AChaoticKiller
AChaoticKiller
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I've just accepted that this game will never be balanced, think about it. How many other games like dbd are balanced? The answer to that is none because their isn't another game like this and trying to balance a game with so many different things in it for two completely different roles is nearly impossible. The closest game i can think of is evolved but that game had both sides hunting each other instead of it being one sided with objectives being the main focus of survivor side.
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he is a normal killer unless he uses his power which activates depending on how fast you can get hits and find blood orb piles. Even with his power you can still loop him and juke him with juking being actually easier because of the clunky camera lock he get as he attacks. For a killer who cant use his power more than 4-5 times a match being able to instantly down survivors around corners and in the open is pretty justified.
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I've always wanted a killer perk similar to dead hard, like press the activation button and get a short boost of speed or something. Of course you won't have an exhaustion timer, instead it should require you to do something like hook X survivors similar to what you need to activate spirit fury.
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I love it when people tell me that I cant body block survivors in corners with plague for a down with her power, if you don't know who the killer is or if it's a killer that can instant down you in a corner than don't hide in corners. I have had so many people report me for doing this with billy, leather face, Oni, plague, and for some reason doctor, capitalizing on ideal downs is just how you play killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1118769#Comment_1118769
I would honestly find the game better balanced if players couldn't get away with using stuff that give them a clear advantage over the other without contributing to the payoff. Like Keys discourage players to stick around in mid-end game, reducing the odds of other players odds of survival and are driven away from doing objectives. Moris are invitable since everyone is usually hooked near mid game against a decent killer. So really these things are just for players who aren't really good at the game or being outplayed. It's when good/toxic players abuse these items that make them unbearable while SWF is much worse as someone will also bring a map with the intention of all escaping together. My suggestion to prevent abuse is to allow the killer to grab survivors through hatch again and only one person per key can escape hatch. However, the hatch is now audible as if it's opened, but a bit quieter. Keys already have aura reading add-ons, so they're good enough. With this change, I also suggest the ultra rare Mori to be only 2 moris and provide 500 bloodpoints if survivors are hooked once and 1000 if hooked twice for all moris. The lack of bloodpoints on early kills should be a bit more punishing for killers trying to finish the game early without putting in the work or are encouraged to play more efficiently.
I just made a full rework post on this idea if you want to check it out, it goes along with a lot of things you said you don't like. I wouldn't recommend that the killer can grab survivors out of hatch because that would make hatch stand offs very favorable for the killer but in my idea the killer can grab survivors trying to open the hatch.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1118048#Comment_1118048
Moris are actually deceptively common, especially the ebony.
Survivors share items and addons in their bloodwebs and if they get a node that becomes an ultra rare item it can be a variety of things. BNP, Rainbow Map, Skeleton Key, Odd Bulb, Syringe and maybe something I forgot.
Meanwhile on killers it's often either a 100% chance or 50% chance that any UR node is an ebony mori. Huntress? That's either iri heads or a mori. Leatherface or Billy? That's a mori, since they have no UR addons. Some killers have more than one ultra rare, but no killer has as many ultra rares as survivors do. Before the best odds possible was 50% because the UR moonlight offering existed, but they're gone now of course.
I do think the skeleton key and dull key should sorta change roles for starters though. Make the dull key the key that lasts for a long time but don't let it open the hatch, and make the skeleton key have the 5 seconds of charge if it's gonna keep the hatch opening ability (which at least one of them will, because there's hatch-related achievements) even if it's changed in some way to require a channel to open the hatch or something.
keys are still more common in a trial since 1 of 4 survivors can bring a key or it can be found in a chest. meanwhile the killer has to decide if he wants to bring a mori and if he doesn't than no mori will happen in a trial unless they are using one of two perks. It should also be noted that swf groups love having 1 person bring a key into a game and solo's also like to bring keys so they don't have to fully rely on their team to escape. So while you are right that on an individual level getting a mori for killers is more common, keys are still more commonly used in a trial where it can be found or brought in by 1 of 4 survivors.
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make them waste it before EGC, i often just grab them if i think they have DS so i don't have to deal with it later and if you put enough pressure onto the survivors people will often waste DS to try to give the others more time to recover.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1118769#Comment_1118769
Rework that in there and I quit. That’s a bad idea. So you mean to tell me the survivor went In there with the ability to find the hatch and you’re taking the uniqueness of his ability away from him by giving the killer an easier way to find it. No. The hatch is fine the way it is.
So you think being able to instantly escape in front of the killer with 2-3 survivors if fine? There is literally no actual counter play for keys right now without franklins but no one should have to run a perk to counter something like a certain item that may or may not be brought into a trial and found in it. Unless you down the key holder away from hatch that survivor will escape 100% of the time along with any other nearby survivor. the hatch itself is not hard to find and gets safer the more gens get completed since the killer can't afford to go to dead parts of the map in case someone is looking for the hatch.
the objective as a survivor is to escape, there are two means for this, finishing all 5 gens and opening a gate or escaping by hatch. so why is it that you can ignore your entire objective halfway through the game and look in the area's with non complete gens for the hatch, find it, and than gather the others to escape. As a solo that's semi hard but people will see that you have a key and follow you, as a group(swf) that's incredibly easy to do. Now using the hatch when your the last person is fine since you can't really do gens but escaping with 3 people in an instant is defiantly not ok.
So please tell me why it's a bad idea with something other than your biased opinion, you know why it would be unhealthy because i can't see this as worse than instant one sided escapes that most of this community also see's as unfair. If the hatch spawns far from the remaining gens nothing changes, if it's nearby the killer can try to stop it like he should be able to, and survivors can't just body block the killer after a save to the hatch and then escape with everyone. Escaping should involve risks, it should not be instant, safe, or easy. This idea would solve all of that.
edit: before anyone responds, this is not about mori's. i know they are broken as well but keys are more common and can be found in a trial. If keys get reworked than i do agree that mori's should too so both sides are happy but like i said this is not and never was about mori's.
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killer, but on an individual level. universal buffs would break this game if they are too big so balancing each killer to a level of power similar to billy, huntress, and nurse is really the best way to balance this game. Of course this is very difficult and on some killers almost impossible without giving them a secondary ability or a complete rework but it's really the only way.
survivors only need 1 thing changed and that's gen speed, some killers just can't keep up or snowball in order to apply enough pressure to stop survivors from doing gens. Giving them a secondary objective or a natural way that slow them down is the best thing i can think of for this. An idea i heard not too long ago was having a 50% progress reduction to gens until 2 minutes were up or if the killer chases a survivor, I personally think that it should be when a killer hits or downs a survivor for the slowdown to go away but that's my opinion on a idea that probably wont become reality.
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I already did a key rework idea that went something like this. Key's now take at most 12 seconds to open the hatch, addon's and key rarity can make it take 8 seconds at the most. When a survivor uses a key to open a hatch it will play a sound that can be heard from around 24 meters so that the killer can try to stop the survivors from opening the hatch, Progress on opening the hatch does not save.
this will make the instant key escapes no longer a thing and give the killer a way to stop the survivors from escaping by the hatch.
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everyone who played during that time remembers hallowed blight, how could you forget it? It was so unique and fun even if it wasn't healthy for the game. Really hope the devs go back on their words about making events and their cosmetics related to the rift like how it was during the last Halloween event.
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it would have to be an exhaustion perk, otherwise you gain to much from using it. Also it would be basically a better sprint burst assuming your healthy since the killer would be slowed as you get that extended speed boost resulting in too much distance gained compared to any other exhaustion perk.
In short it would be used by everyone for being a universally good perk and the devs would never release something of this power level, especially if it could be used more than once.
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imagine thinking that shack isn't one of the best places to loop even without the god pallet. for real tho you can easily loop that place at least twice before needing to throw down the pallet and even then its often better to take the hit for the speed boast to another loop or to simply avoid using it's pallet early in the game.
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this has been on my mind for a while but how many survivors use self care now? there are a lot of perks for healing and just bringing a medkit can be more effective than using the perk
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I think the most boring change has to be the removal of unique events because of the rift/archives. These events while it could be unfair or more biased to one side or the other did change up game play which was very fun especially the lunar lanterns and the blight plants. I'm actually extremely disappointed that all future events will be just progression in the archives and tbh it would be no different if they just put those event items in the archives without calling it an event. future Event cosmetics will also loss their value because you don't have to do anything unique to get them, they will literally be either log in on this day/week or play long enough to get it in the rift.
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from the info i gathered talking to other players and going through different dbd clubs on xbox people really don't like the servers. Rarely will you see someone who actually likes them because the hits the killer gets can be really BS when viewed from both sides and as a killer the constant rubber banding or randomly tping around like sprint causes problems in chases and with certain killers.
Really hope the devs takes them off console in general until they are further along and more stable.
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lol on xbox i had a similar situation where a duo thought My connection was causing them to lag and told me to fix my internet because they could barely move. Now whether that is their connection or the new dedicated servers idk but i thought the whole situation was pretty funny especially after they blocked me without letting me respond.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1106219#Comment_1106219
Stealth as an "only thing" is one of the best abilities in the game. Look at ghostface. I get countless free M1 hits with monitor and abuse hag, but usually have to rely on a trap to actually secure the down.
This guy gets the free M1 hit, and then has a finisher as well? He will be very strong if played well.
what i meant by stealthy was him not alerting survivors if he is within 48 meters like huntress, huntress actually has a 20 meter TR while he has a 24 meter TR. This wont let neither of them get a free hit like you say unless the survivors are just being idiotic and not paying attention, not to mention that there will rarely be any chance for you to hit a survivor at a gen at 24 meters since a lot of walls and objects tend to spawn around gens.
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@Coder said:
You're talking about too specific situations. In general gameplay, he has 1 "hatchet", you must hit or else you'll have a reload cooldown giving the survivor a chance to make distance, you must have no obstacles between them to make it count as a hit (except for windows) where with huntress it counts as a hit immediately.
Huntress has 5 hatchets, almost no cooldown if you miss, almost no cooldown if you hit... she's got a little more map pressure sniping people across the map... You might be better off playing huntress, I think she's better than him in 98% of the situations.
the only things he has over huntress is the ability to be more stealthy with his low TR and his power is a lot faster then huntress hatchets in every way, from the projectile speed to aiming, firing, and reloading. The main issue is simply that it does not always injure/down a survivor if you land a hit and it takes extra time harpooning and hitting a survivor than just landing a hatchet.
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now that would be a nice buff and it make sense, however i would opt for it to just make it so it takes longer to break the chain if they are injured so he could try to harpoon a survivor on the other side of a pallet and then try to make his way around the loop for a hit.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1102227#Comment_1102227
The current sabo speed they are pitching is 2.5
well that is Total BS, there better be some heavy restrictions on how many times a tool box can sabo a hook.
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devs said that they are using the regular pallet break animation as a placeholder for unique animations. so probably the same amount of time as breaking a pallet.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1102316#Comment_1102316
there's still hope
your hope is very dim, like the hope of escaping the trials and the entity that so many of us are trapped inside.
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@Brucecastro81 said:
Hope the next one is not indoor
it more than likely will be since the next killer is probably a prisoner and the survivors lore kinda points to the prison as the next map. She did memorize the prison's entire layout so lore wise the entity is going to use that information to recreate the prison she memorized.
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time for the good old agitation, mad grit, and iron grasp build with the addition of the new hangmans trick!
seriously tho depending on how long these hooks stay broken and the actual time of saboing a hook this could be problematic.
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agreed with the other two plague is fine, she definitely needs a certain play style and perks to do well but what killer is at their best without perks.
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@Brucecastro81 said:
I hope its not, but since the killer is most likely a prisioner (theory made of the leaked survivor lore), it's very likely, I think that would make sense to the map be indoor and outdoor at the same time (like @Flarefire_Xx sayed) so it has the 'recreation' place
i suspect that it will be a prison with a courtyard maybe the shape could be like a U shape for the prison building with the courtyard in the middle. however the majority of the map will definitely be indoor for the sake of testing these breakable walls.
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i can see why you'd be concerned and i agree that this might make sabo saves a little too common but in the end it depends on how long it takes by default to sabo a hook. if it takes less than 5 seconds then i would definitely see this change as a problem. If it is at or above 5 seconds than it might be fair and could even encourage perks that never get used mainly mad grit, iron grasp, and agitation.
what i find interesting is that if they stop saboing a hook then it will reset their progress and since hitting a survivor forces them to stop working an any interaction than it could end up as a free hit. like i said it all depends on how long it takes to perform the action.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1101408#Comment_1101408
I agree that people should wait and see what its like to play on before judgement and knocking it down, however, in regards to the dc penalties, people won't care about the penalties. yes they will be out of the game for a period of time but in that time they will be playing different games...slowly dbd will lose its player base. its already noticeable with the longer wait times in lobbies because people are giving up on the game or have been slapped with a penalty. the more time people aren't playing the game, the more it will hurt the game and it's only been a few days.
also i'm not sure if something has been done to the matchmaking yet or if its because there aren't as many people playing but since the dc penalties have come into play, red ranks are getting matched with rank 20's and those rank 20's are getting destroyed. it's not fun for the rank 20's and its disheartening...how long will they stick around for when they have games like that constantly. they aren't even getting a chance to learn the game.
my point is, yes you are right, DC penalties will have people covered but its also going to kill the game.
I mean on console we have a surplus of survivors and finding a lobby as killer takes no time at all, if anything this will help out the survivor waiting times since survivors are the ones who generally DC. idk how it is on PC but this might not even do anything since hook suicides are still a thing.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1102032#Comment_1102032
Keys break when used to open the Hatch. Keys never used charges for that, and the update only affects what happens at 0 charges.
thank you for this info, crisis averted.
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what i hate about this is ######### am i supposed to do with my 50+ flashlights, medkits, and toolboxes like is it just in case i lose it to franklins or something. i hope we can sell them for bp or something.
Also KEYS BETTER BREAK WHEN USED. i dont want every survivor to bring a key and rob me of 2-3 kills every game.
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@Jetsallday24x said:
https://forum.deadbydaylight.com/en/discussion/comment/1101961#Comment_1101961
The licensed killers are better and that's just a fact. They haven't released a good original chapter since the spirit came out and that was forever ago. Pinhead makes more sense to be in this game then any of the other licensed killers in the game or that could be in the game. And the fact we're getting a copy look wise of a character is stupid sorry it just is.
they can't work on a killer like pinhead until they get the license otherwise its a waste of their resources which could have been used on other projects. Even if they did get the license he won't be worked on until other projects(killers) that are far along are complete.
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the devs have said that they usually are working on the next killer after the new killer before the new killer is even released. the community literally has no say in it and can only recommend what killer they should do after the next 2 or 3 get released.
edit: by working on the next killer i mean they probably already have the general power idea and character in mind and might already have code and lore for that character to build upon. they also have to get the licence for characters like pinhead which can take some time so it's better to just make original killers until they now that they can start working on a killer such as pinhead without wasting their effort.
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insta heals are to powerful, you could just unhook someone when the killer is not nearby and easily hide for those 20 seconds, that perk would need to be limited to 1 time a trail and have that expose last at least 40 seconds to a minute.
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i really hope keys break cause i dont want keys to become even more common
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you have all the good perks really, i would recommend myers and nurse so you can make anti heal builds with nurses calling, dying light, and thano.
edit: also if you dont have it sloppy butcher but i forget who has that perk.
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we will just have to wait and see where these walls are placed, going out of your way to break a wall might not the best thing to do in the early game. finding survivors quickly to apply pressure will still be the way to do things.
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they will probably be changed to useless status effects, i dont really see what else they could change it to.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1101584#Comment_1101584
It's possible, but I can't say for sure. This is the first time we're trying this out, we can't make any promises about them just yet.
do you think it would be possible for leatherface to be able to continue his chainsaw dash after breaking a wall? with how they are currently set up would this be a good idea because i think it would make him a lot more interesting to play as and against. I just want your thoughts on this like if it would work out.
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I might actually use trapper after this update goes live, might...
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Na... too many lockers and it would be a waste of time for a killer to break them when survivors rarely use them in the first place. its also not a good idea to be able get rid of one of the few stealth mechanics that survivors have.
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I only judge hags when i rarely come across one, so far i have yet to see an actual good hag like myself and i will give them tips after the match is over. One time i even invited someone who wanted to main hag into a kyf to show them the ropes and how certain traps should be placed to ensure hits but that was a long time ago before she was even buffed.
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just add that to hangmans trick
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101451#Comment_1101451
" She needs to use a certain play style to be strong and what do you think that play style counters? Exhaustion perks!!! her power itself counters all healing perks!!! which is literally half or more of what survivors use in the meta!!!"
So you just learn to play without all those Exhaustion and free healing Perks. That's what Survivors who are actually good do, and it's how Survivors who are good make Plague terrible. There's a difference between using the meta and relying on it. If you rely on it, you suck. If you use it, well that just makes you a winning-centric person.
"any exhaustion perk and any healing perk is countered by simple using her power and blood echo and to apply more pressure to the gens use pgtw, to find them use bbq and infectious fright."
See my above point of Survivors who are actually good not relying on healing and Exhaustion to do well. Once they learn how to loop, PGTW becomes ass because you won't be getting any hooks any time soon. BBQ has 50 counters and I'd rather run Tremors. Infectious is good, but again, if they can loop without Exhaustion reliance, you're boned.
"as for second chance perks unless you tunnel which i dont i will at most slug someone if they just got unhooked, than the only second chance perks that could make a difference would be unbreakable and maybe deliverance and they are not meta."
Unbreakable IS meta. What the hell are you on? Second chance items are useless against her? Borrowed Time? Adrenaline's speed boost? Decisive in literally any situation where the Survivors have pressure and if you don't pick that Survivor up, you're hurting yourself? The mere existence of safe windows and pallets?
if encountering unbreakable is meta why is it not ran on everyone? i at most see it in every 2-3 games and it rarely works out, also than what is the meta to you? because good survivors still use exhaustion perks and even healing perks or items. Would you please stop being so ignorant and cherry picky, you yourself literally said that exhaustion perks are meta and are run constantly yet now you say that good survivors dont run the meta which is total BS and you know it. A survivor who is good will more than likely still run the meta wither you agree with that or not, and as i said before even if they are not running it, being one shot against plague who can easily find you will result in a shorter chase because getting a single hit is not that hard.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101350#Comment_1101350
I agree, solo Survivor is annoying and difficult to rank up with. When I play Survivor, I never go in any SWF. I never bring "meta" Perks. I prefer to be altrusitic and help others rather than do gens and loop. But the fact of the matter is, that's not how the majority of Survivors play at red ranks. They play with voice comms. They run Exhaustion Perks. They run Perks that give them edges while injured. They run second chance Perks. They try to loop for as long as possible so that the Killer is distracted and can't pressure gens. They hammer gens so that the Killer has to make chases extremely short to have decent pressure. They run the meta. And the meta is both ridiculously easy and ridiculously powerful. That's why what we're doing when we play Survivor is called "non-meta." That's why we have a harder time ranking up. And that's why rank is so rarely indicative of skill, because almost everyone at high ranks runs the meta, and the current meta is so easy to master it's insane.
This breaks what i said about not responding but do you listen? She needs to use a certain play style to be strong and what do you think that play style counters? Exhaustion perks!!! her power itself counters all healing perks!!! which is literally half or more of what survivors use in the meta!!!
any exhaustion perk and any healing perk is countered by simple using her power and blood echo and to apply more pressure to the gens use pgtw, to find them use bbq and infectious fright. if they cleanse your now an A tier killer since her corrupt purge is literally a stream of damage thats easy to land on survivors.
as i have said many times plague and any other killer can be good if you use a certain play style and or perk build. you SHOULD NOT only rely on the base kit to determine if the killer is good. otherwise all survivors should just not run any perks but they wont because that's ridiculous.
as for second chance perks unless you tunnel which i dont i will at most slug someone if they just got unhooked, than the only second chance perks that could make a difference would be unbreakable and maybe deliverance and they are not meta.
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@[Deleted User] said:
Here’s a hot take.
I dare any survivor main to exclusively play Plague for 1 week and ONLY use BOTH her Blessed Apple & Ashen Apple so that Plague starts with 2 Corrupted Fountains.
Then see how many easy wins you actually get on average.
I guarantee that most will find that wins with Plague even with 2 free fountains don’t come easy, and when to activate CP requires real strategy.
yea her power on her own isn't too strong which is why you need certain perks, she has always been a perk based killer and thats not a bad thing, only killers who need certain addons to be viable are bad.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101310#Comment_1101310
"while you can get to red rank with any killer its still a lot harder to do so with survivor."
... Are you okay? Getting to red rank as Survivor is piss easy. That's literally the problem. That's WHY rank doesn't indicate skill. Ranking up is too easy to do.
"by your own words how do you know what survivors you played against were trash?"
I don't. Which is EXACTLY WHY I'm stating rank is irrelevant.
"i have faced plenty of groups who know how to loop and do gens effectively yet i still came out on top."
Then they either made plenty of mistakes such as being too altruism-heavy or trying to pull off certain stunts, or they aren't as good as you're saying.
im sorry i meant to say solo survivor since thats how i play, and again your literally calling every survivor i played against trash. like i said earlier its like talking to a brink wall so im just going to leave this here since you are literally like talking to a brick wall who refuses to accept anything that doesn't suit your argument to the point where you call everyone i play against weak which is just plane ignorance.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101246#Comment_1101246
Well, if you want to bring rank or even simply knowing how to play Killer into it, here's a list of all the Killers I've hit red rank with and have been able to 4k with consistently:
-Oni
-Ghostface (without the anti-heal build)
-Old Freddy
-Demogorgon
-Legion
-Myers
-Spirit
-Plague (without ever using Corrupt)
All while wasting a Perk slot on Shadowborn on everyone listed except Old Freddy and Spirit.
thats a good list but im talking about one of my mains who i constantly do good with, she is my second most played killer behind hag and while you can get to red rank with any killer its still a lot harder to do so with survivor. unless you have literally played over 100 games with plague or in my case more, by your own words how do you know what survivors you played against were trash? or if you just versed some good survivors while you were only semi-decent with plague. because i have faced plenty of groups who know how to loop and do gens effectively yet i still came out on top.
edit: to me this seems to be just an issue where you suck playing as a certain killer and as such call her weak.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101210#Comment_1101210
I already answered that question: Most Survivors are terrible, even at red ranks. You can win with Spirit without using her phase against the average red rank Survivor. Trust me: I've done it.
Rank is not indicative of skill, and most red rank Survivors are just as terrible as green ranks. Against Survivors who are actually good, Plague has literally no power. Survivors don't need Exhaustion Perks or an extra health state to loop unless they suck peen.
Also, the anti-heal build for Ghostface is awful. Literally just lean.
i have come to conclusion that you yourself probably are not good enough to make killers viable with appropriate builds and also saying that everyone i play against as plague is trash is... a very illogical and ignorant way of thinking to say the least. if you want to argue like that then i might as well be talking to an anti vaxxer or a brick wall.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101144#Comment_1101144
Plague IS a bad Killer. She's weak and badly designed. Addons don't change that. Her basekit does.
If she is so weak why do i rarely lose with her when playing at the highest rank? why does my build force people to cleanse? It simple even if she has nothing but making people one shot, she can still find them easily and when using blood echo she effectively gets rid of everyone's exhaustion perks, which makes then easier to down and cause them to want to cleanse.
I have had plenty of games where no one cleanses but i still 4k because i keep using pgtw to prevent gens from getting done as i get down after down. Just because you say she is weak does not mean there is no effective way of playing her that makes her strong. You might as well say ghost face sucks when their is a good build and play style for him that turns him into a viable killer and that build is of course his anti heal build with nurses or whatever its called.