AChaoticKiller
AChaoticKiller
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it has always been 5 seconds.
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Every time i see a nurse post i always bring this up.
The best way to buff her without changing her back, which is actually not a bad idea but i doubt the devs will do that is to simply increase her lunge after blinking and or make it so she can attack out of charging a blink.
IF nurse had a longer or normal lunge out of blinks it wouldn't affect higher skilled nurses that greatly since they are usually accurate as hell and rarely miss and even if they did miss or are not close enough for a hit they will most likely just hit that survivor in their next blink. If this change happens it will mainly affect players who are not as accurate with nurse and in general will make her more friendly to new or average players.
As for being able to attack out of charging a blink its just as it sounds. How many times has a survivor just ran right up to you and because you cant cancel the blink they get away with it. There are also the instances of you pre-charging your second blink as you are blinking and end up right on top of a survivor but because you were charging a blink you can't hit them and they have a pretty good chance of not getting hit even tho you landed right on top of them. I just think it's stupid that nurse becomes like this for using her power.
out of these two changes the one i would actually want most and the one that would probably help nurse the most is actually the second idea. survivors just should not get away with being able to run right into the killer and get away with it without getting hit and pre-charging a blink is something a lot of nurses new or old do and when a survivor does a 180 and runs right into you it can be pretty hard to blink right on them since they can get distance by running in any direction as long as you mess up, all that needs to be done to fix this would be to simply let her attack out of charging a blink.
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so that's why that happens, thanks man.
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my idea is to make it so while hex the third seal is active every basic attack applies oblivious for 30 seconds along with it's regular blindness affect. It would actually be a neat thing to try out and it would work well with hag.
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id put myself at a 9 from a scale of 1 to 10.
I always have a pretty good idea of where survivors are and im pretty good in a chase so getting into a chase, downing the survivor, and repeating without spending that much time finding someone is how a lot of my games go. this is also why pgtw is my favorite perk since i can worry less about switching to a more gen defensive play style and can get rewarded for focusing on a chase so i can slow gens with that perk.
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there is the fact that your skills transferred over to ps4, its not like you will play much differently just by buying a new console.
as for ranking up i could do the same starting from rank 20 to rank 1 on either side as soon as i get down the difference in the controller. like unless you are literally new to the game on both consoles which is impossible then this proves nothing.
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mind breaker: should give you exhaustion no matter how far along the gen is or make the exhaustion last for 5 seconds
surge: make it's affect regress gens by 10% and when you down a survivor with your power or basic attack. (doesn't even make sense on demo when you down someone with shred most of the time)
Cruel limits: Make it so any survivor who completes a gen cant preform the vault action for 45 seconds or at least 30 seconds. would solve its range issue.
Hex the third seal: applies the oblivious status effect to a survivors you hit with a basic attack for 30 seconds on top of what it already does.
Fire up: increases your movement speed by 1% and vault speed, breaking speed, and pickup speed by 4% for each gen completed.
play with your food: LANDING a basic or special attack consumes 1 token
territorial imperative: healthy survivors who leave the basement or the shack have their aura revealed to you for 10 seconds
Furtive chase: change the TR effect to; when starting a chase with your obsession you gain 1% movement speed for each token for 5 seconds. (really anything can work this perk sucks, it needs a rework.)
Forced Penance: increase the time a survivor is broken to 35/40/45 seconds, a max of 30 seconds is nothing.
trail of torment: Again increase the time to 20 or 25 seconds. 15 seconds is too short to gain much of an advantage especially when the survivors know where you are coming from.
monstrous shrine: this perk just needs a rework, here's mine. for each survivor hooked in the basement all survivors get -25% to repairs, cleansing, opening the exit gates, and healing. This effect does not apply unless you are 24 meters away from the basement (to stop camping)
overwhelming presence: item consumption rate increases by 80%/90%/100% and injured survivors in your terror radius repair -8%/-9%/-10% slower.
gear head: increase the timer to 45 seconds OR make it so it also effects survivors who hit great skill checks.
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Alright he has 12 health and I got 10 black devotion from Tymaret, Murderous rider, Ayara, and underworld dreams. Now i play Gray merchant and... wait wrong game.
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im just gunna say that a demo who knows how to use the pounce is better than freddy at ending chases which correlates to how much pressure they can put onto the survivors.
So if you suck at pouncing then freddy will do better but if you are good at it then you can do just as good if not better then freddy.
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good that you buy characters but bad that you buy perks. just save up for the character and get it along with the perk you want from it and you get 2 additional ones.
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Im hyped for the prestige rewards since I got 8 p3's, 9 p2's, and 2 p1 killers and on my survivors I got one p3 meg because why the F* would i prestige a different skin instead of another unique character(killer)
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@I_Teabag_Gate said:
https://forum.deadbydaylight.com/en/discussion/comment/1332418#Comment_1332418
You don't 'wait' until hatch spawning conditions are met. You have to do gens. All 5 gens to get 4 people out. 4 gens to get 3 people out.
And then you have to find hatch, get everyone together and get out. What is the killer doing during this time? Assert any pressure on the team and keys are useless or used by one person to abandon everyone else.
I obviously was not suggesting you do nothing until hatch spawns but lets be honest in a losing game that is what you do you wait for it to spawn and when it does you abandon the gens to look for it. For the killer he has no way of knowing where you went or if you are looking for the hatch unless he saw the key so if you prioritize stealth instead of rushing to find hatch the killer will have even less to go off of to find you.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1332020#Comment_1332020
But that's what my complaint is. The only thing carrying this is the Silent Hill name. If this were an original chapter it'd get blown out the water. And Pyramid head is no where near the level that Demogorgon is. A zoning tool is only so useful, but if you still have to play the loop with really nothing to help you other than mind games then. Demogorgon can apply map pressure with his portals by going to points of interest and using shred around most loops. Pyramid head has none of this. All he has is a gimmick that relies on the survivor being inattentive. There is no "learn how to use his power" because his power is terrible. You practically have to wait for the survivor to run into it if you really want to use it for its intended purpose. At best it's useful when you're guaranteed a hit, but that doesn't make the power inherently good, it's like a bubba chainsaw. It's a reactive power so you get no control in a chase with it and without that control you're at the mercy of survivors. He has almost no redeeming qualities to his kit and the singular one he does have requires a tedious process.
I'm mostly buying this chapter for the killer itself so lets talk about his power and nothing else since to me those are just extra benefits.
His speed. When he is not using his power he is a 115% speed killer, not much else to say however while using his power his speed takes a big hit for about a second and then he is a 110% speed killer meaning he can loop and readily use his ranged attack and since he also doesn't lose speed when coming out of his power he can cancel it to just go for a hit.
Torment and trenches. This effect makes it very easy to follow survivors so like how plague has an easy time finding people this allows you to easily chase survivors without them being able to juke you at a locker or corner, ect because you can see exactly where they went by the torment trail. The trenches are also pretty neat since they apply killer instinct to whoever goes through it so while it is dependent on the map for how useful it will be it can still make traversing the map more difficult for survivors if they don't want to get torment but that mainly applies in a chase.
The ranged attack. This is similar to demo as someone pointed out but not because it's a zoning attack but because it can be used to grantee a hit at vaults, some pallets, and core doors. remember how most people thought the demo pounce wasn't too useful because it could be dodged until they saw how in some spots and at windows it almost always hits? (actually most people still think this since they haven't seen a good demo or know when it can be used so i recommend looking up demo pounce guide to see it for yourself.) thats how this ranged attack will work. it is also pretty good at punishing risky saves or body blocking because it has the ability to hit anyone in it's path. Granted it can be dodged but you have to react to dodge it and in some spots of the map mainly at loops you might not have the room to do that. Overall we just have to wait for someone to dedicate themselves to learning this ability to see where the best spots to use it are and when and where he can use it that grantee a hit.
cages. These are pretty good at saving time mainly later into the game, I saw someone say that you should only use them when needed and i agree because early on they have a chance of spawning close to other survivors but later on when you got gens only on one side of the map it can force at least one survivor to stop trying to repair gens to save the caged survivor. These cages also bypass DS meaning if you torment someone and hook them then if you come across them after they are unhooked then you can down them without worry. The only thing I don't like about them and this is mainly because i hate scummy plays is that you can tunnel someone out of a cage because neither DS or BT proc and I think they should change that. other than that this part of his power is really useful at being a time saver and at getting around DS.
So overall he is a at LEAST a decent killer because instead of map pressure he brings a new aspect of the game similar to pigs and that is saving time and stalling the game by making survivors have to save others across the map from the gens. He is also pretty good compared to most killers in a chase so at the moment in terms of a tier I would put him at B tier.
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I mean I really only bring a mori if i see a full FL squad idc about keys tbh.
@Customapple0 said:
I chuckle every time someone mentions that Moris and keys are alike. NO they are not. Brand new part used to be the counterpart until it got nerfed many years ago.
Yea mori's kill survivors early on and the only counter play is not getting caught, with keys you just wait until the hatch spawning conditions are meet then you stop doing gens to look for it and escape with whoever your able to bring along. There is also the issue that once you make it to the hatch your pretty much invincible and you can come across a key in the trial or 3 other survivors might bring one.
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im just looking at the lists people have made and think well I guess i like playing killers no one plays often since i play Hag, demo, and plague most of the time.
I get why Hag isn't played since she requires a different play style and is generally a hard killer. Demogorgon i used to think sucked until i saw a demo pounce guide and since then i have played him a lot and have gotten pretty good at his pounce, however if you can't land your pounces then yea he sucks. I don't really get why plague isn't played tho, she is literally a killer where you either are 1 shot all game or easily downed at range if you cleanse. maybe it's the build i use or something because i do pretty good with her most of the time.
edit: my plague build is pgtw, blood echo, infectious fright, and bbq. I infect everyone, get a down and then most of the survivors become exhausted. bbq and IF are used to find people and if they cleanse a lot then i just keep injuring then at range and use bbq and IF to try to get more downs and blood echo pops off a lot even if they cleanse. Plague is a killer where your build has to work if they chose to cleanse or not otherwise you are at a disadvantage if they chose the option your not suited for.
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in terms of skill nurse, in terms of taking the game in a different approach and needing map and in depth power knowledge, Hag.
I'd say another hard to master killer is pig and also demogorgon, both of their powers are hard to master since you can do some crazy stuff with both lunge abilities.
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just save up your shards to buy non licensed characters instead of stupid skins for your survivors or killers.
If you play regularly then you can earn just enough shards or more to buy both characters on release when it's a non licensed chapter. This is what i have been doing the day they allowed you to do this and I own every non-licensed character just by not spending my shards on dumb skins.
so save your shards for characters you don't own that are related to the next archive instead of whining that you can't do the challenge because you misused your shards.
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against legion the worst thing you can do is selfcare, it wastes 44 seconds at minimum because mending takes 12 seconds without addons so if you prioritize healing over doing a gen you give up 32 seconds of gen progress. The only time you should heal is if you find a med kit or you run into a survivor however you should give up on healing in the middle of it if you hear legions TR otherwise he might see you with nurses calling or hear the healing action which puts both you and your healers in danger.
if you have DH you should diffidently NOT focus on healing, legion is only good at getting people injured he has nothing to help him in a chase other than the perks he might bring so if you don't give him the benefit of injuring you repeatedly than he has to rely only on his own skill to get you while you have one of the strongest exhaustion perks in the game.
Lastly don't group up and repair the same gen in the beginning of the game after you find out it's legion, the best thing to do if you see him coming at your team is to split up and try to juke his frenzy if he tries to hit you. legion sucks at applying pressure to everyone if they are split up because his power is meant to get multiple survivors injured so if you don't let him do that then he has to go after whoever he found to try to apply pressure otherwise he is wasting his time.
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I main hag, plague, and getting to like oni and huntress a lot too. I do have 5 other killers at P3 lvl 50 but these are the ones i play the most because they're pretty fun.
as survivor only meg and my meg is p3 lvl 50 with all perks while every other survivor is at lvl 40. I don't really see the reason to put bp into other skins really, i'd just rather have one skin with everything.
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i've given up on her until she is buffed, I actually relearn things pretty fast so im not too worried about losing my skill with her. the devs simply need to give her a buff that will not affect god nurses but will make her more playable to less skilled players because as she is now she is too punishing to play for missing or miss-predicting survivors. best thing they could do imo is simply make her lunge out of blink normal like it was for a short time after they made pallets stun her in a blink.
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i mean i have been in R1 as killer for the past 2ish years and from the looks of the bp score you are either killing them all very quickly by snowballing or you are camping/slugging. the chaser emblem at silver is a dead give away to that btw.
you don't pip by just killing, if you want to pip then give the survivors room to recover so you can get more points off of them. the best way to do this is simply to not slug them all, tunnel, or camp and instead focus on the survivors on critical gens, get them, hook them, and repeat. this will also make you a better killer by forcing you to get better at dealing with pressure from survivors while simultaneously applying pressure to all of them. in other words just get good at quickly downing people to hook them and then move on, you will figure out the rest from there.
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the killer instinct affect only triggers for demo when he is using his power and it's based on a certain distance around the portal. there is no way to avoid it other than staying away from them or by getting rid of them.
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i mean im gunna say the obvious but nurse is actually the strongest killer but only if you are a god with her. you can still get back to back blink hits with her so in terms of being able to down a survivor quickly without a insta down and without luck nurse is the best.
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where can i find the ptb changes in the forums so i can look at what they have changed? in ptb feedback it ends at 3.7.0
edit: never mind im just blind
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I think that limiting his ranged attack to only hurt survivors inflicted by torment would be a decent nerf, then again torment is easy to apply.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1303078#Comment_1303078
Cool:) what was your best match with her?
I've had a few games that lasted less than 3 minutes either due to hook rushing or traps getting triggered until they all got downed. No other games really stand out to me since i play killer so much that most games i just forget about.
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Hag, I rarely dont win even in R1.
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i mean if you want to spam your flashlight and T bag then when i get that down i think im at least allowed to node no?
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i've never died but man the amount of dreams where i wake up right before falling to death from an insane height are too many to count.
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dude we already have her just sandbag people.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1302937#Comment_1302937
"hard" is not an excuse.You either don't bother testing or simply do not care
you act like NO bugs should accidentally be overlooked, bugs slip under the radar no matter how hard you look when you are restricted to a time limit to find them and once you do find them you might not have enough time to fix them which is why we have hot fixes. The reason they are so noticeable after release is because it's not 20(if that) people testing for bugs, it's thousands of people a day playing and coming across them.
Also unless you are working in some form of technology that requires programming you can't comment and call them lazy or whatever, from personal experience with learning to code in school and on my own time bugs/errors fly by you extremely easily and usually get replicated under a certain circumstance that you wouldn't have thought to test.
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chapter comes out and introduces some bugs, hot fix fixes most of the bugs, mid chapter patch fixes nearly all the bugs along with some old ones while maybe giving us something new.
and then the cycle goes on, as for bugs that are very old they aren't patched fast simply because they are either hard to fix or hard to locate.
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@MrCookie said:
BBQ - for points and info.
Discordance - great synergy with killer power and punishes SWF
Ruin\PGTW - I prefer ruin because if survivors don't find and you constantly injure them then you will A LOT of time on your hands.
4th is up to you. If you expect genrush or a hard game then NoED because injured survivors usually don't do totems.
https://forum.deadbydaylight.com/en/discussion/comment/1302353#Comment_1302353
You do lose Play with your food stacks. You don't lose Save the best for last stacks.
my bad i thought it was stbfl, yea play with your food you lose stakes from any attack no matter the killer.
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keys
the amount of times i've had a 3k-4k taken from me because the survivors stopped doing gens and looked for hatch then escaped are too many.
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dbd can be a mess but things like this make me laugh, like what did they do for it to get that bad?
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1302334#Comment_1302334
Do Frenzy hits make you lose stacks of Play With Your Food? Tbh I considered this perk but thought FF would make you lose a stack
not anymore, it used to since it was considered a basic attack that set a survivor to injured with deep wounds but they changed it so now it works like demogorgons pounce when it comes to interacting with perks.
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it possibly is since it's a form of gambling
btw no one do this. spend your money on the chapter not a stranger
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enduring is always a good choice since you can go for a hit at a pallet and if they stun you in frenzy then you recover extremely fast and you don't get affected by frenzy fatigue.
my legion runs enduring, spirit fury, bbq, and Hex:Ruin to make the most of the enduring stuns and because not respecting pallets as legion is effective with his power and this build. Ruin is pretty good on him if you just want to chase and apply frenzy without worrying to much about gens, sure it might get cleansed but i've had plenty of games where not a single gen gets done until it's cleansed since im constantly applying deepwounds.
btw dont run anti terror radius perks or any terror radius perks for that matter since 32 meters is actually the perfect distance for his power to track survivors, so make the most of it with a build for either chasing survivors like mine or an injure build that uses perks to hinder injured survivors.
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what would be skillful about opening a gate?
would it be like, man i really have to be careful to keep my hand on this lever... nailed it!
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1301263#Comment_1301263
Then just take the 4K recommendations from up above.
but that can easily take away the achievement since as long as you do very good you can get merciless even with 1 escape. so then by doing that you leave the game more to luck on wither the survivor finds hatch. the killer is the more skillful role in the game and survivors require more luck to win, however that's assuming your not doing 4 man swf gen rush.
that also encourages more scummy plays with camping and slugging...
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either way it doesn't matter, if you have to escape by only gates a well organized swf could do that easily so nothing changes by changing how you get that adept
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1301248#Comment_1301248
What I'm getting at is survivor adepts are laughably easily compared to killer adepts.
but they are also more dependent on luck, the killer can easily decide to go after only you or your team can just suck. the adepts focus on what the MAIN goal of each side is.
killers have to kill everyone by using their abilities to their best
survivors have to survive by using their perks even if it means barley getting by with the hatch.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1301233#Comment_1301233
If you think that, then survivors should be forced to repair every generator and escape through the gate, rather than just get a lucky hatch find.
the point is for them is to escape with what they have not because they got a team that got far enough to escape by gates.
like bill's perk left behind is literally meant for that...
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It's fine as survivors since double pipping or even getting close to 30k bp is ridicules compared to getting merciless as killer, the reason is simply because you have to do everything from interacting with the killer to healing others and as certain survivors their perks make this very unreasonable especially when most survivors are not fit to do everything.
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i can get ruthless victories with very little effort since you just have to do good, merciless requires you to destroy the survivors in all aspects expect for how many gens are left.
which to you sounds like it deserves an achievement?
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tbh you should not be relying on hatch to win in the first place, it's a last ditch effort for whoever is last alive and if it's closed you get one last chance to open a gate to escape which is dependent on luck and timing.
if you want to escape do the gens to power the gates before you are last alive. If you are having trouble because of your team then do swf with low rank players so you don't go against skilled killers.
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as trapper no unless you have trapped every entry into basement and are staying nearby
as hag, only if you are waiting nearby and watching for someone to crouch over your traps to try to do a save since you have enough to get to them as they unhook and if they run you just tp on top of them or if you are running mint rag and waiting for saves.
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guys the next killer is obviously scott himself
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pinhead is the most probable right now since a dev or someone of equal info standing said it wasn't candyman
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this is a guy who made a tutorial on demo specifically his shred, you just have to get good on using his shred when a survivor is in a position that is hard to avoid it.
https://www.youtube.com/watch?v=-WoemxN7B18still would be nice if he had a little control over turning but that might make it available at too many loops since he just barely misses at some of them.