BenihimeWrath
BenihimeWrath
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@Viamont said:
I rather se coup as a flat out bonus that increases with each hook instead of tokens, lunge atacks arent that particularly strong to demand tokens, the perk in general its just absurdly weak and poorly designed as it is right now
Lunge attacks can in fact be very strong. Especially on killers that you don't really expect the difference in speed from. For example, all 4.4ms killers are set to 4.6 and then accelerate to 6.9. This means that killers like hag or huntress are surprisingly faster through their lunge and having an extended lunge on top of that can really catch survivors off guard. This is also why wraith was so strong because it only sets killer speed *up to* but killers that exceed that movement speed simply just have a crazy long lunge.
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I think exhaustion should be more impactful as a status effect. Currently it only operates as a cooldown for 'exhaustion' perks. I wish they would implement the 'fatigued' running where survivors are slightly slower while exhausted, and perhaps make survivors 25-50% louder, additively to overcome iron will. Which means stridor could affect it again. I feel this would make exhaustion perks more risk/reward and force survivors to think more critically about their use in and out of chase.
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Pain resonance is really the stand out star when it comes to perks this time around. Its just so time efficient if you can get some decent scourge hooks.
Unfortunately it gets royally ######### by RNG some games.
Looking at you scourge hook on swamp thats in the farthest corner of hell.
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Honestly its been long enough that now I just assume all survivor teams are all running 4 boons no matter the character. And I'm usually 50-75% right every game.
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What do you mean hes unpopular? If I got one night without facing like 6 different nemesis', nemesi? I'd be okay with that.
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Unlike exposure from killer powers (ghostface, myers) haunted grounds is subject to vigil. John's 4th perk. That means it reduces the exposure time of haunted grounds by 30% so he would have only been exposed for something like 40 seconds, not the full haunted grounds displayed duration of 60 seconds.
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There should be a level of skill attainable by both survivor and killer that makes the other side look like children. Currently it only works that way for Survivor -> Killer interactions and any possible tool a killer has for skillful interaction is either nerfed or ignored.
Like take a look at the artist. They had a really amazing opportunity to turn her into a long range sniper type killer by making crow swarms landed from a distance take longer to take off, which still wouldn't have been OP mind you because it would have taken 4 crow hits for a down. But no, thats too much fun.
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@Barbarossa2020 said:
Seeing more mettle of man as im getting to red as well. i just try to hug walls as i go to a hook and beat them to it. Or just drop and slash at whoever
I've seen a significant rise in mettle of man as well.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2680446#Comment_2680446
Yes, you can it depends on how close you are to the hook. Play both side and maybe you'll be able to visualize your wiggle meter better. I know the game has problems but in this particular case you're just bad but it's easier to blame something wrong with the game instead of admitting you're a bad killer.
Honestly I pretty much exclusively play survivor now because high MMR is disgusting as killer. Obviously you've never had a team of 3 survivors perfectly rotate protection hits so that the first person is back with their dead hard. Must be that dunning kruger effect on ya my man.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2680413#Comment_2680413
Low skilled players be like.
Yeah okay, I'll wait for your video where you swing 4 times and still get the hook.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2680405#Comment_2680405
If you're hitting obvious dead hard baits then that's a problem on the killer not them lmao. They won't commit to body blocking again just a bait. Also you can get through 3 hits depending on the hook distance 4 is pushing it but you can afford but you have to be really close to the hook to start spamming space bar
The choice is either to hit them or let the wiggle finish. Its not my fault that dead hard was buffed through the roof.
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@Myla said:
I don't run it since I have a good grasp on how much I can get away with hitting idiots blocking me but yes starstruck would deter SWF from doing that
You can't get through 3 hits and 3 dead hards, nobody can. Thats what I just had to deal with on mother's dwelling of all levels.
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Ruin is worthless, use the new best gen regression perk Pain Resonance.
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I've been having a lot of success pairing it with retribution/plaything personally.
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@SUGR0B said:
https://forum.deadbydaylight.com/en/discussion/comment/2677076#Comment_2677076
The developers have always said that they want the killer to do -2
When you camp you will always do -1
And this is already 50% of the success. 🤣
Honestly if you camp and tunnel from the beginning of the game you'll easily 2K, little did we know that camping and tunneling was the intended way to play killer.
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@Danyonetta said:
Boons take 16(?) seconds to bless and like 2 seconds to snuff while pentimento takes <1 second to make and is mapwide and takes the normal cleanse (or increased boon) time to revert.
There would never be a reason to boon a pentimento hex because it'll be destroyed by pentimento regardless.
Unfortunately this hex is really only good if matches went on for about 20 minutes. I've managed to have some success with a retribution/plaything/pentimento build and gotten the 5 totem a handful of times but for 4/5 of those times the game was already over. Either the gens were done, or all the aura reading from ret+play destroyed the team so it didn't matter.
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@Aurelle said:
I don't know why they buffed Borrowed Time in the first place. It was fine before.
@ChampagnePapi said:
It was much more balanced when it depended upon the terror radius but now it doesn't anymore. I also hate how they can just body block you with borrowed when trying to hit the other survivor. Yeah Yeah I know to respect it but really I just hate it. I wish they reverted it and also make it to where you lose collision with the survivor that has the bt effect. Yeah Yeah borrowed time counters what survivors always complain about camping and tunneling.
If I'm not mistaken they changed it because of killers like ghostface, wraith, myers and freddy who would occasionally not have/have a small terror radius, but still be good at camping.
Honestly just get the BT survivor behind you as soon as possible, survivors physically cannot keep up with a killer enough to body block if you just move in a straight line away from them. Or, you could look into using STBFL where that body block behavior just gets you an extra stack and forces them to mend.
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By technical definition, its coup de grace and you can see how fast it was gutted.
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Honestly, undying shouldn't be a totem anymore and it should just randomly respawn 1 hex instead.
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I've been facing a lot of spirits because of her new cosmetics and I have to say I'm in love with her changes. Vsing her feels so rewarding when you correctly presume her position and it feels less frustrating knowing that you both made educated choices and the spirit came out on top.
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Honestly, the only changes that really need to happen are making killers slightly faster and increasing baseline regression.
- Making a killer say, 5% faster helps contend with the size of maps as well as the safety of pallets. You'd already normally get hit at bad pallets, 'safe' pallets become a little less safe with some mind gaming involved, and it becomes much more difficult to abuse a 'god' loop. This should hopefully make chases shorter overall, and make it more realistic to 12 hook. Reducing the need to rely on 3-4 man slug and tunnel/camp.
- Increasing baseline regression would make back and forth over existing generators more viable, preventing the need to add another objective, increase the amount of an existing objective, or making the objective necessarily longer. It would also make actually damaging a generator a more strategic choice instead of always being the wrong choice every time without a perk involved.
Personally I feel like the people that actually /want/ to tunnel and camp are in the minority and if they were given the opportunity, they wouldn't. But those actions are just how competitive people reconcile their need to have fun with their need to win.
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Camping and tunneling is a symptom, not the sickness. Something has to be done about gen speeds and survivors second chances.
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I've had some success on maps with multiple floors to be honest. The biggest ones have been coal tower and ironworks.
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Retribution, Plaything
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@Tsulan said:
Killers HAVE to be weak. Simply because the game needs 4 survivors and only 1 killer. So if killers were actually strong, then everyone would play killer and the killer queue would be unbearable.
At least this would be a logic explanation. Instead of the alternative...
I think survivors lose perspective. The stronger a killer is, the more impactful each individual survivor is allowed to be.
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I would just like a toggle-able reticle dot to show me the center of the screen
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Nah, survivors have shown me pretty often that they don't care about my fun. And I've been told repeatedly by this community personally that they would prefer to face killers trying their hardest than farmers because farming is boring. So that means everyone but me gets less than 10k points forever.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2659803#Comment_2659803
Perhaps you have gold or silver for your survivor
But I play at the red rank and I don't know how much hidden MMR there is
But every third game I run into a nurse and Blight and have to sweat
And against a good nurse, nothing else will help your team, even if you add two more survivors to the team
Despite the fact that I do not need to speak for the complexity of learning for her
I have friends who play for her
I've been a rank 1 iri survivor for a long time. You literally need nothing to run a nurse except being smart and understanding basic math.
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Use thrilling tremors instead of deadlock.
It'll provide more information to you about which generators are being worked on to allow you to decide which generator you actually want to contest with pop.
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Not really, I would like to play the new killer but its probably going to be a miserable experience.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2666187#Comment_2666187
Does Ghostface have this same niche? Being able to ignore collision while stalking.
Its my understanding that their stalks are coded identically, so theoretically you can do this with ghostface as well but obviously if you are in a group of survivors being body blocked you will be revealed practically instantly so you need to be much more careful with his nightshroud.
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@Phasmamain said:
If skilled enough I’d say it’s better than clown
Too bad skill isn't the only thing that is involved with his active power. At least clown can't be expertly played but still end up with no value from his bottles just because a survivor ran behind a wall.
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Honestly gen speeds are fine, its that regression is basically worthless without 9 killer perks stacked together to make it effective.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2666187#Comment_2666187
He's also slower.
You just need to stalk for a split second to merge with the survivor and then stop. The game prioritizes the killer location over the survivor and pushes them out of the way.
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Play michael, he loses collision when stalking.
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I'm not sure why either, since whenever I use streamers I end up getting the ultra sweat squads that won't even deign to allow me to have 1 hook the whole game. This last time just happened probably an hour ago. Ghostface on blood lodge, no slowdown, hex build to let survivors farm. Ended the game with 10k points.
4 dead hards, 3 adrenalines, 3 iron wills, 3 DS
No wonder I'm only bronze IV, no reason to play.
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Mostly nemesis, ghostface, and bubba. With a splash of plague here and there.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2664741#Comment_2664741
Problem is that it got way harder to make those shots because of longer ADS. So right now it is just negative, because you are more likely to miss.
I agree that the ADS delay is a little TOO much, it feels disjointed moving in and out. I honestly feel if they lessen it just a fraction on both sides that it would reach a nice medium, especially with the 'shot ready' ring.
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The hitbox for Deathslinger's spear is much smaller than the Huntress' hatchet. So in that sense, if you are an expert in both killers then there will be shots you can physically get with the speargun that you won't be able to with the hatchets.
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@Ssajbambusa said:
@BenihimeWrath Well yes, that's good advice... the thing is... there is not a single thing a Huntress isn't better at right now after this nerf. So I'm not even going to bother trying to get muscle memory right, when Huntress is both more lethal, stealthy and easy to aim with.
@danielmaster87 It really does feel bad! Transition from one mouse sensitivity to the other is so weird and makes it very clunky and awkward to try and do quick shots - when this guy is all about the quickshots in 90% of loops.
Thats not quite true, huntress' hatchet hitbox is larger than the hitbox for Deathslinger's spear, so theoretically if you are a god tier at both killers, deathslinger can get more difficult shots than huntress. However if you aren't playing such a pinpoint style then the difference doesn't really matter.
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High DPI doesn't change the range of movement, it just lowers the space required to get to it. Barring some weird lag shenanigans. I would say start at a normal DPI and steadily increase it as you get used to playing with it. Eventually you'll plateau to a level that you can either still control or fits your playstyle the best.
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Just play deathslinger like huntress where you have to pre-pull, he plays fine.
Unfortunately beyond that, his ADS feels really clunky, if it was even a tiny fraction shorter it would be a lot smoother.
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@coolmacc said:
Seriously who are these people complaining on the forums that killer is to hard mmr is giving me crap teammates and competent killers a few mistakes and killer has an easy 4K. All the killers on here whining are entitled
Honestly it sounds like you are in the survivor version of MMR hell. Where you get bad team mates, which die, which causes you to die, which loses you MMR, so you get paired with more bad teammates, so you die more, so you get worse teammates. Ad nauseam. Only SWFs and hyper selfish survivors can reasonably gain MMR as quickly as killers can.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2660506#Comment_2660506
It works for like 20 seconds lmao. The blood amber add on makes you use charges much faster.
Hello, meet to built to last, have you met before?
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Because people didn't like that system, it wasn't good enough. Well now look at the bed we all have to sleep in.
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You have to be extremely careful about which survivor you are committing to. Sure they are all holding W, and thats an annoying time sink. But learn to gauge the personal skill of the survivor holding W around loops and pallets. If they are greeding every pallet they get to for every last drop, then maybe don't follow that person because you aren't going to get many resources out of them. But if you run into someone thats just camping and comp dropping every pallet and running, then get a few pallets out of them. Weaken the map, set yourself up for the mid to end game.
Furthermore, be observant of your surroundings. If they are holding W all around the map, well you know that means eventually you will be in the proximity of other survivors. Even better if you can swap chase without losing bloodlust, so you go into the new chase already at 1 or 2 bloodlust. There will be lots of times I play as survivor where I swear to the lord I'm 99% sure the killer looked dead ass at me, but never reacted despite me being out of position.
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Obviously they are never going to do that. What they should do is give all players an ability to ping and communicate with their teammates and then buff killers MASSIVELY to compensate for the newfound efficiency for solo Q survivors that closes the gap in their efficiency with SWFs.
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A cooldown at least would be nice, killers get saddled with the most stupid and ridiculous restrictions but the highest hurdle that survivors have to go through is... finding 1 of 5 bones and... 14 seconds?
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Don't bother snuffing the totem out, just remember where it is so you can ambush survivors that go there to heal.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657973#Comment_2657973
In my opinion, the exit from the locker should give acceleration for 1 second
Then there will be more moments to beat such killers.
https://forum.deadbydaylight.com/en/discussion/comment/2658144#Comment_2658144
The cards are made up of meaningless spots and loops.
And our imbalanced nurse ignores them
Why? Because she doesn't care about the balance
https://forum.deadbydaylight.com/en/discussion/comment/2658386#Comment_2658386
Just at the red ranks, every second game against a nurse, Blight and this is very annoying
Why? Because you literally don't need any obstacles at all to loop nurse. You just have to do basic geometry and let her own cooldowns give you the distance. Furthermore you can easily force a nurses blink to become swallowed by using a piece of loop.