AChaoticKiller
AChaoticKiller
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at the very least it should be so it reveals their aura regardless of if they hit a great skill check. the time its active should also be increased.
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if your a solo or even if your not using the perk is fine, its when its combined with unbreakable that its toxic and unfair. As a solo i always have the perk on since i can't rely on my team to divert attention away from me after i get saved or rely on the killer not being greedy and trying to get another hook off me.
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@GoodLookinCookin said:
I just bought the game, should I study before I play?
you should at least learn the ropes by watching a few guides and some top streamer gameplay.
a few good tips are the following
- be bold, dont leave a gen from just the heart beat alone. look at the other survivors health states and try to guess if the killer is chasing someone as well as look for them before you leave the gen.
- NEVER let a survivor enter the next hook stage, unless they are literally across the map from you, you should consider saving them and if they are about half way into the next stage you should go save them.
- get good at looping and looking behind you in a chase. a basic concept but the most important thing to get good at.
- play safe until you know which killer your against, still do gens but look around and be very alert as it could be a ghostface or myers who can grab you with no heart beat.
- do gens that are in the open and/or are close to other gens first to spread them apart and wait until the killer is a good distance away to do saves.
for killers its a lot more complicated and its best to watch a guide for whoever you want to learn as well as basic killer tips.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1662196#Comment_1662196
There are other perks that put the killer st a disadvantage sprint burst does at the start of the chase. What makes objectnso different. Is it because its stronger and allows for accurate callouts? Toxic is how you treat someone, let's say I'm tbagging to make the killer mad that's toxic or spam clicking to make the killer mad that's toxic.
Running a strong perk isnt toxic. You have versed me using object was I toxic. Not all object users want to abuse/violate killers we just want to be chased and chill.
abusing a strong perk is toxic, sprint burst and DH the two most used exhaustion perks are not toxic because they gain only a short distance and at most the player makes it to another pallet. people like you are probably the ones who also think DS + Unbreakable is fair when anyone with half a brain can figure out that a whole team gen rushing while using that combo can't lose if they are at least decent.
No other perk besides the DS + unbreakable combo is as strong as OoO and even then its debatable if 1 minute of immunity is better than constant information. Abusing perks in a way that wasn't intended or is strong to the point of breaking the balance of the game WITH NO COUNTER PLAY besides camping/ throwing the match is toxic.
ALL other perks have counter play or are fair. DS by itself is fair you can just slug/ignore the unhooked, unbreakable by itself is fair just dont slug, bbq is fair because you have to hook someone and it has 3 way to avoid the aura reading, ruin and undying is fair just do totems and the perk combo dies after 2 minutes or less into the match if your whole team does it, NOED is fair for the same reasons as the HEX combo and can be cleansed if found.
now tell me how you avoid OoO or DS + Unbreakable the two most problematic perks/combo without having to either let the survivor do their own thing even if it means doing gens or having to slug, camp, or tunnel to kill them as the rest of the survivors do gens. Lastly just look at the other posts here a lot of people either don't care and or think its justified of necessary to get rid of the OoO even if it costs them the game.
edit: running the perk as a solo isn't toxic at all but because it can be impossible at times to tell if it is a solo you have to assume its a swf which means the user has to die or your at a constant disadvantage. some killers like wraith or blight who can quickly find and if the killer is good kill the OoO are exceptions since they are either good enough to quickly deal with the aura reading or are immune to it.
As for the match i had with you i don't remember it clearly besides a few seconds since i played over 60 games in the last 3 days to finish the rift, even if i won that means either you team wasn't skilled enough to deal with me with just info alone or you didn't fully provide the info or you were not very skilled in wasting the killers time or providing the info you got. I have faced really good survivors with a OoO user and its basically impossible to get someone without chasing them as they already got distance from the OoO telling them your coming and the gens just fly as you struggle to get downs.
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what madlordjack said also it might be a waste if you need to use it to get across the map. not really worth it if you ask me unless your in low ranks.
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this is the buff she needs, maybe not at the same speed as GF but way faster than it currently is would be a change everyone would welcome. I personally also think they should change the ambush roar to start after she starts her dash. it would give survivors less time to react and she would potentially be able to hit sprint burst users more.
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@Xbob42 said:
Have trapezes spawn all over maps when he's in the match, like Plague fountains or jigsaw boxes. And then have him do beautiful acrobatic flips and twists as a means of fast travel between predetermined points.
omg imagine a 200 pound fat clown doing majestic flips at high speeds across the map defying physics completely XD
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1662201#Comment_1662201
I actually like this idea - targetting a far off gen to release gas to make them scream (location reveal bubble), stop if not slow that gen progress completely for a few seconds while he slowly walks across the map, giving him enough time to Pop the gen as long as he is away that survivors are focusing a single gen instead of spreading pressure.
Would make a bit more sense than giving old Ken Jeff Chase Hawk teleporting powers like the demon IT since he's supposed to be a perverse human serial killer who collects trophies.
exactly and to be more clear it would completely stop any survivor from working on that gen for the duration the gas is active. After thinking about it i actually think it should last 10 seconds with a 30 second cooldown. that way it can be used frequently and if you in a chase it might be usable on a gen that a survivor is looping around.
also as you said it would make survivors have to work on different gens instead of powering through one and if the cool down and duration are short it will make it so he can try to pressure multiple gens by using ruin or pgtw on gens that are near completion. he will still have the weakness of no map traversal but being able to hinder survivors working on gens he wont make it to in time would be a good buff/rework especially when he has the potential to down survivors quickly with his base power.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1662272#Comment_1662272
I've advocated for this idea in another thread because each dull or hex totem that breaks reduces the cleanse speed debuff by another token - meaning an attentive survivor could tell about how many totems are left from each one cleansed since Undying requires more totems to be destroyed in theory that ToTH. Also the noise explosion when cleansing "Begins" is far more fair to deal with considering it also has a maximum range on larger maps so a Blight or Hillbilly with the "move fast" addons wouldn't have a chance to stop the cleanse if they are too far away (nor even be notified that a survivor is nearby).
the thing i noticed with TOTH is that if a survivor keeps tapping it and then moving away if a killer goes to it it can waste a lot of the killers time. if the effects did switch than TOTH won't give notifications on dull totems but will tell you if a survivor is near any totem and can make the strat of tapping totems less effective which will make defending totems easier. currently undying basically does what TOTH does but better as you said. undying will be for wasting the survivors time by both cleansing totems and trying to find undying itself, im in the group that agrees undying needs a nerf to its aura reading but i also think they should compensate for it and this would be the best compensation imo.
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i think they should switch thrill's effect of making totems take longer to break with undying's aura reading. it would match both perks better anyway since thrill of the hunt would be for info and undying would be for keeping totems alive plus it would allow you to know if theres a remaining totem for a hex to transfer to.
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not really, if someones slugged they should fully recover and get to a area thats safer away from the spot they got downed. if your not slugged stop doing gens if 2 or more are downed and go pick someone up while avoiding the killer by playing stealthy.
if your whole team gets downed you all either missplayed or the killer got very lucky
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@AvisDeene said:
I have the opposite problem, I am earning more blood points than I could spend. Plunderers lets me save on items, and the characters I want are already max level. I wish they would make cosmetics that you could purchase for bloodpoints. something like 10 million points for a shirt, 20 million for shoes and pants, and 5 for head piece.
I can't bring myself to spend money for digital cosmetics and since this game no 'endgame' it gets boring not having any goals to work towards.
are all your characters prestige 3? thats how I've avoided that problem. if not then just start doing it its not like you will use all the addons and offerings on them anyway.
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A neat idea i had was for every prestige you have on a character you get 15% more bp but only when playing that character. would be a good incentive to prestige and help reduce the grind a bit. you could argue that it would increase the grind but tbh getting all perks on a character thats not prestige doesn't take that much time. i could probably do it in a week or less if an events going on. if you make it too easy to get everything it will make the game boring since you dont really have a reason to grind once your done.
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buff his reloading and give him a secondary ability.
for a secondary ability i was actually thinking of him being able to target a gen and have it start giving off fumes(like freddy's gen TP) which prevents the survivors from working on it and gives away their position. it would last like 15 seconds and have a cooldown of 40 which starts as soon as it's used. also this isn't like the entity blocking the gen the killer and killer related perks like ruin and pgtw would still work on the gen.
edit: the fumes would work exactly like the regular gas from his bottles. for an animation it would be him pressing a button on a small remote device that would take a second with no movement speed debuff. I'd like to think of it as him having the gens trapped or rigged before the trial started.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1661988#Comment_1661988
So you are telling me that without bragging or spam flashlight clicking no bm. Nust having an aura reading is toxic? Ok man that's kinda funny. If you think it is so be it let's agree to disagree.
yes having a teammate tell you where all traps are or the killer in general is isn't toxic because its not gesture. not everything is black and white its toxic because it creates a situation where the survivors all know your location and actions which allows them to make plays that are drastically disadvantages to you. leaving a gen early, avoiding dangerous area's, completely avoiding the killer, and sabo'ing traps.
simply put it puts you in a disadvantage until the OoO is dead and the team knows your actions and can act on them accordingly. as said not everything is black and white.
edit: also a lot of players who use the perk are toxic in general. almost every OoO i go against use the perk to waste as much of my time as possible and if you try to ignore them and they know they will just watch your every move and later in the game they can take some hooks and will t bag and FL spam to get your attention.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1655750#Comment_1655750
Running a perk isnt toxic. That makes no sense. It isnt bankable and it is allowed by the devs. Its only toxic if you use it to mess with the killer.
assuming your not a killer constantly in undetectable and its used in a swf they have constant info on you can can coordinate with that info. if your hag or trapper you might as well give up. how is having your entire team know where the killer is not toxic. sure its not directly toxic like t bagging but its still toxic regardless.
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I don't think so, a lot of the time its a swf abusing the perk and if your the last one to join the lobby its impossible to tell if it is a swf. Personally every time i get one i make sure they die and if im hag or trapper i just camp them to death. The perk is extremely toxic when a good player or a swf uses it so imo you should just assume that's the case if you dont know otherwise. screw that perk and unless your stupid or really good solo survivor you dont run it outside a swf.
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yea you will even see a survivor get hit and they react to it but dont get infected its extremely annoying. Same thing with her corrupt purge you will see it go through a survivor but they dont get hit. I actually played plague a lot before the vomit arc bug or whatever it was and i would love to come back to her if she gets the fixes she needs.
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I feel like there are things with blight i can't do with a controller, watch a few truetalent clips he can do some awesome hits with blight but on a controller he feels super sluggish when swinging and i can't figure out how to do some of the turns pc players do and frankly im things that its just not possible with a controller.
I would love the devs to address this but knowing them they might nerf him instead of standardizing him across all platforms.
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I understand the purpose of the perk and its even more obvious than it was after its changes. my problem and many others is that the 1% increase is total crap and the time survivors spend healing when they were affected actually wasted more time then how it is now.
2 extra seconds per heal - old thano
3.2 extra seconds per gen (12.8 to 16) - new thano
thats when everyone is injured and having all survivors heal wastes 8 seconds while having 1 or 2 survivors doing gens wastes 3.2 to 6.4 more seconds after the buff IF they are not working together.
Its very clear that the change barely affected the perk so its still bad. an extra 1%(max 24%) or 2%(max 28%) would make this perk usable on all killers instead of 2 and before someone replies im taking about balance not "fun" idc if it increases gen times and ruins your "fun" go heal.
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it could counter a lot of mediocre perks but its a perk for new players and in your own words the friends who cant hit the skill checks for [BAD WORD] wouldn't removing the skill checks make players dependent on the perk while also making them worse at skill checks.
I think the new changes to the perk are good however im against the added penalty for missing skill checks. I think that was unnecessary for an already bad perk.
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no, if you get no help the killer should always be able to get you to a hook unless he's in a hook dead zone from previously sacrificed survivors.
even just one body block shouldn't drastically increase your chance of wiggling off unless the killer was barely in distance of a hook.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1653097#Comment_1653097
When you consider that the reason DS was made to activate upon unhook, it makes it very clear that Camping and Tunneling off hook are more common than you think. Two actions which get sidelined and are BUILT-IN mechanics (which means you didn't do anything to "earn" them) they simply exist within the game and are available through the entirety of the match. So while DS doesn't really require an action to happen, it also doesn't guarantee that you will get to use it. Unlike PGTW and after every hook.
This is why the comparison of the two is flawed. You can't dissect parts of it you think are the same when the rest pretty much have no indication that they are similar.
You reasoning is good but it doesn't acknowledge how a match usually plays out and the most important aspect of the game time. for the purpose to simplify my reasoning we will use how matches go in high level play and because most perks should be balanced around it anyway.
pgtw is very simple you get rewarded for hooking someone and you can regress gens by 25%. This slows the game by a lot when you use it every time and its always possible for it to become activated.
DS however is complex because of how it be used and it also depends on if the killer activates it. The reason it can be compared to pgtw is because of the amount of time it wastes and the progress on gens it can allow. A survivor who gets unhooked can simply go to a gen and work on it until the timer expires and if they also run unbreakable their is no way for the killer to punish and benefit significantly by going after them or downing them other than the stop the gen progress, getting a good survivor who just used DS can take anywhere from 20 seconds to over a minute depending on the area they go to and their skill. You also have to acknowledge that the survivor role is team based and the amount of progress being made on gens by other survivors from this interaction. While it is true that DS doesn't always get used the way you can use it to basically ignore the threat of being hooked for a minute.
TLDR: they both influence the match greatly be affecting how long it lasts AND both affect gen progress. pgtw directly and DS indirectly.
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@HoneyBadger said:
"My god 5 second stun is so bad" Most of y'all grow a pair because life ain't fair sorry you're trying to squash matches or trying to tunnel ds only buy you 5 sec if you can knock survivor down you can do it again. Most of you need to grow up pgtw and ds are completely different perks. Stop this we vs them debate because it's sickening
No, we will debate this because they both influence how long the match will last directly, pgtw slows gens by getting downs and DS gives the survivors the option to do plays that normally would be a lot more risky as well as waste a lot of the killers time when it gets used.
Both perks affect how long the match will last by a very considerable amount so comparing them is very reasonable. If you can't grasp that than maybe don't argue about it especially when those 5 seconds actually get 20+ seconds to the survivor and sometimes the killer has to completely let that survivor go if they make it to a good area. this isn't just if the survivor gets tunneled, that is abusable because of its long timer and if you have played in high ranks you see it abused constantly.
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dude the perk is now useful for ambush killers or ones with very high mobility, i know this would be the buff to the perk both the increase exhaustion and the working regardless of percentage but i didn't think they would do both.
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Its extremely obvious when the killer has blood warden and to even get it to activate against good survivors you need to do it yourself. When they see you pick up a survivor after i assume you slugged them till halve the timer then and some how got the gates open then they leave and the perk is countered by its obvious activation requirements.
The perk does nothing all game, has obvious activation requirements, and can be countered by not opening the gate until needed. How anyone thinks this perk needs any change is beyond me because you fell into a classic blood warden death which itself is rare by ignoring the chance the killer probably has the perk.
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What's funny is you can still do gens and there's a REALLY good perk called detectives hunch that can find the totems for you as you do gens.
I have used it in a few games against the combo and usually after the 2nd gen i have gotten half the totems or even both hex totems if im lucky and get undying.
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killers would hook someone go get someone else and then still have remaining time on pgtw to use it on a gen. reducing the time period to use it but keeping it at a high enough time to still be used even when across the map as a slow killer like huntress. You will have to put the gen over the survivor but thats fine and imo its a better option since the gen will regress more and if its highly progressed and you kick it you might find that it has been worked on later.
this is just a straight nerf however this perk is still really good and imo the minute you had to kick a gen was very generous. i know that i will at least still use this perk on the majority of my killers.
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this barely does anything, unless its a movement speed nerf when coming out of it to which my understanding its not so you can just body block the pallet or continue the loop and get a hit.
IMO the community is having a big overreaction to a nerf that has a simple counter and will at most introduce minimal counter play on the survivors part if they camp the pallet but even then there's a good chance you just hit them with POTD.
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just get the totems, all the totems. the combo is good but its RNG and the fact that i still see survivors not going for every totem they see in the beginning of a match kinda shows that a lot of players need to start adapting by doing that. sure you might get in chase but if they run the build and you break 2 or 3 dull totems in the beginning of a game the combo will just be 2 totems with a chance of a 3rd.
edit: i will say its rather strong in indoor maps because of totems being harder to find but hey maybe change your meta to match. i hear detectives hunch can find up to 4 totems at once, rush gens and after the first or second one use the info to get the totem if its still active.
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he still gets you at any vault and recovers faster and there will still be spots in loops you cant avoid POTD. he will still be strong and now a good PH will just body block the pallet or continue looping and repeating IF he isn't slowed down like huntress.
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pgtw was always strong hell i used it when the timer was 30 seconds and never complained, in fact i have always felt that the 60 seconds to use the perk is very generous. I will still use this perk and since i often kick a well progressed gen before a chase incase it gets worked on again this change will hardly affect me. It will mostly affect players who are greedy and try to get a down after hooking a survivor then going and kicking a gen with pgtw remaining time.
As for the thano "nerf" its actually a buff imo because good survivors prefer to get gens done before healing. they are removing its affect on healing but increasing the time it will take to do gens, remember when it was buffed in a ptb to i believe 6% per survivor? a lot of players said that was good because it slowed gens this is what the perk will be good for now instead of a barely useful anti everything perk that was basically only useable on legion. for the record max thano added 2 seconds per heal and 12 seconds per gen(which is getting increased after its buffed) which is nothing because it often wont be at max stacks anyway.
tdlr: pgtw will still be very useable and good, its timer was extremely generous. thano now is better for putting pressure on gens by getting more survivors injured instead of barely doing anything in the match with its fluctuating percentages of measly 4%-16%.
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@BioX said:
You do realise that what you are describing is about the best balance the game can hope to have right?
Killers strong against a disorganised team and weak against an organised one
this is insanely flawed in my eyes, a killer should always have a chance but a -->GOOD<-- team running ds and unbreakable as they rush gens is unbeatable. No need for any other perks just those two and they can rush gens and punish the killer for going for them. The only killer that has a chance is nurse but even then she can be beaten as seen in the recent tournament.
How is that fair? you basically have to rely on what survivors you go against to win? thats just stupid but its the current state of the game. Doesn't matter how rare it is the fact that its a real possibility that simply depends on getting a few good people together makes this game very unbalanced.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1631749#Comment_1631749
You keep missing my point and putting words in my mouth. I never said the game was dumb. That particular rule is. No game should lock people out of playing unless they were cheating. That's an idiotic design. And where TF did I say I make games? I don't do that for a living, I work in the medical field. People who do make games for a living should also be fixing their bugs on a quick and consistent basis. As a fan of pvp games, this game just has too many issues to be punishing people for leaving.
I don't see this going anywhere. You're missing my points and cocking and attitude so I'm just gonna agree to disagree and stop replying to you. Have a great time in the fog.
so players should be able to go into a match dc, then find another match and dc, rinse and repeat.
a lot of games lock players out when they dc because it works. sure they might say screw it and go play something else but that means no one else has to deal with them in the game and thus the dc penalty works.
it simply less likely players will dc when they are aware of a penalty and only when they get truly frustrated at the game will they find a way around it like hook suicide but even then its less likely that they will do that than dc thus the dc penalty WORKS. Its EXTREMELY simple to not leave a match, if a player is already frustrated from one game and leaves it then its very likely that they will dc in the next game from something that will tick them off.
in a game like dbd players especially in the survivor role simply DONT CARE about anything other than playing the game as bp earned is already small and rank doesn't matter therefor the only thing that will discourage players from dc'ing is locking them out of the game.
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/1631441#Comment_1631441
then it shouldn't be within the games menus during match play. there is ways to get out of a game in an emergency if it should arise. good ole CTRL ALT Del so obviously I would have to say since its within the games menus during match play its viable. people will use that for that very function if its available.
if this isn't a troll response than the poster is missing a chromosome or two as well as anyone who seriously can't see how something that discourages players from disconnecting is GOOD for the game. Even if they suicide on hook it still wastes the killers time getting them to the hook and as proven when DC penalty's were introduced it still reduces dc'ing and players who dc usually do it in the heat of the moment and its more likely that they will stay in the game even when given the option to kill themselves after having a moment to chill out.
You DC and screw your team you should also screw yourself out of matches for some time because YOU ruined other players experience with the game by basically giving the killer a kill, quicker.
if anyone see's this and disagrees let me ask you a question. Do you play rainbow or any other competitive game? do you hate it when your teammate leaves the match and it resulted in you losing? if so how does it make any sense that that player doesn't receive a penalty for ruining other players experiences and why shouldn't dbd take the same policy when 1 dead survivor early game against a good killer vanquishes the chance of the others escaping in any way other than the hatch.
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Im pretty sure i ran into a cheating blight using some kind of "aimbot" for lethal rush.
basically he slammed into a object but immediately went into lethal rush at a speed that made it look like he didn't even go into a slam like it looked like he just turned to you and was already in lethal rush and he was perfectly accurate as he entered lethal rush to me and the other survivors. if i was behind a object and out of sight he didn't immediately enter lethal rush but otherwise he was perfect and inhuman when exiting slam into lethal rush with his accuracy and the speed at which he did it.
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the only thing wraith has that blight lacks is the ability to use the speed boost from uncloaking at medium and small loops to land hits. However blights ability to easily stay on you, pressure gens with his high mobility, and can even hit you in between loops makes him objectively better.
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@ZtarShot said:
I'm sorry but... Did just get baited?
i was true to the title, shortened is not removed
Also this perk completely sucks right now and the counter is still to just run out of its range.
this just makes it so they can't go back to the area its affecting as soon and you can maybe use the extended activation time to get a down depending on the situation.
this is a hex perk with a cool down it should at least be usable preferably strong and currently neither is the case.
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@Todgeweiht said:
I think that all they need to do for the perk to be good is to remove the dumb cooldown.
or shorten it to like 20-25 seconds so it can be activated every 35-40 seconds.
its activation time combined with its cool down is 55 seconds and that it just WAY too much of a delay in between activation's for it to be a reliable perk especially with how chases work in high ranked play and it being a hex. Having it so this perk activates at least once every chase would make it OK and not the hot trash that it currently is.
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he is good, you just have to be really good at his power however survivors can still juke it but you catch up quickly
i have a love hate relationship because of that. on one point you have amazing traversal and unless they see it coming its hard to dodge. on the other hand you can be dodged and denied a hit by the survivor circling an object or doing a hard preemptive turn but your on them right away anyway.
there are also REALLY cheeky hits you can land like at shack, you slam into the door way opposite of the pallet and if the gen is not there the survivor is in the open and patience can get you the hit. there are other examples of this like at the big shack in swamp on the top floor and im sure a good amount of others im unaware of. i do think i will keep playing him even if i lose because he is fun, unique, and potentially strong, we just have to learn him.
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i stopped reading after you basically said swf isn't op because not everyone plays it meta
Its OP for what it allows not by how people commonly use it, sure not a lot of people play meta perks, gen rushing, cooperate saves and gens, and are amazing players but when they do its not beatable.
That is the point of the argument of swf being OP and the game being survivor sided. if a swf uses at least 3/4 things mentioned your not winning unless they are bad players. The only killer who can actually reliably beat it is nurse and even then if the players are really good against her she will struggle, as for spirit good survivors will play around pallets/vaults and can waste a lot of the spirits time by winning the 50/50's or at least make the chases last the usually 40ish seconds and the spirit losses because of gen rush.
lastly regarding OP, if it can be used to make you unbeatable regardless of implementation then its OP unless it comes at a costly requirement (ex mettle of man) or heavy limitation(ex adrenaline) which swf doesn't.
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he is at least better than the following killers due to his traversal and potential to get hits
- clown- no map pressure, arguably does the same thing by using power to catch up to survivors.
- legion- no way to down injured survivors, can't always use power for traversal unless more than 2 survivors are injured otherwise you might waste it.
- trapper- swf and just good survivors waste too much of his time, no or barely any map pressure.
- pig? maybe? her ambush is extremely situational in a chase. no map pressure instead has stalling which can still be rushed through by survivors without RBT's.
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if you suck at nurse blight might be the killer you go to since he is a 115% killer that has great map traversal and a decent to great ability for downing people. even if you miss a lethal rush you can probably catch up after the cool down and just m1 them before they make it to anything depending on the situation.
If they do buff the degree he can turn during a lunge he will probably jump up into the top tier killer if he had that and it could make him a speedy nurse. like how many times have you barely missed a lunge using his power? It happens to me at least 3 times a match and if i go against a good survivor you might as well double that number.
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im the same, after playing him a lot and watching other youtubers play him i got a lot better at him but there are still survivors that can dodge you very consistently by completely changing their pathing once you use your power and quickly turn to juke your lethal rushes. he feels like a strategic demo where you predict where they go in the open to try to hit them in area's they will have a hard time dodging where as demo you mainly do that at loops and jungle gyms and in some spots in the open. obviously the main difference between the two is their powers work the best in the exact opposite situations however demo can zone were as blight can quickly traverse the map.
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Hag is stronger as she wastes less time setting up her web(area of traps) then trapper and doesn't need to collect her traps.
trapper doesn't stand a chance against a good swf as in someone is almost always watching him and disarming his traps, hag is similar to that but she can place her traps in spots where if they get triggered you get the hit anyway but they have to be set in odd spots and your assuming they want to trigger it so the trap will be a little farther from a pallet or window.
hag can defend an area easier than trapper and properly placed traps with good reactions are almost guaranteed hits, she relies on her traps more than trapper but its made up by the fact that she can have more placed, they give her map pressure, and the only way to disarm them is with a flashlight or by triggering them.
trapper does get the insta down and pickup if he a survivor goes into one of his traps but hag can down survivors very fast or get multiple survivors injured if you get traps to trigger back to back which is what you should try to aim for. the very fact that trapper just wastes more time on his traps which can be disarmed and have to be picked up/reset to use them makes him weaker than hag.
here's a video for you since you said your new to hag, it contains trap placements that all hags should know. I would also watch space coconuts guides both new and old as they contain tips that are still relevant and imo he explains things better.
https://www.youtube.com/watch?v=AX5AGQiNKg0&t=2080salso for people saying hag is a camping killer your right she is, she is one of the best in the game but thats because of her power and a hag placing traps at a hook or basement and staying in tp range isn't necessary camping especially if your in her web. yes there are hags that just wait until a save and go tunnel or go after the savior but the optimal way to play hag requires you to be in tp range anyway which to be far is pretty large at 40 meters.
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@CalamityJane said:
It doesn't work with Haunted Ground, or Lullaby, or Devour Hope.
It's medicore with Third Seal.
It does much the same thing as Thrill and Retribution in protecting totems/punishing their loss.
Blood Favour is #########.
It hasn't "revitalised hex meta," it JUST protects Ruin even more, and makes NOED harder to prevent.
Using a hex perk that is beneficial to cleanse does not buff noed if anything using undying raises the chance that all dull totems will get cleansed as they try to find undying and to prevent it from transferring hexes.
the best use for this perk is ruin i can agree on that but noed with undying and ruin is not going to work out most of the time especially if they just cleanse every totem spotted like a good team should.
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do you have an extra finger?
do the drugs you take linger?
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I understand why its a hex my issue with it is its massive cool down of effectively 55 seconds. It also can be countered too easily by using the speed boost from getting hit to get to another pallet outside 16 meters and if you hit them in the open and a pallet is nearby you just made it go on cool down when the survivor wasn't going to that pallet.
all i really want from this perk is its cool down to be reduced to something like 20 seconds that way you can activate it every chase at least once. Its a hex it should be stronger than it is currently.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1609856#Comment_1609856
The blight dash lasts significantly longer than demo shred. I would guess it's maybe double the distance off a single bounce, before add-ons are considered?
I have been using the yellow turning add-ons and it feels like a pretty fair amount of control for the speed he gets, and the very low requirements to obtain that speed.
It is relatively easy to angle a bounce off a nearby object in a way that launches you towards the survivor you are chasing. If every time you did that it was a hit, the killer would be extremely simple to play.
my point on demo was not distance it was how much easier it is to land a shred than a lethal rush. if a survivor goes into a spot they can't dodge and you foresee it thats a free hit. at roughly the same distance you would try to use blights power to land a hit as you said in your first post and it has a high chance to miss against an aware survivor and has a higher recovery and possibly can be more punishing. shred also has a faster activation, WAY less time to react to it, and pressures pallets. with demo you also dont have to worry too much about survivors trying to juke shred since you can zone with it and if need be cancel to m1.
even with turning addons it can be juked, again survivors that pay attention can see the direction you going and run perpendicular to it or move toward you as they do it if they have enough distance which makes it even harder to hit them. edit: actually you can juke it by just turning at the last second as well if the killer fails to predict it but thats on the killers reactions.
slamming into a different object changes nothing unless its right behind the survivor and they dont have enough time, distance to run into you or behind another object, or enough time to juke. Expecting no obstacles or the perfect distance away from the survivor for every time a survivor just runs perpendicular to you and you slam into a object behind them is idealistic and much rarer than a survivor doing what im talking about.
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@DaKnight said:
That would be OP. His power is hard to use at jungle gyms, but out in the open it's super strong from what I have experienced.
There's tons of cases where you are chasing a survivor and can do an almost instant bounce off a nearby object to lethal rush at them from mid-range; giving you almost a ranged attack. If you never missed that attack because you could follow them like Oni?
that is the one thing his power can almost always give you the hit but you have to be pretty close to the survivor, you know who else is better at this? demogorgon.
if the survivor is not in 2 seconds of being hit after you start lethal rush or maybe even shorter if they are watching you or have good reactions all they have to do is take a hard left or right or get behind something so you cant hit them.
you say he gets hits in the open? against good survivors if he rushes you from a decent distance they just keep going behind objects until he gets stunned and some survivors i have versed just run perpendicular to you after they see what direction you go and you cant hit them unless your running high af speed addons or your planning on hitting them after you recover.
if he had more turning during his lunge he could get a lot of these hits he SHOULD be able to get. i can't tell you how many times i barely missed because of the 30 degree cone of a lunge he has and a survivor just went a little too far left even tho i got a perfect prediction on their position when using his power.