Kingjaffad
Kingjaffad
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- Kingjaffad
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So new discovery: Not only do I have to click every characters' prestige page, but I have to click EVERY ITEM on the prestige progression, or else the red exclamation mark comes back the next time I boot the game up.
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@Na1ts1rhc said:
It's extra bad on RPD - everything is a scratch mark if you squint all game
Just had a match on Toba's Landing, kept losing nearly every chase because everything was a blur of red.
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@Skillfulstone said:
Yeah I used to play Xeno from time to time (was pretty good at getting tail hits) but now it feels like using a Spartan laser rather than a pistol. It feels so slow and I've never struggled so much to get a tail hit. It's pretty crazy how much difference such a seemingly small increase does.
Maybe I just need a bit of time to adapt but it just feels clunky and pretty ######### for a power that Survivors can actively take away from you.
Before, Nemesis and Xeno's M2 powers could be compared; Nemesis has better range, control and can break pallets after tier 1 but it needs to build up while Xeno has sheer speed and doesn't need 3 hits but it can be taken away and it can't break pallets. Both can attack over pallets/windows and both can be baited by a good enough Survivor, now Nemesis just feels overall superior even without map mobility, I find myself using M1 more than the tail now and merely using the possibility of the tail to make Survivors zig-zag and lose a bit of distance, usually only using the tail during animation-locks.
BHVR should have just scrapped the entire update (maybe kept the tunnel exit speed but even that was more QOL than anything else) because what's the point in having a power that can be taken away feel so clunky and slow to use?
UPDATE: Apparently I have reacted too early as the tail is currently bugged and is at 0.35s and NOT 0.3s (the time which was supposed to be in the PTB but never was since it was also bugged during the PTB). So hopefully BHVR corrects their mistake and feedback can be truly collected on the actual numbers we are supposed to have.
See this video for a complete breakdown of the current Xeno situation. https://www.youtube.com/watch?v=oOI7jDWTdqU&t=11s
I hope someone's opened a bug report about the tail windup being bugged, I know it's only a 0.05 difference, but still.
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Not to hijack a bug report, I'm currently trying to get evidence for this myself but apparently a similar issue is occurring with Billy, atleast when survivors are crouching where sprinting into them will count as a "collision".
Just something I thought was worth mentioning since I recall the PTB mentioning something about fixing the "crouch tech" -
Glad to know I'm not alone with this, pretty much every second game or so, someone brings Azarov's Key, almost always it's whoever's playing as Ace with the comp outfit.
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@Peppa_Pigsaw said:
Yeah I'm a really dedicated Dracula main (Prestige 41 and I literally spent hours going through every map to find things I could hit over/through) and tbh these changes don't make me want to use wolf form more, they make me not want to play Dracula period. When most of the meat and potatoes of what I enjoy about this killer is getting really skill expressive hellfire hits over objects that people don't expect, the fact I can now go for those shots less and when I end up missing them makes it even more punishing to miss. I can only imagine how much worse they feel as someone who doesn't log in JUST to play Dracula. I really hope the hellfire changes are reverted and Wolf form gets some much needed buffs. As the Wolf Form just still isn't worth it.
As a P100 Drac, and this pretty much summarizes how I feel. I personally don't think Hellfire was strong enough to warrant the nerf, I appreciate trying to spread out Dracula's strength among his three forms but this just feels like tipping the scales in the opposite direction, I don't even think the buffed wolf is even all that great.
I'd honestly be fine with the wolf keeping the changes and just the hellfire change getting reverted, or at the very least given a middleground. -
I honestly agree about the hellfire cooldown, feels like all the change did was make it so the wolf is the go-to and hellfire gets neglected.
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@Noobking3000 said:
Counterforce could be replaced with something else because totem cleansing doesn't give you that much progress towards the Lightbringer emblem. Just repairing a gen normally gives you a ton of progress towards Lightbringer so you could probably just ignore gen/totem related perks entirely to focus on chase, altruism and not going down.
I'd replace Deja vu and Counter force with perks that could let you escape a chase or increase chase time. You could use something like Finesse and Lithe/Balanced Landing to increase chase time or Champion of Light to help either escape chase, increase chase time or maybe get a flashlight save.
You could also use Troubleshooter so you know which gens you shouldn't bring the killer towards, because you still get points towards Lightbringer while gens are being repaired while you're being chased. Bond is a good alternative to Troubleshooter, so just pick whichever works best for you.
You could choose to avoid perks that require you to be injured because getting injured and then escaping chase loses points. Staying injured also makes it way harder to get the iri Unbroken emblem since going down at all prevents you from getting it. So you could probably take off resilience, but you can continue using it if you want because the chances of you escaping without ever going down are very low.
You could replace We'll make it with Botany knowledge, Empathy, Empathetic Connection, Desperate Measures or No one left behind since Botany and Empathetic Connection are always available and No one left behind also allows you to see the auras of everyone during endgame. Don't use more than one of these kind of perks though since it'd be investing to much into a single category.
Another combo is Dark sense/Wiretap and Fixated/Urban Evasion, which will allow you to see the killer when they're close, which can let you gain lots of points because you can stay out of chase but still be really close to them without having much risk of being found.
Wiretap is a bit more of a dangerous choice, since Nowhere to Hide is a common perk which will let them see you, but it will be usable more often than dark sense. But if you really want to commit to wiretap, you could use blastmine and parental guidance to blind them and then book it without worrying about leaving scratchmarks, assuming parental guidance works with blastmine. If it doesn't, use light weight instead of Parental Guidance.
Kindred is also a great choice in almost all builds, because of the passive info it gives on where the killer or your teammates are, which allows you to know if you should go for a hook save or do a gen.
Alternatively, you could just brute force it until you get iri 1, but that's up to you.
TLDR: Avoid totem and gen perks, Use perks that allow you to see the killer's aura to avoid them or stick close to them. Stealth isn't the worst option, but don't rely on it too much. Be altruistic and don't go down
Thanks for the suggestions, I'll experiment with these and see what I find helps. Greatly appreciated.
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The way I view it, Assassin is the best for chasing down survivors that you know the location of. I feel like Jailer is supposed to be the best at keeping survivors busy, but given how long he can chase them for if you get the full patrol buff, I find alot of the time he ends up chasing them for so long he inevitably catches up an downs them. The extended hunt time even lets Knight shrug off the faster decay time when near the guard.
And then there's Carnifex, who's just good at breaking pallets and nothing else. Even then using him to break a pallet or kick a gen feels like a waste because spawning the Carnifex puts your power on cooldown for the next 10 seconds (not counting the time it takes to make a path or for him to finish breaking something.), not to mention I often him it detrimental to use him for kicking gens that are being worked on from a distance, with the other guards the slower damage time means I have a chance to run over to the gen and chase the survivors away, because Carnifex does it so fast I often find whatever damage has been done is already repaired, since he only blocks the gen for a second.
I've only ever had Carnifex chasing someone because either I clicked Ctrl too quick and summon him when I meant to someone else, or because the one time I tried to use him to kick a gen, the gen popped in my face so I just stopped the patrol path and tried using him to chase someone, he of course failed miserably. -
I agree with this whole heartedly, I was planning on make my own post to air some specific grievances of my own, but a majority of what's said here I feel addresses alot of the core problems I have with the rework.
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@Caiman said:
Being able to summon a new guard to replace a currently patrolling guard was a bug, and it was patched out.
Never mind that survivors breaking guard AI with fake vaults was a bug, but was kept in as a "feature".
It's ridiculous how one "bug" gets turned into a feature and the other that might've actually made this rework tolerable gets removed. At the very least reduce the cooldown, the fact that I can't even use the Carnifex to destroy a single pallet or kick a generator without being stuck as a M1 killer for 10 seconds is awful, makes me not want to even touch Carnifex period.
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Reading through this thread, glad to know I'm not the only one who hates this character and finds them unbearable.
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@CrimsonMothKing said:
I think the only change it needs, is that you can compromise as many gens as you kick, but once it procs it deactivates again and you will need to kick the gens again.
Honestly, I did consider that. But I'm also trying to think about the otherside, I'm not entirely sure how oppressive the full effect is, considering how difficult it is to get to activate.
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@[Deleted User] said:
Ouch. Yes it can be quite a task to get rolling with him. Some heavily cluttered maps can really make it hard to use your slipstream.
Are you placing your biopods close together? If so space them apart or a single EMP will neutralize numerous pods at once.
I try not to, I usually just either put a few down near objectives or high-traffic areas and the rest I use in chase, so sometimes they can bunch up. The issue isn't really multiple pods being disabled, it just feels like survivors have EMPS ready constantly.
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@FMG15 said:
It's always worth saving BP for the next chapter. You never know if they have decent teachables or if they killer has an appealing power for you. You can also save a huge amount of BP in the tomes by just collecting the rewards of certain challenges and saving others. There are guides in this forums that explain you which tome challenges you have to collect to save the most amount of BP if you want to keep as much as possible for later. Saving daily challenges gives you a good amount of BP as well. Now you don't have to save that many BP to the point where you stop spending from now on but atleast try to save a good amount so you unlock at least the teachables for one character of your choice wether it's the survivor or killer.
@Iron_Cutlass said:
I think it would depend. If you are still trying to unlock perks via prestige, then yea, spend your BP. Otherwise I would just wait.
To answer both of these questions, I already have every other character prestiged, so I'm not in dire need of obtaining any perks, as for rift challenges, don't have any to save at the moment, the rest were used for Forged in Fog along with obtaining my first P100, so I'd only be using what I have saved as of today, which will be around 4 million come rank reset. So by the looks of it, guess I'm going to be waiting, though I'll probably check the PTB first and then make my decision.
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Just gone against Legion nearly 5 games in a row and went looking for this EXACT thread. Words genuinely cannot begin to describe how much I hate Legion. All it takes is one deep wound inflicted and the Legion just starts to domino, running to the other side of the map rarely ever seem to work nowadays, and with the buff to Thana. My games are absolutely miserable.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3043884#Comment_3043884
Move erratically.
Use LOS blockers
Mind game and double back a lot.
Figure out when she's going to blink by listening to her sound effects.
If she's chasing you and not blinking run in a straight line. You're faster.
Watch for the red light that shows where she's blinking to in general.
I'm not saying this will work against a high MMR Nurse as I'm not a high MMR solo survivor but, on my opinion, the only reason why most people say Nurse is OP is because they haven't played Nurse to the point they can semi reliably land blink attacks.
Nurse has a very unique power but there a lot of things that can mess Nurse up. Try to play her, note what messes you up, and then try that on the Nurses you face. She's a very strong Killer once you've practiced a lot but, while learning her, you'll quickly learn why her kill rate is so low
Thanks for being the first person on this thread to give an answer to counterplay that doesn't boil down to "There is counterplay, but I won't tell you what it is".
I'll admit, I'm pretty sure I've employed all of these strats before and they almost always rarely work. That might be something on my part, I know it has worked againsnt me a few times when I play as Nurse, though lately when I play Nurse to try and better understand how to play against her, I honestly feel like I just turn my brain off and still end up winning. It might just be a case where I've become decent or at the very least "okay" at playing her, but she honestly does just feel "easy" to me.
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@drsoontm said:
She has plenty weaknesses but it's takes time to learn them and be able to exploit them. (Less than to use her well enough to be dangerous) Her low kill rate is because she is difficult to use and good teams know how to beat her. (For the same skill level.)
I will not enumerate counters yet again as they have been repeated on many posts. I'm sure someone will give some of them though with, possibly, some video.
The one thing to do that beats about everything is to play her. It's true for every killer but since she is one of the special ones hands-on experience is best. The downside is that it takes a while to be able to do anything and most don't want to do that (complaining is easier).
I've just been called a god Nurse again. I'm not. What happened is that I went against a group that has very clearly less experience than me. (I got some downs just by walking and mind-gaming like an M1 killer.) When I go against a team of my level (in the 2k-3k hours range) and I'm labelled that way, it's just it was the one game that week where every little prediction was spot on and where I didn't miss a single blink.
Doesn't refusing/neglecting to discuss the ways she has counterplay just continue to further the narrative of her not having counterplay? I get that you're probably sick to death of talking about it, but even just a quick tl;dr is appreciated.
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@AnchorTea said:
The only caveat to Nurse is that she has an extremely high skill floor. The fanbase for a longest time accepted that Nurse will always be the best but since there's that massive skill barrier it's not a big deal.
I guess now people are either learning how to play Nurse more or the discussion of her oppressiveness was brought back up. She may need nerfs, but the community should also challenge their thoughts and find ways to counterplay Nurse. She has them.
Do you mind elaborating on the ways to counterplay her then? No joke would honestly be a big help.
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This is also happened to me on Coldwind farm (Thompson House), I wasn't able to record and I haven't been able to recreate in private matches. Other perks included Inner Strength, Flashbang and Counterforce, killer was a Legion.
Infinite Lithe occured after the killer picked me up at a pallet, teammate got the pallet save and I immediately vaulted to try and get some extra distance, that's when I noticed the haste wasn't going away.