CosmicParagon
CosmicParagon
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- CosmicParagon
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It's already great, level 3 gives 9% buff to literally everything. Combine it with Spine Chill and you can get 14% increased speed when injured and in the Killer's FOV
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@Foohy said:
Lol stirred up quite the crowd.
I never said it was OP, the conditions are very specific and not necessarily easy to accomplish, but you can plan ahead and just slug someone and wait for the exit gates to open.
And the "just exit before he hooks hurr durr", don't you dare tell me you go into every game and take into consideration that the killer might have Blood Warden, and don't you dare tell me that when the exit gates open you all just leave immediately every single time because you think the killer might have Blood Warden.
The perk is underwhelming on open maps as you can just hide somewhere, but on closed maps like Midwich and Hawkins it can be game over for the unsuspecting survivors because of how closed up and isolated from the rest of the map the exit gates are with very few options to actually go to before the killer gets to you.
Again not OP, just a lame and anti-fun perk for people who get bullied a lot.
"Don't tell me to go into every game thinking about Blood Warden"
Killers need to go into every game expecting Decisive, Borrowed, Exhaustion Perks, etc. Why is it so terrible to expect players to expect NOED or Blood Warden and play around them?
Blood Warden is INCREDIBLY easy to counter too:
- Leave immediately
- 99% the gates if there is a survivor on the ground
- Just stealth until BW expires. Assuming the EGC timer was not half gone already, Blood Warden will end before you run out of time, just wait for the gates to open agin
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@RocketPenguin said:
"No reason"
You have red paint dude. So that means people have to walk to the other side of the map to wake up only to fall asleep again soon after, and freddies slow is increadibly boring to go against because there is no mindgame just free hits on dropped pallets.
Thats why people dc against it. My guess is the 2nd person was thinking about leaving at the start and then just decided its not worth it afterwards.
boo-hoo, you need to take 30 sec to go across the map and turn Freddy into an M1 Killer, poor you.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/205144/well-yes-but-actually-no
They fixed the nurse bug in old blood lodge and then changed the map?
Why would they bother to fix a bug on a version of the map that no longer exists?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1738907#Comment_1738907
and the walking doesn't matter if she's running stridor which almost ever spirit I play against is running, walking is useless, running is useless, especially if you're injured.
Again, Stridor only increases your injured grunts when you are INJURED. Stay healthy as long as possible and delay the spirit as long as possible. DbD is not a 1v1 game, it is a 1v4 game, and everybody can be hooked twice. You should be aiming to delay the killer until they give up, not escaping the chase. Escaping is just a bonus.
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Same reason 9 out of 10 survivors run exhaustion perks/DS. It's a backup plan in case things go south.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1738001#Comment_1738001
it's literally the speed that she moves which is what matters, as a killer main you should know this, any other killer you have a chance to get to a loop, spirits speed stops this, not to mention if she starts phasing while behind a corner and she still hears you it doesn't matter how easy it is for other killers because she's on you fast.
You aren't supposed to run when Spirit is phasing, she sees your scratches and can easily track you. A better choice is to walk back over your scratches to make her miss. This is much easier since BHVR nerfed her to not have collision with survivors while in phase
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1736942#Comment_1736942
and then 95% of the spirits I play against run stridor and therefore walking slowly doesn't matter because you're crying and breathing loudly, it counters iron will, and spine chill is a counter? lol.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1736942#Comment_1736942
And if the Spirit uses Stridor, neither walking nor Iron Will help. And most Spirits use Stridor.
You basically HAVE to have Iron Will in order to have a chance and you have to HOPE that she does not have Stridor. Of course everything when Spirit is semi-decent, a really bad Spirit will not win anything with Stridor (even tho it becomes pretty easy then).
It's easier for literally any killer to find you when you're injured. News Flash: it's not a good idea to spend the whole game bleeding all over the floor. Try to stay healthy as long as possible, it is FAR harder for a spirit to track a healthy survivor. Spine Chill is also a very real counter, as it procs from the Spirit's real position rather than her husk. Therefore if the spirit is on the other side of the pallet and Spine Chill turns off, she is probably phasing around to hit you and you should SLOW vault over the pallet. If Spine Chill stays on, she's just standing still and has zero map pressure.
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There are a few counters to it. You can walk instead of run since she is unable to actually see you, you can run Spine Chill to see if she is looking at you or Iron Will to make it harder for her to hear you(both are solid perks by their own right anyways, so are worth running in general) she also cannot pass through windows in phase, so slow vaulting over one can make a huge difference, along with predropping a pallet before slow vaulting back over it
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@MeltingPenguins said:
For everyone not having any reading comprehension apparently:
We are talking about situations where it is NOT possible to scram and scatter.
So you are saying that the sole counterplay against bubba... is not to play.
Because the issue is common situations: unhooking, healing.
By your justification for this nonsense, again, the only counterplay bubba has is not to play.
If you're healing or unhooking within sweep range, you 100% deserve to die
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As long as you don't complain about Killer perks being OP, use whatever you want (as long as it isn't OoO)
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@Flawless_ said:
So basically since this combo is so prevalent I'm forced to always equip Small Game or DH. So in addition to being very oppressive you have no choice but to bring a totem perk every game if you're solo Q plus DS since everyone tunnels like crazy lately...that's some great balancing right there.
https://forum.deadbydaylight.com/en/discussion/comment/1724833#Comment_1724833
You're telling me that every time you run this build survivors complete most if not all gens and two or more of them escape? Come on man. Unless you're swf most solo Q games are pulling teeth agains this combo + high mobility killer and everyone here knows that but doesn't like to admit it's extremely easy to win with these perks. Even if they're cleansed relatively early you will have enough momentum to carry a win if you have one braincell.
Killers are almost required to bring Pop or Corrupt, what's your point? This just makes it so that both sides are limited to 3 perk slots, ignoring SWF
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@GodDamn_Angela said:
He comes around a corner and bam your harpooned.
A good Deathslinger is really difficult to play around because every shot is going to land.
And? Killer is the power role, a skilled killer should have little to no counterplay, while a bad killer should be easily beaten. Deathslinger does that to a T.
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Madness has no direct effect on you at tiers 1-2 unless you suck at skillchecks. Even when the Doctor sees the illusions, he's a standard M1 killer in terms of mobility.
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Do bones or do gens. Even the fastest killers cannot be in more than one place at a time. Either they commit to chasing you and lose precious generator progress, or they leave you to pressure gens and let you pop the totem. When they see you on the totem, they're forced to either keep pressure on the generator/chase the survivor they found or run to the totem and MAYBE chase you off of it
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"Just go around 4head"
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@Customapple0 said:
Just break the door. There’s nothing wrong with 1 god door in the entire map, get over yourselves.
There literally is. What do you plan to do if every single survivor runs straight for the god loop? Breaking the wall is a free escape for the survivor, not breaking the wall gives them an infinite. It's a lose-lose scenario
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@Exerath1992 said:
-_- and? Who cares, the tree is tiny, go around. Sure, its not ideal, but geeze, not a big deal buddy. (Killer main here)
You can't always "go around" the tree. Sometimes these fatshame spots are positioned in a way that the survivor can simply go back through the gap before you can reach them.
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This very chart puts Pig in top tier, it's a joke
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1699544#Comment_1699544
I didn't need an explanation because I was responding to your notion that somehow survivors bring 'crutch' perks when the killer does the same thing.
Like, somehow survivors are wrong for bringing strong things but killers get a 'pass'. It's the most biased response I have ever heard, which is why I think it's absurd.
Nice strawman you have there. I never claimed Killers have the right to bring strong addons regardless of survivor teams. I only pointed out that survivors are hypocrites. I never claimed killers didn't have kits that are op.
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It's an objective fact, and I can prove it.
Killer perks first:
- PGTW: requires you to hook a survivor
- STBFL: Requires you to succesfully hit and chase survivors 8 times to reach full potency
- Dying Light: requires hooks
- Devour: requires hooks AND forbids camping
- MYC: Requires hooks and forbids camping
- Thana: requires succesful hits
- Sloppy: requires succesful M1 hits
- Ruin: requires you to pressure survivors off of gens
- BBQ: requires a hook, and discourages camping by not showing nearby survivors
- Blood Warden: requires you to down and hook survivors while the gate is open, and only is a death sentence if you time it very well
- NOED is the only outlier I can think of, and it requires M1 hits
Survivor perks, by comparison:
- DS:get downed, hooked, then downed AGAIN
- Dead Hard: lose a chase and get injured
- Unbreakable: get downed
- Balanced Landing: just fall from a height
- Sprint Burst:Literally no requisite
- Lithe: hop through a window
- OoO: literally no downside if you can loop well
- Borrowed Time: literally requires an unsafe rescue
- Adrenaline: one of only 3 perks that require success/skill(all gens being done)
- Deliverance: requires a safe unhook, also rewards success
- Head On: requires being able to plan ahead to avoid just getting yoinked, rewards skill
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1696279#Comment_1696279
Putting the OoO topic aside.
This is true though? Why should I feel bad for bringing strong things when the killer doesn't give a bleep about bringing strong things of their own? It's a two way road.
Because Killer perks reward success while survivor perks reward failiure?
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@SleepyWillo said:
You kinda lost me here... How did them having OoO prevent you from kicking gens for your tome?
And tbf - you kinda said it yourself: "without any gen defence or powerful addons"... Were the survivors supposed to handicap themselves when they telepathically determined that you didnt bring meta perks and addons?
"We need to bring crutch perks because killers bring OP addons and perks!"
"Why should we not play sweaty just because the killer doesn't have OP perks and addons?"
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The Chode, Her perks are abusable to either bully the killer or leave your friends for dead
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If no survivors are near the hook, the killer is already being punished. Do the gens and leave.
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"But muh immersion"-BHVR
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1674163#Comment_1674163
You speak as if having the survivors getting all or most of the gens done before you murder them all is bad? Those are some of the most satisfying killer and survivor games, and it's what I always aim to achieve (unless ofc the survivors are really bad).
Sorry if I implied that, I meant that Doc is not a "easy 5 gen 4k" killer
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Try playing Doc against competent survivors, see how well that goes. You may win, but they will probably get most if not all of the gens first assuming they know how to play against Doc
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1667276#Comment_1667276
I'm not sure. Undying shows auras near all totems, even the dull ones. And the probability that the first totem you see is undying is 20%.
Not really worth it in my opinion. You are practically playing with 3 perks for the rest of the match after cleansing any totem. Maybe if distortion had ways of regaining stacks, then it would be an alright idea..
Funny, you just described literally every hex perk for killers, along with NOED, Blood Warden, Remember Me, Corrupt Intervention, Rancor, and Enduring/Spirit Fury after the first use against competent survivors
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1098651#Comment_1098651
There's no skill in using the majority of the perks in this game. What's your point?
Does that not sound like a bad thing to you? That is why OP wants it nerfed, so that it DOES need skill to use
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1650619#Comment_1650619
You literally didnt read. My second statement literally includes deadzones and you cant loop a deadzone.
Why are you in a deadzone? Generators do not (usually) spawn in dead zones, so if you got caught out of position it is 100% on you.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1650078#Comment_1650078
https://forum.deadbydaylight.com/en/discussion/comment/1650195#Comment_1650195
Thing is, due to how the pip system works, you know that that survivor will be guaranteed to depip. I dont mind being hooked twice in a row early in game to be a guaranteed kill when there is 2 gens left, but being hooked out of the game when only 1-2 gens have been finished while I've been on the hook all game is just basically admitting you would lose otherwise.
As for being better at looping for getting tunneled, no, just no. Considering the amount of deadzones many of the maps have, that is simply not an argument. If you hook in a jungle gym, sure, thats a good argument, but at least 50% of hooks are in a position where you can hit the unhooked survivor before they can even get to a loop.
And you know what another option is instead of deadhooking? Slugging. It means I cant do gens, it means 1 survivor needs to go towards me to pick me up while you can chase the 3rd survivor. Meaning only 1 survivor is on gens, you have 1 person guaranteed to be dead on hook and you allow that one survivor to still do some work to gain a black pip at the very least. Because thats the biggest issue IMO, is that you basically force a survivor to depip while they had 0 chance to work for a black pip. I agree that getting 1 survivor out ASAP is what a killer should aim for, but not at the cost of dicking someone over. The only exception being that survivor obviously being overly cocky, but trust me, everytime I do that, I actually dont mind if the killer gets me, because odds are that I already did enough to get my black pip and just need some chasing to gain a pip.
The killer cannot hook you if he can't catch you in the first place. Learning to loop properly is 100% the counter for camping and tunneling killers.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1650078#Comment_1650078
But looping the killer well is what makes them tunnel or even face camp in the first place, because you're good survivor they don't wanna play with you so they just kill u out the game lol
You cannot get camped if the killer cannot catch you. Learn to loop well enough that by the time the killer DOES down you, the gens are nearly done and they can safely save you. Perks such as Dead Hard, Decisive Strike, and Iron Will also make it more difficult for the killer to stay on you.
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It may not be a skillful play, but it is often the smartest one. The sooner you eliminate one player, the more effectively you can apply pressure. Everybody talks about needing to 3-hook everybody, but it simply isn't possible against skilled survivors. The only advice I have if you are getting tunneled is to learn to loop better to make the killer give up on you.
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@GoshJosh said:
Ruin + Undying has brought the most stale, boring gameplay I've ever experienced in Dead by Daylight since I began playing in 2016. I miss old Ruin right now.
Nobody ever cleansed New Ruin to begin with, so why is everybody whining about it now?
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@YehBoiGoku said:
Killers definitely have crutch perks not gonna name any- UNDYING, RUIN, POP, HAUNTED, CORRUPT, BBQ, SOME MORE THAT I CAN'T REMEMBER. Other than that I guess only survivors only have crutches
If you genuinely think HG, Ruin, or Corrupt are crutches, you need to get good and leave rank 20. Undying is fairly mediocre as well as the perks that would benefit most(DH, Lullaby, and Third Seal) all reset when they move. Pop and BBQ are literally the opposite of crutches because they don't even do anything unless you hook a survivor.
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@gatsby said:
https://forum.deadbydaylight.com/discussion/comment/1626455#Comment_1626455
It actually does directly effect Survivors because it reveals their Aura while cleansing. It should at least tell you that. There should be a notification about it at some point
No Aura reading perks have ever notified the player being revealed, there is no reason to change that now
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You literally admitted that PH has no map pressure, why the hell do you want to make it even worse?
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@PB_TORCHer said:
Haunted Ground went off 3 times in 1 game SMH
If HG went off THREE times in one game, you 100% deserved it.
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You DO know that the blight has like 5 seconds before he can even BEGIN moving if he uses his power purely for the aura reading, right?
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@MeatBycicle said:
People like to say it isn't a competitive game, yet run nothing but extreme meta perks every game and get salty when they lose.
@Kumnut768 said:
no lol
The duality of man
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If you're looping for long enough for bloodlust to reach tier 3, the killer has already lost. Bloodlust is 100% a non-issue, especially after its nerf
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What's wrong with popcorn? That #########'s delicious! Just wish it didn't get stuck in my teeth....
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1597500#Comment_1597500
Give me a reason why a skilled survivor shouldn't have a chance to win the 1v1.
Because the killer is the power role. Assuming both sides are of equal skill, the odds should ALWAYS favor the killer, simply because there are 4 survivors
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1596669#Comment_1596669
You know how to beat his guarenteed loss scenario oh please tell. If hes behind you and you are running to a window you either A. Vault and get hit by the range or B. Her canceled on and m1'd. There is zero coutner to that and if you deny otherwise I'm inclined to believe you dont play against good PH.
Give me one good reason why a SKILLED killer should ever be beatable in a 1v1.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1595994#Comment_1595994
You can definietly improve to the point these teams (even though they are a huge rarity) will be no problem. Very good nurse/spirit/huntress mains would waste this team to the ground.
Besides these perks (except OoO, which is OP) are used to counter playing unfairly, e.g camping and tunneling off the hook.
That is an objective lie, and you shouldn't NEED a top-tier killer to have at least a CHANCE of winning against any team
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1592538#Comment_1592538
Plonking down a snare willy nilly at a loop with no movement speed penalty whatsoever is not a skillfully-demanding setup.
You must be joking about the gen tp. I don't even know what to say to that.
You literally cannot use the teleport for 45 seconds at the start of the game if you don't run Red Brush or hit somebody. Assuming the survivors spawn on the same gen(and they almost always do), one gen will pop in that time. He objetively cannot make use of it in earlygame.
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@Artick said:
Your experiment is completely flawed and doesn't prove anything.
Of course they didn't do totems in that instance, you were afk for God sake.
"We can't do bones, the killer has too much pressure!"
"We aren't gonna do bones, the killer is AFK!"
Pick one.
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@Kamizake said:
DS isn't supposed to be a anti tunnel perk.
Then what is it?
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1582841#Comment_1582841
You mean if you look away from the killer but the killer looks at you, they can still you?
Or like it is now, where you can see the killer even when he looks away from you, but the killer can't see you when you look away? Cause right now that is the case which makes it a completely broken perk
Correct, the killer can see any OoO users regardless of whether they are looking at the killer