Abbzy
Abbzy
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075798#Comment_4075798
I read that they disabled "tapping" vaults. Like there was a patch that made it so you couldn't run up to windows to make the ghosts run up to them. Did they change it back to work again?
I understand that there are theoretical counters to him, but I still stand by my claim that his abilities are extremely abusable.
I am just playing knight for the first time. 3 matches so far, have made the survivors give up every match so far.
My point here being that if I can do this as a brand new Knight player, clearly something is wrong here.
(screenshot shows the bots escaping because I also abandoned after I was the only player left)https://us.v-cdn.net/6030815/uploads/LXPUXSHZFLM9/image.png
Edit:I should also point out that the players didn't use the abandon feature to leave - they chose to take a matchmaking penalty in order to leave just to get out of there, both of them healthy with 1 generator left.
Almost everything is abuseable at some point, knight is noob stomper but against sessoned experienced survivors he is just m1 killer who can break fast pallets if you fall for his mind game and drop against him having ready carnifex and pulls one guy into chase with guard who is just faster zombie at this point, I mentined above like almost all of his counters which can be combined and will make you whoop the floor with him so he isnt realy busted he just stomps unexperienced survivors but thats only thing he is good at because he cant do anything other than harrass people with guards but has no good chase tool only carnifex fast break but thats easy to counter too you will just slow near pallet and he will jump into his power and you will just continue to run and greed till he wont do it. He has no lethality or mobility just low b to c-tier killer depending who is against him.
Simple killer who realy doesnt hold any strong power compare to his prerework version that was atleast god in pincer tactic but this version has feature against it and obly with jeilor he getslike 12 seconds for pulling pincer tactic. -
Counter is hard basicaly all depends is whatguard is chasing you and if knight is there coming for you too.
Counters: pathing- if he uses power he can hear you but cant see scratch marks only blood pools so if he is trying to cut you off with guard you can change your path and doge it, its not easiest thing from his conters but it can work very well same as when you mind game nurse with doublebacking.
Banner- every guard has banner and different time before it spawns the longest is jeilor so if he is not chasing you or even when he is you can get banner when its ready and you get big haste and endurance for few seconds plus you dissable the guard whi is chasing you.
Hooked survivor- if theres hooked survivor and guard chases you just even when you begin the unhook action and let it go the guard wont chase you and drops chase.
The faster/ shorter chase time when guard is close to knight- basicaly theres circle around guard who is chasing you and if knight enters that circle the timer of guard is 3 times faster so like if assasin chases survivor for 12 seconds if knight is in that circle all time the assasin will chase you for 4 seconds this is exsample.
Looping- when you drop pallet knights guard goes around it so loops like shack will save you just with this simple thing
Bug into feature- when you run up to window vault and touch it but dont vault it and run away the guard does some move pattern he comes up to the window and touches it and then runs after you, this works well against slower guards like carnifex and jeilor.
If these things wont help you then Idk what will change your nea ways because these are very simple yet stupid counters which show how easy it is to loop knight or his guard or both of them especialy on safer loops like shack.
Final tip dont get cornered against knight gd.
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@jayoshi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075648#Comment_4075648
So there is no problem with ghostface using his power and exposing someone only for them to run away and instead of using a vault or a pallet, they just press a button and get on demand sprint burst for free once he is about to get a down. Meanwhile you just wasted your power because someone pressed "F". It's very frustrating and not fun. Just like being injured by a legion then to be downed by their partner.
Expose for 30 seconds is nothing unless that survivor has like spirit or wesker,wraith behind him.
Sprintburst on command counters like half of the killers in 2v8 which lack the power to catch up fast with mobility in some form so unless you play wraith,nurse,spirit,wesker,billy,blight,dracula or powered oni you have no chance against sprintburst user he will get away from you when he wants or needs and if you leave him he will (if he wont be running) have it again in 30 seconds plus he gives sprint to other survivors around him.
Thats why I refuse to play any killer I didnt mention above because waiting 30 minutes for game just to be countered by one effect that usualy runs like half of the survivor team is nuts and very fun.
Playing killers that cant catch up with their power sprintburst user arent worth playing especialy when the cooldown for this is so low and its haste is shared with other survivors that are around him.
Hate it but thats just pure fact.
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@jayoshi said:
legion wasn’t fun to go against as survivor so you removed it. On demand sprint burst is not fun for killer - when is that getting removed?
Sadly but on other hand finally they did something they feared to do since 2016, they in their stream said that 2v8 is supossed to be more fun for survivor so kinda survivor sided.
Which clearly states where they aim in this mode.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075196#Comment_4075196
I'd argue his dash is better than Chucky's.
It's quieter, much easier to control, shreds pallets and instadowns.
Yes, Chucky can chain windows and pallets but how many maps realistically allow that? Lèry's and Greenville if we are being generous.
Theres sound cue on both but thing is chucky is smaller and more mobilewhile he is using his dash. Another thing is chucky doesnt slown down that much and survivors are more careless because they dont go down on single strike which in surprise often means they go down faster against chucky than against mayers where they play safe and predrop more same as billy vs blight you would be surprised how more careless even good survivors are when facing blight compare to billy.
Scamper isnt that good unless survivor vaults and runs in straight like but even in corridors where isnt much space to doge they can just vault and stay on corner of dropped pallet or window and chucky cant do a thing just end his dash so this fearure only works against lesser skilled survivors which have less experience about what they can do against him.
Mayers slows down way more then chucky when charging his strike and doesnt gain much distance in short time especialy when turning around objects due to his thicker model but chucky doesnt slowdown much and has full dash distance after charge, only thing mayers has better are versitility and lethality but thats it even very good survivors still put them both somewhere in the middle of tier list and often put chucky above reworked mayers.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075191#Comment_4075191
Say you didn't read my post without saying you didn't read my post. I'm not saying make her the same as xeno (I'm using it as an example, a parallel), I'm not saying nerf her power or rework her. I'm saying give survivors a way to counter her, since she currently has no counter. You need to read it in detail before criticising the suggestions.
Having a counter would also give cause to bump her movement up to 4.4 so she doesn't have to rely totally on her power.
Look I read it but giving counterplay isnt easy because it will either suck for killer like it is for xeno or it was for prebuffed larry or it will do little.
She is more suited for rework and giving counterplay is rework in its way because you have to add something new which falls in rework category in this game just like tricksters rework onlything thats new is the style idicators and s-rank but he had many of these things before people just didnt knew it same with mayers rework only swicthing between modes and his strike are new thing but everything he had before.
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@Wezqu said:
No Mither argument does not even make sense as you spawn in hurt. You at no point lose a health state as you already don't have that health state. Feels like argument people make who never even has used the perk or knows how it really works.
Sometimes some perks or effects from them are bypassing some features or changes unintenionaly so its better to verify if its realy a thing or not.
With plot twist you can as survivor effect the game a lot like dissable corrupt one of best killer perks or slowdown endgame timer when needed so it would not be that strange that it would counter this too tbh.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075331#Comment_4075331
But they are not doing that.
Thankfully they dont but if peple didnt call it out I believe this change would hit live and it would took minimaly two weeks for first bugfix to change that.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075317#Comment_4075317
I dont downvote you. You get your justified downvotes by other persons. I usually ignore you, except you say something which needs to be corrected (like really bad).
"Most" they kinda do but the ones that dont need to reveal themselfs like ghostface,wraith or other stealth killers or hag would get fired by this change the most.
Yeah, this is completely incorrect. Or either you or I fail at English. But if a Killer either starts a chase or gets a Hit, a 4 man SWF knows at this point who the Killer is. This goes for every Killer in the game.
Doesnt change the fact that its bad to show who the killer is at the start because not all killers are nurse or springtrap and some as ghostface or hag need time for setting traps or ambush.
Swf knows all one member sees if he talks and they must be on coms on top of it, sometimes killer is revealed even in loading screen by tip to his power where icon of his power is shown a relic of encient time of this game.
Mr correct.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075250#Comment_4075250
With these changes they're making, this basically just brings it into line with when a SWF would know who the killer is. It's completely fine this way, the only issue was having it revealed at the very start but that's gone now
Way worse than at start was in lobby where survivors could change their loadout to counter that killer more than their current build still not so far from what you said.
Some claim many killers reveal themselfs but few realy need to be hidden and this change would only make them worse than they are now like ghostface.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075250#Comment_4075250
Is this majority in the room?
All I have read was that most people were saying that it should not reveal the Killer right away. Now it basically happens at the same time when a SWF would know who the Killer is.
And lets be real, most KIllers announce themselves pretty early, especially because almost all of them have a different Terror Radius nowadays.
"Most" they kinda do but the ones that dont need to reveal themselfs like ghostface,wraith or other stealth killers or hag would get fired by this change the most.
So hiding them is good because some high mobility killer or killer that has some of his kit on map spread like pinhead,dreadge,pig,xeno,plague,wesker/nemi wont care or even kinda trapper (he still needs rework theres no other save for this boy) but the stealth ones do except like mayers who kinda now is more well rounded but still I see some dislike him now and liking more his stealth option which is scratch mirror and this change would only burry this playstyle more if it went live so the hiddent info on killer is still needed to some point and this is acceptable change not best but acceptable.
Downvote it as usual but I see it as acceptable thing.
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@GeordieKiller said:
why? majority said to remove it and you still adding it in this was not needed to show the killer
Its better than nothing but first chase seems kinda not great because you can be stealthing as ghostface and some running survivor who has no clue procs chase and you are exposed to all.
But better than nothing.
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@Your_Dad_Playing_DbD said:
I really hate going against new Myers. I agree he’s pretty braindead and seems like the only skill required is “press button to instadown”. I still haven’t figured out a good way to counter him - maybe I need to watch some people who are good against new Myers to learn.
Whats that hard? Its just hide untill he powers up and then when he is in evil incarnate mode just hold W and go for stronger safer loops he cant mind game easily with dash, predrop when its needed just like against bubba or billy, powered oni nothing special here.
Holding W+shift is like counter for more than half of the killers in this game the slower the killer is without mobility he can control the harder time he has dealing with holding W and mayers isnt exception here either.
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@TicTac said:
He is pretty average. But he has the problem of most instadown killer. If someone cant loop, they die instantly. On top of that newer players struggle to see stealth killer, so they get completely destroyed.
I completely understand where its coming from. Im playing with two players which "only" have 100-200 hours and killer like Ghostface, Pig or Myers are completely op for them. Other killer with weird counterplay mechanics like Houndmaster or Pinhead are also a problem. The gap between experienced players and newer/weaker player is just hard to breach without making one side suffer.
For Myers: prerunning makes it easy, dont shy away from dropping pallets (i see so many matches where good pallets never get dropped, for what? For the next game?), throw windows in the mix. Its kinda similar to Bubba. Stronger, but on a timer.
This, experienced players have maybe even less issues than with previous version with tombstone but he is now just better noobstomper like many other weaker/mid killers are like pinhead, experienced survivors will have with him way less troble than with chucky or clown.
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If the salt from this game could be collected it would be same amonth as its in oceans.
Just ignore them, the issue is that this game isnt any exception where threats are a thing or people sluring at you like try csgo or rainbow 6 and you will witness racial slurs on daily basis from other people.
This game only excels in salt even from whose which won.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075238#Comment_4075238
Bambuzle should honestly not work on ghoul as it is an super clutch. I played it on him as he came out, but slowly dropped it as it is super boring/effective.
You didnt got it he has centipide addon (is it I think) that makes window blocked when he vaults it with his power basicaly perk effect in his addon like majority of killers have something simular not meaning its bamboozle.
Bam doesnt work with killers power vaults so wesker,ghoul and others dont proc it but killer who manualy vaults like krasue in head form proc it.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075209#Comment_4075209
you arent super far from pallet/window
Let's be honest, it works only for pallets. I have yet to see Ghoul without Bamboozle/addon.
That addon is something else but no wonder why people use it when its one of his best addons same with different addons on other killers or addons on items people use majority of time best stuf.
Addon is something else but fact you can vault through him and nothing happens to you is other thing so no more excuses that you drop pallet and he vaults and theres nothing you can do because now you actualy can.
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@Cornil said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075095#Comment_4075095
I absolutely loathed, and I mean LOATHED Ghoul when he first came out. I still do find it gross how strong he can be in the majority of 1v1 scenarios, but I'd be lying if I said playing against him can't be fun. In fact, controversially even to myself, I've found that looping and outsmarting a Ghoul player is incredibly fun, and much more possible than it was before.
There's only two things that make him as infuriating as he was on launch: First, dead zones. Hard to fix on half of the maps in the game, can be a skill issue if you just don't know good positioning. Him catching you out in the open can mean instantly going from being 20 meters away from him to being downed in 4 seconds. Second, and the one that always gets me, the pallet vault. The fact that he can use the survivor themselves as a dash surface to get over the pallet kind of turns 90% of pallets into an instant down. There is a small chance you can re-vault quicker than his vaulting cooldown, but if you don't predict the vault in the first place then its impossible to do. Reminds me of the original scamper for Chucky, which makes me understand completely why people find it annoying still even after the Ghoul's nerfs.
Ghoul no longer has so great antiloop potencial with his revualt becuase firstly theres no hitbox on it so unlike wesker he cant injure survivor sho is staying behind pallet he is vaulting and secondly now you can freerly vault back through him when he is vaulting pallet.
This change was hidden in trickster patch in bugfixes even when its actual nerf of his basekit power and feature that was meant to work like that and kinda makes me wonder why devs hid so drastic change into bugfix text instead put it into ner/buff part of patch notes.
These changes make ghoul much weaker in antiloop he can now just injure you fast and move around map but his revault is just like vecnas flight revualt in terms of usibility in chase so no longer theres situation where he just vaults and you go down, now its on you as survivor because when you see him pull his power up and go for vault and you arent super far from pallet/window yo ucan revualt through him and theres nothing he can do to stop it.
Patch 9.5.0
- Nerf: Removed The Ghoul's automatic hit detection system after performing a Leap Vault.
- Quality of Life: Reduced the Reticle's stickiness effect on Survivors not holding a Kagune Mark from 0.18 seconds to 0.05 seconds.
at 4:50 its meantioned
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@CrypticGirl said:
You could try asking yourself if you truly have fun just slugging people like that. I really question the mentality of the ones who do.
If I can get two dead hards or 4 I will always rather take 2 than 4 because against good teams that go for gens which I face lot of these teams lately stacked with meta and fast track plus toolbox with BNP so slugging offers same slowdown as hook and gives them less value in perks they run like dh or fast track. deliverence etc.
There isnt much perks which reword spreding hooking only grim,noway out and pain res are worth to use for spreading hooks, spreading hooks costs killer more time than 5 gens and its more demanding plus people run more perks that get value when they get hooked like dh and that burns you as killer later.
Its not fun to go against genrushers and have just 7 minutes to play with weaker killer like knight,doctor but its is what it is and Im just getting through it like others because thats all I can do about it.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075182#Comment_4075182
People play him for the sole reason of him being op. If he would require more effort, he would drop just like krasue.
Op? buddy chucky has more usefull dash than mayers in terms of getting value because mayers dash isnt that good unless loop you ran allows him to mindgame it as pig can if the loop is safer than he must try more but still droping pallet is what majority of people will do like against bubba or billy and mayers has pretty long slowdown after breaking with strike so its not so op as people say.
Changes made him stronger not more easier (logicaly he got easier because he become stronger) but mayers was always super easy killer to play as only thing that made him hard was that he was super weak unless purple tombstone wasnt equiped. Even when he is stronger he isnt like even a-tier tbh.
Krasue is still solid but doesnt allow naything fun for majority of people so thats why she is less played same with twins which are top 5 best killer in the entire game with one of strongest synergy to slugging which is strategy that counters majority of used survivor antitunnel perks or perks from hooks like dh,ds etc. but I dont see people use her because of how strong they are, or are you seeing them?
All that rework did was making him stronger and not addon dependent but good loopers can still wreck him its just all about loop lenght if its longer and rounded he just cant camp pallet with strike and make 50/50 like pig, and complaining against predroping like what do you do against bubba or billy? just the same thing you predrop, on top he doesnt have mobility like oni even when he can have more often power still he cant move super fast so he isnt op because op is someone on top of the tier list which mayers isnt he is like in middle.
Blight requires one of most efforts from all killers and still is in top 10 most played yo your logic kinda looses here.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075092#Comment_4075092
"She cant be nerfed much she is pretty fragile with her execution"
This was the whole point of my original post. Yes nerfing her power would absolutely gut her. This is why I was suggesting that survivors are given tools to allow counterplay. There is a major difference. Tbh with this her move speed could afford to be bumped to 4.4 to allow her to m1 while her power is disabled or whatever. Then she is in a similar position to xenomorph. Who has to m1 when his tail shot is disabled by flame turrets. It wouldn't ruin nurse because even if you used the exact same mechanics as xenopmorph she'd still be stronger because her power's better.
Xeno isnt good exsample of the killer mainly because of how favorite he is just shows his execution isnt good the turrets are pain to deal with if you consider some item based counterplay then larry or vecna are better as exsamples here. Xeno is just pain to play as especialy when two turrets can be placed super close or on loop like shack making it god tier loop where he must get turrets and not loose power or he is powerless killer.
Thats more of rework thing you meaning which is what Im saying, she is just for rework not for nerfs which would gut her becuase unlike any other killer she is 100% depending on her power to get any value compare to rest of killers.
The slower the killer is the more better power he needs to aid him in chase to not suck thats just it.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075076#Comment_4075076
Her power is why she's broken. Anyone going for shift w and m1 hits with nurse is either playing her wrong or capitalising on survivors making howling misplays.
Her power nullifies all the tools survs usually use in chase, pallets, vaults, flashlights are useless. Even breaking LoS doesn't work well with her. Particularly if she's being used with an aura read build. This is why I'm suggesting we add tools that allow survivors to temporarily counter or hinder her power. Otherwise the only counter to her is hiding to avoid chase or the unreliable 50/50 of trying to mind game her.
Going hold W and breaking line of sight is her only real counter so dont just drown yourself here, even when she ignoners objects almost all of them she still gets held of when survivor is holding W worst thing is staing at loop where she can blink through.
She is very special as playable character because of her stats and power, she cant be played as 155 or 110% speed killer so her power must cover everything logicaly when she cant catch survivors by just holding W as other killers and is actualy loosing chase if she doesnt use her power.
She cant be nerfed much she is pretty fragile with her execution so she is more likely for rework than some hard nerfs some folk here are suggesting.
Edit:::::.
ahh aura perks on nurse, well spirit is only killer who doesnt or cant use them when using her power which should nurse have some time ago and they didnt even needed to make her blink hits special attacks because the aura part was in my oppinion greater issue than exposed effect form perks just look at which perks get nerfed because of it was it starstruck or was it weskers awearness perk??
But thing is you cant blind her compleatly when she uses m2 because it would kill majority of aura perks on her and going against nurse with full endgame/gen deffence isnt much better than full aura nurse but some kind of blind like spirit or dracula in bat form she should have and I think she would be kinda worthy of being s-tier because she would be played just through pure skill.
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There isnt much to change she will either be very strong or very bad so its more of rework thing than anything else.
We are speaking here about killer who is 4% slower than survivors base running speed and must rely on her power only thats why its not so simple compare to blight or any other killer because she cant do anything without her power not even chase survivor which outrun her.
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@Mr_K said:
Play however you think you need to because the survivors will be doing the same.
This, love how mayn hate it but its big fact everyone can play how he wants and everything is ok if its good with terms of the game and doesnt break any game rules.
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@Mrpugalug916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074855#Comment_4074855
Bro ghoul got insta nerfed a week after release and is extremely clunky now. Stop acting like hes some super brain dead killer to play. He still loses to a decent survivor team. His power goes on cooldown every 3 seconds now because of bad survivors not wanting to learn how to not hold w
Ghoul is still good killer but people missed last nerf which was remowing his hitbox on his leap vault (same thing wesker has) and making it so survivor van vault through him when he is vaulting with his power which made his antiloop very loose.
Plus bugs, I dont remeber time I havent seen so outrages ghoul bug some may help him bit some may make him worse and all of them are just wrong and bad thing.
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@BongoBoys said:
I think what solo queue survivors need is basekit Kindred without the Killer aura I think it'll be a lot better to help solo q teams to coordinate saves better. I don't think that's a game breaking request
This isnt bad idea.
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@Neprašheart said:
I have noticed a couple YouTube video recommendations with titles along similar lines if I recall correctly, and as you do probably know, streamers do have a huge influence on how does the playerbase operate and play the game,
All of them had titles heavily promoting slugging and intentionally avoiding hooking, generally speaking.. Which means in the majority of cases where a hook would've been far more beneficial.
Hooks arent so benefical tbh like camping id thing of past and proxy camping is only worth when survivor is almost in second stage or dead so you secure it or get trade or if you want/need that get down from trade but go to finidh him off.
Hooks give survivors things like dh and many other perks that are very good and can be weponized even perks like ds so slugs are better for slowing survivors down especialy when more people tunnel so antidlug perks are used less than antitunnel/antihook perks and in some situations slugs beat hooking even when that hook looks good.
Spreading hooks is worst because killer gives survivors more time and lets them set perks like dh, deliverence which will burn him later but how someone plays is his choice, these strats exist because they are legit if they werent they wouldnt be possible like facecamping nowdays (endgame doesnt count for this for correctors).
Slugging 4 survivors isnt easy and for billy this means only two things solid skill level from player who is killer because billy id onemof hardest killers in the game with his power and second is map choice because billys mobility depends higly on map so if map is like larrys,rpd his slugging potencial is way worse.
Billy is strong killer very strong but he is higly map dependent compare ho other top killers especialy his mobility.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074969#Comment_4074969
Yes, it's obvious this is a 4man. They have a full gen build and the perks everyone says to bring against slugging and they still all got slugged and lost. That should say something.
More like some issue on survivor side tbh because he had just ruin for gen deffence strenghtened by thrill and two perks that help him with sluging but they had each perk and bnp which make instant gen progress that cant be remowed and everyone had some perks to help him in loosing situation most of them were against slugging and on top 4 man which is high chance they were pn coms so kinda durvivor messed up because ghoul isnt that great with antiloop only he can do good is have high mobility and getting injury on survivors but 4 man with these tools have very high chance for success, I dont say 4 man out is super possible but that one guy with shoulder and ds is made to be time waste for the killer and their builds were stronger than his because if ruin dies so does gen deffence and his only hope is to have good chases that lead to slugs so good loopers would rush him eventualy.
I dont know which map but Iwould say just bx loadout they had upper hand unless he is pro hop tier ghoul which I dont think he is. Cards were set and they had all it takes to beat him (cant judge skill from this because I would need to see the match) and they failed to do so, but claiming ghoul or slugging is op because he won with like half of the information isnt good mindset for that you need to know the map and then record of that game unless its from or its someone who has some records of how he plays and you can use it as matching tool.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074917#Comment_4074917
You're not making a distinction between a single person being slugged for a particular reason, where they might be picked back up, and someone playing an obnoxious high mobility killer with Infectious Fright intended to slug the whole team. Maybe the killers you're playing against are awful or something but average soloqers are not combating this.
That team had 4 toolboxes for fast gens plus perk and both bnp and fast track give gen progress that is unremoveable.
The main part is that two people had unbreakable and one had combo in form of mft+wglf which makes him pick fast so 3 out of 4 are equiped to fight against slugging and they had good perks for making their objective faster and one even had perks to stall tunneling with shoulder the burden plus ds. I bet they were deffinitely togeather and maybe were on coms so it wasnt overkill more like even match.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072104#Comment_4072104
"Ghoul isnt theoreticaly weaker against good survivors but he is actualy weaker against good survivors b ecause they know how to loop"
I've literally explained why this doesnt matter. Once again, effective 0.5 second cooldown makes it not matter how good you can loop. The counterplay is literally finding a vault location where Ghoul cant easily leap around and staying there untill he either breaks the pallet, or untill the window gets blocked.
Like, yes, the second healthstate takes longer on average compared to Nurse getting any healthstate, but the first healthstate is pretty much guaranteed to be free and survivors stay injured longer.
You, as Ghoul, can go cross map faster than any other killer, then, as Ghoul, you can get a free injure pretty much upon arrival.
So, for a Nurse to go cross map, takes 4 blinks. Which is about 14 seconds, and she often does not have the accuracy to get a hit. Then it takes 6 seconds to get enough tokens for the first chase.
For a Ghoul to go cross map, takes 2-3 leaps, depending on obstacles, and can get there in about 5 seconds, then get a free injure in if any survivor is in the general area and after 7 seconds you can zone them again.
So, difference alone is that while the second hit may take longer even in the worst case scenario, the overall time it takes from hook to next down is lower with Ghoul, assuming no one tanks any hits.
THAT is why Ghoul is stronger against soloq. If you cant understand that, then I dont think you've ever played survivor ever.Your explenation only applyes if theres simple loop but ghoul cant use his power when he is too close to object he must hit 5+ meters object thats away from him and your explenation of 0,5 seconds theres only one thing from ghouls kit that has this direct number and thats his hinder duration on survvior because leap cancel time is 2 seconds no matter if you run out of leaps or cancel it manualy.
Ghoul can vault windows fast with enraged mode but now survivor can just vault back into him while he is vaulting pretty simple and yet effective counterplay that makes his past antiloop (enraged vault) thing of a past nowdays because if survivor knows he will try to vault than its super easy to vault back and theres nothing ghoul can do to stop it even when he cancels power without using any leap its 1 second cooldown and fast vault is faster than that back to other side for survivor.
Ghoul cant cross distance of blight he is only faster due to leap giving more traveled distance and to your info ghouls distance is 14 meters leap plus slide which is 0,8x 23 m/s which is 32,4 meters per leap with slide each but he max gets instraight line (which is condition which isnt always sustainable for ghoul or blight), thats 64,8 for two leaps using their full range plus slides full duration and 78,8 for 3 leaps when enraged.
These numbers of leap distance arent only in straight line wich is a thing that isnt doable on ghoul 99% of time same with blight so the real distance is smaller lets say around 50-60 mesters of distnce for all leaps depending on which mode he is in.
Every character is stronger against soloq buddy and thatswhy even some killers are even playable (trapepr,ghostface,merchant) or people some dodnt know how to even place like hag she eats soloq but swf makes her broke like that girl under coffin in her archives story.
Ghoul is weaker against betetr survivors because his antiloop is weaker than before and now i would say its on same level as weskers (meaning wesker without techs like hug tech or instahugs that makes him a-tier as only reason), he can use leaps to get to you but he must munuvere around objects and unlike blight cant down you but only can injure you if you arent deep wounded, his vault with leap is just vecnas flight used as vault tool only its bit faster with smaller cooldown (vecna 20 and ghoul 7,5 -8 seconds per all tokens depending if he is enraged or not).
I will end iut here because I think we agree that we dissagree, small tip before you go spawn numbers go atleast to dbd wiki (the better one which is updated ).
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@Aven_Fallen said:
Mate, your whole build is designed around just 4 man slug the full team. You run Coulrophobia and Infectious to slow down and interrupt people from picking up their teammates, just to also slug them.
Dont act as if you reacted to anything here. You play every game like that, but its obviously the Survivors Fault. How long did it take for you to take this screenshot and how many SoloQ-Teams with off-meta builds did you face before?
Two had unbreakable and one had two perks for giving himself and the one he picks from ground endurance effect so no shame it was equal battle plus genrushing toolboxes and few other meta perks against ruin+thrill and ghouls best addons.
Equal battle kinda but more better gear had survivors here and i bet they were all playing togeather maybe on coms because such chance for all of them running this is super rare so 4man stacked swf vs ghoul.
If you think they are soloq than I guess you didnt get good sence in reading people because chances are super low for 4 randoms in soloq running this especialy with tollboxes like these its 4 man.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074847#Comment_4074847
Well when you see 4 toolboxes you can have a pretty good guess on what perk they will have. The game indirectly forces people to make choices. When something becomes to prevelant in the meta that the devs made then yes at some point the balancing can be to blame for how people play.
Yeah 4 toolboxes are either two things, saboo squad that wants to do this for 100% which is rare to get and very unlikely or team that has something for gens doesnt mean its total genrush squad but they have them for gens to be more efficient.
That team had all for gens in terms of toolboxes and perks for beating hard siruations like two unbreakables, one baiter with ds and shoulder or dh nothing friendly for spreading hooks or even slugging (forget we are gonny live togeather this perk counters slugging too or it can) so they were ready to crack so his intuation for reading their intentions was right.
He had ghoul but not so meta hard build as they had, I would say his addons were more meta than his perks if he didnt had those addons than its more likely he would had two kills max because ghoul after the revualt bug made into feature isnt that great in chase and now he is supper buggy (personal experience, I had so many strange bugs) so no shame in playing hard here.
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I think he would need his rush with his scream, would be helpfull because zombies are bunch of unreliable donkeys that arent that even good unless you run top addons on them and even then they arent that great as power. Little mobility with breaking and maybe 1 infection damage wouldnt make him op I think.
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@TheTom20 said:
It is proper weird behavior to wait around on the hatch just leave so I say.
In terms of earning not the worst idea, we have all had those games were the person who contributed nothing to the game ends up getting hatch.Thats because the more you engage with the killer the more likely you die faster its just fact and the one who hides more will more likely survives till hatch.
Personaly I rather value my time and go immideatly through hatch than just wait on it so killer can see me leave, but theres lot of people that wait there for the killer I just see it as waste of time unless he is right behind you but still its risk sometimes.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074615#Comment_4074615
I ran 5 rounds with Pig, before I decided that was likely a little contaminating of the experiment given her traps further distracting survivor efforts. I then switched to a killer I never played before, Knight. I know now that Knight is good at slugging, and will be running further tests to try correcting for it.
That being said, yeah it was surprisingly easy. One match had 2 surv escapes, another had one escape. The other eight were 4K's (or effectively 4K, as I did let a sable go in one round as I felt bad for her.)I get pig can cause some damage when she placed head traps and they did some gen into it but knight is interesting choice personaly I dont think he is that reliable because his guards arent hard to shake off especialy when you are chased just by guard like banner spawns pretty fast except jailer but even he can be easily beaten because of how slow he is.
Another thing is that guards go around droped pallets and if you go to window and touch it and run away the guard does the same which is bug made into feature so knight is super dependent on how experienced survivors are but he can stall few of them at one time and his guards deffinitely work better with slugs than with hooks where if chased survivor touchs the hooked one guard gets lost.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074645#Comment_4074645
The tab is already confirmed to be changing to hide who the killer is until first chase or injury. Sucks for now, but at least we have a fix coming.
Atleast some good news, I believe still if you watch the loading screen when loading into match there are still tips and sometimes theres tip for killer powers which tells you who killer you are going to face but it doesnt happen every time.
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@Gardenof_Eden said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073679#Comment_4073679
All stealth are sewed in 9.6 regardless with the tab menu showing the killer you're against at the start of a match.
Another change that isnt good because it destroyes the part of killers that arent even that good and if they are its not because of stealth like mayers.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074488#Comment_4074488
Do you think I have anger for Lightborn?
https://us.v-cdn.net/6030815/uploads/LSDB54YDLK2X/screenshot-20260423-002313.jpg
It's an unfair perk. That's why I use it. It's one of two anti-item perks you can choose based on what you see in the lobby, and get likely value. What are you going to do about toolboxes? Bring regress? You probably are already doing that. A medkit? Not really worth changing anyting for. Keys? Oh no they can open chests fast! Fog vials? Who even cares? Maps? Now you know there'll be a boon totem. Free info, no need to counter. But flashlights are just deleted. You also get free aura read for doing absolutely nothing. And again, it's not just items. Flashbang and Blast Mine are perks. If someone has a build devoted solely to blinds you delete the whole thing with one perk.
In reality it benefits the survivor side by not having two survivors in chase.
This honestly reads like satire. "I'm helping you be better at the game by choosing how you'll play. You're welcome." Use the perk, don't use it, I don't care, but accept that it's unfair.
Oh whats unfair and whats fair, lightborn just kills few items that arent even required for winning a game and only hurts people/ teams where people dedicate their entire build around flashlight saving or flashbangs but is it unfair.
Same can be said about survivor going under pallet with buddy who is around with background player is it fair to the killer facing situation where he cant do much and his only hope is either to leave or commit pick up and hope they screw up.
Many things arent fair but thats life and theres countless of cases on both sides with perks and effects they cause.
With only thing I will agree with you and thats the fact that items should be hindden in lobby long time ago but thats it lightborn is super meme perk that only works in few cases but doesnt hurt the main objective of survivor side which is gen progress, it doesnt hurt healing or chase,endgame making it longer it just hurts flashlights plus few perks on survivor side but nothing else.
And for your info blastmine stuns the killer only thing lightborn changes is that killer isnt blinded while he is stunned, he is stunned by the explosion anyway so it doesnt kill this perk.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073859#Comment_4073859
This is a new trend? I feel like this has been going on for the past 10 years since the game was released.
Difference is back like year or two ago people could do it on their first hook, go next and bypass the penalty by killing themselfs but now they need more hooks like 2-3 and they have to beg for it sometimes, this changed but people giving up and going next havent changed since the game was released.
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@Gardenof_Eden said:
They'll eventually get it done, but like most things they can't entirely fix the issue. People will always find a work around. If they do fix it I can guarantee you'll see the same sorts of cheats around with a different bypass within a month or so.
Of course hackers find way around it but the inactivity of devs in doing something for very long time is whats making this more annoying than in other games, its been like two years when they took some action. I get cheaters find their savior who finds the way how to get around it but atlest some better report system could been made or something that makes less irritating to deal with, mayn games have cheaters but in DBD cheaters can do actuualy almost anything, any action they want almost and theres nothing in game that helps against it only ingame report that only works if 20+ people report someone with same issue or go with record of that cheater and fill the 20 minutes long report which still takes ages before it takes action and that guy with cheats is back with new account in matter of 20-40 minutes.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074426#Comment_4074426
I'm skeptical. stacking is already meme tier, and I don't see superior anatomy or xenos vault addon being buffed in any meaningful way to reach current values without just escalating power levels
I saw mintskull testing it and as he showed stacking will be almost the same like you get off few % with dimishing returns which isnt that bad, if you dont believe me just go and watch it personaly I think its not bad change.
Except one catch and thats killer powers which shouldnt be included, killer powers shouldnt be even in my opinion effected negatively by perks like vigil against ghostface exposed or clowns hinder,freddys hinder etc. but thats something on the line for dev balance team to discover I just hope they are wiser than 8 years ago and things like massive pig nerf for no reason wont happen again but the reality of this is questionable.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074596#Comment_4074596
I ran tests on this last night (Still not much of a fan of slugging, all the same) and found this to be erroneous. It's anecdotal admittedly but the build I used didn't much care about unbreakable. I regularly saw it and regularly ignored it entirely as it only triggers one time. I regularly had to down a survivor around six times each on average.
As a result of slugging however I bypassed on average 25% of total survivor perks in the games as no hook states didn't trigger their ability to use said perk. The trade off was acceptable. Dead hard couldn't work as no hook states triggered, and deliverence obviously won't do much. Unbreakable let a person get up a single time, but I just downed them again and got an extra surge trigger out of the deal.
I would say the build presented isn't really an anti-slug meta build, it's a meta build that has a two perks that benefit from facing a slugger. But dead hard and DS won't work at all due to no hook states. This only makes it more logical a choice then to slug if DS and DH are both in the meta, wouldn't it?
For the record in the ten matches I played slugging build on, it was actually more fun to player Killer as I got to skip the stress of hooking, flashlights, flashbangs, DS, hook spread, etc etc and just focus on the reason I load the game : Chasing and downing. Granted that also came with the counterpoint of feeling bad for the people I'm consistently downing. It was an … awkward, experience. On one hand the game felt legitimately more enjoyable to play, on the other the process itself felt grimey.Who did you used for these 10 games?
I didnt test it that much but from all the time I played I know its not that bad, people are wondering why sometimes slugging is more used and in reality its because just as you said there are few perks per lobby (mostly one on one to few survivors) to deal with slugging than against hooking like dead hard, ds. Same with tunneling if you limit as killer the amonth of preasure to one or two survivors your time to deal with all these perks and stress is way smaller and your objective effectiveness raises compare to regular game, thats because more perks to help survivors against killer hooking them or giving them strong effect after dealing with hooks like DH or deliverence are more used and the time you spend to hook more survivors the more time of living each survivor gets and this gets you as killer on gens.
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@AbsolutGrndZer0 said:
I mean they did it with Dracula's RIft Cosmetic, so no reason they couldn't with Collector. Fingers Crossed!
I believe on mobile more skins had unique mori, on pc/console only the rarest cosmetics have unique mori like dracs true form or naughty bear, were elk.
So it it will be high rarity than I think it will have unique mori.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074451#Comment_4074451
Im just saying that because I've done plenty of Basement Bubba games where I go to the Basement immediately to camp a chest...not even a gen. I'll end up with the entire team down there to check it out. They COULD escape... exit is powered... but that chest is too damn alluring, lol.
I dont denny this can happen but I would say its more about survivors personality than this being legit strat like if you go against people that arent careless and dont throw their life because bubba guards his chest or their buddy in basement than you wont get with bubba more than 1-2 kills depending on their skill and gen efficiency.
Some teams even throw up because one guys is idle after unhook and they throw the game because of it (because he either had brown code and had to run or he is trying to go next), I had games like this lately to but I wouldnt say they are consistent to get because even when they did a little still I think it would be 2-3 kills max for me if they would play serius due to gen speed like against good team that has gen efficiency they can do 3 gens in 120 seconds and thats like two hooks for the killer if they dont drop in 20 seconds of chase.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074430#Comment_4074430
As I posted to Jesterkind: Given what you've said, do you think slugging is more or less legitimate as a result of the inherent risks?
As you pointed out a slug build is effective, but I'd argue it's only effective because it's not meta. Meta survivor builds don't tend to include anti-slugging. If Meta survivor builds did include anti-slugging, I suspect we'd see less slugging and more objective oriented slowdowns. Wouldn't this just make slugging vs. anti slugging be another potential meta choice, just as gen slow-down vs gen speed meta was a meta?
If both are simply different meta's, do you think we should be encouraging and adjusting them or just letting them take darwins course?
Legitimately asking, I'm curious as to your opinion.There is meta build since 2017 and it follows dead hard, ds, unbreakable, plus other very good perk like before their nerf it was adrenalin, hope or now there can be shoulder the burden, still resilience or deliverence. Build like this has antislug potencial because slugging is only working against teams that dont have tools to deal with it and coordination like trying 4man slug sabbo squad where two people minimaly have antislug perks is mission impossible, unbreakable is perk that even when if one survivor has it can totaly shift the outcome of the game and that perk does this since bill got into fog.
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@TheTom20 said:
One way or the other no inbetween
Survivor ethier get team mates hard throwing or god team mates an the killer dcs
As killer go against useless people who while still do gens go down almost instantly every chase or against people who barely make a mistake constantly cover for each other an if you make one mistake you have instantly lost.This is without the amount of cheaters i keep seeing
Tbh as killer you can now loose when you load in on bad map like tricksters delusion as map with range killer like huntress is gg unless survivors you get are playing like potatoe tier players, against solid survivors your chase is terrible there because that map isnt desinged for killers like huntress.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074410#Comment_4074410
Ironically if you had an insidious Bubba guarding 1 gen the whole time... he might just win. Survivor teams will throw to do THAT gen.
Maybe with iri flesh and beast marks plus that singularities slugging perk he could win in one go but that all depends on survivors you face and how cocky and careless they get.
Some survivors have that bubba sydrom where they dont care how hard he will camp them or tunnel then or hump them on the floor they just love bubba and getting his attention, but others may not like it and play safe with clear mind so they dont fall for it.
Best use where people mostly throw is hook near highly progressed gen with killer that can injure fast or has mobility that helps him in chase that place is like magnet for survivors so they might let their guard down in hope you leave that place as killer but this isnt always the case.
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@Mrpugalug916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074407#Comment_4074407
Not even bro. Even blight and ghoul lose to body blocks and basekit bt out the exit gates. The whole system favors survivor players and especially the worst ones. The majority of survivors are bad at this game, they get buffed and stay bad, meanwhile the good survivors get even stronger. Instead of forcing survivors to learn to be good at the game, they hand them wins with bs like basekit borrowed time at egc.
If the last hook is near gates than its gg for the unhooked survivor, these two kinda can still cook something because their speed and number of charges to their mobility can outmaneuver survivors but if map is indoor or there isnt space for them than they can loose to bodyblocks easily (situation where all gens are done and on guy is hooked while other 3 are going for save are super hard to deal with because that save is happening unless they screw up hardly or killer has reliable instadown like bubba,billy,mayers and even after save they have one or two people for bodyblocks).
The 15 seconds of haste hurts more than that endurance because these two effects are strongest on survivor side one makes you faster while other makes you stand longer.
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@Your_Dad_Playing_DbD said:
I play both sides and honestly I don’t see slugging as a problem with the killer side. If you’re slugged and teammates aren’t picking you up, that’s a teammate problem, not a killer problem. I recall several recent matches where killer slugged me/my teammates multiple times and teammates were good at quickly picking each other up. Killers lost all those matches because they were never getting anyone to death hook.
Slugging is super risky when 3-4 survivors are up on their feet because they all can move and pick themselfs up and save so only few killers with high mobility or being at two places at once can only make this easier but than again if all 4 loose because they get slugged its on them thats like killer running around single gen thinking he will win because they cant do his gen.
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@Mrpugalug916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074396#Comment_4074396
It is uncounterable against somewhat decent survivors man let alone coordinated teams. Survivors get 16 perks to counter everything the killer does. And then wonder why the only see blight and ghoul. Because its not fun having 4 minute games as killer. You have zero control
Higly depends on killer like some killers cant even deffend hook at endgame as ghostface so if they rush gens even with turbo tunneling one guy you wont get more than 2 kills.