ALostPuppy
ALostPuppy
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People are calling these killers boring, not overpowered, and they are objectively very uninteractive killers who care little about survivor input which a lot of people dislike. Nobody with a brain would call them overpowered, because no killer is. The sooner you have actual empathy for the other side and read what they have to say the clearer their complaints might seem to you.
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@EmpireWinner said:
Maybe bring at least one oak offering. And Geez, all these post with "bullying". Snowflakes, sabo isn't a realible startegy and mostly gets teammates killed.
A group of survivors going out of their way to not do the objective and be sabo gods? Clearly they're trying to bully the killer and get an easy win by...not doing their objective. Oh wait.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1450236#Comment_1450236
It's exactly what the devs said months ago and people just refuse to listen. It doesnt grant or take hits. It just looks weird.
Tl;dr: if you got hit with "aim dressing', you'll get hit without it.
https://www.reddit.com/r/deadbydaylight/comments/galbp8/that_shouldve_hit_and_theres_no_way_you_can/
https://clips.twitch.tv/InventiveBadEchidnaVoteNay
https://clips.twitch.tv/TransparentHealthyRaisinFailFish
https://clips.twitch.tv/AttractiveTiredGnatYouDontSay
Oh yeah dude, it's definitely just dressing aim and not auto-aim at ALL.
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@IceCreamPrincess said:
I couldn't have said the words better myself, absolutely agree 100%. Every "competitive" games needs unreactable actions. Lets take any fighting game for example, if all the attacks are reactable, then no one would attack, since defense would be alot stronger. In this game, a lot of this game is based on the reactions of the survivor based on the actions of a killer
Its why spirit is popular and powerful. She completely flips the idea of action/reaction, where instead of the killer relying om the survivors making mistakes, its the killers "skill" vs the survivors "reads". Its also the same for loops as well. The reasons jungle gyms are such strong structures is that if played safely there is no mindgame to the structure, merely hold W and force the pallet to be dropped
It works in fighting games, where you have not only several chances per round to predict your opponent, you also have actual sets where you play the same person multiple times. In DbD you have one chance to try and think about what the killer's doing and if you predict wrong you're on the floor. Using fighting games as an example for DbD simply doesn't work. And if you think jungle gyms have no chance for mindgames you're probably running them wrong. There are definitely good ways to run the standard jungle gyms and there are ways you can trip even good survivors up pretty hard. As far as the Ormond and yamaokas tiles go I still don't know what to do at those, I don't think anyone does, but honestly it's the least of your worries when playing on those maps as killer anyway.
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@Duality said:
I HAVE ALL THE DAMN PERKS, I PLAY HUNTRESS I DONT MISS MUTCH HATCHETS, My perks are bamboozle, Brutal, Iron Maiden and POP,
I'm gonna guess you also have some serious holes in your game that need to be worked on but I or anyone else couldn't tell you what you're making mistakes on unless we see gameplay so...onto your build. Ngl that's a pretty bad build for Huntress. Pop and brutal are fine imo but the other 2...I never saw the point of iron maiden, the tracking part of it is really bad and then the animation speed up is almost pointless, considering the speed of the reload animation already. And I wouldn't ever dream of running bamboozle on Huntress. So many easy shots through windows, which is the one thing Huntress doesn't need any extra help dealing with. Running something like whispers, Nurse's or BBQ will help you so much more than these two perks. Scott's Huntress guide and general killer guides are also a good way of maybe picking up something you didn't know, as well as watching good Huntress players like Ralph, umbra, Zubat's old videos etc. Don't watch to see how well they can aim, watch how they play as well as how long they commit to chases and general killer stuff because if you can emulate what they're doing, you'll have a much easier time in your games. And then it's all a matter of practising and letting it come to you naturally.
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Doesn't clown still have the feather add-ons that, when both are used, make you basically instantly recover from a thrown bottle? Couldn't you use those two add-ons, throw the bottle at the ground and immediately pick up to help with DS or is it not fast enough?
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My idea for Deathslinger was to give him some ADS time, and also a short time for lowering his rifle. Not sure how much, maybe a little under a second, during which time you would hear his gun make a slight noise and hear him breathe in. Not too loud but noticeable enough at a short range, below 10m perhaps. Make his ADS sensitivity the same as the normal sens. Reduce the stun time slightly if the chain breaks. And then finally make him 115%.
That's just my idea, Idk. Would make his map pressure slightly better, give him some counterplay but it also wouldn't punish him too much if he misses constantly.
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@NuclearBurrito said:
Double his reel speed. Cut the chain durability in half.
In terms of what hits he can or cannot get these 2 changes perfectly chancel out. However it means he gets those hits faster, and while this doesn't effect the 1v1 aspect it DOES effect the big picture 1v4 part of the game.
As much as I dislike him, I'd be all for this change. They don't actually cancel out though, because he will hit people less around junk loops etc because of the lower durability. The reel speed wouldn't matter in that situation. But it would if there was a lot of open space. Would get it over quicker as a survivor and overall speed his gameplay up because the thing I hate the most next to being chased by him is the painfully long reel-speed.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446542#Comment_1446542
Ahhh okay! I think I always just heard this as speed-billy, lol. What a thing that is. I like crackhead billy more tho :p
That is speed Billy. Crack Billy is green engravings with tuning guide. You got faster speed, low cooldowns all while having a slightly faster charge time too. You could play him in a completely different way and it was ridiculously oppressive. It was also very very VERY fun to use, hence why it was called crack, because it was addicting and everyone used it.
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@Switcheroo said:
You'll have to show me some statistics. Yes it's possible to get the same maps many times but honestly judging by how much you dislike the maps I assume you're just actively focusing on the bad. Like when one of my friends keeps complaining about always being the obsession when it's only a quarter of the time.
Even if you only see Hawkins and midwich once a day that's still too many times. That's how miserable it is to play on those maps.
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So you want a killer that survivors can't look at, a really huge and important part of DbD, and it's what makes the game fun and actually playable and enjoyable for survivors. And jumpscares? Sorry but I'd be really against slender Man in DbD. He'd also be really boring to play as if he worked like this. No point in trying to mindgame tiles if everyone's forced to hold W and immediately throw pallets so they don't get exposed.
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@GreenPufferFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1446704#Comment_1446704
spirit is op try doing that again but with clown
It's ok friend, you'll learn to detect a joke one of these days.
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I think it's broken.
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I like Freddy's door break the most. Hearing that scraping sound on the door is so good
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As much as I dislike this playstyle, you can't order people to play the way you want them to play. I've stopped caring about people's playstyles in this game because honestly who cares? If they're having fun hiding in bushes and me and you can still have fun running around like a headless chicken then it really doesn't matter does it?
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Demo is really good, and he's fine the way he is. If you wanna change his perks and add-ons, sure, but his abilities don't need changing in the slightest. I don't want another buff/nerf situation like with the Billy one coming up where he gets a slightly faster chainsaw but also has a massive drawback that suddenly makes them really lame to play both as and against.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/1443715#Comment_1443715
Although you have to admit that an opinion such as "I have never ever since the release of this character seen a Deathslinger that did not camp" is a very questionable one.
It hasn't been that long since his release, and the hype for him died quite fast so it's entirely possible.
I also kind of doubt his claim but he shouldn't be immediately disregarded just because he plays one side. See it happen a lot on the forums, your opinion on a killer is automatically void just because you're a survivor main, for example.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1442710#Comment_1442710
He is a known Survivor Main. Don't take any words from him serious.
Don't see how him being a survivor main suddenly invalidates his opinion...like everyone else's it should be respected. Even if you don't like the guy's takes you shouldn't treat his opinions like a joke just because he plays the other side. What a ######### mindset to have.
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Bubba's always looking for new fashion ideas. Sometimes he likes a survivor outfit so much that he'll put the survivor up on a hook as a display and just stare at it for minutes on end!
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That would feel kinda weird, going from a fast move speed to a slow one whilst in a chase. It would also indirectly buff killers like Spirit who aren't technically in a chase while they are using their power to catch a survivor.
And then you have really dumb setups that can still spawn and without bloodlust they would be a nightmare to handle as a killer. There's not much a killer can do against survivors at certain setups on some maps and without bloodlust they would be practically invincible for the entire duration of the game. Talking about Ormond and cowshed mainly. Haddonfield would also be horrific.
Bloodlust is a dumb mechanics and I would like to see it gone, but the map design isn't even close being there yet. Maybe if it was limited to only 1 tier of bloodlust, and it kicked in slightly later?
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I remember when I thought Wraith was boring, Billy was OP and Spirit was ok and had counters...oh how dumb I was to say these things. Now Wraith is by far my favourite killer to play as and against next to Myers and Demo (and Billy until the next patch hits), and now whenever I get to play against one in a survivor game it's such a breath of fresh air. Your opinions on killers will probably change when you make that transition from "Idk what I'm doing but I'm scared and enjoying myself" (Something Spirit can make fun but Wraith can seem oppressive) to knowing all there is to know in the game (where the opposite usually applies).
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She's definitely not fun in the beginning, but some of her add-ons can be a huge help for newer players. Wooden horse cuts a whole 0.5 seconds off the fatigue if you whiff a blink attack. Then the other fatigue reduction add-ons are also great to use. Metal spoon is also a useful add-on and is basically a free stridor on survivors. Counters iron will pretty well.
Don't be discouraged when you lose as nurse in the beginning. And if you get a map like Midwich or preschool don't get worked up over the loss because they are her worst maps by far and it's really hard to get anything done on them.
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Constantly know where the killer is, undetectable doesn't really mean anything, you still know the direction of the killer and that's more than enough. Hag and Trapper become useless, against Freddy it's literal permanent wallhacks, and on Midwich you can combine it with sprint burst and run around the building and make it nearly impossible for a killer to catch you there.
...Idk you tell me why people hate object.
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being easy to bully is not what we mean by killers not being fun. Idk about you but you don't bully a good Billy, the Billy will absolutely crush you if you don't play well, yet a lot of people love playing against him because his power is fun for both sides.
And also why shouldn't fun be considered at all? If a killer, or the game itself, isn't fun, why on earth would you expect a survivor to be ok going against your Deathslinger, Spirit etc? A lot of killers are following a trend of being meh overall, but having a ridiculously oppressive chase power. It's not hard to win against most killers, I'll bet a lot of above-average survivors will win with ease against Pyramid Head, Deathslinger, Hag etc, but actually interacting with them is a ######### miserable experience. Why even play at that point when your skill and input as a survivor means absolutely nothing and you're just hoping the killer is bad to have a chase longer than 10 seconds?
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A few come to mind:
Both cooldown add-ons and fatigue reduction add-ons are probably her best ones. Combine one of them with a range add-on and it's pretty powerful.
Metal Spoon is pretty good imo. Negates the need to run stridor and counters not only iron will but some of the sound bugs like 10% of the time (even though they will still end up making 0 sounds a lot of the time anyway because DbD is a perfect game).
Nurse has a lot of interesting builds but I don't see often. It's a shame that her most interesting add-ons like Jenner's and Campbell's last breath are so useless. And then you have ones like bad man's last breath and the two ultra rates that are just...what. it's like they were made up on the spot in 15 minutes with no real thought behind them. The two ultra rares have a decent upside but then an absolutely horrendous downside that makes them unusable and I don't understand why every ultra rare after the GhostFace chapter have all been so bad.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1439406#Comment_1439406
The thing is they're not wrong, they're just not looking at it the right way. It's not that NOED is OP, it's just bad design and a bad perk; it's in no way a counter to DS/BT/Unbreakable and it will definitely make you lose against a decent team. It only encourages you to play poorly and I have yet to see a good killer run NOED.
You don't see good killers run NOED because there are far better perks that you can run to actually help you win a game sooner. It also makes the bad killers who run it develop really bad habits, and they rarely learn to correct the mistakes they made during the match because they have NOED to rely on at the end of it.
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He can constantly remind the survivors that he is an iconic killer from the hit franchise Friday the 13th and gives them all an essay to read on why you should like him over anyone else, because he's iconic.
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M n A on Myers, 8 meters. Trail of torment on GhostFace with both cooldown add-ons. You essentially are undetectable for 50% of the match. Monitor on Billy is low-key really good and messes with survivors so I'd use it while you still can if you ever wanted to try it out.
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Moris, dead hard and shadowborn, make shadowborn an adjustable setting instead :) oh and I couldn't give less of a ######### about keys, rarely do you ever see more than one survivor escaping through the hatch so it's not much of a loss, and if it does get more than 1 out they were likely a group and you weren't gonna win the match at that point in time anyway.
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He's just good at everything, is very simple to play and has a low skill floor. What you see is what you get, and what you get is a killer that can do everything you need a killer to do to a good standard. Not much else to it.
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@MongolPSR said:
Two words. Demogorgon! Thong!
I 1000% support this idea.
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@TheCsoliday said:
Sounds good to me, if David can be shirtless why not Meg right? Lol I’d pay for it!
Oh god why would you want to see that pig-tailed abomination without a shirt on lmao.
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This would be mine. Edit: swapped Doctor and Plague around
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@slim0b said:
I think this clip explains what I mean in terms of devs having their own "unique" prospective
https://youtu.be/7QW6_qIooyU?t=300
Someone asks "When's clown getting changes?"
The dev says "After playing him I think he's very underrated and his power is very well-hidden"
I'm just speechless.
If "they" are happy with the current state of something, they won't make any more changes to that something. I can't remember who said it but when asked about the ruin change they said that they were happy with the changing "after looking at the data". Someone might vaguely remember the comment.
This is mainly how BHVR is making their balancing decisions. So if the data says Billy is doing fine in this ptb they're probably going to be released to live with minor, if any, changes.
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This is absolutely not the way to go about changing spirit. Unless you're memeing, in which case this is a pretty good one.
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I don't think it would do much, if anything. All she needs is to show grass moving when she walks over it while phasing. I don't think she needs any more of an indication than that. She shouldn't be a complete giveaway, but it shouldn't be completely invisible either. I think grass moving would be enough, that way you would be rewarded as the spirit for making your movements more unpredictable (not moving on grass etc) and the survivors could actually make a good guess to your location, but they would have to react and act quickly because you're moving at Mach speed while you phase.
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@White_Owl said:
To me it seems the whole argument "boring because doesn't involve skill" considers only looping as a skill while there are many others.
For example he talks a lot about the Deathslinger, which I am maining lately, and I can tell there are a lot of survivors who know when you're about to shoot and dodge at the right moment, know how to move to make your aim more difficult, know how to use pallets to not get downed etc. Those are all additional skills those survivors learned instead of learning the default looping and call it a day.
I almost agree on the Spirit, but honestly the fact Iron Will is not used as much as it should (since it's imo the best survivor perk) makes me not root for those that complain about Spirit and sounds.
Those survivors don't know how to dodge Deathslinger, they're simply guessing and it's working against you, based off almost nothing. Unless you're an incredibly predictable player and go through the same motions everytime they're not outplaying you with skill, they're guessing right.
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@slim0b said:
I main killer but I'm red rank in both sides. I played survivor yesterday
A plague had 2 people downed and only me alive near the exit gate, she went to pick up the first one and I blinded her not even in the pickup while she was walking, i was confused.
I did the same with the other survivor, i don't think she knew blinds make you drop the survivor.
3 of us escaped, in the chat it was a rank 16. we were all red and purple ranks. Post-match chat comes
Plague: Too good
Plague :I thought I won
I've never felt so bad in my entire life.
Always makes me sad seeing a Plague have an unlucky match :( Idk why, I don't feel that way with any other killer except Pig.
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The only thing a lot of killers need is an add-on to be added to their default values and then they're fine. Because then not only will it free up an add-on slot to make the killer more diverse, it would also mean you can play these killers without the need to constantly buy these add-ons in the bloodweb, and play addonless. Good examples of these kinds of killers are Demo, Oni, Billy (or rather he was lmao), Huntress and Spirit.
The two biggest ones are Trapper and Wraith. Literally all they need to do to Wraith is to give him green windstorm as his default move speed, and rework the current windstorm add-ons into something else (perhaps add-ons that increase your FOV while cloaked? Or make you completely invisible beyond X meters, the strength of the add-on deciding how short the distance is? 2 ideas for wraith add-ons that I've had for a while). Maybe remove the lightburn mechanic but honestly I get so many free hits from people trying to burn me that I don't mind it being a thing.
For Trapper, give him the yellow bag by default.
If they actually made these changes it would help out so many people. Everyone could actually play Wraith without investing hundreds of thousands of BPs stockpiling windstorms just to make him playable.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1435170#Comment_1435170
You might be able to slay bad teams without much practice but any good group of survivors will run a baby Nurse around the whole game. It's kind of why "baby Nurse" was a thing, because until they were hardened and learned her inside and out they were babies, easily looped for gens at a time.
Like please give me a few examples of new players picking up Nurse after 10 hours and slaughtering a SWF that's trying. The reason I'm using her difficulty as a crux in my argument is because that kind of goes hand in hand with power. The more difficult something is, usually the stronger it can preform. When the most difficult killer in the game can be outperformed by a much easier killer (2, in fact) does that really sound right? Neither should the most difficult be an auto win once learned. Nurse was not that, many survivors knew what to do, many tried to play against her like a normal killer and payed the price for it.
I never said anywhere that new players would dominate with Nurse? Hell I even said there was a learning curve at the beginning. But once you have it down there's not much left to her and it's fairly easy. The most difficult killer to play has always been Huntress to me. You have to think about a lot more with her, and survivors actually have an input on the chase and how you play her. With Nurse, they can't do much against you. Blink to a corner that the survivor just turned, and then you adjust your position with the 2nd blink and then hit them. Not much else to it, only dead hard will get you out of that situation.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1435248#Comment_1435248
It’s annoying as I knew the killer had it, as it was an AFK Bubba who miraculously came back to life once the last gen popped. So I rightly predicted he was using NOED and BW. But my teammate was the one who opened. Oh well. I’ll be more careful in the future.
Yeah, beware the Bubba, for when the last gen fades, he will AWAKEN...and probably kill you Idk he has a chainsaw.
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@Sunri said:
https://forum.deadbydaylight.com/en/discussion/comment/1431377#Comment_1431377
Then why some people like Hexy didn't lost in months when he plays both against normal teams and swf daily explain please
Why do people who literally devote thousands of hours to a game and literally play it for a living do well against people who play casually? ...Idk you tell me.
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"less interactive"? I'm sorry but ######### what? Spirit doesn't let you have even a chance of making meaningful decisions, Legion has literally nothing to help them in a chase. He's as basic and interactive as they come as far as chasing goes. Sure it's not that fun or exciting but you know exactly what they can do, which is the fundamentals. It's why Legion is a good killer to learn how to chase survivors better because you have to rely on your skill as a killer, unlike Spirit where you're essentially playing a single player game.
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If you think 60 seconds is an ability that recharges at a "fast rate"...
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Trap half of the map, press the button whenever someone triggers a trap, down them, hook them, trap them, press the button again when the traps get triggered and down the next survivor. Wow amazing you're a good Hag player already.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1432878#Comment_1432878
Majority of perks not worth running? I feel bad for you. Allow me to enlighten you...
Adrenaline, Sprint Burst, Head On (and yes, it's not as strong as dead hard but it's still worth a slot), Dead Hard, Spine Chill, Resilience, Inner Strength, Autodidact (for longer games), Bond, Kindred, Open Handed (particularly with the previous two perks), Empathy, We'll Make It, Borrowed Time, Soul Guard, Unbreakable, Repressed Alliance (if used correctly), Iron Will, Prove Thyself, Balanced Landing, Decisive Strike, Object of Obsession, Deliverance, Fixated (with exhaustion perks), and For the People are all worth using. Many should be pretty obvious, and as for the others on that list, I have used them to great effect.
I would add Alert, Aftercare, lucky break, Quick and Quiet, calm spirit and Dance with me to that list. All these perks, apart from maybe Dance with Me, are seriously underrated. Alert is god-tier, gives you map-wide aura reading on the killer whenever they break a pallet so you know where the dead zones are and where there are no longer any pallets, the small bit of aura reading at the end of the animation tells you which direction they're going after they break it which is useful in a chase, and you can see gens that you might not have seen before if the killer kicks them. Lucky break is good with iron will and can work against good killers who actually use blood for tracking. Can really trip people up when you're no longer producing blood as well as no sound, and the 3 minute timer is more than enough to last for most of the game.
Quick and Quiet when used right is the bane of a Nurse's existence. Since they don't hear you vault the window, you can Q&Q through a window when you round a corner, and if you have lithe and dance with me you basically vanish if they don't get to the window in time.
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I don't know about the killer selecting the map, but I think there should be 3 or 4 preset "tilesets" for each map, and the only thing that changes is maybe the way they are laid out. I think that would add a lot more in the skill department because map knowledge would actually be a thing, and you would know that you couldn't get screwed over on map RNG if there wasn't any.
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I don't think many people are going to try and prove you wrong, because it's objectively kind of true. The skill to play Spirit well is hearing survivors and seeing scratchmarks...a skill which you need and have been practising on literally every single killer as well as her, so her power is not hard to use in the slightest. Idk why people want to insist that there is more to her power than just listening but there isn't, and listening is a skill that you've been practising all your life.
She's not overpowered though. Sure she's absurdly boring to play against because she provides no interaction in a chase so your skill as a survivor is completely out the ######### window and it's down to if the Spirit had headphones, but she can still lose pretty hard. And ngl it feels really good when she does.
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His perks aren't that great for him. Once you get a good build you like you'll get the hang of him really fast and he's more fun than most killers imo. There's not much to him but there's something about having an 8m terror radius with monitor and abuse and still being 115% ms that's really fun and honestly kind of relaxing since you get so many free hits on survivors who don't pay attention.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1434074#Comment_1434074
Well your argument has a major flaw in it. Claiming she is so easy to use and pick up & go is just wrong. It is community consensus that she is the most difficult killer to learn with and actually use effectively. Tell me, how can she be the hardest killer to learn and master (often requiring hundreds of hours) and at the same time be so easy to use that you can 4k without trying?
She was definitely like that pre-nerf. She had a small learning curve at the beginning but after that she wasn't difficult at all. I don't know why people want to defend Nurse's difficulty to the grave but if it makes you happy to insist that a character is so painstakingly difficult to play in this stupid party game then go ahead I guess.
