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BloodMoneyMerc

BloodMoneyMerc

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BloodMoneyMerc
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  • Yeah his sensitivity doesn't feel the same. His curving & flick are still there though. I think they just adjusted it & it's one of those things you're just gonna have to get used to all over again.

  • @GreenPufferFish said:

    survivors are just cosmetics if you disagree with your own thing its probably false

    While yes they are just basically all just reskins, it seems a lot of like-minded individuals cling to maining the same characters. And I feel like this list kinda does a good job in identifying how these mains typically like to play the game haha.

    @[Deleted User] said:

    In my experience :

    Nea : King of toxic, all around douche and usually TTV mouthbreather

    Claudette : Pick the P3 for blendette and 360 lmao im so good because I blend with everything

    Feng : Do you know I stream ?

    Laurie : Slug simulation

    Dwight : Least altruistic, always stuck to a gen, will greed for one

    Meg : Probably was dropped as a baby, and it shows

    Jake : average

    Ace : Actually unpredictable, bamboozling and quite possibly an alcoholic in real life

    Bill : First one to die

    David : Deviants and perverts, I know you all are

    Quentin : ?

    David : I've seen like one at one point and he left

    Kate : Really average

    Adam : Either a loop god or a moron

    Jeff : Altruistic af, probably converts water to wine irl

    Jane : Play with two hands you deviants

    Ash : Gets the hatch, always

    Nancy : Either average or terrible

    Steve : Discount Nea

    Yui : Probably a god, is one with the loops

    Cheryl : Second to die after bill

    This gave me a good laugh. XD

  • @ManyAchievables said:

    I think I see (and use) Jeff enough to give a fair description. Jeff mains usually are pretty skilled, about the same as Kate, Yui, David, etc. They will go for a more altruistic playstyle than most characters, though, and if they can sacrifice themselves for another Survivor, they'll do it.

    You know to be fair, the few Jeff's I have come across seem to be like this. Occasionally though, they seem to be gen-phobic haha.

  • @MrLimonka said:

    Put Ace on the God Tier. Never mess with an Ace.

    I don't know why but I rarely see Ace ever. If I do, they are either really good or they just farm the entire team. Couldn't decide on how I felt about him lol.

  • @Volfawott said:

    No it doesn't

    Care to explain why? Bc just saying no it doesn't is not a valid response.

    @Ghouled_Mojo said:

    Well the head bone already has to connected to the butt bone but if want them disconnected then that’s cool too.

    I don’t like the perk but it does what it’s supposed to do and it’s a one time thing they may or may not get used. It has changed a lot of games for me as killer but I suck so blame it on the rain.

    It has changed the outcome of so many games where the survivors played badly, but they had crutch perks to give themselves many more chances than they really deserved. It has rewarded bad gameplay so many times in my experience, & I see it do the same all the time for content creators I watch. At least with Deliverance, it requires that the survivor actually does something successfully before it can be activated.

  • @NotOprah said:

    The detriment is that it's a one pump chump and can only be used once per trial.

    The recovery speed still persists though. & technically you could 99% yourself on the ground for a save if you realize you don't need to use your Unbreakable yet. What makes this perk even worse is when multiple survivors run it in the same trial. Cause typically these are also the teams that pair it with DS with is a crazy broken combo that leaves the killer with no options to properly counter. & even then that's not a legit detriment. Deliverance has a one time use as well. But it also is a bit balanced out by giving the survivor broken status so that the risk matches the reward. There is zero risk to Unbreakable.

    @just_a_noob said:

    https://forum.deadbydaylight.com/en/discussion/174223/unbreakable-needs-a-requirement-penalty-like-deliverance

    i'm surprised that you have brought up unbreakable and not no mither? no mither you can get yourself up as many times as you want during 1 game so long as you are slugged.

    personally, i don't think there is anything wrong with unbreakable. you can only use it once in a game. you mention that its nasty with ds, well don't go after the person that just got off hook then you can pick up the person you downed and not have to worry about getting hit with ds. if you still want to slug the person that just got off hook then at least you are still keeping them off gens. its still slowing the game down, they still have to recover before they can get up.

    if you are leaving someone slugged long enough for them to be able to get up themselves then it's likely that someone else would have come to get them up anyway. someone else who is also able to heal you faster than you could heal yourself if you are in the dying state.

    No mither makes the survivor permanently broken though. That is enough of a downside for the perk to make the risk outweigh the reward. Unbreakable is godlike when compared to No Mither.

  • I would definitely like to see an option come to the game that ups the gore-levels for those in countries where it's not as restricted. I don't see them doing this though as that would require them to go back through a lot of moris & what not to update them to be more gruesome.

  • Well someone that uses OoO is usually a good looper & plays quite toxic (usually). As a trap-based killer, it can hardcore negate your traps if the OoO is communicating with their team especially. It also screws over killers that want to approach survivors stealthily, but dont have the luxury of being able to go undetectable. Also on the new map it is extremely abusive, as the survivor can literally keep their eye on you at all times & just hold W around the map making it extremely hard to ever catch up to them.

    I personally don't care about OoO much, unless I'm Trapper. That's when it irritates me & I will not hesistate to tunnel, camp, & slug said survivor. Pretty much makes Trapper useless, so the best thing to do is remove them from the game asap by any means.

  • You really didn't need new video evidence of this. There's already enough evidence out there to prove this. Just playing the game anyone would notice gen speeds are bad. But the devs already said they plan on implementing something in the beginning of the match that might be able to help alleviate the gen problem a bit. Not sure exactly what it is & when, but they said that in a livestream.

  • Just imagine the game finds you a match based on you selecting Nurse (if you aren't that good with her) & you decide to swap to Freddy to ruin the day of a bunch of noobs. What's a survivor gonna do? Switch from Meg to Bill last second. Doesn't change how they play survivor, but it sure is one epic prank.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457065#Comment_1457065

    Yes but that time is regained very quickly when both of them start working on the gen that only one was on before.

    Given that they are by a gen & stick on it together. As a solo queue player myself, my teammates are never bright enough to stick by me to crush out a gen.

  • @voiceofguns27 said:

    I mean, DS, BT, and dead hard (exhaust) all had changes before ruin. Let alone, how many different types of mends do we have now that act like BT from killer and survivor now? BT is fine as it is along with dead hard for how many times I've seen it screw survivors rather than save them. DS has the easiest counter of all...DON'T TUNNEL THE UNHOOKED SURVIVOR...or play executioner and put them in a cage. BT, DS, we'll make it, kindred, breakout, boil over, deliverance, off the record, sabo, and breakdown perks countered. Can't remember if cage also negates farm forever rescues, too. I think that about covers what pyramid head counters in that aspect.

    Yeah they received changes, but those perks are still overly strong & game changing (besides dead hard, which I find mostly fair besides that it hard counters bear traps). But DS is not countered by not tunneling. I've had so many times where a survivor somehow still has decisive after me finding & hooking a different survivor. It literally is 60 secs of immunity, granted the survivor doesn't miss the easy skill check. The only counter to it is to slug the survivor or let them get away to work on gens which eliminates any pressure you had with hooked survivors. And if you run Unbreakable with DS, you basically are immune to the slugging part as well. Killers don't have much time to protect gens to begin with, now one perk can single-handly make it hard to even buy back time for yourself. Also, playing 1 killer shouldn't be a solution to a badly designed perk (especially if they're a licensed killer).

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456662#Comment_1456662

    Not really. It's 16 to 32. 16 seconds wasted of 2 people's time is 16 seconds total. 32 of 1 persons time is 32 seconds.

    16 seconds of 2 survivors not on gens. 32 seconds of 1 survivor self caring instead of doing gens. Yes two survivors healing wastes only 16 secs, but thats double the survivors out of action compared to survivors that self care. But then again, self caring is such a waste because you give the killer more time to find you or if they are chasing others off of gens then you should be more focused on getting gens done.

  • Tbh most of the ppl you listed are really good with almost every killer. Like I could make arguments how Tru3ta1ent is the the best at a majority of these killers. I could do the same for Otzdarva. The only ones I can say I actually think you are right about are Hag, Huntress, & Deathslinger. These killers seem to take a lot more skill & knowledge to master, & the people you listed have actually perfected them for the most part.

  • @Kellie said:

    Honestly, Nurse and Plague have by far better mori's than Doctor.

    Plague's seems lame to me, maybe would be better if it like melted off the survivor's skin or something. Nurse is alright, as she kinda just chokes you out. Doctor at least fries your brain to death, which is kinda brutal in my opinion.

  • @HawkAyeTheNoo said:

    You should hide this post before you get BQ Chili nerfed.

    They already messaged me saying "We heard you loud & clear. Give Wraith a cooldown on cloaking."

  • @Warcrafter4 said:

    The devs have repeatedly avoided even showing us how they count survivor's perk statistics:

    Is it based off of anyone bringing it per game?

    Is it based off of how many people bring it per game?

    Is it divided between solos and SWF?

    They refuse to even say how its counted let alone them ever say the actual numbers.

    Usually the data they give us is very vague or misleading. Unless they need it to prove a point about something controversial they want to do.

  • I almost never see Midwich since they took it off of priority (thank god). Hawkins I always see when I happen to choose a killer that doesn't do well on that map (which sucks bc I've been trying to practice Nurse recently & it's all this map or Lery's). I also see a lot of Disturbed Ward & Ormond (two awful killer maps). And for some reason Wrecker's yard keeps popping up a lot. That one I'm not too mad about.

  • Trapper: 39

    Wraith: 144

    Hillbilly: 18

    Myers: 8

    Leatherface: 4

    Legion: 20

    Pyramid Head: 11

    Ash Williams: 12

    This doesn't count all the ones I have been using since the event started. I used a cake almost every match I played, & I grinded the game enough to completely level up Pyramid Head, Legion, & Trapper one full level. I leveled Hillbilly about halfway through his P2, & Wraith I got to P3 with all perks at max level. Myers & Leatherface I just leveled up a bit to get Pyramid Head's teachables on them. And Ash for Cheryl's teachables since he's my survivor main.

  • @Angel_di_Soufre said:

    So, ummm, there is a reason you can’t stalk infinitely the same player unlike Ghostface

    you see, if one guy is oblivious vs Ghostface, that guy dies

    if one guy is oblivious vs Michael, the entire team dies, which will be be very unhealthy for everyone involved

    Same reason why how much Evil Within Stalk Rate is affected by distance, because goddamn, imagine stalking pixels and then the entire team dies quickly

    Ultimately, I don’t want them to make changes on Daddy Myers, given their track record with add-on passes, only needs QoL updates, like action speed on T3 and more utility on T1

    Also Stalking Movement Speed idea behind it has it place (actively stalking while Chasing) just like Aura Revealing (info and mind gaming), fun little add-ons, they can be better sure, but they have their place

    You wouldn't be able to completely stalk just 1 guy the entire match & continuously tier up your Evil Within. The rate at which they would gain fear back would be a bit slow (at least how I pictured it) so I don't see how that would screw over the entire team. And for infinite tier 3, maybe survivors would no longer regain fear over time as a downside to the addon forcing you to stalk multiple survivors. Stalking from a distance is also a bit too slow atm in my opinion. You acquire it so slowly, & if you try to get close enough to the survivor they just run away unless they're totally oblivious. I don't see how this would be game breaking at all.

    @[Deleted User] said:

    Hmm. I think instead of making a generator regress faster with a damage dealt in tier 3, isn't the best option. Perhaps it adds an immediate regressing of 5%? As compensation, in addition with increased vaulting, you could also break pallets and damage generators faster.

    I agree however, The Shape does need some adjustments (mainly towards add-ons).

    I don't think an instant 5% regression would matter much in the long run. Might go well with Pop but besides that its such a minor impact. I was thinking Myers could utilize a faster gen regression & be deadly enough to keep survivors afraid of going back on said gen.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1442669#Comment_1442669

    How is he supposed to git gud?

    What can he do against survivors dcing?

    Please actually read the post before being toxic

    I'm pretty sure they were being sarcastic, but thanks for understanding my pain XD

    @malatruse said:

    Can't do anything about the DC, but you can run perks like Pop and Ruin to slow down gen rushing at least. And maybe if you see four toolboxes, just take a break from trying for a game, get some dailies done.

    Yeah my build for it currently is Ruin, Corrupt, PWYF, & Whispers. I feel that's the best build to make sure you can get this challenge done. My only hurdle is the survivors not wanting to cooperate lol.

  • A survivor once said "I love you daddy" because I was playing Myers...

  • Mending isn't useless. Legion is the type of killer that is supposed to keep survivors healing & off gens as much as possible. I will agree though that he does need either a rework or some buffs to his kit. Good survivors usually just won't heal against Legion & gen rush him. Or they know to spread out so he has little to no use of his power. The devs need to find a way to make his power more useful & efficient if they want his playstyle to revolve around survivors healing. Deep wounds & mending is a good start, but it needs more to go with it.

  • Decisive Strike

    Nurse's blink recharge mechanic

    Whoever at behavior came up with half of Hillbilly's reworked addons (particularly the increased movement speed while a flashlight is shining on you addon).

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433810#Comment_1433810

    Do some research please. If you just read the description you would find out that: "The time required can be modified by Perks and Add-ons that affect Healing speeds."

    Didn't know that was a thing for syringes, but if you also read what you quoted you would notice it says healing speeds (not recovery speed). So still the idea I had for buffing the perk has no correlation with slowing down syringes whatsoever.

  • @Customapple0 said:

    (Old) Nurse & Billy were the two go to killers for toxic 4K slug build. Why? Because they had no cool down on their powers. At least now the 4K slug will be harder to pull off.

    Just use Oni, Myers, or even new Leatherface then... I don't even think toxic slug killers are as common as ppl think. I haven't faced one in a hot minute.

    @LetsPlayTogether said:

    Nurse ist still the most powerful killer in DbD. So giving a killer a treatmaent to be still an S-Tier killer would be kind of good, right?

    Nurse just happens to have a power that counteracts almost all means of defense a survivor has. While yeah that power is still considered the strongest in the game, her counterplay has become way too easy. So now, the only Nurse's that seem to do well are people who are like god-tier Nurse players (against good survivor teams). And even then they all only run recharge speed add-ons for the most part because that's the closest they are getting to the old Nurse. Billy on the other hand doesn't compare. He was strong, but he also had some decent counterplay that most competent survivors could easily pick up on. Now he has that, on top of being very limited in how he can use his chainsaw. If they adjust how fast his chainsaw overheats, maybe this issue won't be as bad as it was in the PTB. They literally took away the skill cap that Billy had in countering survivors that could loop efficiently.

  • Deathslinger is not balanced. He seems too underwhelming compared to most killers. A competent survivor team will trash him. Of the 110% killers, Hag would probably be the most balanced. Huntress too probably if it weren't for her hitboxes. As for 115% killers, most balanced would be Hillbilly (before this upcoming patch) & probably Doctor.

  • @[Deleted User] said:

    Any possible buff for Deerstalker should include more range, but Deerstalker is already really good.

    It allows you to counter any moving slugged survivor, its a corner stone of most slugbuilds.

    I agree that it would be cool if it had more effect, but this one is strong and highly used.

    Perhaps if BHVR decides to deepen Slugging Gameplay.

    I would argue against Deerstalker being used a lot & powerful. Don't get me wrong its not a bad perk by any means, but I honestly rarely see anyone use it even in slugging builds.

  • Killers aren't mad that ppl run the perks, they're mad that the devs don't realize a majority of them need changing. They wanted to nerf Ruin to open up the meta, maybe they should do that with a few survivor perks (cough cough DS cough).

  • As long as Adrenaline is the way it is in the game, NOED is completely fair. Adrenaline is basically the survivor's equivalent, but it has the added benefit of not being a Hex perk.

  • I don't think Bill will ever receive anymore cosmetics. He only has one outfit in L4D, & its a miracle they managed to get him a Xmas sweater. I don't see Valve letting anything else be made for Bill, unless maybe DBD did another cosmetic piece similar to the Xmas sweaters, like maybe a face paint or something.

  • @Daviddv0601 said:

    I think I would like all of them. Have it be a series focusing on their origins and then slowly connect them with the Entity, making the story not just your everyday slasher show but rather a creepy cosmic horror story. Then have Season 2 following up on the Entity's game and how the survivors might be able to escape, using flashbacks as a way to show their backstories.

    Why are you responding to a post from last year? XD I forgot I even made this post but thanks for bringing it back into the light I guess lollll.

  • @Artick said:

    I don't think you can cout "insta-heal" syringes as insta heal anymore, it takes 16 seconds and the time is affected by perks, so the 20% slowdown would make it extremely long.

    My idea wouldn't slow down healing speed. It would slow down recovery speed. "Instaheal" syringe would still only take 16 secs. Plus I think the syringe is technically immune to the effects of anything that slows down healing, like Coulrophobia.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426786#Comment_1426786

    Survivors have gotten a bunch of nerfs over the past several months. Coop repair speeds have been reduced, toolboxes have been nerfed, add-ons are now lost at the end of trials, etc. Ruin was of course nerfed, which shook up the meta, but it's still an effective perk. Meanwhile many killer perks have been buffed, even to the point of being meta (hello Pop) and a handful of new top-tier killer perks have been introduced (CI, Infectious, Thrilling Tremors). Soul Guard is probably the only top tier survivor perk I've seen added over that same period and it's still pretty situational. Nurse was nerfed, but she's still a top killer. Meanwhile Freddy, Doctor, and Clown have all been buffed.

    Billy of course wasn't at Nurse's level, but he was still a top killer with some outdated add-ons and perks (aside from Enduring). Now he's becoming more of an average strength killer and getting up-to-date add-ons and buffed perks. That sounds like a good thing to me and I like their concept.

    With that said, from gameplay I've watched, it does look like they should make the chainsaw a harder to overheat. I expect they'll tweak the overheating mechanism based on the PTB.

    Survivors needed the nerfing though. They still kinda do with certain perks they have. New survivor perks entering the meta is much harder than killer because survivors already have the perks needed to survive almost any match. Exhaustion perks (DH & SB in particular), DS, BT, Unbreakable, Adrenaline, Iron Will (which is busted), Spine Chill, etc. These perks may need to toned down like they did to ruin, especially DS & BT.

    As for Nurse being top tier still, that may be true but now she's overly hard to learn. No one new is gonna be encouraged to play her bc of how restricting her cooldowns are. Basically the only people that play her effectively against the best teams are god tier Nurses. This could be the same thing if they leave Overheat the way it is on Billy. People will get tired of playing him if he becomes too hard to master. I do think it will see some changes before going live, but if they are still quite crippling to his skill cap then don't be shocked when his pick rate falls quite low like Nurse's has.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426660#Comment_1426660

    See that’s the thing. Nurse got a cool down on her blinks but it’s literally 2-3 seconds, shorter with blink recharge add-ons. She’s still a very strong killer you just can’t spam her blinks after your final one anymore. Yes they removed 5 blink nurse which WAS necessary but her power didn’t change at all just the add-ons. Like I said the majority of the people that are upset are the ones that can’t spam his power anymore. I still don’t understand why people think it’s okay for a killer to spam their power? Let alone a power that can one shot you.

    Nurse should be able to spam her blinks, being that she is a super slow killer. Holding W against her is such an easy counter for survivors because of the cooldowns at base. Juking her is also significantly easier, since they made is so she visually appears when blinking to a specific location before she actually gets to that location. Nurse is just overly frustrating to play as, & if you aren't a god with her you basically will always have a rough time as her. They nerfed her power to make it easier to counter, but it's honestly a bit much to anyone that doesn't actually play her all that much.

    Hillbilly also didn't necessarily need a nerf to his "spam". He honestly never even spammed like that if you could loop him correctly. He wasn't hard to counter either, so its not like his ability was busted. It was strong, & they made it so that now you get severely punished just for trying to use it. The only change he genuinely needed was removing stackable charge speed add-ons & updating add-ons. I guess a cooldown could be implemented to prevent him from face camping & holding a survivor hostage, but as of the PTB its impacting all other skill-based gameplay he had. I would say remove Overheat completely or double the charges of the meter.

  • Hillbilly currently has solid counterplay. Any good survivor can turn him into an M1 killer at loops. Billys could counteract that by doing some nice trick shots & feathering to land instadowns. The devs even said they felt Hillbilly was fair & balanced for the most part. This change literally removed all of that skillful gameplay that Billy was capable of. Now you basically get one chance at a good trick shot before you're already half way overheated. I would say thats a fair reason why people are complaining on the forums. If you basically take away something that made that killer viable in high ranks, no one is going to want to play that killer. Why do you think no one likes Nurse now? They turned her into a cooldown machine & gave her crap addons. As of the PTB, it looks as if the same will happen to Hillbilly & no one wants that. So the best thing is to let the devs know just how terrible it is so that maybe they will second-guess pushing these changes through.

  • Alright I don't think Billy dropped that far down now. He is still going to be more consistent than Pig for example lol. But yeah they really did neuter him of his skilled gameplay with the Overheat mechanic. Also Legion is too high & Wraith is too low. Thats just my personal take on the other killers. Leatherface feels about right on your list.

  • Yeah cause they took away all the skkll-based play Hillbilly had with what they called a minor nerf. Hillbilly's change wasn't supposed to be the highlight of this patch, but it's going to be just because of how debilitating the Overheat mechanic is to him currently. I also wouldn't call Bubba's buff huge so soon. It looks really promising, but this game has a habit of things not actually panning out to be as effective as people thought.

  • @bm33 said:

    Trapper needs love. Just basic things like allowing him to carry more traps without an add on. Not having the traps on the map spread out to the far corners, bring them in a bit. Have survivors do skill checks similar to doctors snap out of it to free themselves from a trap.

    I actually like that skill check idea for his traps. Takes away the RNG of his traps & you can have add-ons that make breaking free take longer. But yeah I forgot to list Trapper when making this post. As the face of DBD he needs some love.

  • I think it's a buff. If you watched the video of them demonstrating his power, I saw some noteable changes that could be game changing for him. Firstly, you can now control his chainsaw sweep, so if you know you won't hit the survivor in time, just stop using charges & resume normal chase. Secondly, he will no longer have those issues where you rev the chainsaw fully but you're apparently off by like 0.01% & it just cancels. Thirdly, he goes much faster at base, & I think can sweep slightly longer than he currently can (as long as you use all of his charges). From the video demo, it seems he can catch up much faster & travel a further distance while chainsaw sweeping (which could be good for mindgaming certain loops).

    The only nerfs he received are his ability to camp & the fact that he needs to rebuild his charges after he uses his chainsaw. This means you can't just use his chainsaw all willy nilly, which I get might counter the point of people wanting to be able to use it more often, but I think the buffs it did receive will prove to make his chainsaw more effective in general. And with an effective chainsaw, it might be a bit too OP if he could use it super frequently. Which I mean he still can use it frequently if he just goes for 1 charge sweeps, they just won't travel nearly as far as the 3 charge sweeps. I'm actually highly on board with these changes.

  • Nah it's basically a way to stop Billy from camping or holding a survivor hostage in a corner or locker. In situations like that, a survivor has no way to counter him without sacrificing the life of another survivor. I think its a fair & balanced choice by the devs to combat camping. It's also why they added the tantrum to Leatherface's chainsaw if he holds it too long. These 2 killers, more notably Leatherface, had easy means of camping without being punished. Now they do get punished for abusing the power of their chainsaw. And I play a lot of killer (I would say I 50/50 the roles), so I think I can safely say this is just some minor balancing for the two. They might make some adjustments to the rates at which Tantrum & Overheat occur if they are occurring too frequently when not desired, but overall I don't think this change will deter people from playing Hillbilly or Leatherface unless they are people that like camping.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396104#Comment_1396104

    Myers is higher because I think he has better snowball potential and the lunge in tier 3 is godly. Ghostface can instadown 1 survivor, but that doesn't give him any snowball effect.

    Most people agree Wraith is B tier. I just couldn't put him higher than the rest. He's only above Ghostface because of his movement speed while invisible and his reappearance movement speed.

    Not gonna lie if I included his best add-ons I'd be putting him high A. I've been using his grey add-ons for the past month and have only lost 2 games. 1 was me playing trash on Badham 1 and the other was a few days ago. Was pretty drunk and decided to play Bubba at 3 in the morning, then I got a swf who brought Haddonfield 😂. Just happy I got 1 kill that game. I don't get why Ps4 makes a big difference?

    Pyramid Head would be lower if he wasn't able to avoid DS/BT. Also his final judgement saves so much time. The main reason he's so high is his ability fake. You can fake his ability so easily and it gets you easy hits the whole time. Also tormenting pallets can get you free hits also.

    Thanks for the comment mate. I hope I explained my choices well enough here.

    Fair points. Myers has better snowball than Ghost Face, but I just feel as a whole Ghost Face has the superior stalk mechanic. Plus he can deactivate his TR practically whenever he wants, which makes him superior in the Stealth category as well. In the end, I guess it comes down to preference & playstyle.

    As for LF, on PS4/Xbox he is just super easy to control & is the most controller-friendly killer. I give him credit that he can dominate certain teams, but in most cases I come across survivors will know how to force him to M1 rather than chainsaw.

    Pyramid Head is kind of a tricky situation because he is so new. He can appear strong since not many people know how to counter him, & I think that given a month or so into the future people will begin to understand his counterplay better. Or it could be the opposite in that killers learn a stronger way of playing him, making him better than he currently is. I put him around the middle of the bunch for killers, around like Plague level.

  • Yeah the odds of getting one are super low for some reason, but getting the cakes has been rather easy. Could be a bug where the proportion of cakes, flashlights, & medkits isn't working as intended. Or maybe they chose to make getting these items a bit more difficult. Finding them in chests is also a bit hard, but much more reliable than bloodwebs. They should definitely look into easing up on the grind of finding these.

  • You lost me when you put Myers over Ghost Face. Also, I feel Wraith deserves more love. Based on your grading logic, Bubba should be lower because he is very weak without good add-ons. If you are running Bubba with PWYF/Nemesis I can maybe understand him not being in the worst tier, but he's definitely not that high (unless you're a PS4 user). And I think you're giving Pyramid Head a little too much credit. He is good, but not great.

  • @Spooky13 said:

    Spirit and Oni are the only really big stinkers I can think of. Their hair just hides the crown. I'd also argue Plague, cause she already kinda has a gold crown/headdress, and of course stealth killers. Imagine if Ghostface or Pig had one, you'd never be able to stalk or get Ambush hits.

    But Ghost Face, Pig, & Myers (all stealth killers) can't get crowns. Wraith can, but he goes invisible. Besides those 4 I wouldn't really say there are anymore true stealth killers.

  • @DetailedDetriment said:

    The patch released a killer sided map after "infinites" (which haven't existed since 2016 shack) got nerfed.

    The sounds are bugged. That's just it. Grabbing is bad on both sides.

    I've been grabbed after leaving a generator countless times.

    I wouldn't be so quick to call the new map killer-sided. It definitely has a lot of weak pallets overall. I have seen strats where the killer only patrols the top floor as to keep a strong 3-4 gen going. But the map is massive. There are also a bunch of god pallets in certain areas. There are some god windows in areas (can be weakened a bit by breakable walls). And if survivors are immersed then finding them is a pain in the ass. Survivors with OoO on that map can also be quite lethal, especially if they're a SWF. I honestly don't think it is balanced to one side or the other. It's terrible for everyone (besides Nurse, I think she wrecks on this map).

    @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/163102/yep-thats-it-im-taking-a-break-from-killer

    If you're playing killer for daily's that kind of implies you're still going to be playing killer every day bud.

    Not really. I said I MAY play for a killer daily, not that I would. It all comes down to if I just want the bloodpoints or not. I'm still leveling up Cheryl so I mean I'll play a quick killer game just to do the daily if need be, but I'm not gonna try for a win. Probably just farm the daily tbh.

  • @Dwightmain640 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362587#Comment_1362587

    Actually demos portals can detect players when they are close to one if it's active (has to use ability to see the survivor) also he could place them near gens to see if survivors are there so m abe he should go one tier. p.s. I'm a Dwight main, just saying.

    Demo's portal detection range is super small. Yeah you can place it next to a gen, but a good team will either gen rush that gen before you notice to make that portal useless now (which then limits how many portals you have to use in places you may need them) or they will just break it so you can't teleport to that gen. His portals can be helpful, but for a means of mobility it's easily the weakest one in the game.

  • @Quol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368569#Comment_1368569

    What are you talking about? Sure you might not see many Huntress players getting consistent cross map hatches but aren't we making tier lists based on potential. What difference does it make if the majority you see in practice are not S tier it's the potential that matters, right?

    Yeah, I'm talking about REALISTIC potential. A Nurse playing well isn't hard to come across. You're trying to compare that to a godlike Huntress that sounds more like a hacker than a pro player.

  • @SansUndertale said:

    Get good lol

    Yep, if you can't play with buggy gameplay it just means you're trash at the game

  • @Quol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365523#Comment_1365523

    Her being based on potential is useless when no one can reach it. Let's put Huntress at S rank because based on her potential you can snipe people across maps with hatchets, surely being able to down someone across the map without them ever being in your tr is more OP than Nurse, right?

    I base my tier lists on my practical experience, not theory. And while Nurse in theory is strong, in reality she is not.

    Your Huntress comparison makes no sense. Huntress's hitting cross map shots all the time isn't a thing. A Nurse blinking around loops & catching survivors off guard is literally every game as long as the person knows how to play Nurse. Despite her bugs, she still does everything she used to do. She only has an extra recharge feature that limits how quickly she can begin blinking again, but it doesn't destroy her potential. She has a lot of useless or gimmicky add-ons, but at base she does everything she needs to do. I'm not saying she isn't flawed, but her power literally alters survivor gameplay & counters a whole lot.

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