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JustAShadow

JustAShadow

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JustAShadow
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  • Wolf form is actually really good, just deceptively hard to get the hang of, so most people avoid using it.

  • Coal Tower is definitely my favorite for killer. If I could I would unironically only play this map as killer. Favorite for survivor is probably Blood Lodge or Gas Heaven.

    Least favorite is RPD for killer and Forgotten Ruins for survivor.

  • @Aceislife said:

    I have the opposite experience, since the last update killers seem to reach my back from further away than before.

    Yeah, I tried playing survivor and I get hit from borderline coup de grace distances. A similar thing happened before around 2020 when survivor was literally unplayable for a week or two due to massive desync issues. Now both sides get hard desynced so the game is unplayable as a whole.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810358#Comment_3810358

    Nothing as detailed as a guide - a quick outline of how to play, say, a strong/long i filler and a say, trash pile gym. How do you avoid dropping the pallet way too early while also not giving a free hellfire hit?

    You don't drop a pallet at him when he is already mid charging hellfire. Unlike Phead he can't cancel his power and still gain distance on you for free m1, he either has to go past you and block a pallet then cancel to get m1 or hit his m2. For the first scenario I'm not sure if any instructions are needed, for the second scenario you have to look at where he's aiming(similar to Phead) and dodge accordingly like you would do it against Phead. A lot of survivors I've versed have understood how to play around that so I usually flick at their direction with hellfire instead of looking at them while aiming and that usually ends up in a hit - so if Dracula is chasing you around, say, nornal Macmillan filler and he's not looking directly at you while holding hellfire then you can expect him to try flicking at you.

    What's also important to know is that it takes a pretty long time for Dracula to charge his hellfire so if you have enough distance or you are at a pallet while he hasn't pulled his hand up then he either wouldn't be able to hit you at all or he would have to guess and try flicking at you.

    I want to add that there is no miraculous way to always outplay hellfire, a lot of it boils down to both sides trying to predict what the opponent is gonna do but I think that's how powers should generally work in this game.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810342#Comment_3810342

    Please do humour me, cause if neither distance, nor obstacles, nor holding checkspots are an option against a killer, how exactly do you outplay him? Which options do survivors have to outplay him? I am actually curious to know, cause I'm at a loss. Don't play nearly enough to encounter him often enough to go trial-and-error until something works.

    Do you need a guide how to outplay hellfire and wolf?

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810337#Comment_3810337

    Majority of the people here, from what I've read, placed him in high B tier / low A tier, but it was before last buff. Last buff really made him really strong A tier killer and raised his skill cap higher. I actually didn't plan to play him a lot, but this buff definately changed it.

    Same. I wasn't a huge fan of him on release but the buff made the shapeshifting playstyle so smooth that he became one of my mains.

  • For some reason a lot of people complain that he catches up too quickly which is kinda weird because it's actually good design - it eliminates most of the shift W slog and forces survivors to play tiles against him, and while his chase powers are pretty decent they also give survivor enough options to outplay them.

  • Since they nerfed his infection they really need to reduce his base power cooldown. Having 12 seconds cooldown for his 2 dashes is kinda insane. Should probably be somewhere between 4 to 5 seconds for a dash to recharge. Also after grinding Dracula and getting the hang of the wolf form, playing Wesker just feels off(and I have played hundreds of hours as this killer), the environmental collision is really unpleasant and I think it would not hurt to give Wesker the same hitbox as wolf has or just make it not as sensitive to every single pixel on a map.

  • It's gotten so bad I have to play a bot match every time I log into the game to brush all the lag away before actually playing. Started happening after Castlevania chapter got released.

  • The only thing I want to know out of this ptb is how severe the Unknown's nerf actually is, which is kinda funny because I had such high expectations for his possible changes before I read those patch notes…

  • Xeno is just very clunky and frustrating to play with current turret mechanic and the tail attack being wonky and inconsistent.

    And now with Nemesis buffs, there is really no reason to play Xeno unless you just really like the character. Nemesis whip is way more consistent and fluid than Xeno's tail and he also doesn't suffer from the obnoxious turret mechanic.

  • Perk changes are alright but killer changes vary from mid to awful.

    If I understood correctly, Unknown won't be able to tap m2 to fake his power and is not getting any compensatory buffs to his already underwhelming UVX, other changes are just the bare minimum teleport Qol.

    SM - sounds like a joke nerf from reddit, can't even comment on that. Honestly, despite my distaste towards this killer, these changes just seem unprofessional to make.

    Twins are fine on live and don't really need extra changes.

    Billy changes are okay I guess.

    Finisher mori - could not care less.

    Overall, one of the most disappointing patches in a very long time, don't see myself even downloading the PTB.

  • I honestly think Ruin is fine right now and the thing that needs to be changed is the current hex mechanic. Either the totems need to be actually well hidden or they should be indestructible for a period of time at the start of the match( like 60-120 seconds).

  • This mode is objectively survivor sided if both sides actually know what they're doing, but playing killer here is way more fun and the lack of matchmaking does a good job of making the mode very chaotic and kinda "balanced".

  • Exhaustion perks are an example of classic DBD balancing dilemma. Some of them are too strong against average and weaker killers and at the same time they feel necessary against stronger killers…

  • I have noticed it too and it makes playing killer really annoying.

  • Good chase is better than good mobility on average. Usually killers who have good or even great mobility won't even get rated over B tier(prebuff Billy, Dredge, Sadako). Yet there is a decent amount of killers that are considered higher tier without having much or any mobility at all(Artist, Pyramid, Slinger, Chucky, Plague). Even Nurse doesn't have actual mobility to traverse the map, although she has vertical and burst type mobility to be able to catch up and control a small area.

    Mobility is obviously a strong tool that is featured in the S tier killers such as Blight, Billy, and even Spirit(to a lesser degree). But by itself it doesn't mean much if the killer can't end chases quickly. If anything, the strongest part of having mobility in a killer's kit is being able to circumvent the hold W process to reach the survivor which is why "raw" mobility(Oni in power, Wesker, Blight type) outclasses "preset" mobility(Dredge, Sadako, Demo, Xeno).

  • Dredge is garbage on any map but Midwich and Hawkins.

  • @glitchboi said:

    The thing with that is that it would remove the counterplay of going close to the Unknown in order for the projectile to bounce off of the survivor and not explode onto them. The lack of reward for direct hits encourages using Unknown’s unique attribute of having to bounce the projectile off a wall in order to damage the survivor.

    You can sometimes counteract the counterplay by bouncing the UVX projectile to the closest wall of the survivor to explode it, but there are many scenarios where you just have to M1 as Unknown.

    I'd say he doesn't need guaranteed counterplay of just running into him considering that he already has to hit survivors twice to get a health state and has a pretty short window to be able to actually apply damage without weakened wearing off.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739229#Comment_3739229

    I don't think it's add-on related, and if it is, it's not this one

    Most people who abused this bug were using a combination of Blighted Crow and something else, usually second speed. So probably not addon related.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739045#Comment_3739045

    Difference is locker exploits could be used to take the game hostage if the killer wasn't pyramid head or artist. Also you know literal invincibility for running into any locker is WAY more game breaking.

    A few years ago there was a bug with the Nurse that allowed her to move at her blink speed permanently and it was bannable. There also was a bug with the Knight with the same premise but not sure if it was bannable or not.

    Even though this bug doesn't allow to hold the game hostage, it completely removes most of the gameplay from the match and is a free "I win" button and I think this is not something that should be treated lightly by the devs.

  • @Brimp said:

    Slow down there bud, its an ADDON that needs to be killswitched not the entire killer.

    So the reason of this bug is none other than Blighted Crow?

  • @Royval said:

    What bug?

    I'm not gonna say how to exactly replicate it but Blight can break pallets with his power and not have any cooldown at all and be able to freely walk forward and get hits. Kinda similar to his old Compound 33 addon but even stronger.

  • @BasementDweller said:

    They're not going to ban people

    Using exploits is a bannable offense and always has been. People got banned for using the locker exploit as survivor as far as I know so I don't see why it should be treated any differently.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737118#Comment_3737118

    I mean, from the wording of it it will most likely be some form of nerf. In my opinion FoTD is perfect the way it is now, it doesn't need any nerfs or buffs. I don't think it should be uncrouchable though, unless they also implement some compensation nerfs to FoTD.

    It's really not that difficult to fit between skeletons to dodge them considering they have extremely small hitboxes. Also crouching makes the item to show them completely useless as you can always crouch dodge just from the sound cue.

  • Surely they are not nerfing Flight of the Damned insta-tech. Surely they are making it not crouchable, right?

  • Completely depends on my killer pick and how fast the first down happened. If I play Blight and down a survivor within the first 30 seconds of the match it might as well be a 50% chance of someone giving up. With Oni, whose early game is usually bad it's pretty rare to see someone give up at the start, maybe 1/10 games max. But people also tend to give up pretty often midgame even if the game is winnable for them.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736045#Comment_3736045

    Elden ring duo fights in general are awful because both enemies do not work with each other.

    Both fight as if fought alone. Together, it just becomes a nightmare. You get stun locked and die. The worst are the gargoyles because of their aoe vommit.

    Godskins are fine IF you deal enough damage. If you do a low dps run, they are the worst fight ever.

    I'm super hyped for the dlc. Literally need that stuff now.

    Personally I've never had problems with valiant gargs but it also might be because I always got there overleved. Kinda similar to Fortissax that I had to make a playthrough where I just speedran to him to not be gigaoverleved and not kill him in like 10 hits.

    But generally yeah, there is not a single good duo boss in the game but maybe they're gonna deliver some good duo fight in the DLC(hopefully more like demons duo or twin princes in ds 3 and not lud and zallen dps run).

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735732#Comment_3735732

    Despite the Godskin noble being what you said, I can't help but love him. He's so bad that he's good. Same with THE encounter.

    The only things in this game that I genuinely despise are:

    • Sir Gideon Ofnir the all spamming
    • Valiant Vommiters

    I love Elden Rings art design. As someone that has researched a lot in the field of character design and even wrote papers about it, Elden Ring is truly a sight to behold.

    I would say that I hated the repeated major bosses the most, especially Godefroy, that thing was inexcusable, also Astel repeat was completely unnecessary and THE encounter could've had that Ornstein and Smough twist…

    Now we can wait for DLC and see what designs it's going to grant us.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735723#Comment_3735723

    Godskin Noble: Beyblade move and it's ridiculous hitbox / Nobles presence is just a middle finger XD

    Godskin apostle: actually ok

    What I love about them is the adorable hard coding to throw a fire ball when the player pushes the heal button.

    Also. Yes. Of course THAT encounter.

    Ye, Noble is a ######### xd

    If they are ever added in Dbd it would be very funny to give them power that automatically throws fireballs at survivors as soon as they are locked in animation :D

    I thought their image might be triggering because they, you know, skin gods and wear them as robes.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735706#Comment_3735706

    Nito would also be cool. Maybe just as a skin for dredge.

    Please get anything related to the Godskins away from me... I think Mohg would be amazing with bloodflame otherwise, a black knife assassin could also be cool. They could cloak themselves and go for sneaky hits.

    Nito sounds great, although he seems too big for Dbd and they would have to downscale him a lot.

    May I ask what do you not like about Godskins: their aesthetic or is it because of THAT encounter? :)

  • I'd really want an entire chapter of DS/ER. I think someone like Artorias would be pretty doable to implement. He could have his flips and dashes as power and buff himself with the dark as his "ult". And he can be called his iconic The Abysswalker title.

    Also it would be cool to see Fume Knight or Pontiff Sulyvahn but they would be harder to implement, although I think they could get their combo attacks as power and they both have ranged attacks(Pontiff even has multiple to choose from)

    For Elden Ring I think Godskin Apostle would be a pretty good choice and maybe Mohg would fit.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415981/about-vecnas-flight-of-the-damned

    Use them through walls, or to force survivor to have to crouch to guarantee a hit like in the second clip or prevent them getting distance in a loop.

    If you throw them in the open while they are looking or already on a pallet, then yes, it won't do anything.

    Survivors can hear you placing the skeletons through walls and crouch for a moment to dodge and they won't lose that much distance. There are a few scenarios where the power can be useful: when you're chasing the survivor to a window and place them so the survivor is forced to crouch which results in a medium vault instead of a fast vault, and when you manage to spawn skeletons right on top of the survivor at a loop(which doesn't happen even slightly consistently). You can also sometimes hit a semi long range shot through a wall but with the spread being this big the survivor needs to not pay enough attention to get hit by it even without crouching.

    Again, I understand the application of the power right now, I just think it is underwhelming and simply not good enough at the current iteration.

  • @Crowman said:

    The strength of the power is the ability to force survivors into bad positioning. If they crouch to dodge, you simply walk up to them and hit them.

    The first clip you should have just swung as they can't be crouch and throw the pallet forcing a hit either way.

    If you hit them in the 2nd clip, they would have just had a sprint burst to make a different tile. You got a hit either way since you zoned them.

    In the first clip he couldn't swing as he was still in the cooldown after using the power.

    In the second clip I'm just trying to show how silly this crouch counterplay part for this power looks.

  • I would say that having to wait 38 seconds to get a chance to misposition survivors and MAYBE get a hit is not good at all. I'd rather have his Mage Hand be a bit weaker but have skeletons do the chase work(or at least not be crouchable) but maybe it's just me.

  • He needs Family Photo basekit and some QOL changes(mainly make biopod placement less strict and clunky and make locking on survivors more consistent) and he's gonna be perfect.

  • I can't say anything about the hitbox changes but hits on pallets have gotten awful, more often than not I get pushed from a pallet when the survivor is vaulting instead of getting a slap.

  • Why did these posts get merged?

  • Why did you leave the ability to crouch the skulls? All the buffs to this part of the power are largely irrelevant if you can just crouch it. The only actual application for skulls would be zoning and trying to get distance as any knowledgeable survivor would dodge the actual power with ease. There's even an addon to make the skulls fly lower so I wonder why it's not getting incorporated into the basekit.

  • There should be some linear algebra problem to solve to access soloQ.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724468#Comment_3724468

    The first idea sounds really nice.

    As for shred I don't know, I find it quite sad that the majority of demos addons focus on the portals and not on the shred, therefore I welcome addons that focus on shred.

    More shred focused addons are welcome, I just don't think he needs any basekit buffs for the shred.

  • For a long time I've had an idea to make Demogorgon be able to teleport to his portals without the need to place another one to teleport through it.

    As for the shred, I think it doesn't need any additional buffs other than crouch tech removal.

  • Artist>Deathslinger=Huntress>Plague>Unknown>Trickster

  • I was playing a lot of Unknown for the first 2 weeks of the release, but there's only so many times I can get a direct hit with the power and get nothing for it or have the projectile randomly bounce off of the ground in random direction instead of exploding before it starts being irritating. I also still think that 7 second cooldown for his power is too long and makes him unnecessarily more punishing and clunky. That being said, I don't think Unknown is a weak killer, just too frustrating to play consistently.

  • Tbf Chucky changes aren't just a blank nerf and could even be considered a buff. Having his dash always be available 6 seconds earlier will give you as many hits if not more than waiting 18 seconds to brainlessly scamper for a free hit.

  • Probably a very hot take, but I feel very dissatisfied as killer if I have 8 hooks and no survivor is dead. For me it feels like I did so much but yet no progress is done and survivors are still in full strength. It also depletes perks like Grim and Pain Res and you are left in a scenario where you are out or almost out of perks and with 4 survivors alive it's a very unfavorable situation to be in as killer.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715796#Comment_3715796

    I thought part of the reason they got rid of those flicks was because it wasn't possible with a controller?

    It's not really a good reason, because they could 've just adjusted them to be possible on a controller like they did with Blight.

  • Good changes but they should bring back his flick. Overall it's a nerf but not a critical one and will make this killer more fun to play as and against.

  • It's going to be a huge mistake if these changes actually come through. Sabo is an almost guaranteed way to deny hooks if used well coordinated and this is going to make dealing with it even worse.

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