Abbzy
Abbzy
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971766#Comment_3971766
I'm not talking about the power here I was talking about the user interface (UI). Knight has a pretty fluid UI with the display for each guard displayed in an understandable way and the cooldown bar seems mostly correct. Vecna's bubble display which pops up when you're selecting a spell seems to break with spell icons being stuck on screen and such constantly. Purely in the UI department Knight's straight forward display is more bug free than Vecna's stylized selection screen. In the power department, Knight is a buggy mess and someone needs to hire an exterminator, Vecna is an A tier killer who has a great kit and I regret sleeping on for so long.
The knight UI is hard to missplay compare to vecna but vecnas is faster with more info for what spell you want to pick, if you dont remember knights guard which goes after other. Still knights bugs when pathing guards like not being able to go through window or getting stuck in some doorways are huge hinder.
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@Amanova said:
All I face is tunneling Ghouls, so good riddance he deserved that thanks to p100 Ghouls who plays like that
Just wait when they switch to nurse and blight they can tunnel even better than ghoul can sadly, that wont be funny either and even basekit ds wont stop them.
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@R2k said:
I hope they don't beat bushes and nerf it to the ground or rework. Free hits with auto aim and pallet vault while survivor is stunned is busted. From my experience Kaneki and Wesker are two kings of survivors auto DC from my lobbies.
They tried to fix the bug called kidnap tech basicaly thats how he stuns you in place while he vaults something enraged now they see they cant fix it so its feature thats ok, they will nerf his vault hard and keep this bug as part of his power.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970592#Comment_3970592
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970700#Comment_3970700
My Conspiracy Theory about this subject goes beyond that.
Not exactly Blight and Nurse are the only ones allowed. I say that no LICENCED killer is allowed to be top tier.
After they nerf Ghoul I fear for Dracula.Chucky is great example he came simular to ghoul easy and strong with rich kit, then he was slowly nerfed but not that harsh from beginning but after his 3 skins release then the bhvr balance nerfing began and he was trash, finally they reverted his last nerfs.
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@Deadman7600 said:
I feel like Vecna's UI is more buggy than knight's tho right?
No he isnt tbh and his bugs arent that bad only bad bug with him was magehand palett pick up when durvivor just intadroped palett down which wasted his 40 seconds cooldown power and it was skilless counter. Knights bugs hurt him more he has weaker power ( we just comparing a-tier killer with c- tier killer thats like compare wraith with ghoul), vecna has more tool that are more reliable and has great mobility with 20 seconds cooldown we jest comparing great fresh beef steak with some cheap crap flover subtitute that just looks like that great steak but inside is crap.
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971699#Comment_3971699
I'm with you on that last part, I like the multitask aspect of knight but I do think the guards need to be a bit more threatening for that to be his predominant playstyle. Although I never actually intend jailer to get hits, so just fixing his alcoholism might be fine for him. Carnifax is perfect rn. It's only assassin who feels not fit for purpose. Like he can take over chases sometimes (if I have better stuff to do) and do pretty well, and he's good if the survivors are all grouped up but other than that he's a bit of a camper or a throwaway (which is weird because that seems to be the intended purpose of jailer despite that he's best used to stall).
I think at least for assassins sake I'd try and overhaul the pathfinding during hunts. Like they need to get better at dealing with pallets specifically. Even if Assassin is the only one to get this change it'd be such a good change to make him a competent chaser.
Assasin only works when you put him on survivors healing under hook or when they fall from great height without ballance, when survivor is running even with his speed his chase time is still short to get some hit not to mention his banner isnt hard to get and getting bunner is super busted against knight you get endurence to any damage, free sprintburst like to compare it to something imagine when you disarm trappers trap you would get one health state just busted effect that no longer gives any sence it was ok when knight could inta drop guard on loop and pincer you without any risk but now there isnt such risk so this mechanic is outdated and just gives huge buff to survivor for just looping guard.
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971682#Comment_3971682
that's not true tho. Assassin is good for disrupting heals if the survivors don't see him coming but other than that they all have other functionality. Assassin forces survivors to heal and mend, Jailer stalls a survivor with longer 10 second minimum chases and carnifax is a chase power. I think knight is good for tunnelling but a decent knight can do a lot without it. Although the guards do need AI improvements and bugfixes.
Carnifex is best for fast breaks and zoning, assasin is good for disrupting but not guarantee hit and he sucks with detection and pincer, jailer chases longest but he is easy to loop easier than trapper bot he is only one who can give you chance to pincer but good survivors still can loop both him and knight at the same time his only power is some 12 seconds chance for pincer and thats all knight can do. The knight rework changed the way he plays from spawning guard on loop and pincer survivor to get hit to be harasser who is better in multitasking but they forget to adjust guards more for this role of gameplay making only jailer chase longer but that was carnifexs ability before.
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Its busted that it can stack, the effect by itself is good but imagine 3 survivors near each other then they have their spgintburst in no time and theres nothing killer without mobility he can control ( blight,ghoul,billy every killer who can travel fast where he wants on on some specific location like locker or tv) or good range ( still survivor must make huge mistake to get hit while using sprintburst).
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@TimberGoingDown said:
I think that it works just fine as is. You can cycle through the guards as fast or faster than Vecna chooses spells. I think the Knight has more pressing issues than the UI for guard selection.
The only difference is vecnas spells actualy do something, knights guards are only good for tunneling or disrupting healing under hook, carnifex fast break thats all he offers. Pincer tactic is super risky and not as rewarding on top of that looping guard around any palett is super easy and busted, there are even paletts where his guard and knight cant get you when you drop them ( he can only break it or you have to fall asleep to get hit) like the one in rpd near the helicopter ( knights guards cant go through paletts and they must go around but ai is so stupid and anti pincer feature is so strong against conterplays to this). Thats why knight is c-tier he is only good for tunneling.
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@PetTheDoggo said:
I would guess we will see similar scenario as with Chucky.
They keep Ghoul as he is for several months, then throw bunch of nerfs at him, so there is room for new killer.Typical bhvr tactic, he got nice skins and they sold a lot of ryze ( the girl one she screams less) now its time go make space for new one.
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Depends of your definition of m1 killer, lets say now I refer to ones that doesnt have crazy mobility ( dreadge,wraith and sadako isnt ones I mean) like blight,ghoul,singularity arent weak ones but killers like ghostface, mayers even they can instadown they are still weak as m1 but at least they can dead with health states with instadown (that doesnt mean they doesnt need buffs, they are quite weak in top 10 weakest killers even they can deal with heath states or bodyblocking they powers are still limited more than killers like billy,oni, they are bad without good addons thats what keeps them above watter addons like tombstone, driving licence), killers like pinhead,trapper,clown lack mobility and even m1 with some mobility like wraith and dreadge are still powerless against bodyblocks and fast heals, resets thats what makes them weak even someone like legion who can injure whole team in like 20 seconds still lacks mobility and antiloop to secure fast hooks thats why ghoul is better he is like legion/blight hybrid he can do the same thing (injure more survivors slower but has more mobility and range combined with huge mobility, antiloop in for of vault. M1 arent weak but they can be slowed down pretty easily by better survivor teams or swfs ( I remember like one time otz failed his pinhead streak and he played well but survivors just were very good in bodyblocking and fast on gens with some strong medkits and even he played one of best killers with passive slowndown he still lost to their bodyblocks.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969119#Comment_3969119
I disagree with the notion that they would need to buff his cancel.
Then he would be just legion with blights mobility but nothing (exept legendary kidnap tech one of most op techs in dbd and probably one of few things we can call by free hits with counterplay less than 5% chance) for him to get hits or punish shift+w if you give him longer cooldown, depends how much you would make his cooldown longer but if it would be close to legions than he would be bad now his cooldown is 2 solid seconds when he cancels mid leap (it may seems to be less but his slide plays big role without it he would be way much weaker and unfun) than 2,5 is when you leap on survivor with kagune mark or firs leap and 3 seconds is grab animation.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969391#Comment_3969391
it sucks because I believe the kidnap tech eats into a lot of Ghouls power budget. if he needs help afterwards(doubtful) he can have it.
Its his biggest power in terms of almost guarantee hit this is more powerful than his ability to leap opon survivor and put him into deep wound, this tech when played right just stucks survivor in non existing animation after vault then killer (ghoul) vaults right behind him and then survivor can move but the killer too so if survivor isnt far from window (even this doesnt help all the times because ghoul uses his vault when he is near survivor more) than I think its more busted than regular nurse hit because there you can try to bait her but this tech doesnt realy have counterplay just pray it happens when have more distance from vault location and theres another window or palett close or you will get hit and most times its against injured survivors which means down. This tech combined with his longer range of his hit after vaulting in his first version the released one was what gave him that free hits and downs.
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@SpringMyTrap said:
https://us.v-cdn.net/6030815/uploads/VCT3BV4TZVKE/image.png
not bodyblocking playstyle, not "killer you have to loop because you cant run from them", it actually is "the killer you just die against because power autopilots every aspect of the game".
yeah, i give up, nuke him
I thought they are still believing kidnap tech is bug (they fix it few patches ago just like crouch tech), but unlike crouch tech that probably wont be ever fixed because it would break the game every patch like twins.
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I thought kidnap tech was fixed few patches ago but now is still triggers and its very strong bug basicaly he vaults enraged after survivor but game thinks he is grabing survivor, so survivor is stuck behind vault until he vaults meaning something that isnt that strong is now supper strong almost guarantee hit for no reason but thats one of many his bugs that makes hi stronger than he should be. There are some that make him weaker like hitting flick with leap game will take it as survivor was behind something even when this happens in the open field (you dont need to flick just slide with his leap and dont look at survivors direction and theres chance game will trigger thi bug anyway). Hope they fix his bugs so we can finally see how truly strong he is after all changes (this wasnt possible because he was bugged from his first nerfs things like kidnap tech that makes him more busted than he should be).
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969177#Comment_3969177
100 cases what will be thing that will down you from them, I gues m1
That's exactly the technically correct part, but reality doesn't reflect it.
Sure, it's treated as M1 down, but Ghoul doesn't play as M1 killer.
Spirit, old Nurse, or Deathslinger, their downs are technically M1, but same as Ghoul, they are not even close to chase as classic M1 killers.Free hits on god paletts is not true all depends what survivor will do if he drops the god palett and lets ghoul who is ready to vault with leap vault it and then get hit (many ghouls are running co de gra or what is it called twins perk which realy helps a lot) instead of waiting for him to cancel it
I am currently trying to wait under the pallet. Basically learn his animation to drop before he can M1. Issue is his recovery and pulling his power is very fast, so he can just prepare his power again while I am in animation of dropping pallet.
So even if I predicted he is going to pull his power, it simply doesn't matter on safe pallets, because he can just do it again and there is no way I can run around the whole loop. So my only chance is to get timing and vault back, which is not really easy to do.Its hard to read him he cant get out of power fast (time before he leaps) and vaulting right behind him is more hard and risky but if you pull it of he can go all the way back and try again.
That m1 thing is he doesnt play as m1 all the time just he downs you with m1, only difference with your examples is deadslinger and spirit are both 110% which means they rely on their power more than 115 killers same with nurse she depends only on her blinks ske cant play without them (legendary m1 nurse from players who just started playing game nowdays thing of past with mmr, players who didnt know how to play her). Overall he plays more like blight only difference he must loop you more to get down because his power wont let him directly get him down on shorter distances especialy on loops like blights kit can thats why he is weaker even with easier injury with deepwound from like 14 meters or more idk if his hits for survivor are same distance as his for objects but I gues they are.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969121#Comment_3969121
And yet nobody is complaining about trap Killers. Funny that.
All Im saing is they should be stronger if they traps are like trappers same as idea as hex perks some counter but powerfull effects (but we all know what bhvr is doing with that now dont we).
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969216#Comment_3969216
There are plenty fast killers which are funner to face than Ghoul. Wesker being one of them, the difference is Wesker is fun to face.
To majority wesker is fun to face because he has more limitations than ghoul like when you dash on survivor who is vaulting window/palett and is on the same level of the object many killer powers with some dash ability would give you hit but wesker just doesnt nothing even his vault is very unrealible and super hard to do it fast with right timing or you wont get anything from your ability just slowdown yourself more that if you play as m1. Wesker is still solid killer but things like this are his limits and thats why isnt more powerfull plus nerf to infection (hinder from -8% to -4% and infection time has been icreesed Idk why they did both only one would be ok) for that he got charge colldown from 6 seconds for one bound to 5,5 not good trade off. When you grab someone and then fall even if it is one step like few inches from the ground then he will drop survivor and his cooldown isnt that fast to get that hit in many cases which is another huge limit to his power others like blight doesnt bother. Even with all his limits he is still solid killer after all, all this thuings only make him more frustrating than he should be ghoul is just easier and has less limits with his power (even now his power has many bugs that make him in some situations weaker but in more comon like breaking palett when enraged more powerfull than he should be). Wesker is fun if he isnt your killer in 4/10 matches than it can be little annoying if you arent ada main who looks for some weskin time.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969159#Comment_3969159
without enraged mode
It's very easy to keep enraged mode on Ghoul… even without it way better chase than Legion
if we dont count the mobility
Nurse is worst killer in DBD, if we don't count blink…
He has mobility, the best thing killer can have in DBD and his mobility is one of best. At no point he is even close to Legion.
Ghoul's power is not that strong on short loops, but you can play around those even without power, so doesn't matter much.
But Ghoul can counter even strongest loops in DBD, he can get free hit on god pallets and you can't hold W against him. That's simply not how you chase with M1 killers.
Main weakness of M1 killers is hold W, so Ghoul simply doesn't match this.remeber canceling his leap is only good with his slide his last leap doesnt
Even last leap he can cancel dash, no? So even there it matters.
and on every leap before it, his cancel is huge deal and basically removes whole possible counterplay.
I fine with his cancel after animation ends (dash+slide), but definetly not during it, that just makes him too easy imo.
I also think it would be hilarious watch him zoom past me…Difference between nurse blink and ghoul leap is ghoul doesnt need to use his leap while looping and doing it only for vaults and trying to cut survivor off (its quite hard harder than nurse in my opinion anyway) on loops like shack. You cant nurse without blik because nurse can play without blink even with meme 115% addon.
Free hits on god paletts is not true all depends what survivor will do if he drops the god palett and lets ghoul who is ready to vault with leap vault it and then get hit (many ghouls are running co de gra or what is it called twins perk which realy helps a lot) instead of waiting for him to cancel it or baiting him by running behind corner and then comink back to drop the palett is on survivor its missplay from his side, same if he tries to w ghoul and he catch him before he can run to the loop. Ghoul playes more with m1 than other stronger killers only difference is his mobility but tell me how many ghouls will down you in 100 cases what will be thing that will down you from them, I gues m1 but will you admit it or try to tell me his hit after vault downs you more when you go against ghoul than his m1.
Dash can hit you directly only difference is he cancels and then hits you.
He can zoom past you just use some los and if the tries to cut you of then double back, its not guarantee same as good nurse can blink with fully charged blink into ground to get you from doblebacking. Ghoul is easy and before any nerfs he needs all of his bug to be fixed for us to make some conclusions, he is bugged from his first nerfs and its very hard how strong he is because of thing like kidnap tech, loosing 1 token instead 2 when he breaks palett (means he can get to you with leap after 2,5 seconds while enraged with 3 leaps pretty sick isnt it) or his power canceling when he hits you withflick in the open or nothing blocking his path to get that hit for no reason (just bhvr moment like hitting someone with huntress/slinger directly and nothing happens normal bug in daylight), after all these bugs we will see where he realy is and the some changes can be made before this would be just nerfing that maybe doesnt have to be done or it can be not that hard (devs in nerfs go more for hard nerfs than just adjusting killers cooldowns only few killers got this like last chucky changes or pig and its just rewerting last nerfs or giving some part of addons basekit).
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969140#Comment_3969140
Comparing Legion and Ghoul chase seems very funny to me. Ghoul is way better at everything except getting information.
Whole act Ghoul is M1 killer simply doesn't work. He is way closer to Blight with his he works than Legion, Clown, Doctor etc.
You can't double back against Ghoul unless he has reaction speed of potato. His cancel completely stops both dash and slide, which means he just needs to press button while next to a survivor….Ghoul ,ust cancle his leap near survivor if he doesnt than its not that strong
But he can and that's the issue, remove it and I agree it's not that strong.
He is just closer to blight but without enraged mode he is more to legion if we dont count the mobility, that m1 works more because on loops his cancel on leap isnt that useful and he cant infict direct damage like blight with his leaps (only injure you but he cant down you). His antiloop isnt that good on mediocre loops like clown,doctor but with his full basekit he has more to offer than the other two (his antiloop is enraged vault which is faster than weskers).
I wouldnt remove cancel only make cooldown of it little bigger, remeber canceling his leap is only good with his slide his last leap doesnt hat that and its super bad to cancel.
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@PetTheDoggo said:
I don't really mind it working against Blight and Billy, simply because they can handle this as counter play.
They definetly should fix this for Demo…That isnt what bothers me blight can just shoulder flick you and theres no crouch tech that can save you, billy is hurt more by it but still when he hits its instadown. Only killer who is killed by this tech is demogoegon you must hit sirvivor directly with his power on flat surface for hit to conect and its super hard to do against good survivors who can crouch tech, incresing his hitbox would hurt demo too he would just hit random invisiable walls and objects like he did with bubba on old erie, you can even crouch tech demo on loops with narrow coridors of some loops with sucess like 30-50% he just has to think will you go left or right or just run straight, his cooldown is long and very punishing for missing thats why like 2 years back solid b-tier killer just falling down to bottom.
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Trapper I just loved the old feeling when setting trap with old animation in that huge grass covered by thick fog and his uniqueness to be first killer who could counter infinites with one well placed trap (not after nurse relese). Billy was hard and brainless back then in 2016 with instasaw build and ebony mori and wraith was super weak without two purple addons that became his basekit and creating wraith we know nowdays. Now I play more nemesis because is satisfying to hit his tenticle hits, I left trapper for many reasons maps with nothing to cover his traps, him after many buffs (one of the most buffed killers maybe number 1 by number of his buffs, many addons becoming basekit) still being weak dog food for stronger teams I started to face with mmr change and swf his power is just loosing and trying to get miricle nothing you can influence for guarentee like other killers. Even I know his first trap setting animation would not be good nowdays I just lowed the original one with old looks of the game nothing more satisfying than placing trap in that atmosphere and then survivor stepping into it, this is not that good feeling today and traps even when they work still can have no effect just only for you to waste time in this fast phased game where his kit isnt capable to be useful.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969126#Comment_3969126
Well, there is big difference, if Nurse is stacking aura reading or not.
If she doesn't have aura reading for chase, then I would definetly say she is much more fun to play against, simply because breaking LoS actually has meaning and you can doubleback. Fun thing is even completely useless structures are quite good against Nurse, mainly near border of map.
You can't double back against Ghoul, because he can cancel during leap for some reason, remove that and I am fine with him. I don't mind his vault that much.
My issue is how easy is for him to get right next to you with lower fatigue than Legion.
Funny you mentioned Ayrun, because based what I can say from his videos, he really hate to play against Ghoul.You can doubleback against ghoul but its just harder without Los because most times ghoul can see you directly and has more range in his leaps ( enraged he has 3 leaps, two to ceret himself and his last doesnt slides) than nurse in her blinks plus he travels faster no charging. Usels structures are good for few reasons like los or some stones are hard to blink trough so nurse has to charge her blink more meaning its easier to mess up than blink through normal wall. Ghoul ,ust cancle his leap near survivor if he doesnt than its not that strong, his vault is more braindead thing on him in my opinion but not that op as people say if he doesnt triggers kidnap tech or survivor just doesnt panic than his enraged vault isnt that good on medium safe vaults just on the ones with long walls.
Look I like more nurse if it isnt god nurse p100 player to go against more than spirit (spirit is hard to read and super frustrating to play against, nurse I can see and react to), but ghoul is just easy killer but on the higher end of players you can loop him longer than good blight,nurse and most ghoul players think they win just by playing him, every time if my team isnt the whiny babyes that would kill themselfs on the hook few patches ago and they just play normaly gens go faster than normaly because they dont want to spend more time playing against killer they dont like (same goes if I play him I get faster gens than on other killers even with meta slowdown build that should stop them, gens without that build would be in 5 minutes even with like 30 seconds chases) so they try more and most ghoul players think his vault works just like after release but you can loop him quite long time just like legion exept no prerun because of his blight like mobility and not that huge safety on stronger loops like shack or some god paletts because of his vault.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968760#Comment_3968760
Well, I wasn't asking you… and seems like your answer was simply not good enough, I bet something generic and vague, that's all what most ghoul players can offer.
And fact you see that question often ask is also quite telling. It's almost as majority of killers have clear counterplay and people don't need to ask. Ghoul doesn't really have that.
I will prefer to chase with Nurse over Ghoul any day. If you were actually good looper, you wouldn't have an issue with her…
Unless she uses Predator, that's cheap way to play herIf you preffer chase with nurse (not counting baby nurse) over ghoul than you shouldnt be so iritated by ghoul he respects all paletts and windows 100 times more than nurse. Nurse is just killer who can bypass any loop in the game and creates her new looping strategy against her by faking your patch directions and hinding your self from her (when she doesnt where to blink on you she has to gues thats why aura read on her is just wall hack more than huntress or pyramidhead which can be easyly doged not to mention that 90% nurse players run addon that makes her range after second blink 30% bigger which makes huge difference).
So you claim good looper like arun would have easier time against good nurse than against good ghoul, nurse if she is good like superalf can get you almost anywhere in the game no loop will be super safe, ghoul on the other hand must loop just like blight or wesker only difference between them is their power allow them some moves others doesnt have. Nurse isnt that super hard to play only way you can play her (exept one addon that makes you 115% after hit,meme addon) is just with her power, she is dependent on her power all the times and cant play without it.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968764#Comment_3968764
The big to-do about Killers currently is that people are calling dash Killers "dash-slop" because they're that unfun to face. The honeymoon period is over now that we have tons of them; it was there when it was just Blight and maybe Wesker. Not anymore.
Problem i have with set up/ trapping killers is their power isnt that well balanced. Look at is this way trappers traps should be strong, very strong but they arent and by setting them up you are loosing the game and wasting the precius time other dash killers use to get across the map and get chases,downs,hooks. His traps should be like hexes high risk high reward (meaning you can get nothing from them and just waist effort and your time or when they work they should hit hard not the way like now you can escape 12 meters away from trapper with just 3 seconds out of his trap and he gets nothing but points but not that much points annyway he would get by hooking) thats problem i have with set up killers their set up balance is weak and lacks preasure on survivors which is key element to get as many hooks and kills as possible.
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@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968767#Comment_3968767
Why not make blight and ghoul 110? They are both stupidly strong killers who should be toned down. If it makes them B tier killers then that's probably a good thing.
Blight would survive that better than ghoul, ghoul cant directly down you so they would need to buff his cancel from leap which is one of three things people hate him for (they would need to revert many changes/nerfs they gave him after release to make him compansate for 110 speed).
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968572#Comment_3968572
Something I sort of touched on in my previous post is how he can catch up really fast, but you cant really make it to a loop since the maps can be barren/deadzones. Thing is even on maps that are more pallet dense but have shorter loops (such as Greenville) he still doesnt really care because he's 115%. Theres also the issue of him basically having old scamper but still being 115%, so this also tunes down that aspect of him without completely removing it.
Now you may be asking yourself: "So why not just make him 110% then?"
Its so that on maps that he struggles a bit on even now (indoor maps) he still has something to work with. Which I think is fair considering he would definitely take a hit with these changes.
If you make him 110% speed then he would drop a lot his power isnt that reliable like spirits to get that final hit to get down, more realistic is to make killer like blight 110%, ghoul cant down you with his leap and if his kidnap tech bug stop finally existing then his enraged vault hownt be that big of the problem you can still make it back to window or palett in shack its working only with kidnap tech bug or longer wall loops and survivors missplays.
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@LockerLurk said:
I find pretty much every single dash or high mobility Killer boring to face.
I dislike Wesker. I dislike Ghoul. I dislike Nurse. NONE of them are really that fun to face, all are badly designed Killers, and one of them is glitchy to boot. I will make two exceptions and it's for Billy and Blight. Blight is genuinely fine and needs no further tweaks anymore now, and poor old Billy has suffered enough through being made a D tier for years. Leave them both alone, fix the real problem Killers, stop nerfing low tiers like Clown and Knight for no reason, and stop making MORE Dash Killers. It's time for Killer Mains to learn to use what we have and to stop trying to push for 4k winstreaks - those days are OVER friends.
My big issue with Ghoul in particular is that getting hit by the QTE Kagune Mark feels awful because it halts literally all of your momentum. Literally ALL of it for 10 billion years, it feels like. It slows the game and just doesn't feel good. I'm fine with his mobility, I'm fine with him being good in chase, it's fine. My issue is 100% solely with how bad being Kagune Marked feels.
Then you are one of few, most of the player base love dash killers and some even cry blight is super fair and his hug tech wasnt op some compearing it to weskers hug tech which is crazy (its like saying demogorgons dash is better than weskers). Billy is strong but I dont have problem with this he was one of killers with pig and other few bhvr loved to nerf for no reason (they would just want to delete him when they got bubba but they cant), changes like overheat and other that make him terrible and even now he is like top 5 or very close to that (top billy mains will show you thrue power of the saw and you will just stare at them with jaw open, they are one of few killer mains that can 4 man slug at beginning of the trial or go even for this with his kit) and he has some counter like legendary exploit that devs cant get rid of (maybe they can but it would break the game) called crouch tech or him destroying palett instead vaulting survivor.
Ghoul grab animation should release survivor bit earlier but after all he is on easy side of the killers but still nowhere near blights lethality in the chase with antiloop (ghouls antiloop is just his enraged vault). Before they can adjust ghoul they should first fix his bugs that messing up survivors and killer likewise.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967953#Comment_3967953
ok, how do you counter Ghoul?
There is nothing really in chase Ghoul would not be able to deal with.I see you asking people this question very offten. I wont answer this because I have already answered you on another post but good loopers are counter to all killers exept nurse.
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966809#Comment_3966809
I feel like RNG is a pretty loose way of describing his door spawns. I've never seen one of Springtraps doors spawn more than 5-10 meters from a generator or a hook. Often times, both.
Some exaples like greenville main they spawn pretty far and survivor if he pays attention he can prerun free and make chase last much longer for the killer.
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Devs make strange changes in the first years of the game they nerfed many things that didnt need that because they feared to make big dchanges and decisions, now they make some good killers with strong powers,stop bullying killers like billy and nerfing pig for no reason, trying to make game more healty and giving survivors more ways to counter strategies like slugging and tunneling and for some reason looks like they are scared but they shouldnt be after so many years of practise they are not buffing weaker m1 killers and now nerfing them like last ptb nerfing clown and knight for no reason (they are maybe annoying to most of the player base but that shouldnt be relevant for the healty state of the game) and buffing a-tier pyramidhead (he needed some love and he wont get everything from ptb to live I know that but why limit so much clow and knight). This is something I never will understand it took them six years to buff mayers and he is still at the bottom so licence right wasnt problem (now only I can think about is pinhead who is little bit getting weaker and after phase 2 he might fall a bit down in tier list) like they would be scared for no reason they make good reworks like billy and making killers like ghoul (now he is more playble against but the first version was mess) and then they refuse to buff killers like ghostface (he got many skins so licence isnt problem), trapper (they want him to be weak), knight,clown,demo maybe they will wake up after phase 2 of all anti changes to killer and maybe they wont so these killers will be rare like hag,artist because there wont be reason to play them.
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Depends who I play with if its some mediocre killer like springtrap and I have good teams who understand how to push gens then without some gen defence game would be super fast, miss few axe shots and this can make difference in the outcome of the match. Play some better a-tier killer feels better but gens are flying too only difference is that killers tools to get survivors and across the map are much better and doesnt feel that limited but non less even with strong killers I have hard times like hardest gen rushes I have when I play as ghoul, with singularity Im getting sabo squads more offten than on other killers (I play him vere rarely) and even when he is one of the better sluggers these teams are crazy in dennying hooks and doing gens which is scary as hell. Then I have evening when Im getting teams that I shouldnt even play against (weaker players they struggle a lot) but thats mmr plus player count when theres less players on one side you will get better or weaker than you so both sides woldnt wait 30+ minutes for the match on their mmr.
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@defaultuk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966820#Comment_3966820
I disagree infectious works on every down, background player has a cool down, the only perk off the top of my dome that doesn't have a cooldown from the survivor side is bt, and you're kinda agreeing with me , for example I've never seen seen infectious on an m1 killer (because they dont have the mobility to take full advantage) , just killers who can take advantage of it correctly and they are generally a/s tier killers that can get super fast downs …that is a problem in this day and age of dbd.
I know there's problems on both sides as an example since the go next prevention has come into play people are actually playing the game and making it more difficult for killers to keep up.because..people are playing the game instead of giving up and forcing a 1v3 at 5 gens 20 seconds into the game.
Maybe this is why I'm seeing more infectious? everything has a knock on effect, and tbh I personally think BHVR have been doing a fantastic job of listening to people on both sides and making adjustments here and there…yes we will get a "surv sided" patch but we also killer "killer sided" patches aswell its just a shame that both sides forget these changes when 1 or the other "buffed"/nerfed"
sorry I'm just rambling I really don't want this to be a us vs them post as I play both sides pretty equally and I love this game having racked up almost 6k hoursInfectious its not that op perk its valid on some killers mostly with mobility or ability to get multiple downs fast but infectious wont do it alone you need other perks and maybe addons to fully utilize infectious info. Generaly its good perk for someone like oni (he has limited god mode and he can use it withou other perks with his mobility and instadown), billy (map dependency but his mobility plus instadown are key for this to work, he needs to be more skilled to pull this off because his mobility is fast but has limited turn rate compare to oni) other killers with mobility or some one like bubba but you need whoule build around it. Slugging is good strategy but if killer goes for full team slug on 4 people alive then its harder than tunneling one out from the start, there are so many perks survivors can use to get out of bad situation you slug two but one long chase and they reset and there you go again, it stalls game but nothing good survivor will loose too it will just slown them down.
There will be some antislugging changes and anticamping etc. so this maybe wont be valid strategy. Idk if you go aginst this a lot but I hve met last killer who tried slugg the whole team like month ago and it was blight and still he failed because his chases werent that fast to pull this off plus few perks from our side like one unbreakable and we are gonna live forever and this whole bad situation was fixed and he lost. Background player has cooldown but only 20 seconds if we dont count in vigil so one goes under palet now killer can choose pick up and face palett to risk palett save or face away from palet to try swing out of palett stun reach but hi is risking flashlight or flashbang/cracker save and when guy is saved it would be super bad to go down under 20 seconds maybe only exeption would be someone with crazy mobility like blight,ghoul or nurse who ignores everything, background player is still very strong perks and many teams I go against have at least one duo with comps or two solo q players are minority in my matches so background player is big threat. Ifectious isnt that op perk maybe like for oni bt still he has timed power so run him for 20 seconds and almost one half of his power is out one down is like -5/7 seconds from his power so he can go max for 2/3 people and still they need to go down like flyes whisch against someone who has at least 1k hours is not true. For weaker killers like bubba epidemys built is all around one moment when surviviors are in small area and then he has chance to pull it of but one palett drop or good window and his chance to pull this is is gone.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966816#Comment_3966816
Obviously, Nurse is a better tunneler. Obviously, Blight is a better tunneler. Outside of S-tiers, he's pretty damn good at it.
Springtrap bypasses BT, anti-camp and because of his Axe, he doesn't really get slowed down when he hits someone off of hook.
I really don't understand why you're so resistant to slowing him down when he exits a door next to hook.
I already mentioned it before there will be some changes to anticamp and antislugg and they can maybe fix it so its better to just wait. I used 3gen situation as example where all that devs should do was give gens limited times killer can damage them and 3gening killers and kicking perks didnt need any nerf, even skullmerchant but devs did something to stop this problem than made another change that was good and solved whole problem but forgot to buff gen kicking perks back so they werent trash and there was no need to nerf merchant way they did (biggest part for the nerf played 3 gening).
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Just perk that gives you info nothing crazy, survivor perks like background player are more powerful you need most of times build on some killer to use infectious or hight mobility killer who can get fast downs like billy,oni to use properly.
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@Shirtless_Myers said:
I don't mind whether it continues to exist or not; however, Myers is fairly mid-tier at best. I'd like it to be more obvious whether he has it or not, as it can dictate the actions of the survivor. Beyond that, Myers could truly use some love, as he can feel outdated in comparison to the current game.
I hope this will be faster than time he got his buffs last time it took them six years if we dont count some addon adjustments so I hope this will be faster than 6 years.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966809#Comment_3966809
He's a pretty damn good tunneler. The lack of slowdown from successful Axe hits is a problem, but I don't really know how to tackle it.
He is still mediocre killer you just cant bodyblock without consequences or heal under hook wheres doors right next to it, there are even better killers for tunneling.
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Depends what are circumstances for the slug full sabo flashlight squad thats hard to hook (yes they exist and can give even strong killers trobble and slugging is only counter most of the times) or team was greedy and tried to rush last gen etc. it all depends on situation. This is super rare when killer just goes for 4 man slug from beginning of the match, maybe he has build for it but still survivors can play around it and spread (just like epidemys bubba goes where he pleases all those moments are just happening because survivors are just very close to each other and his addons +speed and new charges after down with infectious for info and singularities hinder -20% speed perks are carrying this build).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966698#Comment_3966698
I don't really see why.
Giving him a slowdown when he TP's to a hook isn't going to break his kit.
It wont but now he isnt best tunneler anyway and all that depends on rng when doors spawn next to the hook and survivors just can move few meters and dont heal under hook if they think he will come back and try to tunnel or go after rescuer because he didnt found anybody, personaly I dont think he even needs that he cant camp in the doors either theres anticamp so he must move away to other doors and then come back which isnt that fast and survivors can just run away. On xeno theres more need for this because he can wait under the tunnel and see whos coming if the hook is near but still he doesnt need that either this is just something from old times and maybe after new anticamp and antitunnel changes there wont be need for slowing killers mobility throught his portals when coming back to the hook, just wait with what devs will come out and then look if this change is realy necessary.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966531#Comment_3966531
Just slow down his exit animation if he is near the hook.
Maybe same as xeno but first I think we should wait for phase two and see what changes will be there, doing this before phase two can be just nerfing/fixing issue that can be already fixed (same as 3 genning nefing kicking perks and butchering skullmerchant just to give gens maximum number they can be damaged and then theres no way to regress them anymore).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966465#Comment_3966465
Not all doors face hooks.
Considering how easily the axe allows you to tunnel, I think not letting him TP two inches from the hook is not too much to ask for.
Some doors are good (the ones on the hill facing hooks or near hooks,key gens) but some suck like the one in the main on greeville uknow version it spawns wa away from the gen so its easy to prerun and you can hesr his loud footsteps trough floors pretty easy.
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@Lixadonna said:
As Survivor they need to either increase the range the cameras can track him or detect him faster. On some Maps it's useless even trying to use the cameras because he's always out of range. Give a reason to engage the cameras.
You can scan him trought walls idk why you want wallhacks on him have even more distance, he isnt that strong mediocre killer. Cameras arent only thing he offers you can use his doors to get across the map for gens,saves, etc.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966294#Comment_3966294
yeah, cool, but then youll have slowdowns stalling the last 2-3 gens for long enough for you to either win or tie if you dont lose your chases.
assuming, of course, we're talking about killers the game is being balanced around.
It all comes on which state is the game if the last three gens are in safe area or in area wheres nothing much to loop around, how long your cahses are and coordination of last survivors, how many they are alive thats huge impact on the end game and killer ofcourse with wraith you will have harder time than with dracula. But on avarage when your slowdown kicks int then it buys you lot of time to do something, many people claim thers normaly left many good paletts around last two gens but that isnt always true if survivors play smart and waste killers time as much as they can without interrupting their teammates that are spilt on the gens then you wont have many chases that would waste enought protection to make later state of the trial easier for killer and theres huge difference who you play like bubby is palett eating simulator and killer like pyramidhead can ignore some paletts.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965954#Comment_3965954
And surely that means that updated data would show SWFs being more popular than ever, because there are many more players. Your point is moot. Reminder, this doesn't just count 4stacks. It's 3 and 2 stacks as well. Most of these groups are not good, but they are all groups that exist, probably about 70% of the time. Maybe more than that now because again, MANY more players. I know I for one almost always play SWF, that is, with someone else.
There is no "Killer Mains acting like it's true" because the statistics do not lie. It's just true. The majority of Survs probably are playing with at least one other person, because it's fun to play with friends. Whether or not they are good, well…
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966121#Comment_3966121
I'm sorry you got a bad team. Ghostface does indeed struggle against really good teams. However, even if you have a team, it's not likely they'll be GOOD. Just because 70% of games are SWFs doesn't mean they're all GOOD SWFs. Many aren't.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965834#Comment_3965834
Frankly I think it's just time to remove the chatbox feature entirely, the good it can cause is outweighed by the sheer toxicity of the bad. And profiles should be hidden by default.
My problem with ghostface is if the team you play againsed is good and will keep revealing you then you are killer with no power, he is obe of the most hardest killers to keep your power hooked people can reveal you, downed can reveal you everyone can reveal you and as game progress the area gets smaller and smaller which means more survivors are around you and situations like one of 3 genst you have to pretect (survivors last gen) is in the open pushed by two survivors prerunning and revealing you covered behind objects with third person so you have no idea from where (reveal time is very short and thers delay which makes it even more frustrating). In endgame you cant use your power to secure kill as other killers like mayers around hooked survivor or imagine situation gates are powered you downed one survivor he is under palett in the open and other guy is there to save him, best option would be to mark that saving guy and make him drop then pick the downed but can you when theres two survivors revealing you so you must loop normaly knowing he will drop and the pick him up before you can run him and hit him and his other teammate will be near gate offering another bodyblock, ghostface is unique killer who offers best stealth gameplay in my opinion but his power is very easy to counter and if you think you are 99 then bodyblock him while hooking force him to hit you or just casualy look at him and he wont do much without strong perks and sddond like driving license or that purple knife that should be basekit(5% haste when you mark survivor). Thats why he is d- tier and even his mains saying that normaly.
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@JackOfTrades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966054#Comment_3966054
I’ve tried orbitals as huntress and they’re hard to hit if you don’t practice constantly. I mainly just try and go for long distance bullet hatchets, because they’re pretty easy to hit.
Orbitals are just for montages you will miss most of them.
For huntress just be patient and dont rush your shots most times its better to wait and charde your axe while survivor panicks and then dont fallow him just wait for him to cone it the line of your shot. -
@SpringMyTrap said:
"DBD needs a total game mechanic overhaul to prevent tunneling and 4 gen defense perks"
oh what a good start, maybe that's another person recognizing the outdated 3x4 hook design and how overpowered survivors are in 4v1, how devs band aid the broken design by streamlining killer's ability to play it efficiently without offering viable alternatives and how quickly their chances of surviving fade with each of them dying and how that dynamic should generally change
looks inside
nevermind
Even if you play 4 meta slowdown perks most games against solid survivors will still look 1 hook at 2-3 gens done and this is effected by skill level both killer and survivor, map, perks, loop tiles spawn rng etc. Killers like trapper, mayers can be are very bad without slowdown even nemesis can be slowed drasticaly when you dont give him tier 2 and just play safe plus your team sill do gens or oni. Four slowdowns are strong but they arent guarantee for win as four second chance perk plus some exhaustion ( dead hard,ds,unbreakable,hope).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966067#Comment_3966067
Because SWFs are just as powerful if not more powerful than they have been in a while.
What needs to be done is to buff killers as a whole because therea re like 4 viable ones (but it needs to be done in a way that isn't just numbers tweaks, it needs a systemic change that doesn't hurt low level survivor players), and also at a systemic level fix tunneling and camping so they fundamentally are not possible.
People keep forgeting that most op stuf for survivor has been adjusted but still more basekit antichanges give swf much more room.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966285#Comment_3966285
Oh for sure. I thought it was funny to swap to Plague if I saw a bunch of medkits. I just also get that obviously I should have a different Lobby when I play on my main than I do when I play a killer I suck at.
It was great feeling when you saw suspicious names or survivors and you swaped from trapper to billy,nurse abd they then swaped full flashlights squad.
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Big tip dont run dissulution on springtrap or any killer on who you have some oblivious effect perks,addons or power ( dissolution works only with terror radius).
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966261#Comment_3966261
They removed killer swapping way after that. They wanted to track an MMR rating for different killers. Getting a lobby with a low MMR killer, then swapping to your main would've been an issue.
Thats one of many reasons there were some bugs, personaly I kinda like it you could react to survivors swaping teams or full medkits/toolbox lobbyes.