AChaoticKiller
AChaoticKiller
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Huntress is better simply because she can deal with multiple survivors and deathslinger cannot.
they both can end chases very fast and while deathslinger does so a bit faster huntress can go on a snowball sprees and a good one can land shots on survivors deathslinger just can't because of both range and obstacles.
A good huntress also will definitely down a survivor in 5 hatchets so ammo isn't a big issue unless you have gotten back to back downs, In my eyes she is simply better for having better crowd control/snowball potential.
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look look!
It's new players that don't know it has 4 counters, persuades killers to not camp and go for everyone, and isn't overpowered since it is just info.
Is the perk good? Yes but my god just get gud as this perk just allows the killer to be better at applying pressure by entering chases and even then good survivors will easy get all the gens done if the killer is only playing that way.
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Ah yes, let's allow a damn 4 man swf to ban all viable killers and win every game they play as well as make players who like certain killers wait ages for matches.
Totally a good idea because if you don't like going against certain killers you should NEVER have to play against them.
/s
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You already won, the last survivor should have have a good chance to escape regardless of circumstance.
The only issue hatch has is how it is opened with keys, everything else about it is fine.
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i mean he is literally a slower deathslinger, the only difference is the survivor WILL go down as long as you don't run out of knifes but deathslinger just downs survivors much much faster.
comparing him to any of the other ranged killers he is down right the worst. probably better than trapper tho.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1993270#Comment_1993270
I see what you mean but that defeats the purpose of her perk as it is called “Self Preservation”, an ultimately selfish perk. Having it benefit others would not make sense for her perceived character and the perk’s intended purpose.
Yeah i know i'm just saying that style of play will actually kill you since your team won't last as long hence disregarding the name and meaning behind the perk it completely sucks even it's effect sucks.
I think the only thing they can do to not make it suck is just giving it a new effect it's just not worth running, ever.
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Firstly many of us are not going to look at him and think "Oh he is scary because of his lore" In fact i bet not even the people who like him are going to think that much about his lore in a game. You are going to look at him and see a colorful psychopath with a bat and knifes and a "great" personality.
Im fine with colorful cosmetics but i don't want them as the default, as long as he has a cool looking dark or gruesome cosmetic i don't care too much but i don't want to use his default or even prestige. You are right that this isn't a scary game anymore but that doesn't mean they should stray away from that theme and using lore to say he still fits the theme isn't exactly right since with theme looks also play a big part.
Does his character fit the theme of the game? yes absolutely. Take away his lore, now does he fit the theme of this game? absolutely not.
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I Think they should get rid of the scratch mark effect and do that, when a survivor is hit near you ideally you want to take the heat off them.
If they keep it as it is the perk is complete trash and not worth running on any build simply because it is a bad idea to not try to get the killer off that injured survivor.
edit: I don't care what the name means, i am only looking at this perk in terms of balance and usefulness and it hurts you in the long run.
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He doesn't have snowball potential unless survivors bodyblock making his power simply for 1v1's without being able to follow up on another injure/down after the chase.
He also doesn't down survivors too quickly but since this killer is a 1v1 killer that in itself is a problem, he WILL down the survivor but it simply is not fast enough.
He is just like deathslinger in regards to he has to get downs quickly to pressure survivors but he doesn't do this, it makes him incredibly weak.
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1992619#Comment_1992619
Could you explain how plague’s better than him?
- Her power counters healing perks, iron will, and urban evasion put on blood echo and you can consistently deny dead hard and such.
- Survivors have to remain injured and easy to find or give her a really strong ranged attack.
- She can break survivors and hit them right after, the trickster cannot do that since survivors get a speed boost.
- She is a 115% killer and being a 110% killers makes certain mindgames no longer work as survivors just barely get to pallets and at certain loops you can be looped for an additional 1-3 times.
- Her corrupt purge is simply better than most ranged attacks in the game as it is even more oppressive than any of them since she is even faster than survivors when holding it.
- Corrupt purge can actually snowball really well, the trickster simply has no snowball potential unless survivors body block as it takes too many knives to down a survivor even when injured plus your slower than survivors in your power.
Plague is considered weak due to rng of pool placement as well as survivors just gen rushing her while injured but she is actually stronger than a few other killers. The trickster is basically a mix of plague and deathslinger but all he has is being able to spam survivors after a decent chase to down them and nothing else, basically like deathslinger but slower.
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@gemjas said:
https://forum.deadbydaylight.com/en/discussion/comment/1992653#Comment_1992653
I hate to break it to you, but I've never seen any of the Halloween movies partially because I don't find Myers interesting. The movies just seemed boring to me, but that's because I'm just not into that genre of horror.
As you've said, Myers' design isn't the main reason why people are afraid of him. They're afraid because they are familiar with who his character is. The simplicity of his design gets the message across that he's supposed to be this empty being, yes. But his story is what is supposed to scare you. Likewise, the Trickster's design gets the message across that he's supposed to be this chaotic psychopath. He's happy to be in the Entity's realm. He's putting on a show. That's his character. If you don't want to familiarize yourself with his lore, that's fine. I'm sure if I cared enough to watch one of Myers' movies I might like his character more. Different things appeal to different people.
I'm just saying that in terms of their design and lore Myers is more scary, trickster is more gruesome but myers is more brutal and feels more overwhelming.
Many people don't find psychopath scary from a third person view, it's the thought that this is what humans are capable of is where the horror of psychopaths come from because it can be real. However Myer's represents a force that will kill all in his way to kill you and he can appear when you don't expect it because of his silent and emotionless nature, he is just a character that is reallly good at representing his traits and he is also represented well in dbd.
Not everyone has the same tastes I know that i'm just saying it's kinda unfair to compare when Myers has a design that not only represents what the characteristics are very well and those characteristics are more rare/unsettling but is also iconic in the horror genre.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1992695#Comment_1992695
I suppose that is true, like how Trickster and Slinger lack a lullaby, but I can say for a fact that Trickster can indeed do follow-up melee like Huntress can (saw it in an Otz vid). And I can see Trickster being able to snowball as well since he has so much ammo, not to mention Main Event. Deathslinger, however, cannot.
And Plague... I am very sorry I missed her. I'd rate her Corrupt Purge in between Slinger and Huntress. It's not hard to use at all, but it's very devastating in the right situation.
Trickster can't snowball but he can stop bodyblocking and get a down or two that way but once players know this they wont do that just like players don't bodyblock against leatherface, it just takes too many knifes to get a survivor injured then see one off somewhere else and spend another 20-30 knifes to down them as well because realistically you are definitely not hitting every shot this is true even in Main Event.
Also don't worry about no need to apologies i was just pointing out you forgot someone.
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As a console player that has played a lot of Deathslinger and huntress the main issue is always being accurate with your "first" shot. Like i can do well with huntress but if i don't play her my sense of aim is off and i have to play multiple matches to remember where to aim.
Deathslinger isn't as bad since you get ADS so he is easier to get used to, i can get a sense of aim as him in under 3 matches.
The trickster will have a fast moving projectile and MANY of them so it won't take you long at all to figure out of to aim and even if you don't you can adjust your aim as you spam his power. The only thing that might cause some trouble is the recoil but it isn't much so to me it seems that you can aim pretty "accurately" (He has some RNG with his shots) in just a few games playing him.
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Strictly speaking...yes
However this ignores any aspect outside of chases and even some chase mechanics. For example huntress can quickly down survivors by using a hatchet followed by a basic attack and she is the only ranged killer here that can actually snowball well and pressure multiple survivors.
Deathslinger and The Trickster are actually pretty similar as both are very oppressive and will down you if they are good but Deathslinger is just so much faster at it.
Also you missed plague, she is a ranged killer and her corrupt purge if your good at it is on the same power level or higher than Deathslingers depending on the map as she suffers more so then any ranged killer on indoor maps.
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@gemjas said:
https://forum.deadbydaylight.com/en/discussion/comment/1992559#Comment_1992559
If Myers' was an original DBD creation, then I'll bet half the people here would call his design lazy. There are plenty of killers who are not scary just based on their appearance alone. Like, who is seriously afraid of a woman in a pig mask? Or an edgy teenager? I mean, fear is subjective, but come on. This killer isn't that out of place.
The thing is even people that haven't seen a single movie of his can find him scary, as said even tho his design is basic it gets the message across that he empty and dangerous.
The fact that you are comparing an iconic horror slasher to a original idea a game is also flawed, ALL we have for the trickster is a backstory consisting of a few paragraphs meanwhile Myers has movies to back up his nature. That means we have more content to make us afraid of him because we know what he is capable of more so than just reading it in under 5 minutes.
It doesn't matter if your argument is "if Myers' was an original DBD creation... people would call his design lazy" the realty is that he has content to back him up and the trickster doesn't and there is also fear in basic things. Having too much detail can make things no longer scary, what matters is if you get the message across with the creation and Myers. does. just. that.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1992602#Comment_1992602
seems like a decent build, but i dont think enduring and spirit fury are necessary considering he can just vault pallets
his power only injures survivors he is a basic m1 killer when downing survivors.
that means without chase perks you will still struggle, think of wraith but after you get your free hit you never use your power until you down the survivor, obviously that sucks and that is how legion is played.
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As a solo you should priorities your survival over your team when it gets down to the wire, that means letting people die on hook to finish the last gen or to get the hatch as going for them will likely screw you over. For end game saves unless everyone is alive you also don't often go for the save especially if you don't have BT, exit gates nearby, or it is a killer good at trading hooks.
That is at least the way I play as a solo, there just isn't a good reason to risk a win to save someone you don't know unless they did something you liked earlier in the match.
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I use ruin, blood echo, enduring, and spirit fury on legion.
As long as ruin isn't cleansed you can regress gens enough to get like 3 downs normally until ruin is cleansed and if it stays up long you will most likely win. This is assuming you are pretty good at the game and know how to mindgame and manage survivors correctly.
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If you can't aim you play the trickster and that is if you SEVERLY can't aim as plague is actually better than him as well.
The way you play against him is very much like you would play against a plague mixed with deathslinger, a good trickster WILL down you but a good deathslinger will do it much quicker and plague just has more pressure and other things going for her.
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I legit find clowns elephant cosmetic more scary then the trickster at full prestige.
The problem for me is that it is base kit and I like scary or dark looking cosmetics, neon and colorful stuff should be a cosmetic option imo.
@gemjas said:
https://forum.deadbydaylight.com/en/discussion/comment/1992488#Comment_1992488
The point is that Myers doesn't look special. He's just some guy in a mask. What makes him scary is his lack of humanity, his emptiness.
And the big knife.
If you read this new guy's lore, he's just as terrifying:
He targeted those who lived alone, coming to them in the night. The first was a college student with a fire escape that led to her living room window. Ji-Woon woke her with a baseball bat to the skull, binding her arms and legs, gagging her with a rag duct taped into her mouth. He tortured her for hours, dissecting her alive. Yet there was something missing—a connection. He wanted to hear her pleading as he cut her belly open, but all he received was muffled cries through a rag.
He learned and adjusted.
Victims had to be abducted, driven to an abandoned building where he could let their voices carry unrestrained emotion. He made music from them, prodding in the right places to evoke different types of shrieks and howls. Stabbing the quadratus lumborum elicited a long, guttural wail, while slashing the carotid artery created a sound similar to a cat being strangled. There was honesty in their suffering. Ji-Woon recorded each session, synthesizing and working them into his songs, hiding them behind layers of melodies.
The majority of people won't look at him and recite that whole thing in their head, for many of us it's the appearance of a character that is more impactful. Like i personally don't care at all about any character lore, I have read them but they don't go with me to my matches so for me the trickster is just some colorful dude with a bat and throwing knifes.
Also with Myers you can see the emptiness and lack of humanity, he expresses it with his whole character design you don't even need to know his back story as you can clearly see a bulky man with a large knife and lack of humanity. The trickster doesn't express any of that in fact i would say his design just screams crazy psychopath which isn't nearly as scary.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/232086/some-killers-are-way-overpowered
Do you know this is a killer forum, don't you? Waiting for the responses....
Even if that's true a simple look into recent tournaments besides the japan one which didn't have a single advanced player, was on console, and heavily restricted the survivors reveals that survivors can win against nearly all killers.
btw no need to respond I wont debate this as it is common knowledge that is kinda not refutable unless you use the "Not all survivors are pro's" or whatever that can be easily solved with creating an swf and simply getting good at the game.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1992451#Comment_1992451
Number 3 could be an issue. KI is how Legion determines viable targets to stab during FF. Adding KI on bleeding targets could quickly become confusing.
Number 3 is putting KI on deep wound survivors after he ends frenzy for a few seconds, not sure how it can be confusing.
All these effects are triggered when you end frenzy.
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Those are teachables which are not the same as the perks themselves, getting the teachable means you can get that perk on other characters and they appear at set levels and will continue to appear every level until you get them.
the only bug here is at level 50 only 3 perks are shown instead of 4.
edit: just realized ace was p3 did you just not get the teachables??
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I would add a reward system for getting multiple frenzy hits like this
edit: clarification, all these effects trigger after feral frenzy ends.
For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.
- Nothing
- Reduced feral frenzy fatigue
- Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct for 5 seconds.
- When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors, hitting survivors in this state adds 4 seconds to it’s duration. Survivors affected by deep wounds in your terror radius are revealed by killer instinct during this time.
@CashelP14 huh ours are kinda similar but i feel that deep wounds just doesn't do anything to good survivors.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1988959#Comment_1988959
not really, most deathslingers i have faced are rank 14-17. his harpoon is insanely accurate yet i still dont get how people can literally miss trough a scope
Ok but that doesn't mean he is weak it just means you haven't faced a good deathslinger it's like saying nurse sucks when you haven't faced a good one.
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@FrenziedRoach said:
I'm so sick of the "Skilless" argument. Do you not understand that having low-skill floor mechanics and character is a very important part of multiplayer game design?
I wasn't really focused on that part if you read what i typed, my main issue is that unless you can't aim there isn't a reason to play him over Deathslinger as it takes more time to down them yet has relatively the same lack of counterplay at loops.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1988874#Comment_1988874
Everyone was saying The Deathslinger would never be used because he is a "worse Huntress". But I think we all see that was a bad generalization. I just think we need time to see how things shake out.
Ok but he literally has the same chase gameplay of survivors trying to avoid getting hit with the ranged power the only difference is survivors have to move more and can't use pallets to prevent getting injured like Deathslinger.
If you can aim there isn't a reason to play him over the other 2 options and i know that is what was said about Deathslinger and Huntress but there was a major difference there and that was a lack of counterplay and Deathslinger being more stealthy. The Trickster is exactly the same as Deathslinger in that department the difference is Deathslinger will get faster downs and the Trickster is better at dealing with bodyblocking.
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@swager21 said:
are you sure hes weak? he has insane map pressure on the survivors pov. his terror radius is also insanely small, hes practically the new myers. sometimes you mistake him for a survivor. his hex perk demolishes TL and shack loops. his power is decent and it destroys certain loops.
HE IS LITERALLY DEATHLINGER
same TR, same gameplay but with more "counters".
Deathslinger isn't OP and doesn't have map pressure.
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@SilentPill said:
It says difficulty easy for a reason. Clearly the game needs more console killers and this seems like a decent answer.
I get rainbow ranks almost every game as killer and I feel like it’s because there’s no in between. It’s either brand new killers or seasoned vets with thousands of hours. The rest get weeded out by the SWFs.
As a PC killer I don’t see much reason to play him over huntress/slinger, except for the fact you can down someone in a pretty funny fashion.
I mean I'm on console and play a decent amount of Deathslinger, i guess for those players who can't aim with a controller will like him but I see no reason to play him in fact it looks frustrating to do so.
I was really hoping to have a killer that was at least decent, also with how this killer works even if they did what I mentioned he would still be console friendly.
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@GodDamn_Angela said:
I think he'll be fine, if not oppressive, once people get better with him.
The mode where you get Infinite knives with no slowdown is just insane.
yeah but as said he is basically Deathslinger even in main event.
He is easier to play, more oppressive as the knife spam will more then likely down you but Deathslinger does this but better and faster.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1988418#Comment_1988418
Yeah, he definitely needs some buffs. Maybe he shouldn't lose his power in 10 seconds (i think) if he is not using it. He should be able to keep it for longer (like 1 minute?) so you can have a chance to use it when it will actually do something.
And maybe 7 knives instead of 8 for a health state.
yeah i also feel like they should reduce the amount of hits needed but he feels a little skilless like you can just spam your power and survivors will go down.
kiinda poorly designed, i think the only way to make him feel more skillful is by slowing his rate of fire and decreasing the amount of hits needed, like the fire rate of main event could be the same as it is but his base fire rate is greatly reduced.
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@boostedsurvivormain said:
Design wise, he looks really cool, but gameplay is another story.
He's basically a mix of Huntress and old Legion. Bad, little counterplay, and incredibly boring for survivor.
This but i would also say he is played against very similarly to deathslinger except you can react to him more and you last longer.
He is slow so just like deathslinger he lacks map pressure, he can't snowball well due to needing 8 knifes to hit, and he has little counterplay in the open and at common loops but he is very easy to last long against at loops with high walls like shack and vaults are a lot safer.
so yeah a weaker deathslinger
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@BeHasU said:
He's kinda fun not gonna lie, a bit underpowered though.
He is literally just a weaker deathslinger, both can down survivors at loops especially ones with short walls but deathslinger is more oppressively and faster at it.
He can't even snowball well with this power since you need to land 8 knifes to injure someone, unless they are body blocking good luck snowballing.
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This killer is basically deathslinger but weaker, he can easily down survivors at open loops with short walls by just spamming but a good deathslinger does the same and is faster at it.
btw he needs 8 knifes to hit to injure you, with his piercing + ricochet addons he can do it with 2-4 knifes with luck he is very addon dependent.
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Yes but you have to be REALLY good at shred
if your missing shreds and not barely getting shred hits at loops he is below average.
This channel has some really good tips for demo https://www.youtube.com/channel/UCBLxKzyAHHryQTDPe21hYvA
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1987524#Comment_1987524
I'm buying him just to scream MUDA every throw.
From what i have seen it is pretty easy to down survivors with this power, MUDA fits him perfectly.
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WHAT HAVE YOU DONE
I'm going to always refer to him as Dio from now on no one can stop me!
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1987357#Comment_1987357
Also I wonder how they changed the Windstorm speeds, I will take a look once the PTB is downloaded.
they did, it was said that the speed values have decreased, however i don't think they will be faster then green+purple windstorm but they might still give you the same speed.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/231454/they-buffed-wraith
As a wraith main I dont really see this as a buff. Wraith's speed is great as is. I dont have any issue with traversing the map. You need to learn to play him in a specific way, but the overcompensation of more speed doesn't seem super necessary to me. The slower uncloak speed is... rough... With wraith people won't know Im there until I want them to. This is going to make it a bit harder to deal with loops and mindgames significantly harder. I personally don't think the speed buff, albeit generous, is worth the uncloak nerf.
i also semi main wraith, honestly dude he is super unviable without windstorm.
I basically used windstorm nearly every game and it buffs his stronger playstyle which is hit and runs.
also he is nearly a full meter faster at 6m/s and with windstorm he is faster and doesn't suffer any extra uncloak speed decreases.
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@Nameless said:
They buffed his speed but is he as fast as the yellow Windstorm right now though? If so, great they finally caught up to the changes the community wanted and asked for lmao
I'm unsure which windstorm is base kit but i think it should be at least his green one, since yellow only slightly increases his speed i think they would have said slightly but who knows i can't wait to see it.
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@TimeOutTimmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1987211#Comment_1987211
I think hatch is important for end game, but I personally think it needs to be earned. Running the killer is earning an escape. Nothing sucks more than running the killer, getting caught and dying on first hook because your team mate is t-bagging on hatch.
the condition isn't clear and i don't think it needs to be earned.
This a common argument and we both have a point as i think the last survivor should always have a chance to escape since the killer already won and you believe that the survivor needs to earn it which depending on how the game could have gone might not have been an option.
There are also people how thing hatch should just be removed, those people to me are just wrong and want to remove a good mechanic instead of being creative and offering a good solution since it would make getting the last kill easier.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1986981#Comment_1986981
Exactly, the fact that lithe and BL have conditions automatically make them a little harder to use.
SB on the other hand, can be used assuming that the survivor using it isn't already exhausted. If they are always waiting to use it when the killer comes for them, they aren't using it properly. It is used not just to run away from the killer, but to get to teammates or generators faster. If you walk to only use it in a chase, then you are severely reducing the amount of work you can get done since you are walking the whole time.
So if a survivor is using SB properly, they should be exhausted more often than not.
The baiting out argument is not only true when survivors are in the open, there are times in a loop where you have little time to see the survivor and you have to just swing if you mindgamed them right (i.e they vaulted a pallet that you don't have LOS to but can be mindgamed). It is hard to explain and it would be better to show you through video.
I would consider that more of a mindgame then baiting it out since the survivor at loops like that can still react and move to the side of the pallet they came from then drop it or not vault it.
baiting it out is more of forcing them to use it, at loops if they used it to get to the pallet/vault it wasn't baited out (depending on the killer) as your not guaranteed a hit so i would classify that as a mindgame unless of course they wouldn't be to avoid getting hit anyway but i would still consider that a mindgame.
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@TimeOutTimmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1987177#Comment_1987177
I should have maybe used the term "hatch pre-spawn".
Or maybe each survivor has their own hatch progress bar? Keep the criteria as it is now, but if you're not pulling your weight hatch won't pre-spawn for you.
It would encourage more interaction with the killer, and encourage the killer not to camp hook.
my point was there really isn't a need for it
example 80% of a gen in nearly all games you can do that and still barely do anything. Then you can get games like mine where you just didn't have an opportunity to work on gens.
A progress bar would either be too easy to complete or too much, from experience 80% in a normal game even for those blendette players would be extremely easy.
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See there are just games where you can't do that depending on how your team did as well as your interaction with the killer. Like i have had games where i did every save as no one else went for them, got chased right after, and then had to escape by hatch as the killer just got back to back downs. I think i literally only repaired a gen to half way my team in that game just sucked. Also i feel that it should always be an option, having a requirement means you might not be able to fulfill it for one reason or the other and if it doesn't spawn it would just extend the game even more.
the only thing that needs to be changed about the hatch is how it is opened with keys.
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I don't understand how players find that play style fun, I personally can't stand tunneling or camping as either side unless it is reasonable like after gens are done.
You can play however you want but do you honestly have fun ruining other's experiences? That goes for survivors too like play how you want but playing just to kill the fun for the other side in my eyes makes you part of the cancer of this game to put it nicely.
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@Ivaldi said:
"Just bait it out" "I feel like people who say that are inexperienced" "You are playing Wraith around a T and L wall"
Your first mistake is chasing a survivor around a T & L wall as a Wraith.. Clearly you dont know how to play your killer and as such is why you're struggling. Wraith is not a chase killer, it's a hit and run killer. Getting a sneak attack on survivors and immediately cloaking to injure someone else. If you're chasing and not trapping survivors between pallets and using an uncloak speed boost to M1 someone, you're doing it wrong.
Dead Hard is no different than BL, SB & Lithe. They all come with a requirement and personally I would rather have a survivor with Dead Hard than a survivor with Lithe that can vault a window/pallet and immediately lose chase. At Rank 1, I rarely ever go against a survivor that uses Dead Hard to get to a pallet before I can down them.
SB. lithe, and BL extends the chase by gaining a great amount of distance, SB does it right away and the other's do it upon a condition.
Dead hard is not used the same way as the distance you get with it is so small it barely extends the chase which is why it is used to get to vaults/pallets. If survivors you go against are not using it that way at tiles then they simply don't know how to use the perk.
The baiting it out argument is ONLY true in the open as well as what killer you are playing, once they can use it to get to a vault/pallet as most killers you can't do anything and that amount of time you have extended the chase is greater then the other exhaustion perks. Lithe is probably situationally stronger IF the killer messes up and doesn't follow the most optimal way to reach you and even then against certain killers lithe is out preformed greatly by dead hard.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1986950#Comment_1986950
On the one where it can only be used for distance, no i-frames, only a dash forward.
On the one where it cannot be used for distance, it will give i-frames and allow you to dodge a Killer's attack, but if you mess it up it does nothing.
would you be able to turn with it if it kept the i-frames? As that is what i'm suggesting. Removing the dash and simply being invincible for the same duration.
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@Pulsar said:
I'd just either remove the ability to use it for distance or have it ONLY be able to be used for distance.
One or the other, not both.
By this do you mean it will no longer have invincibility frames?
without a doubt that is what makes it good I feel that the I frames should stay on the perk since it would be very weak if it did what it currently does but without those frames.
@Crowman said:
I see no reason to change it currently.
I agree I'm just seeing what people prefer.
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Anyone who say's dead hard isn't a problem because you can bait it out obviously are not experienced enough to know it's true strength which is not dodging hit's but simply being universally good against any killer by guaranteeing a vault/pallet or against specific killers it can dodge their power such as nurse or hag.
I'm not sure what they can do to it as it is a good perk because of the invincibility frames combined with the short distance it gives you. Removing one or the other would severely weaken the perk if not make it unusable or if they kept the I frames it would still be good but then they would have to allow you to turn with it which would make it just as strong.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1983327#Comment_1983327
So you prefer to keep a stale mechanic, that makes for a boring experience (survivors hiding instead of doing gens and killers slugging) just to prevent that the killer gets a 4k.
you DO realize removing hatch will NOT solve that right?
Like they will still just hide.