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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • Buffed, it was glitched in the last ptb and the devs liked it so they kept it. However in the ptb it was a lot stronger since spamming your attack made you faster than your normal speed when carrying survivors. Obviously it has been scaled down a little since than.

  • So what? A similar experiment was with a group of survivors playing as competitivly as possible and they only lost a few gamesout of 100(if im remembering correctly). Besides most survivors suck against nurse.

  • Dude i can do way worse with hag using mint rag compared to simply tping to a gen as survivors run the opposite direction.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/596906#Comment_596906

    Like when they nerfed healing?

    and nerfed MOM?

    And nerfed DS?

    and nerfed exhaustion?

    and nerfed window vaulting?

    and nerfed BNPs?

    and nerfed insta flashlights?

    To be fair those were all extremely good and on their own and didnt require much if any skill. Unlike nurse who needs a good player to be effective. Hell ive been using her nearly every game for two weeeks and still suck. For healing tho that was to give killers more time and didnt they buff healing yourself while downed along with unbreakable.

  • @ArecBalrin said:

    I don't understand the point of the rework, specifically why they decided on this new design rather than improving the existing one. I hope they answer my question about this in the next livestream.

    He's gone from a 'specialist disruptor focused on rubber-banding' to a 'generalist map-pressure focused on snow-balling' and like all the recent 'meh' killers has a long cooldown on his main active ability.

    If the devs think Billy is the ideal balanced killer, they're not making much effort to replicate it.

    his existing one was frustrating for both sides of the player base and it did nothing more than stop Freddy from getting hits. it was also way to easy to get out of dream world and the passive aura reading was just encouraging Freddys to tunnel. what could they change to make him better and more fun to play as or against when his hole kit is like this without completely changing him.

  • As a killer i got mixed feeling about this, on one hand i can stop saves and end game hook rushes easier but on the other survivors will suffer more when trying to do saves against campers and just saves in general. imo i dont think it was actually necessary to implement and was better when survivors were hit-able

  • @PeepingPeacock said:

    Flashlights are the single most powerful thing in the game against hag, not even close to useless.

    than you have never faced a good hag, best you can do is get rid of traps at a hook or at good loops and even than its a easy 1 second to replace said trap during a chase. not once have i had a FL ruin a game ever since trap placing speed was increased.

  • Why do they always give blindness addons, its the most useless effect in the game. Id rather it be placed by a hinder effect so the dream snares can be more useful.

  • I think if he could place snares at a distance instead of directly In front of him they would be better. That way you could put them on the other side of windows and pallets

  • Simply don't tunnel the unhooked and if you come across them slug them its really not that hard. Last time I got ds was as a billy when I went against some extra altruistic survivors and that was over 2 weeks ago.

  • I haven't played the event yet because I'm staying at a relatives house. If people are useing OoO often than I'm just gunna use Insta saw billy with bbq or plague since that perk sucks against them.

  • As a hag player I rarely camp because with MYC there's no need and trap management is more important. After I kill people I either get 3 types of messages; heavy salt by a trash player who only knows how to loop at God spots where I lay my traps and t bags, the occasional person who complements my trap placement and non toxic gameplay, or that one guy who says he died by bad connection and blames his team when 90% of the time he just sucks at 360's and dealing with trapped areas.

  • Its nice to see the community agree on something once in a while.

  • @Atrushan88 said:

    People are talking like OoO reveals them entirely. It reveals a killer until they're within so many meters. At that point you can still circle around and lunge as pig, or stealth around as Wraith and get a surprise hit. Your terror radius is 0, so at that point they still don't know where you are. They may know you're in the area, but that's literally all they have to go on, so I don't see how this ruins any killer. As for Pig/Wraith being M1 killers, they ARE M1 killers. Pig has a lunge but I rarely ever see it actually hit someone. I generally evade the lunge because I'm always looking out for the killer and I don't use OoO. As for claiming the OoO user is using it to get your attention, you can EASILY ignore the OoO user and save them for last if that's the case. The others will likely be weaker at running you around and people don't usually leave an area completely when they know you're near as killer so you will eventually find them. Also OoO works on tier 1 Myers I believe, so why wouldn't it work on other stealth abilities? The main issue I have with this idea is that it renders a perk pretty much useless, as if a killer knows you have it, they'll just stay stealthed as long as possible(in Pig/Wraith's case forever pretty much) and render it useless. I'm of the belief that no perk(including hexes) should be made to where it just doesn't work at all. I'd even be all for nerfing those perks that can be as long as they're still useful enough while being usable.

    Actaully the perk stops working after a certain distance and when you in the TR so because you didn't fact check over half of what you wrote is nonsense. Also I only want it to not activate if the killers TR is 0 so if your friend is in a chase you still see them. As for the hits you won't get any if they know your near since its very easy to spot wraith and pig especially if you know which way they are coming from. Finally this perk would not be useless because it works normally with other killers. Just because its REALLY good against these 3 killers and decent on others depending on you SKILL does not mean its is balanced especially when it negates the who point of a killers power.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522842#Comment_522842

    those perks I mentioned have very limited counterplay. u don't always have another place to run to or enough distance to safely drop the pallet. that's besides the point tho. sometimes u gain a disadvantage because of what the opposing side brings to the table. u lose the stealth aspect of wraith, u still gain the movement speed bonus and whatever other benefits ur addons give u, u lose the stealth aspect of pig, u still have your dash (sometimes) at loops and your RBTs. their powers aren't completely shut down as u say. and for the record, the last time I ran object was several months ago. I find other perks more beneficial, without receiving a downside.

    https://us.v-cdn.net/6030815/uploads/346/GD8UXQ7XJ692.jpg

    ALSO my game looks like this, wraith is completely invisible to me so i rly should be running detection perks cuz I'm always getting ambused but i don't, cuz like i said, I find other perks more beneficial (one more note before bed, only 2 perks come to mind that prevent a survivor's aura being read. sole survivor (aka useless) and distortion (limited to 3 times). plus I don't see a perk like that for killersbeing very beneficial).

    Graphics have nothing to do with this argument and you just agreed with me that they lose their stealth the whole point of the killer. Wow you can't catch people of guard but don't worry your slightly faster and you might get a hit before they reach a pallet if the OoO was not paying attention. Wow you can't catch people off guard for grabs or hits and your power slows you down but don't worry you can get a hit at a small amount of loops with your dash depending on what the survivor does and you get reverse bear traps to hopefully slow the game. Wow guess what Ghost face YOU LOSE because you will never get to expose someone and your stealth is completely meaningless.

    This is what you agree with and I think that based on this perk being able to do all that, that it should not be able to be activated if the killers TR is 0. thank you.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522825#Comment_522825

    I didn't say it is rarely used and therefore shouldn't be nerfed. u lose out on a benefit because the survivor brought a perk designed to help him in situations like those. just like how u can lose out on the benefit of distance after stunning a killer because they have enduring/spirit fury, just like how u can lose out on the benefit of more vaults because the killer has bamboozle. it happens!

    Again a perk should not be able to shut down powers like OoO does with stealth killers. At least the perks you mentioned have counter play. They gunna block vaults don't run to the same window twice, enduring with sprirt furry just drop pallets before they are in range for a stun, you can't counter play a perk like OoO because its only activation requirment is distance and there is no killer perk that prevents your arua being read. Idk how you see this being fair my only guess is you run perk and enjoy being immune to ambushes.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522813#Comment_522813

    so it's stronger than normal because of swf? can u tell me something that isn't? also rarely are those groups actually highly coordinated, and something that'll be near-impossoble to win

    Dude always knowing where a STEALTH killer and giving that info to your team is the best thing you can do against a stealth killer. You get ride of there free hits. You can't just say its rarely used so it shouldn't get nerfed or people rarely play optimally with this perk or anything. The fact is that this perk gets ride of there stealth and turns them into m1 killers without free hits or the element of surprise, nothing you say changes this.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522801#Comment_522801

    please, that would mean it would be literally impossible to catch a survivor if the outcome was in their favor. having object vs a stealth killer only gives you an upper hand in getting a head start if they choose to chase you. hardly comparable to LITERALLY being unable to catch someone lol

    Object is used in swf groups 99% of the time when its used so if everyone knows where you are you can't get the free hits with pig and wraith which you need otherwise you just a m1 killer. If your just a m1 killer you more than likely going to lose flat out since it takes 30+ seconds to catch people most of the time more if they are good regardless of your skill.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522786#Comment_522786

    last time I checked the opposing side's perks aren't meant to help you.

    This is a balance change in case your not aware there should not be a perk that completely shuts down powers. If you think this is ok than your basically agreeing that the old stbfl and relentless combo was ok. That's the level of power this perk holds over stealth killers.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522750#Comment_522750

    you're asking for detection perks to not detect the killer when the person using the perk would need it most. not to mention detection perks are already pretty weak compared to the rest of the available perks. I still believe it to be the right perk for the right game, but to each their own I guess.

    There is a perk called OoO that takes away the stealth from a killer when they need it the Most more so than a survivor needs to know where that killer is due to the killer needing that stealth which is their power to win the game.

  • @fluffybunny said:

    Should OoO not activate entirely (as in killer can't see them), then? So like if the killer can't see you, you can't see them and the trade off for that is that you can't see killers while they're hidden.

    Yes the trade off would be that even if your looking at them but they don't have a TR than the perk does not reveal anyone.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/522724#Comment_522724

    you're advocating for detection perks to not detect killers when they would be most useful, you know, the main reason why the very few people who do run detection perks, run them. I see it as bringing the right perk for the right game, such as bringing bamboozle and getting lerys. I find bamboozle to be bs, and even more so on a map like that, but the killer gambled and was rewarded.

    I'm ok with detection. Perks but OoO is a special one that is used to tell you where the killer is until their near you. This perk is used to distract the killer more or less while telling you what they are doing. This is fine on any OTHER killer thats not reliant on stealth. You put a pig, wraith, or ghost face against a swf group useing OoO and you chance of winning has greatly been reduced simple because you cannot use your power effectively while your presence on the map is always known.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/522740#Comment_522740

    He only knows your location when you look at him. You control when he gets that information.

    And if you are playing SWF, if they are halfway decent, the only Survivor he's ever going to encounter is the OoO user. Everyone else will get fed his location info and high tail it before he even gets close.

    There is a reason this game was initially balanced around solo players and the lack of communication.

    This is the same thing with wraith and pig the fact that your always revealed hurts you more than any other perk

    @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/522724#Comment_522724

    Ohrrly?

    Detection perks shouldn't counter stealth survivors. Stealth Survivors should be immune to Detection perks while using their stealth abilities. They are already very weak. This alone would be a very good change.

    If I wearing my Blendette leathers and crouching with Urban Evasion, BBQ and Chili shouldn't work on me.

    Yea that does sound dumb because you just compared a killers power to survivor cosmetics that are not supposed to affect the game. Also I'm ok with other detection perks because they don't tell you exactly where the killer is.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/522692#Comment_522692

    Prevalence is a direct indicator of how strong and versatile a perk is. A perk that hardly sees any use is a perk that does not need nerfs.

    Why is this an issue now, when Pig and Wraith have both dealt with OoO this entire time?

    And why should this perk be trash against most killers, troll at best, and also be ######### against killers it's meant to counter?

    I'm assuming you have never faced a group useing OoO as wraith or pig. While its rare the fact that it makes the killers power worse due to them needing the element of surprise for a hit because their power does not help in a chase. I have actually played a few games as wraith against OoO users and surprise I never won a game. Same thing with pig altho its only happened twice.

    The logic your useing is very flawed just because its rarely used it shouldn't be changed is just #########. What if you played a character that was useless against a single perk which is often the case here since people only use OoO in swf groups.

    This change will make stealth killers viable against OoO and while not many people use it the fact that it makes such an impact against 2 and soon to be 3 killers is NOT balanced. This change simply does not allow the perk to activate in some situations and will make no difference to other killers or the way you play with OoO

  • @thedevalex said:

    You don't need to nerf OoO, you need to buff ghostface's stealth abilities to include a counter for it.

    The only counter would be to negate the perks arua revealing and I'm not just talking about ghost face. This perk counters any stealth ability and stealth perks. The info it provides destroys killers that need or benefit from free hits like wraith and pig and its mainly used in swf groups so that one person usually tells the others where the killer is or is going.

  • @Visionmaker said:

    Why do we need to nerf something almost no one uses anyway?

    Why would someone run OoO every game to counter Ghostface when they're more likely to run into a Nurse that'll rip them a new butthole?

    While this perk is rarely used its still makes stealth useless since you always know where the killer is which will make useing ghost faces power useless and currently makes playing against OoO users as wraith or pig very annoying since they always know where you are. What's worse is if they are in a swf group since you will rarely get a hit with wraiths or pigs ambush so you basically need to tunnel the OoO user to be able to win assuming the group knows what they are doing. this is also not a one sided change since you won't be revealed to the killer if they have a zero terror radius.

  • My current build is MYC, M&A, nurses calling, and stbfl. You can take out stbfl for another perk like ruin but I find that I don't need a perk to slow the game so I put stbfl to recover faster from a hit that way I can tp right away if a trap goes of as I hit someone.

  • Don't underestimate the corrupt purge. The free heals hurt but back to back corrupt purge is better when its so easy to down with it. If they don't get rid of sickness than that ok it turns her into a slightly worse killer but they are still one shoot and they constantly give away where they are so hiding nearby is useless. Just one person cleansing themselfs can hurt the whole team of broken survivors.

    What they need to change about her is her reliance on add-ons. Without good add-ons she can't quickly turn people broken and in general she feels worse far worse than any other killer without good add-ons.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/500577#Comment_500577

    Majority of hags I verse are trapping 3+ traps around the hook and aren't really leaving the area. Especially basement hags lol.

    But I see where u coming from, it hurts the skilled players more :)

    Yea those players are usually the ones that give hag a bad rep. I won't argue to much on the basement because once you got someone down there its best to put three traps. One in front of hooked, one on stairs, and one between lockers to get someone coming from window or put one by pallet. After that play normally enless you manage to get two people down there, once that happens staying within tp range or just outside it and patroling is the best way to win and its very hard for survivors to clutch save or even recover after the save especially with MYC.

  • If I see more than one FL than I bring Franklin's and trap their confidence, even if they don't go back for it which they usually do the trap gets activated by someone eventually. Besides id rather they waste the FL on a save because it gives me an early start on finding the savior who now has MYC on them and there's never a trap to far from them waiting be activated.

    The bigger point however is they only use the FL to get rid of traps near the hooked or a big loop but that's enough info to determine wither or not you want to go after them. Most people who do this are probably just trying to waste your time which is why I only go after them if they have MYC on them or if I know they don't have a way to waste too much of my time. This info allows me to put more pressure on the other survivors without worrying to much about the guy with a FL looking for saves or traps to destroy.

  • The I'm all ears perk works with his obsession perk and other perks that remove the terror radius. In a chase you can still be out of the TR so on myers or other killers that have a low TR or no TR in a chase the perk can be useful. Even on 24 meter killers if you use his obsession perk and have 4 stacks they only have a 8 meter TR or you can use tinkerer and see were people go after a vault while in a chase. I'm not saying its a good perk but paired with a few other perks it will activate more times than people think. However they really should remove or lower its timer, there is no good reason for it to be there.

  • I don't think many people will consider 0 to 8 meter terror radius killers fun. all you need to do would be to pair it up with M&A and boom most killer can be basically a better myers and pretty much everyone will run it because having a small TR is a very strong advantage.

  • I would rather they remmoved this effect. We already can easily tell that we got stuned, its distracting, and it just does not feel like it belongs in this game.

  • The only thing I want is for people to only be alerted if they were in his terror radius if that's not the case already and for survivors to have to look directly at him for at least a second to deactivate his power. He would be a decent killer if you can't cancel his power so easily.

  • @HP150 said:

    "We haven't had decent perks since the shattered bloodlines chapter"

    Corrupt Intervention is decent on Hag and Trapper, as it gives them time to establish their area of control at the start of the match, when they are most weak. Infectious Fright is the best perk for Nurse since BBQ & Chili and it's pretty good on Hillbilly as well. The two top-tier killers. Both perks from the latest chapter.

    The new perk "Thrilling Tremors" seems tailor-made for the Freddy rework and will almost certainly become his staple perk, especially if he gets add-ons to decrease his teleport time. Should also be fine on Mint Rag Hag as well.

    Just because a perk is only good on few killers doesn't make the perk itself bad.

    Don't forget IF on myers! I have had so many snowballs in ew3 with that perk

  • I love the animation and I hope it can be used when someone dc's that would be epic

  • Tbh most of my survivors are at lvl 40 with meg being a p3 lvl 50 with all perks. I would rather spend bp on killers and max them all out for better variety of perks than just getting a piece of clothing that I got on another character.

  • Just want to say that literally any killer with M&A on can do what he does, hell compared to hag or billy which is widely considered where killers should be balanced at he's a joke. Not that he's the only one but he is one of the worse.

    One thing to remember is that you can do at least decent with any killer if you know how to play and decent is usually 2 kills a game.

  • As a fellow console player that has used a variety of tv's i can safely tell you its not your tv size, if its tracking your having problem with than id use a decent headset to get used to tracking by sound. i once had to do this with an old, really small tv with bag graphics and it kinda taught me those small sounds that give away survivors like grass moving, breathing, walking/Running, and grunts of pain from far away.

  • The perk is fine if your playing a killer that can Insta down or hurt survivors with your power. However if your playing say wraith, pig, or trapper than the perk becomes a big problem when ran by more than one survivor, which it often is.

  • Yea.... As a good survivor you should never get hit by a medium range let alone a long range saw. Its very easy to juke as long as your reactions are not slow.

  • @FSB75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/462758#Comment_462758

    This is steer feces!!!

    No really, it is. Now it's greifing? It used to be holding the game hostage. Blocking the stairs for the last 3 years wasn't a priority!!! And that was before EGC! Killer used to hold survivors in there in a very real way for a very long time ACTUALLY taking the game hostage forcing a disconnect!!!! And NOW!!?? You solved that problem with EGC...but nooooooo, that wasn't good enough...after you solve the hostage problem, now survivors can just slip right past the killer.

    You know, honestly, I can deal with the body blockers, I can deal with the flashlights, I can deal with looping and tea bagging....what I can't stomach is how you guys decide to fix a problem, then fix a problem that doesn't exist because you already fixed the problem!

    So...NOW that you've proven collision is whatever you make it...how about dem body blockers? Still working as intended? Devs always thought survivors would just waltz right up to a killer and prevent them from making a hook? That about sum it up? Doesn't kill your immersion? Tea bagging survivors with flashlight running TOWARDS the killer....yeah.

    You fixed the "problem" for one side and not the other. THAT'S my real problem.

    Dame man calm down its honestly not going to affect your game enless you constantly rely on getting kills from that horrible tactic and EGC does not change the fact that you could block multiple people before the EGC starts. If that's all you do than I'm pretty happy that a toxic killer like you can't make us look bad anymore.

    As for the body blockers that works as intended we even have perks to deal with that. If a survivor wants to try and I mean try because its pretty rare that it works enless you suck, to block a hook so their friend can escape let them. They're just wasting their own time and at least in my cases they get downed nearly right after doing it.

  • I always buy dlc that I can't buy with shards and this killer is no exception besides from what his power is said to be and that new TR perk I can have a lot of fun with him.

  • I am ok with the changes to legion but his add-ons that only activate after hitting a survivor in frenzy that already has deep wounds is bs. The timer is only 60 seconds and you already waste time just applying the affect. What's funny is that the devs and community manager said hitting a survivor with dp in frenzy was a bad idea Because it has no benefits yet we have add-ons that need you to do so and it only lasts 60 seconds. That's short enough for it to go away after you get unhooked.

  • MoM is fine by itself but combined with certain other perks or an insta heal its absurd, also i like how there is one guy downvoting everyone who disagrees with it being balanced.

  • Meh i just want the crapper to be released already

  • Hillbilly is by far the most balanced killer, if you think spinning around him during his charge up when he is not right on you is smart you have a lot to learn. As for those corners billy has a very small window after he starts his run to make a nearly 90 decree turn so learn where to run to and when to juke. The hit box is a decent size as well which makes those corners a dangerous place to be when he's coming at you. If he's behind you keep running forward and wait for him to finish the charge than juke him.

  • @Raccoon said:

    They're 100% going to get nerfed to compensate for the movement speed increase.

    He's getting a movement speed decrease along with the nerf of needing the bar fully charged to use frenzy. If anything its the duration add-ons that will be nerfed.

  • I personally think they should make mending a healing action or shorten the deep wounds timer due to these changes.

    Also how the hell are we supposed to get that legion achievement where you down people in frenzy now?

  • I'm nice as hag but if I'm playing survivor and your just proxy camping with her I'm gunna get on your case. I've gotten into a few heated arguments on how to use her effectively mainly against those proxy campers.

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