Akumakaji
Akumakaji
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2726340#Comment_2726340
Honestly, maybe a timed Points Combo; for 45 seconds after hooking a Survivor, the Killer earns more points in all 4 categories. This bonus gets another stack if he hooks another Survivor before it runs out.
This would combo well with the problem of how though the killers "adept xxx" achievements are, without changing the condition of the achievement, which is a major pain with the Playstation network.
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I would love some to see some incentive for the killer to leave the hook and do something else, something like the devour Devour Hope/Make your choice mechanic, ie you get a token when the hooked survivor gets unhooked if you are something like 25 or 30m away when it happens.
It should be baked into the basic killer kit and no perk, we could call it "The Entities Blessing", "Survivors Curse" or "Splintered Hope" . A lot of things are possible like +1% speed/token, +3% bloodpoints/token, +2% faster sacrifice/token, +3% slower totem blessing/cleansing or maybe even some cool effect like rekindle one totem at 5 token.
Something that's juicy enough that killers want to go for it and that outweighs the risk/hassle of chasing survivors all game long, while not being too strong.
On the same page we could add some "Entity displeased" mechanic were the sacrifice speed slows down if you chill by the hook without another survivor around or maybe face camping fills up a bar and when its full the survivor can break free, stunning the killer with the splintered hook.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2726013#Comment_2726013
- That's a pretty interesting thought on Quiet Place. One way to kind of fit it into the existing system a bit is the Creature sees survivor's auras within a radius of itself based on how much noise they're making. The more noise they make the farther away the Creature can see the survivor's aura. They similarly could have an innate sense of the progress of the generators based on the sound since louder generators make more noise. Add in a Lunge like Demogorgon's and maybe some sort of out of chase style sprint for map traversal and it's sounding pretty good maybe! 😄 (No pun intended.)
- It's funny, I actually thought about Re-Animator when I was thinking about licenses, but I couldn't really think of a way to do it. Nemesis kind of has zombies already, and they're ok for scouting but not really much of a threat beyond that. If you want a true pet based killer they'd have to be significantly smarter and faster or whatever. I guess if they ever get around top putting in bots like they have in DbD Mobile then maybe they could use a variant of the bot AI for a pet killer too, kill two birds with one stone so to speak.
I honestly love our take on A Quiet Place, that concept sounds like so much fun and actually somewhat viable, but who knows what BHVR has planned for he foreseeable future?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/302697/its-getting-boring
The penalty is there to stop people like you from ruining the match for 4 other players
Dude! You are not wrong, but that could have been worded without that much vitriol. The community is already toxic enough, lets try to be at least polite to each other :) Demo is a good boi, so play the part.
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I honestly think that this is an awesome idea. That the base perk is tied to the basement (no pun...well yes it it intended) makes it borderline useless, safe for a few very specific instances and builds, like Otz basement Demogorgon.
Your general improvement on aura reading sounds pretty cool, but I I guess the numbers are a bit busted. A 40m nurse's calling is the horror, and 20s on Lethal Pursuer ia hilarious, but also quite devastating. Still, this would be an awesome direction and those numbers can always be tweaked.
Has any such idea/suggestions ever be picked up by BHVR and actually been implemented into the game?
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@ThiccBudhha said:
Born of Light: once flashed, you can blind a survivor for 2 seconds on your next basic attack. When paired with Lightborn, you spawn in with your own flashlight that you can click at slugs.
Oh how much I would love this!
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Hex: Just leave
Crouching or t-bagging in the exit zone will show the aura of the survivor to the killer, expose the survivor and block the exit gate for them personal for 30s/45s/60s
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@dugman you got some pretty awesome ideas.
I especially like the Quiet Place and Final Destination.
Quiet place could work a bit like Spirit, ie you see the grayed out world without survivors, but walking around and especially running or any rushed actions will send noticeable waves out and color the world around them, including survivors. Playing the killer will introduce a few tin buckets and noisy "traps" on the map that can be used to send out fake positives or stun the killer if he stands right next yo one of these.
One idea of mine would be
Re-Animator or classic Necromancer. He can summon and direkt Zombies, but can't directly damage a survivor with his sacrificial dagger/puss syringe, unless a zombie holds the survivor in its sleeper hold.
The second ability would be some kind of ranged debuff like a curse, maybe this hinders the survivor or attracts all zombies on the map to them, but therefore lessening the pressure on the other survivors.
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@AngyKiller said:
As much as I think DH needs altering; you can't just slap it on a Killer and say 'This proves it's OP'. Let me show you why:
I think Balanced Landing is OP! Imagine if a Killer could drop from a hill or building and get a speed-up effect! This just shows that Balanced Landing is OP!
Or:
I think DStrike needs changing! Imagine if, when the Killer picked a Survivor up, he could hit a skillcheck and stun the Survivor for 5 seconds! No wriggling free for 5 seconds, or they would be locked in place if flashlight/pallet saved during this timer!
Flipping a perk between Killer or Survivor does not prove anything, since they play too different.
*laughs in Blight, launching over half the map at the press of a button *
Wait! I don't play Blight, because he utterly confuse me! Oh well, whatever.
Actually, everything is already said and done: you can't compare apples to oranges and a lot of perks would break down if you just slap them on the other faction.
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@IamFran said:
https://forum.deadbydaylight.com/en/discussion/comment/2725882#Comment_2725882
If they don't know how to nerf Dead Hard then they're incompetent, I don't believe they don't know how to nerf it, if they could nerf an intringued perk like Object of Obsession then they can nerf Dead Hard.
There are a lot of ways to nerf Dead Hard all of them pretty simple and can be combined or not:
Doubling or tripling the exhaustion time after using it (my least favourite nerf).
Removing the dash and keeping only the iframes (my favorite nerf because this would prevent using the perk for reaching windows/pallets or gaining distance, the most broken thing of the perk imo).
Removing the iframes and keeping only the dash, so dashing toward the killer or against a wall wouldn't prevent a down.
¯\_(ツ)_/¯
Honestly this seems like the most measured response here.
I don't like OPs initial sentiment, ie "they nerft ruin for overuse. Now please retaliate against DH.".
Balance shouldn't be a quit quo pro and gaining revenge of sort for slights against the own faction, HOWEVER even though peeps on the interwebs love to complain about nearly everything, with the mass of killer main complaints about the draining and oppressive nature of the core gameplay I honestly think that something needs to be done, and DH is one of the most grievous aspects.
I am forced to bait out nearly every hit against a wounded survivors, just in case they got DH, and its suxh5a versatile perk that can right now be applied to so many situations and problems.
They fixed DH, so that it now properly works, and I think a lot of people (probably correctly) feel that it works now too well.
If an option is vastly picked over anything else, so that it becomes nearly an auto-include/no-brainer, then that's a good indication that tje option is probably too strong, or stronger then most/any competing options, which is probably the case with DH. Of course, some survivors love balanced landing or lithe, but they play second fidel to DH.
Another perk with nearly identical pick rates to DH is BT. But while DH is very strong, I feel that BT is especially a band aid to combat tunneling. I don't think that it's too strong, but probably needed just to have some meaningful playing experience (having experienced it often enough myself how dumb tunneling without a cause or means out feels).
So, in conclusion: all (or most) exhaustion perks offer some means of faster mobility tied to the exhaustion mechanic and one other condition, be it falling down, vaulting a window or being wounded and pressing a button. But only DH gives invulnerability frames and loss of collision on demand, so I think that this part should go.
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Wasn't there some speculation about a Predator chapter because they wanted to reimagine the original movie? Honestly that would be awesome, same as a Xenomorph.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2725500#Comment_2725500
Wait, how does CoH counter Oni? His whole ability revolves around getting a few hits then getting instant downs. Instant downs are a direct counter to Circle of Healing, it doesn’t matter if you can heal to full health if the killer instant downs you afterward. At best healed survivors bleed less, but Oni gets a lot of blood directly from hits on healthy people as well.
I just don’t necessarily see Oni being weaker than normal due to CoH. I suspect Circle of Healing hurts killers without instant downs more than ones that have them.
Because a healed up survivor will not drop any more blood orbs. If you can capitalize on your early hit and keep up the chase, thats no deal, but if the survivors manage to juke you, a properly placed CoH can get everyone back into top condition faster than you can roar in frustation.
That being said, by my own experience the CoH meta isn't as oppressive as some people here make it to be. I think that the perk is way too much advantages in one neat little one perk-package and that the +100% healspeed buff is way out of proportions, and the multifloor range is quite busted, but besides that its pretty ok, I guess. I wish that it would maybe take a bit longer to bless a totem or you have a cooldown ofter it gets snuffed out, because sometimes they are up again in no time.
A part of me would love to see the option to permanently destroy totems, but a lot of peeps bring up the argument that CoH would not see much play if they could be permanently destroyed. I personally doubt that, because the mechanic is pretty strong, and killers have been playing around loosing their perks mid-game since for ever, but one nerf after the other, eh? Don't always throw the baby out with the bath water.
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@adam1233467 said:
because blight exist
This seems to becoming the killers version of "do bones".
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Phew. I didn't realize that a lighthearted topic could garner that much serious responses.
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@brokedownpalace said:
... It's 60 seconds max.
Thats why its called a pet peeve, ie an insignificant or minor occurance that grinds your gears.
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This and 3 or so loadouts. I can't wrap my head around why this isn't already in the base game, yet alone 5ys after.
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@foxsansbox said:
- Or if the survivors got 20% less duration on their speed boost when M1'd
- Or if pallet stuns and pallet kicks were 30% baseline faster
- Or if validation was enabled properly
- Or if boons could be snuffed permanently
- Or if the most useless perks got a very fast 25% buff to their intended effect
There's so much low hanging fruit to play with but we're never going to see it.
Imagine they did a PTB were they would just change one of this parameters for a week and collect data/feedback from the community instead of endlessly arguing back and forth and being hit or miss with their nerfs and buffs. Right, Billy?
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Ah nice, an opinion list! I just love reading through this and I must say that you mostly mirror my sentiment.
A few of my own opinions:
BILLY: I really like billy, but he is at times a bit clunky to use and you can hardly use the chainsaw in loops. When I feel like sawing something in twain I usually opt for Bubba, which is sad because I love Billy's roar.
BUBBA: I half main Bubba, but roam around all over the map with him and assault gen rushing crews with Tinkerer, which is so much fun. It's sad that his kit just makes him the premium face camper and I dread what BHVR might do to him on their crusade against camping.
NURSE: its already said, she should change, but only after we get a few more killers into S-rank, so the high MMR play sees some variety. That being said, I think many killer mains exaggerate a bit by saying that only 3 killers are viable, but I don't think I am at high MMR yet, so I can't really judge.
CLOWN: he is much better then his reputation and actually a lot of fun to play. But he could use a bit of a redo. Nearly anyone seems to agree that he should have two sets of bottles and he is lacking in map pressure and mobility, which is ironic, because he is a mobility manipulation killer. Btw he has a hight skill cap, because utilizing his yellow bottles is tricky and many casual clown users don't bother with them, but if used correctly you can break open nearly any loop and laugh your wheezing ass off.
ONI: I think he is a super well designed killer and I always like playing him. His charge is a bit strange and floaty, though. There is a tome challenge were you have to down someone after charging for 10s? I can't see myself succeeding at that in a hundred years, tbh. But I think few killers are as intimidating as him when he roars somewhere in the distance and then runs around the map, looking for a fresh kill.
SPIRIT: first thought: Eaw! Second thought: huh, actually... Third thought: dayum that's hot 👹
CENOBITE: he is pretty cool and I like him, but I wish his chains were a bit easier to use. I miss a lot of the skill shots and would love if they would aim automatically. He is a very stylish killer and I love that he comes with an automatic secondary objective.
DEATHSLINGER: the few times I played him I had a lot of fun, so I can only imagine how he was pre-nerf.
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@BenZ0 said:
idk what you are talking about. T3 is actually a huge advantage in chases. You are able to get hits around loops that you litreally cant do in T2, in terms of chase Nemesis is one of the best anti loop Killers in the game.
He only sucks in map pressure thats it, there is no reason to rework something that is not needed at all. You maybe wanna get more playtime on this Killer before you try to make suggestion, not trying to be rude here.
I don't know why, but many peeps have some miss conceptions about Nemesis' power, like it's weak and deceptive, but its actually just 0,1s faster then a regular pallet destroy action and that it gives survivors a third actual health state.
All this stems from miss information and false conclusions. Yes, the tentacle whip is just slightly faster then a normal pallet destroy action, but you can frigging MOVE while doing it, instead of being locked in animation. You can keep up your chase and can't easily be juked while looking down.
And the survivors don't get a third health state every time, but only once, unless they use the vaccine. So if they heal up between hooks their health pool go up from 6 to 7,but with all the added pressure of the whip from 5m away, turning every window or pallet into a dangerous gambit for the survivors.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723815#Comment_2723815
I do have him, yes.
You say it snowballs but they can shut down that snowball with the vaccine.
And the match does not last long enough to except everyone's chases by 30 seconds, each, across 4 people, PLUS rebuild that snowball if they vax themselves.
I respect everyone else's opinions on Nemesis. Maybe he's just not the Killer for me.
But I have to say; other than using hyperbole about the width of his tentacle attack; everything I said is how his power works on paper. Does it sound at all strong when it's plotted down to the numbers?
- Only 0.1 second faster breaking speed.
- His tentacle is the same length as a lunge (albeit faster, so it can hit vaults you'd miss with an M1).
- He extends chases when gen speeds are already a problem. And being Contaminated is not nearly as dangerous as being Asleep or being Infected; You're not suffering slower action speeds, or being Broken, respectively. This means a Survivor can capitalize on the extended time his 3-hit-cheses give without any more danger than just being M1'd, if they just do gens instead of using a vaccine.
- Again; his virus effect lacks the threat of Plague or Freddy, so there's no reason to vaccine up, unlike wanting to Cleanse or Wake Up due to their drawbacks. You're basically being M1-able at a slightly longer range. And that's if you can't dodge! Being Contaminated does NOTHING passively.
And look at how many of his Add-Ons boost the zombies. It's plainly clear that they were meant to play a bigger role, and nothing was re-balanced when they could not.
Most his add-ons don't even affect his tentacle attack. It REALLY feels like zombies were to play a bigger role when more than half his add-ons affect the zombies and (not counting 'gives you more infection points' add-ons) TWO perks affect Contaminating Survivors; one gives you .2 seconds more Hindered, and one gives Obliviousness for 60 seconds.
Ok; THREE: One makes you Undetectable for 15 seconds when destroying a zombie. But this can be done with a punch, too.
So, out of TWENTY perks; 2.5 (Undetectable can be used with a punch) affect the Tentacle.
And 6 affect zombies movement, respawn, or attack in some way.
The other 12 affect mutation rate gain or vaccine use in some way.
Tell me that does not show that the ZOMBIES were supposed to be the draw of his power, before they were nerfed with 0 boosts made to his Tentacle.
Hey there, okay here is another way to look at things.
A survivor takes two hits to go down, lets imagine that they can always heal up between hooks, so you need to hit a survivor 6 times to kill them. Nemesis tentacle makes this 7 hits, but balances this out with range. In theory the survivors team have a health pool of 24 hits that you would have to whittle which would increase to 28 with the tentacle whip. So you see, if you look at the big picture, the tentacle whip does add some extra hits, but its not like you have to chew throw three health states every time, only a single time (unless they vaccinate).
This extra hit is balanced out more then handsomely by the extra range. The thing that you forgot/missinterpreted about the whip strike is that you dont stand still while doing it. During the charge up you slow down a bit, but while holding the charge you move about as fast as a survivor. Also the cooldown is a bit faster then from an M1 attack, so if you hit those survivors relyable with your whip in a chase you will rack up quite some bonus seconds and be back in the chase. Also the whip becomes a dangerous deterrent to use easy window vaults: vaults that would be super save and ensure a survivors escape become a dangerous gambit or an outright auto hit against a Nemesis who isnt like super far behind.
You can also whip 'em over several half high loops, fences or through windows and some gaps, making them much more unsave then vs your regular M1 killer, again cutting short some chases that would be much longer if you had to manually catch up.
Lastly lets tackle the pallets. You are right that destroying a pallet and whipping a pallet takes nearly an identical amount of time, BUT (and here comes the very big but) while destroying a pallet the normal way you are locked in animation AND locked in place, while with the tentacle whip you can move at a survivors speed, look around and arent nearly as easily juked, as if you were looking down at a damn pallet. This is SO huge, you really become this unrelenting juggernaut who just walzes through pallets and breakable walls without breaking a sweat. So I can't give you exact numners, but just play with this and you should feel the difference immediately; its just a very big QoL buff while chasing survivors and you are literally eating pallets for breakfast, just falling behind the tiniest amount while you are draining the survivors ressources, turning the lush lands and survivor playgrounds of The Entity into barren wastelands of Doom and Gloom.
Being contaminated in itself is no big deal, but it adds the looming danger over their heads that now several loops and window vaults become extremely dangerous and pallers are loosing their value, fast. So, the virtual health state of the contamination has some drawbacks, but these are more then handsomely compensated with some very hefty advantages.
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@Pulsar said:
Here is the build I am using to learn him.
Both Chili add-ons.
Bamboozle, Spirit Fury, Enduring and BBQ.
Simply eat pallets, block windows and chainsaw. If that doesn't work, you can always camp.
Lolol. "Just play fair, until you don't"
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@Aurelle said:
Or just delete the other 4 variations of it and resemblance the map. There is no reason for 5 variations.
For real! Whats actually the difference between the maps?
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@ShamelessPigMain said:
Yeah I just hate it when I'm hunted by a axe-wielding Russian lady
I envy your love-life <3
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@rook10682 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723810#Comment_2723810
Amen, it is INSANE. Survivors DEMAND that you not camp or tunnel them. Its like asking survivors to go touch EVERY remaining gen at least once after you have kicked the gen they got to 50% before coming back to even stop the regression...I don't see ANY survivor doing that. Do you know why? Because it is ABSURD! They can't get their head out of their @$$ to realize that camping/tunneling are two major tools on a killers arsenal. It is like pallets for survivors. Imagine if Killers ganged up and called survivors out for daring to drop a pallet...and when the survivors say that dropping pallets is a legit strategy all the killers laugh and say "yeah, I am tired of hearing that it's a legit strat arguement.." Truth is truth, no one calls un-sportsmanship on a defensive line in football for running a blitz...sometimes thats what you do, who cares if it isn't "fun" for the QB when they are rushed like that. STOP COMPLAINING ABOUT PEOPLE PLAYING WITHIN THE RULES! Gripe when they cheat. Often times I get bawled out by survivors for daring to bring an iridescent addon while they themselves have a SA and two BNPs. They don't understand...
The other truth is this, I have TRIED so so SO hard to play by these "survivor rules" and it puts me at a disadvantage. That causes me to lose. I would keep doing it if you know, I got thanked for that once in a while. you know what happens 99% of the time? You guessed it, tbags at the exit gates and EZ BABY killer in the post game....or someone once told me "I would tell you to ######### but I bet you would be bad at that too..." But....if I kill everyone by, you know....actually playing efficiently, then I get called a trash killer...camper...tunneler. So I get abused in the end NO MATTER WHAT I DO...so I may as well get abused for winning than made fun of for following your absurd survivor rules. Until the survivor community bands together and show ANYTHING other than abuse for their killers...you LITERALLY give me NO reason to not camp and tunnel when it makes sense for me to do so. Maybe, next time you DO escape a killer and they were playing by your rules, you won't tbag them and clicky them and gloat...its a lack of grace in winning that makes killers NOT care about your fun, because you are CERTAINLY looking out for yours, and mostly at the humiliation of the killer.
THIS! You hit the nail on the head with your post and I hope that many people read it and give it some thought; even though it contains litte new information, but mostly the same old, same old. But when issues get constantly and constantly and constantly brought up, because they are still a very, very, very, VERY big problem, yet for every step forward it feels like 3 things get nerfed, then somethings awry.
I am willing to make concessions and take into account my bias, but in the way the killer community is not only in arms, but many openly stating that they don't care anymore, then something should be done, and better then later.
Camping and tunneling have become a problem, I can see that, but this is the killers bandaid to the myriad of problems plaguing their gameplay. Anf I honestly hope that the solution will be a stab at this problems roots and giving the killers some incentive to play differently, and not again a nerf, debuff or other punishment. Don't use the stick over and over, and only the stick, remember that the carrot can be an even stronger tool.
I myself consider me a pretty capable killer main and I am doing pretty well and have an above average kill rate of 2,66, yet even I feel the burnout. I can't play game after game, without some bigger breaks, something that I don't experience with other games, competitive or not. I really love playing the killer, and I play by most survivor rules, but please, don't hurt the killer community any more and listen to their complaints.
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I mean, if the stuff the peeps here mention was a, singular anecdote, you could brush it off, but getting the same story told on many different styles from different people gives it some sort a validity.
I will add my take to it: in today's meta survivors have a lot going for them and I think that the game on a whole is tilted in the survivors favor. Not as much as some peeps here paint it, but enough to be statistically significant.
And the MMR system added insult to injury. Once you leave the baby MMR regions and face any players that know their way around the game, things get very sweaty, very fast. You either take the suckerpunches, or you play sweaty yourself.
Playing killer is a lot of stress. Not the kind of stress you as a survivor experience, ie "oh damn he got his sight on me!" and then you get chased for 30-60s and then it's over anx you either hide and heal up or dangle from a hook.
As the killer you chase, while Tinkered informs you that two gens are ripe. Do you keel chasing? To you go for one of the gens? There, someone flashlighted you. While constantly eating pallets. While constantly getting looped at strong tiles. You down the survivor, hook him, two gens pop off, etc. You make one mistake and get punisht like mad for it. You have to sweat like you play in the finals of the dbd Olympics, but its just your run of the mill Tuesday match.
A sweaty game every now and then is ok, but when every game every day is an Olympic final, it eventually burns you out.
Some players cope by playing survivors, some by playing the three S tier killers.. and some by camping.
Mind you, I exaggerated a bit, but this is the root of the problem. Playing killer feels more like a chore and survivors lost all fear and respect for the killer... save for Bubbas chainsaw. You can't disrespect the chainsaw, it just doesn't work that way.
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Bro, I really like your attitude and sharp wits in the other topics, but I have to ask this, because I am not entirely sure: do you actually own Nemesis and have you played him any amount of time?
When I read up about him, and during my first two games with him, I kinda thought the same and was miffed at how much he sucked. But by game 4 I was landing my tentacle strikes from way further then I would with my fists, and the whip strikes fast, once ylu execute it. 5m, is 1.25s of survivor movement if you stand still. Really, it's a ranged attack that hits fast, rather reliable and needs no reload. Its held in check by needing to hit survivors one extra time. In the entire trial!
Its Nemesis snowball: it starts a bit slow, but once it gets rolling, boi oh boi, do you have an avalanche heading for the poor survivors. Once you are at Infection 3 survivors are utterly at your mercy and you will be mowing them down left and right, with no time for then to get to a window, because your whip will get to then faster.
I am neither a Nemesis main, nor a RE fanboy, but Nemesis is super strong and oppressive once he gets the ball running, and I will defend this position.
And the zombies are just the icing on the cake. He is strong without them, and you can't rely at them at all, but they are free map pressure and every now and then, when you are not sure were to go next, you notice a zombie chasing someone. I get a lot of value out of the zombie radar every game. Not reliable, but even once or twice can easily nudge the game on your favor.
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I am going against whomever MMR matches me with. It's not that I jad a choice, eh?
But most weren't new players, if they already picked up the lingo and knew how to complain about getting tunneled and camped and knew the survivors playbook by hand :P
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I recently got Nemesis and played a few games with him, so I can now give some feedback to this topic.
At first I thought similar to you, and yes, the power at first can feel a bit tedious and cumbersome to use, but it's actually cleverly done.
The infection is important for the long game. You need to hit survivors with your tentacle whip to build up your own infection level. Once you learn how to time and aim the whip, you can hit survivors pretty reliable from some distance and become very lethal in chases. Dropped pallets become little more then short distractions and you can deal damage to survivors from quite a bit away. Once you get to infection level 3 you can dish out the hurt like a whirlwind of destruction and clever survivors will try to keep the vaccines for the endgame, so that you can't attack then with impunity.
So I feel that his power is far from weal or an "I wanna lose" button. The infection stage is the thing that keeps Nemesis power in check.
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Mind you, I have no deeper knowledge of hacks, but there is supposedly one that automatically activates DH just before you are hit. Of course this could also be just salty propaganda of killers who felt betrayed of an honest down, but eh, it's not too hard to imagine, actually.
But if you got nerves of steel and are pretty perceptive, then you can actually react to the killer swinging, instead of going by feel. DH hit validation allowes now for such a feat, and its responsible for a lot of grieve. That being said, you can still bait out a lot of DHs by just walking close behind a survivor and wait a second or two too long.
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I, too, love Bubba, and I do my best to fight the bad reputation he got as a face camper by playing him semi mobile.
I think the most important perk on Bubba is Tinkerer. With it you can zone in on a gen that's currently feverishly worked on and stealthily jump right between them, chainsaw revving, inducing panic and trauma and hopefully severely bleeding due to chainsaw wounds.
His native perk Franklin's Demise is also super fun and quite hated bu survivors. Any time that you can't get a good chainsaw swipe, just hit 'em with your cattle hammer and keep a mental note about that place. 5/6 times that survivor will want their item back, so you can fake it by wandering off, then turn around.
His chili's are both super awesome additions and you can never go wrong with them.
Super hilarious is his double Iri build, where you use all your charges at once and replenish to 8s mowing and sawing anytime you hit a survivor. With some luck (and unwilling, but participating survivors) you can just keep going and traverse half the map. Mechanically a bit stronger is using just the iri Flesh with the violet chili for long sweeps without speed reduction, but double iri is just a lot of fun and will catch survivors always off guard.
One infamous Bubba build is Insidious Basement Bubba; you can try it once or twice, but its really super unfun. Basically you use Insidious, Iron Grip+Agitation, haul the first survivor you down into the basement and then position yourself behind the wall next to the stairs.
After 3s standing still your terror radius will disappear and you can saw down the first brave survivor who comes for the rescue, starting a basement party. Heck, you could feasible use Monstrous Shrine for your last perk. Many survivors will kill themselves on the hook against this and its really scummy and you won't have anything cool to do, just wait.
I really advocate to a mobile Tinkerer Bubba, he is a lot of fun and many survs are so used to a face camping Bubba that a mobile, hunting one catches them off guard. Oh, and use Bamboozle! Windows are Bubbas biggest weakness, so Bamboozle the manure out of them and start sawing on the other side.
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I mean, if people would start packing Slippery Meat instead of one more DH/BT/DS/IW then more power to them! I would gladly deal with the occasional self cobe instead of these :D
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@Sluzzy said:
Multiple slowdown perks are a big crutch and shouldn't be a thing. There should be a limit to only one slowdown perk in a match.
"Multiple second chance perks are a big crutch and shouldn't be a thing. There should be a limit to only one second chance perk per survivor."
But dayum, compared to your version, my one nearly sounds like a valid idea. Nearly.
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I had this challenge were I had to kick 5 different, distinct gens in one trials and was rather luke warm enthusiastic about it. The map I got was RPD, wonderful!
And my survivors were all clustering in one corner of the map, trying to get one gen there done. So rather quickly I had everyone hooked and two players sacrificed, when the two remaining survivors gave up and gave me the surrender dance.
I nodded and took my chance and lead then to a gen. They worked on it, I grabbed one of them off of it and hauled him over to another gen, were he wriggled off. Then I went to the other surv and did the same :D I relocated one survivor one more time and got the challenge done. The survivors were both puzzled but played along and we waved each other good bye at the gates.
I think this would be a viable strategy to do the other "ugh" Legion tome challenge, ie "grab two survivors while they are repairing gens, while having Discordance equipped. To this in a single challenge."
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I have become addicted to Scourgehook: PR, but that not everyone likes the way this perk works and it's not a no-brainer is a strong indicator, that it is well designed.
A lot of players love it, many hate its RNG element and have no room in their builds for it, so all in all tol quality.
Personally, this perk was the breather I needed as a killer main. The gens were flying left and right and GbR survivors gameplay was so oppressive that I felt anxious right from the start of the round. But SH:PR works well with the way I play. It's regression is acmeaningful chunk, but not OP. But it excels at punishing unsave hooks and I have been in multiple trials were the constant hook trading and short chases after a hook (no tunneling btw) let it go off in short succession until there was no gen to regress left.
Just like perks like BT or DS punish killers for tunneling, SH:PR punishes survivors for cheeky in-your-face unhooks and mindless trading. Wonderful! And the screams on the other hand shoo me over to that gen, so its also anti camp, if you want to get the most out of it.
I don't combo it with Pop, though, because I love to roam free and be constantly on the move, even with non-mobility killers.
One of my most played other perks is Tinkerer (no surprise, its a fan favorite) and M&A. Not every killer geta ton of usage from M&A but it really helps you to get the jump on survivors, who misjudge how far away you are, and panicked survivors make more mistakes.
My secret MVP is Spies in the Shadows. Iys by no means meta, but it gives so much valuable, directional info. By now I am aware of missing crows etc, but with SftS you get a really good notification (agaim BHVR, please make it a clawing sounds effect) and lasting visual effect. I can't count how many times a survivor moved behind my back, only for the crows to rat them out.
My personal combo for Pyramid Head is BBQ (just for the points, really), M&A + Nurse's Calling for awesome downs behind walls (again M&A helps here to miss judge how close I actually am) and SH:PR for all its lovely value.
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@Nemmy_Wemmy said:
You main pyramid head? I thought u mained clown lol
I wanted to be a proper Clown main, but I switched to Pyramid Head :P I am not the most loyal killer player and I switch it up regularly. But Pyramid Head sees my most gametime.
I also want to get into Oni and Artist, but also think that Nemesis is quite fun. And so the Huntress will stay neglected on the wayside, also I know that I would love to learn how to do sick hatchet throws.
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On ppne of my games today I had 3 survivors with slippery meat equipped. But I only saw that in the end game screen, because the game played utterly normal. I could see me equipping it in soloQjust to eventually get the "Not Today" achievment and because soloQ is sometimes pretty rough on the save unhook scenarios.
But as a killer I actually never even notice it .. its just that rare. There are the occasional deliverance users, but kudos to them to get use out of such a niche perk.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2723080#Comment_2723080
It wouldn't be that... certain players over exaggerated the usefulness of certain perks and expected them to be the only thing they ever see, it definitely wouldn't be that again, no?
You are right that people will always exeggerate here, on other forums or everywhere in the internet,ESPECIALLY when you have a valid problem at your hands. I honestly think that CoH is way too good with too many advantages in one neat little package, that everyone can benefit from. Hell, CoH has been discussed up and down all over the place, so I wont repeat it here. Lets see that a high percentage of this forums population agree that it is too strong, and I think so too, but that doesn`t mean that every other game you see some tooled out squad abusing the hell out of it.
I remember some really aweful games in the two weeks of its release where some survivors would heal up from the damage I just gave them by the time I caught up to them, but after that it slowly simmered down. CoH is BY FAR the most popular boon perk, so surprise there, but luckily most of the soloQ players seem to rely on their dependable old school meta builds. But in the hands of a properly tooled up swf group there is hardly anything you can do to counter it.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2722116#Comment_2722116
you're better off using iridescent flesh + chili, since carb tuning guide decreases your speed, and it'll consume all tokens for breaking a pallet which can suck. chili gives the same benefit without the downsides of tuning guide. it's only worth using if you don't like timing your charges.
iri flesh is really nice though, i like it.
You are 100% right with your assessment, but there is something pure or cathartic about slotting in two iri add ons that work together so beautifully. And with a lucky run you can keep sawing for half an eternity and traverse the map from one end to the other ... well, not really, but there is a very fun youtube video from OhTofu were he has some awesome footage of that combi :)
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@AnneBonny said:
that slinger one got me
Same. It short, but concise.
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Tbh, Scourge Hook: Pain res was a gamechanger for me. I don't have it unlocked on each of my main killers, but I cherish the ones who got it like nothing else. SUre, the perk is a bit RNG dependent, but if you can accept this, it offers just so much!
Whats especially dangerous with this perk are trades. I once had a trial with Pyramid Head on Badham that was essentially sealed by this perk. After a somewhat bad start I finally cornered and downed a survivor and hauled him over to this rather central Scourge hook. The others survivors were deadset on trading on that hook, so in quick succession I had regressed all the gens so that the last hook got nothing to work with and I think the game ended with a 4K and 3 gens remaining.
I really, really hope though that they don`t nerf this one, I just love this perk so much. It gives the oppressed killer game much needed breathing room and helps you come back when a chase took way to long but you got no other options. WIth some luck you can keep regressing that one gen that 2 survivors were focusing on the whole chase and maybe even knock one of them down, regressing it even further.
But it also has counterplay, as canny survivor will notice that you take long walks to ensure that their downed comrades ALWAYS get hooked on that one hook over there, opening up much bodyblocking and sabotaging play. In one fun game I threw the downed survivor down just in front of the hook and chased the saboteur. Took just long enough to down him to get back to the orignal one and hook him on the respawned Scourge hook and take the would-be-saboteur to the same one, when the remaining survivors unhooked. That one Scourge Hook gave me so much value.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/302354/my-killer-stats-the-first-50-entries
May i do a little suggestion?
As nice as it looks i personally would take 50 times of 1 killer and break it down into kills, escapes and the amount of hooks you had that game.
As a little extra you could also include the add ons you used per match.
Thanks for the suggestions.
I will keep taking notes of all my kills, as I want at one point some 300 entries, and I can always sort that document for killers (as you can see on the second pic), but just playing one killer exclusively seems tiresome, even though I would get much better with that one. The add-ons are not a bad idea, but as I am still in the process of prestigeing my favorite killers, I mostly use whatever I have at hands.
The problem with taking notes on the hooks is that I would have to do this on the fly during the match. All this data I gathered could be picked up from the after game screen and my recollection of the last few moments or overall impression of the match (did they get hatch? did they BM me a lot?), so I am actually not that hot for counting hooks.
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@dugman said:
Cool stats. 🙂 2.64 kills per match is a respectable number too. 👍
- The “toxic/nice” column is obviously kind of subjective but matches my theory that there’s maybe 10% of people who are just ######### generally speaking and you run into them randomly every few matches simply because there are four survivors per match. And there are similarly maybe 10% of people who are nice extroverts in chat who like to have a pleasant conversation. We just hear more about the ######### on the forums though because people don’t come to the forums very often to talk about a nice conversation that had but they do come to complain or laugh at the rude jerk they just met.
- Dead Hard being in 68 out of 200 survivor perk slots and Borrowed Time 72 isn’t surprising, Dead Hard is easily the most popular exhaustion perk and those two perks are easily the most popular perks generally speaking, at least among above average survivors.
Thanks a lot :)
Regarding the toxic/nice column: yeah, thats about as subjective as it gets, lol, but a few comments up I explained how I evaluated the survivors behavior. Also, a bit of trash talking might be ok, but if you got a crushing win, why do you need to gload about it with the likes of "Lol, ez, babykiller, worst killer ever lulz"? I guess most of this players are just kids and well, are just dumb little pre-adults, but they are easy to deal with.
Fun are those that explain the survivors rulebook to you and why you are the bad person in this game, ruining everyones fun. I met one guy, though, who explained that he farmed and fooled around most of the time and always gave the killer a mercy hook if the game went bad for them, because he doesnt care about living or dying, just that everyone got their bloodpoints. He sounded pretty genuine and I felt bad for killing him, after he gave up. Oh well :D This game and its made up rules and behaviors :D
Dead Hard and Borrowed Time are pretty much the most popular survivor perks. I didnt play much as a survivor, but enough to feel the pain of getting tunneled mercilessly of the hook without a fighting chance. I actually wouldnt mind if BT would be base kit IF you couldnt bodyblock at all and maybe even strikes went through, so that the unhooker was never save, but the unhooked survivor could get away rather easy, if they chose so.
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When the boons were fresh out of the box I had a lot of these meme matches, where the boons were up literally everywhere and survivors had optimal healing builds and would vault and heal up right in front of my while I was still deciding if I wanted to destroy it or walk around. It was really aweful for a short while, but I guess it also wasnt THAT exciting, for the fad died down pretty fast. Still, CoH sees enough play to always keep it in the back of your heads, but many survivors seem to be reluctant to let go of their beloved "old" meta, which is a good thing, I guess? Because I still think that CoH is busted and offers too much value in one neat little package. Maybe everyone is feeling it and some peeps dont want to use it as a crutch too much, and then have it taken away in the next patch.
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@AngyKiller said:
Oh boy! Let's make DStrike more powerful by removing the skillcheck, and let Survivors do it on demand! This way, they can DStrike as they are brought to a hook, thereby wasting the Killer's time!
Time, I may add, with the current gen-speeds, the Killer barely has any of!
Not to mention; I've hooked Survivors who never popped their DStrike. I can only assume it's because they screwed up, thereby giving me a 2nd, or even death-hook, I would not have had otherwise.
Then there's the times Survivors may let the skillcheck pass because it looks like a friend is about to get a Flashy or Pallet-stun, only for them to screw up.
Your idea removes that. It becomes a binary 'Screw the Killer on demand' button. And even if each Survivor gets 1 use still; that's 4 'Screw the Killer' buttons per match.
Wait for a pallet save; they missed! *Presses "Screw the Killer" button*
My friend is going to try a flashlight save! They messed up! *Presses the "I get away free" button*
Pass. Even if it's a bit harder to see on first glance; this change would completely break the power. It goes from 'Use now or miss it' to 'Use whenever I want, because screw you, Killer'.
It changes attempted saves from 'Do I DStrike or see if the pallet save works?' to 'I'll see if the pallet save works, THEN Dstrike at will if it don't'
A measured and well thought out response without vitriol, snarkyness or trying to demean your debate opponent. A rare sight on this forums, therefore I applaud you. For being such an angry killer I came to like your last few topics and comments :)
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Some stats that I derived from my little shart:
I played 50 games, and I ended them in this manner:
4K: 20, 3K: 11, 2K: 6, 1K: 7, 0K: 6
So 31 games were a win, 13 a loss and 6 a draw.
My most played map was Grim Pantry with 5 trials, and on the notorious survivor sided maps Haddonfield (3) I got all wins; same for my 2 games in Badham Preschool; on Ormond (4) though I was underperforming, so this is probably one of my weaker maps. Most of the other maps were rather even, with wins and losses.
Pyramid Head and Bubba are probably my best killers (PH: 4/4/4/4/4/3/3/3/2, B: 4/3/3/3/2), but I also 4Ked my two Oni games, which is good, because I wanted to invest some more time into mastering Onis charge. My Clown games, another favorite of mine,where always extremes, either ending in a 4K or 1K.
I didn't play any matches with Nurse or Blight, as I didn't feel like it. Nurse was my first character that I leveled from 0-50, but never touched her since, as she plays so different. Maybe at one day I will try to join the cadre of OP nurs players, but right now I am pretty happy with Pyramid Head, Bubba, Oni and Clown. That being said, I didn't openly disliked any killer. During the times I took note I didn't play all my available killers, but I really don't think that you should give the meta too much consideration. Unless you sweat it every time and rise to the highest hights of the games MMR system, you can have fun games with all the killers, so just chose those that you like mechanical and thematically and don't let the meta or pick rates dissuade you from following your heart.
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@[Deleted User] said:
MORE STATS... lovely! I was especially looking for your Bubba games as my main is this guy XD
I sorta half-main Bubba and always come back to him if I feel down and want to scare some survivors, because all this bodyblocking or cheeky unhooking stuff just doesn't work against Bubba. Sadly his kit is easily abused for facecamping, because I think that he is an excellently designed killer thats always scary, yet manageble with clear cut weaknesses.
That said, I take pains of NOT camping with Bubba, because he got such a bad reputation. I play him with Tinkerer, so normally when I hook someone, somewhere on the map a gen will reach 70%. Nothing brings me more joy then crashing a gen rushing party while being Undetectable and just jumping right between them, chainsaw revving :>
My Bubba is at lvl 50 and once I used up all his cooler add-ons I wanna prestige him.
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@RodrigoFlecha said:
https://forum.deadbydaylight.com/en/discussion/comment/2722119#Comment_2722119
Remember that it's very easy for survivors to dodge the special attack, so your argument doesn't count. Should already leave the injured survivor
Who are you, Greater Arbiter of Balance of DbD? I would say my argument holds a much water as yours: you just want to see his power buffe: why? Because you like him stronger? Or is he too weak? Is he underperforming? Bugged? Whats your argument in this regard, that counts? Besides story and lore issues that state how strong he actually is.
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@RodrigoFlecha said:
Another thing that should change about him is that his special attack should already hurt the survivor in the first attack and doesn't need three attacks for the survivor to fall. Very weak, even ugly.
The three damage states are a classic balancing act: if his tentacle strike would just do the normal "Injured - Dying" progression, it would be really, really strong and oppressive, maybe even the best power in the whole game. And the vaccines, while not thaaat important, offer a little more interaction and another thing for the survivors to do. Most often it will come into play in the endgame, when the survs want to heal up for their run towards one of the exit gates.
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Bubba with both his Iri add-ons is just some deranged mofo. I play this combo every once in a while, and nothing can prepare the survivors for whats comming. I once got 3 survivors down in one activation! I disturbed an unsave unhooking in the classic Bubba fashion, but then kept chasing behind the unhooked survivor with his BT and hit him twice, then noticed another survivor at some nearby gen and also caught that one. The last survivor managed to pick one of the others up, by the time I had hooked two, but the game was pretty much over by that time and I gave the last one tha hatch ^^
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@GoodBoyKaru said:
Isn't he like 115% and in tier 2 has the best pallet break in the game 🧍
All true. But he got no charge attack, like in the resident evil games, so I guess some fans find this sad. Balance is always a tricky thing.