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Altarf

Altarf

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  • He doesn't need much at all - I just think they should increase the duration of the invigorated effect by 2 seconds or so. Right now it's worthless for map mobility because of how short it is, and is only useful in a chase - which clown wasn't exactly lacking in before. Plus, it would make survivors actually want to go seek out the clouds to get their 7 seconds of zooming like Almo intended.

  • @PokemonGOPlayer said:

    It has been proven multiple times that Trickster just has a very high learning curve, learn how to play him before complaining, the right add-ons can make a massive difference in outdoor maps.

    Source: Dude trust me

  • @SMMCharlie said:

    They should give a hard penalty for toxic behavior on the survivors. They would only heal, repair and open the gate. They would not vault pallets, windows, drop pallets, crouch, sabotage hooks, use items or use perks. They would wear a dunce cap and they would also go slower. They should learn to never be disrespect. The ones wearing the dunce cap can't escape through the gate and the killer can choose to kill that survivor. They would also loose a lot of ranking.

    I know the Resident Evil chapter is coming out soon, but you don't need to reanimate dead threads to celebrate

  • 1. Remove SWF.

    2. Remove solo queue.

    3. Remove the Play As Killer button.

    There. The game is now a fun party game in KWF. No balancing needed.

  • @Seraphor said:

    Yep, it's common for killers to rank up too quickly, then have difficulty getting back down to the rank they feel they should be at.

    It's because there's a sudden leap in player skill around the purple/red ranks, which changes the game from being killer sided, to survivor sided.

    You won't do well in red ranks unless you play a strong killer (Trapper isn't one of them) and take a lot of gen defence perks (which you don't have there).

    I am generalising of course, but statistically speaking, you'll be facing better survivors at that rank who know how to play with killers.

    The perks you have on are widely regarded as 'crutch perks'. Bitter Murmur aids you when you fail (a gen pops), NOED is a back up for when you really fail (all gens are done), Agitation shouldn't be necessary most of the time, and Deer Stalker is for when you lose a downed survivor which also shouldn't really happen. They all scream "I am having trouble" so yeah, you definitely shouldn't be at rank 5 yet.

    If you're happy losing a lot of games, just power through and take it as an opportunity to learn and get better. Otherwise you can try to de-rank. Your best strategy to win games at that level is to try to use the basement as much as possible, but if you want to translate over to other killers then you can't rely on the basement all the time.

    Eh, I wouldn't really agree with that crutch perk part. Yeah, NOED is the king of crutches, but perks like Bitter Murmur and Deerstalker actually help you. Calling them perks that reward you for losing and playing badly isn't really accurate - by that logic, Enduring is a crutch perk because it'll only activate if you get stunned, and Tinkerer is a crutch perk because it rewards you for letting generators be repaired.

  • Because Coté sold his soul to the devil to make Dead by Daylight functional, popular, and wildly successful despite how many mistakes and poor decisions they make. When you agree to those terms of service, you sacrifice a part of yourself over to BHVR. There's no stopping it. No matter how many bugs, how many performance issues, people keep crawling back, don't they?

    It's Coté's curse. They don't need to fix the terrible optimisation if Baphomet uses his black magic to keep the game successful.

    On a serious note, though, there's no real financial incentive and fixing everything is probably just difficult enough to do that it's not very appealing.

  • 1. Curtain Call.

    2. First main was Claudette, I guess. Current is Adam.

    3. First was (old) Freddy. Current is Plague.

  • I mean, killer powers are basically the ultimate crutches. If you can't catch me at shack and 3 connected jungle gyms as an M1 killer, you're clearly just bad.

    I joke, but I have been told that I only win because I used my power.

  • Because it's probably fun for them.

  • @MadLordJack said:

    Trapper, Huntress, Hag, Deathslinger, Pyramid Head.

    Eh, I'd argue PH can use Ruin pretty well - or rather, it's the only slowdown perk he can use. Pop isn't worth running on him due to the cages, surge isn't worth running due to a lot of your downs coming from POTD, Oppression isn't worth running because it's Oppression, etc. With Ruin, you can immediately get back to pressuring gens after caging somebody without letting them work on gens uninterrupted as you hook.

    Then again, I actually like to use cages on him instead of playing him as Punishment of the Damned man, so maybe Pop is better otherwise.

  • Cruel Limits:

    When the survivors complete repairs on a generator, all windows and dropped pallets within a 24/28/32 meter range of the generator are blocked from being vaulted until the next generator is fully repaired.

    When the Exit Gates are powered, all windows and dropped pallets within a 16/18/20 meter radius of any completed generator are blocked from being vaulted for the remainder of the trial.

  • Probably Cursed Legacy. We haven't really reached that peak of excitement, hype and overall quality since - the only real contender being Silent Hill, but that was let down by Midwich - and, Pyramid being unfair and with useless perks at launch.

    I still remember when everyone thought Spirit's dad was going to be the killer and human Rin was going to be the survivor. Would've been cool, but I wouldn't trade Oni for the world. In my eyes, he's sort of the new Hillbilly as the ideal killer to balance around - fun, strong, meaningful counterplay, high skill ceiling, amazing design and aesthetics; hell, even not too intimidating to pick up and play, unlike Blight, Twins, Nurse, New Billy, etc.

  • There's a lot that goes into Plague, she requires a lot of strategy, mechanical skill and game sense to play. Probably why she isn't played much.

    My short tips, as a Plague main, would be as follows:

    -When rounding a corner and holding your puke, aim at the wall instead of the survivor when you turn. This will make your puke's momentum arc in such a way to hit the survivor with the vomit stream even while turning. Makes Corrupt Purge much stronger. Very useful at most loops and at shack.

    -Don't be afraid to hit a partially infected survivor. If you can get just a drop of vomit on them and you don't think you can get much more (like if you're at a jungle gym) just hitting them and leaving to infect someone else is a good idea. This is most useful during the early game. You want to get as many people infected as soon as possible. Of course, vomiting until they're broken is ideal, but this is uncommon against good survivors and good tiles.

    -Your vomit, both Vile Purge and Corrupt Purge, has a much further range than you'd think. As long as you're walking forwards (momentum makes the puke go a lot further) and aiming as high as you can, you can hit survivors from... I want to say 14 meters, or so? Extremely effective, and satisfying every time.

    -Try to have 2 or 3 pools corrupted at a time - any more or less is bad. If you don't have a backup pool, using Corrupt Purge is a massive risk and can make you an M1 killer for the rest of the game if the survivors realise you have no more corrupted pools. If lots of pools are corrupted, you run the risk of overflowing, cleansing all the pools and essentially forcing you into using Corrupt without a backup. Yes, this means you may have to micro-manage who you infect if the survivor team or individual survivors like to cleanse. People say you want survivors to cleanse as Plague, but in my experience, it's the exact opposite - you want people to cleanse rarely, not often.

    -Run Infectious Fright. It synergises so well with Corrupt Purge (and even normal Plague) that it's as mandatory as it is on Oni, in my opinion. Easily her best perk - Infectious with Corrupt Purge makes Plague one of the scariest killers in the game, as long as the Plague is good. Hex: Ruin is a great choice, also, as survivors will naturally be pushed off gens during Corrupt Purge, during the early game you can vomit on unfinished gens to force the survivors to either get themselves infected really early, or let the gen regress with ruin for 35 seconds. You can also infect the totem for bootleg Thrill of the Hunt. Corrupt Intervention has anti-synergy with Plague, think twice before you run it - you can't infect those far generators and most of your infections early game come from interrupting the first few gens, infecting them, and spreading the infection efficiently.

    There's a lot more, but those are just some tips to using her power well. Would like to make a Plague guide someday.

  • It'd probably come down to the Hillbilly's speed limiter due to it removing his chase power, the Blight's placebo tablet (do I really need to explain), the Trickster's memento blades due to making his already weak and slow chase power even weaker and even slower, or Nurse's white nit comb due to how it removes the post-blink lunge.

    Depending on what you consider a meme add-on, Vanity Mirror could also be a good choice for worst.

  • Even at literally maximum sensitivity, he can only turn about 30-45 degrees in an attack at most. It's awful, and pretty much physically impossible to hit a juking survivor unless they don't have eyes or you predict their every exact movement in advance.

  • Honestly, might be better off not having killer perks changed. Remember the Knock Out "buff" which stopped it being useful on anyone but Myers without a dedicated build by adding a basic attack requirement? Or the Thanatophobia "buff" which removed the healing part at the expense of 1% more slowdown?

    I like my Infectious Fright the way it is, thanks. If they give it a basic attack requirement, then Plague is now considerably worse, same as Oni and a good amount of other killers. Don't want that in exchange for, like, one second longer screams.

  • @MadLordJack said:

    Nurse - I think most people know how much I hate Nurse at this point.

    Doctor - I like to occasionally employ stealth and also for my opponents to not have the ability to uncounterably facecamp.

    Lery's - I'm a Blight/Plague main. And I dabble in Oni, Huntress and Demogorgon.

    Haddonfield - Even as a survivor I will lose automatically. Something about the guilt of playing on such a dumb map makes me play very poorly.

    I'm curious - how can Doctor uncounterably facecamp? As long as you wait for the shock to expire and then run in immediately after, you can get the unhook off - 1 second ish to charge and then a full second to actually shock the survivor is longer than the 1 second to unhook, which automatically unhooks even if shocked when near the end.

    Old Doctor was a different story, but unless I'm missing something I can't see how the new one can.

  • Nah, they turn like that when they're interacted with. Meant to be them being drained of blight goo.

  • I feel like a lot of the nerfs could be reverted, especially the penalties upon waking up. Twins are only strong if you go for mass slugs and camp with Victor, and the Victor fatigue tokens (an idea I actually quite like) and Victor getting crushed when a survivor is hooked near him pretty much solve those two issues. Don't think the rest are necessary - especially the waking up debuffs, those incentivise only playing as one Twin and not, you know, using their power creatively and switching between them often.

    The pounce leapfrog and dismount also I don't really think are necessary - I can't see them having much practical use. Calling Charlotte over though with pathfinding a.i. is an idea that is borderline required if they ever rework Twins and something I've suggested myself.

    Remove a good deal of those nerfs though - Victor having a longer pounce cool-down for every downed survivor is a great fix for their slugging, but punishing them for cancelling the pounce isn't as you need to cancel the pounce due to how slow Victor is while charging. It'd be like PTB Billy where he overheated in five seconds because of chainsaw baiting and letting your chainsaw charge down. Otherwise, good stuff, I think.

  • Weakest - Trickster, if counting add-ons. Without add-ons it's Trapper easily.

    Strongest - Nurse, duh.

  • Yeah, not being able to bump into the shack (or most objects on the reworked maps, to be honest) is a real downgrade, despite how much the higher POV is nice. Also not a fan of how your attack is now so high up that it can miss windows and the like.

  • I think it should still be able to kill people - but it should give you a (minor) speed decrease, like half of Judith's Tombstone, and should lock you out of Evil Within III for the rest of the game. So in exchange for killing someone potentially almost immediately, you're becoming a slower M1 killer for the remainder of the game. That's the best I can come up with by keeping the Tombstone Mori part and still making the add-on useful.

  • @Xzan said:

    Okay lets see.

    The Game: Before Rework - Killersided. After Rework - Survivorsided.

    Haddonfield: Before Rework - Survivorsided. After Rework - ?????.

    Yeah, but BHVR are clearly on better terms with the Saw licensers, and have a better, more fluid contract. Not only was BHVR more competent at getting licenses after, what, four previous bits of licensed content, but Pig and Tapp got cosmetics. A few, actually. The question is whether the rigidness of the Halloween contract will translate over to the Haddonfield rework.

  • Play Huntress.

  • Because BHVR don't want add-ons that interact with gen speed. Hence why they changed begrimed chains on Bubba and Billy, the ropes on Freddy, and probably some others I'm forgetting. The replacement for Begrimed Head was really lazy though - would've been cool if it was something like applying Broken, or bootleg Huntress Lullaby and making survivors have no skill check warning for a minute.

  • Yeah, this works most often on Chapel - Victor has that thing where if you're too high up he dies automatically when landing on something, but some objects fall just under that height limit and Victor can stand on them. Some examples include LT wall windows, fire barrels, some of the crates on Chapel, etcetera.

    I think it looks hilarious having Victor chilling on a fire barrel but in reality you can mega facecamp somebody by parking Victor on top of a low to the ground object near a hooked survivor so he can't be kicked. Still, only really usable on Crotus Prenn maps.

  • You only really want to use Victor's pounce at two ranges - right next to them, and the absolute maximum of the pounce's range. Most survivors don't try to Juke a max range pounce because they underestimate how far Victor can fix and going right up to a survivors means you can kinda backrev them like Billy, provided there aren't any windows or pallets nearby.

    There's other situations where you want to use it, but most of the time you want to pounce from point blank. Also, run Toy Sword - it makes pouncing a lot easier.

  • @[Deleted User] said:

    Twins is incredibly slept upon. It baffles me how people think they are among the weakest in the game, while in fact they are A tier material. Great camping and slugging potential, defends 3 gens as good as Hag and Victor is a great antiloop.

    Because in order for the Twins to work, the survivors have to not know how to counter them. (healing, sticking together, kidnapping Victor, etcetera) Plus, the Twins player has to be willing to mass 4man slug and camp - and if we're judging killers in a tierlist based off sweaty and scummy tactics, then Bubba is S tier because he can guarantee at minimum 2 kills via facecamping. Hell, most killers instantly skyrocket in tier placement if you're willing to go for 4 man slugs at every opportunity. It's unfair to judge Twins while letting them 4 man slug at every opportunity as better than the other killers who aren't allowed to under a tierlist.

    But, if you don't want to sweat out, the Twins are completely incapable at most things - they're too inefficient to hook survivors like normal, Charlotte is an M1 killer and Victor is useless against healthy survivors. Combine this with survivors who know how to go against Twins, and you'll see why they're B-C tier at the absolute maximum against good players. Source - I play Twins a lot.

    That's just my opinion though, the Twins definitely aren't weak - but they aren't A tier unless the survivors play badly or the Twins player 4 man slugs and tunnels at every opportunity, which frankly is more a sign of how poorly the Twins are implemented than anything else.

  • Once somebody put a coldwind offering and I ended up on Haddonfield. Was playing Billy so I would've been happy to go to coldwind - felt like Coté placed a curse on me for daring to play hillbilly.

  • @lagosta said:

    Indeed, you should report in the bug section of the forums.

    Done. Hope it is a bug and not just another shadow nerf.

  • My favourite combo is Toy Sword + Tiny Fingernail for reasons that should be obvious. (it's like rat liver + rat tail) Perk-wise, my build normally revolves around Sloppy Butcher and Ruin. Add PGTW or Undying depending on how much you feel like gambling.

    Final perk is really up to you - BBQ, PWYF and Devour Hope are all good choices on Twins. PWYF is gimmicky but Victor pounces don't consume tokens so Twins actually kind of work with it. Devour is amazing on Twins but people will be searching for Ruin and will probably blow it up before you get a token, even if you don't run Ruin. Sloppy is non-negotiable though, it's their best perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103636#Comment_2103636

    That's not how it works.

    It's 2% for each survivor awake OR asleep by default, it increases to 8% for every survivor in the dreamworld. Usually not everyone but most people are asleep for much of the match generally.

    Also, his addons "never" strong, are you kidding me? Back when they were 25% and a green addon it was ridiculous.

    Yeah, no. It's 2% per sleeping survivor, applied to all survivors - it's not 32% if the entire team is asleep, that's absurd. This is obvious from playing against a swing chains Freddy, because you'd be slowed from the start of the game, which you are not.

    And his add-ons are useless, I don't see what your point is. His only good add-ons now are the teleport cool-down ones and the paintbrush. All the others do literally nothing - blindness for 30 seconds, skill check fail penalties, gen repair sounds slightly louder (terrifying), exit gate blocked for 10 seconds for sleeping survivors once opened which is an iri effect apparently, dream pallets which make him weaker, etcetera. He should've gotten an add-on pass same as the others to be honest, but it looks like they didn't really know what to do with Freddy's nerf.

  • Yeah, not a fan of this. One of the main reasons why Twins slug so much is because they cannot hook people in the normal killer way - it takes far too long and you're applying no pressure to anyone else during the time of downing someone with Victor, switching to Charlotte, lumbering all the way over with Charlotte, hooking them, etc. They needed buffs to their efficiency - and this just makes them even less efficient. Gonna be playing Twins a lot less if this goes through without any counter buffs.

  • Then use DS to not get tunneled. It has not changed in functionality as an anti tunneling perk, and more people need to realise this instead of never using it because "DS nerf".

    Or, you know, they could just make an Obsession be present in every trial regardless of perks.

  • A good one I heard was a deranged Killer.

    (Multiple puns in one)

  • One is common rarity, the other is rare rarity.

    Thank you for buying the Rift Pass! See you in the fog.

  • Yeah, they got rid of the good part of the music and all the vocals. Couldn't leave Trickster one thing to enjoy.

  • Not many perks work with him, really. Try discordance, I guess? His hex perk is also pretty good, but that's for basically all killers.

    STBFL could also be good given how often you'll be M1ing people.

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063521#Comment_2063521

    yeah if they stop healing it becomes really useless, but comparing to his other add-ons I think it still really good. Yesterday I got a clutch win against a efficient SWF because of this add-on.

    His best add-on combo for me seems to be the Yumi's Murder and yellow shoes. Makes him feel a little bit more like a killer with a power.

  • You have to remember that the killer is stunned during the sprint burst, and then has to (most likely) break the pallet. Since the sprint burst is 4 seconds, and the killer is locked in place for the 2 second stun and then 2.6 second pallet break, you gain an absurd amount of distance.

    It's a high risk high reward exhaustion perk, as it kinda wins the chase as long as the killer doesn't have a movement power that can catch up. The time taken to catch up otherwise is just too long.

  • Yeah, yesterday. I got about two downs with it before the survivors decided to stop healing. And then I became a powerless 110% killer, and you can probably guess how that turned out.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063496#Comment_2063496

    I played against many killer that demolished us with this perk. It’s so so good

    Then stop bodyblocking when you're exposed. Not that difficult, really.

  • How on earth is the Iridescent Photocard good? It removes his power, making him even more of an 110% M1 killer than it already is.

    Once survivors realise you have it, they're going to stay injured. Then, you have no power as an 110% killer. What a strong add-on.

  • Ah, yes, a perk that only activates when you're carrying someone, doesn't tell you if anyone's affected by it, only lasts for 30 seconds, only works on basic attacks and has a big cool-down regardless of whether it activates, that's useless on injured survivors. Truly a meta perk.

    If you're looking for another good survivor perk, look at Smash Hit. You get 4 seconds of sprint burst while the killer is stunned in place and then has to break the pallet. The chase is basically won then, against a killer without a mobility power.

  • @HectorBrando said:

    I dislike Killers with very small skill floors and high rewards, on common language, supereasy to play and extremely hard to counter, things like Spirit, Freddy and to a degree PH, with those 3 any noob can stomp.

    Nurse and Huntress while having an insane reward are much more difficult to play so at least you know if you get decimated is by someone who put a lot of work and effort on getting very good instead of buying Spirit and putting Stridor on her.

    How is PH low skill? The 50/50 sword drag at pallet/window is mostly gone now - the cool-down is enough to drop the pallet if you bait him into cancelling the attack. If he uses the attack, just dodge it, it's heavily telegraphed. At windows it's a little harder, but it's the exact same with Demogorgon.

    Aiming PH's ranged attack through walls, predicting survivors, doing flicks, etc is very, very difficult. Then again, nobody plays PH any more so I'm not surprised people still think he's as unfun as he was pre-nerf.

  • Infinite DS, infinite unbreakable, infinite MoM as is already stated, infinite Sprint Burst. Finally, the game is balanced.

  • That's why they don't make survivor paragraphs anymore. They have to make at least one perk meta or no one will buy it because you're pretty much just buying a perk pack.

  • @GargledFire said:

    Now that we have made the game so easy for killer streamers and brand new players, by removing a survivors ability to deny downs to a killer. We should remove the ability for killers to deny hook saves for players.

    Infinites had no counterplay for downing that survivor without losing the game yourself, and facecamping has no counterplay for saving that survivor without dying yourself. As long as you aren't playing against a brain dead killer, you are subject to the killer's "infinite hook".

    Killers cry they have no objective late game, and it's fine to stand at hook until they die! I remember survivors looping killers 10 minutes plus at infinites because there were no objectives late game either, and killers threw a fit. They regurgitate what they've been told over and over; that facecamping won't win games. Running an infinite won't win the game either, you have to leave it to do gens, but they were removed anyway because it isn't fun to play against. Survivors are told to deal with facecamping, just sit there and watch your team do gens. Remember when killers would chase infinites while all the gens popped? Funny.

    Killers love being able to stand at a hook while you can't do anything, but cry out in pain when you ran a loop they couldn't do anything about. Now that we have kill based matchmaking in the works I'm worried "high level" play will just be killers abusing infinite hooks.

    Seeing killers that actually take skill get nerfed like Billy, Nurse etc. while Bubba gets buffed at facecamping really shows the direction this game is going thanks to all the hypocrites. I'm not upset they removed infinites, I think if you are going to remove a gameplay mechanic you should remove the other sides equivalent. Imagine how many would throw a fit if people said "infinites need to be in the game" "Just 3 gen" "Not every game is a win".

    Taking the bait, might as well.

    If the killer facecamps, they lose unless the survivors have a room temperature IQ and don't do gens, because there's only one killer. Thus, only one survivor being camped/pressured, and their objective is not being completed. Same with hardcore tunneling (if the survivor is good enough to delay the killer for a while)

    If survivors abuse an infinite, they will still win because their 3 team members are doing the objective while the killer is being infinitely looped. If the killer leaves the infinite, the next chased survivor will then go to the infinite while the last guy works on gens.

    You see the difference? There's no solution for infinite loops if the survivors play at above room temp iq, and no reason for the survivors to not just run to the infinite. Unlike facecamping, which is a cheap tactic which doesn't work, infinites were a cheap tactic that did work - and were extremely unfun to go against.

  • Because Nurse, especially when learned at red ranks, is so fundamentally different to literally every other killer that adjusting to her is extremely difficult. The longer you go playing other killers, the harder it is to learn her when you try. Not to mention, Nurse requires a lot of mechanical skill and knowledge to use well, along with being extremely punishing of your mistakes.

    Myers doesn't require one iota of the same level of skill and practice. He is only slightly different than a bog-standard M1 killer. Those 20 hours of Myers would have likely been just as difficult to learn with any other M1 killer, as he was (if I understand correctly) your first main killer. Yeah, you were learning Myers, but you were mainly learning fundamentals of killer.

    Nurse is either the most, or the second most, difficult killer to learn just because of how wildly she shifts normal killer gameplay. At red ranks, or against good survivors, learning will be even harder because of tilt from being bullied and getting curbstomped constantly. At least Blight can be played as an M1 killer. Nurse requires you to jump into the deep end, and none of your killer fundamentals carry over in the slightest.

    But that's just my opinion. Nurse's difficulty can vary for people - moistcritikal found her not too difficult. Guess it depends when you first start to play her.

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