Deathstroke
Deathstroke
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- Deathstroke
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@VikingDragonXii said:
Ok I'll be that guy in a flashlight post......I BRING LIGHTBORN MUWHAHAHAHAHA. I don't care if only 1 has it all my builds leave a free slot for Lightborn.
Ok now that's out of the way ahem.....Sometimes it's not as easy to "look away". Shack is a prime example of this not working. There are walls and windows that allow the flashlight to shine through and the Killer can still get blinded. I even got blinded at angles that SHOULDN'T of worked ie at a 180 degree angle from the blind zone and no I don't use Shadowborne just because of that reason.
That wasted perk slot 90% of time at least. I never run lightborn but can't remember when I last time someone flaslight saved agains't me. If there is 3 or 4 flaslight then I may consider lightborn or if I just meme around not going for win.
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@Pulsar said:
I would say that the overall Killer chase power increase AND the meta shift have caused Solo Q to go down the drain even more.
It seems to me that most of the meta perks, currently, function at their best when up against Solo Q teammates. Overcharge is extremely difficult when you don't know about it. Eruption has basically zero counterplay in Solo Q. PR, Call of Brine, ect ect all thrive on lack of communication.
Likewise, the overall Killer buffs have buffed Killers chase potential. Survivors gain less distance through both a reduction in speed after being hit AND from the Killer gaining two stacks of STBFL basekit. This, coupled with faster pallet breaking speeds and the removal of DH for distance and DS, has massively nerfed Survivors chase potential.
Finally, it's now very easy and very rewarding to either camp the first person you down or to just tunnel them out of the game. 5 seconds of basekit BT is meaningless and most Killers will hit you straight off of hook anyways. In a lot of spots, you don't get enough distance to make it to a good tile. DS got omega-nerfed and it's essentially useless against most Killers. OTR is good, assuming the Killer doesn't hit you right after you get unhooked. The counter to hard tunneling and facecamping is to either coordinate a save/bodyblock or to slam gens. Neither of these are remotely feasible in Solo Q.
With all of these things combined, everyone except for 4-mans got hit very hard in the last patch.
Yup 3 man is also now pretty bad as the ramdom usually dc:s or goes down beey quickly. Also people I play with got carried with dh/ds bit too much. I used to play before 4 man too but my two friends quitted after dh nerf one even was killer main but he liked the challenge which dh caused and loved to use the perk personally.
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Yeah it feels grind got increased 100x worser for the add ons part.
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@Chocolate_Cosmos said:
- Remove all debuffs in Tier 1 and make him M1 Killer in Tier 1 without any terror radius for up to 60 seconds, where from that point, if he allready didn't stalk enough points to reach next tier, he will auto tier up to level 2.
- You can stalk Survivors forever (no running out of power)
- Rework (aka remove) all Instakill addons
- While in Tier 2 & Tier 3, press special action button to gain Undetecteble Status Effect for the next 10 seconds (you can sneak up to people or use it to make chases harder). It has a cooldown of 60 seconds.
M1 with 115% would be bit too much but maybe 110% would be fine but other than that I like you suggestion his lunge should also be normal in t1 would make scratched mirror better. I think he also could have 120% speed in tier 3.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3145606#Comment_3145606
So the way it worked before the patch was the killer had to go through borrowed time, dead hard, decisive strike. Now the killer just has to realistically only go through OTR. Even if you choose to run DS they eat it and you last another 5-10 seconds. Lets also not forget in end game right now no true anti-tunnel perk works. If you are the last person chased you usually just in a solo game. It has gotten to a point that people have given up on trying to save people that are not close to the gates.
The true power of DS last patch was that most killers didn't want to give you the DS. Also if you showed a killer you had dead hard, they had to calculate that as well. In most cases even if they managed to down you quickly after you were unhooked, they would just leave you slugged. Now they aren't afraid of DS or DH, even if you run it they just eat through it.
So yeah, your tools were nerfed. Killers are more comfortable tunneling because they aren't afraid of any perks you are running.
True before I have to calculate my hooks and dh/ds but now I can brainlessly go after unhooked usually they don't even have otr. If I want to play nice then I leave unhooked alone. I still avoid outright tunneling one out but it's so easy now so you have to really avoid it.
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@ThatOneDemoPlayer said:
Someone just died to a Nurse
Didn't you use to be demogorgon main now you're like biggest nurse defender.
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@Rovend said:
Depends on the situation, on the perks you have, and how much you are willing to risk to save.
I had this one game, a freddy hooked my last random teammate in the other side of the map.
I had Borrowed time, desperate measures and no one left behind.
I sneak close to him, point him to the far door and unhooked him.
8sec 14%haste with BT + NLB and an additional 7sec 7%haste of the BT, that surv ran like a madman to the door, straight past the killer.
Well game before posting this nea was on hook and his teammate tried the save but got grapped and I went for safe but had to do trade cause she was about to die. Then killer hooked the teammate and lifted me and carried to another hook and went to back for that hook but this time teammates got the yui out of hook and just left. Im probably stupid but went in my next game save one of my two alive teammates yet again in endgame when nurse hooked them I tried to save one so 2 of us could get out but nurse found were I was hiding and got the 4K.
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@DeleteSWF said:
Distortion - I use this perk so the killer doesn't see me. I can guess which perks the killer is using based on when Distortion activates. This often lets me do generators without interruption because the killer doesn't realise I'm fixing. It also saves me from Nurse's Calling when I'm healing, Floods of Rage during rescues, Bitter Murmur when a generator is completed, etc. I rarely have a "how did the killer know?" moment. After the first few minutes, I know when the killer will see me before their perks even activate.
Self Care - If I take damage, I use this to heal. It is still by far the best healing perk. Everything else is too situational (Inner Healing) or a massive waste of time (Circle of Healing). You could swap this with a medkit but they have limited uses and can be countered with Franklin's Demise, so I prefer not to. This also allows me independence, not having to rely on other people (NEVER interrupt somebody fixing - fixing is the most important thing) or items, or totems.
Left Behind - When my useless teammates die, I use this to find the hatch before the killer.
Sole Survivor - If the killer finds hatch before me, I use this to open exit gates 50% faster.
I advise gen rushing with this build. Don't rescue anybody and don't heal anybody. Your solo queue teams are full of losers who will run for every rescue, traverse the entire map to heal somebody, search every box, break/boon every totem, take hits for no reason, fail flashlights, and generally waste time doing anything except repairing generators. Hooked survivors WILL be rescued, just not by you.
If everybody else fixes generators like you, it's an easy win. If they all die, that benefits you anyway because you can easily get hatch or gates.
If you're getting bad teammates and not using this build, you are choosing to lose and your opinion on balance should be disregarded.
I use only those perks when I do tomes which require escape but other than that I try team win and my teammates do gens but killer usually camps and tunnels and has 4 slow downs so we lose most of time anyway. Overcharge+call of brine is so powerful quarding last gen so it's hard to win.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/342405/again-facecamping
Ok....The situation you're describing. I sure as hell ain't leaving the hook either. Especially when I don't know where they are. I'm not letting you and the other person save safely. Then spending the next 10 minutes trying to find 1 of 2 people again.
You're not very good at locating if it takes that long. I leave hook when I hook second last and try to find last one if he saved I go back to hook but most of time they suicide and try to give their teammate hatch. So I think it just stupid to stay at hook. Had ever one killer to do that me was streamer I commented it was not smart because last person did last gen and escaped throug exit while he facecamped me on hook. He was dredge who could easily teleport to check the gens or exit and return to hook.
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@Pyrosorc said:
While we're talking about "why is DS like this?" - why does DS have a very hard skill check involved? The only people who struggle to make it are new players or players who can only afford the most budget peripherals, but surely the design intention isn't "new players and poor people deserve to get tunneled out of the game".
It definetely is the design intentention and also get your contoller broken too. I broke my controller because of it and had to buy new one I did hit it 95% of time. On pc it's easier with 120 fps on mouse so I think pc players hit it 99% of time.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3145953#Comment_3145953
If you did anything like this you'd have to give the killer a hook counter and an ability to differentiate between identity survivors.
I don't know why that's not thing already at least the hook counter. Survivors you can usually tell who is who ones you get hit as you see who gets injured or who is dying state by the name. But that could be made easier too like killer seeing those obsession things on survivor who he chases.
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Not tunneling really if he already killed 2.
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@dugman said:
Because 30 seconds would be insane. When it was 5 seconds it was already overly used, at 30 seconds it would be totally game breaking.
Yeah 10s would be enough. 5s should be basekit.
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@Dead_Harder said:
I used to play a lot of Artist and i would pretty much like to play her some more again.
But the problem is i basically only play nurse now for the last few months and compared to Nurse thats incredibly straightforward to use Artist has pretty high skill requirements to actually get good.
I feel like playing Artist would basically be a waste when i can put a fraction of the effort i need to get good at Artist to playing Nurse and continue doing much better.
Caw :C
Shall i go on a Nurse detox or something. When did i become such a meta slave.
How you're not bored playing one killer. I play them all some more ofcourse but if I end up playing one more than few games it's gets boring.
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Have seen few but he is still very rare his bug should not be fixed if it makes him more popular.
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@Murgleïs said:
https://m.youtube.com/watch?v=vm2rzuOUKaA
Yep, the game is still survivor sided. All you need is actually trying to win.
Those are one of best swf in world and insane coordination. Thwy know every map and always where they are. Average player will never reach that level so is it fair to say game is survivor sided when killers dominate low and middle mmr. If average survivors would stop playing and only good survivors would continue playing then yes thos game would be extremely survivor sided but those players are only 1% or less and the guys on video are 0,01% swf.
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@danielmaster87 said:
It's funny how survivor streaks are always more extreme in numbers than with killer streaks.
Killer streaks: "50 wins on Plague!" "20 wins on Trapper!"
Survivor streaks: "75 escape streak!" "200 escape streak!"
Supalf has over 300 wins streak on nurse im not sure did he get bored and let survivors escape. He posted video AFK:ing until all gens done so I think that's it then.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3144481#Comment_3144481
That wouldn't be a problem if the average player wasn't extremely bad at the game. The game can only realistically be balanced around higher skilled players because of how bad the average player is
Yes balance the game around that bad killers thay they can win best 1% of survivors.
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My normal killer matches I did 3-4K mostly giving hatch. Then played one scratched mirror and all escaped. Then I did two basement bubba matches but survivors knew how to deal with it so I only 2K them.
My survivor matches wete bit better today than previous days. Had funny match were doctor chased me almost whole match without getting me. Also good match were we all escaped agains't nurse when teammates didn't give up and actually tried. Had some matches dying on first hook too but that what it is sometimes. Most matches you die in soloQ or duoQ.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/342331/is-it-against-the-rules-to-use-a-vpn
Not directly, but if your ping is constantly in the 300+ms range, you might be accused of doing this on purpose for lag hitting purposes.
Most definetely do it on purpose. I don't know any other game which rewards bad internet instead good one... I once had terrible lag so I ended up stomping some pretty decent survivors I wonder what the match looked from their perspective they seemed to blame me in the match showing some gestures that I do wrong.
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Only change I would make it that if you down the unhooker and hit the unhooked who has bt it goes on cooldown. So you can't down both. So trade is then possible with bubba even it's one add on which does this.
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@RaSavage42 said:
Territorial Imperative: I do like this
Hangman's Trick: Just revert it to what it was before
Overwhelming Presence: Fair enough
Gearhead: Revert it back to what it was before
Hex: Crowd Control: The Hex is gone... that's the end of the perk (though it would be nice to see residual effects applied to Hexes)
Hoarder: Makes sense
Grim Embraced: That looks like a nerf (by the time you get 8 Hooks game's already over)
Beast Of Pray: Leave it where it is (no sense in adding more to it (especially regression)
Bloodhound: Is good where it is (simple and effective)
Zanshin Tactics: Maybe... I'm not sure about that
He said grim embrace actives again so when you hook 4 different survivor gens get blocked for 60s and if you do it again gens get blocked another 60s.
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@ThiccBudhha said:
I agree with the title, at least. The rest was very Sluzzy, so it is hard to endorse. But the general point is there, I suppose.
I did try facecamping bubba but it's still gives only 2K. I didn't have any slow down or noed though. But I was expecting 4K both team I faced had gen perks and toolboxes.
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@BenZ0 said:
It doesnt feel like a progress anymore, you are getting reset every 50 lvl back to 1 in an infinit grind. In the old system atleast you had the choice to stay at lvl 50 and had the big bloodweb with much more choice, also if you finished your prestige your reward was to get more stuff in the bloodweb and you stay at 50 for the rest of the time beeing. Atleast you had an "end" of reaching the progress which gave me atleast some sort of satisfaction.
Not to mention that you are now forced to prestige which completely feels horrible and takes away the reason behind it of beeing a prestige in the first place.
I really like the balance changes of dbd and I think dbd is at its best state in a long time except for long que times ofc but I still played only the first 3 days of the mid chapter to try out the new perks and since then I havent touched dbd anymore cuz I lost all my motivation to level up characters.
It doesnt feel rewarding anymore at all and therefore I dont really have a point of wanting to earn blood points. Plus having those long que times mostly as Killer and also getting at some of those games hackers that simply ruin your game just kills the game for me.
Obviously I am not "quitting" dbd but I just wanted to share my experience so far and wanted to shine some light on a problem that many dont really mentioned so far.
Yeah the old system was way better. Only good thing which the new one offers is that you keep your add ons and offerings but you get lot less the good ones so it just so bad compared to old.
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@Reinami said:
If killers play nice and try and 12 hook, not tunnel, never camp, they won't be able to win unless the survivors are potatoes.
If the killer doesn't play nice, tries to 1 and 2 hook, proxy camps at a nice 3 gen place, then they get raged at in the end game, and the survivors generally have a bad time.
This should be fixed. The game should be designed in a such a way that a killer is able to win by going for hooks, and doesn't have to camp and tunnel. Additionally, in such a world, camping and tunneling should either not be possible due to game mechanic changes, or result in the killer automatically losing due to game mechanics going against them in this case. This should all be possible in solo queue as well.
This would result in the game being much more fun for both sides. Tunneling and camping get addressed, so survivors don't feel like they don't get to play the game if they are the unlucky ones. Killers get to have more fun because they aren't sweating it out trying to tunnel out or camp a survivor. You would see more positive interaction between survivors and killers (I.E. the chase, and the mindgames) rather than the toxic ones we often see now.
Why you people never understand you don't have to play for 8 hook everyone before killing anyone or hard tunnel/camp and quard 3 gen area. That's not your only options. You can play something in between you know? It's not like playing super nice but your killer not their friend. But you can let them have chance to have decent experience ans it's more rewarding to win bit harder way and it feels lot more deserved win too.
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@AnchorTea said:
Lets remove flashlight saves too since they don't work most of the time
Good streamers hit them 99% of time thought.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3144153#Comment_3144153
To me it sounds like it's stop complaining or well keep tunneling and camping.
Don't argue with him killer mains are obligated to tunnel and camp. They don't care about your fun. It's understandable for survivors to give up when it's imposible to win and just go on next match queques are less than 5s. But however survivors give up now even when you get 2 generators down before first down so that is unacceptable.
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@Chocolate_Cosmos said:
Game is "Who wants to win" sided.
If you play in SWF group and bring all best items, addons, offerings with good map for your team and play the most effective way, you have very big chance to win even againts top tier killers.
If you play the best killer with best addons with best offering and play the most "unfair" effective way you have good chance to win even againts SWF.
I win swf:s all the time with middle tier killers and without best stuff. Reason is simple most arw not that good and only slightly better than solo.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3144279#Comment_3144279
Because almost no one is at high MMR.
The game is only Survivor-sided when all Survivors know what they're doing and using their best stuff
But the thing is killer does not have to know how to play to still win. The game is right now balanced around bad killers. They don't ofcourse win good survivors but win most games agains't bad or average survivors.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3142739#Comment_3142739
It’s not always the product of camping. Just yesterday I was chasing some not even near a hook I had someone else on. Instead of keeping me busy in that chase to allow someone else to unhook and heal. They run towards the hook and go for it. Allowing me to get the grab. People say hook grabs give easy hooks for bad play but in this situation I got the grab because of bad play from the survivor.
This happens so rarely that it does not make it any healthier.
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@lifestylee said:
https://forum.deadbydaylight.com/en/discussion/comment/3142659#Comment_3142659
ive seen killers with thousand of hours mess it up by tapping if you do it believeable, tapping a bit shorter and longer unless they want to stand by hook for a long time, or bait a hit in some way. at worst you might need 2 people then to unhook the person. what you're saying i dont believe is true.
I've been grapped while i tapped so yeah does not help at all and best case scenario is still trade.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3113861#Comment_3113861
I just got in a game with him again so here.
How is that possible?
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@Dead_Harder said:
MMR is a myth
Disagree it does not work perfectly but does exist.
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@Coder said:
This is not a survivor main bait or whatever, even though I play both sides I always think of myself as a "killer player", it's the role I enjoy the most. And I rarely complain about stuff. So imagine me, a killer player, complaining about the most killer sided patch in a long time.
However, nerfing DS was a huge mistake, the patch was not healthy for the game as a whole and some things must be tweaked, since 6.1 came out it was a tunnel fest, it's not uncommon to be left on a 3v1 at 4 gens now, or a killer tunneling 3 hooks straight for one person.
Now THAT wouldn't be a problem on itself, but this adds to the increased gen times and the buffs to almost all regression perks. So basically if you stack 3-4 regression perks and tunnel the first guy out of the game, it's almost a guaranteed win. Even if you're left with 2-3 gens, the regression is so much that 3 survivors won't be able to keep up. You'll win 9/10 games.
As usual, SWFs are probably unaffected and solo Q is getting destroyed (I play almost exclusively solo Q when I play survivor and I can clearly see the problem).
I don't know, I have a bad feeling about this.
Actually if you tunnel one out you have good chance to win even if there is only 1 gen left. 2 or more gens is quaranteed win. The gen kicks perks make 3 gen much more easy to defend. I think overcharge needs to be nerfed back how it was. We console players don't want to break our controllers doing that skill check and on pc it's anyway much easier to hit.
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They should remove his overheating definetely but devs really seem to not like him they even removed skybilly.
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Ok
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Artist for pain resonance and pentimento
Nemesis for lethal pursuer and eruption
Bubba for BBQ to locate survivors.
Deathslinger for deathman switch which synerges well with pr
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@dugman said:
In case anybody is curious, Otz just posted his updated killer tier list. While I don't literally agree with 100% of what Otz says all the time his positions are always well articulated and generally worth at least a listen. (Although at almost two hours long it's something I personally just listen to the items I'm mainly interested in versus the entire episode all at once.)
Anyway this new one includes his thoughts on Wesker. Here's the video and a breakdown of the timestamps. Per his introduction this is how effective he feels the killers are played normally against average to high MMR survivors using typical add-ons and random maps.
S Tier
A+ Tier
A Tier
B Tier
- 0:31:57 Pinhead
- 0:36:33 Cannibal
- 0:39:32 Demogorgon
- 0:42:07 Deathslinger
- 0:45:47 Nemesis
- 0:49:24 Dredge
- 0:53:53 Hillbilly
C Tier
D Tier
--
I think my own list would be kind of similar to this with some of the killers moved up or down a rank. Just going through it off-hand from bottom to top
- I think Onryo should be C Tier with Wraith. He seemed to be discounting her partly because of limitations of Stealth against really good survivors, but the survivor bracket he's talking about (average to high) is actually still somewhat susceptible to stealth attacks and this is also evidenced by her slightly above average kill rates on aggregate sites which track that level of player. She's weaker than Dredge though so still not great, I think C tier is the call.
- Pig probably belongs in B Tier currently. Again, she has very solid stealth and that is a useful asset in the average brackets we're talking about. Also the change to her boxes a couple of months ago seems to have helped her and her kill rates are quite high currently. (And historically she's been one of the highest kill rate killers in the overall brackets of all matches against all players as well, again because stealth is an ability that is most useful against average players.) Given that change and her statistically high kill rates I would put her in B, not C.
- Trickster is probably a bit high, I would put him in D Tier instead of C. Even Otz in his discussion of Trickster spends a good chunk of it listing in gruesome detail all the problems Trickster has (slow movement, the potential to waste his power if he can't secure a damage state from the daggers, an ultimate triggered ability that is way too tricky to use properly) before getting into what he likes about Trickster which is, if a survivor is in the open, he has the potential to get a quick down. He then loosely compares Trickster to Bubba in how a survivor in the open can be downed quickly, but frankly Trickster is no Bubba. And statistically Trickster always has among the lowest kill rates on both the dev charts and the aggregate site I follow. He really belongs in the bottom tier in my opinion.
- I personally put Dredge in A tier versus B simply because its map mobility is so strong and long periods of solid stealth are also useful against average survivors. Again, the problems it suffers in terms of the effectiveness of stealth are more at the really high end of the survivor pool versus the average to above average end. And while its anti-loop isn't great it's still something that can get a hit now and then. If its Remnant plays were better I might have put it in A+ but as is A seems the right spot. (And statistically Dredge is quite high in the kill stats as well.)
- I like Twins well enough but I would put them in B tier instead of A. Victor has good map mobility and a touch of stealth, which is great, but ultimately his lunge is so finicky when it comes to hitting survivors using obstacles for cover and the swap time between him and Charlotte just feels a touch too slow for its own good that I just can't see myself putting them in A tier while those issues are present. And Twins generally have low kill rates at the average brackets as well. At the highest end apparently Twins can be really ruthless, but since this list is about average to above average players I can't see Twins quite making it to A Tier.
I think I'd probably leave the rest of the killers in their current brackets. I could MAYBE see Doctor being B tier? 🤷♂️ But he does seem less effective nowadays so high C tier is probably ok.
I agree with you on onryo, pig and trikster. But you're wrong abour dredge and twins. Dredge has map mobility but is basically m1 his remnant is easy to counter by holding W. Unlike artist who is 115% killer dredge is 92% killer while holding remnant. Dredge is at best B+. Twins I definetely agree with otz being A tier. There is no counter play for victor you have to hope he misses as that is only counter. In high mmr twins is beast I once encouraged good twins and he slugged pretty decent swf in just few minutes.
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@kesLV said:
https://forum.deadbydaylight.com/en/discussion/comment/3142902#Comment_3142902
I doubt that the report system works. Seeing how bugs/patches etc are made.
Nobody can keep the game hostage.. just close it and reopeon and wualaaa... u good to go
Yeah and I see hacker posting videos on yt because he does not get banned.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3143091#Comment_3143091
nurse is in control in chase, your goal as survivor against her is to get her to mess up
break line of sight - she has to guess if she cant see you, leaving her 2 choices, predict you, or blink to the last point you were. the counterplay to this is switch up what you do, between waiting and baiting by watching what she does in a spot where you see her and she doesnt see you, or by holding w, based on what you think shell do. (wait and double back if you think shell predict and blink ahead, hold w if you think shes gonna go to where she last saw you for a better view.
be unpredictable - dont be predictably unpredictable, dont do one thing then another, then go on a cycle of this that this that. instead make yourself seem predictable by doing something 2-3 times, and then doing something else a few times. if she cant read you she cant get hits
in the open you can double back, or bait double backs, or just hold w, and she has to make a read
another great mindgame is looking oblivious by not checking behind you, instead using her extremely loud and obvious sound cues and making a read on her. looking behind doesnt really work against a good nurse anyway bc theyll flick to avoid showing you what theyre doing
theres a lot of counterplay, its just that the counterplay is not pallets and windows
This will result nurse hitting and facecamping you. Every time I loop nurse or whatever is called they hit me on hook over and over and ofcourse headnod.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3143071#Comment_3143071
Base-kit Nurse is pure mind-games. You die to her, she was simply better.
Same goes for base-kit Blight, but Blight with his best Add-Ons needs a huge nerf (same goes for Nurse with Range/3rd Blink)
Yeah that's why the game is 4vs1 not 1vs1. Even m1 killer with nothing should win 1vs1 eventually.
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@soloqdweet said:
If people actually bothered to learn how to play against the nurse instead of holding w they'd realize it isn't actually that op
She is just watch supalf versus other streamers and they go down in less than 50s. What hope casual players has agains't her even if best survivors can't run away from her even 1 min?
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@GannTM said:
I’m sorry to say it to campers out there, but the perk is very healthy for the game. It should be a basekit mechanic but it’s whatever, the devs for some reason love balancing things around perks. But to anyone that regularly camps at 4-5 gens, did you not expect this to come at some point?
I’d strongly suggest to adapt your play style before the chapter releases so you can be less worried about the perk. If you play differently, then the perk won’t be that useful against you. However if you don’t wanna adapt, don’t complain the perk is too OP. Early game camping is such a dull part of the game and I would love to see it get destroyed. Late game camping is fine though as that’s usually the only option the killer has left.
On a side note, I’d recommend Spirit to you all. She can do very well without camping or tunneling. It makes it even better that she’s so fun to play and she gives out happiness. This game needs more Spirit players! 🥰
Spirit is too slow I might play her more if she was 115%.
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@I_am_Negan said:
He needs a new mori is what he needs.
Yeah the current one is garbage. Trapper needs too.
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It was nerfed to ground and survivors already used to lose games before patch because selfcaring in corner instead doing gens. But good solo survivors usually knew when to use it and when not to so it was actually decent in higher mmr.
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Never see any Onis so this should not be fixed but be basekit and he needs other buffs too.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3140683#Comment_3140683
If the Killer can have 3 other Killers to help then we can talk about 1v1 balancing. If not, then a survivor has to eventually go down in a chase or the game is broken.
2 killers would bw enough do you realise killer is much stronger in 1vs1 even in 1vs2. That's why the game is 4vs1. But if killers were nerfed then 2vs4 could work or 2vs6.
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@ByeByeQ said:
This is just silly. A lot of the "techs" are unintended effects in the game being exploited. They should be looked at on a case by case basis.
Window tech, spinning, FOV tech, shift tech, and all other survivor techs that I currently know of are fine. They generally have a low probability of success and once they killer knows what you're up to they stop working. I'm even fine with the locker blind flashy saves. All of these techs lead to a generally fun interaction between killers and survivors. Survivors think they actually have useful tools and get a nice dopamine hit when they actually work and killers be like "Nice try but I ain't falling for that tish."
Other "techs" have a much higher probability of success and are very hard to counter:
Blight's hug "tech" I consider an exploit straight up. It should be removed for the same reason Dead Hard got nerfed; it's far too powerful and versatile. The counterplay to it is completely unintuitive and can leave survivors lying on the ground often wondering how that was even possible or "oh he used that stupid exploit again." Even if a survivor knows how to counter a hugging Blight, the Blight can often bump into something and take another shot at the survivor in the same set of rushes.
Heal tech is another stupid one. I do think survivors should have a reliable way to block killers from picking up, perhaps being able to body block in a certain position, but heal tech is just stupid. It often just leads to the killer feeling robbed at the gate when they definitely should have been able to pick up. Also the hit box for survivors is so broken when healing a downed survivor and that just leads to frustration as well.
Down before the gate.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3141474#Comment_3141474
not necesserily. its actually very good to annoy SWFs sometimes that really really don't wanna lose their friends early. also its not hard to do, especially not on nurse blight or spirit, with very decent anti looping and map pressure. Starstruck on Nurse makes it even harder to counterplay this especially when SWFs try to go for a mass rescue, so either they let their mate die quick making it a lot easier for the killer or they play risky and might all get downed and slugged, so that the tunneling applies just the pressure that the killer wanted to apply when tunneling in the first place...
You mention killers who don't have to tunnel when they win anyway 90% of time at least.
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@zHypnotism said:
Assume the following scenario:
You are playing Trapper / Nurse / Spirit / Blight / Hag / Artist or maybe even Sadako, Hillbilly / Doctor or the Dredge.
You manage to get a down before the first generator is completed and proceed to hook the downed survivor, then head off to the middle of the map. After a few seconds, you notice the survivor is being rescued, by hearing your traps being disarmed, sensing them with a crow, spotting them trough doctor power or just getting the loud noise notification.
Now what's the best possible decision:
Either returning back to the hook (early if you had intel, like artist / Trapper or late if you have great mobility, like with blight, nurse, dredge, sadako etc.), where you know 2 survivors will be near for sure on which you can both apply pressure OR
Leaving the hook area to head off to a far end of the map to get a slight chance to scare 1 survivor from one gen, where they won't be as easy to find as say the hooked (and now injured = loud) survivor and can hide much more easily
and now, assuming you make the decision to go back to check on your hook, what kind of survivor would you rather chase down:
an already injured one, of which you (in most cases) already know the exhaustion perk they run and will be much easier to down, applying more pressure by threatening to get a kill quicker because they have already been on the hook and getting the opportunity to slug them to generate even more pressure and likely have the ability to directly chase and possibly hit the rescuing survivor, depending on how quick you were with the down and force them to heal or be more easily downed next time OR
a healthy survivor, whose exhaustion perk you don't know, who can take a hit and then run off wasting more time for you to get your next hook, who can lead you into a far off area, who isn't as pressured because he hasn't been hooked yet AND you can't slug as freely / easily to chase some other survivor because he will likely have ran off away from other survivors.
No, i do NOT tunnel every game, because i am often times confident to get kills without doing it, but it does seem to be a VERY effective strategy, because once 1 survivor is out of the game you can easily pressure survivors to death with oppressive killers like Twins, Artist or Spirit - but sometimes it is just the only way to secure 4Ks
and quick reminder to the survivor mains that think it's fine to just blatantly nerf every single effective killer strategy that gives them minor inconvenieces because they somehow don't wanna be good at looping but also want to escape every game (if you fail to loop the killer, you get killed - what's wrong with that? if looping isn't core part of gameplay then let's test how it looks with all pallets and vaults removed, that would be funny):
Killer is sometimes 10000x more stressful to play than survivor, and a lot less forgiving so if you aren't feeling confident tunneling is just an easy to do backup plan to get 1 survivor out, already have at least 1 kill secured to not leave the game completely empty handed (especially for unconfident killers i guess, thats why so many baby killers camp / tunnel a lot as well) and makes the games much more chill once you have 1 survivor out, so please respect that Killer players don't always want to make their games an immense struggle - sometimes you do this as well, when you just escape instead of rescueing that poor dude on the hook in endgame collapse. Getting tunneled may not be a lot of fun but neither is getting 0 kills with 8 hooks - one of the most unsatisfying things in the entire game. So sure, tunneling and camping can be discouraged, but why always ONLY take from killers when you could also just try to make patrolling and hooking everyone once a little bit more rewarding than it is. I haven't really got anything to suggest here, maybe buff kicks or add more good perks like grim embrace to reward killers for hooking every survivor once. (or bring back old BBQ lmfao, that was rewarding enough for me back then to always prioritize the 4 hooks on 4 players playstyle)
I got just super tunneled by nemesis. I looped him first chase 2 gens. Second chase 1,5 gens and last chase 1 gen. So it's effective to get one or two kills stragedy. I had 2 health state with otr and even ds. But I had to purposely let him down me at 58s so he just picked me up so hit him with that. I think he chased me almost 10 minutes whole match but my teammates were not very effective with gens. With better team I would probably gotten out. They also managed to give him 2K at the end.