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BananaBlooD95

BananaBlooD95

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BananaBlooD95
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  • @Mandy said:

    When sending in videos to Support, the easiest way to do it is to upload to YouTube and then send the YouTube link in. That way you don't need to download any extra software etc.

    Thanks for the quick reply, I did upload to youtube and added the link, video is unlisted just in case so no one beside the team and I can see the names.


    Hopefully that will get the player a ban so he'll stop ruining the experience for everyone.

  • @SocialRespect007 said:

    ive seen in the ptb the new dead hard is bugged and its half the range of its former self, so lets hope it is just a bug and that will be fixed before going to live, cause believe me if people will learn to use lithe it will be harder to deal with than dh. lithe dont require u to be injured and also have potential of combination with lucky break etc.

    Lithe is under rated in my opinion. To get the most benefit you need to know what you're doing, unlike DH & Sprint Burst that get used when the killer is breading in your neck.

  • @danielmaster87 said:

    I think it should be limited to 2 things (perks, items, add-ons, offerings) that can be banned. Otherwise people will abuse it to have the bloodweb give only tombstone piece and Styptic Agent and OP/annoying stuff like that.

    "The solution? I propose the ability to deactivate certain perks from appearing in the blood web."


    Did you even read the OP's post?

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327084#Comment_2327084

    Yep. I've played roughly 20 matches since it was put back in rotation and I haven't gotten it once. Simply put, if BHVR doesn't feel confident activating map offerings for RPD, then it shouldn't have been put back in rotation.

    I got it like 3 times in about 20 games. I also had Torment Creek 3 times in a row in those 20 match. It's just luck.

  • Old Ruin did nothing to people who were able to hit great skill check. It was a pain for new survivor & match with some latency/stuttering. I don't know how old ruin can be consider stronger than the new one vs people who know how to hit skill check.

  • I just got a 28min game on Torment Creek vs Nemesis. He tunneled one of our friend who's new to the game then camped a solid 3 gen that were really close to each other next to the main building. He has Thrilling Tremors + Eruption, Corrupt Intervention and BBQ. It was a ######### pain to deal with. We end up with 1 escape and pretty much everyone with 25K+ BP.

  • @SnakeSound222 said:

    Nope, the hook spawns suck there. They don't take into account the eight million breakable walls on that map. I'm worried about the RPD being similar to it since it has a lot of walls (and those aren't breakable).

    I've tested RPD and if you get downed on the top level of the library, in the corner in front of the stairs (the side with no drop down and only a single window), no perk to buff or nerf struggling in play, the killer does not have the time to hook someone and you'll get free. I tested it more than once and the killer was never able to hook. There might be some good RNG that place a hook closer but it's probably rare as #########.

  • @Steel_Eyed said:

    That’s not broken any more than grip in the middle left or the rare stamp in the bottom left.

    It just got entity blocked and you missed it doing it it seems to me.

    There is no link to it, can't you see it?

  • @Ruma said:

    Dont take the title that seriously.

    But god damn. I am using this build (+WGLF for sweet BP) right now to get more items on my P3 LV50 Yui who already got every perk.

    I found 3 SKELETON KEYS in ONE match! And i didnt even searched every chest! With add ons!

    Thats not all, in my next matches i also ALWAYS found atleast ONE Skeleton or Dull key.

    I think they really have to adjust drop rates for keys at this point.. Who need DS, UB etc if you can get a almost guarranted key every match? Enjoy the build guys. Dont forget to add WGLF to make it the ultimate Farming build.

    The perk isn't an issue, the issue is key+hatch.

  • @[Deleted User] said:

    yeah I guess hiding is now a bannable offense.

    omg the claudette is hiding she must be taking the game hostage ima report her now

    Taking the game hostage is a bannable offence.

  • MMR in videogames usually stand for Match Making Rating as it is a rating (usually hidden) for match making.


    But like GoodBoyKaru pointed out, for DBD's dev it mean Match Making Ranking, second acronym for their SBMM Skill Base Match Making.

  • It should stack and it still wouldn't be that strong.


    Unless you're on The Game where gen are close to each other I don't think Surge explode more than 2 gen at a time and for Eruption you have to set up by kicking gen. Plus both have a 30 & 40s cooldown. Might as well run PGTW and get better result.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274011#Comment_2274011

    Without knowing how exactly items, vaccines, and franklin's are coded. It's hard to say.

    But one thing I can be certain on is adding specific exceptions like this is generally a bad idea. Hardcoded exceptions like this would have to be constantly maintained and updated whenever they update any code that involves items. It's just bad practice to use hardcoded exceptions, because it's an easy avenue to run into bugs that would have otherwise been easy to avoid. It's not always obvious to a programmer what code might call what especially on a large project where they didn't code everything.

    The simpler fix to this issue is to simply make it so a key with 0 charges can't open the hatch.

    What if they made 2 category of items like consumable and non consumable and Franklin's Demise would only destroy consumable items? Wouldn't that be way better? Or just make the vaccine unbreakable?

    There are plenty of games with item that can be destroy for multiple reason and work without any problem. Take Diablo 2. Item have durability or stacks (like arrow or javelin). There's also some items that are unbreakable, aka infinite durability or infinite stacks.


    There's as many way of coding something as there are people who think differently... Sometime your base code just suck ass and you need to redo it too but that's some work they wouldn't get paid for. There is no excuse for that.

  • @Gaffy said:

    How about rework him entirely, power is boring to use and go against. He's literally a glorified M1/Plague killer that can just get injures easily and only punishes casuals for healing when you should really just gen rush this garbage excuse of a killer.

    New legion's power: Legion get help from his friens. You can now switch to any of the four (well 3 other) group member and station them around the map. They run at 120%, can body block like the twins or call for help (the other member run in your direction.

  • @KingFrost said:

    It's hard for them to make new slowdown perks because you can stack them too much. Thana isn't a great perk, but if you buff it too much it can become oppressive when combined with Ruin and Pop.

    That's why they should kill most synergy and buff most of them. It would give us more variety without making them too strong.

  • Gen slow down perks:

    Corrupt Intervention: Good but if you run Hex perk survivor have a much better chance at finding them early,

    Dead Man Switch: Only work when you hook the obsession & block gen if survivor stop repairing for a max of 45s. Way too situational to be viable. I don't really know what to do with it to make it viable/meta.

    Eruption: Doesn't really work well with M1 killer & you need to kick ton of gen & it have a very long cooldown. This perk really stink. I'd give it 20% faster kicking gen with synergy with Brutal Strength only (so could go up to 40% faster kick) with 10% (or heck even 15%) regression. keep in mind survivor can very well know you have that perk and finish the gen before it activate, it need to be strong because of that and the very long cooldown.

    Ruin: Obviously good perk, not much to say about it.

    Oppression: Kick a gen and up to 3 other a regressing, the huge downfall is the randomness of those gen. If it make gen explode when being worked on I could see the perk being viable as it would give some information. It would make it more decent but honestly I don't see how you can really make it good/strong.

    Overcharge: The difficult skill check doesn't do much against half decent survivor & only really work with perk/killer/add-ons that make skill check harder but even then there are better option. I don't really know what to add to make it stronger without making it too similar to other perk. Maybe make the gen explode for 5% when the skill check trigger regardless if the survivor miss, hit a good or great skill check and increase the sound of kicked gen by 8meters for 2min. I think that could make it viable.

    PGTW: Counter gen tapping suck on most killer. Don't get me wrong, it's good with mobility killer but awkward to run with killer who don't have mobility. Maybe buffing it to 25% or 30% with a 30 or 45 second cool down could solve the issue? The cool down would prevent huge snowball effect when downing survivor quickly & the boosted reduction give you more reason to go out of your way and kick a gen instead of chasing a survivor.

    Surge: Heavily map dependent, if it exploded the 3 closest gen with a 10% regression I'd see it as a viable option. At best you'd get 20% regression as I don't see why 3 gen next to each other would be worked on.

    Thrilling Tremors: Block generator not being worked on is nice but why on earth world more than 1 gen have progression and not be worked on as you pick someone? It also prevent gen regression so completely destroy any synergy with other regression perk. Maybe buffing it to 25second could make it viable with some play style.


    Break any synergy they could have unless if there should be a synergy (like Eruption) and killer would have a great variety of gen regression. Some stats might seem too strong, I didn't put too much thought on the overall balance but that's how I think each regression perk could be buffed to add more variety into the game.


    Other perk that affect gen progression/game progression:

    Dying Light: Being a snowball perk is fine with me but there's just too much stack needed. To make it viable on it's own you need to buff it but if you do so you might want to prevent killer from also having any of the pure gen slowdown perk & Thanatophobia as it would have some nasty synergy. Get rid of the obsession's bonus, 8 stacks of 4% debuff and prevent/deactivate any other slowdown perk.

    Thanatophobia: A bit like Dying Light. Kill every synergy with other slowdown perk & buff it to 6% or 7% slowdown.


    Slowdown perk are obvious a big deal and like exhaustion perk I think it's fair to only have 1 per match but for that most of them need slight/medium buff & break 99% of the synergy they can have. It's the only way I can see them be more viable and not OP.

  • I easily get between 15-20k BP without escaping a trial. Obviously there are some games I earn less but that's what I get most of the time. On the games I do escape I usually get between 20 and 25k BP & generally the killer will have somewhere between 25 & 32k BP. I mostly play swf with people on the official discord server who's skill vary a lot and most often than not I end up with a team of purple/green when I easily get to red ranks when I play a lot.


    That being said I do believe we should get more perks at the same time on the bloodweb to reduce the grind.

  • @PoisonedXKiss27 said:

    Lately I have been playing as the killer and any time I am on a roll I miraculously get kicked and banned for 13 min... losing all my offerings and points... this only happens when playing against PC's. I'm playing on xbox. It's getting so bad that I don't even want to play anymore.

    Is anyone else experiencing this? Is this a bug going around accross the board or is this something PC's have control of?

    Ive also come accross PC's who miraculously get up after being downed instantly and I have to hit the 4 times with them showing up in 4 different places within seconds, or they dissappear all together and go through walls....

    What happened...

    How do you know they are on PC? Their name?


    For people showing up at different place, like kinda teleporting, it's the player (for whatever reason(either cheat on pc or ######### internet connection) don't send packet to the server. In those instance the survivor, on your screen, will continue running in the direction he was going for like 1-2 second then teleport to where he is on the other player's screen. This include the disappear thing.


    For player go through walls I've seen some bugs a while ago but it can also be a pc player cheating and de activating his hitbox collision thus being able to go through wall & not get hit.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/256081/could-everyone-chill-out-on-mmr

    You do realize that this is the THIRD test, right? Additionally, the MMR system has been gathering data in the background for nearly a year now, and the test still is the same crap shot as the previous two. I have yet to see a difference.

    I've read a post saying the dev reset the stats from the last test, that's might be why.


    With 3 games as Bubba, a killer I played maybe 20-30 in the past 4months or so I got one match with 3green 1purple, 3purple 1red and 3red 1purple. Mind you I barely played after the last 2 reset and came back like a week ago so most of my match were against really bad survivor and about half of the match survivor could barely do 2 gen. The match I just got I still 4k but survivor were able to do 4 gen and I could see an increase in skill with the 3 match under this match making.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260319#Comment_2260319

    Yeah, as I said, it depends on what killer you're playing. The map has very few windows so killer who can deal with pallets will do well on it.

    Bubba, Demo and Wraith make it a deadzone in two minutes. Huntress, Deathslinger and Trickster can shoot over most loops and pallets. It's one of the best Nurse and Hag maps. Spirit can stand still and fake phasing for free hits.

    Wraith doesn't have any advantage, I don't understand why you include them Bubba & Demo still struggle just because of the amount of pallet they have to break. You still spend more than 30s in pallet break animation alone. It's an indoor map full of room so Huntress can't really hit outside of pallet and unless she hit survivor while vaulting they can either turn the corner or crouch on most loops. Deathsligner can't down if there's a pallet between him and the survivor and like Huntress Trickster struggle to use his power, it's just more reliable to M1 than hit 8 knifes but he's 110% movement speed.

  • @SoapNSpook said:

    She doesn't have anything to work with and she's overpowered and have godlike addons on top of that, conversation closed

    Like Otz pointed out in one of his recent video 3/4 of her add-ons slightly (or moderately) change her movement speed, recovery rate, charging rate and that's what really make her un readable on top of her base power that is already hard to read.


    https://www.youtube.com/watch?v=1Dqzt_FRFPc

  • @[Deleted User] said:

    Badham streets are okayish and shack is a fair loop. Haddonfield is 10x worse imo.

    Gideon is not that bad depending what killer you are, Haddonfield is bad for almost every killer except Hag and Trapper. Ormond is balanced.

    Gideon is bad if the survivor know the location of pallet and know how to loop. While you can corner survivor with a lot of pallet you still need to break a lot of them and lose lot of time doing so. Thing is maybe only 20% of the player base know how to loop properly on that map and all it take is one survivor wasting the pallet to greatly help the killer on that map.


    The problem with Haddonfield is gen pressure. You get 2-3 gen that are upstairs or downstair and that waste a lot of time for the killer, combined with strong houses and decent amount of good pallet make this map horrible.

  • @GoodBoyKaru said:

    Second Wind requires 16 charges to be inputted into healing another. For The People doesn't input 16 charges, it just changes health state.

    That's true but I feel Second Wind could benefit from a slight buff. Maybe make the perk activate after 8 or 12 charges of healing but increase the broken status effect to 30sec. That way you don't get cuck as much for double heal on a survivor and make the perk less situational. In it's current state you kinda need to run after injured people to activate it and if an other survivor happen to double heal you need to heal 2 survivor which can be sometime hard to do.

  • Power wise Charlotte is on the stronger end, DOWSEY's playstyle with her is good enough to prove that. He legit have more than 250 games in a row with either a 4k or 3k hatch escape.


    My opinion with Victor's stun is 3 second isn't enough on open map as he will often jump too far from survivor who are trying to avoid being hit to kick him & 5 second just feel bad for the killer. His hitbox is quite decent too so it's hard to balance that part of the kit. Kicking Victor only give a 6s cooldown before Charlotte can send him back which is laughable so maybe make the cooldown like 10 or 15s but give Charlotte +5% movement speed during the cooldown?


    I just don't see how we can balance this killer & still make it fun to play it or play against.

  • When you have the perk it should activate on your team mates who are on hook regardless of first or second hook. This would make the perk strong against camper by giving other survivor much more time to work on gen and some situation where the killer happen to chase a survivor nearby give you more time so you can wait until the chase go elsewhere. Obviously it shouldn't stack otherwise you could extend a hook state by 90s which would make the perk too strong.

  • @Marc_go_solo said:

    From what I've seen, Nemesis seems to be a better killer in terms of chasing, due to his tentacle strike and range around loops, with minimal penalties for a missed hit. Also, his zombie pals can cause some real pressure for survivors.

    Demogorgon is a better map-navigator; able to use portals and the accompanying oblivious status to catch survivors off-guard. Its shred is also powerful at closing the distance, and I think it has a longer range than the tentacle, but a missed hit punishes it more.

    So it depends on how you play, rather than which is stronger. Demogorgon prefers players who like to sneak up on survivors at gens, or cause chaos across the map, whilst Nemesis is a stronger pursuer (which suits, considering how relentless he was in-game!).

    Every pallet hit or window hit you get with Nemesis, Demo will hit. Demo 2 hit all the time, Nemesis need to 3 hit for the first down if he use his power (why wouldn't you?). Demo is better in chase, plain and simple.


    Nemesis have other effect: Infect survivor do more noise and zombi apply some weak pressure on survivor. Neither of them is significant and very situational.

    Demo on the other hand have portal that even if it take some time to set up, is way stronger than what Nemesis have as second power.


    So yeah Demo>Nemesis

  • @LazyPayday said:

    I never heard about it being a bannable offense, as bodyblocking applies solely to killers preventing a survivor from leaving the match due to their hitbox forcing them to quit or die to EGC. However being able to is never intended and the devs have always been changing the maps to make it not possible to do (except for when they added it back on the farm before quickly reverting it).

    It is bannable if the killer or survivor prevent an other survivor from doing anything for a prolonged period of time. eg: you block a survivor in a spot and stay there for like 2-3m plus.


    On that note I don't think it's intentional to completely block basement but at the same time all gen were done and survivor could leave.

  • @CostEffects said:

    Depends on the killer and map, Definitely with Nurse on the meat plant or even midwitch.

    Those are just the worst as her terror radius is almost map wise but she still very strong with that perk on other map.

  • @CostEffects said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227233#Comment_2227233

    Then I'm okay with that. Swamp maps are way too big for the small amount of structures and pallets that spawn. The entire edge of the map is pretty much useless with exception of totem spawns and the Log loops but those could easily be integrated for more dynamic gameplay even if the map size was shortened.

    I totally agree with you. Less mindlessly running and more mind game.

  • @CostEffects said:

    Reduce the deadzones, add some fun loops that aren't too safe for survivors,

    You'd have to reduce the size of the map for that. Big map have less pallet/more dead zones because otherwise they'd be too survivor sided.

  • @justalilbit123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227184#Comment_2227184

    This is BHVR's biggest problem, they're always ultra conservative with new Killer perks, numbers wise at least. Like you said, if it was a 20% regression it would possibly be worth it, but at such a low value and massive cooldown, it's not even worth trying.

    True. They could buff a lot of perk, especially stats wise or make them have like 1 or 2 synergy with other perk to make them good enough to be useful. If they become too strong with specific killer just make them a tad weaker with said killer (eg: Stardust with Nurse). They could do so much more with perks.

  • @justalilbit123 said:

    I have said it once and I'll say it again. LP is not supposed to be a good perk, and it isn't. It's literally designed for new players that BHVR expects to pull from Resident Evil fans. I don't agree with that decision, but that is clearly the decision they made. Yes, it's a bad perk that and good killer can see is utterly inferior to Whispers. It's just a "hey noob killer, here are the survivors, go chase them" perk so new players don't run aimlessly around as gens start popping around them.

    Eruption is another great idea for a perk that is ruined by how imbalanced the game's perks are. (They're either brutally OP like DS and Ruin or awful and useless like this perk) 6% regression is nothing, and the amount of time you have to invest going around kicking gens to make this perk work, you're better off just running Ruin or Surge.

    Oh and if that wasn't bad enough, 90 second cooldown. lol.

    Hysteria is just the devs continuing to think Oblivious does something when it really doesn't.

    Eruption is trash because there are too many variables. M1 killer don't really get used out of it as they will activate it every down. As for other killer, survivor can finish gens before the perk activate and 6% is nothing. Plus this perk doesn't have synergy with other slowdown. This perk should give like 15 or heck even 20% regression on all gen kick. Maybe give the gen orange sparks like for PGTW so survivor can figure out the perk is in action and let them decide if they want to finish the gen or go elsewhere.

  • @Sandt21 said:

    Starstruck is only OP on the Hag. Every else, it’s fine

    Never heard of Nurse blink? With hag you'd need your trap to be at the right place at the right moment which won't happen the entire game while Nurse, well Nurse can blink when ever she want.

  • Go in SWF, click on the + aka invite a friend. At the top left you'll see your ingame name in white and below it, in dark grey, you'll see #(4 numbers). Then go to "search for a friend", a head and + just above requests. Add your friend code and you'll see it in request.

    image.png image.png

    Here are some screenshot, I cut my name because I don't want random invite.

  • @gatsby said:

    3:20 into the game (yes hooked three times)

    https://us.v-cdn.net/6030815/uploads/BNHL85J2BGEU/movies-26-tv-5-27-2021-2-38-17-pm.png

    the killer got a 4k and finished the game at 18:30

    why does the game design encourage this so much? winning by default shouldn't be a thing

    First kill by 2 gen done and it still took him 18mins to win? He was bad and the survivor were potatoes. Also he tunneled the ######### out of that person and nobody tried to bodyblock?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222532#Comment_2222532

    I mean, I would argue PH and Demo aren't weak to be fair. Demo may not be quite viable for the top level of play but still.

    I do think the hitbox can be a bit wonky at times, but in general the fact that it's not very wide just means you'll have to aim better. It's definitely a good thing seeing as how fast you can shoot it, so survivors do need some chance to avoid the attack. If it was as wide as demos shred or Pyramid Head's attack, it would be almost undodgeable, and that wouldn't be good.

    His chase potential is definitely similar in strength to Pyramid Head and a bit better than Demo in my opinion, but he still has a bit more proper counterplay than Pyramid Head because his ability has such a narrow hitbox.

    And yes, it's true that Demo has mobility and PH can cage people, but on the other hand, survivors might want to vaccinate against Nemesis, which wastes a bit of their time, and he has two zombies roaming the map that can apply some extra map pressure for Nemesis.

    His power's hitbox could be twice the size and T3 max range could be 8m (so+3m) and he'd be a solid A tier.

  • He's not too strong. He's way stronger than what he used to be aka not trash tier anymore. He's in a good state right now.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222395#Comment_2222395

    I don't even get this comparison. Could you please explain that comparison, cause it makes absolutely 0 sense to me.

    His ability is very strong in chases since it can hit survivors over pallets and vaults. Even with the limited range it's still very strong.

    Further more, there are two zombies in each match that can apply some nice, additional map pressure.

    If survivors don't get vaccinated, they go down after two hits from Nemesis ability, but Nemesis will have a harder time tiering up his ability. If survivors do vaccinate, they waste a bit of time and getting hit by the ability of Nemesis gives him some more charge, but now they can take 3 hits instead of 2. So survivors are pretty much given the option what to do, with one not being necessarily better than the other in my opinion.

    I wouldn't mind more encouragement for vaccinating, in fact the one change I would hope for, is to have Nemesis simply build up his tiers over time based on how many survivors are infected, and then increasing the amount of vaccinations on the map to 8 or something similar. But if they don't change that, I still think he'll be in a good spot.

    "Even with the limited range it's still very strong." It's not just the range, it's the size. Demo's Shred or PH Punishment of the Damned are stronger. Demo also have mobility and PH can cage people. He is not as strong as people say he is, he's around PH & Demo.

  • Déjà Vu give you the location of the strongest 3gen for the first minute of the match while Visionary give you the aura of gen in a 32m radius all the time except for 16s after completing a gen.


    Both are kinda meh but I'd argue Déjà Vu is the strongest. Reason being that after you played a bunch of games on each map you know where gen will spawn for the most part and they are not hard to find except on some indoor map (hello Lery). If you do one of the gen Déjà Vu show you, you'll break the strongest 3 gen and that's more than what Visionary give you.

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221984#Comment_2221984

    Yeah, I know.

    But you'd be saving the medkit only for when get hooked

    Well I'd argue that 3 times out of 4 end up with a survivor on a hook. Bring a Bandage add-on(+8 charges) with a First Aid Med-kit (yellow) and voila, you 2 full heal with Resurgence and 1 complete heal.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222156#Comment_2222156

    I literally can infect you and leave you. Just like plague. And you can drain the vaccines quickly. Or be vulnerable. Also his pallet break is NOT "about the same as regular breaking" He's roughly in around demo/bubba area. You're not going to be able to make distance after a pallet drop.

    While those other characters can "do something better" Non of them do what Nemesis can do. Demo breaks pallets as fast. But can't hit through windows and pallets. Peener head can hit through pallets and windows. But he can't break pallets as fast. And is harder to hit then the tentacle.

    "And you can drain the vaccines quickly." So your entire argument is that survivor can play dumb like vs plague? Yeah, no.

    "He's roughly in around demo/bubba area." No, it take about 2s to break a pallet/wall with his power. Normal speed is 2.6s

    Go check at 3.12 to 3.16 at 50% speed.

    https://www.youtube.com/watch?v=ItC-edWmcOI

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221971#Comment_2221971

    Yes it would be 8 times. But let's face it. You're going to be contaminated most of the game. And most of the hits. Arnt going to require 3 hits from it. The range is irrelevant for what it's used for. Nor does Peener Head break pallets with his. You're not going to be able to make a lot of distance from Nemesis once he hits T2. Just like bubba. Just like Demo. And that's IF you don't get hit through the pallet first.

    No one said he's S-Tier. Or close to nurse or spirit. He's hes solidly in A-Tier. Im just failing to see why people keep acting like every single hit from his tentacle is going to be 3 every time

    "Arnt going to require 3 hits from it." Yes you are if all vaccines are used. You need to down survivor 12 times, 8 of them are gonna be 3 hit with his power, that's 2/3 of the time.


    "You're not going to be able to make a lot of distance from Nemesis once he hits T2." Yes you are, his pallet break animation with his power is about the same as basic pallet break with a bonus of really slow movement speed.


    "Im just failing to see why people keep acting like every single hit from his tentacle is going to be 3 every time" That's because other killer can do the same but much better.

    eg: Demo doesn't hit on the other side of wall or window but in the very same situation he will still hit survivor or break pallet from a bigger distance. Same goes for PH.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221890#Comment_2221890

    I tested this with my roommate the other day and can confirm Solidarity plus Resurgence does offer a full heal.

    https://forum.deadbydaylight.com/en/discussion/comment/2221984#Comment_2221984

    Question: Resurgence only gives you 40% progress at most, so wouldn't you need slightly more than half a brown medkit to fully heal?

    Pretty sure most Youtuber I've watch said it was 50% and so does the wiki. According to the wiki it's 40-45-50% depending on the level of the perk.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174519#Comment_2174519

    It's normal to read descriptions to understand how things work. The fact that this challenge works like this is either an error in its description, or a bug in the challenge conditions.

    No all the challenge that previously required a specific perk only needed you to run said perk. Also it doesn't say "hit 3 people while being undetectable by Dark Devotion

  • @Pilot said:

    I might be wrong... But if u ONLY have Resurgence

    I think a yellow medkit with no addons, might be able to heal you twice.

    Edit: What I mean, once unhooked, consume 8 charges for a full heal. Get hit and heal again with 16 charges.

    I can already see Youtube videos showcaing the "Infinite medkit build" featuring Street Wise, Resurgence, Self-Care & Built to Last...

    A full heal is 16 charges of medkit. A white medkit have 16 charge and a yellow one have 24. With Resurgence you'll get 2 full heal from a white medkit and 3 with a yellow one.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221900#Comment_2221900

    His power isn't a 3 shot down all game. Just at the start. And if the vaccinate. I'm not sure why people keep acting like it's all game

    With all four vaccines used he need to 3 shoot 8 times and the range is quite short. PH have a similar power, his is larger & longer and there are a bunch of killer stronger than him. So I fail to see why you'd place Nemesis next to Nurse & Spirit in term of power.

  • He doesn't have mobility & his power 3shot to down so no he's not the strongest. He's a good A tier, that's what he is.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221616#Comment_2221616

    The same argument goes for zombies. If the number of zombies depends on the size of the map, while the total number of gens stays the same, large maps will be disastrous for survivors, since most of the area would be empty of gens but full of zombies. Survivors will have to spend tons of time to find ANY gen, while still being in danger of zombies.

    The pressure zombi have on small, indoor maps is tiny at best. On outdoor map you can see them from a mile away so 2 zombi barely add any pressure if at all. Adding one or heck two zombi wouldn't add much pressure, just make them less useless.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2220667#Comment_2220667

    Not blight, blight can still use his power on that map

    There are still lot of objects in the way so he still suffer, just not as much as the other mentioned.


    Nurse: Just so many line of sight blocker so even those who are good nurse struggle.

    Huntress & Trickster: Line of sight, plenty of room

    Billy: Can't really use his power at all

    Trapper: You deserve to get trapped if you walk on his trap. Too much contrast with the ground and unlike Leri the map has much more light.

    Bubba: There are plenty of pallet (most fairly week but still) forcing his to M1 more often than you wish. And plenty of object that will slow down any players who aren't perfect with his hitbox

    Blight: Plenty of objects in the way and it's not easy to enter/exit room while using his power.

    Obi: Unlike Billy he can get the 1hit while using his power but like Blight there are plenty of objects in the way plus the door so he won't be able to run as much.

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