WickedKatz
WickedKatz
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@SnakeSound222 said:
My current build is Whispers, BBQ, PGTW, and Nurse's. I've been thinking about replacing Nurse's due to the no heal meta and the fact that Billy isn't really a stealth Killer. I'm pretty set on the first three perks. The perks I've been looking at for replacements are:
Ruin
M&A
Devour Hope
Dying Light
Surveillance
Enduring
Bamboozle
Spirit Fury + Enduring combo (in this case I would actually end up taking out Whispers)
I'm not really sure if I want to add another gen control perk or get something to help end chases quicker.
The best hillbilly build is infectiou fright, barbecue, spirit fury and enduring (according to Ayrun, which is the best billy player in game)
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@killermain said:
Why is it considered that killer shouldnt tunnel and camp?
Everyone knows that survs use everything at their disposal - looping, best builds, gen rush, best items. But if a killer uses an op addon or starts tunneling and camping everyone goes mad. Like isnt it biased?
It is extremely unfun to be the tunneled one, that is why people dont like it.
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@Piekenier said:
Concept Art

Lore Idea:
A kind old man called Nick Klaas, or another play of words on Saint Nicholas. Always ensuring the children of his small town got gifts during Christmas, even those from poor families. However he noticed that more and more children started to take all they had and were gifted for granted, they were losing the Christmas spirit. Perhaps even being the target of harassment of said children he became bitter and cruel. Eventually giving out gifts for a final time, this time deadly gifts before disappearing and being taken in by the Entity.Ability: Krampusnacht
• The Krampus can use his alternative attack, which has a charge time of 2 seconds, to instantly put a ‘Naughty’ Survivor in his sack if he hits them with it in a special lunge attack.
• Survivors in his sack are unable to escape the grasp of the Krampus if they are ‘Naughty’.
• Survivors are not carried on the shoulder but in the sack, with the legs sticking out of it.
• Can wrap Generators, Lockers, Pallets, Totems and Chests in paper from his sack which takes 2 seconds. Survivors can’t interact with these objects before first tearing the paper off.
• Survivors will not be able to see whether a Totem holds a Hex perk if it is wrapped with paper.
• Pallets which are already dropped can’t be wrapped in paper.
• Ripping off paper will take 3 seconds and will give a Survivor the ‘Naughty’ status.
• ‘Naughty’ survivors will glow for the Killer.
• Upon receiving the ‘Naughty’ status the aura of the Survivor will be visible to the Killer for 10 seconds.
• ‘Naughty’ Survivors will keep their ‘Naughty’ status until they are hookedPerks:
• Urban Detection: Crouching while within 4/6/8 meters of the Killer will show the aura of the Survivor to the Killer.
• Witch’s Friend: Gain a token each time a Totem is removed. Hitting a survivor will make you lose a token and inflicts a 25/20/15 seconds bleed-out timer on the survivor. Gain vision of the survivor who destroyed the Totem for 3/4/5 seconds.
• Hex: Foolish Greed. The survivor which removes this totem will have 1/1/2 of their perks randomly taken away. The Hex will now occupy a Dull Totem if available. If no Dull Totem is available the ability will deactivate and the survivors will have access to all their perks again.Add-ons Idea:
• Can wrap Windows and dropped Pallets.
• Can wrap Hooks and Dying State Survivors. The latter can no longer move.
• Can wrap Exit Gate and Hatch.
• Increases time to tear off paper.
• Increases time of aura reveal.
• Inflicts diverse debuffs to 'Naughty' Survivors (blindness/mangled etc.).
• Stunning and Blinding causes ‘Naughty’.
• Distraction and Protection causes ‘Naughty’.
• Crouching (T-bagging) within 4 meters of the Killer will cause ‘Naughty’.
• Able to hold multiple ‘Naughty’ Survivors in your sack. Movement speed is lowered for each additional Survivor carried this way.
• Increases movement speed against ‘Naughty’ Survivors.Christmas will soon be coming and what better way to celebrate it than with a Christmas killer?
This is an awesome idea
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/768259#Comment_768259
You press space when DS is active and stun the Killer.
There are plenty of other examples of other perks that can be used to counter each other, for example Calm Spirit completely negates Infectious Fright and Stridor counters Iron Will.
If those things aren't in use then the perk is just a slight time save, which while important isn't a huge game changer like you are suggesting.
Anyways though the Perks are secondary to the Killer, so lets just agree to disagree so we can work out that suggestion of yours (which I'm still evaluating)
Not sure if you ever used the perk but he has to down you, pick you up and then you use ds. Ok, ill wait for you to evaluate my ideas
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@NuclearBurrito said:
Anyways if you are talking about Ritual of Sacrifice then preventing those things is entirely the point.
It doesn't completely negate them since you still have to get the first 2 hooks, but it means you can 100% secure the Kill on the 3rd down without worrying about a last second DS or flashlight save.
If you are worried about the perk then use DS on the 2nd down instead of saving it.
Yeah but that isnt really how it works. I dont get to press e when ds is active and stun the killer, there is a whole process. The perk is very unbalanced and a lot people think ebonys should be that way, so the perk is basically a free ebony
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/768240#Comment_768240
I'd like to remind you that while yes that's a weaker early game the entire point is that after the game gets going he eventually becomes a Killer that can move super fast, break pallets and vault really fast as well as have a low attack cooldown or have a really small TR with an insanely large lunge depending on the orbs he takes.
You can't really mess up with the lunge, the bigger it gets is T3 Myers without being broken. I have an idea for this killer:
Make him a 115 speed killer, with the regular lunge and vault speeds. Make it so he has a power gauge just like freddys, but it only charges when he hits a survivors, gen or pallet (maybe when a gen gets completed or a totem gets broken) Make it so when it is charged, he can press m2 and enter "Devotion" and gain massive buffs like 20 percent in each category and additional 10 percent speed, but after devotion ends he keeps a small percentage of it.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/767589#Comment_767589
so that means basically you loss your second blink every time you blink to travel the map, which is a net loss too
I was already more efficient to only blink once while patrolling, and any nurse would tell you that. The second blink only is used on offensive actions, and that is what was slightly nerfed, the amount of times you could miss a lethal blink
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/768229#Comment_768229
Curse of Solitude?
I edited it, it was the first one. Also, this killer would be too weak at the better ranks, he would be an m1 killer slower and without a lunge, and such a big terror radius would make it impossible to get a surprise attack. I have some change ideas, i will write them
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@NuclearBurrito said:
Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.
Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial
Movement Speed - 113%
Terror Radius - 36 meters
Height - ShortPower: Blood Ritual - The Acolyte starts the game with a 10% penalty to action speed (breaking pallets and generators as well as channeling this power) and attack cooldowns, he also vaults slightly slower (-5%) and has a reduced lunge (-1 meter). Every time the Acolyte hits a survivor he gains a token for his power. He can channel M2 (3 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 power orbs (I am flexible on calling it that). They are:
Green orb:
- Increases Movement Speed (+2%) and Vaulting speed (+5%)
Red orb:
- Increases action speed and decreases attack cooldowns (10%)
Blue orb:
- Decreases terror radius by 4 meters and increases lunge distance slightly (+1 meter)
The Acolyte starts with 1 blood token. All orb effects stack and they can each be collected more than once
Add ons from most common to least common
COMMON ADDONS
- Cursed branch: Start with 1 green orb
- Blood stained cloth: Start with 1 red orb
- Unopened letter: Start with 1 blue orb
- Talisman: Slightly increases summoning speed (-0.25 seconds)
UNCOMMON ADDONS
- Alm of Haste: Increases the effect of the green orb moderately. (+0.5% haste +1% vault)
- Alm of Bloodlust: Increases the effect of the red orb moderately. (+2%)
- Alm of Secrecy: Increases the effect of the blue orb moderately. (-1 meters, +0.25 lunge meters)
- Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
RARE ADDONS
- Aged Alm of Haste: Considerably increases the effect of the green orb. (+1% haste +3% vault)
- Aged Alm of Bloodlust: Considerably increases the effect of the red orb. (+4%)
- Aged Alm of Secrecy: Considerably increases the effect of the blue orb. (-2 meters, +0.5 lunge meters)
- Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
VERY RARE ADDONS
- Rotted Alm: Moderately increases the effect of all orbs.
- Cultist Robes: Orbs cost 1 less blood
- False Idol: start with 1 of each orb
- Sentimental Relic: After every 3rd that orb that is obtained, all survivors suffer from the exposed status effect for 30 seconds.
ULTRA RARE ADDONS
- Iridescent Alm: Considerably Increases all orb effects. The first orb costs 1 blood and each additional orb will cost 1 more than the last.
- Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second)
Perks:
- Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
- Hex: Devotion - Each hooked survivor increases your movement speed by 3/4/5%. This effect is persists for 15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
- Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative action done to them by the obsession gets exposed for 10/15/20 seconds. The obsession gets a 5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor
I dont understand the power, but the first perk is very overpowered. I cant count how many times ds saved me from dying, a teamate flashlight saved or the killer got bodyblocked.
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@kcwolf1975 said:
During the end game collapse is it acceptable to camp to try and secure a kill? During the match I will not camp or tunnel but I throw those rules out the window once the final gen is completed. If there is an opportunity to trade one survivor for another I will do that, but I will do whatever necessary to secure at least one kill. I am sure this goes against the survivor rule book, but is it really that bad?No it is not a problem, during the endgame collapse you have the objective to secure the kill, so you can camp or trade survivors. But you still get punished for it on the score
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@TheUnendingNightmare said:
Since survivors are allowed to escape even when they haven't completed a single objective.
Why wouldn't the Killer have a similar mechanic ?
Something like "if the Killer has not killed anyone during the match the next person they injure will be downed instantly and be open for a mori".
Why not ?
Because killers already have moris, which are actually a lot more op than keys
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@anarchy753 said:
Nurse actually moves at 96.25% survivor running speed, or 3.85m/s.
Compared to current Nurse, the only difference is 6 seconds of cooldown between double blinks. As this starts from the start of fatigue, you remove 2.5 seconds for the fatigue time as that was already present.
In the 3.5 remaining seconds, a survivor can run 14 meters.
In the 3.5 remaining seconds, the Nurse can run 13.475 meters.
The difference in distance a survivor can gain from current patch to the rework is 0.525 meters. HALF A METER when you can still move and see where they go.
That's before considering she has 2 different add ons to reduce the cooldown time to almost nothing after fatigue.
That's also ONLY to double blink, after already double blinking, you can still single blink out of fatigue basically infinitely.
TLDR: It's half a meter difference. Nurse was not "balanced," be happy you got a tiny nerf not a full Legioning.
This is actually such a dumb post because yes, nurse is only slightly faster than a survivor if they are in a straight line, but it simply does not matter. In a chase she simply blinks 20 meters, than an aditional 10 (she walks a little) and that is in 3 seconds, so she can more than reach any survivor.
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@Zagrid said:
Found this on the steam forums and I am really only using it for numbers, so while I will be copy pasting it, I will do some grammar checks and change some wording so it isn't so... strong in its wording we will say. Also note right here: There is no TL:DR so don't bother looking for it or commenting without reading the whole post
With that out of the way let the copy pasta begin:
I am putting here all the math regarding the nurse changes to her base kit. Whoever is saying "mimimi is just a 6 seconds CD" is not reading into this as much as they should since, as you ll read below its not just that. Please remember that numbers do not lie.
It turns out that her movement speed in a straight line is comparable, if not slightly less, to a low MS killer like the hag or the huntress if not 3% less. In my math it turns out her movement speed in a straight line is 107%
I think this is what BHVR is trying is since her power is "unfair" they are trying to normalize the nurse around killers like the huntress so she eventually catch up in a straight line but not as fast as basically any other killer. I'll show you the math once and explain it so you can use it in your arguments if you have any.
In the first scenario, the nurse sees a survivor at 40 meters working on a gen she immediately double blinks toward the survivor getting 8 meters close to the survivor as a double blink covers 32 meters if the survivor doesn't move during those 2 blinks. Then the Nurse has to undergo 2 seconds of fatigue then she has to wait for 4 more seconds for the cd while she can move at 3.85 ms covering a distance of 15.4 m in now 6 seconds from the start of the chase.
Then she has to charge the blink for 2 seconds (we are at 8 from the start)now the nurse covers 20 meters in 1.5 seconds (so she covered 35.4 meters in 9.5 seconds) now she has to again charge the blink for 1 seconds (chain blink). Now she travels 12 meters in about 0.75 seconds and then the cycle repeats so the story ends here the total time is 11.25 seconds
in this time the nurse has done
15.4m + 20m + 12m + 1m (this considers the slight movement you can perform while fatigued and while holding your blink) = 48.4m
In the same amount of time a survivor can run for 11.25*4=45 meters.
However, also in the same amount of time, the trapper could run for 51.75 meters so if we just put it in proportion we see exactly what movement speed the Nurse is left at, going in a straight line.
45/100 = 48.4/x
x=107.556%
Reminds me a lot of the hag, huntress, and spirit ms that is around 110% Except 3% slower. And this is while the Nurse is using her power, all of the killers listed have ways of either closing the distance or in the huntresses case she somewhat ignores the distance she loses at that speed.
Bare in mind that Evil within 1 Myers is at roughly or exactly (can't remember) 105% movement speed.
Before this change the nurse effective movement speed if only blinking over and over was around 155% This mathematically proves that whoever is saying around that this change to the base kit is not a big deal is just wrong. 155% to 107% just from a 3 second charge is quite the difference. Probably the largest nerf a killer has ever seen in DbD.
So with these changes the nurse effectively lost around 50% of her mobility (and therefore nearly her entire potential as a competitive killer). Then it is obvious that those players who weren't using the nurse power at its full potential (by using the movement instead of blinking) wont notice the difference.
The math does not lie.
This is mathematically proved, the second survivors understand how to play against this by "running straight while trying to break line of sight" or even just a straight line since that will be fairly effective at wasting time.
Nurse will be a terrible killer now. I can assure not even playing, just by looking the numbers and knowing how the killer works, the only time she ll be able to catch a survivor will be when a survivor doesn't know this and tries to loop her/juke her by running back towards her.
but if a survivor has the brain necessary to adapt their game-play from looping -> running straight there will be very little chance the Nurse could keep up/not lose the survivor.
Theoretically, she is now worse than Legion in her base form.
Now note from the copy paste r/editor, I personally think killers should be judged from their entire capability, add ons included, and while some add ons should definitely alleviate this issue, it concerns me for the future of base killer balance. Most tournaments go by the rules of no add ons and no items, some have slowly gone towards allowing perks, but this is mostly to balance out the difference in the power of survivors without perks compared to killers without perks (survivors have a clear advantage without needing to worry about BBQ, Ruin, and NoEd).
However, with this change and possibly future changes, tournaments that run like this won't be able to unless if their deciding factor is how fast all 4 survivors escape, because without nurse, no killer can stand up to the power of a SWF competitive squad with no perks or add ons. Anyway back to the actual copy pasta.
This is a snap of a discussion I had with someone else on discord, so I decided to post this to raise awareness of what I like to call the "bhvr balance designer" because let's be honest... even for them this time they truly managed to pull out an incredible nerf to Nurse's base power.
Back to the editor, I decided to edit this post from the steam forums as I felt the content was important, however the original poster was a bit... heated when he made this so the language got him removed from the steam forums. However, I edited this to as polite and logical as possible since this is a concern for all people who play killer, even people who play casually.
These gigantic nerfs need to be given the attention they deserve as this is removing the skill cap of the game. Now as stated before and I will bold it for people who weren't paying attention.
People who didn't use Nurse to her full potential/were still learning her won't find too much of a difference in her power.
However, for people who were amazing at Nurse, especially base nurse, a large percent of her skill cap was removed. Meaning that average Nurse players will be closer matched to god like nurse players as her power now has less potential to it.
This brings up issues in the fact that competitive players now have less reason to get better since you can only push a character so far. And once you hit that skill cap, you quite literally can't play any better with the character.
This was exactly why Freddy got his buff in the first place, you could only do so much with him which made really good Freddy players, and people who were playing him for the first time nearly identical in how they played him.
In conclusion, this points more towards the inevitability that BHVR is actively trying to remove the competitive side to DbD by reducing the skill ceiling of killers. I can only imagine the nerfs that will soon come to all top tier killers. Spirit, Billy, and Huntress are probably first. I don't know exactly what nerfs will happen, but I know 2 things. 1. They will reduce the skill ceiling of the character, making them much worse to high skill players, and the nerf nearly un-noticeable to moderate to low skill players and 2
Nerfs will come to them.
Sorry about the wall of text, but if you stuck it out, good for you and I hope this gave you a new view on the base changes to the nurse, and if you are skipping down to find a TL:DR. Well too bad I don't got one and the content above is too important to summarize. However, if you did skip down here and didn't bother to read the post, don't bother to comment either. You will either be disproved by something above or not get the point of the post. So if you are too lazy to read, just be too lazy to post something.
But if you did read then feel free to leave a comment, i'm interested to see what people have to say, if this post doesn't immediately get removed because BHVR doesn't want the math getting out there or something IDK.
Last few notes, the English may be a bit off as the original post wasn't made by a native English speaker, but I tried to make it as comprehensible as possible since the content is important to get out there. Also, there are many factors not taken into consideration with the math, but for most maps this should work out, and on some maps not so much. Anyway, thank you for reading.
This is just wrong, the way you did the math is extremely incorrect. And to say Nurse now is worse than reworked legion in a matter of proportion, is just extremely stupid.
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@ArrowTheGreat11 said:
I’ve seen more Ghostface players in red ranks (PS4) than Spirit this month and I’m wondering why people say Ghostface is bad? I would put him A-tier if given the right perks
Ps4 is just very diferent than pc, that is why you have to make sure where the person you read from plays
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/766702#Comment_766702
You're ignoring the extra reaction time survivors get to react to a nurse's blink. Split seconds against good survivors will often make the difference between a hit and a miss. The survs in the first half of the video weren't good, so not a reasonable representation of a rank 1 nurse vs a rank 1 team, and we won't really see that until she hits live servers.
Man, nurse is still the best, you just salty you can't screw 97 blinks and still kill 4 people
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@SeducedByDaemonette said:
https://www.youtube.com/watch?v=LjpKv5sPbFc
But closeminded Nurse mains would cry rivers anyway
Nurse is pretty much the SAME, bad players are just tilted they can't ######### up 97 times and still get to the survivor like nothing happened
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@Rex_Huin said:
This is just the entity giving false hope.
Based on 2 years and hundreds of hours play it is simply not true you have a 1 in 20 chance of self unhooking.
Try it myself sometimes. Watched loads of people suicide as well. They never free themselves by accident.
My estimate of true probability : 0.5%
I know this is a joke but you can have a 50/50, play it 100 times and get 100 equal results
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@Frootoodles said:
Can someone explain to me why as a killer you need to DOUBLE PIP for the Adept achievement, yet as Survivor you only need to SURVIVE? Why was this implemented and how is it fair? I'm a survivor main and I can smell the BS and sh*t design here. I have 4ked about 10 times now (no, really) as Demo. No adept. Almost every time I was short by a hairline for a double pip. I'm 126/127 for achievements and I'm really beginning to lose the drive for completion again.
Killers adept were made a long time ago, when it was impossible to get a double pip with survivor (unless you were farming, you never maxed survival, and even so it took like 16 killers escapes) so the degree of challenge was kinda balanced
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/766592#Comment_766592
If you have someone using DS, it means that someone will randomly become the Obsession. In the past, it used to be that DS raised your chances of being the Obsession, but that appears to be no longer the case.
As i said, a bug
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/766496#Comment_766496
I don't think it works like that. I'm pretty sure it's as follows:
If there is an Obsession in the trial, one Survivor is randomly selected to be the Obsession.
If a Survivor uses something that increases or decreases their chances of being the Obsession, their odds of being chosen goes up or down by some amount.
There is never an obsession unless someone uses an obsession perk, so if you have one DS on the team you should have that person be the obsession. Only if the killer has a perk or addon will the obsession be random
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@jus_Ignant said:
https://forum.deadbydaylight.com/en/discussion/comment/766496#Comment_766496
I'm telling you, with certainty, any survivor can be the obsession if any other survivor is running DS. It happens to me almost every match that someone else is running DS and I NEVER run an obsession perk. This is happening so when the DS user uses DS....they now become the obsession.
This might be an bug, the game is coded to have percentages and by default they are zero
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@jus_Ignant said:
https://forum.deadbydaylight.com/en/discussion/comment/766448#Comment_766448
You definitely can if your teammates are using them.
In a regular match you have no obsession, so if 3 people have odds increased, you still have zero
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@jus_Ignant said:
I tend to be the obsession in most matches and I never use an obsession perk. It's because the others equipped DS....so when they use it they can now become the obsession. If they don't get to use it then I stay the obsession.
The Key add-on causes you not to be the obsession but also allows you to see the obsessions aura so like @WickedKatz said that could have been in play as well.
Im pretty sure you cant be the obsession if the killer has no obsession perks and you also arent using anything
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/766398#Comment_766398
I personally don't think Freddies snares are better than Clown's bottles. They both have their advantages. Difference is Freddy has a fantastic secondary ability to apply map pressure, and Clown doesn't.
It is not about thinking or opinion, freddy's snares have a bigger hindrance effect, come in bigger quantities and dont slow down the user.
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@MiniPixels said:
This post will be covering my personal opinion on tweaks and additions to killers that I think are needed to bring them closer to being "viable" in the current meta, and better to play as overall. Killers are listed in order of who I think needs changes first, to the least important. I'm going to explain what changes I think should be implemented and try to explain why if needed. I will also list killers that I think don't need changes and are perfect in their current position. Feel free to disagree and share ideas, I'd love to hear them.
1: The Cannibal
As far as I can remember The Cannibal has existed in his current state since his incarnation, which is quite unfortunate considering he is from a franchise as big as The Texas Chainsaw Massacre. While yes, he has the ability to insta-down, it is incredibly situational and often can not be pulled off without Play With Your Food, or catching a survivor off-guard. The main culprit of this is the base acceleration which is abysmal. My suggestion for tweaking him into "viability" is to drastically increase the base acceleration of the chainsaw. This will not only make him scary to be in close proximity to, but will also allow him to apply map pressure quicker, and make unhooking near him possibly fatal.
2: The Clown
The Clown was very scary upon his initial release, but as players have changed and adapted he has quickly become one of the worst killers in the game. My personal recommendation for tweaking would be to make the "Tattoo's Middle Finger" base kit, this add-on will allow the clown to see the auras of intoxicated survivors for 6 seconds. Another change I have thought about is to force a survivor to preform a slow vault whenever under the affects of "The Afterpiece Tonic". Let me know if you think this would be too strong, I haven't been able to come to a decision.
3: The doctor
The Doctor's main problem is his reliability on add-ons, his base kit lacks the tools needed to be viable. For starters, "Illusionairy Pallets" should be apart of his base kit, this deceptive tool can fool survivors who have wandered into a place of a map they haven't been before, or catch them off guard if they don't pay attention. The Doctors base shock radius is also very small causing most players to rely on the "High Stimulus Electrode" add-on which increases the shock therapy range by 75%, while I don't think this add-on should be base kit, a middle ground should be met at around 40-50% larger than his current radius. With the high reliance survivors have on exhaustion perks in our current meta, I also think afflicting exhaustion on survivors while in Madness III should be base kit, this effect is currently apart of the "Iridescent King" add-on.
4: The legion
Buckle up, this is gonna be a long one. The Legion has been through multiple iterations now and I think it's time we settle on one that works. While others think The Legion needs to be completely reworked like Freddy, I disagree, as I think moderate changes to his base kit will make him much more viable, and I personally think he is a fun killer. A start would be to bring back his old "Feral Frenzy" movement speed which would change his current frenzy speed from 5.0m/s to 5.28m/s. Next, missing an attack while in "Feral Frenzy" should not cancel the power, instead I believe a 25-50% duration deduction should be added as the penalty. The "Franks Mixtape" add-on should be added to his base kit, which would allow Feral Frenzy attacks to "Moderately reduce a survivors deep wound timer". The next problem to address is the "Deep Wound" status effect itself, which is applied to survivors when they are hit during a frenzy. Currently the Deep Wound timer is paused while inside the killers terror radius, this should not be the case, the timer should only ever be paused while in a chase with the killer. Finally his status effect add-ons such as "The Legion Pin" should be reworked so that they apply when initially hitting a survivor during feral frenzy, and not having to return and hit them a second time, cancelling your frenzy.
5: the wraith
As much as I love The Trapper, The Wraith simply needs more love, He is a stealth killer who gives up his position by turnin- *BING BONG*. You get what I mean, for a start this could be fixed by bringing the "Bone Clapper" add-on into his base kit, this makes it so survivors can't discern the Wailing Bell's distance or direction, this will put survivors on edge, and make him a much more surprising killer. Secondly, I think increasing his base movement speed while cloaked slightly would help a lot.
6: the trapper
Two very simple things need to be done with The Trapper. The common "Trapper Sack" add-on needs to be brought into his base kit. This allows The Trapper to start with one extra trap, and be able to hold two traps in total. Secondly, and more importantly the RNG of escaping a trap needs to be fixed, how this will be done I'm honestly not entirely sure of, but stepping in a trap and immediately escaping it should never happen. One fix for this could be to bring the "Wax Brick" add-on into his base kit, which "Moderately reduces the chance to escape a bear trap."
7: The pig
Similar to The Trapper, two changes need to happen. First remove the growling when charging an ambush. Second, the "Reverse Bear Traps" have lost all severity with the addition of the end game collapse, and this needs to be fixed, how I don't know so feel free to tell me any ideas you have on that.
8: The spirit
Just rework the "Prayer Beads Bracelet". And if the devs are feeling extra spicy, then make it so when she is phasing she has no collision with survivors. That's it, no major nerf needed, she is in a good spot at the moment.
9: the ghost face
Just iron out the revealing process, sometimes you will stare directly at him and never reveal him, and other times you will be revealed through walls and barriers. Just fix it, that's all.
10: Killers who don't need change
Nurse, Billy, Myers, Hag, Huntress, Freddy, and Plague are all in perfect positions right now, and don't need any changes in my opinion.
Conclusion
So what I originally thought would take maybe an hour at most to write has taken me around 5. So if you read through all of this your a cool person! I'd love to hear your opinion on my opinion down below. Please keep in mind that my ranking doesn't necessarily mean I think higher killers are worse than lower ones. It's just my personal opinion on who needs change first. Hope you all have a great day, and Ill see you in the fog. (Also I probably made a lot of typo's in this so please forgive me)
I disagree with almost everything, but most of all legion. Mending CANNOT be active while not in a chase, you will bring the exploit and the dcs backs
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@bendermac said:
A lot of people will say "Only bad killers will camp". This not true. A really good Killer can decide to camp just for giggles and it's up to the Survivors to make the Killer pay. But the reality is that camping is rewarded by the Survivor more then you would believe. 3Ks or even 4Ks are not rare. They do happen far more then they should. Yet Survivors get very mad at the Killer that he got them all. The only one who can be a bit salty is the one who gets hooked -> camped first. Yet many times the other try to safe the hooked guy and then soon they are all hooked... one by one.
Just saying guys, look at yourself and don't blame the Killer if he succeed ;)
But in all fairness, it's a ######### play.
I agree, camping killers are pretty bad at the game so if survivors cant win by simply bombing BT and DS it is their fault. Of all the situations ive faced, the killer just lost when he tried to camp
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@bendermac said:
I've seen this so many times and it's very annoying. I just had a game where my obsession kobe and I didn't wanted her to pick up again (she was last alive, while the 3rd was on the hook). I had to slug her for a minute to be sure DS wont strike me. In the match result she didn't had an obsession perk. Yet two others in the game had DS.
@Peanits are you guys aware of this? I had this months ago and it's still happening.
The game is pretty well designed on the obsession topic. Maybe she had one of lauries perks, mettle of man or you had any of freddy's, spirit's or michael's perks. Also, there is a key addon that causes obsession, so if anyone had it in the match she could have been the obsession
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764980#Comment_764980
Yeah. You arnt that bad when you calm down and talk out things. So i'd rather you not get banned. I'm not out to screw anyone over. I want this to be good, constructive feedback the devs can use. All the "Killer Vs. Survivor" nonsense doesn't do anything but make everyone look petty and childish. Glad you can talk like an adult.
I actually wasnt pissed off with you or anything, but hearing i was stupid for telling someone not to chase for a whole minute really threw me off
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764964#Comment_764964
Yeah the first one you capitalized. Might get you banned for "Making light of serious matters."
Oh really? I also got jailed for literally resending ironically an offense someone sent me
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764951#Comment_764951
Woo, try not to use that word okay?
I can normally get a bead on Survivors injured because of my time maining Legion. Average players though? Not sure. Valid point, if they are injured. They wouldn't be at the start of the match at least. I have often worked if Brutal Strength would work for me, as I do not like the Enduring/ SF combo. Anyway, your strategy does sound solid IF the match lasts some time. Otherwise, gens are gonna pop and they are gonna leave.
I get alot of use out of Thrilling+ Surge+ STBFL+ Corrupt. But once again, I play Legion almost exclusively (I have fun with Ghost Face, Freddy, and like 2 others)
I am glad that you are rather good at Clown, as I respect anyone that has a favorite that isn't top tier but becomes REALLY good at time, as I have done that with Legion.
Higher Ranks would quickly become very very bad for an average player using the Lower tier Killers though. That should likely be addressed.
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764951#Comment_764951
Woo, try not to use that word okay?
I can normally get a bead on Survivors injured because of my time maining Legion. Average players though? Not sure. Valid point, if they are injured. They wouldn't be at the start of the match at least. I have often worked if Brutal Strength would work for me, as I do not like the Enduring/ SF combo. Anyway, your strategy does sound solid IF the match lasts some time. Otherwise, gens are gonna pop and they are gonna leave.
I get alot of use out of Thrilling+ Surge+ STBFL+ Corrupt. But once again, I play Legion almost exclusively (I have fun with Ghost Face, Freddy, and like 2 others)
I am glad that you are rather good at Clown, as I respect anyone that has a favorite that isn't top tier but becomes REALLY good at time, as I have done that with Legion.
Higher Ranks would quickly become very very bad for an average player using the Lower tier Killers though. That should likely be addressed.
Yeah, as i said it takes a lot of time to play certain killers and not get stomped. Also, what word? The highlighted one?
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764910#Comment_764910
Someone really should look into tool box times. I wonder if anyone has?
Now, I'm not sure how likely the "running into each other" part will go, as most Survivors will hide as soon as they hear TR or avoid that area like the plague (ha.) But your example is a VERY optimized one for Killer. What if you don't see the person going for the unhook? What if they loop you too well before the other hook is taken care of? What if One heals the unhook while the Other works on gens? What if no one heals and just relies on Adren (which seems the "Meta") at the moment. There is Far too much that can change for games to be predicted.
In the case that you laid out, yes, that's really good for Killers. Will good Survivors let you do that though?
Your example with Clown also relies on a 3 gen it seems like (i am not sure as you were a tad vague) that good survivors will fight you tooth and nail for.
Some maps like Macmillan are very tight, so you really end up running into survivors. And i dont know if i am the only one who destroys my ears with the headsets, but i find it quite easy to hear survivors 8-10 meters away from me, either by their moans or steps. And you are very correct, some loops are very survivor sided, so you can't really get the kill fast. What i do in maps like Blood Lodge, that are very survivor sided, is the following. I eat pallets and force them to drop the most important loops, and that often works pretty well. I just chase right after the survivor and try to pull off a hit through the pallet or anything, and then DROP the chase to pressure other people. The Hook i lost is traded into resources the survivors lost and soon the map is a dead zone, and in that spot is where my build really synergizes. (I love to run STBFL, Pop, BS and Ruin on most m1 killers)
You are correct to mention some very coordinated teams, and on those cases you really are correct, against a flawless swf my belly boi is very weak. But again, i don't get Swf often, and if i do i just try my absolute best (they make mistakes to). Anyway, on all my time playing killer, the survivors didn't prevent me from forcing a 4 gen on them, the risk of working on the gens I selected to patrol always outweighed the risk of 3 gening themselves, and without any exception survivors just went for the other, further gens. Maybe i was incredibly lucky, or maybe this is a very reliable strategy
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@Tensor said:
Why is Shroud of Binding still in the bloodweb? I use bond, and I can tell you for certain, that 8 in 10 games the other 3 survivors are nearby at the start of a match. The other 2 out of 10 have at least 3 people together.
Was this a quiet change from the dev's in a backwards attempt to slow gen rushing by putting everyone together hoping we wouldnt notice?
It is a very good offering lol. You can start with your friends to exchange itens, knock out a gen early on with prove thyself or just spawn near people and teabag. I find it quite funny when rank reset hits to just watch my teamates that i know are potatoes
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764892#Comment_764892
I think i can only write on your wall. DMs I think are just mod stuff.
Ok, so i will write everything. I did not write some things correctly, and i apologize for that. When i wrote kill, i meant put on the dying state. Let us suppose you are chasing a survivor and have both the perks BBQ and Pop, so you hook the survivor and see others working on the generator (while you are correct by saying 80 seconds isn't always the time to repair the gens, I used it for example purposes, I never researched how many seconds it takes while using each toolbox). Now while you move to the generator closest to you, it is very likely that the survivor working on the gens will go for the unhook, and it is also very likely you will run into each other. Now in that situation, you either have teamates commiting to the gens or unhooking the 1st mentioned survivor, and both scenarios can have a pretty good outcome for you. Either you sacrifice a gen and get two simultaneous hooks, which is a very OPRESSIVE momentum on the survivors, or you have no one working on gens, since they are busy healing the recently unhooked person. In the last case, you can just keep the chase and eventually kill the survivor, repeating the cicle. While Gens will get completed, you will also have sacrifice progress and injured survivors.
BUT This doesn't apply to some killers, like The Clown, which is a killer that can get a pretty big use out of Pop and Brutal, given that the easiest way to play him is to chew through pallets and gambit 2-3 gens, eventually winning the match at the ends since survivors wont really loop you anywhere
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I cant start the message, can you send something to me?
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764805#Comment_764805
That's fair. I'll wait.
Actually, ill read again and just message you, there isnt a message block
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764653#Comment_764653
Alright, i'll keep an eye out. But it's not good you chose to belittle them, and not debate my valid points.
I am blocked to post multiple times, i have to wait to do so. I was going to reply to it but got blocked and forgot to send it again
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764523#Comment_764523
Well, no need to bash the Devs. All I want to do is make a one stop shop for ideas for Legion. If they use them, I would love it and i'd be really happy for whoever made the idea they pick. If they don't at least they can see that there are alot of Legion mains out there that really want to see the changes, and what they would WANT to see.
It's not even so much "DO THIS BVHR" it's "This is what we'd love to see."
Given the amount of time it took them to fix some very bad issues, and the amount of issues that still have not been fixed, i say we have plenty of reason to bash at them. But i do agree that is an awesome idea
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@SinisterDog said:
https://forum.deadbydaylight.com/en/discussion/comment/763764#Comment_763764
"don't chase for more than 40 seconds" lmao So I should drop chase against any half decent survivor then spend another 15-30 seconds finding another survivor and if they're good drop that chase too? what?
No, you are doing an awesome job. Keep chasing them, keep wasting time. At least you are a nice example of what you aren't supposed to do
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/764299#Comment_764299
I do hope they will at least look at the ideas above. I hope it will be more than just numbers, but if it is numbers at least the Rushdown will still be there.
The ideas are great, but BHVR is BHVR
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@Faceless said:
Her phase walk can't be heard over short distances and this makes her practically impossible to loop since you don't see her.
This is too annoying. I always ask people if they can hear and they say yes, but in my game I can only hear her if she is far away. When she's near it's almost impossible to hear her
Look, you dont loop a spirit. Just throw pallets on her, it blocks her phasing. Perks like Quick and Quiet, Lithe, Iron Will and other help you juke her and are awesome against other killers. If you dont take the first hit, she cant do anything against you with her phase walk. To play against her, you gotta have played as her, and that is why she is so unique. Avoid Grass, Wood or bushes, they make noise. Avoid tight corners or loops, she has collision. Drop pallets early, it creates a guessing game and most of the times you can use it to juke her into staying on the loop while you leave it. Also, predicting where she will phase to is pretty easy. That is pretty much every easy way to juke her, and i will be happy to send other strategies if you need
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@CyberianFaux said:
I don't know if gen speeds are bugged and faster or people have just started using toolboxes every game but something has definitely changed for the worse. Just 4 days ago, every single game I played I was getting 4ks with 5 gens remaining and now I am depipping with 2 kills every single match. Before someone states it is rank reset so I am playing with higher rank survivors, I am a rank 1 killer. I used to be able to just casually play Trapper at rank 1 and never lose but now I am never winning. I even switched to Spirit and the same results are still coming out of my games (P3 Spirit player who has played since release). I don't want to always win mind you but something has changed. Why are we faced with two extremes like this in matchmaking? Is anyone else experiencing this? Either way, the gen speeds I am seeing shouldn't be possible and my try hard games are now worse than my casual ones due to this (btw every game I am using as an example is with ruin up and never broken except before when I was dominating even with it gone).
I never really like to use the term "gen rush" but I don't see how gen speeds are fine right now. They are supposedly 80 seconds based on some wiki information but that simply isn't possible as 3 gens are done by the time I down my first person within 30 seconds of the match starting. This means every single person was solo on a gen and did each in 30 seconds. Even without ruin, this shouldn't be possible so I don't see how it is with it as the survivors keep confirming to me that they failed many skill checks those games. Is there a new bug to do gens faster or something that people have figured out? I just want to understand what is going on.
Gen speeds are the same, and there is not a way to accurately measure toolbox usage, but i think that is more on you than on the game
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@harry14141414 said:
I know that at some point in time DEVS said its not an exploit neither its a reportable thing
but is it really fair to keep this thing in the game ?
Ruin is already a very RNG based perk and I personally think it DOES not stand for more than 1 gen or even less !!! 90 % of the times.
this game is evolving in a very astonishing way thanks to the devs and all the hard work with dlc's and events.. silly things such tapping should not stay in this game IMO.
stay safe in the FOG ladies and gents <3
Its been a long time since ive seen someone gen tap, and you know it is actually slower right?
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Im going to make a mega post to the devs about this after my ban wears off (i was jailed for calling someone a dum dum). In my opiniom, wraith should have both his base stats buffed and have the bone clapper and ghost addon set as his default power. Here is what they do:
-The Ghost: after uncloaking, the Wraith's TR and Red Stain remain supressed for 6 seconds.
-Bone Clapper: The survivors can no longer discern the distance or direction that the wailing bell has been rung.
BASE STATS
Decrease dissapearance time by 40 percent
Decrease appearance time by 25 percent
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@Lost_in_the_Fog said:
Was just reading a post where people were trying to back up their argument of trashing on killers who use NOED by saying the survivor objective is completing gens and the killer objective is stopping gens from being completed. Maybe I'm mistaken, but I thought survivor objective was to escape the match alive and killer objective was to kill all survivors before they escape. I mean that's why there's a hatch now. . . to give survivors one last opportunity to escape. I guess the gen objective is the TRUE objective in the unwritten survivor rule book?
You can't escape without gens being done, so that is the survivor objective. And you cant kill if the survivors leave after doing gens, so you need to prevent gen completion. Hope i made everything clear.
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@TheEntitysRightHand said:
Why do survivors get annoyed when I let them use DS? Like I could easily run a slug build and let you all die on the floor but you'll still complain then.
This is why survivors get a bad rep. And this is also why there is such a split in this toxic community.
On the contrary I do complain a lot when my obsession is bad and I'm running STBFL.
Anyway I want to hear your thoughts thanks for reading.
I havent seen a single soul complain about using ds
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@UlvenDagoth said:
Tell me what yall think!
I think devs wouldn't chase his power in any of rhe ways above. If they ever buff him, it would be a tweak to numbers, and not a complete ability rework
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@InfinyMage said:
Glorious!
I just expirienced my first ever multiple survivor downing in the basement! Is this why you Leatherface mains exist? For the ecstatic feeling that it is to down multiple people? :D
I managed to get a survivor hooked downstairs and to my surprise after a rather extended chase which I had to give up since he looped close to where the basement spawned. (It had already been long enough for the survivor and his rescuer to have escaped) I turn into the shack to see one had just started coming upstairs. I instantly started to rev up the chainsaw and he turned tail and headed back down (Bwuahahaha) and as I turn the corner in the final steps theres 2 survivors! I start swinging! 1st instantly downed other tries to juke me further towards the back of the basement! Thats when i realized I was wrong.. It was not 2 survivors but 3! The fool dared to touch my chest and had his back turned to me! Caught in the atrocious act and his buddy had steered my right to him! I took a last final wide turn and got both the THIEF and the one who had unintentionally led me to him. Then 1, 2, 3. On tho hooks they went.
Long story short. No one escaped that trial. And normally I let the last survivor live if im having that good of a game. But I couldnt do it. Something came over me. Found the hatch and closed it and the rest was history.
And I was planning on playing Trapper that game till 3 of the 4 brought toolboxes. (Ive recently discovered how fun it can be to use Franklin's Demise and only have it on Leatherface) I hadnt felt like that in a trial in a loooong while. My heart couldnt take it so I had to share on this forum before calling it a night.
Yeah Long Post
SorryNotSorry lol
To me, the best feeling is to have save the best with the obsession of the hook and absolutely chew through every one with 8 stacks
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@ghostface_tryhard69 said:
See title
The only effective build is Unhookable, but only works on a swf. You gotta have alex's toolboxes, Dead Hard, Tenacity and Flip Flop. It is pretty op because the killer cant hook anybody and can only slug, but with no mither you just get back up
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@Akarate_Dolphin said:
If I use a map offering, what map should I pick?
Underground complex, it is very easy to max brutality because of the pallets and to kill because of the terrible loops
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@Akarate_Dolphin said:
I've been trying to get Adepts for killers, but I get Ruthless every time...
Any tips or even guides maybe?
Farm with survivors. I just play and get 2 sacrificed, and then basically bully the rest. It is ruthless to do, but is a guarantee merciless if nobody dcs