Deathstroke
Deathstroke
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@Braincell1973 said:
I have been a casual player for a couple of months, mostly at weekends......
Not bothered about positive feedback, just seems to me that playing something that's frustrating will cause people to stop playing.......
I played a good part of yesterday with my son alternating as killers , I think I got 2 kills all day, As soon as you chase one person your looped silly, then they send you messages saying your tunnelling........
Whilst in a loop it's impossible to catch up, seems broken considering a killer moves quicker........
Do you play on your son account? So that means your going agains't survivors who are more experienced than you. I would recomed watching some killers from youtube Otzdarva is very good and he has lot of videos to help. You can just also watch how he plays mindgames etc. What killer you play some are weaker and some stronger. But stronger ones are usually more difficult to use.
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@FridayNightPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/3133265#Comment_3133265
I really don't feel the buffs that much, if someone didn't tell me about the 10% speed increase to pallet breaking and hit cool down I don't think I would have noticed. People are acting like killer is easy mode now when the maps are still awful and god pallets and infinite loops still exist.
Well it's not like huge difference what some say but the survivor speed nerf after hit is noticeable especially if nemesis hit you with tentacle you barely get any speed boost. But other than that it feels smoother to play but not game changing. Gens speed are noticeable rarely survivors can gen rus now as before.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3133147#Comment_3133147
I disagree. Sure it works, but it’s not best. I’m a killer main, I main blight but I rotate the killers pretty evenly. I have never camped with a 4.4 killer and I did just fine. Usually a 3k with a hatch escape. The huntresses that camped off the rip last night, we just did all the gens and got 3 out. It might work against bad solo players.. but that’s about it.
Yeah I find chasing to be usually better tactics than camping. Goid players will just finish gens but getting one out is still good play but usually it's better not force it. For example hook survivor A then B then A again, then C and then finish A if you have good chance.
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@Nazzzak said:
Lol it's true. I can honestly say that camping and tunnelling is not something I frequently face, but every time I spawn in and hear her Lullaby i know not to get caught first lol I don't even feel that way about Bubba - I can't remember the last time I saw a camping or tunnelling Bubba
Bubba's usually play very fair I have seen one facecamping bubba in last 4 months but I didn't even play that game as I let my friend play.
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@Huge_Bush said:
It isn't scummy for a killer to apply pressure upon their opponents by doing the smartest thing they can do and remove one player from the match. It's just making the correct decision.
The only scummy things killers can do are:
- Slug survivors who weren't toxic and let them all bleed out when they could easily hook them.
- Body Block someone into a space that they can't move from.
- Repeatedly hit a hooked survivor just to antagonize them.
- Work with one of the survivors in order to kill everyone but the traitor.
- Pretend to farm and kills everyone when their guard is down.
- Tunneling someone because of the characters race or because they are discriminating against them due to something like wearing the pride charm. This can really only be proven if they openly state they did so in chat.
While it may not be fun to be at the receiving end of tunneling, it is anything but toxic.
You forgot one super tunneling is toxic. Going your way just to tunnel one out and ignoring rest even if they give you free downs and bodyblock. This usually happens when survivor loops killer too long. Well usually killer facecamps this survivor too they're mad at.
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@FridayNightPizza said:
I'm really not sure why they're so reluctant to add cosmetics to powers, I can't see how it would change gameplay in anyway. I want my bunny suit Victor damn it!
I would buy that even I don't play twins much.
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@Dwight_Fairfield said:
Mikey; I love how versatile he is with builds and play styles. You have jump scare Mikey, scream for Mikey, vault master Mikey, tombstone Mikey, tiny terror radius Mikey etc. He's such a fun killer and a very decent killer too when played properly.
The only two aspects about him I dislike is that there is a cap on his power. While I think that should be removed and stalk should regenerate on survivors, you can still win if you are very skillful with your stalk and when to pop your tier 3's. The other is tier 1......ideally he should start with it at 99%. That way he can begin th match oblivious and sneak up on survivors. Maybe get a cheeky grab off a gen or totem or something. Or just tap himself into tier 2 as soon as he spots a survivor if he likes.
The stalking getting full is outdated. It has denied use from my tombstone piece too many times. And also when you use infinite tombstone if one survivor hides whole match your not going to get tier 3.
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Oni was my first main but now I don't play him much.
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@LittleBigSunset said:
Perks that counter the killer kicking gens or make them much more of a nuisance to kick are really good right now in this new meta of gen-kicking reliant gen regression.
Repressed Alliance lets you block a gen for 30 seconds just by interacting with it. If you find out the killer has Eruption and know they're coming over to kick the gen, block it. If everything goes well they move off to another gen or wait 30 whole seconds just to kick it, at which point you've gotten great use out of it.
Blast Mine is similar. You stay on a gen for 3 seconds and then 'arm' the gen. When the killer goes to kick it, they get blinded and stunned and then have to kick it again. Less effective but a decent way of discouraging killers from kicking particular gens.
Other than that your options are limited. Solo queue in general really suffers from a lack of information as to what your team is doing and Eruption highlights this enormously. A SWF can easily communicate when someone is about to go down to avoid the 25 second 'stun', solo queue players cannot. Empathy can give you somewhat of an idea as to how vulnerable a teammate is but you'd still be guessing. Kindred may help. Perks that show you the killer's aura would help the most because then you could see if they're about to swing, use their power etc. and anticipate the down. But I can't think of anything that does that effectively while you're still on a gen. Object of Obsession maybe???
I think even swf has problems to tell when someone exactly goes down as they can think they're save but that not always case and sometimes also when they think they're going down they don't.
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I would want to see more onis and bubbas. Does not matter if bubba facecamp I just want to see one. It's funny if they do though.
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@Mewishis said:
Obviously, even though I dread pinhead matches I don't give up and try my best, so if anyone has any tips to make pinhead better in solo q for me it would be much appreciated I'm not one of those people who cry something is broken unless it actually is futile. So if anyone can give me any tips and tricks I am all for it. I honestly just think it's a shame that it gets worse only because my teammates just give up so it's always going to be a 3k once they lose motivation to try.
Even I lose to pinhead a lot when I play swf. Thought I usually play duo and sometimes trio. With trio it's closer but not possible to get 4 man out, half time 2 gets out. But other times pinhead 4K:s.
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@MikaelaWantsYourBoon said:
Well i actually did not like Haddie. She was another bad survivor, like Youchi and Jonah.
You are still seeing Mikaela because she is actually great survivors. She has good cosmetic, witch is unique concept for survivors.
I admit mikaela has that something which makes her popular but I find them annoying as killer.
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@notdragonite said:
https://forum.deadbydaylight.com/en/discussion/comment/3130890#Comment_3130890
yeah like a blight x nurse moment.
wouldn’t that be something.
and that isn’t meant to sound erotic. it’s only what you make it. but i can assure you it only meant a duo, nothing more.
I would probably do oni + plague with my friend. Infinite blood supply for oni to have his power all time or plague gets her power. Lose/lose situation for survivors.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3130581#Comment_3130581
Sure you can. I can have the unreal expectation that I expect you to complete 10% progress on every generator then you get 20% on all generators and repeat this until some go to 100% completion.
You have the same expectation that I should "anti tunnel" and hook each survivor twice before I ever hook someone once.
Both are completely ridiculous
This most stupidies thing I read and worst excuse I've seen to tunnel survivor out.
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@HugTheHag said:
True.
A bad game as killer is still more profitable than even some okay games as survivor. That's why when I play killer, I'll often try to make sure not only the game is at least a bit fun for both parties, but also that they get some points. If I happen upon a survivor I've already hooked just before, I'll scare them off their gen but give them another chance at actually playing.
I won't bother calculating who is who if they all have the same skin though. I don't play with a pen and paper next to my keyboard haha.
Yeah the same skin can be bad thing is killer tries not to tunnel. In one game I hooked meg and he tried chanses to get off hook and I went to chase another survivor downed and hooked. Then I was sure I found another meg and downed her and hooked but it turned out it was same meg and she died getting less than 5K bp made me bit sad.
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@notdragonite said:
…made it so survivors could fight back?
…had skins for killers which were other killers? (eg a wraith skin for trapper)
…nerfed every killer perk and every killer so that survivors had a bigger advantage?
…buffed survivor perks and made it so survivors had infinite sprint burst?
…never added freddy?
…took away the pay to win factor by paying to get good perks?
…never added ashley j. williams?
for everyone who doesn’t understand what a joke is, i’ll explain it to you. THIS. this was meant to be satire, and it completely flew over y’all’s heads. satire is when something isn’t actually meant to be real. so for the people that didn’t know, THIS POST IS SATIRE.
now it’s your turn.
Well I just want 2 killer vs 8 survivors gamemode and that's not joke. It does not have to be balanced would be fun to play with friend and test how different killer powers work with each other.
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@Laluzi said:
I'm forever baffled why they're so afraid of actually reducing the grind. It's not like it would even remotely threaten to allow players to race through the full content unlock. Hah... only BHVR would find ways to add fees and reduce bloodpoint gain during a grind reduction.
I already had all the perks I wanted. Sure, it's nice having a build ready when a new character drops, but otherwise, all this means for me is that I'm getting half the bloodpoints I used to when I play killer. At least survivor BP gain was always miserable... more fool me for thinking that was going to change.
I always used to enjoy killer for getting lot of bp but for now that is not possible if there is no cakes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3130841#Comment_3130841
I dont see that as toxic, the killers are "beasts" after all.
They are ment to cut you into pieces... (some of them at least)
That's your opinion but I think most people think it is toxic I might myself hit survivor on hook once sometimes but very rarely I hit the last person and the survivors has to be toxic me to first. But real reason why killers do it is to bully you and show they got you and put their anger on you. That sounds toxic to me. When I had myself anger issues I did hit people over and over again on hook but I did get better managing my anger and only ever done it now when im drunk.
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@dugman said:
So from the aggregate site I follow it looks like Pig is doing much, much better after the patch, she’s the top killer on the site at 69% kill rate over the last two weeks compared to typically a little over 50% prior periods. (And coincidentally I played Pig last night and got a solid 4k but that’s obviously not statistically relevant, it was fun though! 🙂)
Anyway I’m trying to figure out why Pig may have benefited so much from the midchapter rework and I’m drawing a blank. Yeah she gets the extra 10 second gen times and faster recovery speeds and weaker Dead Hard and such, but that’s true for all the killers and their kill rates only went up about 6-7% on average, not 15-20%.
Maybe it has to do with her innate slowdown plus the extra 10 seconds being better than the sum of their parts? I haven’t quite got a handle on it yet. (It could hypothetically be coincidence too, the site has thousands of matches per week but maybe Pig was just in vogue with high skill players the last couple of weeks for some reason?)
What is this site would ve intereating to see all killers kill rates now post patch and before patch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/340976/can-toxicity-be-justified
There is a saying "Lead by an example"
But hitting you on the hook isnt toxic, thats just stupid of the killer, i have used that cooldown the killer get from hitting people on the hook, to unhook people that the killer camped..
It is toxic but is it smart? Maybe not. Usually killers do it to last person thought. I had game that I escaped but killer got david who made mistake at endgame and killer closed hatch in front of him and just continued hitting him on hook as he was last one remaining.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3130778#Comment_3130778
Tunneling early on I can understand, but hard camping at 5 gens? What are some examples where that is strategic?
Well killer had bad match before because he played too nice and that's then easy way to win usually. Other situation when it's smart stragedy go use is that nearly gen is almost completed to quards that as well.
Some killers also just do it to camp second hook state and then tunnel the survivor out which usually secures the win. This is easier than tunnel same survivor multiple times.
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Sweaty pick: pyramid head as well,
Fun pick: cannibal with basement build,
Both: nurse with starstruck
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/EOZ88JKVOYWO/dead-by-daylight-20220812151342.png
Literally the match I just played.
The Meg led the killer to me while I was in a deadzone, was close to basement so I got camped in basement. Post-game, I asked the killer why they camped me (was a genuine question) at 5 generators remaining, and they proceeded to make fun of me and mock me for "complaining" when I never complained.
That killer was just toxic human being not because he facecamped but because the chat. As sometimes there is good reason why killers camp at 5 gens but this guy sounds just bad person.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3130252#Comment_3130252
That's why i said buff her stealth or anti-loop. So she will still has something for all trial.
4 traps are already giving her good slowdown. I don't think she needs more. But her stealth is so garbage, i'd like to see some buffs for stealth.
5 traps then more fair?
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3130200#Comment_3130200
Oh wow you will love superior anatomy : )
Says bubba with bambooze...
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@BenOfMilam said:
Myers. He is the only killer that starts with a massive disadvantage just for picking the killer, which cripples your early game... the most decisive and important section of the game for killer which determines how the rest of the match will go.
Why would you pick Myers to spend two minutes to get a sligthly extended lunge and an instadown for 60 seconds, when Bubba starts with a hyper extended lunge that can down multiple survivors and can be used on command?
At least Trapper can snowball pretty much whenever after he sets up a few traps. Myers has to stare at you for an unreasonable amount of time with unbroken line of sight, so he can make you force feed him pallets for a full minute.
Oni start nearly as weak as myers you forgot him. You lose match if you don't get early hit and if you get early hit you have chance to win. Good survivors will delay that hit very long and oni should have antiloop to injure survivors or 120% movement speed.
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@FridayNightPizza said:
Still works as a third health slate in a lot of situations, better than the old one but still annoying.
But in fact now it's really third health state if used right.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3127998#Comment_3127998
Your tip is just "Go against bad Survivors".
There's a 0% chance good Survivors will drop all Pallets before all 5 Generators are done
Find the weakest link then there is always one unless you play agains't seal team but that match you would lose in any other map too.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/340871/why-people-dont-like-playing-againts-nemesis
Because his ability to easily break palettes and hitting survivors over low cover at full lunge distance is seen as "cheap", "no fun" or "no skill" by some survivors. It is not, but what ya gonna do? Some players just don't want to learn counters to specific killers.
I don't think that the biggest issue. He is too popular and is boring to face same killer again and again. Also his hitbox is problematic sometimes the testacle clearly didn't hit you but you still get hit.
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@uniqid said:
For the next release of DBD, we're taking a look at the base issues of the game and reworking core mechanics to remove certain existing issues like camping, tunneling and slugging. These are concepts that make it frustrating for Survivors to play the game and Killers are heavily rewarded for doing so.
All issues described below are solvable with perks but perks shouldn't be the solution to core mechanic problems. It's like trying to fix an engine with nails. It does nothing and takes away the space players should have to experiment with other perks.
7.0.0 Patch Notes
Camping
- Whenever the killer is within 10 meters of a hooked survivor, the hook timer is paused.
- The hook timer is resumed while other Survivors are in the radius.
- The effects are not applied if the exit gates are powered.
Tunneling
The introduction of Borrowed Time to the base kit was a step in the right direction but it doesn't solve the issue for those Killers that really feel the need to tunnel. Fortunately, it's very solvable.
- Increased the base-kit Endurance timer after getting unhooked from 5 seconds to 10 seconds.
- Added Decisive Strike to the base-kit - lasts for 1 minute.
- All effects are canceled if any Conspicuous Action is taken.
- The effects are not applied if the exit gates are powered.
Slugging
Ever been left to smell the grass on the ground for half a match or more? Everyone has and it's not very attractive. With these changes we hope to make slugging less rewarding.
- A Survivor that is the dying state when another Survivor is put in the dying state has the ability to finish recovering himself.
- The Survivor must have been left on the ground for at least 90 seconds to able to fully recover (95% takes 30 seconds without perks).
- When getting up, the Survivor has the Endurance status effect for 10 seconds.
- The effects are not applied if the exit gates are powered.
Perk Changes
Since the effects of the perks below now belong in the base kit, they've been slightly changed to still be useful, specially at the end of a match.
Decisive Strike
- Adds extra time to the base-kit Decise Strike effect.
UI CHanges
- In the lobby screen (matchmaking and custom), all Survivors Perks are shown to each other.
None of the changes above modify how a match is played by a Killer that performs as expected and does not engage in toxic playstyles. With recent patches it's been harder than ever for solo queue players at higher ranks to be useful. Please keep in mind the game should be balanced for solo queue and not for the SWF minority.
There are definitely other changes that could be done perk-wise or UI-wise that would also help with how a game is played but I'd like to focus on these toxic/powerful mechanics the most.
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Disclaimer: I'm not a BHVR employee nor are these notes the real deal. I just wanted to write them in a fun way that's easy to read.
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Share your thoughts.
But if survivors get these basekit killers need something in return. Basekit corrupt and BBQ would be fine start. Grim embrace also would be good basekit encouraging hooking 4 different survivors.
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@uniqid said:
For the next release of DBD, we're taking a look at the base issues of the game and reworking core mechanics to remove certain existing issues like camping, tunneling and slugging. These are concepts that make it frustrating for Survivors to play the game and Killers are heavily rewarded for doing so.
All issues described below are solvable with perks but perks shouldn't be the solution to core mechanic problems. It's like trying to fix an engine with nails. It does nothing and takes away the space players should have to experiment with other perks.
7.0.0 Patch Notes
Camping
- Whenever the killer is within 10 meters of a hooked survivor, the hook timer is paused.
- The hook timer is resumed while other Survivors are in the radius.
- The effects are not applied if the exit gates are powered.
Tunneling
The introduction of Borrowed Time to the base kit was a step in the right direction but it doesn't solve the issue for those Killers that really feel the need to tunnel. Fortunately, it's very solvable.
- Increased the base-kit Endurance timer after getting unhooked from 5 seconds to 10 seconds.
- Added Decisive Strike to the base-kit - lasts for 1 minute.
- All effects are canceled if any Conspicuous Action is taken.
- The effects are not applied if the exit gates are powered.
Slugging
Ever been left to smell the grass on the ground for half a match or more? Everyone has and it's not very attractive. With these changes we hope to make slugging less rewarding.
- A Survivor that is the dying state when another Survivor is put in the dying state has the ability to finish recovering himself.
- The Survivor must have been left on the ground for at least 90 seconds to able to fully recover (95% takes 30 seconds without perks).
- When getting up, the Survivor has the Endurance status effect for 10 seconds.
- The effects are not applied if the exit gates are powered.
Perk Changes
Since the effects of the perks below now belong in the base kit, they've been slightly changed to still be useful, specially at the end of a match.
Decisive Strike
- Adds extra time to the base-kit Decise Strike effect.
UI CHanges
- In the lobby screen (matchmaking and custom), all Survivors Perks are shown to each other.
None of the changes above modify how a match is played by a Killer that performs as expected and does not engage in toxic playstyles. With recent patches it's been harder than ever for solo queue players at higher ranks to be useful. Please keep in mind the game should be balanced for solo queue and not for the SWF minority.
There are definitely other changes that could be done perk-wise or UI-wise that would also help with how a game is played but I'd like to focus on these toxic/powerful mechanics the most.
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Disclaimer: I'm not a BHVR employee nor are these notes the real deal. I just wanted to write them in a fun way that's easy to read.
---
Share your thoughts.
I agree with camping and tunneling but slugging is bit different most of the time is survivors fault unless killer is like just really going for it and only killers who can really do that are nurse and twins. So I don't know should killer being punished that survivors playee badly? Maybe at least 100s on the ground before you can recover.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127954#Comment_3127954
I do like that change... not going to lie
But on the other hand... If they did buff the base Gen regression then we wouldn't see that much 2+ Gen regression perks being used
I use 3 slow downs usually at least and one aura reading perk. I do sometimes meme builds but they are for fun not for winning even I do usually win still.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3127952#Comment_3127952
I don’t doubt it!! I was just trying to relax and practice some blight flicks but didn’t get to do so until going through literally every pallet on the map. 😂 it’s actually absurd. So many of them are safe pallets too.
But still you won there are worser maps than the game for killers. Once you get rid of pallets you will start to get easy downs.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3127859#Comment_3127859
RIP to deliverance XD
Yeah im not gonna buy 8K using one perk.
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@RaSavage42 said:
It was a overbuff... 10 more seconds on each Gen then add in the slowdown of Thana (and Dying Light) and you get "forever" builds
If they just buffed the base Gen regression... they could've left Thana where it was
What so thana was fine and didn't need nerf? I think they should make it back like it was before update now it's too bad and only viable on plague. It can be usable just barely on legion if you bring right add ons. But for everyone else it's useless. They should rather change it first injury -6% slower repairing. Second injury -5% slower and third injury -4% and everyone being injured -3% so then it would be worth on other killers not just on plague.
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@awustzdn said:
Dredge is a B, he has good, infinitely-reusable map presence but is otherwise mostly a normal M1 killer who suffers the same problems as Artist in tiles.
Sadako is a C, she's another M1 but with a useless gimmick. She's just a slightly better Freddy, but if you want to teleport places, just play Dredge instead, and if you want a similar stance dance you're better off with Wraith.
Artist is a B-. She just makes you leave the tile and hold W to the next one, it's not like she can do anything else.
Artist can counter the hold W whereas dredge can't. Artist can place the bird and chases you as 115% killer but when dredge places his remnant he chases you as 92% killer.
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I haven't seen camping bubba for very long time the ones I see always leave hook even if it's endgame collapse. I would want to see camping bubba again some time. Just only saw one faking that he was going to facecamp and I came to headnod that he does right thing. But then he just left.
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@TheArbiter said:
I think she is still S tier although just barely after her most recent nerfs. I think her biggest issue is map control and is why in my opinion Artist is breathing down Spirits spot in the tier list.
It's sad that artist is better than oni. I think oni should start with his power which would make him viable at higher mmr. I would like spirit to be 115% it's not good to be 110% while you wait to get your power back. Blight is 115% too so I don't see problem.
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@pseudechis said:
Enough of the post patch melodrama already.
The guilt is not real its a video game.
These videos show yet again when people say they want "balance" what they are asking for is chosen role bias.
Killers got a pretty good buff this latest patch, were they over tuned a lil? maybe... but it takes a lot of games to demonstrate that across a varied player base.
A couple of weeks of whiny overreaction to changes is just that... whiny overreaction to changes. It adds very little.
Especially when the primary complaint seems to be "I can't listen to music, watch a movie and eat lunch and still escape anymore."
My god you mean you need to focus on the game your playing in order to do well! The horror!
To be fair I sometimes eat snacks or play music when I play killer and still win most of those games.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3124148#Comment_3124148
You're outright wrong. The devs can't currently nerf Nurse without killing the game.
Unless survivors get another big nerf, Nurse is here to stay.
Most killers only needs buff in high mmr but how to do that without completely destroying middle and low mmr. Well maybe some kind of catch up mechanic could work if survivors do too well gens get slower and their movemet speed gets slower if killer does not get hooks? But then survivors should get same if killer is doing too well faster gens and faster movement...
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3123225#Comment_3123225
I think including an anti-tunnel incentive in the tutorial would be a massive help in encouraging newer killers to not camp.
Realistically as the game is right now, killers shouldn't camp, it's detrimental to their odds of actually winning and getting more blood points. Still we have to accept that there are situations where the killer is forced to camp, specifically in endgame and the fact there isn't just one type of camping
I almost wrote essay to you how camping causes you to not earn bp but actually it's usually increases your odds to win if you do it at right times. I read you said should.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3122197#Comment_3122197
The issue is not every SWF team is a 4 squad on comms. Sometimes it's just playing duo with a friend not even on comms.
https://forum.deadbydaylight.com/en/discussion/comment/3122226#Comment_3122226
I saw a streamer just mention the other day that a good solo team worries her more than a SWF. This is someone with 6K hours in the game. One of her reasoning was that SWF are often super altruistic and will often make stupid mistakes in an effort to save a friend and this can be used against them. Solo players aren't as much like this. Now I know some might disagree with that statement but it did get me thinking.
Of course, the issue comes down to matchmaking and it is a total lottery if you'll get a good match of competent survivors. If you have a competent team together they are going to be a challenge for the killer and you don't need comms.
Bit those good solo survivors in swf and comms are still better if they play smart.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3122844#Comment_3122844
I mean, you can still go from being downed to injured with it, so you can still get some value from the health state.
Also "we have worked hard to get to end game so i should be allowed some fun", and what about everyone else, or the killer? Should they be allowed fun for enduring a match until the end? Youre logic doesnt make sense, both sides have to go through stuff, you arent owed anything for playing the game.
Just use noed it's perk to counter adrealine basically.
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@ThiccBudhha said:
It depends. If baby Nurse, they harass them. If the Nurse is decent, we play it out. If the Nurse is god tier, they give up before I can even finish the first gen.
Even decent nurse makes people give up and is usually hard to beat in soloQ. It debends how she plays if she tunnels at 5 gens the game is over before it started.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3122775#Comment_3122775
Ok. So you feel 90 is needed for chases...It needs to be equal on the hook timers then. Which would be 6 seconds. Not 20. Beings gens take an additional 50 seconds in total. While adding 6 seconds to hook stages would be 8 stages for a total of 48 seconds.
Hook grabbing is healthy and need to stay IMO. Hooks are meant to be dangerous. There's nothing dangerous about a guaranteed swap. All it would take is the person not on death hook. Or hasn't been hooked at all come up to swap with nothing you can really do. Nor does it work very well for end game
Hook grapping only works agains't average and new survivors so it being removed would be good thing. It never works agains't good survivors unless you get lucky. I think it need to be less punishing for casual survivors as I don't want this game to turn to be overly competive and tunneling and camping should be less viable. I would make grim embrace basekit for killer but only working if you hook 4 different survivors as your first hooks.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3122739#Comment_3122739
There's really no way to tell that though. People might see 4 gens up, and consider it the beggining. But what they don't see is 2 or 3 gens are almost done...All of the sudden it's mid or late game. Instead of a perceived early game. How can you reasonably define any of that.
You can usually kinda tell it if gens will start to pop and usually it's just killers getting down in first 20s and starting to facecamp at 5 gens.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3122737#Comment_3122737
Correct. They are to much. I said revert the changes back to 80 seconds. 5 second DS stun. STBFL adjustment.
Those would bring camping and tunneling back down to previous levels. While having a stronger chase in place now.
You can't completely remove camping and tunneling. Or do some of the things suggested in here and other threads. To the point it'll wreck using it in any strategic scenarios.
They would need more baseline game changes if they want to really eliminate camping and tunneling
Reverting Ds would nerf tunneling but those gens speed are needed so you have more time to chase survivors but they could make them back 80s or lower if survivors would get secondary objective to find part to complete gen. Camping needs to be nerfed other way for example increasing hook state timer to 80s and removing healthy survivor hook grabs.
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@MommyHunktress said:
and? she is strong as hell but people dont want to learn her because she SEEMS hard. but in reality is easy. the majority of the playerbase id assume is on console, therefore she is not easy to play on CONSOLE. I switched to pc and easily dominated people without actually putting much time into her and even now at higher mmr i still get pretty easy kills. her kill rate is a failed argument, because if every killer was on pc her kill rate would go up, and if every killer HAD to be played for 2 days her kill rate would skyrocket because so many people would be forced into learning her ability. Her kill rate doesnt make her bad or not strong XD
Im on console and do fine with her 3-4K every game so far but she is easier on pc ofcourse like every killer is. But blight, hillbilly or oni are harder on console as there is certain techs you can't do on console and their turning rate is also higher on pc. I think nurse works actually very well on console and I don't know if there is anything you can't do that pc nurses can do but you just have to be more skilled. Even killer like hag is limited on console you can't teleport fast enough from traps compared to pc.
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@BrokenSouI said:
Maybe because they don't need to be ?
Didn't you say killer buffs were too much and needs to be reverted back but killers actually did need those buffs ti compete agains't good survivors but now when something which really is too strong is asked to be nerfed you are agains't it?
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@ad19970 said:
I completely understand anyone who doesn't want to play survivor anymore until camping and tunneling get addressed. It's so ridiculous that it still hasn't happened yet, despite all the buffs that killers got.
A shame really cause it doesn't help killer queue times, and those queue times are really dampening my excitement about playing Wesker.
When wesker comes out queque times will be even longer. I probably play survivor more or other games then. Hopefully devs soon fix tunneling and camping they need to be less viable. 3 gen situation I think is now also too strong I had 40 min long match because of that. Killer camped them right at the start.