CaulDrohn
CaulDrohn
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My priotity list would be:
1.) Multi-Man Hatch Escapes before all gens were finished - It's the cheapest move a survivor group can do, imo, equally unfun / unfair as tunnel for mori. I would say it is even unjust, since it can totally rob a well earned victory from the killer with nothing the killer can do about it. My fix for this would be that keys only work during EGC, so the last one could reopen it after the killer closed it, or all four can get the achievment when they just open a gate and then escape through the hatch.
2.) OoO - Even in solo queue it can be so unbelievably annoying, with the killer having no counterplay for it, apart from stealth abilities. And even then, the OoO has a budget spine chill on him. In SWF, maybe with multiple OoO, it's totally busted. My fix for this would be to give the killer some counterplay, the aura is only revealed to each other when BOTH look into the others direction. And / or multiple OoO auras should no longer be possible, only the current obsession gets the aura. The non-obsessions may keep their budget spine chill, but no auras are revealed to either side.
3.) Agressive DS plays - I hate that DS can be played so aggressively and you have no real counterplay to that apart from slugging, which is then countered by UB. No perk should allow a player to play intentionally bad / extreme cocky for a minute just bc there is an active perk helping you out. And again, stacking four of them is nuts, you can actually get ds stunned multiple times in a row, that should not be possible. I wouldn't mind DS being a true anti-tunnel perk, I guess no one would really mind that. My change for this would be: DS deactivates when another player is unhooked. This enforces that only one DS is active at a time. It also deactivates when jumping on a gen, to incentive the player to heal first instead of rushing gens. Maybe it should also be disabled after the gates are powered, so DS is no free escape, but I'm not so sure about this. To compensate for the deactivation conditions, there's no longer a timer, DS stays active as long as none of the mentioned conditions have met. And you may stun after every hook with it, if the killer is so determined to tunnel you. Since you would not need to keep the stun for later, the skill check could just be omitted as well. This changes would make DS a really strong anti-tunnel perk, with an easy counter for the killer: just do not attempt to double hook someone, aka tunneling.
4.) On-the-spot Dead Hard / Dead Hard against a wall - Thats just extremly stupid. Why should I not be able to hit you if you stand perfectly still or are dashing against a wall, that makes no sense. Should just be removed.
5.) Excessive tbagging - Sure thats only a minor issue. But how funny would it be if a survivor would be locked into a butt dance for like 30 seconds if he tbagged too much? So when you run away, you automatically crouch every half second. Or the survivor would get the Hindered and Exhausted by excessive tbagging, because their legs hurt to much after it :P.
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@Samyrea said:
I'm a fairly new player, main trapper, haven't even maxed him out yet. Rank 11 killer.
I got matched against a wide variety, rank 18, rank 12, rank 8, and rank 2.
Near the end of the match, 18 and 8 were dead, and I had the rank 12 and 2 survivors on the run with injuries. I down the 12, and wait for 2 while watching from a hill. Sure enough, 2 comes for 12, and I down 2.
At this point, I had ben hit by Direct Strike once already in the match by 8. I know there is a timer on DS, but I don't know how long it is, so I left them to die by slugging instead of chancing the DS.
Rank 2 and 12 both get in post game chat to rage at me for making it boring. Rank 2 even claimed he reported me for "holding the game hostage". A quick google later and I find that this term is used to describe ways of playing that make the game impossible to end, but slugging has a strict timer, so after a couple minutes they both died.
Is this an actual bannable offense? or just annoying to survivors, so they got butt-hurt about it?
TL:DR - I slugged the last 2 survivors for the guaranteed win. Is that "holding the game hostage"?
(P.S. - I can't figure out how to specify where this post should go, so please feel free to redirect my question if it's going to the wrong place)
Its not banable, like others already mentioned. DS can only hit you for one minute after someone was hooked, others wrote that as well.
I additionally wanted to point out, in your situation, only two remaining and one slugged, even a DS stun will not really change anything, it just delays the inevitable. So you can just eat it and finish them off.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1644625#Comment_1644625
The problem with kindered not showing their aura is that it only screws solo survivors, so I don't understand why they did this.
They did it for consistency, which is generally a good approach. Removing the teror radius and red stain was tied to the then new Undetectable status effect. Protection from auras needed to be added bc. of Auras totally destroying stealth (the main culprit being OoO). So naturally Kindred lost the ability as well. But it also received a strong buff, showing you all the auras when another is hooked, not just when you are hanging yourself. Reintroducing kindred trumping undetectable is not a path we should go, it's the opposite of consistency. Thats a way how to get spaghetti code, with which the game seems to be plagued enough already.
Btw, you still can detect an insidious camper with it, since he will stand still and you lose the aura. You just have to pay attention.
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A bug on your side, you mean? Or maybe you were unlucky and switched the obsession before the sacrifice was completed, which denied the obsession kill. Something like that.
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@TheButcher said:
Can someone please link me the comment where Peanits said that Decisive Strike never was intended to be and never will be a "Anti-tunneling" perk so I can copy and paste that every time one of these dumb threads pop up.
Yes they said it's an anti-momentum perk, but they fail to realise that anti-tunnel is just a subset of anti-momentum, imo, bc. the condition for activating an anti-momentum perk are much more general than for anti-tunnel, by design. So if you have an anti-momentum perk, you can also use it in an anti-tunnel context. So DS IS an anti-tunnel perk, it is even more! And that's exactly the issue with it.
As an anti-tunnel perk, which many see in DS and only take it with them for some tunneling protection, it can be underwhelming. As an anti-momentum perk it works much better, and thats the despised application of it. I have honestly no idea why the devs think we need yet another anti-momentum perk, which punishes killer performing well. We already have Adrenaline and UB, which can work great for anti- momentum.
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"If you get downed the killer will walk away, and then you can be healed, if the killer stands and waits out the DS, he wasted 45 seconds, which is 1 1/2 gens for a single hook."
And if the timer would be stopped when downed, the killer could wait indefinitely. That of course requires another way to deactivate the timer, which would be hooking / unhooking with my killer-action oriented approach. With your surivor-action oriented approach, of course you could not do this, since the downed survivor can hardly disable it.
"The reason i say you need to be fully healed 1 health state or heal for 1 health state is to prevent a survivor unhooking you and immediately trying to heal you and deactivate your perk. You shouldn't be punished because your teammate made a bad decision."
So for some channeling actions its enough to begin wiht it, for others it needs to be finished to deactivate the DS. Thats really no good design, imo. There's just to much that can be messed up in development / patches. Thats why I wanted to point out my idea, bc its way more simple: Another survivor is unhooked, the prior last hooked loses it's DS, and the new last unhook will get it if he has DS equipped.
"Basing it on the survivors actions is the ONLY way to balance it, or you will have survivors who just do a gen in the killer's face where you can do nothing. Remember i'm not talking about average survivors, i have 1.2k hours and am rank 1. When MMR was out i probably was top tier (although matchmaking was stupid.)"
Basing it on the survivor acitons is a way to prevent abuse of the perk, but that weakens it's anto-tunnel potential, imo (the killer could wait for the unhooked to do an action that deactivates it, and then come back tunneling). Basing it on the killer actions, meaning the killer has to hook another / get another unhooked to deactivate the DS of a recently unhooked one, makes for a way better tunneling protection, with the potential to some abuse by the survivors, sure. But that wouldn't be so different from now. You really have to make a decisions whats more important to you, restricting abuse or better anti-tunnel protection, you cannot have both.
"I'm talking about good survivors, who will do a gen with DS and if you get too close they hop into a locker. This forces you to either wait out the 60 seconds for the DS, or leave. If you wait out the 60 seconds, you lose the game, because now the other 3 survivors are going to finish a gen each. If you leave, then that survivor is going to finish the gen with no pressure on them because they are effectively immune. Now, the best decision there is obviously to just leave the DS survivor because the time efficiency is better to ignore them and go after someone else. But, now add i'm talking about 1k+ hour survivors. Now add that all 4 survivors probably have DS. If survivors play this way with DS (don't even get me started about SWF) then you can't do anything. And 60 seconds is too short to base on killers actions a lot of the time. So you go hook someone else and then come back, sure it'll be gone, but they still had 60 seconds of free time to do w/e they want."
If they jump into a locker and you have no imidiate new target, you waste no time and eat the stun, Still better than leaving or waiting at the locker. Sure there are games were the gens are done to fast and you cannot really do something about it. But thats not solely due to DS being abused (you can still slug). If you consistently need more than 60 seconds do down a survivor, you won't win the game regardless. If we really want to make sure that the survs do not do a gen while under DS protection, then just adding a cancel if he touches a gen is enough, given that we also keep the condition that unhooks deactivate DS as well.
"The problem is not DS as an anti-tunnel perk. The problem is high level survivors playing hyper efficiently on a team with 4 DSs, having 60 seconds of literal immunity to the killer with 0 counterplay possible from the killer."
Thats why I'm in for a change to make it true anti-tunnel. Giving it a hook / unhook condition would effectively limit it to max one DS active at a time (and it's the literal counterplay), so it's not even such a big deal if all 4 run it, given you are spreading the damage. Imo, the most stupid DS hits are the ones where you already hooked two other people and still get hit by a 59s DS. Thats the thing I would like to see changed the most. The obvious DS baits are not an issue, you take the stun or slug them. The sneaky 59s DS stuns are the issue, that shouldn't be possible.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/194359/ds-doesnt-need-a-nerf-it-needs
- Make it last 45 seconds
- Make it so if you are in a chase the timer doesn't tick down
- Make it so it can be used multiple times
- Make it so that the perk deactivates if you get healed, or heal for 1 health state, or start repairing a generator, or cleansing a totem, opening a gate. etc.
First of all, the timer should not tick down when downed either, bc that would allow to just slug the survivor and wait it out, thats still tunneling, albeit a time consuming one.
Healing, repairing, Cleansing can be summarized as channeling actions, so you could jsut simplify it that it deactivates on channeling actions. With this it would also deactivate on unhooking, saboing and using killer-specific objects like Plague fountains, Freddy clocks, Pigs boxes etc.
But imo, basing the deactivation of DS on the survivor actions is not the best idea. The killer could just wait for you to do something that deactivates the timer, and then tunnel you again. The purpose of the perk is anti-tunneling, so it should deactivate depending on the killers actiona. A better deactivation condition would be that another survivor got hooked, or even better, unhooked (who then might get the DS timer instead). With this, at most one timer can be active at a time. Only killers who attempt to double hook someone, aka tunnelers, will be in danger of being hit by ds then. A non-tunneling killer can totally play around this. I prefer an unhook condition, bc with a hook condition, the killer could slug both rescued and rescuer and hook both in the right order, which is still tunneling for me. Thats not possible with an unhook condition. It would even give the survivors some strategic play if they decide to delay the unhooking of a survivor to not deactivate the ds timer of another one. Sure, with this condition DS protected survivors can still do objectives in the killers face, thats why a timer is still required. But it's also up to the might of the killer, if he plays well enough and hooks others, the survivors have to unhook eventually to not throw the match, ending the DS protection.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1643470#Comment_1643470
I'm complaining that pop got nerfed and DS, UB didn't. The pop nerf isn't that bad, but it boggles my mind that they would nerf pop before DS, UB.
So what if DS/ UB were not changed? Why do the two have to be changed before others may be adjusted? That's just us-vs-them mentality again. Yes these two can be really problematic together, more than pop. But please take a closer look at the listed perk chances: They are nearly all just number tweaks and sometimes slight condition changes! Nothing was changed fundamentally. But thats exactly what DS would need, imo, a mere number tweak does not really change anything about the problematic combo with UB.
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Blimey, what is all that whining about? Pop timer reduced from 60s to 45s, what is the big deal? It's still way enough to get to the farthest gen and pop it (which btw. is a very stupid way of playing with pop, but whatever). There used to be a time when Pop Tier 1 only had a 30s timer, and it still was a good perk then. Seems like no of you complainers remembers this.
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@mightygiraffe said:
There needs to be something in place against tunneling rather than borrowed time and ds, why do I get punished just because I chased you around for 4 gens...split off and get people off the gens! Even I know this as the killer. But yet there's that one guy that ruins your game by going for you right when you get off the hook everytime.
If you run the killer for 4 gens, the killer threw the game just to get you. Why should he give you an easy escape if it took so much time to get you?. If he then camps you, thats actually the confimation that you did very well. Wear that face camp as an honor badge :D.
And why is it a ruined game? You got to loop a killer for a very long time, you either laughing your ass off bc of his faults or being really pumped up because the chase was intense. Being chased is the most fun for many survivor players, and you got a really long there. Don't let your enjoyment being spoilt just bc the killer is mad now. As I said, see it as a victory and move on.
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@Impermanent said:
Every single game more frustration and grief than fun. The usual proxy camping spirits mixed with See thru walls Meyers, Curving Billies and Ruin/Undying Blight. Lag hits from 10 feet away. 1 hits across pallets. But "why so many DCs?" they ask.... It's because survivors are sick of this bullshit. Your game isn't fun anymore Behaviour. I'm freaking done.
Sure, proxy camping spirits suck, but what is wrong about Mirror Myers? It's a meme build, and one of the few things that can actually be scary and make you paranoid even after hundreds of hours playtime.
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For clarification, a current Acer Aspire 5 from Amazon gives you atleast 500GB SSD, so thats why I'm asking how old your Acer is, when you only got 125 GB.
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@hangm_nn said:
@Shenochek Not everyone has 1,000 for a gaming PC
Sure, but a reasonable sized HDD costs almost nothing nowadays, something like 500 GB is pretty normal these days, even with SSD. How old is your "new" laptop actrually? Having only 120GB space sounds like a really old configuration, maybe like 5-10 years ago.
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@StardustSpeedway said:
Do you really have to mori a survivor for the devour hope challenge? In previous tomes, the wording may seem like you need to mori someone when actuality you can just hook sacrifice them. Is that not the case anymore!?
The other challenges were about killing survivors "by any means", which many mistook as having to use a mori. For this challenge, it is explicitly stated to kill a survivor "with the killers own hands", which can only be achieved via mori, DH, Rancor or as Tombstone Myers, similar to a Mori daily.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1634261#Comment_1634261
You literally cannot do it in less than 10, I tried it with nemesis and it won’t work
Then you were doing something wrong. My best round was three obsession kills in one trial, the last escaped through hatch, sadly. All three kills were registered towards the challenge.
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/1638850#Comment_1638850
You find survivor rather quickly (1 survivor always spawns near a Killer and 3 spawn far away from you). Same logic for survivor if you spawn alone (and there was no split offering) then you are close to the killer.
Even if you get no information from Killer Instict you should know its range and then its not too hard to guess where Survivor will be (people seem to only focus on the hey this power shows me a icon i can ran towards when it also tells you "hey this area has no survivor in it search somewhere else").
Yes three far away. And if you don't have a perk like discordance or tinkerer chances are you lose one gen while still searching for a surv. Frenzy does not help you here, because there is no survivor to hit. If you play with ruin, it's best practice to use a perk for getting info were to chase survs away from gens. Frenzy / killer instinct can work similar, but it is not as consistant as the mentioned perks.
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/1638771#Comment_1638771
Mending is not healing btw (also better survivor dont heal vs legion anyway). And his power is the best information Power in the game (its not only about the survivor you see with killer instinct but the ones you dont see so you have a good idea about survivor locations most of the game). So he does not need information Perks imo.
As mentioned Undying + Ruin is core for most Legion Players but Oblivious Perks are also very strong (cuz survivor dont heal up and get caught offguard).
The detection perk is imo required if you want to play with ruin, bc you have to contest the gens, otherwise ruin won't do much for you. Sure you can see the survs with killer instinct, but you need to frency hit someone to get it. And then it's still limited time and range (unless you have legion pin). When you are currently searching for someone to chase (e.g. at the start), or all remain injured so you do not have much incentive to frency, then you have no tracking. Now that I think of it, maybe Tinkerer would be a nice choice, since it's tracking and Undetectability to get sneaky hits.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1636986#Comment_1636986
His Terror radius without M&A is 24, 16 with M&A and is max range is 18. T1 Myers can use LoS blocker to close the distance because of his 0 terror radius, same for GF, Pig and DS. T2 Myers with M&A have a terror radius of 8 so it's still easy for him to come close to you for an easy hit/stalking. Yes DS can easily injure you, but downing you is harder.
On paper his TR is 16 with M&A, yes, but bc of his messed up TR music he can be way closer until you hear anything, more like 10 meters. And with his harpoon he can LITERALLY spear you without any warning. All the other stealth killers at least have to get really close to you so they can hit you, and all have their faint audio cues that they are near (Myers breathing, GF clothes, Pig unsheath or roar, Wraith bell or uncloaking sounds). Sure they may still hit you, but you have a chance to see / hear them approaching. On maps like yamaoka, there are so many things to clutter your view but have no collision, so the slinger can shoot right through it, giving you no chance to react, since you neither see nor hear him. Downing afterwards is not hard either when the slinger also uses recharge addons, which many do as well (I can't really blame them there, most other addon's are useless).
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1636691#Comment_1636691
You are most definitely asking for a hard counter. You should not be able to render his power irrelevant on reaction. You and other survivor mains don’t like killers that force you to play differently: you want to be able to enforce loops on everyone.
I feel you do not understand what the other one was talking about. It's about and free zoning the DS gets when aiming and canceling it without cooldown to directly M1. It creates a lose-lose-situation for the survivor, if he tries to dodge he is imidiately hit with M1, if not he is imidiately speared. It's the same with PH, btw. I think this kind of situation is solved way better and fairer with Demo, sure he zone as well and hit imidiately when canceling shred, but he cannot jump imidiately. And his shred is only in a straight line and can be dodged.
No one wants to render DS power irrelevant, but there should be some more options for a chased survivor. Right now, being chased by a DS can be really frustrating, bc it doesn't matter what you do, it all depends on the killer whether he hits his shots or not. That's no good design, imo.
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@TheCoolDBDGamer said:
I play legion with BBQ&Chilli,Hex:Ruin,NOED,Brutal Strength
And every game i always end up with a 0k game.
Buff legion again, make legion great again!
As others pointed out already, Noed and Brutal are not best choice.
Ruin is not such a bad choice, since Legion is fast and can contest gens, but I feel you need to protect it (Undying would be best) and/or have some detection perk to know which gen the survs are repairing, so you can interrupt then and let ruin degress it (Discordance / Surveillence). So one possibility would be BBQ, Ruin, Undying and Discordance / Surveillance.
Instead of ruin, you could use Pop, which works reasonably well with BBQ. Even better would be Pop+Thrilling. If you want to have more chase power, instead of Brutal you could equip Enduring, and try to let them stun you out of the frenzy so you don't have to wait out the lengthy cooldown. You could add spirit fury for extra spice. My current build with legion is exactly that, BBQ, Pop, Enduring & Spirit Fury. Works quite well even without legion pin.
There's also "forever / anti-heal legion" where you stack slowdown perks like Sloppy, Thanato and Dying light. But thats really despised survivors, I don't like that myself. I feel playing with enduring / spirit fury is more engaging.
With legion, even if you only 0k, you should still get quite some points out of it. Bc of his multiple hits in frenzy, he gets so many scoring events which boost his BP gains, even when performing sub-optimal. Legion is just one of the weakest killers, if you can accept this and maybe change your mindest a little when playing with him, you should be alright. Use them as a BP-grinding machine :).
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@ItzNobody said:
https://forum.deadbydaylight.com/en/discussion/comment/1636005#Comment_1636005
Yer right, it is a pro in that manner as well. Best example would be the pallet loops in Blood Lodge, Slinger can snip right over them and best ye can do is zig zag on your movements to throw his aim off. I didn't list that as a pro but I'm aware of it, could fit it under the pro of his bullet having a small hitbox.
Deathslinger is good at a lot of things once he is up close, I just don't see why so many say he got no counter to him. If the Killer got a weakness, that's a counter.
Hide from the Nurse. Keep obstacles between you the Cannibal, use windows versus Hillbilly, and pre-drop pallets versus Huntress.
Then people say ya can't do nothing against his shot when hes 9 meters close. Why is that a problem? If I am a killer and I am that close to you, I sure hope i'd be getting a reward for that. And why is this an exclusive issue for Deathslinger when the Huntress can land hard to dodge shots up close as well? Her Hatched hitbox is larger too, so I would probably say she got a bigger advantage within 9 meters then our cowboy here.
I just hope people start to open up to these ideas and explore em a bit. Closing yourself off from suggestions hinders your ability to learn and progress, and that bites. Sure glad to know you caught me slipping on that pro, thanks for the reminder sir.
Here, have a cookie! 🍪
Your point about the 9 meters is actually the glaring issue for me against DS. Nearly every DS will bring monitor on top of his totally messed up TR. So he can sneak up to you this close and sometimes even spear you out of nowherer before you heard anything. I just feel it shouldn't be possible to hit a ranged attack out of the blue and still be so close. Huntress has her lullaby. Mikey can be heard breathing when close, GF' clothes can be heard. Pig has to unsheash or roar, Wraith has to ring his bell (or at least his uncloaking can be heard when near enough). But for DS with Monitor, nothing. You can be speared instantly without preparation. I think he would need at least some audio cue that he starts aiming, that would give survviors are short timeframe to react.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1634875#Comment_1634875
Cool well I watched a streamer stomp like 20 games in a row as Blight, so obviously BlIgHt HaS nO cOuNtErPlAy because good killers can practise them and beat people.
You missed the point as well. It has nothing to do with stomping a team. It was claimed that DS has counterplay, So as to proove this, the one that claimed it should play against a real good killer (zubat) and show us his counterplay. Just a chase in custom games would be enough for demonstration. Nothing more.
And don't know how this would turn out, but I guess it would be a glaring defeat for the claimer. Not just bc. killers are meant to be stronger in 1on1, but because DS has some uncounterable tools like aim spamming / free zoning, which removes any real counterplay, so it boils down to whether DS hits his shot or not.
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@CalamityJane said:
Not to mention landing a much harder shot (long range) ALSO gives them way more opportunity to break out.
https://forum.deadbydaylight.com/en/discussion/comment/1634842#Comment_1634842
Oh well if Scott Jund said so then we should all just accept that and stop thinking for ourselves.
You missed the point. It's not about Scott Jund, but about playing against Zubat using DS. And showing us your counterplay.
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@nixtunes said:
https://forum.deadbydaylight.com/en/discussion/comment/1631340#Comment_1631340
HAHAHAHA. Oh wait, you're serious...
DS has the games easier counter: just don't be a dick and tunnel.
Love how killers ######### and moan about DS and Unbreak-a-bill, and borrowed time, and yet all the perks exists solely to counter a specific playstyle (sadly, the most common one). Don't slug and you don't have to worry about Unbreak-a-bill. Don't be scum and tunnel, and suddenly BT and DS are useless perks.
But hey, since we're on about it, CLEARLY DS is *sooooo* much stronger than say: NOED, Franklin's (worst perk in the game, don't even get me started), or Rancor.
You want counters, where's my counter to Rancor? Killers these days, and survivors are the entitled ones 🙄
"DS has the games easier counter: just don't be a dick and tunnel."
Telling a lie for the thousands time does not make it true. Even when you go out of your way to not tunnel a survivor, if you are too fast with your hooks, you can get a 59s stun out of nowhere. And when survivor play it super aggressively and practically jump into your face, thats hardly tunneling either, but the survivor playing stupid.
"Don't slug and you don't have to worry about Unbreak-a-bill"
Sure, and the next suggestion would be to not hit any survivor, right? Slugging is sometimes necessary to get a grip on the game, given the gen speeds can be so damn high. Apart from that, slugging happens when survivor do obvisous DS plays, which the killer does not fall for, or the survivors are playing extremely stupid (bc. slugging is not effective when you don't know where the others to slug are). So the survivors cause the slugging THEMSELVES!
"You want counters, where's my counter to Rancor?"
Are you fkn kidding me? You have 5 full gens to recognize it! Just play stealthy and you are fine. And if you got obsession late bc of DS, it was your decision to use that. Rancor is a totally mediocre perk, complaining about that and implying it is better than DS, ######### are smoking dude?
"Franklin's (worst perk in the game, don't even get me started)"
A perk that does literally NOTHING when you don't have an item, which you don't need to win at all. Sure that is way stronger that DS!
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1629749#Comment_1629749
I have monitor, pop, ruin, bbq, brutal,agitation,distressing, nurses, thana and all the base perks and mikey's teachables
Nice, then I would say BBQ, Pop, Sloppy and Brutal is a pretty good build to use.
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So let me try to give you some advise, starting with the basics you likely already know, but maybe there's some small info you did not know yet.
EW1 Myers is really slow, only 105% of the survivors running speed, he does not have any noticeable lunge and does not gain bloodlust. So chasing survivors pretty much useless, since they can loop you around pretty much everything without you having a chance to get a hit. On the pro-side, he is undetectable, so no terror radius and no red stain. You have to use that to sneak near survivors and stalk them without being seen, obviously. Maybe you can get a grab from time to time, but the attempt might work against you, either bc you get dedicated and only hit instead of grabbing, or bc it delays you getting out of tier one. Rarely you can use your missing red stain to mind game a survivor at los blockers to get a hit. But don't try to chase / down them after the hit, unlike they screw up badly and you get the down fast. Getting out of EW1 is always the priority.
EW2 Myers has normal speed (115%), normal lunge, gains bloodlust and has a small TR of 16 meters. In this mode he's pretty much a M1 killer, so can be looped easily. But, since you want to tier up to EW3, you can stalk looping survivors pretty easily given there are not so many los blockers. It might be best to respect pallets, since you will get a good amount of stalk if they throw the pallet before you. You want to 99 your stalk meter and do not waste a EW3 activation on an injured one. So either chase the injured down or switch targets.
EW3 Myers had normal speed, extended lunge, vaults considerably faster and of course has instadown. His TR is massive (48 meter is guess). He is still loopable, but at least windows are not safe for the survivors in this tier. You always should try to pop tier 3 on an out-positioned survivor, so you can down them quickly, hook them and move on, trying to get someone else to down. You can try to slug as well, but I think that works best with infectious, which you currently don't have. Only if you see multiple survivors when you pop it you should try to slug and get the other(s), but do not overcommit, you want the downed hanging. Sometimes you might not get anything out of your EW3, bc the survivor has to much defenses against you. In this case, at least try to destroy as many as possible. Do not really bother to loop around pallets (only if they are weak) and just break them.
About stalking:
The stalking of Mikey has some limitations compared to GF, which can be really aggravating. You can only stalk one person at a time, so even when multiple survivor do a gen and are highlighted when you stalk, you are not filling your meter faster. Furthermore, Myers stalk gets weaker with distance, keep that in mind when stalking faraway survivors. It might be better to search for targets closer to you.
In EW1 you have got to be sneaky to stalk them without them noticing. To achieve this, try to go to gens from unexpected angles. Sometimes you can stalk through small cracks, e.g. of the shack, use this whenever possible since the survs won't expect that. Elevated points are also really good for stalking, esp. on corn fields. If you have clear view to stalk and they are unaware, do not move to much, that could give you away, if they spotted you they will run away, don't chase after them until you are nearly at EW2. Esp at the start, chances are there are multiple survs on the first gen, so when one runs away, there may be others nearby. If the first gen pops and you are not nearby, try to predict where they will run to to stalk them there. You should expect to lose a gen for getting to tier 2. If you are losing more, it's gonna be rough match you'll likely lose. But sometimes you just cannot help it, with being unlucky and / or facing advanced survivors who know how to avoid your stalk. Myers is just to slow from time to time.
In EW2, your aim is of course to get the meter filled so you can pop EW3 on an out-positioned survivor, but don't hesitate to much to use it. Sometimes it's better to just go EW3 and apply pressure this way than waiting for the perfect opportunity. You have got at least three EW3 activations, use them. Do not get obsessed with the stalking either, sometimes its better to hit a nearby survivor instead of stalking him to max your meter. Remember that you cannot get all 12 downs with your power alone, on average you will maybe down one person with the power, the rest has to follow with "conventional" killer play. Try to leave some stalk in the survivors for you to pop an EW3 on them later. If there's a survivor already fully stalked, and they know it, they can be a pain in the a$$. You can also keep your nearly built up EW3 do pop it on an unhooker. Ideally you should activate EW3 the first time when no more than two gens were done. You can be fine with more, since Myers can snowball hard in EW3, but it gets more difficult, of course.
In EW3, stalking is disabled since some patch ago. It could be used for tracking, but that somehow does not work anymore.
Addons:
Maybe the most powerful ones are Myers memorial & Memorial flower, which increase your stalking rate. You cannot go wrong with using them, esp. since you will et out of EW1 way faster. Dead rabbit works great for sneaking up on survivors even in EW2, since it reduces your TR to mere 8 meters, together with Monitor and Abuse (from Doc, you might not have it) the TR is nearly non-existant. The Hair bow is really nice since it increases your EW3 duration from 60 secs to 90 secs, which only "slightly" more stalk required. The aura addons may be useful, but not as strong at the other already mentionend.
Try to keep away from the purple / red addons for now. Mirror games can be really fun, but you need dedicated builds and a map for making them work. Infinite EW3 is really strong, but you needs too much time, which you currently don't have. Tombstone builds require certain perks as well, and they are usually not worth it BP / pip-wise. Also skip on Stalking speed addons, they are useless.
Perks:
Thats the tough one, right? Since Myers is slow at the start, detection perks would likely be the most needed. Stalling / gen control perks would come next. Something helping in chases is also nice, but not so important like the other. One hit perks on Myers are a meme, don't use that. I understood you only have the general perks and Myers perks, plus Ruin from the Shrine, but no other teachables (trapper, billy)? That would leave us with the following:
Detection: Bitter murmur, Spies, Whispers
Stalling & Gen control: Sloppy, Dying Light, Ruin
Chase: Unrelenting, STBFL, PWYF
Questionable perks: Deerstalker, Thrill, Iron Grasp
Useless / Not helpful: Distressing, NoeD, Insidious, Monstrous Shrine
For detection, I think Whispers is the best pick. You want to find them when they are still busy doing gens so you can stalk them, Bitter murmurs effect is to late. Spies can be really strong on some maps, but totally useless on others. It is just not consistent enough. If you happen to have tinkerer from Billy, that would probably be better than whispers.
For stalling, Sloppy should be a no brainer. You do only have M1 attacks, so every hit will apply it. Ruin would be good as well, although you would have to shy them away from the gens (Tinkerer would help there), which can be difficult since you do not have extra mobility. And it's a hex, so it can be cleansed and the perk is lost. Undying would be really nice, but you need Blight for it. Dying light likely takes to much time to grant a noticable effect. You have to perform well enough to get enough out of the perk, but thats exactly the issue right now, right.
For chase, Unrelenting is forgetable and PWYF is too unrelieable. STBFL is generally a good perk for M1 killers, although Myers does not normally hit people left and right, so gaining stacks is rather slow. Enduring from billy or Brutal Strength from trapper could be useful here, although you should try to avoid stuns to get more stalks, so brutal strength might be the better pick of these two.
Deerstalker could help you when you want to slug in EW3, but you would need Infectious Fright to better decide when to slug and when not. Thrill maybe if you play Ruin, but I'm not sure if that really plays out.
So all in all, I would say the following four perks are the best picks, given these constraints:
Whispers for detection, Ruin for Gen regression, Sloppy for slight stalling and STBFL for quicker chases. If you have tinkerer, you could use it in place of whispers.
If you have enough shards for getting a new killer, I would advise to fetch Plague, so you can get Corrupt and Infectious Fright. Both perks are good picks for Mikey. So maybe Whispers/Tinkerer, Corrupt, Sloppy and Infectious.
That concludes my great wall of text. Hope it helps a little bit.
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@ToxicMyers said:
I want to keep playing this game but it gets boring nearly every match. You chased a survivor for more than thirty seconds because you are an m1 killer? unlucky now 3 gens are almost done and by the time you down them you are down to 2 gens. It also doesn't help when i have no one to help me improve so every one of my matches are just 4 man escapes. its boring as hell. Why do i need a ######### perk to band aid fix issues in this game. It doesn't even help im using a killer who starts off at 105% meaning if i go to the wrong gen i basically already lost. Literally idk how to ######### do anything and when i have no one to help it makes this game boring. Seriously how do you make a game where you need to dedicate so much time into it just to have a chance. Like i do not have anything to help me at all.
Fellow friends to help- no they are all survivor mains who complain when a killer plays efficiently
Perks- no because i didn't know this game was pay to win because almost all good killer perks are either behind pay wall or you need to spend a ######### ton amount of time trying to get 9k shards
Killers- same reason i gave for perks, only killers that are free (ps4) that i know of who can win without any dlc perks are huntress, and nurse.
I mean all i really want is infectious and corrupt to actually have a chance to use my skill and not a 3 minute game because i chose to play a killer that actually sounded cool. I wasted 30 ######### dollars on this ######### game that i regret massively and could've spent on other things that would positively impact my life.
And the community is so ######### toxic. Like god damn can yall stop ######### bickering at each other like dogs fighting over a bone so we can actually deal with real issues. It seems like this community is 2 children fighting while the devs in the form of parents try to please both sides. Its ridiculous. I might just delete this game because its not fun in its current state.
And survivor is not as tormenting on the mind but its still boring as hell. Especially when you have to deal with ######### teammates just to try to rank up. Its like if you threw an 8 year old in a group of babies and try to actually deal with it. Its nigh impossible.
So the non toxic part of this wonderful community, i ask 3 things
A- ######### am i supposed to do to "pressure" with myers without corrupt
B-why is this community so toxic
C-should i stop playing this game permanently
Could you list us the perks you got, so we can figure out what would be the best choice in your situation? Esp. which teachable perks do you have outside of the general perks and Myers ones.
I also would like to give you some advise about stalking and stuff, but I've got to delay that until I have more time, sorry. I guess I can comment again this evening.
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@CalamityJane said:
https://forum.deadbydaylight.com/discussion/comment/1627554#Comment_1627554
I disagree. Dying Light takes a very long time to stack up to see even a mediocre benefit, and completely disabling for killing the obsession is over the top. Combined with the fact that it gives an obscenely high bonus to altrusitic speeds to the obsession makes it an insanely niche perk. Currently when you actually account for the obession, at maximum (excluding obsession switches) it gives a net 13.5%/14%/12% slow to repairs depending on how many people are alive, and 5.25%/3%/-4.5% healing speed. 3 survivors having an 18% slow on them with the obsession dead would only add 15 seconds to a generator, that's not an outrageous reward for running a difficult to use perk and already being at 9 hooks.
Having to deal with only three survivors is already a pretty huge advantage for the killer that usually results in a 3k + hatch or 4k, as long as the killer does not screw up badly and there are still multiple gens to be done. The remaining survivors will not have any time to proceed with the gens when the killer performs normally, when one is hooked, one is chased and one has to resue. You are already winning as the killer, it does not need to be harder for the survivors. If they still finish the remaining gens, you are doing something wrong.
18% Slowdown is huge in a 3vs1 scenario, every second counts because you are in a disadvantage. Just think about the old DL, it had the same issue, but on a way larger scale. Sure current DL is weak, but buffing it for situations when you are already winning in the wrong approach, imo. It should help you more in the early game instead.
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@ninjamediness64 said:
Three in particular: Dying Light, Furtive Chase, and Save the Best For Last.
For whatever reason, the first two perks lose all of their stacks when the obsession dies, while the latter does not. STBFL is arguably the strongest of the three as well. Why should Dying Light (a mediocre perk given its benefits to the obsession) and Furtive Chase (an F tier perk) lose their stacks when the obsession dies while STBFL does not?
I’m not arguing that STBFL should also lose its stacks, actually the opposite. Given the benefits to the survivor, Dying Light would encourage the obsession to stay alive rather than martyr themselves to remove the stacks. And given how needlessly complicated and difficult it is to get such a frankly bad effect from Furtive Chase, I don’t see a reason why these perks couldn’t keep their stacks.
I'm with you that furtive chase could easily keep it's stacks, it wouldn't really change anything, the perk would still be bad. For dying light, I disagree. The game is already heavily in the killers favor if a survivor is out of the game. You do not need to put another burden on the remaining ones. For STBFL as well, to be honest. With both perks, you are meant to let the obsession live as long as possible, it's literally in the name for STBFL. So when you kill the obsession early, I think it's totally reasonable to lose the effect.
Maybe, instead of loosing all stacks, killing the obsession off could just deactivate the perk, but freeze the stacks. Only when there's a new obsession again (e.g. due to DS or nemesis), the perk would activate again with its prior accumulated tokens.
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@arcnkd said:
https://forum.deadbydaylight.com/discussion/comment/1625209#Comment_1625209
I personally hate that his madness doesn't go away once it is applied. =/
Sure, that was some kind of necessary with passive madness increase. But with that being gone, it is no longer required. Also, the devs were simplifiyng the values associated to the madness levels, from 0-100 to 0-3, with shock giving a half and blast a full level, to make it more clear overall. Passive increase / decrease does not fit there.
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@KingFrost said:
Extinction of Hope is Yikes.
Obsessive will take around 10 games to complete unless you have an obsession changing perk.
Can we get a Wraith challenge that isn't "Hit from uncloaking x# times in one trial!" please?
Devout Iri emblems are pretty rough to get. Prepare to face some killers ready to slug for the 4K.
On the survivor side...
Stun the killer 10 times... what is it with stunning the killer that the devs are obsessed with? I kind of wish they'd come up with some new challenges.
Avoid 5 basic attacks isn't too bad, you just have to get the killer to whiff.
I feel the devs have lost all creativity when it comes to challenges. Most of these are been there, done that, got the t-shirt. Others are slight modifications of old challenges.
About the obsession challenge, in the previous iterations I used Nemesis+Furtive Chase+MakeYourChoice to great effect. Nemesis for getting initial obsession switch at a pallet, hook the obsession and then wait for the unhook far enough away to trigger make your choice. Come back to down / hook the unhooker. Due to furtive chase, the unhooker will become the obsession, and due to nemesis, you will see his aura and he will be oblivious. A really nasty combo, but great way for farming obsession hooks.
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@Ryan489x said:
https://forum.deadbydaylight.com/discussion/comment/1624968#Comment_1624968
True, however the amount of killers who stomp you is extremity high.
I wouldn't say so, maybe one in ten matches the killer totally stomps in my games. There are games where the killer has the advantage and kills all without mercy, but I wouldn't consider this stomping when you still have the chance to get good points (aka earning 20k or more with dying)
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@Kind_Lemon said:
https://forum.deadbydaylight.com/discussion/comment/1624554#Comment_1624554
Sure. My argument is that Pop is the worst offender and requires as little deviation from any playstyle to use. BBQ affects your behavior after hooks. Dead Hard makes survivors play differently (specifically, more aggressively). Unbreakable causes dying survivors to think differently about their next moves. Pop...just works unless you decide to not use it or if you're doing too well to use it (eg. no significant progress on any gens).
Regardless, this thread is about Pop, and saying that there are other problems doesn't really add all that much to the thread.
"Requires as little deviation from any playstyle to use" And whats so "offending" about that? What is wrong about a perk that can be used easily in many situations? If thats really your metric for "bad perks" you can rule out half of all perks, if not even more. On top of that, I think the claim is not even true. You certainly have to play differently when you have Pop equipped. No hitting gens before hooking, for example. Searching for a gen to apply it to instead of directly contesting the remaining survivors. Abandoning a chase to kick a gen. If you just play as normal, the perk likely does not have much effect. If you actually play it wrong, e.g. abandoning important gens just to kick some gen on the edge of the level with 5% work done, it can be actrually detrimental to you.
And I still don't understand how you can say pop is granting to much for little effort. Tell that to a low tier killer struggling hard to get any downs. Getting hooks is not always easy, so its not always little effort, and you won't get much use out of pop in this occasions. Furthermore, even if you hook frequently ("little effort"!), chances are you simply cannot use the pop, bc all reachable gens are already regressing.
Pop is one of the few perks which actually reward the killer for performing well, and denies them any usage if he does not. There are many, many other perks which "just work", the very thing you proclaimed as problematic about pop. Or maybe I understood you wrong ...
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@Venzhas said:
But no killer main has something to cry about shelter woods. Come on, 4 pallets, 3 jungle gyms ? The whole with nothing to loop.. every games on this map is already wasted except if killer is AFK. But "uhuu dis game s too much surv sidd uhh"
😙
I have often looped killers on shelter woods and got looped there as well. Yes it might be easier for killers, but it's far from an automatic loss for survivors. Ormond swings in the other direction. There is way to much for survivors to use, even a mediocre looper can chain pallets together easily, so many safe and/or unmindable pallets and jungle jumps with perfectly alligned windows. And it's so huge, if you are unlucky with the gens being finished, you lost the game as a killer even when still 2 are to be done, just bc you cannot protect them.
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@Customapple0 said:
Ironically the rework was supposed to make him less annoying...the static blast is even worse to go against than the passive madness gain imo.
You are totally ignoring the other side of the coin. The rework was meant to make him less annoying to play AS as well as AGAINST. The removal of his different stances made playing as him so much better. They gave him the blast instead of passive madness to give him a little bit more strategic play (yes, blasting every now and then is not very strategic, but it's still more than a passive effect), and you can totally avoid the blast with a locker or running out of TR, since you hear him charging it map wide. Lastly, snapping out of it got drastically easier, since it goes down to Level 1 again (used to be level 2) and you keep your progress even when being hooked.
So overall, Doc gameplay got a massive QoL update and some more strategic plays, Survivor gameplay is no longer burdened with random tiering up bc of passive madness, blast can be troublesome but also avoided, and madness is easier to get rid of. Far less annoying for killer and slightly less annoying (imo) for survivor. I think the rework devilvered.
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@Ryan489x said:
The game punishes survivors for being to focused one thing and expects players to
- Fix Generators
- look for totems
- work together
- heal and save one another
- evade and and outrun the killer.
If you don't spread those out you get less blood points not to mention if you hide you have birds pointing you out. even when you're down(which is stupid).
as the killer your goal is to kill everyone and you get points for
- chasing
- hitting
- downing
- hooking
- kicking generators or pallets.
you can end a game in about 3 mins you're really good. yet if survivors do the same thing they will get less points for doing less things, you'll even loose rank(not that they really matter)
Yet the killer fills all their categories just by playing the game because unlike survivors they all link up to desired result. If survivors are punished for rushing game, where the punishment for a killer rushing a game? it takes all the fun from one side in both cases.
If you're a good killer that's great I'm just putting a question out there. If I played game where I only see a killer once but I do other things and escape why do I loose potential blood points for not dying. yet if I get destroyed and die too fast I barely anything. so which is it.? but If a killer destroys a whole team they clean house and just call survivors noobs and trash.
You won't get much points as the killer either when you finish the game fast and one-hook everyone. Also, it's ridiculously easy for survivors to get full-cap objective points, since they get a massive boost when working at a gen together. For the other categories, yes you have to do something. But when the killer performs good (not stomping you), you will get plenty of opportunity to be in a chase or unhook / heal someone. If you prefer to rush gens, and the killer struggles to hook anyone, then your BP will be less, of course. But thats for the killer aswell.
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Yep, should be working nicely. The only drawback is, your traps will likely be removed before they even started, but thats still seom stalling, so ... except if they are commiting to a gen before doing trap, that could happen as well, now that i think about it.
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@Exerlin said:
Resilience isn't worth it man trust me
take pharmacy instead of something
Also posting this here:
Yep, Pharmacy or binging a med-kit would be better to profit from the healing item efficiancy boost provided by SC and Botany as well.
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@Zani22 said:
I'm just curious I know there's probably a some dude out there who probably does But it seems like a good perk
I know someone's gonna say but I need my insert perk here
But I managed to subsistue bt for well make it so I'm sure you can do anything too l.
I think the reason is the preferred playstyle. With Iron Will, you can stay injured and proceed with objectives. The survivors using it are confident in their looping skills and will tend to play more risky. Off the record is more like a safe approach, it guarantees you near undetectability (due to aura blocking) after being unhooked, so you can use that to hide and heal up somewhere. Of course you could use the perk more offensively, but since it is time based the value it can provide to you is limited, compared to Iron will.
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Shrug it off, many survivors expect you to play friendly and let them farm in such a situation. If you do not oblige to this rule, they will shame / trash talk you about it. Just bc you did not want to give in makes you the try-hard, sure thing. Funny that the survivors are never considered try-hard when they still want to get out in such a situation :P.
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I totally HATE going against Deathslinger with Monitor, it just feels so incredibly cheated, being pulled off from a gen when you literally didn't hear anything. Runner up would be PH, bc of his "scumy play" potential (camping a tormented hooked player and then imidiately down them after unhooking and sending them into a cage).
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If they did not annoy me, I usually let the last one escape through a gate. Or I'm beat in the hatch run, thats also fine.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1623113#Comment_1623113
Are you really comparing slam to a cloaked Wraith which can't hit you until you do that slow uncloak animation and a T1 Myers that essentially needs a whole map offering and 3 perks in order to even get the full benefits of that add-on. Compound 21 us just to strong for green or Iridescent value. Maybe if they cut the reading to 8 meters instead of 16 and the time from 6 to 3 it can be classified as a purple or Iri.
I actually agree with you, that compund 21 seems to strong. I was just responding to the claim that other aura addons exists, so it couldn't be so strong. I wanted to point out that this addon has way to much utility and ease of use to warant a mere rare category.
Edit: Ah sorry, you didn't actually respond to me, my bad.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1623109#Comment_1623109
Doctors is kinda easy lol and you have wraiths aswell or plagues or pigs and oni ..I mean cmon it’s not really OP it’s just strong ..what about survivors perks to see killers ? Or there key addons to see the killer? I don’t see people complaining about those
Doctors is easy to use yeah, but blast goes on cooldown and if you shock someone thats hiding, you found him due to the shock and not due to the aura. Wraith is comparable, although a little bit "harder" to use (you have got to uncloack, which will alert survs. Blight can just pinball around and hit or go into fatigue and then hit, without surv expecting it). Plagues addon is busted and borderline strong, maybe op, but you first have to get them sick, and it does not give you any utitlity to find healthy survivors hding in a bush. Pig has to crouch and thus is slow, its also only 12 meters. Onis is really strong, but can be avoided by the survs. All three of the last are ultra rares, where the blights is only green (rare).
I did not argue that it's op, but it's really strong, and possibly to strong for it's rarity. Let me copy form my response above:
"Let me point out, I'm not arguing that the blights aura addon is the most powerful, it is not, but it's really strong without any restrictions and easy to trigger. On top of that, it's easy to get, since only rare, so you can get many of it in bloodwebs. There's no other killer addon combining this utility, ease of use and availability."
Lastly, this has nothing to do with survivor auras, so please avoid this whataboutism. Even if we go there, the ring addon is heavily limited, since the keys power will run out fast. Survivor perks always have conditions to trigger the killer aura, but they are usually limited to some seconds and the killer not being near you so the aura can only used for repositioning, but not in a chase. The only equally powerfull surv perk combination would be OoO with Sole survivor, when you see the killer but he does not see you. This would allow you to constantly avoid the killer by playing stealthy, were the Blights addon can totally deny the stealth play.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1623109#Comment_1623109
Wait, what?!
Wraith just needs to be cloaked, and Myers only needs to be stalking to use their aura reading add ons.
They can theoretically have it switched on for 100% of the match.
I explicitely put wraith addon as an example for similar utitlty, but higher rarity. It also has a shorter range and the wraith has to uncloak, which will alert survs (except wraith has silent bell, of course). So it's a little bit harder to use than blights offering, with a higher rarity.
For Myers, sure his wallhack is superior to the blights, but this comes with a heavy price, ether being EW1 the whole game (being slow, no lunge, no bloodlust) or being EW2 the whole match with decreased walking speed. Myers wallhack does only work properly in indoor maps, with many los blockers, just because you are slower than normal and need to catch them unaware, otherwise they can just run away from you. Blight does not have this imitations, he can use his aura addons on every map and get use out of it. Overall, mirrors are much more powerful, but come with restrictions, and they are still a higher rarity.
Let me point out, I'm not arguing that the blights aura addon is the most powerful, it is not, but it's really strong without any restrictions and easy to trigger. On top of that, it's easy to get, since only rare, so you can get many of it in bloodwebs. There's no other killer addon combining this utility, ease of use and availability.
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@neeto said:
https://forum.deadbydaylight.com/en/discussion/comment/1622956#Comment_1622956
Voluntarily being downed isn't a good play because the killer can let you stay down and go for other survivors. Getting into a locker can be a smart play since it counters that. If you down someone that you assume has DS and pick him up then it's kinda your fault..
And by the rest of your post I just assume you're not a good killer bro.. Body blocking is a super valid tactic against tunneling and in the game in general.
I'd say you're the type of killer that tries to tunnel and then when it doesn't work you just start raging and complaining about SWF or other stuff..
Honestly there's no reason to rage at all on this game (besides glitches and bugs and stuff like that, I meant gameplay wise).. Pretty much for every strategy on this game there's a counterplay. Sometimes you have the build for it, sometimes you don't, sometimes you find the perfect scenario for it, sometimes you don't..
Just get over it, instead of raging and complaining try improving your gameplay and skills.
Could you please stop putting words in my mouth and respond the actual things I wrote? I did not say anything about raging, complaining about SWF, your lecturing is totally off-side. I will not even bother to respond to anything after the second paragraph since it does not apply to anything.
I wrote about the aggresive use of DS, not the regular one. Survs using their one minute protection not to get away and heal up, but blatantly do gens and other objectives near the killer without any cautiouness. Some leeting themselves downed / grabbed on purpose so they can get the ds stun. Thats not genious play, thats stupid shenanigens and can be really annoying from time to time. I'm not your circus clown, so when a survivor puts it to far, I will tunnel him BECAUSE of his DS usage. Thats what the OP asked about, and thats what I responded to.
You can assume my killer skill as much as you want, thats got nothing to do with the topic. And you obviously missunderstood me about the body blocking. I did not complain about regular blocking, I meant body blocking as an injured one with active DS to protect another, another aggessive use of DS. Maybe first try to assess what other write before trash talking them, thank you.
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@TheClownIsKing said:
Why exactly is this considered OP?
Many killers have aura reading add ons, and none of those are considered OP.
Blight still needs to hit the revealed survivors for it to be of any use.
There is no other aura reading addon than can proc so easily like this one. The blight always has ot bounce around, so he doesn'T even have to get out of his way to use it. And it activates everytime. He can even easily use it for searching: A worked on gen without a surv. to be seen, let me smash into the wall and use the aura. There's really not much of an effort to get the effect, with no limitations for using it and next to no counterplay for survivors, so I can totally see that it's problematic
The other killer aura addons are either not as powerful with similar rarity (Hag, Doctor), comparably powerful with higher rarity (Clown, Wraith), or considerably more powerful with (heavy) restrictions/side conditions (Myers, Pig). So I wouldn't be to surprised if the effect gets weakened somehow, be it lesser duration or range, or both.
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@neeto said:
That doesn't make any sense. DS is to give the survivor a second chance if the killer decides to go for him if he gets unhooked.
If the survivor still can't get off the killer even after that than I'd say he needs to practice looping a little more..
Whenever that happens (unhook, chase, down, DS, another chase, another down) it still gives a lot of time for the teammates to do gens.
Only DS is not played this way by very aggressive survivors, but they will voluntarily let themselve hit down and pick up just to stun the killer. They will do a gen or unhook into your face, body block for an injured survivor, annoy you with stupid locker plays. This has nothing to do with "killers deciding to go for them", they make the killer target them with stupid plays. And thats exactly the reason why some killers like myself will actually tunnel MORE because of DS.
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@Orion said:
Here's my rationale:
If DS is in play, the killer cannot afford to let it activate in the end-game, because that's just a guaranteed escape. Therefore, the killer must force DS to activate earlier, and the only way to do that is to pick up a survivor within 60 seconds of them being unhooked.
What do you think? Does DS cause more "tunneling"*?
*For the sake of this discussion, assume "tunneling" means that a survivor was picked up by the killer within 60 seconds of said survivor being unhooked.
EDIT: And no, I'm not saying that "tunneling" would go away if DS were removed. I'm saying what I actually wrote, don't try to extrapolate or assume anything else.
In my case, totally yes, but not so much bc I want to get rid of it before end game, but because of stupid plays.
I normally do not tunnel, but spread the damage, even if it often is detrimental to me and I say to myself, should have tunneled more to get one out. Sometimes I hook the same guy twice in a row, often bc the unhooker hides instead of taking the aggro. But then I usually give the two-hooked some free escapes to make up for the "tunneling", meaning if I see them again injured, I'll just down them or let them escape, maybe two to three times. After that it's death hook. So all in all I really try to avoid tunneling in regular play.
But when I encounter one survivor playing stupid bc he has DS active (doing gen in my face, jumping into locker, you know the drill), I usually take the stun and if the surv. really pisses me off, chase him down again aka real tunneling. Even if not, if they happen to run into me later, I actually might switch targets to hunt them down instead, bc I know they cannot stun me again. So yeah, when survivors really abuse their DS immunity, I likely tunnel more compared to an obsession-free lobby.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1616560#Comment_1616560
I think that Freddy's fine and BT is the only thing people tend to complain about is either Snare Spam or BT not working. Other than that, I would like a faster recharge in generator teleportation.
Bubba's core design is an issue for me, but I also have no idea how to make it actually work without being frustrating for either side.
Now as for Spirit, I did have this argument last night night with ToxicMyers, but here's the summary. Spirit's power in a chase is all about DENYING Survivors information, while she loses none of it. My first thought was to have her lose some of the information that she removes. An eye for an eye sort of trade with her power. Most people want a method of seeing where she is, or lessening the reduction in information.
I did edit it after people told me that blood doesn't appear while phasing so that she gets that back. But yeah, my idea was based around having a trade-off, rather than weakening it's core strength.
Your edit said swap blood for sound and let fathers glasses give back sound. But isn't that even more powerful than her current basekit? With the current fathers glasses, there's no hiding whatsoever when you are injured against the spirit. Wouldn't your suggestion make it the same? Even when the blood would not been as bright as it is now with fathers glasses, killers could just equip bloodhound like you mentioned and get the same result. We would swap Stridor Spirit with Bloodhound Spirit, which is even more uncounterable than before.
To supress your injured sound, you can equip Iron Will, but that does not fully counter Stridor Spirit, sure. But at least you have a hier tier perk which will help you against other killers as well. With a bloodhound Spirit, you do not even have good perk support to counter your bleeding. All there is are No-Mither (totally detrimental) and Lucky break (weak perk bc of max 3 minute use). Thats surely not a path we want to take ^^''.