Altarf
Altarf
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Just leaving this here.
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People like New Freddy because he is very easy to play, and he's likely making BHVR a lot of money. Reverting the rework isn't something they'd do.
What I'd like to see is the inclusion of an add-on, or offering exclusive to Freddy, that reverts him to a version of Old Freddy with a couple changes like Incapacitated during the Dream Transition. It wouldn't be mandatory to use or force anyone to stop playing New Freddy, but it would allow us people who enjoyed Old Freddy's power to use our killer again. They clearly still have the assets from Old Freddy - look at his most recent update, they've reimplemented the rippling hit effect that used to happen when you tried to hit a guy who you hadn't pulled into the Dream World, and now it plays when you hit somebody immune to sleep.
Freddy already has add-ons that change his power with the pallet ones - surely changing the Kid's Drawing or giving him back Smoking Splinters that revert his power isn't that far of a reach?
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What happened to the upcoming new killer powers that require the UI to be changed that we were told about? Clown's gas indicator would've worked fine with the old, Trickster and Nemesis have no unique feature in the UI... I hope it wasn't just another empty promise to give a reason for BHVR to do graphics/unimportant change #139 that nobody asked for.
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@jamally093 said:
It doesn't make sense i can vault a window and some how get hit threw the window all because her hatchets are circular it doesn't make sense.
Sorry, you're complaining that a projectile attack... went over the window with you?
Huntress' latency problems are something to complain about, but that is an intended feature. Every projectile in the game can hit you when they vault the window. How is this even an argument?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2412313#Comment_2412313
It doesn't hit any one with a brain if you yourself don't have a brain
We are basically back when the game first came out where people are crying that Wraith is OP and Billy is terrible simply because people don't know how to use him
No amount of incredible practice and Hillbilly skill can get around the fact that his chase power (curving) simply doesn't work at most reworked tiles, and normal chainsaw usage at tiles doesn't work against good survivors for the reasons I mentioned. It's not a skill problem, it's a map and killer design problem. What you're saying is equivalent to saying that a "good" Pig is unloopable and A tier because she will always hit her dash when at a loop. This is false because her dash is very easily countered, much like Hillbilly's chainsaw.
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@Shroompy said:
Why Billy is C tier? I dont understand why people think Billy is just unplayable now, he still has one of the best map traversal abilities in the game and is still capable of 1 hitting survivors.
The only problem is he takes the most amount of time to master out of any killer, and nobody wants to take the time to learn him because it can be tedious
A mobility power (that has a limit and a lengthy charge/cooldown time) is good and all, but his instadown simply will not hit anybody with a brain at higher ranks. It is trivially easy to loop a Hillbilly because of how slow he moves when revving his chainsaw, how he screams when starting a sprint giving you a cue to sidestep the sprint with his almost nonexistent turn rate, the fact he can't hold his chainsaw and be patient due to Overheat, the fact his chainsaw requires 2.5 seconds to charge which is more than enough time to get to a safe area even if you're caught out in the open, the fact it is extremely easy to juke the chainsaw which gets him stunned for 3 seconds, and the fact curving has been made next to impossible on most of the reworked loops, with funky collision and no smooth edges to curve around.
Billy was only A tier when he had his charge time add-ons, because Crack Billy and instasaw were extremely powerful, and broken in instasaw's case. Otherwise, he was B tier because of this, and then they nerfed his basekit.
Billy is simply outdated and mediocre by today's standards. He might be fun to go against, but any killer that you can reliably loop for 3+ minutes on any map regardless of the killer's skill level is fun to go against. In high level play, all he has is a mobility power and an instadown if survivors are literally just in a deadzone for multiple seconds and he is right next to them.
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Nah, I wouldn't say so. Blight has sizeable counters and is very map dependant - it doesn't matter how good the Blight player is if you just play smart, understand what he can do, go behind objects and don't let him get a bead on you. The j-flick is gone, so corners are a great way to waste his charges. He's definitely top 3, but not better than Spirit.
Spirit, meanwhile, has great mobility, a borderline uncounterable chase power, pseudo-stealth, is much easier to play and can down you at almost any tile in the game no matter how good you are, unlike Blight. A mother-daughter yakuyoke Spirit I'd argue is almost stronger than Nurse if the Spirit player is extremely good. She might be bugged right now (and right now she IS worse than Blight) but when she's fixed, I don't think there's much discussion.
People on this forum love to brown-nose Blight, but he's not better than Spirit. No killer that can be reliably countered in a chase using basic looping techniques can be better than Spirit and Nurse - no, just because you hit a survivor at a jungle gym that ran in a straight line doesn't mean he can use his power to beat almost any tile. Blight is better in mobility with a good chase power, and Spirit is better in chase with a good mobility power, and stealth, and a passive chase ability. They're close, but Spirit wins out in the end.
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I like Twins, Trickster, Bubba and PH. Always have a blast going against them.
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If it made no sound it would be uncounterable, and unless it detonated instantly a killer could still look away in time.
I'd just give it a bigger area of effect.
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BHVR's normal policy with music updates is that they only give unique TR and chase themes to killers who they "rework" in some way. Hence why Hillbilly and Clown got music, but Huntress and Wraith didn't. It's a bit of a stupid system, given how many killers with default music don't need reworks and as such will never get music, but that's just standard for BHVR's decisions at this point.
Licenses obviously don't count. As much as I would love Bubba, Freddy and Pig themes, the only one we're ever likely to see from those is Pig. The other two (although the TCM license holders seem to be easing up a bit) don't seem to want to license anything more to do with their characters.
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I would love it - Six would be my pick for killer with possibly an adult/grown up Mono as survivor. Would fit within the lore.
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@KrazyKatFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/2405699#Comment_2405699
Nah , disagree, they changed wraith from being well balanced and fun to go against to braindead easy to play, only counter is to keep your eyes glued to the screen non stop, zero fun versus wraith now, dont want to see trapper go the same way
Well-balanced? He was one of the worst killers in the game. Most Wraiths used Windstorm anyway, and there were no complaints, but now that Windstorm is base kit suddenly he's OP and braindead? Come on.
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Without piercing+explosive, which makes his 1v1 akin to old iri head, Trickster's 1v1 is completely fine. The main clips you see of him shredding survivors are from people who don't understand how to go against him. Note that almost all of them are letting Trickster get right up to them, in a wide-open area, are running in predictable ways and letting Trickster get LOS for long periods, or are trying to loop him around a low wall loop. Doing these things against Trickster is like greeding pallets against Bubba, or predropping pallets against a Legion in frenzy.
To play against Trickster, you have to be very mindful of where you are - even when not in a chase. He has the potential to down you very quickly, much like Bubba, so it should be a priority to avoid open areas and prioritise being close to walled tiles if Trickster is anywhere nearby, hence why they gave him a lullaby. It doesn't matter how quickly he can theoretically down you if the tile you're at prevents him from landing enough knives to down before laceration starts to decay - and Laceration decays VERY fast.
Trickster might be insane at a low wall loop, but take a chase to a jungle gym - or hell, just a rock loop - and his knives become next to useless. And low wall loops aren't the majority of tiles on most maps. It's mainly a matter of positioning and smart usage of tiles. You actually have to THINK during a chase - and if you do plan your moves correctly, Trickster's 1v1 turns into a 4.4m/s M1 killer. He actually has a surprising amount of counterplay, and I'm starting to really enjoy my matches against him. Very dynamic.
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Trickster's definitely a good camper, but I don't think he can beat Bubba. Realistically, Trickster can't pressure people while camping - he'll run low on blades with his reduced knife count if he does that and reloading will be a free rescue, not to mention laceration decay making it useless. If somebody runs up to him and unhooks in his face, yeah, he'll down that survivor and probably the unhooked survivor in about 20 seconds depending on the map and assuming he still has most of his blades. If multiple people go for the unhook... what then? Unlike Bubba, Trickster can't effectively spread injuries on multiple people so all it would take is some good coordination to get a survivor off the hook with only one guy downed.
Bubba, meanwhile, requires no setup. No thought. No reload. All you do is stand in front of the hook - when somebody gets too close, rev your chainsaw and down them. It's as simple as that. Multiple survivors just means multiple easy downs. I don't think anything besides a well-timed flashbang can beat a Bubba who's determined to facecamp, unlike a Trickster who's held back by only being able to harass one survivor at a time and who has to take into consideration his ammo count.
Main Event is gotten only a few times a game, so saying that propels him to camping god means nothing. It lasts for 30 seconds - by that logic, Myers is a camping god and better than Bubba because he can 99% tier 3 and instantly pop it and down the rescuer. The piercing/explosive add-ons also are iffy, as they've been confirmed to get a nerf soon AND including transformative add-ons like these opens up a whole new world of camping potential. Ever been facecamped by a 99% Tombstone Myers? An Iridescent Head Huntress? Pinky Finger Clown? Ink Lion + Cracked Sakazuki Oni? Rusty Shackles Hag? I'd argue any of these killers are just almost as good at camping as Trickster, if not at his level or beyond in some areas.
To be short, he's good at camping, but not the best. Probably in the top 5, though.
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@Pizzaman said:
It's so adorable to see that there are so many new players that don't know that pallet reverse stuns existed way before the pallet stun validation.
Great to have you here!
Of course people know what reverse pallet stuns are - the problem is they're making you functionally invincible during them. Lunge in to get a hit, even from away, and you'll get stunned and the survivor will take no damage.
They're meant to be risky, but now there's no real way to hit somebody who knows about this. They'll just drop it on your side and bypass the hit.
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Speedrunning matches.
You know what I mean - the coordinated team that splits up on gens immediately and finishes all the gens in 5 minutes without much in the way of counterplay. The spirit or nurse that goes on a 4 man slugging spree at 5-4 gens.
Why bother queuing up for a match if you're just going to get it over with as soon as possible and without much interaction?
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@FFirebrandd said:
For whatever reason, when Deathslinger is reeling someone and walking backwards, it becomes nearly impossible for that Survivors to move while speared. I don't know why that is. All I know is that Deathslingers that don't do that are possible to counter. Those that do use that feel super unfair to go against.
That's the only thing I'd change.
Because Deathslingers that don't do that become incapable of reeling in anybody who's more than 10 metres away, because of the terrain. That's why everybody thought he was bad on release - people didn't walk backwards while reeling.
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Thanatophobia and Ruin are mainstays of my Twins build. I don't tend to use Sloppy much as I like to get first hits with Victor.
The remaining two perks are usually BBQ and Pop for me. BBQ needs no explanation, Pop is used because Undying rarely lasts longer than a minute.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2397958#Comment_2397958
I did not? I said he needs more windup time. To compensate for this nerf, increase the reeling in speed.
That is the worst compensation I have ever heard. That's like removing Nurse's ability to blink through objects in exchange for making her break pallets with her lunge or something. I get you don't like Deathslinger, but you have to understand that making him have to aim like Huntress will destroy him. Have you ever gone against a Deathslinger who ADSed for any length of time when trying to shoot you? It's pathetically easy to dodge - not even to mention how terrible his gun would be at walled loops and corners with this change.
What he SHOULD receive is a PH-style cooldown after putting his gun down, to stop the braindead zoning, and make him move at 4.6m/s when his gun isn't loaded to give him some limited mobility. If need be, increase how quickly the survivor can move when being reeled in and Deathslinger is walking backwards. Anything else WILL gut him. Terror radius increase/lullaby? Now with his limited range, he'll never be able to spear anyone because they'll know he's coming from a mile away. No deep wounds when breaking chain? Now he has even less map pressure.
Deathslinger is balanced very precariously right now. Not every killer can be looped in the same way, nor should they be, and they have to be very careful with any basekit changes they make. If they should be made at all, that is.
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Trapper. I don't think there's much of a debate here - Myers has snowball potential and instadowns which elevates him a little, Pig's ambush can be more useful than you'd think in chases and her traps can give good stall.
Trapper has nothing besides a good 3 gen, and his power has so many outdated elements and inefficiencies and problems that in my eyes, he will pretty much always be the worst killer.
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I hope not. The Twins don't need a rework, they just need minor numbers tweaks. Increase Victor respawn time to 10 seconds, make all pounce cooldowns 4 seconds, decrease Charlotte wake-up time to 2 seconds or so, allow swapping back to Charlotte during a successful pounce cooldown. Fix Victor's buggy pounce so he stops sliding off and hitting objects not even on the screen. Etc.
The primary issue with Twins is that nobody knows how to play against them, such as crouching when approaching a hook to check for a camping Victor's shrieks, looping Victor around dropped pallets, grouping up with another survivor and kicking Victor whenever you have the chance. If they were played more and survivors stopped baby raging and disconnecting and actually learned how to counter them, I'd argue they'd be complained about a lot less.
If they do some stupid rework like making Victor controlled by A.I., making them impossible to loop as you'll get sandwiched, I'll lose all faith I have for BHVR. They'd be turned from an extremely unique and interesting pair of killers who have a very high skill ceiling involving macro play, into yet another 1v1 inevitable death ranged attack killer. You can't loop two killers at once, and the Twins should not be able to both be active at once.
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Yeah, it does. If it didn't then you would quite literally never see a Cage used - who wants to hook a survivor 6 times?
The ideal buff to Cages would just be part of an add-on rework. Add-ons that delay the aura of the Cage being shown to survivors for 10~ seconds, or make everybody Oblivious for as long as someone is in a cage, or something.
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Survivors: Adam, Steve, Yui.
Killers: Deathslinger, Twins, Executioner, Clown, Plague.
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Besides splitting the map into two variants, I think the best thing that can be done is to add more vertical shortcuts (like in REverse) and to make more generators spawn closer to the middle. Right now, defending the gens on either wing of the RPD is a terrible idea, and I've taken to playing it like Azarov's or Suffocation Pit but defending around the main lobby.
And oh, yeah, make the Library less of an infinite. Remove the closest window to the stairs or something.
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I want a William Birkin legendary skin for Blight. Would fit so well!
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For me, it's honestly just not 4 man splitting up on gens and not sticking to separate gens for the whole match.
Whether I win or lose doesn't really matter in terms of fun, but knowing that 4 gens are progressing at once and you can only stop one of them is so tilting. Especially when 3 of those gens pop soon after hooking your first survivor, and the survivors continue to split up on the remaining generators. That's what I consider genrushing, and it's not fun for anyone involved. Only real counter you can do to it is mass slugging, and nobody likes mass slugging.
I like long-ish games, rather than 5 minute ones - regardless of which side wins. Never understood the fascination with 4 man slugging and hyper-efficient gen repairs. Do you really want to just go back to the lobby?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2395812#Comment_2395812
I agree when he doesn't have the insane add-on combo. However if he runs Edge of Revival and Cut Thru U you can literally down a survivor from healthy in 8 knives. That isn't a matter of knowing how to loop, you will die no matter what and very quickly.
True, but those addons have been confirmed to be nerfed to no longer work with each other in the near future. I also think they should un-buff the Iridescent Photocard because in its current state it is stupidly powerful and will no doubt be complained about next, but I guess we'll have to wait and see.
I don't like the new Trickster, primarily because being a console player the reduced knife count and increased laceration decay makes him next to unplayable for me, but from the 10~ matches I've had against him he's been the very opposite of uncounterable. Then again, I've been mindful to stay away from open areas and get out of low wall tiles quick - not looking forward to the inevitable game on Rotten Fields or Blood Lodge or something.
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I don't really think Trickster's comparable to old Legion. Old Legion could down you anywhere with zero effort or way to escape, Trickster is hard countered by walls and can run out of ammo quickly and breaking line of sight shuts down his power.
It's mainly a matter of people not knowing how to loop him - being mindful of your position like with Bubba and avoiding low wall loops and open areas. Hump those walled tiles.
(Comment posted early, in case you saw the unfinished one)
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Pretty much just Billy and Oni.
I've heard complaints about literally every other killer.
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Fully agree - but just a nitpick, Iridescent Head isn't OP anymore. Only has one hatchet now so the Huntress can't snowball and isn't allowed to miss, which you can play around. If they miss the hatchet you pretty much win the chase because they either continue chasing as a powerless 4.4m/s, or they have to go to a locker and reload and that gives you so much time to make distance the chase is essentially over.
I'd argue the new Iridescent Head + Infantry Belt combo is Trickster's piercing and explosive knife addon combo.
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And every time a zombie gets stuck on a gen, there's 10 other times it gets stuck in a corner or bit of terrain and becomes useless until Nemesis goes and manually destroys it.
Fix both, please.
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Not great. It's only happened once to me so far but there was a delay between the grab and the hit and so Nemesis just hit the window.
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Use Dream Pallets.
No, really.
People say that Snares are stronger than pallets, and objectively they might be, but Snares have been nerfed SIGNIFICANTLY in recent updates. Now, you only have 5, and they slow you down a lot when placed, meaning it's only really worth placing them during a chase when a survivor is trapped at a loop. Even in this scenario, there's nothing stopping the survivor from just leaving the tile, or dropping pallets earlier, making Snares semi-weak against better players. You invest a lot in using Snares, and right now they are literally just Clown bottles but infinitely worse. They have no utility, and above all, aren't very fun to use. Dream Pallets, on the other hand, require virtually no investment on top of having more ammo. They're a little harder to use effectively than Snares, but unlike Snares they are quite literally a guaranteed hit when the survivor drops the pallet.
The weakness of Dream Pallets is that especially attentive survivors can figure out if a pallet is a Dream Pallet during their brief moments awake, but that requires them to physically visit the pallet location and remember it, which poses a problem when they enter new territory in a chase that you've placed Dream Pallets in without them knowing.
Snares are better for dealing with windows, and Pallets are better for dealing with, well, pallets. But Snares encourage the survivor to pre-drop pallets and shift-W, not guaranteeing a hit, while pallets give no in-the-moment indication and ARE a free hit. And to be fair, Freddy's addons have been completely gutted so using an add-on slot for Dream Pallets doesn't really matter. In my experience with nerfed Freddy, at least, Pallets have proven much more reliable and useful over the course of the game than Snares.
Unless you're on an indoor map, because indoor maps have no free pallet placing locations. There, they're a lot weaker, and Snares come out on top.
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@OtzEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/2390701#Comment_2390701
What I don't miss, is old freddy.
Top 10 photos taken seconds before disaster
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At least I could play the old Trickster. The reduced blade count and increased laceration decay really does not get along with a controller's lack of accuracy when aiming. He's pretty much unplayable for me now, which sucks because I liked the old Trickster.
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All they need is the speed duration increased to 7 seconds. That would make it worth using a bottle for while patrolling, helping Clown's map pressure problem.
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They're certainly strong - but the extent as to how strong they can be relies on the survivors. Think of it like Hag, or Bubba. Against survivors who have no idea how to play against the killer (and let's be real, Twins aren't exactly a very common killer), they usually decimate because they counter traditional survivor gameplay.
However, when the survivor team knows how to play against Twins, they lose a sizeable portion of their strength. Things like grouping up in pairs, looping Victor around dropped pallets, kicking Victor after he downs somebody, crouching towards hooks to check if Victor's shrieks can be heard, etcetera. They're still good, but Victor becomes much less effective and slugging virtually becomes a thing of the past.
Overall, I'd rate them a high B tier or pretty low A tier killer. Twins are very difficult to play well, though, so keep that in mind. Many Twins that you see will likely lose because of how hard it is to use Victor and Charlotte properly.
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Lopro is fun but rarely works. Apex Muffler is alright; Iridescent Brick is basically just a worse version of Apex Muffler. Steering add-ons are also good, as well as engravings. Besides them, most of his add-ons aren't worth using or make him worse.
The add-ons I use mainly are Doom Engravings and the Junkyard Air Filter. Doom Engravings so I can actually curve, air filter to mitigate the overheat a bit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2382478#Comment_2382478
I really don't like ormond. Certain killers like trickster have such a big advantage. I only think chapel is moderately balanced if the broken window is a vault location (sometimes it's not) otherwise it's difficult to repair the generator there
Ormond is massive and only a few of the loops are waist-high. If you're against someone like Trickster or Slinger, just avoid the low snow pile loops and the bench loops. There's plenty of jungle gyms and other LOS blockers.
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@[Deleted User] said:
what map is fair for both sides though.
Chapel and Ormond seem pretty fair to me.
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Honestly, Legion, Doctor or Cannibal.
These three killers have good perks (BBQ, Discordance, Monitor and Abuse, Overcharge and Iron Maiden at low ranks) and are very simple to pick up. They also teach killer fundamentals, especially Legion, and are importantly fun to play.
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I honestly think Unnerving Presence should bring back Ruin skillchecks when performing actions within the terror radius. No real other way to make skill checks actually difficult without encroaching on Overcharge's territory.
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Yeah, but have you seen the new Legion and Nea skins?
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Can't get killed in struggle state by a game stutter if you don't play. 🧠
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I'm hoping for something stealthy. Kind of tired of projectile killers at this point, and the idea of bootleg Demogorgon with a bee swarm ranged attack doesn't strike me as very interesting.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2379219#Comment_2379219
Ludwig is easy lmao I even did a bl4 run a while ago, nurse is harder to master than ludwig.
Who's harder to master, Orphan on BL4 or Nurse? Honestly not sure myself.
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Infinite Tier 3 is just one of those things that sounds overpowered on paper, but in reality, is nowhere close. A bit like Hex: Blood Favour, or For The People, or the entire power concept of Pyramid Head.
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Trickster getting a down before 2 or more gens pop. Now THAT's something that you don't see every day.
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Interview Tape, the beam one, is usable. I like it on totem builds, combined with a high stimulus electrode, to zap people off my totems from across the map. It was a lot better before Doctor's rework, but what can you do.
Scrapped Tape however is terrible in every way, and was actually removed when Doctor's rework came out. They re-added it a bit later during an update where they simplified Madness, making it go up and down in fixed intervals rather than depending on how long survivors stay in the terror radius. This was good - removing an add-on that made Snap Out Of It take longer and replacing it with Scrapped Tape was not.
In my opinion, Scrapped Tape should either be removed or fully rework how Doctor's shock works. Some ideas I like are increasing the time survivors cannot vault by a second or two in exchange for a shorter range, or making the shock linger for a few seconds on the ground like a proximity mine in exchange for... I don't know. Doctor has largely good add-ons besides Scrapped Tape though, so it's low priority.
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Placebo Tablet should just massively increase FOV while rushing - like, Shadowborn or even higher. Not only is it a brown add-on that people might actually use, but it would also make sense as a placebo tablet, because wider FOV makes it look like you're moving faster.

