BenZ0
BenZ0
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- BenZ0
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There is counterplay to it, maybe start using your brain instead your hands on the keyboard.
Drop a pallet or dont just run straight after you get hit simple as that. Try to improve and adept instead of crying like a baby if something doesnt goes the way you dont like.
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Maybe play more Nemesis and get into him instead of writing a post without any constructive critique. Nemesis has a lot more advantages than you think.
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Big ol Oni main here:
Especially in times like this you WANT to go on the first injured survivor, force him to vault or drop pallets so they drop extra blood orbs. Then you know the drill once you have the power, go for some slugs and snowball around.
Also big tip that MANY onis dont even know about, survivors actually dont drop blood orbs when you are in your power. Ppl think they are just invisible, which is just partually true. Only existing blood orbs go invisible, but injured survivors dont drop any new ones aswell.
So if you have 2 or more injured survivors and you even have your power rdy, dont use the blood fury then and let them drop some blood around the map, once you see there is enough blood around then you go again back into blood fury. This is a essential tool for Onis to manage the blood, many ppl underestimate that and lose their games because they dont have any blood left and are back to M1 only so learn and try to adjust your blood orb management, its very important.
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@Sonzaishinai said:
One small point, there isn't a max mmr
There is a soft cap (last known number 1900) that the system will use if it doesn't find players quickly around your actual mmr vallue so you don't sit in lobby for 2 hours.
That softcap is probably not even high. Most likely somewhere between low and mid mmr.
Ye true I forgot actually about that but again, beeing on high MMR doesnt mean anything really, however many ppl seem trying to use this as a argument point.
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@Tsulan said:
The issue is, that most people draw the conclusion that killers are OP and therefore need nerfs. Without realizing, that the way to get those high kill rates was to play in a extremely unfun way.
Killers don´t complain that they can´t get kills. Killers complain that they don´t have fun while doing so. Because they have to play sweaty and scummy.
That is also a big argument which I absolutely agree with. Thats a big part of why I also quit Killer, you are right there.
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I have a funny story about something like this, because of the rules of the forums I am not allowed to talk about that in specific but the devs do seam to care a lot about "teaming" even and act about that without even any mentioning in the rules to specify that so watch out about that.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2737225#Comment_2737225
Correct. But this is the answer to your question: "I just wonder where that comes from?"
Not everyone is a "gamer", disregarding the needed discussion of perspective on that term itself... (An endless cycle). And as such there exists multiple perspectives of changes. All of which are valid to a degree depending on the perspective taken.
I mean makes sense but I doubt that the so many ppl are non games that play dbd? I have a friendlist of like 100+ ppl and all of them also regularely play other games.
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@AgtClappers said:
https://forum.deadbydaylight.com/en/discussion/comment/2737150#Comment_2737150
Hmm okay, not easy to determine :p
For example, I just have 150h of playtime but really often I'm matched with players that have more than 1000h, it's me that is better than my playtime or them that are worse than their playtime ? :D
Ye well game time is also not a save way to determend someone's skill, same goes to MMR, its also far off to tell how good someone is. I met a lot of players that have thousands of hours but still lack the knowledge or are just simply not as good as other players with the same amount of game time. Its a difficult topic for sure.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2737155#Comment_2737155
Well, what's your perspective on a "rework"?
From the perspective of a Textbook definition, it's just "make changes to the original version of (something)".
In terms of textbook defintion yes you are absolutely right there. However the word "Rework" got changed and adapted for gaming and it is only used to describe a change that overwrites the old thing completely. Its not just dbd, every other game and game company uses the word exactly like that. A rework is something like that happened on Freddy. The old power got re done completely from scratch. You can also apply that to D strike or Doctors static blast. That is what rework means (only in terms of gaming ofc).
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@AnObserver said:
Perspective.
To customers a simple number tweak can be considered a rework given they look at the process as a black box system. Their concern is what a thing does.
To a developer a rework might be like Nurse, where everything changes in the backend but barely anything changes in the front end. Their concern is how it does something.
It seems to be abit of a exaggeration tbh
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@AgtClappers said:
https://forum.deadbydaylight.com/en/discussion/comment/2737103#Comment_2737103
You assume well :p
The MMR system seems a bit broken and I don't know how to know at which MMR you are but like I do most of the time 4k, I assume that I don't encounter many SWF so I'm not a high MMR player. That why my feelings about Plague seems to not be the truth, thank's to explained me :)
Side of that, there is no link with the post but can you explain me something about MMR, how do you know when you are high in it ?
For example I'm Iridescent 1 but I understood that it's not really the MMR, I see that I encounter better players than before but I still don't know if I play high MMR or average one...
I personally determend the MMR around the players performence (how well they do in the game overall) and the game time. I get often players around 3-6k hours in the game and they play mostly pretty well. I do get rarely weaker survivors that are under my skill level but its pretty rare.
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@Xendritch said:
Uuuhhh no offence but I'm not that surprised at this result when you have 4 meta build and you have absolutely nothing to interfere with them doing gens. I know gift if pain is supposed to do that a little but it's kinda bad and on top of that hysteria is just a terrible perk in general soooo....yeah.
Also if you want tier 2 first chase you need marvin's blood but they're taking that out now as of the current ptb so that isn't going to happen anymore.
Hysteria is actually pretty nice and underrated as hell but I doubt the OP knew how to properly use this perk (which barely anyone does) so ye, I agree with the rest though.
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@CashelP14 said:
Wait 3 of the 4 tier lists I saw have Spirit as the 3rd best killer.. but I ThOuGhT ThE NeRf KiLlEd HeR?!?!
The only thing I really disagree with the OPs tier list is Legion being bottom. I feel getting injures so easily is underrated. Also his mend is a good time waste.
Well I would say spirit is weaker but still pretty strong, if you are really good with your pathing you can make use of the phase sound and further confuse the survivor, however spirit is now HEAVILY addon reliant. Without addons she is easily B tier imo.
Also I dont think that injuring ppl is underrated, it is in fact even weaker since CoH. Also Legion has basicly no power to down survivors which is just sad and makes Legion easily the weakest Killer.
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@AgtClappers said:
Plague just B tier :o
Imo she's really strong, I'm not an expert because I just have 150h of playtime but each time I play her, I do well..
Can you tell me why you rank her as low as that ? :)
Sure thing.
Plague is pretty good on low to mid MMR like you are probably since your gametime isnt that high I would assume your mmr is around that time. However on higher MMR you will have a hard time getting downs, keep in mind that keeping someone injured isnt enough, you still have to catch them which is the hardest part here.
Sure you have 1 fountain you can use, also 1 extra with a addon but if you dont manage to get a 4k slug out of that 1-2 uses then you are pretty much screwed and will not get more downs. You have some tools like creating a dead zone and hooking someone there but if the survivors are smart they will just leave the survivor on the hook and finish up the gens, you will end up with 1-2k at best which puts her into the B tier categorie.
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@PleassBuiltInNoed said:
Myers should be at least B, built in instadowns are probably the best tool you can have now thanks to CoH and deadhard
You do forget that there are pallets and windows in the game, try to hit a decent survivors on a strong tile with your insta down, its way harder than you think. Against casual survivors sure you can get some free downs but not on good survivors.
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@SlothGirly said:
Detectives Hunch, Small Game, Maps. Problem solved.
What about counterforce ;(
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I forgot to mention that the point system is adjusted for every Killer which means a weaker Killer like a lets say Myers will get some more points compared to a Nurse to compensate the difference of streangth. I am not saying that a low tier Killer will therefore have it easier, keep in mind that we watch and rate the games based on your skill and knowledge as Judges.
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@JimboMason said:
Happy to see that Pyramid Head is getting the love he deserves being placed high up
well I played pyramid head roughly around 250 hours, it isnt the biggest amount of playtime but I would call myself beeing a slightly over average pyramid head. I also watched, talked and made a lot of tests with other pyramid head mains I know and they all where doing very well, even against some of the best players I know in my tournament and ye the results where all pretty good, thats why I put him up, I did struggle though with artist vs him.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2727477#Comment_2727477
No better word for them lol. They all have roughly 5k hours as survivors and carry me a lot. Mostly because I play killer
I see well that is a special case you know, but you can see also Dowsey playing against top tier players with twins and he also did just fine. I guess there are many more factors that come into play here.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2727422#Comment_2727422
2 survivors on gens while one survivor is being chased is still a net gain for survivors. If you play with juicers like I do...A powerless twins is a non issue.
juicers 😂
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2727358#Comment_2727358
Haha. I'd say I'm a pretty damn good blight. I've faced some good groups that I just couldn't get downs on.
This is assuming everyone is playing at their best. I don't consider blight S-Tier. Because you CAN deal with him. I feel as though nurse is the only S-Tier. As she's the only one who truly controls her game.
I'm assuming you're going off who you feel is the strongest in order. I'll say and stick by demo is strongly in A-Tier. And is certainly better then Phead.
Perks considered. Twins just suck now with boons existing. All you need to do is kidnap Victor to a boon area and either have them follow and chase you as an m1 with no power. Or crush him eventually and heal easily. Their power is A-Tier since Victor is kind of bullshit. But in the field. Not at all.
That's just a few thoughts.
Kidnapping isnt as good as you think, keep in mind that the survivor doesnt do anything for the next 40sec and then the killer can now reuse victor. Having only 3 survivors in the game against a m1 killer isnt that bad as you think, considering perks also exist.
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@GoodBoyKaru said:
Because why not give my opinion where nobody asked for it
I am suprised about pinhead beeing that low but its also a good list imo!
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/302858/my-dbd-killer-tier-list-i-was-bored-lul
I disagree with a lot. But it's your list
You broke my hearth ;(
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2725961#Comment_2725961
polar opposite for me i wish i could play that late every night
trust me its not that nice 😂
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@GoodBoyKaru said:
Fun fact, dbd between 3am and 8am is far more entertaining than after 2pm.
I get even more sweaty tryhards at the late night times.
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you mean something like "camping and tunneling is unfun humumumumu"
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2725476#Comment_2725476
1) Wraith has mobility.
2) Spirit has mobility.
3) People say that Slinger's nerfs were awful. Not a good example to show how your change is good.
4) People say that Doctor (less so), Trickster, and Nemesis (along with most other anti-loop no mobility killers) aren't well designed, at all. Not good examples to show your changeis good.
Spirit doesnt really has mobility unless you count in mother dauther ring which is a ultra rare addon. Dont know what you mean with deathslinger? Yes his changes where awfull, its still a argument to showcase that we never have seen changes to compensate for a low mobile killer. Even if those mentioned Killers arent well designed (its just a subjective opinion what you are stating here) fact is all these Killers never got any mobility changes so I do believe these are examples of how "good" my change is.
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@GoodBoyKaru said:
So we take an anti-loop no mobility killer and instead of buffing the No mobility we further buff the anti-loop? Okay
thats what happened on any other Killer. Any Killer who got changes never got any compensation in terms of mobility. See Wraith, Doctor, Trickster, Nemesis and also on the nerfs, all the nerfed Killers never got any compensation for mobility like Spirit or Deathslinger.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2725252#Comment_2725252
I also like vaulting Pallets and Windows as Legion, in general, I like to play Legion, even tho you have to have the mindset that you will not win most of the games with them.
But I just think that they are beyond fixing if they keep that in the game. However, if I am not mistaken, the next Midchapter Patch should give some love to Legion (and Ghostface), so maybe BHVR can prove me wrong and make them a decent Killer again without being too oppressive in the 1v1.
I am actually scared that they are gonna nerf legion further since Almo said Legion is doing "fine" in terms of statistics. We all know how much BHVR loves staticstics.
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@Sonzaishinai said:
Maybe on direct bottle hits but i don't think it's a good idea for it to be a part of the gasses slowdown.
Clown already makes a lot of tiles unsafe which causes survivors to not even bother looping and just throw and go them.
This would just encourage that more. His chase isn't the problem
Something like generators inside of the gas clouds start regressing and regress at ruin speed while the cloud last would help him so much more then making his already strong chase stronger but still susceptible to the throw and go playstyle that's used against clowns now
I do agree with Clown beeing good at chases but this is getting countered by pre dropping pallets. You can be the best Clown in the world but you will still not catch a survivors on a pre dropped save loop unless you blood lust.
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@ThatOneDemoPlayer said:
That would remove Pinhead's uniqueness and would truly render his chain as a worse Clown bottle
I mean... is that bad? I wouldnt mind xD
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@Mazajic said:
The words "Clown" and "too OP" do not belong in the same sentence, no matter what.
xD
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2725245#Comment_2725245
Yeah, but BHVR creating another Killer with roughly the same formula does not mean that they should revert Legion to this as well. Trickster also is not the pinnacle of gamedesign and IMO it does not fit DBD that there is a Killer in the game who can throw a Gajillion Projectiles and gets you downed guaranteed if there is no cover and struggles if there is cover.
Ye true thought, I personally just love the idea of having a killer who can vault pallets and windows, I really enjoyed old legion for that even though if they where not strong. Yes it may not require alot of skill but we have plenty of other killers who have the exact same issue so ye.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2725231#Comment_2725231
This would make them even worse. If you want to keep the vaulting AND give them the ability to down with Frenzy again AND put other restrictions on them to "balance" this out, you have the same hot mess you had when Legion was released. Exploiting via Moonwalking was not the only reason why Legion was really bad designed.
Well depends, I would also say that Trickster has just the same problems as old legion has, if not even worse. Half of the loops are basicly not existent against him and the other half are busted.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2725233#Comment_2725233
There's a difference between skilled Pinhead players who have practiced their ranged attacks being able to confidently land their chains, and Clown players who can literally right click at a loop at any time.
They may not have issue landing their chains, but that's because they've time in learning how to do so, not because it's easy to do.
tbf it is pretty easy, no one said you have to snipe ppl with the chains from a mainbuilding across the map. What those pinhead players do is to place the gate right into the survivor and instant shoot, with that you will guarantee a hit without having to aim and its also saver.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2725234#Comment_2725234
What you could also do, besides speeding you up, the yellow pee bottles now also increases vaulting and breaking speed while invigorated on top of the slowvault.
This would also apply to Survivors if they're invigorated.
I do think the yellow bottles themelves are fine, they only need to be seperated from their ammo count. Which means you would have 3 purple and 3 yellow bottles for example.
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Me gusta pollos
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@MrDardon said:
It would actually make him kinda good, but I would change the gas extension Add-ons and even reduce the clouds size a bit to compensate, it could be a bit to much otherwise.
With Pinhead you have to be precise, with Clown not so much.
Agree but tweaking can be always done to the bottles themselves.
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@Myla said:
Too op. You're talking about Pinhead who has to accurately lands his janky chain and a Clown who can just spam his bottle at the pallet side lol.
I met plenty of pinhead mains or ppl who do enjoy playing him that dont have any issue landing the chain so idk what you mean with that. Maybe for a casual player yes but thats not what I am talking about obviously.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2724842#Comment_2724842
I would not say so. If I think about original Legion, it did not matter at all how skilled the Survivor or Killer were, the Survivor would have gone down eventually. Legion was the Killer who guarantees a down while losing the game because it took ages.
And even if they give Legion some love, I think the only thing they will do is make them a bit faster and maybe reduce the fatigue. Because as long as Legion can vault Windows and Pallets, they will not be a strong Killer.
What does it have to do with pallet and window vaulting? Its more like the issue that legion cannot down someone in their power. Giving Legion back the ability to down with the ability with other restrictions would make legion way better again.
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I would say by FAR Legion but also other Killers like
Spirit - She feels very weak without perks and addons, especially after the nerf
Pyramid and Nemesis - They both are amazing in chases but do lack with map pressure and mobility so defending gens is a nightmare with them without perks
Twins - they are actually almost fine but switching from victor to charlotte, walking up to the slugged survivor and hooking is a huge time waste and therefore it feels like twins needs anti gen perks to compensate that massive time waste
Clown - he is also pretty good in chases themvelves but early dropping pallets does use up a lot of time for him so again it feels like anti gen is necessary for him to compensate that
Trapper - same reason as Clown
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@dugman said:
Ranked mode: In a sense they already have scaling bloodpoint rewards for achieving various grades, hypothetically they could throw in charms and such too. Having a separate “mode” could be a problem though if it splits the playerbase, making queue times even longer and producing more mismatches.
Items, Addons and Offerings recycle system: Yeah, I’m not sure why the devs don’t let you sell things from the bloodweb back at some fraction of the original cost. 🤷♂️
Adding a climb mechanic: This sounds interesting but probably a ton of development required. They’d need animations for all the characters, ways to balance the maps that have these features, etc. I don’t see it happening, especially when they can do something similar just using stairs and ramps.
Rebuild breakable walls mechanic: If they did this it should just be part of the survivor perk that lets you reset a pallet. Doesn’t have to be a global survivor ability (and probably shouldn’t)
Enrage mechanic for Killers: I can’t speak to the details of this specific idea but in principle I like the idea of an optional side mission a killer can do to gain an appropriately useful effect
Totems overhaul: Hmm, covering all the totem spots in a lump sounds like it could make it too difficult to find actual totems to cleanse or bless, let alone find hex totems to destroy. It could be too much of a boost for the killer.
I have seen the argument about ranked mode splitting the playerbase and therefore increasing the que times a lot but I dont agree with that cuz many other games have exactly this and still are doing just fine with que times. Best example hearthstone, Blizzard already implemented 3 new entire game modes and 2 new types of ranked mode for the classic hearthstone and you still have barely any issues finding lobbys, I still need just 1-2min to find a lobby (the que times where always around this).
I dont think the climb mechanic is too hard to add, it is basicly a different type of a window, we have already a lot of spots on our current maps where this could be added for example the docks on the swamp, the water tower in mac millain can be used for that as a platform, the new map has those fancy new pits etc. Completly new tiles can be made and added to fill dead zones on current maps aswell.
I really dislike the idea of adding such mechanics only as perks, the reason why I suggested the rebuild mechanic is so survivors have a new way to "harm" the killer instead of just slamming gens. If coordinated well you can make some interesting plays with this without making the life of the killer too difficult since to break a wall its just a small break animation. Also keep in mind that finding those piles and running to the wall and rebuilding requires a lot of time.
Its actually the other way around, you find dull totems with that easier, since you see every few meters after every jungle gym, loop or tile a small pile that you can uncover. I personally am someone who loves to play with circle of healing and on some maps I do struggle finding dull totems, especially when my random teammates are destroying them, on indoor maps or other maps like the new map that have a lot of spots it can be quiete tricky finding some totems, especially newer players do struggle a lot finding totems.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2724562#Comment_2724562
I don't know why, but many peeps have some miss conceptions about Nemesis' power, like it's weak and deceptive, but its actually just 0,1s faster then a regular pallet destroy action and that it gives survivors a third actual health state.
All this stems from miss information and false conclusions. Yes, the tentacle whip is just slightly faster then a normal pallet destroy action, but you can frigging MOVE while doing it, instead of being locked in animation. You can keep up your chase and can't easily be juked while looking down.
And the survivors don't get a third health state every time, but only once, unless they use the vaccine. So if they heal up between hooks their health pool go up from 6 to 7,but with all the added pressure of the whip from 5m away, turning every window or pallet into a dangerous gambit for the survivors.
Yup also keep in mind that you can fake with the tentacle at a dropped pallet, you just pull it out, the survivor will obviously think you are going to destroy the pallet and already starts to leave the loop but then you just put it back and here you have a survivor off position and you saved alot of time and distance.
You can also destroy pallets with the tentacle from angles which means you dont HAVE to walk up to the pallet and stand infront of it, you can just zone a survivor and then destroy the pallet at a favorible position for you.
Also you cannot get blinded while destroying the pallet since you are... you know not in a animation.
And keep in mind this is JUST about destroying pallets. There are SOO many more advantages Nemesis has with the tentacle whip that so many ppl dont even realize or know about which is just sad. That is why I say dbd doesnt need more Killer because ppl dont even know HALF of the ######### current Killers have so why do we need more and newer stuff that ppl are anyway just gonna take in half way through?
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@gendoss said:
https://us.v-cdn.net/6030815/uploads/C0ITAQQPQLQE/image.png
Yeah, real survivor sided game.
damn we need to buff nurse boys shes way too weak.
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idk what you are talking about. T3 is actually a huge advantage in chases. You are able to get hits around loops that you litreally cant do in T2, in terms of chase Nemesis is one of the best anti loop Killers in the game.
He only sucks in map pressure thats it, there is no reason to rework something that is not needed at all. You maybe wanna get more playtime on this Killer before you try to make suggestion, not trying to be rude here.
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Ye dbd is a weird game when it comes to players. I mean you have toxicity everwhere in any game, I used to play world of warcraft alot and I also had situations like that after a dungeon, having very heated discussions and toxic chats with someone but on dbd its like next level #########.
I get how you feel but sadly you either have to find a way to ignore or deal with it OR maybe really try to look for something else.
The best option would be to get slowly to the game, dont overdo it, this can REALLY spoil your fun trust me, take it easy and play just a few games here and there and get slowly into dbd, with friends if its possible that can also help you and tell you some tricks here and there.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2721991#Comment_2721991
The locker find could have been just coincidence. I’ve walked past a locker many times and had a feeling to check it without any reason. A number of times it’s worked out in my favor.
Ye well but there was like nothing around it you know, it was at the edge of the map (on wreckers yard), there where even injured survivors close to the shack and the spirit still straight up phasewalked towards me without hesitaiton cuz I was last hook
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2721967#Comment_2721967
Yeah, that is definitely possible through the hacks I've seen before.
ye good to know, thanks for the answer! It might also just be a weird coincidince but well we will never know in the end.
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@GoodBoyKaru said:
Not saying that's what happened, but yes that's possible. Most hacks display boxes that track location to bypass limitations of aura reading.
To make it clear, I didnt reported the person. but I would still like to know if something like this exists cuz that was just really weird.