Advorsus
Advorsus
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- Advorsus
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This works really well with overwhelming presence. Catch someone, hook them. If you see auras with bbq, chase them down. If not use your blast and they'll light up like Christmas trees. No hiding from the doctor lol
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Doc + infectious fright+ bbq and chili.
You're welcome. :D
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1024850#Comment_1024850
A). No one cares ab your other post we are talking about this one
B). You took 2 days to respond. I haven't looked at this post in 48+ hours
C). To me Overpowered and crutch are synonymous to me.
D). How can you tell what rank in at based on how I comment. I am allowed to retaliate at something I take offense at.
E). Why did I use letters to express myself
Because you can't count to 5
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The change was a nerf to ruin, mainly due to its lack of synergy with most perks. I just don't really see many uses for it unless you waste another perk slot for something like surveillance. That mixed with it still being a hex perk, it's not worth IMO.
However, the doctor was not nerfed. I main doctor before his rework and will continue to now. Old doctor using your power slowed you down and hurt your chases because of it. That mixed with hitting your stance switch perfect every time, made him a B tier killer. New doctor though, you have a giant blast, You're no longer slowed by using his shock therapy, and the brief window of being unable to hit them now closely resembles hitting your stance switch perfectly, but without the slow down. If they had kept it like the ptb, I agree it'd be a nerf. But that one little change made a huge difference. You can end chases faster now, and find survivors easier. The amount of times a fudged up a stance change and ruined a chase on old doctor was ridiculous lol but I don't have to worry about that with the new doctor. I definitely feel like he may push into an A tier killer now. He'll never be GOD tier, but he's definitely better now.
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I've said it before, they need a slight nerf, mainly in the multiple survivors on one area. I've been running discordance a lot more now. But really I just don't like how geared towards survivors the game has become. Someone else on here explained it well. It's supposed to be a horror survival experience with the killer being heavily favored. Especially when I'm playing as a survivor, I want to feel like I'm at a disadvantage, like I have to actually play smart. I want to feel at least slightly worried. But these days I feel like the killer is a laughable inconvenience that merely slows me down from escaping, but poses no real threat. Part of this issue does come from familiarity. But mostly it's from how heavily catered to survivors this game has become. With so many perks to save myself from being hooked or downed, plus perks to constantly keep track of the killer, plus flashlights and fireworks and keys, plus giant maps and infinite loops, I never worry about escaping. I know it's going to happen. If it doesn't its usually because I purposely played bad because I was picking on the killer. When you can actually pick on the killer in a game that's supposed to be a psuedo horror game, you know something's wrong.
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Make clown great again 2020!
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Depends on what you're trying to do. If we're talking without perks, Nurse and Billy are great at chasing people and applying pressure all over the map, but they lack awareness and the ability to find survivors aside from running into them. But the killers I think are the strongest right now without perks is Freddy, for his map pressure, speed in his teleporting, and ability to find survivors with his snares. Doctor is good at finding people, slowing them down, and stopping loops. If I was a perkless killer and had to go against perkless survivors, I'd pick Freddy or doctor every time and they'd have no hope of escaping. The only reason why I didn't put legion, because he is fast and can find survivors with his frenzy, is that he lacks the ability to stop survivors in a chase because of the time it takes to come out of frenzy. His power is great for slowing down a game, not great for downing survivors.
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I disagree. Even playing the redone Lerys map, still having 2-3 gens done in the first minute. So 10-20 seconds finding first survivor, then 20-30 seconds to hit them twice and down them, then get them to a hook while the other 3 gen rush the first two gens. It's just not fun.
Reworking maps isn't going to fix that. It's not going to combat gen rushing, the dull aspect of sitting on gens as a survivor, or how quick a match goes. It might help a little with fixing infinite loops giving more killers the ability to pressure, but that's about it.
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I think multiple survivors working on a gen speed should be increased a little, but nothing else should be changed on gen speeds. For example, instead of 44 seconds with two people it's 55 seconds and so on. Toolboxes shouldn't be changed. But a secondary objective should. I propose.... Fuses. Gens can be repaired, but to be completed and turned on you need to find a fuse. Fuses are randomly generated throughout the maps. You can carry an item and a fuse, but it limits survivors ability to do certain objectives like totems and unhooking because their hands are full. This only applies though if they're carrying an item and a fuse. This will slow down the game, require more tactics from both survivors and killers, make old perks that don't have a lot of uses right now more viable(which allows for more build diversity), and makes the game more fair and enjoyable for everyone.
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I agree, that is really frustrating. But so is playing a killer and dominating an entire team for the whole match only for them to pull a key and escape. Or downing a bad survivor on their last hook just for the one team member who is decent to pop the last gen, then that survivor you just downed pops up with adrenaline and runs to the gate just to teabag you as they escape. Or having 4 survivors who use an Ormunds offering, all with DS, adrenaline, DH, and sprint burst. That's all very annoying for killers to deal with. My point remains the same, you can't address one side without addressing the others.
The most frustrating thing about playing killer, and this had been said by a lot of people, is that even if you've learned all there is to know about playing killer, and even if you make no mistakes and play perfectly in a match, you will lose if the survivors don't make mistakes. It's extremely frustrating to play an entire match perfectly and still lose. That's the difference between playing killer and survivor. If I play optimally as a survivor, I'm probably gonna escape. But even if I play optimally as a killer, doesn't mean I'm probably gonna win.
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Exactly lol you could try weird builds in normal, be crazy, have fun. Instead of worrying if you're gonna pip or not. When I first started DBD it was like, "Wait, You're telling me I get to run around as Freddy Krueger and slash people up? Sign me up!" Now it's just like, "Oh look, another infinite Looper on coldwin farm. Time to slug :/"
It's just really lost its fun. However, hats off to the design team. I've had tons of fun on the new Lerys map. Do that with other maps
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Like I've said before they need to implement a normal mode without ranks, and then redo their ranking system. Have a ranked gameplay option where if you want to, and if you care about ranks then you can choose to play that mode. Matchmaking allows you to find matches with people of the same rank and one rank above. So if you're in red ranks you can be paired with red and purple ranks. If you're purple you can be paired with red, purple, and high tier green ranks, like ranks 10-11. But green ranks can't be paired with red ranks. This makes it to where if you're ranking up, you will usually play against of either equal or better skill. That way you actually earn your spot, instead of rank=time played. Also introducing rank rewards that give a reason for wanting to rank up. All cosmetic of course.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1012789#Comment_1012789
Here's some idea for the crutch perks you talk so lowly of.
DS- slug, or even better, don't tunnel.
BT- go for the unhooker, tunneler.
ADR- is a reward for getting the gens done. Y'know, there's a perk that counters it that seems to be what this thread is all about.
Or maybe you think hen times suck. Here's some strategies for that.
Disengage with the chase- self-explanatory
Swap killer - try Pig, Billy, Huntress, Spirit, Nurse (3 of the 5 are free.)
Oh and the only way 5 hens can get popped is; 5 four-man generators, Prove Thyself (Preferably 3), 4 Engineer's toolboxes (with the best add-ons.), Bad killer who doesn't know what map pressure is, and, oh, I almost forgot, the ability to teleport. Clown Face Emoji
Trying to read that hurt my head lol I never called those crutch perks. I said if we're gonna talk about removing things like NOED or ruin, then we should also talk about the things that make survivors overpowered. I've also explained how gens can get popped easily in another post. In red ranks you're usually going against SWFG, and usually very good ones at that. Optimal survivors with perks and toolboxes can have 3 people on a gen at the beginning of a match and finish that gen in less than 20 seconds. This has been proven in many matches and videos. On a large map, a base movement killer takes 40 seconds to reach the opposite end of the map where the survivors usually spawn. It's simple math and easy to see why survivors can get 2-3 gens done before a killer even reaches them. There's also very little to no counter play to it. Doesn't mean it's impossible. But you really sound like a baby survivor who still thinks killers are overpowered despite them having most of their perks, powers, and add one nerfed lol.
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I've already touched on the gen speeds in another post. But 2 survivors with no tool boxes or perks can do a gen in 66 seconds. However, 4 survivors with toolboxes and perks you can have a gen done in 10 seconds. And since we're talking about red ranks its gonna be more likely that you go against an optimal SWFG. So 20 seconds for 2 gens is not unheard of. It takes 35-40 seconds with a base movement killer to cross a large map. Meaning survivors can very realistically have 2 gens done before you even reach them, and then a 3rd done during or right after your first chase. It happened to me twice yesterday in both of my doctor games, who I love btw. Didn't think I'd like the new changes but I do.
Anyways back to my matches. On almost all of my games they got 2-3 gens done in the first minute- minute and a half. However no one escaped those matches. As killers you're gonna have to start adopting a mid game build more than an early one. I ran Overcharge, Bloody butcher, choloraphobia, and overwhelming presence to increase my terror radius. Once those gens were done and I stared finding people and injuring them, they didn't really have an answer for it, it slowed the game down soooo much. I've stopped running hex perks almost altogether. Except occasionally devour hope or huntresses lullaby. But so many survivors expect noed now that they spend a lot of time destroying totems. I noticed not a single totem stood be endgame. So I stared running builds without them. Pop and overcharge, discordance and corrupt intervention. Stuff like that to slow the game down and help me find survivors. Do things still need to be tweaked? Yeah. But it's adaptable right now.
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I love seeing people complain about NOED and mori's and old ruin. They're perks. In a game. They're obviously supposed to be used if they're in the game. I don't feel like they're a crutch. You hear that a lot from low ranking survivor mains. But you never hear those same people talking about DS, DH, borrowed time, adrenaline, or any of the MANY overpowered survivor perks. In fact they don't talk about any of the survivor perks. So I can go against a full SWF team running all Claudettes with urban evasion, DS, borrowed time, and adrenaline, plus 4 purple toolboxes and that's okay. But you can't go against a single totem? Lol it doesn't make much sense.
Or having a gen rush team finish two gens in the first 20 seconds of the match because they all ran speed perks and used an ormand or coldwin farm offering. Or survivors not only be able to take keys that'll let them automatically escape, but they can also find those keys randomly in the match? So even if you're completely losing because you're a bad survivor you can just escape anyways. But you're right, having to deal with a mori is just to crazy.
If you had a full speed gen optimized team you could finish 5 gens in less than a minute. But it's the killers that are too OP ๐
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I don't feel like it has to be though. And it wouldn't be crazy difficult to fix either.
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Well... The doctor was my favorite because of his laugh and effects, I enjoy toying with people. Same reason I enjoy Clown. But looks wise I like the spirit and the Nurse. Their looks and ability to just appear out of no where makes them more terrifying imo. My list as far as playing though is probably:
Doctor
Freddie
Hag
Clown
Legion
Plague
Nurse
Spirit
They're last cause I'm horrible at them ๐
I hate Billy trapper and leatherface though. They're basic af lol