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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @RK67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046758#Comment_2046758

    Why is his power worse? I find legion's power worse compared to trapper.

    Because literally any survivor can follow him and deny his power and the trapper is forced to go after them.

    just because of that he is worse.

  • @Adeloo said:

    Plague is the weak link imo.

    • She has nothing for her : she is among the tallest killer + leave a trail of incense = really easy to spot
    • Her power without any addon, takes ages to infect survivors, if it even not go throught them without any effect (hitboxes really broken in the favor of survivors 75% of the time)
    • Survivors can easily just cleansed so any slowdown perk related to the injured state become useless
    • If survivors are smart they can negate your power by drinking from fountain at the edge of the map that would waste an enormous time for you to collect
    • and even if they infect all foutains and you get your power for "free", a good pallet stun and you are back to being a M1 killer with no map pressure, no chase ability, nothing.

    @Adjatha said:

    Plague's the only killer whose power includes a ton of heal spots that not only remove her power but ALSO heal the survivor back to the healthy state. Unlike Pig's 'guess which of the 4 boxes' or Freddy's '1 per survivor alarm clocks', the stage is FILLED with fountains to heal off of. She's also one of the tallest killers (making it difficult to fake out loops) and also has no built-in movement, tracking, or slow down. Her addons are worded poorly, making it difficult to determine what each one actually does, and the infection timer is both hidden from her UI and take so long baseline that waiting for that to pop before hitting the survivor often takes just as long as hitting someone twice like any other M1 killer.

    But all that could be forgiven, if her puke worked the way it looks. It feels terrible to puke directly on a survivor with a full charge and not tag them even once. Puke travels so slowly and in such a short arc that survivors can often outrun it by just going straight ahead. On top of that, the hit confirmation is the least reliable part of the game. The actual effect is to shoot a series of chunks out that trigger 'hits' with empty spaces between them that do nothing. But, because it appears as one, unbroken stream of puke, there is no way to tell what is or is not hitting, so you're left with survivors weaving back and forth in your puke stream and coming out miraculously as clean as if you were gently misting them with mineral water.

    I cannot fathom why the graphics don't appear as the actual chunks, or why it doesn't work like the flamethrower it appears to be. But it is so frustrating that the whole character just feels bad to play. It really is a shame: the mechanic is a really cool one. I don't even think she needs a big buff, just make her puke reflect what does and does not actual hit like every other projectile in the game.

    just going to say that she is better than trapper since trapper can have his power disabled easily.

    plague at the very least survivors are either all injured or you have a very strong ranged attack due to that aspect of plague she is stronger than trapper.

    Not all fountains are at the edge of the map if survivors cleanse you just always use the corrupted pools and you get fast downs and you can just win like that and if you are getting stunned you're not being careful so that is entirely the killers fault.

    What people need to understand is while plague is subjected to RNG with pools and some consistency issues with the right build (all killers need them besides very few) you can just always capitalize on what survivors do.

    Like you are either a m1 killer that has everyone easy to find/exposed or you are constantly using CP to end chases quickly. There isn't a middle ground since that is both having injured survivors and giving her CP which is when she is at her strongest.

  • @CheesyGuy said:

    I see people voted Trapper and like wow. I dont know how it is gonna be happen with update but Wraith is quite weak. He is the true definition of M1 killer only. His power is not that special and he cant finish loops,pressure gens and etc with his base power and perks.

    You talking ptb wraith? Because yeah no he has amazing mobility since it's combined with stealth and after he comes out with those buffs he will be a solid killer not top tier but definitely the best of all stealth killers at least.

    Also you're wrong you can easily use his power at medium/small loops to hit survivors, most people really underestimate that speed boost when uncloaking.

  • It's trapper

    If you're against a swf that knows how to verse twins they are like the second worse killer but no one is worse than trapper just because of the nature of his power.

  • it should just be if you hit a survivor beyond 24 or 28 meters they are put in the dying state

    that is literally all the addon needs and also remove the part where you lose hatchets.

  • @OopsAllHexes said:

    I have a question: How is Freddy unfun to play as? I can see weaknesses in him but he's top tier because of his rework, last I checked... and he's super easy to play.

    He isn't hard to play and really it feels underwhelming in the fun aspect, you put a snare on one side of a loop and push the survivor to it hit them and repeat.

    Really the most fun you can have as him is using fake pallets since at least tricking players is pretty funny.

    Like you won't hate playing him but you can't do anything impressive besides super situational times where you can gen TP to cut off a survivor, because of that you could say it's kinda boring to play him.

  • As for perks regression, stalling, and chase perks.

    Info perks are not that good the only one i would ever run is nurses

    As for chase perks really im just referring to STBFl as it is really good on hag in situations you get back to back trap triggers.

  • not just the 3 gen you want to protect the half of the map that has the most gens preferably close to each other, then cover that half with traps and simply stop heavily protecting area's that get the gen done until you have a 3 gen.

    If you only protect 3 gens then survivors will get the rest done with you having very little hooks, at that point if they try to hard press gens you can only win by snowballing since there won't be any close to death hook.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045452#Comment_2045452

    Hatch isn´t fair. Never was and never will be. It´s not fair for the killer, nor for the other survivors. Just had a match with a hatch camper, who let me die on my second hook and then gloated about it on my profile.

    well the EGC when hatch is closed is worse and that's what you want sooooooooooo

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044277#Comment_2044277

    Hatch offerings exist. The EGC would start when there is only 1 left. Better to have a limited time to check both gates, than wasting an endless amount of time on slugging and searching the other one.

    Again how is it ANY different then simply slugging for a 4k like now? Killers that do that will still do it nothing will change so this doesn't address what i think you're trying to address.

    If you're problem is hatch itself it's not really a problem if we ignore keys, the worst thing i can think of is a swf dc'ing to give their friend hatch which is pretty rare, in all my time playing that has happened like at most 8 times out of over 3000 games.

    Hatch exists to give the last survivor a fair chance to escape it's a race to whoever finds it/gets to it first. once it's closed the exit gates are powered as a last attempt to survive which is fair since the killer can close it as soon as hatch is opened.

    There are no major or even common problems with hatch itself other than "the lasts survivor shouldn't escape like this" which is an opinion not an issue. Once keys are reworked hatch won't have any issues at all really and hatch offering btw help the killer if no key is present so as said once keys are nerfed hatch will be fine.

    Lastly exit gate spawns are often terrible to the point where either it's killer sided as hell or survivor sided and it's incredibly rare for it to be fair. On certain maps there are also set exit gate spawns that are incredibly unfair to either side no matter what such as midwich, saloon, and lerrys. honestly removing hatch would just make wither the last survivor escapes or not completely RNG which is far worse than how it is now as with hatch survivors have to accept that they will probably die if they don't escape from it or they can wait at a gate to open it once hatch is closed.

  • devs locked his turning, players on pc are overcoming that with sources outside the game that other platforms can't replicate.

    The counterplay isn't counterplay and regardless this makes it incredibly dumb to try to juke or make a blight who is good at this miss, the skill ceiling doesn't get raised since in the first place this isn't that hard to pull off if you have the tools to do so and like spirit you can easily get used to J-flicks especially with the amount of chances you have to use it.

    This is dumb and needs to be addressed, if you are arguing for this you should instead be arguing for blights lunge out of lethal rush to be changed so it is similar to this while also being available on all platforms.

    If the devs do not won't that for him then too bad this should be addressed as it is an unfair exploit only available to one platform and turns an otherwise fun and skillful killer into an easier one that is unfun to verse, yes using a macro or whatever to do those otherwise impossible hits makes him easier once you get used to it in other words it lowers his skill ceiling.

    What makes blight hard and skillful is both landing the lethal rush hits and setting them up, lets all be honest it isn't that hard to learn how to effectively J-flick. J-flicks open up many, many, MANY hits that are otherwise impossible which in turn reduces the amount of situations where you need to set up a hit as well as makes landing those hits easier which in turn lowers his skill ceiling. This simply should be addressed and at best Blight should have his lethal lunged tuned.

  • if EGC is active when 2 survivors are alive that is very unfair for the killer, in fact that is worse then how hatch is now.

    If it doesn't activate then it's no different then slugging for a 4k as it is now

    edit: Like in a swf say someone is going to die, the two last survivors can just go wait at the gates and at least one will escape if not two. that is worse than how hatch is by a lot.

  • @Tsulan said:

    Just remove the hatch and start the EGC once there is only 1 survivor left.

    Problem solved.

    No boring slugging for 4k.

    No boring camping the hatch and hoping that the other survivor gets found first, when only 2 survivors are left.

    mate you just slug still...

    as long as 2 survivors are alive the killer will still slug.

  • As a console player it feels very unfair that pc can do those ridiculous turns, however if anything i feel that they should increase the default turn radius then fix those macros.

    Also stretched res as either side imo is cheating that isn't exploiting turn speed that is modifying the game and gives a very unfair advantage in chases you were not supposed to have, same thing as macros but it's much more severe when survivors use this to see over loops as it makes many pallets save.

  • On a swf REALLY good with it

    • Telling your team to run early to waste the most of the killers time
    • Always knowing the killers location and against hag and trapper where to avoid going.
    • Getting the killers attention so your less skilled teammates can do gens, that's why the best survivor at chases run it.
    • lastly against really good OoO users telling your friend when the killer is mind gaming, i tested this with a friend and every time i said "S" that meant the killer is mind gaming and you need to switch directions.

    The strength of OoO depends entirely on how good you are at communicating information as well as at chases, the better you are at those the stronger this perk is.

    I'm pretty sure this perk was supposed to be used as a risk/reward perk where you get info at the risk of getting chased but with how long good survivors can last and the existence of SWF that just isn't how it is used. In a solo i guess it works like that but because the killer doesn't know if you're in a swf you often get tunneled.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2037034#Comment_2037034

    "You're not entitled to get a win because you were very good and did everything perfectly". I'm sorry, I will never agree with this kind of thinking. As the last, stomped, survivor, you also aren't entitled to the free escape. Just tell me, how is it fair that I lose a kill because I did everything correctly and the survivors did bad?

    As I said, a good way to get rid of the unfairness is so: as the last survivor, you must repair a generator for a total of 50% in order for the hatch to appear. After not interacting with a generator for 30 seconds while not in a radius of 24 meters to the killer, they get a killer instinct for you for the remainder of the trial. After the 50% was completed, you see the aura of the hatch, as well as the killer.

    It's fair because you already won :)

    As said you're not entitled to the 4k, it doesn't matter what you think since it's just an opinion this is also my opinion one backed up by gameplay mechanics and many others also agree with this.

    Also as said a good killer will easily find you if they patrol gens and certain killers will make it impossible such as doc or demo who can both easily find survivors who try to work on gens also perk such as whispers. Seriously against any good killer you're not getting gen progress.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2035782#Comment_2035782

    I love how you people call it a free kill, free kill because I actually did everything I should have done correctly? If that is a free kill, then how is the fact that the last guy made it out without doing anything he was supposed to?

    https://forum.deadbydaylight.com/en/discussion/comment/2035101#Comment_2035101

    It is also weird to care so much about a single escape you can get by the most stupid mechanic I've ever seen in a video game.

    you already won why should the last guy who has literally no chance against a half decent killer to finish any gens not have a chance to escape?

    The fact is it's a free kill without hatch, it was introduced so the last survivor has a chance to escape when hatch stand offs became a thing they eventually made it so hatch could be closed so games could end. Even if they listened to you they won't do anything when it comes to last survivor hatch escapes because it's fair and ends games faster then 15 minutes of doing nothing but looking for a hiding survivor which is how games used to go.

    By the way you're not entitled to a 4k just because you won regardless of how bad the survivors did.

  • I make sure they die first

    keys are brokenly OP and while in a swf i can't stop it's use i can sure as hell kill the one who brought it.

  • I haven't has any issues with hooking survivors and from playing survivor i can say that as soon as the killer starts the hook animation the wiggle meter stops.

    Nothing has changed.

  • The only unfair aspect of hatch is how it is opened with keys.

    The last survivor escaping or not is fair, if they found hatch they escape if not they have a slim chance to escape by the exit gates.

    Regardless the killer already won at that point they don't need an extra kill for free.

  • This is what i thought for it

    Visionary: you can see the aura of generators within 16/24/32 meters and you can tell the progress a generator is at by the intensity of it’s aura. whenever a generator is completed you see the aura's of survivors within 8 meters of that generator for 10 seconds.

  • no, these don't seem thought out at all and many of them are buffs that are too strong while others are unnecessary nerfs.

    Instead of actually trying to think of something balanced this seems as if you just thought to increase the power of the killer without thinking if it's fair/balanced and some of them like leatherface getting movement speed after a hook just doesn't make sense.

    edit: Also skill checks are a joke they only punish new players so those don't affect anything in regards to real balance.

  • A killer being that good without needing much skill is not ok, if you just tell a rank 20 how to play freddy he would play nearly the same way as a rank one that is how little skill you need.

  • @GodLikeTerror said:

    What counts as a top tier killer though? If you have a lot of hours on a killer and you have mastered them, then that killer can be top tier for you, because that's just how it works. Would I have beaten them with trapper or wraith or legion for that matter? Nope, because it would've literally been actually impossible, because they have zero chase potential. Clown has major chase potential, and I had gotten lucky with some good map rng. If I had gotten worse map rng a few times I'm absolutely positive I would've lost. It's called slugging though. I said I slugged all 4 of them in the long run, and I was able to have surge pop off most of the time, because I would push them near the last 3 gens I had, because it would literally be down to 1 gen after about 3 minutes in the game. I was able to hold pressure, because I got stacks of STBFL going. Clown is a 1v1 killer, but what other killer can pressure more than 1 survivor at once? Your context makes absolutely no sense. I pressured them by trying to chase them around the gens. Slug next target slug next target slug next target and keep going. I'm not a bad killer who can't end chases quickly. My average chase was incredibly quick, because it's incredibly difficult to loop a good clown, and I started making that area around me dead zoned. IF I did go for a chase somewhere else I wouldn't fully commit to it, unless I know I could press them towards the gens quick enough so I could keep an eye on the gens, and have surge pop off. They would try and run far away from the gens, but if I knew I wasn't able to down them in at least 20 seconds I did not commit to it. I made sure I kept pressure up towards the end. Lets say if I got the game map or lery's or somewhere else for that matter. Would I have beaten them? Nope I sure wouldn't be able to. I got some of the better killer maps. Just because you have 2k hours does not automatically mean you're good at the game. If you split that time, and you play different killers. Chances are you have not mastered a certain killer. Now I don't know how much time you have on this killer x or this killer, but I have 1700 hours, and 1k+ of that is on clown alone, so I think at that point I have mastered him considering I know how to throw every tile, and what do to and what not to do, that's how I was able to beat them, because I have mastered him.

    I said luck because even if you did slug all of them it shouldn't have happened, if someone gets chased they lead them away and tell the team to go pick that slugged survivor up and if you keep trying to snowball that should keep happening.

    for that reason i don't think you actually faced one because they would have kept getting picked up and slugged far from each other, could they have been a good team sure but not a team that is basically tournament level unless as said you got lucky.

    Don't take this the wrong way i just truly believe you can only beat them reliably as nurse or spirit, maybe hag on a good map. Clown just doesn't have the mobility to mass slug against teams that know they should try to put distance on whoever is slugged thus luck is required.

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034025#Comment_2034025

    Well Twins have been the hardest to judge because I’m new to them but I’ve won every single game with a 4k so far, they seem incredibly strong.

    I should have added that my list is for public games. So thats average survivors, to extremely good sweaty teams. As far as I’m aware your average public squads will co-ordinate the gens but they don’t often pull off co-ordinated tactics against the killers as well. Not like a tournament level squad would do.

    Dowseys experience seems to back this up. 800+ kills, 1 escape? And then 1 hook vs an actual tournament swuad with a strategy.

    If we were to rate these killers for a truly competitive level then all would be in low, Spirit in mid, and Nurse in high.

    yeah in public games you can often win since rarely anyone knows the counters to them and coordination also is very helpful against them so if you get solos you'll probably win. Like if you go against a swf that understands how to face them you will rarely snowball/mass slug.

    I have gone against the twins in a swf about 3 times each time i told my team how to face them and we didn't have any trouble winning simply because we knew how to prevent a snowball spree.

    Because of that i just can't rate them highly when they only do as good as they do when it's a lack of knowledge on how to verse them as well as solo's just being at a disadvantage against her.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033566#Comment_2033566

    You sure about that? I don't know how you're going to tell me what I faced and not faced. It's not impossible to win against a deathsquad as clown as long as you know what you are doing. I'm sorry people haven't put 1k hours into the guy like I have and some others have, but alright. I faced pretty good swf's prior to MMR, and yesterday all I got were 4 rank 1's with full loadouts all meta, and 3 gens popping even with corrupt up. Knew what they were doing, and yes they were deathsquads, because I rarely ever faced them before MMR came out.

    Dude if clown could beat them reliably then so can SO MANY OTHER KILLERS that are better than clown.

    They are called deathsquads for a reason since you're not beating them without playing a top tier killer, btw 2k hours majority of it as killer.

    Like if you did beat a deathsquad it was entirely luck since clown is a 1v1 killer and they just gen rush you by having at least one on a gen constantly most of the time at least 2 and you're not out pressuring that.

  • dude if a teams knows that all they need to do against twins is use lockers twins would be the worst killer in the game as she is only good because of her snowball sprees which are entirely negated by lockers.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032831#Comment_2032831

    Trickster's knives don't take that long to injure though. If you ignore his stacking fire rate buff (which helps him in this case), he raises knives in 0.35 seconds and throws 1 knife per 0.33 seconds. That means that without the stacking buff, he throws 8 knives in 2.99 seconds. With it, its even less. I'm not sure how much because I'm not exactly sure how it works. For context, Huntress takes 3 seconds to fully charge a hatchet.

    If you decide to try to stick a gen when Trickster has chased your buddy off, after that ~3s injury... Trickster can turn around and injure you in less than 2.64 seconds assuming he hasn't lowered his knives because his knives have no charge time, no weapon wipe animation, and no cool down. Granted this does need some pretty good accuracy, but it doesn't start getting significantly longer/slower unless the Trickster is managing an accuracy of 50% or less... at which point you probably have a bad Trickster.

    That's assuming you have a line of sight the entire time, you land every knife, and the survivors are close.

    You're often not working with those conditions especially with his recoil which i don't even know why it's a thing.

  • @BioX said:

    "you managed to hit a few survivors that were close together with few knives, one is now close enough, hit them, well now you wasted maybe 12 knives on them and also the time it took you to throw them and it could have been time you could have saved by doing a M1 instead."

    I have not played or looked at the killer so I cant comment on anything you said, but this specific part bothers me a little, it is completely part of the game's learning curve that killers need to learn when to use and when NOT to use their powers, its fundamental to becoming good with one

    What he is trying to say here is that he has no pressure when it comes to multiple survivors besides m1'ing them.

    It's not a learning thing it's just he can't really do much like the only good option is to either hit one then fully commit to the other since you can't use your power on multiple survivors it just takes too long to injure them and the laceration decays pretty quickly.

    Unless survivors body block he literally can't use his power on multiple survivors, best he can do is go into main event get a down and then go to the next survivor but with how long it takes to down a survivor anyone nearby probably won't be nearby anymore.

  • As i have said before he is literally just a weaker deathslinger.

    Both suffer from the exact same things and both have an oppressive power that if the player is good will end up downing you but deathslinger ends chases faster, the only thing trickster has over deathslinger is he is hard to bodyblock against... kinda.

  • @[Deleted User] said:

    I always get hit through Dead Hard by Plagues' Corrupt Purge in the top rank. They wait until they're in a position where my Dead Hard is useless and just puke long enough to hit me. Rarely does it help me to get around a corner and avoid a hit, only to be hit a few seconds later by her almost unavoidable power. There are other reasons she's not as strong in high ranks imo.

    She isn't as strong due to her inconsistent power hit box as well as her pools rarely being in good spots.

    The only time you can use CP is if you go to a pool as you patrol or after hooking someone then survivors just play a little safer.

    She simply needs easier access to those corrupted pools to be a better killer.

  • That won't happen and it's already easy to hit dead hard since they go in a straight line.

    A better buff is to allow her to get corrupt purge easier as her pools are too rng and are rarely in a convenient place. This is what i would give her.

    New ability: Solicit Chant

    Interact with a pool of devotion from a distance to gain corrupt purge but greatly reduces its duration.

    • Distance 20 meters
    • corrupt purge duration 20 seconds
    • interaction time 3 seconds, movement speed is greatly reduced (1.4m/s), you also chant during this time which warns survivors

    This just allows her to access her ability in a chase and the duration is kinda short so you need to capitalize on it. The survivor also gets some distance on you so it's not like it's unfair in fact if they do good they might outlast it.

  • here we have a perfect example of someone not knowing that lockers solve all the problems when versing this killer.

    lockers stop her slug spree, stop her camping, and forces her to go to you otherwise she simply wasted her time.

    use. them.

  • @BanSaltyHackers said:

    https://forum.deadbydaylight.com/en/discussion/comment/2029895#Comment_2029895

    That's not true at all for my match making. And by the way a lot of these hackers are Windows users who make clever names that basically tell you they are hacking. Hacks have been around for along time on this game anyway, pros use them as well for fun. What bothers me is before the Twins update hacking was very infrequent like you said, about 1 in 500 matches. But ever since the updates that hasn't been the case. BHVR screwed the cheat detection system.

    i mean i play daily and haven't once encountered a hacker since PH came out which was the speed hacker.

  • I don't pretend they don't exist they are just so rare that you will only get one in like 500-1000 games.

    My whole time playing this game i had a hacker on console post crossplay that could infinite dead hard and send out a "fake" themselves that looked like lag. the other time was just a speed hacker i was playing deathslinger and when i speared him it was funny how fast they went left and right.

  • No, whispers is already a very good perk killers experienced with using it can determine survivors locations by just seeing how long the icon/whispers last.

  • Not too viable if all it is is getting an injure.

    PTB wraith is a stand out tho since he has very good mobility and the uncloak speed is useful in medium loops, allowing him to quickly approach survivors without being seen and land hits.

    Ghostface is also a stand out with his ability to stealth in a chase as well as insta down.

    I would say a good example of bad stealth implementation is pig, she is basically a weaker wraith/ghostface in stealth and even wraiths "ambush" is better since you don't have to suffer a missed attack cooldown. I get that pigs power is also split into stalling but as a main ability her stealth is just awful imo.

    edit: for survivors it's good, if the killer isn't in a chase and gens are getting down their wasting time.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2027671#Comment_2027671

    I'd like to clarify that I think Doctor is perfect, but what I meant was that they should've reworked old Freddy's power in the same way that they reworked Doctor, which was a great rework imo. Change or remove the bad parts of the power, improve the good parts, and add a little more to make it interesting while redesigning the addons for all of it. An ideal rework would ensure that boring stall Freddy is no longer, and a much more interesting dream demon comes out of it.

    Love the Plague idea. Going to pools can be suuuuper inefficient and by the time you're back in the map and chasing someone, you might only have 30 seconds left of it. Being able to grab it while in a chase at the cost of shorter duration and a little movement speed penalty is a solid idea. I do think she should also have some type of penalty that increases as someone works on generators/progresses the game in some way while sick, like a hindered status that gets stronger every X seconds interacting with something. The aim would be that it's not an immediate debuff, but something that worsens over time as you don't cleanse, putting survivors in more scenarios where they need to make a decision whether to cleanse or not and then eventually forcing the cleanse out of them because the sickness penalty is almost just as bad as her having corrupt.

    Legion's is interesting for sure, and would be along the lines of what I would think is a good Legion rework. I'm still never going to be a fan of the idea of Legion downing with his power as it's not at all hard to hit, however, this idea you're proposing seems fairly situational and requires stabbing the entire team in one go, which can be countered by just splitting up. I'm not at all opposed to it simply because of that condition, but at the same time, it's definitely something that's not going to reach max power every game, sooooo...you're technically giving him more lethality, but you're also not. Thing is, I don't really see any other way of doing this without it being super irritating and too easy to do, so I'm not saying the condition is the problem, but the fundamental design with Legion is. The fact that Frenzy hits are so easy is what's always been his issue, unfortunately. I've considered some ideas that give him a whole separate chargeable ability that's not just an empowered feral strike, but nothing fleshed out.

    I do like the idea though, you're definitely onto something there.

    That's true that with legion you won't often hit all survivors, Maybe having lethal rush being something you charge up might be better but i agree that it would feel cheap to get downed by it so easily if the killer didn't earn it.

    I thought that having lethal rush reveal players in deep wounds would encourage mending and you can potentially get it to activate off of 3 survivors instead of all of them and there is also a problem of it's duration.

    I think making the duration longer would help with the idea i have for a reward system, maybe if it both reset the duration and the duration got longer for each frenzy hit you have gotten that might fix that.

  • It's not toxic just effective while requiring little skill.

    Of course any killer with mobility, range attack, or if the survivor is already injured/exposed this doesn't work that well.

    i don't see how this would ever be fixed if it even needs to be fixed in the first place.

  • @[Deleted User] said:

    I dunno, I think Twins is still going to hold #1 place for most unfun and useless killer.

    E: Maybe if you could essentially yeet Victor at a pounce's worth of distance whenever you unbind him they'd be more fun. But they're just so clunky and underwhelming unless you basically camp & tunnel, or otherwise slug. Very unhealthy for the game.

    Thing is if you have a good team the twins can't even slug or camp

    injured? if you're far from the killer and have another survivor with you just take the hit so victor can get crushed and then you get healed. By yourself? Just go into a locker the killer is forced to go to you and they get no other benefit from victor, this also forces charlotte to stop camping.

    If victor is camping just crouch and then kick him.

    If you have victor on you just don't take him off and go wait in a spot where you can't be ambushed.

    Like if you get good survivors who know how to play against the twins the match is a complete joke where at worst you are trading hooks every minute but you can easily gen rush through that.

  • @Haddix said:

    Trapper. Outdated as #########. Power simply just doesn't work with the current DBD.

    Myers. Also outdated as #########. Power is literally just M1 man with higher numbers in the code when he pops his power. I just wish he had some type of unique ability that changes throughout the tiers, and you can play in any tier you want depending on your build and playstyle. For example, if he has some type of ability that provides good mobility, in tier 1 it's also useful for stealth-oriented gameplay, in tier 2 it's more focused around stealth + chase-oriented gameplay, and in tier 3 it's focused on good chase gameplay. So you'd have mobility in every tier, but the secondary strength of the power would change depending on how you'd like to play the match out.

    Legion. I like feral frenzy, I just wish successful Frenzies charged up some type of secondary power that increases his lethality, which is all he needs more of IMO. Maybe some small buffs to the existing power as well, but nothing major. I actually think he'd be in a really good spot.

    Plague needs a few changes. Give a reason to cleanse, fix some of her issues, rework her vomit for dedicated servers. I think she'd be good.

    Unrework Billy :D

    Freddy. Unrework Freddy and Doctor rework-ify the original power. It honestly had potential, and it's a shame they dumped it for the blandest power in the game that shares a main strength with a previous killer, Clown.

    How would you feel if these reworks came to plague and legion?

    Legion: For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.

    1. Nothing
    2. Reduced feral frenzy fatigue
    3. Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct for 5 seconds after frenzy ends.
    4. When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors, hitting survivors in this state adds 4 seconds to it’s duration. Survivors affected by deep wounds in your terror radius are revealed by killer instinct during this time.

    Plague: New ability: Solicit Chant

    Interact with a pool of devotion from a distance to gain corrupt purge but greatly reduces its duration.

    • Distance 20 meters
    • corrupt purge duration 20 seconds
    • interaction time 3 seconds, movement speed is greatly reduced similar to leatherface in tantrum, you also chant during this time which warns survivors

    I think legion needs a reward system so it doesn't feel like you're just stalling with his power and I feel like plague needs a way to get her corrupt purge easier but with reduced duration since her pools are so RNG with their spawns.

    i agree that billy doesn't need a overheat mechanic but doctor is fine. I would rather have an annoying freddy that's just strong in a chase then an annoying freddy that stalls games into 20 minute matches. Myers could also use some buffs but im not sure what they could be.

  • @IWasLeft2Die said:

    Huh seems like I'm wrong. I havent played much Ghostface but thought I read a number of places people argued he was the best stealth killer. I havent tried the ptb either but I do like wraith a lot. I hope he is really good with the ptb

    He was but mobility has a lethality of its own, combine it with stealth and that's kinda strong. Current wraith doesn't get that much mobility in cloak without addons like the speed is just barely faster than 4.6m/s.

    wraith with purple windstorm was similar if not slightly stronger than ghostface but now that it's basekit he will have more addon options available to him which makes him stronger than Ghostface with good addons or at least the same as him base kit.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2027645#Comment_2027645

    An interesting interaction otz showed on the ptb would be to use the purple addon that allows you to break pallets quickly and the one that auto takes you out of stealth. The devs bugfixed it so when wraith breaks a pallet with the common he still gets the speedboost from the uncloak so he can be right on your ass in like seconds.

    Actually, when the changes on the ptb notes first came out i made a post talking about good addons now that windstorm is no longer needed every game and that is the first one i talked about.

    Im already using it on current wraith it is just so fun to use, with mobility on top of it im sure it will become strong and more common.

  • After the ptb i say yes.

    both of their strongest play styles is hit and run but wraith now has really good mobility.

    He can also use his uncloak speed boost at small to medium loops and most of the time get a hit.

    Really the only 2 things ghostface has over wraith is attacking faster from stealth and being able to expose survivors but i think wraith is still better since his power is always available and as said can be used in a chase. Also most of the time unless they are at a pallet you can just uncloak behind something and hit them before they reach anything with your speed.

    edit: also wraith can now pretty much do well on any map unlike Ghost face who suffers in open maps.

  • my tier list.png

    Nurse is the only S tier killer to me, all the others in A tier can win against most nontournement teams.

    The only F tier killer to me is the twins since if you know how to verse her and how to use lockers so she never snowballs or gets more use out of victor then she is imo the weakest killer in the game, too many counters that waste too much of her time and she is very punishing if you mess up. If you go against players who don't know how to verse her then a solid B tier otherwise F tier.

    I would probably put current trickster in D tier at most bottom C tier.

  • @Lil_Liaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026718#Comment_2026718

    "Because ive beaten a nurse or spirit in chase a couple times theyre balanced!" what a ridiculous argument lol

    I mean from your posts it seems you don't know how to play against a nurse so honestly asking for anything without trying to learn anything makes this whole thread more ridiculous if not a joke.

    When you go against nurse you're no longer playing DBD forget all the chase procedures and just focus on LOS, juking, and utilizing objects to make her mess up. That isn't a bad thing in fact it's refreshing.

    just because you can't run a nurse doesn't mean she needs anything go learn how to play against her before you complain.

  • I would rather they rework killers that actually need it, until the game changes in a way that's more fair to killers nurse is fine as she is.

    Like if they somehow change gen times and that makes nurse nearly unbeatable even for the sweat tournament teams then sure nerf her.

  • I'm not exited to play him if he is so weak, what I'm more concerned about is having to p3 lvl 50 him when i wont even play him like i did with the twins since I'm an idiot.

    To me it didn't feel like the twins were even released since it just felt god awful to play them that i stopped after a week, i hope it isn't the same for the trickster.

  • @Dwight_Fairfield said:

    I'd rank Demo a C tier for the fact that his shred is easy to dodge and his portals can be taken out by survivors.

    If your dodging his shred that demo is doing something wrong, in the first place you shouldn't use shred in the open unless a survivor runs through two objects where shred becomes almost undodgable. Also at max distance shreds those are also hard to dodge and the demo can hit you right after most of the time, This is especially effective when used to a vault/pallet or when trying to hit a survivor going between objects as said before.

    At vaults unless at max shred range demo can simply react to you vaulting and then hit you with shred this is always true at shack unless you simply entered it too late and the survivor already vaulted, if you are dodging shreds by faking vaults the demo is simply bad since there shouldn't be a reason for them to miss when you can just react to the animation or if they are holding an item you can see the item disappear.

    Like the only time a survivor should ever dodge a shred is in the open like along the wall of shack if they decided to run the long way and even then it's a 50/50 due to the width of shred. the only other time i can think of is if they shred at you towards a pallet but that also serves to try to bodyblock or m1 after the shred i do this a lot with recovery addons.

    Then again a good demo is as rare as nurse from what i read around so i can see people underrating him since a good demo is so rare, many people just don't look too much into learning shred and the timing for using it at loops so you never shred past the survivor. Like faking vaults shouldn't work because demo can just react to it but it does against most of them.

  • @musstang62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025537#Comment_2025537

    Yeah, that's a failure of communication on my part - I didn't mean to say Demo is as weak as Clown, just that they can feel similar in how they tend to get gens hit harder than other killers. Plague also has this to a certain degree (survivors choosing not to cleanse and just hammering out gens)

    I'm not saying shred is useless. Like you said, it's great for eating pallets quickly without losing much distance, and if you run survivors around a loop the right way, you can get some sneaky hits. But I would argue a lot of the things you mentioned don't work against good survivors. On short loops, shred is borderline useless in that scenario, and survivors can a lot of times just continue to run the loop instead of dropping the pallet unless the timing works out just right for that scenario you described of them either dropping the pallet or taking a hit. Rat liver definitely reduces the weaknesses of it but demo is still gunna have a rough time against survivors that know what they're doing.

    Portals are another thing that seem better on paper than they actually are, imo. Like you said, portals getting destroyed eats up some of the survivors' time, so it's helpful in that way. You also get some tracking and mobility. But all the time you spend looking for the spot to place a portal because there's some weird pixel inexplicably blocking it, all the time to actually place, to get the right portal in view, to actually use it etc. It ends up taking A LOT of time over the course of a match, just a few seconds here and there.

    I don't know, we might just have to agree to disagree. If the only reason to use him was shred, then PH is better in virtually every way, since the power is very similar but much stronger. If the only reason to use him was portal mobility, there are other killers much better at that. If only for portal tracking, doctor is way better. I kind of agree with the idea that Demo is OK at a lot of things but not particularly good at any of them compared to other killers. Being OK at several things instead of being really good at one thing just doesn't seem to translate to success at high ranks. I feel like he could be really solid with some simple number buffs but imo, with his current state, there are roughly 15 other killers in the game already that are gunna have an easier time in red ranks than demo will

    that's why i said you need to be good at using shred, it can even be used on small loops you can just barely nick them with the edge of shred and i can do this around 50% of the time if i go for it but it is hard to recognize when you can land that. Even if you don't land it if they use the pallet you destroy the pallet very fast so you don't lose that much distance.

    I don't think PH is that much better than demo in terms of chases, sure it can hit a little more but demo saves a lot more distance then PH allowing you to follow you with another hit, demo is also better at any vault since you can go into your power so quickly and it's fast enough to react to vaults meaning he is better at zoning. Ending chases sure PH is better but in the long run demo is better since he deals with the loops, doesn't lose nearly as much distance, and is better at zoning vaults.

    Still demo isn't as strong as PH since he can tunnel and can land hits easier but in terms of zoning demo is better.

    edit: in terms of holding W demo doesn't suffer from it that much but PH definitely does since his power sucks in the open forgot to mention that.

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