaylight.com/en/discussion/comment/2262477#Comment_2262477
I talked about her add ons and why they should be nerfed instead of her, if they nerf her actual gameplay, she becomes complete garbage.
only add on thats needs to change is amulet cant be used with speed add ons. Ring and amulet is the problem it allows her to still move at lightening speed while remaining in her power for a long time
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@YuisPinkBob said:
https://forum.deadbydaylight.com/en/discussion/comment/2262429#Comment_2262429
If you're in a chase with her it might be hard to keep track of her, plus this would be less useful on indoor maps without lots of grass and if the footsteps are a noise then the chase music would overpower them. I do think it's an interesting idea however.
thats how spirit tracks it will be the same on both sides. See heres the thing survivors are not use to using audio you'll now have a way to tell if she is using her power and the spirit player will need to be smart by avoiding the grass and listening to try and mindgame the survivor
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I feel the only change spirit needs is light footsteps and grass to move while phasing anything more gives survivors too much information a change like this will make it fair on both sides.
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@TheBigGoo said:
As a killer main, I want to ask other killer mains what their biggest weakness is as a killer?
Like for instance, I can run loops no problem, but if a survivor is really good and making me work for it I get tunnel vision. Suddenly I forget how to loop or midgame and screw myself over.
Time management when it gets close to the end game and 3-4 survivors still alive and last gen is about to pop its hard for me to decide whats the next best play to try and win most times i overthink it and just end up losing lol