Altarf
Altarf
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Has potential, but the Possessed Chains are just too weak. They're very difficult to use effectively, which I like as it gives him a high skill curve, but even if you land a great skillshot, most of the time all chains will be gone before you even catch up to the survivor, and they'll still make it to a pallet/window. Also, the replacement spawning chains are really, really slow and never do their job.
I think a good way to fix his possessed chains is one (just one) of the following:
1. When you hit someone with a possessed chain, they are bound by 4 chains rather than 3. They are still slowed by the same amount, and can break them with the environment as usual.
2. When a survivor breaks free of all chains, they suffer from a small (5%, 7%?) Hindered status effect for a couple seconds to give Pinhead that tiny window he needs to get a hit when the survivor's outpositioned.
3. Increase the speed/tracking of replacement spawning chains so they actually do their job.
4. You can no longer break chains with the environment. Instead, when a chain is colliding with the environment, it will not apply its stacking slow and will break 50% faster when struggling out of the chains.
I'd also like it if he could perform actions like vaulting and breaking immediately after returning to his body. Right now, there's an awkward pause after using a possessed chain where you can't perform any actions for a second or so, which really limits his already limited chase potential. A lot of his lower rarity add-ons also suck, like the chain distance ones which don't have much of a purpose when the gateway range add-ons exist.
His box is fine though. A fair, strong mechanic that unlike RBT's have both game delay and chase power, while not being really abusable by either side. Wouldn't change it.
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It's an awkward situation, yeah. Starstruck excels so much on Nurse compared to literally every other killer, and Infectious makes it even harder for survivors to get away. But both of these perks are in great spots, and Nurse doesn't deserve a nerf to her power.
If I had to fix this, it'd be by giving Nurse a reduced TR. Something like 24m TR. It would make her fall in line with the other "slow but strong power" killers, and wouldn't affect her gameplay too much - you rarely use TR as a main way to determine Nurse's proximity anyway, you use the blink sounds - but would lower the effectiveness of Starstruck+Infectious.
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Keys and hatch campers.
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@Sandwich_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/2601986#Comment_2601986
would you say allowing his PotD attack to go up or down terrain (such as stairs) would make him too powerful or would that change be alright?
It can already go down stairs as long as you don't fire from right on top of the incline, but going up terrain shouldn't be that big of a deal. I can't say there's too many situations where that would matter, unlike Twins for example where the inability to go up inclines really hurts them.
Something that would make him too strong would be making Punishment travel faster when shot. That way his shot would be very easy to land and near-uncounterable in the right hands.
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No, but it doesn't need much of a nerf. Just make it Expose everyone when the last gen is done rather than upon the first hit, so it feels better on the survivor end and you can play around it.
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As a Pyramid main myself, I couldn't disagree more.
He is borderline perfectly designed where he is now - referring to Punishment of the Damned, I mean. He just has a very high skill floor and ceiling for landing shots, which makes sense considering the strength of his power. Punishment of the Damned is one of the strongest chasing powers in the entire game. With it, PH is the only killer except Nurse who can get a hit at any tile at any time - he is ALWAYS a threat, even more so than old Slinger. It's just that only a good PH will demonstrate this, and bad ones will constantly miss shots and only go for animation locks.
He isn't reliant on animation lock hits; those are just the easiest and most guaranteed. To truly master him, you need to practice corner shots, blind prediction shots from learning survivor movement patterns, wildly spinning from side to side with your camera while charging Rites of Judgment to make the survivors confused as to where you're going to shoot, flick shots during your increased camera sensitivity time at the start of Rites of Judgment, purposely misaiming "obvious" shots so survivors will dodge into your actual shot, etcetera. You need to get into the survivor's head and shoot accordingly - if you aim your Punishment correctly, it can be impossible to dodge during the time window unless you're at max range. And even then you can predict which way they're going to dodge and get a very satisfying hit.
I rarely fake with my power into an M1 at all while playing him, because a good PH simply doesn't need to - a well-aimed Punishment can hit the survivor anywhere as long as they're close. That's why I love him, there's always room to improve and your skill is the most important factor on whether you will get a hit, unlike Hillbilly or Pinhead for example where it is mostly up to the survivor whether they go down or not.
Pyramid Head is very hard to learn and play well, but when you do, he is one of the most fun, rewarding and strong killers there is. I agree that he should get an add-on rework, and that placing trails should be made less clunky, but Punishment should not be touched. Cages are mainly an unimportant afterthought to PH gameplay unless you're badly losing and need to tunnel someone out ASAP; I wouldn't mind seeing them being buffed, but by god, keep his Punishment the same. If he gets Slingered or Wraithed into a boring killer with skill ceiling reduced, or someone with a weak chase power only useful for zoning, I will cry.
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No killer can be S tier without some form of mobility. Simple as. Plague is very good, but has too much RNG, survivor dependence and inconsistent chase power to be stronger than A tier.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2600566#Comment_2600566
I love this suggestion and I think it will go a long way to making Huntress more fun, however sitting down for a few mins after collecting hatchets may be a tad overboard.
Maybe must make her move slower until she has picked them back-up? Sort if like Victor’s speed after landing a pounce. Just food for thought.
True, but consider this - if she has to sit down for a few minutes and cannot move, you can counter Huntress by repeatedly blinding her during her rest break with a flashlight. Over and over again. It would be incredibly fun counterplay for survivors, giving a dynamic way to counter the killer player themselves.
Perhaps if the Huntress is blinded more than 3 times during the rest break, she gets cataracts and blurry vision for the rest of the trial.
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I love blighted Nemesis, but I really wish blighted PH wasn't a set. Blighted Nemesis makes sense as a set but PH's doesn't; I realise it's probably part of the licensing agreement but man, I love the blighted pyramid piece so much and wish I could put it on the P2.
Haven't bought either yet, but probably will get Nemesis' at some point due to it being his only skin right now. Hopefully a Mr. X legendary comes soon.
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Huntress should have a stamina bar. If she holds her hatchets for too long or throws too many in a short space of time, she drops all of her hatchets onto the floor and can't attack until she picks each of them up individually and sits down for a few minutes.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2599943#Comment_2599943
Sad, he used to have some of the best addons.
I will forever miss the chainsaw cooldown add-ons. They made him feel so fluid to play, and weren't even too strong. Don't know why they got removed - even charge time add-ons came back, but clearly cooldown was just too OP.
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@shitman said:
https://forum.deadbydaylight.com/en/discussion/comment/2599789#Comment_2599789
The only correct advice is not to play for him? It is sad.
If you find him fun, by all means keep playing him. He's not super bad - he's got good mobility and has an instadown, even if landing it against smart survivors is extremely difficult. But if we're talking about his strength, he is completely obsolete and doesn't do anything unique or better than other killers. He's also got a very poor selection of add-ons. Generally on the weaker end of killers; I'd say he's about mid-high C tier with Freddy and Engineer's Fang-less Pinhead.
Combine that with his various frustration mechanics, like the Overheat, his annoying roar every time you start chainsaw sprinting and poor/ear grating sound design, janky animations, difficulty to play, the fact that he is so easy to counter in comparison to how difficult he is to play, and you start to see why nobody plays him.
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Yeah, you're pretty much on the mark. Billy used to have a very high killrate and BHVR didn't like that, especially since he's free. Also, the lead balance dev has said that he really dislikes Billy multiple times, and given how Huntress Lullaby got changed I find it hard to believe that didn't have an impact on how badly Billy got nerfed.
If you want to play a killer with fantastic mobility, high skill ceiling and a strong chase power, play Blight. If you want a killer with great snowball potential, instadowns and mobility play Oni. If you want a killer with a powerful, dangerous instadown play Bubba. There's really no solid reason to play Billy anymore from a strength perspective.
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Quickscoping was fine, you weren't supposed to be able to reliably avoid being shot at any time. That's what the reel mechanic was for - to give counterplay when shot, and let survivors avoid being downed by getting themselves stuck behind objects. The problem wasn't his quickscope, it was the fact that if Deathslinger walks backwards while reeling, the survivor literally cannot move left or right.
It entirely removed that aspect of his counterplay, and that is what should have been removed. That way, he would have kept his niche as a quickscoping, powerful chase focused killer - not the bootleg, weaker in every way Huntress 0.5 we have now. The quickscope was what made him strong, and what made him fun to play - removing that and forcing players to use his heavily telegraphed ADS with terrible sensitivity, zoomed in FOV, slow movement and a tiny pinprick hitbox is not fun nor is it powerful in any way.
I hope one day they come to their senses and reverse the ADS nerf. If not, then Slinger needs to be 115% to compensate for the sledgehammer he took to the knees. Pyramid Head is 115% and has an infinitely better chase power than Deathslinger and doesn't need to reload - not even counting his Cages and trails. Deathslinger has nothing going for him now besides a mediocre, clunky, easy to dodge, limited range, not-guaranteed hit, difficult to hit ranged ability with long TTK and constant reloads after every shot. While being 110%. And while having an increased TR that means he can't even get shots in the first place due to his heavily limited range and the difficulty of max range reels.
Trickster is better than Slinger now. That should be all I need to say.
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Trickster. At least Twins were a very unique and difficult to implement concept - one which wasn't implemented all that poorly, actually, but in practice ends up involving a lot of slugging and semi-camping by design. But at least their power concept was incredibly unique and complex. Trickster is just easier, weaker, less fun, less counterable and less complex Huntress mixed with Old Legion. Why did they decide to try Old Legion again? Who at BHVR thought this was a good idea? Not only that, but his power is almost a direct clone of Huntress in terms of how it operates on a base level. He's lazy, uninspired, weak and unfun.
It also doesn't help that BHVR have a very clear bias towards Trickster. He gets a skin every major update, he's gotten like 4 separate buff passes since he released, he's constantly advertised and hyped up by BHVR and he even got to skip the Tome queue.
It's very obvious that BHVR made Trickster, and by extension All-Kill, as a cash cow - Huntress is the most popular killer besides Trapper and she's free. BHVR's probably been kicking themselves for making her free, so Trickster's copy-pasted power, constant buffs in an attempt to force him to be strong and massive advertising campaign is an attempt to get those Huntress players to play a "new, better" Huntress that costs money. That, combined with the whole KPOP angle and Trickster's appearance just leaves the whole thing feeling like a very poor and rushed attempt at making money.
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Well, the issue with the anniversary crowns in particular is that if survivors got them just from picking them up, survivors would just rush to a crown and then suicide to get to the next match/crown faster. This happened a lot during some of the game's earlier events, especially the first Hallowed Blight, where survivors would throw the game to harvest pustula plants and then rush to the killer and die.
It sucks but what can you do. It's the same reason that anti-facecamping measures are near-impossible to implement fairly; too much room to abuse it on the survivor end.
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No, it's the exact same time before Rites of Judgment begins.
So when Pyramid Head released, he had the animation that's in the game currently when he activated Rites of Judgment. The "bugged" one. It feels a lot smoother when activating his power - the start of the trail-making is now synched up with the knife being put into the ground.
When they nerfed him they also changed the animation to the one you're probably used to, the really janky and fast-looking one where PH's knife stays awkwardly in the ground for a second without moving before the trails start. All they've done is brought back the old animation.
People have just gotten used to the new, janky one, and because the janky one visually looked faster even if it wasn't actually faster, people think he was nerfed. I hope they don't fix it; it feels a lot more fluid, which is something PH's gameplay has lacked ever since the nerf.
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There is no delay in using his power. They've just brought back Pyramid Head's old Rites of Judgment start animation, which feels a lot more fluid compared to the janky one people have gotten used to.
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Pyrus is a fantastic Demogorgon, I've learned a lot from him. He makes really good guides on Demogorgon techniques on YouTube.
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He Who Must Not Be Named probably got downed by a zombie because of Shattered S.T.A.R.S. Badge's speed buff. Thus, it is clearly too strong.
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Don't
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Were you using the new Seed offerings? I've heard using them as killer causes the infinite loading screen, and I used them 2 times and both caused the infinite screen.
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@TacitusKilgore said:
Honestly i care less about the nerf and more about the people that play him. They nerfed him HARD, and i imagine it really really sucks for the people that have mained him for a while. I hope they can manage to stay sane.
Speaking from personal experience, it's horrible. All my muscle memory I've built up over the close to 2 years of playing him is worthless now - my aiming style just isn't compatible with this new "only animation lock shoot, zone often" playstyle. It's worse than I'd imagined, and sucks all the fun out of the killer.
I think I'm just going to play Trickster now. Not only is he still playable on console, but he's more fun and infinitely stronger than new Deathslinger. And the devs love him so he's never going to get nerfed.
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I tend to switch between killers every game. The only ones I normally don't use are Blight, Hag, and the bottom three; Blight because console Blight is misery and even without that I just don't really like Blight in any way, Hag because you have to adopt a very specific mindset to play Hag and so she's not someone I can just swap to for one game, and the bottom three because I don't play them, am not good at them, and don't really like playing as them.
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Or you could, you know, cleanse the totem. Zombies rarely do anything of note to begin with - matches like you described where they are constantly harassing people off gens is incredibly, incredibly, inexpressibly unlikely to happen unless the survivor team are deliberately working on generators near zombies. Nerfing them for a 1/1000 game where they do something like this is ridiculous, especially when they are useless for anything besides occasional tracking in most games.
Plus, you can literally just walk to the other side of the generator if a zombie is nearby, and it'll lose sight of you and leave. Or go in a locker right in front of it. Or use a flashlight. Or kill it with a pallet. Or get one of your teammates to lead it away. Or just cleanse ruin.
If anything, we should be talking about how to make zombies more useful and consistent, rather than nerfing them. If they just included a feature where if a zombie was stationary for 20 seconds, it died and respawned, pretty much all of the stuck zombie issues would vanish.
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Corrupt heavily impedes gen repairs for 2 minutes, funnels survivors towards you meaning you find them and ambush them faster, and gives you a head start on applying pressure before the survivors can split up on gens across the map.
Lethal shows you that all four survivors spawned on separate gens across the map. And it tells you where to go for your first chase.
I don't really think it's a contest. I'd only prefer Lethal if I had a Hex build, or if I was a high-mobility killer like Blight.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/286776/why-are-pinheads-chains-so-bad
You are complaining about the Killer that Tru3 just recently said was probably going to get nerfed because he's so good.
Tru3 is using Engineer's Fang, Larry's Remains and Hoarder+Franklin's which is practically a different killer at that point. That's like saying that Myers and Clown don't need any buffs because Tombstone Piece and Pinky Finger exist.
If you need an ultra rare add-on to make a killer's power actually useful, I'd call into question the strength of that killer.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2558258#Comment_2558258
Clown only hinders survivors by mere 15%, while Pinhead's chains almost makes the survivor stop in place. I'm not saying his chains are super good, because they definitely could use buffs, but he's not even close to being a worse Clown.
Yeah, Pinhead's chains makes the survivor almost stop in place for... one second? When you're already standing still and have lost distance. And after the first chain breaks, the slowdown decreases dramatically. At max, you'll slow a survivor for about 3 seconds. Clown not only has no speed penalty to himself when using his power, but his bottles have large AOEs and their effect usually lasts for about 5 seconds. It's not even really a question as to who is better in a chase.
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@R2k said:
They are not bad, they work exactly as intendent. U slow down survivor enough to cut the distance. Yes it's not strong when u use them miles away, but they are very good when u are close enough or looping.
But they're not good when you're looping. They simply don't have enough slowdown to make up for the fact you've been standing still for so long, and they're even easier to snap than usual in a loop because of the walls.
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@Anara said:
Agree with you, the speed boost is not a problem, but the inexistant interruption is.
I played a lot of Nemesis recently, I had a lot of fun, I want to make him my new main killer. But Ive seen too many times survivors finish a generator or unhook infront of me because first tentacul hit do not interrupt them.
However at the beginning everybody said Nemesis was a weaker Pyramid Head, after playing both a lot I think Nemesis is better.
A good Pyramid Head has the potential to hit you at any time at any tile with a well-aimed and timed Punishment of the Damned. Nowhere is safe against a good Pyramid Head, and not only that but he also has fantastic zoning, giving him one of the best chase powers in the game if mastered. Plus, he has his Cages for efficient chewing through health states and map pressure, although they're not a particularly big deal.
Nemesis on the other hand has a very limited-range whip that needs 3 hits to down, requires buildup to get to a strong level, and can be dodged by crouching behind even a tiny bit of cover for a second when the attack starts. At higher tiers the tentacle can become a real threat, mainly due to how it effectively nullifies pallets, but it's nowhere near as strong as Punishment of the Damned even at tier 3. He also has zombies, which mainly just give Nemesis information at random times and get stuck on walls. Rarely do they actually even come close to hitting survivors with brains.
Neither are bad killers - in fact, I'd argue Pyramid Head is the 5th best killer in the game, tied with Oni. But the sheer difference in potential strength when mastered between them is staggering. Nemesis is a lot easier to play but is nowhere near as strong. The three hits to down thing really hurts him at higher levels of play, because good survivors will make you work for successful tentacle hits and will hold W after being contaminated, leaving you with no pressure.
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I do agree that PH's zoning is frustratingly strong. Dodging Punishment of the Damned is very easy, so I understand why many less experienced PHs decide to zone instead, but it still takes very little skill to perform.
I think a good way to solve the zoning problem is to increase the cooldown before being able to M1 after letting go of Rites of Judgment by an extra second, but allowing PH to move at either 4.4m/s or 4.6m/s during this cooldown. This way, PH can lay trails and cancel his power without losing a massive amount of distance like he does now, but he gives survivors time to vault/get to a safe place during his cooldown.
PH used to feel really smooth before his nerf in terms of laying trails, and frankly I just want that back. Current PH, as much as I love him, feels very clunky.
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Give her Gearhead base kit.
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I don't think much will change about either's base kits. BHVR have stated before that they're happy with how Legion performs right now, and Legion's extremely popular and likely makes up a good chunk of killer cosmetic sales. I doubt they're rushing to change his power much, beyond some add-on reworks and maybe a base fatigue reduction to 3 seconds.
Ghostface, on the other hand, doesn't really have much room for basekit changes besides just lowering his cooldown. His stalking works as intended, his reveal mechanic (on paper) works as intended, and the Undetectable works as intended. It's just that none of these are particularly powerful.
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Oni, Freddy and Clown's are my favorites.
They hit that perfect balance in length and depth between "scary killer killed everyone for an unexplained reason and then was never seen again" of the older killers, and the overly-long stories of the newer killers that leave absolutely nothing up to interpretation. Oni and Clown's stories fill in the background of the killers, give reasons why they do the things that they do, have satisfying but interestingly-mysterious endings, and - most of all - leave some things unmentioned. Oni has a bunch of hidden and important details about his character that you can discover by reading through his add-ons, which I love and wish they did more, and Clown's murder career leaves just enough unspoken to let the reader's mind run with the implications of what he's done. Some of his add-ons and background text imply he's done some really, really morally reprehensible things, which is much more freaky to realise later than the modern version: being spoonfed what happened in an encyclopaedic retelling of literally everything that has happened to them since they were born. (Looking at you, Twins and Legion's tome.)
Freddy's lore is also (imo) the best licensed killer lore they've ever written, expanding on the film and giving a genuine reason for him showing up in the fog. The intersection between his story and Quentin's is also really well-written. The closest they've gotten to it since is Yun-Jin and Trickster, but those two don't quite match up to the dynamic duo from the worst licensed chapter, whose intertwining stories feel a lot more natural.
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A while back, a developer (Ethan I think) commented on this. They don't want you to hit somebody and then immediately sprint up again with Frenzy. If I had to guess, it's because they think it messes with Legion's intended game flow - seeing a healthy survivor, popping Frenzy and getting as many chain hits as possible. It's also a leftover from the time where Frenzy was lethal and could be activated at any time, instead of only when fully charged, to limit how long Frenzy could go / how commonly it could be used. But frankly I don't think this is necessary at all. Why would anyone go for an M1 and then catch all the way up with Frenzy when they could have just hit them in Frenzy first, and then continued to run and cancel their power next to the survivor?
It's just one of the many restrictions they put on Legion in the Great Legion Nerf of 2019(?), heavily nerfing almost every aspect of their power to brute-force the completely broken Legion into a state where he didn't cause mass DCs in every single game. They've just never bothered to remove it.
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I love the survivor possessing mechanic + maze search part of Delusion. An amazing idea! I'd had my own concept floating around about a killer whose power would teleport survivors to an arena area made of random tiles, and they'd have to survive 30 seconds in this arena without being hit by either an A.I. or player killer, but a maze is such a cool idea.
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He is boring. Not particularly strong, not particularly weak. No real areas where he stands out. Average at most things. Easy to play, basically nothing to learn in order to properly play as or against him.
It's a sorry state, really. It's probably never going to happen because of the ever-important statistics, but I hope one day they revisit Freddy's power one more time to try to make him more like his original version. Current Freddy is just an underwhelming, boring Clown with a teleport, a worse chase power and pseudo-stealth, all of which rely on survivors not waking up.
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@Clevite said:
His passive power is a bit BS to verse, I mean he gets slow down during chase for doing absolutely nothing.
Successfully Playing as him is strongly related to his passive working in your favor.
He is too RNG based and little skill for me.
The passive chains only activate if all four survivors ignore the box for 90 seconds, which they can see the aura of at all times. Pinhead might have done nothing to trigger the Chain Hunt, but the survivors also did nothing. It's like saying that Pig's RBT's are BS because they can activate and potentially kill you without her doing anything.
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@Labrac said:
I think the RE chapter was done super poorly. Nemesis doesn't even feel like Nemesis without some sort of running ability or weaponry, the zombies are super bland and annoying for both sides and his actual power is so lackluster that even Trickster is arguably better than him.
SH chapter was much better indeed. Pyramid Head is actually a scary chaser and the cages, although technically not in the games, fit super well his power.
I don't think the problem was the lack of horror because Stranger Things isn't even a horror franchise and I think everybody agrees the chapter was a success.
Technically, the Cages are from the game. They're called Deathbeds in the files and the final boss is inside of one of them when they fight you, which has story significance considering who it is. I don't think Pyramid Head ever interacts with them, though.
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Slinger is my favourite killer in DBD besides Plague and PH, so I doubt I'll just entirely stop playing him - but if he comes to live the way he is on the PTB, I'll probably be playing him a lot less. Quickscoping is the fun part about his power, and all the PTB changes seem to do is remove quickscoping and buff his zoning, which I refuse to do out of principle.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2540510#Comment_2540510
Thank you. Thats exactly what im talking about but its hard to explain myself because im not english.
Killers are ranking up too fast compare to survivors.
So its harder for killers and too easy for survivors.
Another issue is that survivors just have 1 MMR rating. If they lose, it'll probably go down. If they win, it'll probably go up. No other things to worry about.
Now, because BHVR were lying when they said that MMR will put the killers you're worse at against weaker survivors, all killers have a minimum "average" of all your other killer MMR ratings. This means that people that play a lot of killers really can't get their MMR to truly go lower - they've gone on record to say that at high MMR, the individual killer's MMR will likely take about 10 games to truly "readjust". And due to how not-sweaty games were pre-MMR, if you played a lot you're likely at the higher MMR levels on most killers due to how bad the matchmaking was.
But now only 3 killers can really compete at higher MMR ratings. The others just can't keep up unless the survivors make serious mistakes. Which means that if you want to get your non-meta killers to an MMR where the matches are fair, you'll have to apparently lose badly about 10 times per killer. Which means, assuming it's as simple as this, 220 games of badly losing.
I hope there's something I'm not seeing that makes this easier. I really can't be bothered to go through that.
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If we're going based on the rumours on how SBMM works, this is because it's mainly based off time spent in the match and how many kills/if you escape. This is a bit of a simple and bad system, but it's just a rumour so take it with a grain of salt.
The problem comes when you realise the killer will ALWAYS be in the match until the game ends. Meaning they have the most time of all players spent in the match, and as such, will naturally be "ranking up" in MMR faster than a survivor would because of how the system works.
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I like this idea but BHVR probably aren't going to touch Freddy again for a long time, if ever. They've reworked him in some form... what, four or five times? Right now he is technically performing fine and so I wouldn't be surprised if he stays the way he is.
Unfortunately, current Freddy drains my soul just by thinking about his design. All the potential of his earlier versions wasted; not super strong, not super weak, very easy to play but not rewarding, uninteractive on both ends, possibly the worst add-on selection of any killer, boring to play as and against. In my eyes, he needs another rework, even though statistically he may be doing fine.
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The only complaints I have are add-ons. Some of them are a bit too weak/situational, like the Kintsugi Teacup and Mother's Glasses. Basekit changes are great though, I've been deliberately avoiding playing Spirit for years on end so now is a great chance to learn her without feeling like a certain German art school reject.
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I really do think Slinger should be 4.6m/s if all the PTB changes are kept. It's the only way to truly compensate him for losing his stealth, a good chunk of his chase strength, and his zoning capabilities, and would help solve his 4v1 issue. I'd gladly remove that ADS movement speed change for almost anything, it's borderline useless as a buff.
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When were these announced?
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2525265#Comment_2525265
Seems too gimmicky where you'll see people purposely unload their gun just to patrol the map faster and wouldn't make sense because it's not like he doesn't have the ammo on him so he still is carrying the same amount of weight.
Include a button to instantly eject the bullet from the Redeemer with CTRL, like how Clown can swap bottle types. That way it's easy to switch between these modes.
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When his gun isn't loaded, he walks at 4.6m/s. Simple. Gives him some degree of mobility beyond Huntress and Trickster, doesn't make him more oppressive when in a chase because this is when his power isn't available, and adds some risk/reward to playing him. Do you walk around slower but immediately ready for a chase, or get somewhere faster but have to reload when you find someone?
Ideally this change should be made with a reload time reduction so it's a bit more of a decision. Grappling with his chain would be unfitting, clunky and would barely work on most maps to begin with.
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I think Distortion might lose the tokens and become a Boon perk. While the Boon is active you're immune to aura reading.
