Devil_hit11
Devil_hit11
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2427762#Comment_2427762
I mainly play killer, and it would be fine.
There is not enough tricky movement to compensate for dedicated servers. Giving Charlotte a timer in which she can use Victor, removes any boring camping mechanics, while still giving her enough time for momentum to down every survivor. 60 seconds is a long time. If you use Victor for more than 60 seconds to down every single survivor, you should be the one learning to actually get skilled at killer.
It doesn't matter what timer is. just thought of implementing a mechanic that victor "times out" is stupid. tricky movement does work vs victor. Camping does not work at high-level. camping is what weaker killer players do because they cannot win the game and its mostly used for securing one kill through problems with hooking system.
Only tunneling and slugging are effective strategies vs good players. Twins are unfun currently because their nerf to victor ruined victor's ability to get momentum from slugging at high-level.
I love playing against victor in a chase. Twins is pretty uncommon killer to face though. too many exploit/issues.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2435269#Comment_2435269
Forced Penance giving the Broken status effect to a Survivor healing a downed one is basically adding onto the description of the Perk itself. The Survivor is trying to stand in the way of duty (healing the downed Survivor, preventing them from being hooked/caged), so they get punished heavily.
I'll probably change the second part of the ability, too.
Trail of Torment would be the one perk to specifically allow Generators to regress since a different, unknown force that isn't The Entity is blocking them. The blockage is likely from a power that Silent Hill has over the realms. So, basically what I'm saying is that regression when a generator is blocked would be introduced.
As for the cooldown, maybe 60 seconds is fine.
As for Deathbound, yeah, maybe I'll reword it a little.
you are distorting the original intention of those perks.
Forced penace is suppose be a perk that punishes bodyblocking. issue being is that timed effects such as timed broken are nearly worthless in DBD sphere. game moves too quickly for that. Its also really situational.
The best case situation for this perk is for the perk to give broken status effect until hooked. For perk tiers, the perk removes broken for x duration after being unhooked.
Trail of torment is a perk to give incentive for killer kick gens. there are bunch of perks like this. Pop, eruption, Oppression, dragon grip, overcharge and this perk. This perk grants killer undetectable for kicking gen.
Its mainly bad because it gives survivors aura of generator alerting them that the killer is using this perk. remove aura of generators and it would be a solid perk. Also, Why does this perk have a cooldown. I think better scaling system for this perk is that it makes you go undetectable gradually. so perhaps you kick gen and after 5/4/3 seconds, your terror radius fades until it hits 0.
Deathbound has.... so many problems. Its another stealth perk that triggers on survivors healing.
It has 3 big problems
1) It does not work on many types of healing, self-care, inner strength, med-kit.
2) Survivors typically heal on generators before co-op them and at hooks. This perk does not grant oblivious if survivors do not split up.
3) The killer has zero information for who is oblivious nor does he have any information for feedback of this perk working.
it needs a lot of changes. for one it should always work regardless of what type of healing. if two people are healing, both should be afflicted by oblivious. the distance mechanic should be removed. Its just adding drawbacks to an already over-complicated perk. I am not sure how I would go about solving the information problem. I think i'd make give aura reading to the killer every 15 seconds or so. kinda like current Object of Obsession.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2424739#Comment_2424739
Yes, I know, I've been playing this game long before you have. And no, I am not asking anything of the like. I am asking for 1 of those things. I am asking him to be slightly slower OR have 1 less charge(note, I didnt say give him 1 charge, I said remove 1 charge, he has 3 charges).
I have played Old Bubba, the fact that he could instadown people off hook was quite a problem as he could still catch up with a survivor that had BT triggered while being unhooked. Let alone that Bubba was guaranteed to have at least 2 stacks of PWYF too. I know why Old Bubba was weak, dont try to lecture me here. As for one of the worst? He always remained above Myers, Clown, Demo and Trapper. Arguably Wraith and Ghostface too. Being the 8th worst killer in the game, with a roster of only 19 killers makes him not one of the worst. He was bad, yeah, but one of the worst? Nah. His power was the absolute worst when it came to using it to damage survivors, but considering all killers were essentially m1 killers against high tier survivors anyway? Bubba was mid-tier. That is how much the game has evolved since 2019 by simply reworking the maps. Current Myers performs better than old Bubba. Even if he used to perform worse.
"The vast majority of survivor players are pretty bad but against good players"
False, the vast majority of survivor players SEEM bad due to:
- lack of communications
- lack of usable tiles(the maps before their reworks had too many, haddonfield seems much worse because all maps have gotten better overall)
- lack of communications
This is why I said 99% of the area's on maps do not offer proper counterplay against Bubba. Rather than putting it on the players.
"you just need to get better at using tile sets against him."
There is only 2 potential tiles you can use against a very good Bubba: 1. Killer shack. 2. Jungle Gyms. At best, there are 3 tiles like this on a single map. 4 if you count non-reworked maps. You cannot expect survivors to reach those tiles because 1: bubba outspeeds a survivor who uses sprintburst because he has 3 charges. 2. That's it, I literally do not need to say anything else. There is no way you can expect a survivor to go to a killer shack or jungle gym to loop him properly. It's why so many survivors rather use W. But if the Bubba realizes they are W gaming, he will start cutting them off instead, and then downing them there. There are some main buildings or indoor maps that are quite effective against a good Bubba, but that's only 25% of maps. Meaning there is a 75% chance you wont be getting a map you can properly use against a Bubba, unless you're a full SWF with good comms. Anything less, and Bubba is an issue right now.
"I am pretty sure that all killers that have reliable instant down e.g infinity ev3 myers, billy etc. excel at camping."
No, they actually dont excel at camping. You can get around a Billy and Myers by using an Endurance state, Bubba bypasses any endurance state. If you try to unhook a survivor against a Billy or T3 Myers, you're quite likely to either swap hookstates(and thus buying more time) or even be able to unhook+dead hard, causing them to hit the survivor you saved with BT and then both survivors leaving the hook. Against a Bubba? No chance.
you just named what would possibly be perhaps 2 worst design tiles for killer where best outcome of these tiles for killer is an early pallet drop and at worst case, an entire game lost. Having series of these loops connected to each and the killer going for this chase is an instant loss vs efficient gen team. If by counter-playing bubba, its suppose to be that killer never hits get an opportunity to get hits, than these tiles right on mark. Its like perfect excuse to just play nurse at this point.
I think at most filler pallets, bubba is unlikely to be able to get hits on them with his chainsaw and most of the time, he has to break pallets using his chainsaw. Its just that, unlike other killers where their pallet break is so slow, bubba is probably only killer where you can physically run out of pallets as survivor. with other killers, there is practically no repercussions to just dropping a bunch of strong pallets when your team is doing objective. in any case, Pallet still eat bubba's time and if you can understand his charge system, you can use it against him to pressure him to go through pallets to get stuns during his chainsaw or make him afraid of going through pallets where he falls short on chainsaw duration to down you.
T-L wall is good tile vs bubba. If he wants to get instant downs, he has to make reads with his chainsaw and single bad read wastes all of 3 his tokens. For that reason, M1 at T-L loops for bubba is common. Forcing bubba to M1 you on loops cuts down his time efficiency and even though it doesn't auto win you the game like some of those other loops, it gives you the opportunity to prologue chase.
chase-wise, Bubba is definitely good standard for killer. he stomp bad players and has potential to beat good players as he can capitalize on looping mistakes rapidly. It is exactly what killer should be put at. they should have opportunity to beat better players and worse players shouldn't have much of a chance to win until they improve at the game.
"No, they actually dont excel at camping."
Its funny you to mention that because one of my games as survivor during MMR was... that I got chased for 4 generators and than got facecamped by Myers that had EV3 at 99%. My team finished all 5 generators. do you wanna know what happened? He downed entire team and I never got unhooked. so I cannot say I agree with your statement. Instant down are very powerful in deadzones and facecamping with them is pretty omnipotent strategy. To be fair, that team was pretty stupid to even think they were going save me, but I understand where this gameplay choice comes from. it comes from the not very well designed emblem system on survivor side where them escaping would yield them depiping even though escaping was so obviously the best play in that situation.
As you say, borrow time does not solve facecamping, even in the case of billy, he will still be able to hook trade down until at least one survivor dies. As i said, Its not problem with killer themselves, It is problem with hook system. If they used pyramid head's cage system where the hooks teleport if a killer facecamp, than this would be a lot less of a problem.
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second wind should be:
"The next time you are unhooked or unhook yourself, You are automatically healed 1 Health State after 28/24/20 seconds."
Camaraderie should just activate when the player purposely fails a skill-check on hook. this would give more control to the player.
Babysitter is weird. its ineffective perk. Its suppose to be a perk that helps the unhooker, but borrow time does this job way better. It would probably need rework. Perhaps new effect would be,
"When you unhook a survivor, If the unhooked survivor runs within 5 seconds, Grants 150% speed boost for 3 seconds. The unhooked survivor is afflicted with 60/50/40 second exhaustion."
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2433533#Comment_2433533
I doubt that would be it.
your beloved killer is being played like 2%. He won't be missed as he was rarely played. Delusional survivor mains.
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@Orion said:
I highly doubt it. I'm assuming the devs are smart enough to keep license holders out of game balance, for obvious reasons. However, the reduced availability probably means that Demogorgon balance won't be a top priority, due to the reduced number of Demogorgon players.
funny. i was playing survivor during entire mmr. I do not think I faced single demogorgon. Demo is like extinct species.
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@ARatherStrangeKiller said:
Without the right to do anything with Stranger Things, yes this does mean they can no longer update Demogorgon or the perks from the chapter. They will essentially remain the way they are until DBD dies, unless they somehow regain the license in the future.
And I think they mentioned the character specific achievements will be kept if you got them but otherwise will be removed. The non-specific achievements are going to be recontextualized to remove any hints or mentions to Stranger Things.
I am not so sure about that. see DBD holds license for their game. This is why nobody is allowed to make copies of DBD, like you cannot have hooks, design window vaults, pallets or use any of DBD structural gameplay system such as Bloodweb or perks.
I believe licensing is related to the name "Demogorgon", his artwork and any references to his character. Its the yellow text that appears below the perk or add-on. I don't think the license includes gameplay of DBD.
This an example of what cannot be changed.
"The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals." — Hawkins National Laboratory"
man I do not really pay attention to the lore aspect of perks and add-ons but reading this. I wonder why Mindbreaker inflicts exhaust effect for working on generator. this description suggests Mindbreaker should be terror radius perk that inflicts exhaustion. The dread aspect is not really shown in this perk. perhaps it should also afflicted oblivious as well?
wow I already made a cooler perk that would be awesome for nurse and have great synergy with Nurse calling by reading dbd wiki description of perks i never use.
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I barely ever face demogorgon. he is more like rare than hag and plague and hag & plague are really rare.
Hawkins will be missed as map though. that map was really good for jumpscare myers and It had good art design.
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not really. they need implement MMR first before changing the game. Most of my games as killer are 6-7 hooks with 2 kills, 2 escapes against strong teams. I'd say around 60% of the teams are very good survivors. 40% are weaker. The weaker teams are 3-4 kills with like 9+ hooks.
The weaker killers struggling isn't anything new, they've been bad before, it just got covered up by bad matchmaking.
as survivor. I am sad that spirit is not played as much after stridor nerfs and footstep nerf in phase walk. I am going miss playing vs spirit.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2430107#Comment_2430107
Scott Jund's idea is basically, Devs would never care about the balance issue in Higher Brackets (He even shown Mcleans statement that they don't want to focus on the competitive balanced of the game.)
I am not going to lie. its really strange playing with strong teammates. Its really awkward.
I am not so sure about that statement. why are there so many negative killer changes to the killer powers and why do all new powers have like 219239 negative drawbacks with like PHD degree to use them.
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@Dino7281 said:
I overall like SBMM, but I used to be main Wraith and he is just close to unplayable against some groups. They will not allow you mind game for hit over pallet, you will not be able to destroy pallets while cloaked (they just keep vaulting it) etc.
It is rather nice to play other killers than mains, but that's it.
They need to come up with better reward system, if they ever want it full time.
250k as reward for rank 1 is pathetic and lazy. So far only reward you get is harder games. If they don't manage to motivate players to improve, there will be lot of players losing on purpose or just stop playing.
To get from rank 20 to rank 1 in month time is lot of time with knowing that it will be wasted on next reset back to rank 20. Sorry, but 250k is not worth it, not even close.
It's not like those games will be easy, because of SBMM you will have to tryhard a lot to get there.
I would change duration from one month to same as Rift (70 days), so there is more time to climb and more time to prepare better reward. Charms, Skins or just something you can show off.
facing better players is the reward for being good at killer. MMR is individual killer based. so if your facing really strong players as wraith. it means that your one of the best wraith so you should feel honored. your mmr will go down on wraith if you keep losing with wraith so he'll go back to playable eventually.
ranking up is not much of reward regardless of bloodpoints, it can be rewarding first time, but after 20th time, it gets old.
to OP post, not a lot of stuff does work at high-level of DBD. many of mindgames that allow you to get hits as killer are not as effective as they are at lower levels of play. Its because survivor are far more aware of them and have devised strategies to avoid them and mitigate their effectiveness. The same can be said for perks. Hex perks are not nearly as effective when you have 4 survivors that memorized totem locations and know the map inside out. its a bit sad that what should be killer strongest perk are in survivor's control.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2427473#Comment_2427473
I am actually of the opinion that Victor being able to down tons of people isnt the issue. I think having essentially unlimited time to control Victor is. For example take the following scenario:
it's a 2 v 1 situation, everyone knows where the hatch is. All survivors are injured. Charlotte can be parked on top of the slugged survivor, and you can control Victor for the remaining 3,5 minutes to scour the map for the last survivor, park Victor next to the hatch, pick up the survivor after nearly 4 full minutes and hook them as close to the hatch as you possibly can.
Another one being with all 4 survivors being injured and then Charlotte releasing Victor after a BBQ read to start mass slugging.
I dont think Victor being the one to down everyone is the issue, I think there should be a 40 second time limit on Victor before he decays(time decaying half as fast if he's standing idle, meaning you could spend 20 seconds controlling Victor and then have 20 seconds of him idling near the downed survivor, and giving you 10 seconds to latch on/down anyone that gets too close) and starts regrowing into Charlotte again. That also means that a survivor gets rewarded if they are able to dodge Victor for long enough.
you guys have no idea for how unfun your ideas are for killer. these are such bad takes for killer.
Having tricky movement to dodge victor pounce is how your suppose counter victor.
please learn to actually use skill to defeat killers rather rely on automated timer mechanics to auto win the game for you. its remarkable for how much the game babies survivors.
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@dirtsmell said:
https://forum.deadbydaylight.com/en/discussion/comment/2426899#Comment_2426899
It's easy enough to say, but in my practice I find, even if I'm staring directly at him he can mark me before I can snap him.... unless I'm not actually trying to look at him, then I snap him out. It's very frustrating. But we all have our "this one killer I dislike because reasons" killers.
it is leaning mechanic. Leaning makes it harder to break him out of nightshroud and makes his stalking faster. another strategy is just to just hide behind walls until he stops leaning. it ends up being staring contest. he is m1 killer with no chase power so even if you get exposed, it often yields no meaning in many situations. very easy killer demolish, he is fun killer to bully.
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@dirtsmell said:
https://forum.deadbydaylight.com/en/discussion/comment/2426778#Comment_2426778
Lol, I wanna play where you play then. I'd say out of ten matches, on average, probably a least four are ghostface. Which I hate because I find him buggy and dislike playing against him.
wow that is some easy matches. dunno I think don't face him really often. he is not really buggy. you need center your camera near his upper body to reveal him and do not try to reveal him when he is leaning on objects. it is better to run away to strong loops and let him mark you, the mark is likely expire if your good at using loops before he hits you. Running away sometimes will result in ghostface player going out of cover and you can reveal him by looking behind you while running forward. if you catch him early enough, you can run into him and reveal him before he marks you but ghostface player will likely just hit you rendering his stalking system to be very worthless.
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@dirtsmell said:
https://forum.deadbydaylight.com/en/discussion/comment/2426721#Comment_2426721
Are we talking about the same ghostface? I see him all the time. And I see his perk Thrilling Tremors all the time on all kinds of killers. And I see I'm All Ears fairly regularly too, though not as much as TT. (His last one I'll give you, I don't think I've ever seen it.)
Don't really see him. You see a lot more wraith as wraith just better ghostface. Thrilling treamor is BBQ on 80 second cooldown with worse info. I'm all ears, never seen anyone use it in serious build. Furtive chase, never faced as survivor. has useless effect. Like i said, apart from first two licensed chapters, Halloween and Leatherface with BBQ/STBFL, None of their perks have been memorable.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2426683#Comment_2426683
None, most likely. They have said it's going to be more of a paragraph than a chapter. Expect slim content. So no map, no survivor.
right. i forgot about that. last time they did that. it was leatherface and ghostface that had no map or survivor. leatherface was really bad killer but at least his chapter was memorable for the BBQ perk and later the killer got refined. Ghostface... oh man. disaster PTB, barely anyone plays him, they even manage to weaken his stalking power after he went live. Almost nobody uses his perks, they're among worst. well that is setting some low expectations.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2426569#Comment_2426569
He can read minds, yes. Not control them, though. It's more that he knows all of your fears and trauma. He can use this to mentally wear you down and break you. The movies don't use that much, though, and you only see it in extended lore.
yes, it is like freddy. what would that be like in dbd? doctor's madness system that has the effects of old freddy dream world with slower gens? Its going to be an interesting chapter with survivors getting boon totems. I wonder who the survivor is from Hellraiser?
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2426438#Comment_2426438
No mind control. He can create alternate realities, however.
https://forum.deadbydaylight.com/en/discussion/comment/2426436#Comment_2426436
Yes.
A big part of cenobites is that they rarely get their hands dirty. They are a bit more regal. So they control hooks and chains to do such things for them.
I remember him having some strange magic to read peoples minds and him being immortal. I am pretty curious for what his perks are going to be as the perks often relate to the character lore in some odd way. I am hoping we get one really good killer perk that feels rewarding to use and impactful to gameplay, something to the level of Myer's save the best for last perk. a lot of licensed chapters, the perks are almost completely forgotten about. Like nobody uses any of demo's perks or Freddy fire up or ph/nemesis perks. I feel like licensed chapter perks should feel memorable in some way.
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he is pretty powerful in his movies. If i remember correctly, it has been long time. he has mind-control abilities and the ability to teleport. that is all I remember. I wonder how he will chase people. I do not remember him ever being in physical combat.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2418367#Comment_2418367
"Nothing compensates losing instant down."
Except that it DOES compensate as it would remove the ability for Bubba to guarantee a free kill in the most boring and toxic way possible, multiple kills if you try to save your teammate. Let alone that increased speed and more sweeps would allow Bubba to hit people where he normally wouldnt be able to and overall have shorter chases. Overall shorter chases=better time efficiency.
"Not a good excuse. learn to play survivor."
'I barely encounter high tier SWF's, so I lose consistently to them, I cant possibly learn to counter their strategies if I only play against them for 4 minutes once a month as the strategies used by other survivors are very different, leaving to little to no time to adapt' "Just git gud".
Not how it works. You NEED practice against a killer to counter that specific killer. Learning to play survivor has nothing to do with a hag being able to teleport to you. Learning to play survivor has nothing to do with a Nurse being able to phase through walls. NOTHING you learn as a survivor against the average killer will teach you how to play against a Bubba. So yes, it is an excuse.
"common requests by rank 20 survivors." Nope, Bubba mains, rank 1 survivors, rank 1 killers all requested to highly amplify his pre-rework ability at the cost of losing the instadown. It would remove the incentive to facecamp on hook, while also allowing Bubba to far more easily hit a survivor twice. You can consistently run Speedlimiter on Bubba and have a 70% killrate.
"Its funny because sometimes you get strange matchmaking with like green rank survivors, sometimes you get messages like bubba instant down is unfair messages. Its very comical to think that red rank bubba should be losing to green rank survivors."
Just that it's comical that a green rank Bubba should be getting 1 kill while facing red rank survivors. Yet, that happens quite easily.
"He is not overbuffed, it is learn to play issue. He is proper challenge to beat if the other player is good at using his ability."
Maps offer far too little counterplay against a Bubba. You can charge a chainsaw and instadown a survivor faster at pretty much any loop, than any other killer is capable of doing 1 health state. The only exceptions being Nurse and Spirit around pallets.
On 99% of the vast majority of maps, there is no counterplay against a Bubba's instadown as he can catch up with you either before you finish the vaulting animation, use his second charge to catch up and if that fails, access his third charge to basically guarantee the down. I've never even needed to use a 3rd charge on Bubba to get an instadown on the vast majority of loops. That is why I call him overbuffed. He either has 1 charge too many or too much speed to be carrying an instadown. Lowering those 2 makes him significantly weaker on T&L walls and against pallets, so that's not neccesarily the problem. The problem lies at his instadown at this point. Which is why I definitely prefer him having speedlimiter as a basekit, if it means increasing his movement speed. Heck, I'd even would argue that Bubba could have a build in Lo-Pro chains(the PTB one, where it's basically speedlimiter with the ability to run through pallets), which would make sense.
Hits in this game are inevitable, having an inevitable hit being an instadown that's basekit without any requirements is a bit ridiculous.
haha this post is funny. what your asking to change about him is how bubba used to before he got reworked. He actually used to have only 1 charge and he used to move slower in his chainsaw. In fact his chainsaw was so slow and had so little duration that you needed to use a perk to increase his movement speed to be effective.
https://www.youtube.com/watch?v=-S4XMd8nKkEHe was one of the worst killers in the game. Otz shows a good old glimpse of what old bubba used to play like. It was really bad.
"On 99% of the vast majority of maps, there is no counterplay against a Bubba's instadown as he can catch up with you either before you finish the vaulting animation, use his second charge to catch up and if that fails, access his third charge to basically guarantee the down. I've never even needed to use a 3rd charge on Bubba to get an instadown on the vast majority of loops"
The vast majority of survivor players are pretty bad but against good players, the charges system is very integral for bubba to down better players and integral to part to counter-playing his chainsaw. I have went on extremely long chases vs bubba. his chainsaw has counter-play. you just need to get better at using tile sets against him. he can be looped.
Much of the playerbase needs to stop asking for negative killer changes and instead should get better at playing vs bubba so they can defeat him. I do agree that facecamping aspect of bubba is not very good but at the same time, I do not think that facecamping with any killer is particularly healthy towards gameplay. I am pretty sure that all killers that have reliable instant down e.g infinity ev3 myers, billy etc. excel at camping. Its problem with hook system and not anything to do with killers themselves. Pyramid head cage system offers a possible solution to that problem.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2418141#Comment_2418141
"Sorry, getting hit is a mistake in this game."
False, I could 100% make 0 mistakes and still be hit. Heck, I can make 0 mistakes all game, and still be hit multiple times. Getting hit isnt making a mistake. Getting hit is inevitable. The time you take the hit is where it's a mistake or not. I could hold W with 0 usable windows and pallets, and still be downed. The matter of fact is whether it took me 10 seconds to be downed, or 60 seconds. If me taking the hit EXTENDS the chase by another 40 seconds compared to the moment of me not taking the hit, how is taking the hit a mistake? Hits are inevitable. They are not mistakes.
"Holding......game."
You could have literally written nothing here as you read it wrong. What I mentioned is nerfing W for survivors, would mean buffing genspeeds for survivors too. Which I think would end up in a worse scenario. Sure, you would be able to end loops quicker with killers that are slower of have powers that arent really useful during loops, but since loops across the board would be shorter, generators would need to be faster. Gen slowdown perks would need to be compensated for that too. You would essentially just nerf the killers who dont allow you to chain loops anyway, rather than buff the killers who have issues with chaining loops.
"What if you do? do you just accepting losing because the killer is ineffective?"
Just as much as you simply have to accept a loss on a camping, tunneling killer when you play survivor. Yeah. You cant solve the problems on one side, without also finding a solution for problems on the other side. You're meant to have games where survivors are utterly destroying your ass, just as you're meant to have games where you are able to kill everyone before a single generator has even been partially fixed. You are meant to have games where you're getting genrushed like a #########, while also having games where you're getting tunneled like a #########. Untill solo survivors are buffed to match the average skill potential of SWF's, you cant really change these situations.
"That is because you need to have at least 65% killrate with killer to even be at red rank for rank 1 killer."
Not really though. You can kill only 1 survivor and remain rank 1. You can only kill 2 survivors every single match and reach rank 1 within 1 day after rank reset.
"Do you even play blight at red ranks?"
Yes, I do, and I specifically said decent teams. Just because individually survivors are good, doesnt mean they are a decent team. You cant go addonless against a decent team.
"your next motive as killer is to hook the survivor and the tokens will refresh as you hook them. So unless your slugging to blight, it is not that remarkable."
Other motives:
- Ruin is still up and Tinkerer goes off. 5 stacks prevents that gen from being finished.
- You still have Pop and Tinkerer just popped
- Tinkerer just Popped
- You see another injured survivor.
- You see someone visibly work on a generator and want to spook them off before hooking, if you hit them with a rush too, you can rush back before anyone picks them up.
It's a very powerful addon, it only fails when there is absolutely no oppertunity in using it. Let alone that it's incredibly powerful within a chase itself. Any addon that can shorten a chase significantly, cannot be called "overrated". Especially the fact that it refills ALL your stacks. I think the addon would be fine if it just refunded the tokens you have used to land that hit minus the one that caused you to land the hit.
"Blighted Crow and Blighted Rat increase blight's movement speed in his rush(Improves statistics)."
Since I was talking about drawbacks, let me be even clearer: you DONT increase speed with every rush, that's a drawback. These addons remove that drawback.
"Vigo's Journal gives blight undetectable in blighted rush." You DONT have undetectability during a rush, that's a drawback. Seriously, you having a terror radius is a drawback.
"44 knives is not enough for trickster to take down 4 health states assuming the survivor is not complete potato at running into knives."
5 hatchets is not enough for Huntress to take down 4 health states assuming the survivor is not a complete potato. Let alone that Huntress does not have an ability that allows her to throw an unlimited amount of hatchets at an increased speed for quite some time. Nor does Huntress have any addons that reload her hatchets.
"There is no extra reward for landing fancy shots compare to normal shots."
Except, that there is. It allows you to land shots that you normally wouldnt have hit. Even if one of those knives miss, it could still hit the survivor after the bounce. You effectively miss less, have a larger radius where you can land a knive and it still hits the survivor, let alone that since you hit more often where you would normally miss, you also have much less issues with lacaration decay.
"Why is Laceration decay even a thing" "Not sure why I would need a longer trash event" And this shows your pure lack of understanding of Tricksters powers.
If Laceration was not a thing, Trickster would be capable of downing survivors insanely fast, which is also why the 2 addons in the Trickster S-tier video were nerfed. Main Event being longer means you're being able to down people faster. Sure, this sucks if you're alone, which is why you can cancel the ability prematurely if needed, but if you have multiple survivors surrounding you, any added second to main event can be the difference between another down. Trickster is more powerful than many killers, in situations that are not that uncommon. The problem is, if those situations do not occur, Trickster isnt that good. Trickster is like a bazooka, aim at the right target, and you deal massive destruction to the opponent. Aim at the wrong target, and while you deal a lot of potential damage, your opponent wouldnt really be fazed by it. Where other killers are more like regular guns, where as long as you aim at your opponent, you would deal damage, even if you ended up missing a few times.
So ofcourse, if you try to use them in the same way, they wont have the same effect.
"First of all, your claims are highly exaggerated."
No, they were not, Huntress basekit takes 4 seconds per throw, 3.5 if survivors are close enough that hatchet speed doesnt matter a bit. Trickster can literally deal 1 health state per 1.7 seconds with Main Event. Sure, it has to be quite optimal positioning, but that's not exaggeration in the slightest way.
"If we're talking about fully charged hatchets, it takes like 2 seconds charge and perhaps somewhere between 1-2 seconds to aim. so on average, it takes like 4 seconds for huntress to take a shot which has realistic chances to eat full health state." I was also taking in consideration that you have a cooldown between hatchet throws, which is also 2 seconds. So if you were to throw 2 hatchets in quick succession, you need to wait 1.5 seconds before it can be thrown, 2.something seconds before it's fully charged. You can aim while charging, so I rounded the number to 2. THEN you have to wait 2 seconds before you can start charging your other hatchet. From that moment on, it's 4 seconds per health state as you cycle between 2 second cooldown and 2 second charge/aim time.
"Trickster has to raise his knives and than volley many knives, it takes 6 knives to injure and realistically speaking, as long as survivor is not predictable, you will throw a lot more than 6 knives." Once again having to point out that you're not really playing Trickster properly if you start throwing many, many knives whenever you see a survivor. Lacaration takes quite a bit of time before it starts to decay, you can easily pop one knife and continue a chase normally, rather than spamming knives as soon as you see a survivor and hope for the best. On average, you might be throwing about 7-8 knives per health state, especially since you can land 4-5 knives per fast vault. Sure, Huntress might have taken a state of damage there regardless, but here's the quick difference: Even though the survivor isnt fully injured, they have to leave that loop if they want to reach the next structure alive. They have to act like they did get injured, otherwise they will get injured in a position that they dont want to be injured at. Take the killer shack for example, if the pallet is already gone and you take 4 knives at the window, you cant stay at the killer shack, because Trickster would be able to damage you inside the shack while adding on some extra knives. So you're forced to go to the next structure ASAP, at which point, you'll still be injured as you run out in the open AND take a few knives on top of that, meaning that the next window vault, you're down. Just like you would be against a Huntress. On top of that, you have an ability that you can use to mass slug, which you can use near an unhook to essentially down 2 people REGARDLESS of BT, something Huntress is incapable off AND being able to chain that ability to anyone else who dares enter your region. There is quite a good reason why people tend to call Trickster a better Huntress. You could theoretically play him like Huntress and you would perform similar, but there are plays Trickster can make that Huntress is fully unable of pulling off.
Trickster is the Bubba of ranged killers.
"as we said, no matter how good your aim is, you cannot shoot through walls"
You cannot shoot through solid walls. Any shot a Deathslinger can make, a Trickster can too. That includes shots that are impossible for Huntress. Meaning, once again, that you can down survivors in positions a Huntress can only dare to dream off.
"As long as survivor is in good positions to loop trickster, trickster chases are long. he should not be good at slugging if the survivor play well."
Same could be said for Huntress though. Although I would prefer to say "as long as survivors are better at positioning than huntress/trickster, chases are long".
"For example, if a survivor is at 95% recovery and an injured survivor comes to pick them up, she can throw hatchets to down one of the two survivors."
One of the few examples where Huntress outshines Trickster: very long range. But even in that scenario, if Trickster sees them running towards that survivor and he has access to Main Event? Pretty much same results, at least downing the injured survivor, trading the slug for a slug. Unless the visual distance between survivors and line of sight breakers is very narrow.
"Huntress and Deathslinger need very low windows of opportunity to get an injure and this makes them really good at loops." Not really though, Deathslinger needs to be able to draw in the survivor within hitting range, otherwise he literally cannot down them, and Huntress needs either an animation or an otherwise guaranteed hit with her M1 to lower the bar for a hit. But Trickster can hit survivors that Huntress cant. Meaning an unsafe loop, a survivor can crouch and never be hit vs a Huntress. A Trickster, and you would need to fully break line of sight.
"Trickster is poor at strong tilesets like jungle gym"
I agree, so is Huntress though. But luckily for them, there are at most 3 on a map, and they dont spawn close to each other. Any other tileset, and Trickster outperforms quite heavily. The Clown trailer on Father Campbell? Huntress cant land a hit there after 5 loops, Trickster can get one before his 3rd loop. Mount Ormond? Trickster can shoot between the railings, Huntress cant(same for Dead Dawg Saloon). T&L walls is where I would say Trickster and Huntress differ the most, since, if a survivor takes damage while entering the tile, Huntress can deal with them quite quickly, where if a survivor takes 4-5 knives while entering the loop, Trickster will take a longer time. But on average? The only benefit on Huntress is that she's infinitely better at landing hits that are further away than 20 meters.
"They take this feedback as "He is in good position/too strong" from casual/really bad survivors so he is not moving anywhere any time soon."
Except that it's not casual or really bad survivors complaining about his powerset. It's the mere fact that survivors dont have any ways of communicating without the use of a 3rd party program. And even then, Trickster is much better at gaining hooks than Huntress is.
"He is going to be new F-tier similar to old freddy though in my opinion, significantly worse than him."
Old Freddy was F-Tier based on the meta and map design that existed back then. Loops were much more powerful, gen regression perks werent that good in high tier and overall map tiles that were strong spawned quite close. Put Old Freddy in today's game, with maybe a few tweaks to his addons, and he'd be more than fine. Information on where survivors were back in the day didnt really matter as much, since you needed more than just your M1 to quickly gain hooks. Nowadays? Information is powerful enough to play almost any killer as an m1 only killer, even at rank 1. I've played M1 only Doctor, no shocks, no blast, just M1, and I won against rank 1 survivors. I've played M1 only myers(which, to be fair, is just T1 myers but without aura reading) and won. Old Freddy in today's meta isnt S-Tier, but he's far from being F-tier.
"Bare in mind, I can 4k with trickster at red ranks but you need to be facing really clueless survivors to really be winning with him."
I mean, I can 4k with any killer I suck at if I am facing clueless survivors. That doesnt mean those killers suck, it simply means I dont understand how to use the killer's power in my favor. Myers is by far the weakest killer at the moment.
There are places where taking hits can be good thing. like in cases with body blocking or places where alternative option is worse, like purposely taking m1 hits against instant downs like billy/bubba for speed boosts, but most of the time, they're mistakes and they're basic way killers get downs/hooks. No player is really flawless but everyone sure tries to play the best they can be at the game.
""Vigo's Journal gives blight undetectable in blighted rush." You DONT have undetectability during a rush, that's a drawback. Seriously, you having a terror radius is a drawback."
Remember your comment early about distressing, you just answered your own question regarding why distressing is a bad perk. Making your terror radius bigger in most cases is really bad for killer. The point I am trying to make is that blight add-on improve the killer and add to his base-kit. Trickster add-on add for what should already be base-kit inherently.
Blight wasn't designed to be stealth killer so saying that this "removes" drawbacks is just very strange. further comments on Alchemist ring is that those situations require context. Blight has very low cooldown on his blight rush, he does not need alchemist ring to capitalize on those situations you describe. I do not really use alchemist ring and I have climbed to rank 1 by playing blight only on a rank reset, so to say you need it means that it is big crutch for you. his other add-on are just as solid as Alchemist ring.
"5 hatchets is not enough for Huntress to take down 4 health states assuming the survivor is not a complete potato. Let alone that Huntress does not have an ability that allows her to throw an unlimited amount of hatchets at an increased speed for quite some time. Nor does Huntress have any addons that reload her hatchets."
5 hatchets is a lot of ammo. She doesn't need to throw unlimited amount of hatchets, one hatchet is enough for full health state. In places that trickster downs survivors out of position, huntress is also equally good in those positions.
"Old Freddy was F-Tier based on the meta and map design that existed back then. Loops were much more powerful, gen regression perks werent that good in high tier and overall map tiles that were strong spawned quite close."
That is not true. Gen slowdown perks were in fact more powerful than before. Remember old hex:ruin and Pop goes weasel synergy with hex:ruin? Jungle gyms haven't changed and many of popular tilesets remain same. The only aspect of maps that has changed is some of strong unfair windows being removed or reworked into breakable walls. Strong tiles still spawn close, especially on older maps, think of suffocation pit or coal tower. Freddy was bad because current mindset back in the day was that the problem with killers was their chase, back than, people believed that killers all needed to be on level of nurse in term of chase and freddy wasn't very good at the chase. Instead he was good at stealth and stealth was not properly used/utilized correctly back than. He probably wouldn't be amazing in today's standard but at least he would be more unique compare current freddy that is not very powerful after his series of negative changes.
"No, they were not, Huntress basekit takes 4 seconds per throw, 3.5 if survivors are close enough that hatchet speed doesnt matter a bit. Trickster can literally deal 1 health state per 1.7 seconds with Main Event. Sure, it has to be quite optimal positioning, but that's not exaggeration in the slightest way."
Main event is ultimate ability and let me tell you, for an ultimate ability, its really bad, Like you can loop a rock and trickster will never be able to catch up for how slow he is in throwing mode regardless what his fire rate is. In general, better players will not give trickster the optimal positioning to utilize it.
I would like you to show me a clip of a survivor getting downed in 1.7 seconds. I tried my best efforts to find one in this video that got those add-on weakened(bugged).
https://youtu.be/KsHzccP2Xdg?t=230At 3:50, The fastest that trickster could down is 6 seconds with Jeff at badham preschool and this video is full of bad plays. its everything i talked about like.... animation locking yourself into free downs and moving in predictable pattern that makes aiming knives easy.
I have no clue where you concluded 1.7 second for full down from healthy to injured. it is certainly is not organic in normal gameplay.
"II agree, so is Huntress though."
Its what I was talking about in my previous post, Those loops are not as crippling to her as they are with trickster. It is because she less line of sight time to do full health states of damage. The little cracks that knives can go through often are not too meaningful for trickster. His blades simply do not do that much damage for it to matter. they matter for deathslinger though as he can use those cracks to get injuries for faster chases. I think she is just overall better at all tile sets in general. Trickster can be equal in some places to her, but he is not better in any places. Just worse in many places.
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Mclean was amazing dev. that is pretty sad to see him go.
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This is mmr is so solid. Strong survivor teammate vsing really good killers players and very hard killer games. no longer is it about pub stomping people at random skill levels.
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For me, its working perfectly. I am facing extremely strong teams... so I am definitely facing of my skill caliber as killer. If anything I am so impressed at survivor skill-level in looping skill and how efficient the generators are. very enjoyable matches. I wish I could face this-level all the time. I wonder if I could get good enough to perhaps consistently beat this level. Also wish that spirit didn't get nerfed. Iron will is so painful for spirit now.
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@Grandpa_Crack_Pipe said:
The problem is that S rank killers are S rank specifically because they completely ignore the defenses of the Survivor. Played properly, there's literally nothing you can do against them.
So your skills at the most fun part of the game are totally irrelevant.
I do not really think so. I think S-tier killers are killers where their counter-play is not clear and not 100% automated. Those killers give equal opportunity for killer to make a good play and revolve on survivor outwitting the killer.
Of course, there is more chance for the killer in the individual chase to get hits, so its more like 75-25 chase for killer, but the killer is one player where as survivor is group of 4. The chases need to be killer sided for the killer to realistically achieve 3 hook condition and get 12 hooks.
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2420531#Comment_2420531
I mean.. huntress, trickster, Deathslinger, Pyramid Head, Nemesis, Doctor, and Demo don't have problems with pallets.
They're meant to be a defense?
those killers have problems with pallets. if you have to kick/break certain pallets to hit the survivor, than those killer have problems with the chase. there is difference between defense and immortality. God pallets and safe pallets are immortality. unsafe/fair pallets are defense.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2419649#Comment_2419649
or to make things fair what if he can pull traps out of lockers to refill instead of starting with all traps. This way he has camper potential but only near lockers.
with a set number of traps allowed in game the last used trap will just disappear by the entity.
you can use add-ons to give you extra traps and various add-ons improve his traps. for example if you have trouble that survivor break out of his traps with rng, he has add-on called Honing stone that put you in dying state for escaping the trap.
Honestly, trapper needs a lot of his add-on to be base-kit with slight modifications. for example he should have Stitched Bag(purple add-on) by default. The bags add-on can be reworked to spawn more traps on the map. I also think he should have iri stone mechanic by default as sometimes, trapper spends too much time chasing and does not have enough to set traps up. Its just that 30 seconds is probably too strong and should instead be 60-80 second for one trap to set itself up.
I dislike facing trapper because it makes you have to look at the floor a lot in a chase and you need to plan your routing by checking for untrapped areas and work off process of eliminating in the chase. it is not very interesting as trapper tend to be 3 gen a lot because they cannot capitalize off distant traps due to teammates saving people from traps before trap he gets there. I rather play vs strong chase killers like Spirit rather than killers that are forced to camp by design.
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I would make an giant abandon mall. It would be split into 2 maps. The first would be giant underground car parking lot. The second map would be two floor inside mall with stores.
Another cool map idea would be a Casino with like disco dance floor. 2 floors. I think it would be cool idea if it looked like what they showed during trickster lobby screen.
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@FFirebrandd said:
That particular add on combo was nerfed... he also got +5s to the laceration decay delay and a +5% increase to his max throw speed. A Killer shouldn't be balanced around running double purple add ons every game.
Edit: I will say I don't understand them labelling it a Bug Fix. It made perfect sense that those add ons would work the way it did. Knife passes through survivor for 100% laceration, Knife hits thing behind Survivor and explodes, Survivor is in explosion so takes +50% more laceration. Perfectly logical.
those are not improvements. he had that in base-kit before he got any changes. He is still lost 3% throwing speed. Also. those add-on existed BEFORE he got those changes. they were always there.
Those add-on were meant to have that synergy. one of them allows knives to pierce through and hit survivor twice. the other allows knives that hit the floor to explode for 50% damage. those two effects independent of each other. So they saying they fixed bug is strange. if anything those add-on are now bugged as they do not function properly.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2410995#Comment_2410995
Except that a lot of people in higher ranks agree that speed limiter bubba isnt really that much of a meme. He can hit you twice before you can reach the next loop because of his speed boost. You can actually use his chainsaw to gain distance. People tend to forget that.
"Lastly, if your in deadzone, it is possible to jump into a locker and jump out safely if Bubba tantrums into a locker."
Deadzones dont have lockers, and you cant jump out safely if Bubba tantrums as he continuously sweeps and deals damage faster than the locker exit animation lasts. You can only jump out after his final sweep has finished and that jump has to be nearly frame perfect to not be a grab(desync is a thing).
And no, it's not classic nerf killers. They overbuffed Bubba slightly.
As for "learn to play against bubba", 95% of the killers that are being picked are not bubba, meaning you simply will not have enough time to learn to play against a bubba specifically, as there is quite a significant chance you wont encounter a bubba for literal weeks.
Dont act as if Bubba is a very common killer to face.
And again, base-kit speed limiter on bubba makes sense, he sweeps multiple times anyway. You could easily compensate by increasing his movementspeed OR add another charge OR increase the speed of regaining charges to compensate.
I've been playing this game for a very long time, buffing old bubba by giving him speedlimiter as basekit while giving current values has been a very common request, because being able to hit multiple survivors twice was so much better than barely being able to hit 1 survivor once unless you facecamped.
Seriously, why does bubba NEED an instadown for efficiency in chase? We have tons of killers that dont have an ability to get rid of a pallet in 1 second that are doing just fine. Bubba is better at what Pig can do. So as a counter argument of "With speed limiter, You wouldn't need to learn anything against playing Bubba" My argument would become: With speedlimiter, you would need to be able to mindgame a survivor into a certain position to reach them before they initiate a vault(as you can hit a survivor twice within 1 window vault animation and you'd be hitting a survivor on the pallet while also breaking the pallet rather than downing them and breaking the pallet).
"And again, base-kit speed limiter on bubba makes sense, he sweeps multiple times anyway. You could easily compensate by increasing his movementspeed OR add another charge OR increase the speed of regaining charges to compensate."
Nothing compensates losing instant down. Instant down is time efficiency. I play a lot of bubba, he's like my 3rd most played killer. I also play survivor at rank 1. Bubba would be a joke to face without instant down.
"95% of the killers that are being picked are not bubba, meaning you simply will not have enough time to learn to play against a bubba specifically, as there is quite a significant chance you wont encounter a bubba for literal weeks.
Dont act as if Bubba is a very common killer to face."
Not a good excuse. learn to play survivor.
"I've been playing this game for a very long time, buffing old bubba by giving him speedlimiter as basekit while giving current values has been a very common request"
common requests by rank 20 survivors. Its funny because sometimes you get strange matchmaking with like green rank survivors, sometimes you get messages like bubba instant down is unfair messages. Its very comical to think that red rank bubba should be losing to green rank survivors.
He is not overbuffed, it is learn to play issue. He is proper challenge to beat if the other player is good at using his ability.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2393612#Comment_2393612
Yeah, the easiest shots to hit are animation locks, but that doesnt mean that you still shouldnt vault it. You can easily sacrifice 1 healthstate to massively increase a chase. I could go for 1 more loop and take a hit and then be unable to vault without another hit, or be unable to reach the next loop without risking a hit. Going for a vault could guarantee the killer a hit quicker, but it could increase the time before a hook quite significantly.
And you cant really nerf holding W without nerfing killers. Nerfing W just to compensate for ranged killers would also mean increasing generator speeds to compensate for killers like Nurses and Blights that run Tinkerer, Ruin, Undying and Pop.
"Killers already have time trouble issues vs very optimized generators and last thing they need is "restraints" and build in slowdown to their own gameplay."
Oh, you mean like how in 70% of the games you play, you're facing survivors that dont get close to very optimized generators due to a lack of communications? Killers are balanced towards public lobbies. You rarely face optimal survivors, you're far more likely to face survivors that cannot be optimal due to a lack of communications. Once the average killrate reaches 55%, that's when you can start complaining about optimal survivors ruining games. Yeah, sweaty players suck, but they suck on both sides. Time issues arent really a problem untill you encounter a team that has very good synergy or good communications. Most of the time? Players you will face are not optimal.
"Add-on are.... suppose to add the killer strength, the killer should function and be somewhat effective in their base-kit."
Wrong. The devs have stated, over, and over, and over, and over, and over again, that addons are meant to be used. Blight without addons isnt really good enough to win against a decent team. Blighted Rush seems to be strong, due to a lack of communication. Add communication as a survivor basekit, and Blight will start needing to rely on addons. Do you realize how many Blights rely on Alchemist Ring to perform well?
"I think you should see the point for why previous argument and needing add-on to mitigate drawbacks is stupid. It destroys point of having add-ons in the first place."
Addons are literally always a form of reducing drawbacks with that logic. You cannot bounce knives without addons, that is a drawback. You need to wait 10 seconds to have access to all your tokens without Alchemist Ring, that's a drawback.
"Distressing is never a good perk. It just gives survivor more time to shift+W in most situations. Monitor is superior choice to combine with infectious however Trickster TR has been nerfed to be a lullaby so he does not get benefits from having lower TR"
Trickster ALWAYS had a lullaby. It was ALWAYS 40 meters. It was bugged to be at 32 meters at some point, but his own TR has always been 24 meters. And yeah, Distressing on a killer like Trickster is actually quite good, as you're not always in chase when you down someone. Monitor is actually quite terrible for triggering Infectious Fright on ranged killers. Which is why killers who down at longer ranges never really use Monitor OR Infectious. Trickster, however, has access to an ability that works well with IF. THAT is why Distressing is quite good on Trickster. I wasnt talking about Nemesis, I wasnt talking about Oni, I wasnt talking about Ghostface, I was talking about Trickster, and Trickster only.
And yeah, Distressing has tons of places where it's actually great. Thinking it never is good simply shows you never thing outside of the box and just slap on whatever is the meta.
"Do not agree, I think both of them have merits to slugging and can be good at it, Huntress being a little bit better at it in my opinion."
You are literally saying Huntress, who needs 2 seconds to charge per hatchet, and then another 2 seconds of cooldown per hatchet, aka 4 seconds per damage state, is better at slugging with Infectious Fright than Trickster, who has access to an ability that gives him infinite ammo for the next 10 seconds, can get a damage state every 1.7 seconds at max throwrate, meaning he can down someone before their post-damage haste effect is gone?
Huntress might have an overall more powerful slugging power, but her slugging power rarely is capable to end the game. Where a Trickster with Infectious Fright can be capable of ending the game everytime he downs someone with Main Event ready. Trickster is a killer with a LOT of game ending potential at any point and time in the game, where Huntress is a killer that doesnt really have game ending potential untill the actual end of the game, but has a more consistent potential in keeping survivors injured and on the hook. You might not really enjoy playing killer the way Trickster needs to be played, which is fine. But calling him awful because he doesnt fit your playstyle is kinda uncalled for. Trickster is a high risk high reward kind of killer. Playing him like a normal killer will require very specific addons that reduce his weaknesses while in a chase. In which case, you will need ammo increasing addons and addons that either increase throwing rates or increase the time for laceration to decay. If you play him towards his potential to end a game then and there, other addons suddenly start making a lot more sense.
Stop caring about the amount of generators that are left and focus more on forcing survivors to get into your terror radius. That is Trickster's style. If you care about consistency, yeah, Trickster is not going to be the killer for you. If you like pulling off very satisfying and impressive plays, even if it means winning less games(still 65% killrate btw, you win far more often than you lose), Trickster is a very nice killer.
"Yeah, the easiest shots to hit are animation locks, but that doesnt mean that you still shouldnt vault it. You can easily sacrifice 1 healthstate to massively increase a chase. I could go for 1 more loop and take a hit and then be unable to vault without another hit, or be unable to reach the next loop without risking a hit. Going for a vault could guarantee the killer a hit quicker, but it could increase the time before a hook quite significantly."
Sorry, getting hit is a mistake in this game. Getting hit is how you get put on hook. you have more chances for the other player to make mistake if you have tricky movement to follow. There isn't any tricky movement when it comes window vaulting. Its why a lot of ranged killers are actually notorious powerful in loops like T-L loop.
"you cant really nerf holding W without nerfing killers. Nerfing W just to compensate for ranged killers would also mean increasing generator speeds to compensate for killers like Nurses and Blights that run Tinkerer, Ruin, Undying and Pop."
Holding forward and maximizing loops is part of the game. Weakening that aspect wouldn't change anything for Blight or Nurse because their power effectively renders such strategies ineffective. This is why they're classed as near the top. The perks are universal to all killers and these perk tend to be used a lot as they are among the best perks in current iteration of the game.
"You rarely face optimal survivors, you're far more likely to face survivors that cannot be optimal due to a lack of communications."
What if you do? do you just accepting losing because the killer is ineffective?
"Once the average killrate reaches 55%, that's when you can start complaining about optimal survivors ruining games."
As shown by statistics for killrate for red rank killers, every killer is at very least 60% killrate. That is because you need to have at least 65% killrate with killer to even be at red rank for rank 1 killer. I am rank 1 killer every season and I have already probably climbed with many killers to rank 1. So by your logic, I already far surpassed your criteria. It takes like 2 days for me to go from rank 5 to rank 1 with killer while playing more than just one killer though like everyone, I do have my favorites.
"Blight without addons isnt really good enough to win against a decent team."
Do you even play blight at red ranks? Blight has one of strongest base-kits in the game. All kilers have some reliance on add-ons vs strong teams. I know many players say Alchemist ring is strong add-on and I do not disagree, it is good add-on however I would say it is somewhat overrated.
The reason why I think its overrated add-on has to do with the fact that in order for this add-on to be relevant, you need hit survivors that healthy as this add-on reset your blight tokens on successful hit. If the survivor is injured and you hit them, than your next motive as killer is to hook the survivor and the tokens will refresh as you hook them. So unless your slugging to blight, it is not that remarkable. The other aspect of this add-on that is not too impressive is that when you hit a survivor that is healthy, they gain sprint burst and you get fatique as blight which gives survivor a lot of distance. Blight is all about calculating angles and being unpredictable for when he will activate his blight charge. This add-on often makes you a very predictable blight player as you are incentivized to immediately activate the blight rush ability and this end up being really bad as distanced gained+fatique gives survivors plenty of distance to find rounded objects to hide behind. Not into too much detail, but thick rounded objects very bad for blight because blight does not rotate these objects very well compared to the survivor as he has to bump into objects to rotate them and paired with his restricted lunge and turning, it makes his power ineffective. I refer to this as dead angling blight's lethal rush.
There you go, here is small 101 lession for how to counter blight's ability.
"Addons are literally always a form of reducing drawbacks with that logic. You cannot bounce knives without addons, that is a drawback. You need to wait 10 seconds to have access to all your tokens without Alchemist Ring, that's a drawback."
Not necessarily. Many of them tend to unlock new abilities or improve statistics of a killer. Let look at blight add-on list compared to trickster add-on list
Blight add ons:
Blighted Crow and Blighted Rat increase blight's movement speed in his rush(Improves statistics). Vigo's Journal gives blight undetectable in blighted rush. Compound Twenty-One unlocks the ability for slams to give aura reading in 8 meter diameter. Compound 33 unlocks hindered effect on slams and allows slam to break pallets relatively quickly. These are all examples of unlocking good special abilities.
Does blight need these abilities to be successful? No. Do they make him better if he uses them? Of course.
Trickster:
Many of tricksters add-on feel like they are mandatory. 44 knives is not enough for trickster to take down 4 health states assuming the survivor is not complete potato at running into knives. Bloody Boa add-on barely enough knives to be passable to have passable 52 knifes. Trickster is very power reliant killer. Needing to reload at lockers is really damaging in term of time efficiency. Fizz Soda and Ji-Woons Autograph are only add-on that improve him statistically, but the faster throwing rate also makes you run out of knives faster and with 44 knives, that really is not good. Trick blade is gimmick, just shoot at the survivor. There is no extra reward for landing fancy shots compare to normal shots. The other add-on are like Ripper Brace(Why is Laceration decay even a thing), Waiting for you watch(Not sure why I would need a longer trash event) and other irrelevant effects.
They even manage to successfully weaken Cut through+Album(Exploding knives) from Trickster S-tier, Better than Nurse video. Hope it was worth views. Trickster is good example of.... very bad base-kit with really dumb add-on design.
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"You are literally saying Huntress, who needs 2 seconds to charge per hatchet, and then another 2 seconds of cooldown per hatchet, aka 4 seconds per damage state, is better at slugging with Infectious Fright than Trickster, who has access to an ability that gives him infinite ammo for the next 10 seconds, can get a damage state every 1.7 seconds at max throwrate, meaning he can down someone before their post-damage haste effect is gone?"
Now we can finally talk about good stuff. First of all, your claims are highly exaggerated. Going back to the top where you were talking about exploit hold-W vs slow killers. The reason why huntress is not affected as much as trickster is that she requires lower windows of opporunity to release hatchets to deal full health state of damage. If we're talking about fully charged hatchets, it takes like 2 seconds charge and perhaps somewhere between 1-2 seconds to aim. so on average, it takes like 4 seconds for huntress to take a shot which has realistic chances to eat full health state. Trickster has to raise his knives and than volley many knives, it takes 6 knives to injure and realistically speaking, as long as survivor is not predictable, you will throw a lot more than 6 knives. Let's say on average it takes 12-15 knives to injure. 12 knives is 50% accuracy. that is like.... 2.5 huntress hatchets/5. to round off, lets say it is 3. Throwing 12 knives is a lot longer than 1.6 seconds. its more like 10 seconds. 10 seconds is a lot of time in term of distance for survivor in a chase. as we said, no matter how good your aim is, you cannot shoot through walls. This is why trickster is not very good. He needs large windows of opportunity to injure survivors between loops and his tileset game is just not good at all.
Ideally speaking, As long as survivor is in good positions to loop trickster, trickster chases are long. he should not be good at slugging if the survivor play well. Huntress slugging potential comes from her low recovery on m2->m1 and large ammo capacity to potentially get a lot of injures before needing to reload. She is also pretty good at keeping survivors on the floor. For example, if a survivor is at 95% recovery and an injured survivor comes to pick them up, she can throw hatchets to down one of the two survivors. Huntress and Deathslinger need very low windows of opportunity to get an injure and this makes them really good at loops. Trickster is poor at strong tilesets like jungle gym, thus has very poor chase game. as result he has poor 1vs1 game. When you have trouble downing individual survivors, your unlikely to ever be in positions where you can slug.
It is not about liking or dislike play-style. Trickster is just ineffective vs players that can play well survivor. there is not much else to say. I doubt he will really improve and he is probably going to stay as a joke as feedback that dev keep getting is "he is anti-fun" and so on. They take this feedback as "He is in good position/too strong" from casual/really bad survivors so he is not moving anywhere any time soon. He is going to be new F-tier similar to old freddy though in my opinion, significantly worse than him.
Bare in mind, I can 4k with trickster at red ranks but you need to be facing really clueless survivors to really be winning with him.
Hope my post tried to answer as many points as possible.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2417254#Comment_2417254
Or that person just played customs a lot, or didn't play at all?
Oracle is probably best team in the world and when they destroyed TrueTalent, they had ranks 6, 8, 10, 12.
yes it would be classified as smurfing. why does it occur? rank reset. I guess that is the advantage of MMR over emblems.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2416124#Comment_2416124
Yes you will have different levels with different killers depending on your own competency with those killers. I don't think it's about "capping" a skill level, as despite many people thinking Trapper is weak or that Pig is weak you have some people that are absolutely incredible with these killers and do very very well with them. But if an individual is not great with those killers then obviously they'll get matched with weaker survivors.
For example, my nurse is god awful so I wouldn't get matched with the same survivors that I do with my wraith for example.
And your point about the rank 13 that could be amazing or be a potato is exactly the point I am making. Right now the current matchmaking system is not ideal for ranking matches as it's such a mismatch of levels, you can have someone at Rank 1 who's incredible at the game, and you can also have someone at Rank 1 who's average at the game, but plays a lot. Which is why SBMM will make fairer match-ups and have people at the same level playing together.
I am pretty sure that if rank 13 is better than red ranks, its probably a player that has multiple DBD accounts and purposely plays on de-ranks accounts to face weaker players. red ranks is still probably were majority of good players are. Its more that there is large variety of skill-levels within the same rank. there is like saying with this. "Your only as good as the players you verse". how hard it is to pip is based off how well other side plays. so in retro spec., I think the reason why emblem system ranking system has such various skill-level pool is that there is like multiple levels of players.
Like think about it this way. imagine a ladder that has 100 steps. between rank 20-5. If the player cannot reach step 0-50 on ladder. they'll be stuck between rank 5-20. When you hit red rank, there is no higher rank in DBD, but there are still 50 more steps to the ladder. red ranks has players between 50-100 steps moving up ladder.
Suppose your at step 70 with a killer. as long your facing survivors in red ranks or any other rank for that matter below 0-70, you will be able pip because your better than your better than your opponent. as soon as you start facing player above that step ladder, you'll start losing rank/black piping. so when people say Nurse and Spirit are only killers they'll ever see, what they mean is that those killers have larger skill-floor and skill-ceiling to make it to step 90. People that Smurf accounts are outliers, they be rated on ladder at like 30, but their real skill is probably 75 or something like that. Because there is such large discrepancy, it leads to a lot of disagreements. it has a lot to do with flawed system of black pips and rank reset being pretty awful. I am honestly not even sure why rank resets even exist.
This is definitely one of biggest problems in DBD. It makes killers really hard to balance, I am not even sure how you guys even manage it to be honest.
Ohtofu has insight video explaining this. Perhaps he explains it a lot better. https://www.youtube.com/watch?v=5YJPOW7bwgs&t=4s
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2415777#Comment_2415777
Can you win against the following?
- God Nurse
- A Spirit with Iri Ring and Purple Amulet
- Blight with the Alchemist Ring and Blighter Crow
Even if you say you can win against these Three, Can you win every single time as these are what most Killers will probably in High Skill MMR?
On The Killer Side, Can you win against a 4 SWF with UB,DS,DH and BT(every single one of them) with Purple Items(Instaheals) every single time?
These is what it means to be in Highest Top of the MMR for us. It's hard.
Killers run those add-on in solo-queue. It is possible to win depending on how well play individually and how well the team plays. those killers are not the most popular. I believe huntress was #1, Wraith was #2. Just because MMR is coming to the game will not change what people play. A deathslinger main will just play deathslinger and huntress main will just play huntress. Its what their best at.
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@PsychoTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2415800#Comment_2415800
Yea she is really slow after she finishes her vomit. She does have 2 addons you can stack:
her green Incensed Ointment, and her yellow Potent Tincture which both gives a reduction to her vile and corrupt vomit at 0.4 sec.
So combined it reduces it by 0.8 sec, which makes her recovery time only 0.7 sec.
Using add-ons to mitigate stupid mechanics is waste of add-on slots. ideally I am not even sure why she has a cooldown. Is canceling your power into M1 suppose to be unfair or chaining your puke into m1 suppose to be unfair? just another example of making the killer worse for reasons beyond astronomy.
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Its like 70%-75%. your almost frozen in place. that cooldown is so horrible. you can just spam cancel your power and see how much distance the survivor gets from that cooldown. Its really bad in particular for vile purge because it impairs your ability to chain the broken status effect with an M1. It makes plague feel clunky, probably one of the many reasons why plague is played very little.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2414920#Comment_2414920
A) Queue times are bad now because there aren't normally enough Killers. As evidenced by Dowsey, who only found a match after a pro team sniped him, it can take a very long time. Even if it expands your rank as time goes on, then MMR has done basically nothing.
B) In the current build of DBD, you get a variety of matches. Some are easier, some are harder, even at Rank 1. With MMR, if you are good, you will only ever go against other players who are good. That's the issue. When you toss good players into a match, the game becomes ludicrously unbalanced. That will drive away many peopleas it will be CONSTANT.
"With MMR, if you are good, you will only ever go against other players who are good. That's the issue. When you toss good players into a match, the game becomes ludicrously unbalanced."
I mean the alternative is that you destroy your opposition with no challenge whatsoever. I am very skeptical that anything will change with MMR. The reason being is that last time they tested MMR, my experience with it as survivor was that I was escaping like 15 matches in a row(the killers were really bad/new), but after winning a lot, instead of facing better killer players, for some reason, my teammates became.... a lot worse. it was so weird. When I was looking at ranks post screen, it was like rank 16-20 with one perk Dwight.
With killer, it was even stranger. So during that test, I played like 15 matches or so of leatherface. I had a team of survivors where I downed all 4 survivors in a single chainsaw at the start of the match and I killed all 4 survivors in.... like record time (30 seconds?) and most of the early matches were absolute stomps. Eventually by the end of it, like maybe match 12 or so, that MMR system finally started to work properly and I was facing some pretty good teams.
that was my experience from last MMR test. So i am definitely really confused of survivor system. Its like I was going down in MMR by escaping. the killer system seems to work but takes a while to work.
with current system of matchmaking, my experience is that you basically dominate like 70% of your matches as survivor and killer when your good at the game because your constantly facing unequal opponents and like 30% of the matches are interesting where the match could go either way. I would say for survivor, part of the reason why they end up being uninteresting is because your generally facing weak-ass killers and survivor just tends to be power-role on 90% of the maps due to loop design.
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@Aven_Fallen said:
While I agree that SBMM should not be a thing, I think you have something wrong in your thought process.
The Survivors dont get a rating specific to Killers. So, you wont have Surivors who escape often against Wraith, but die often against Plague or vice-versa. The Survivors have a Rating, which is not affected by the Killer they are facing.
Otherwise there would be problems, e.g. good Wraith or Ghostface-players would go against multiple Spine Chills all the time, because those Survivors have a good Rating against Stealth Killers or good Spirits would always go against Iron Will-players, because those have a higher chance to escape a Spirit, etc.
I think the mistake is trying to use results(kill ratio)/escape ratio as a way to determine how good/skillful the killer/survivor is. Its like trying to use the ending of a book to say how good the book was. Your missing a bunch of chapters to how you got to that ending.
Ideally, you need the system to be complicated enough that it captures the most important points of playing well on both sides, but not too complicated that it takes away the win. The emblem system/ranking system is too complicated, it has too many variables put into it such that killers or survivors can get draws/depips or wins when they're not suppose to getting it. I wonder if its because of emblems like benevolence that are based off killers play and emblems like gatekeeper for killer that cause those irregular scoring schemes to occur.
they need work on their ranking so it more accurately depicts skill instead of hiding ranks. they've been trying push this SBMM for like 2 years and its been unsuccessful.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2413610#Comment_2413610
Well if we’re talking about add ons than trickster’s piercing and explosion add ons make his chase potential insane
no they do not. they just reinforce his strengths in downing players that were out in the open. He has no chase potential at strong positions which is what makes a killer strong in a chase. Its like saying running double Vile purge effectiveness add-ons on plague make her better at chasing people in the open because she can break people instantly. well she can do that without those add-ons and those down would likely be confirmed regardless.
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@xEa said:
https://www.youtube.com/watch?v=KsHzccP2Xdg
He might be exaggerate but he is no where near the worst.
Your getting fooled by bad survivors. its so obvious that these survivors he is vsing are notoriously bad.
The guy has 40 meter lullaby in which you can shift+w before he even gets next to you. He moves at 110% so his M1 game is absolute trash, like Hag-level bad. He takes many hits to down. If he does not confirm 6 hits, the survivors heal automatically in the chase. He has zero ability to spilt injure pressure due to laceration. His main event is countered by just running in a circle because his throwing mode puts him at 96%(slower than survivors). He also cannot vault windows or kick pallets or do anything in this main event. Post-changes, he starts with 44 knives and constantly has to reload. His power is terrible at main stream powerful tile sets.
The add-on he is using cut through single+Explosive knives are really only effective at less than 5 meters and every other add-on is either useless, tries to fix a drawback to his power or cannot be used because of current base-kit changes nerfs(Initial throwing rate).
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2412335#Comment_2412335
Firstly unlike trickster trapper has to use early game time to set up his traps. These can be in very awkward positions depending on the map and can lead to 1 or 2 gens getting done before you’ve even started a chase
Secondly even if a survivor gets caught in a traps they can free themselves or get a teammate to pull them out in about 2 seconds. Even if they are injured and step on a trap they will not get downed after pulling themselves out which leads to traps only being useful when you are very close unlike his closest counterpart the hag
Thirdly he is completely reliant on add ons to do well. If you don’t bring a trapper bag you are going to lose most matches. Trickster is bad but compared to trapper he is pretty decent
At least trapper has 115% to play normal M1 game and has actual add-ons to do well like black tar botte that makes his traps nearly invisible, Bloody coil that gives free injure pressure on trap disables and iri stone that automatically sets his traps that have been disabled while completely solving his trap capacity problem brown to purple add-on bag. Trickster lacks basic gameplay fundamentals. So yes he is new worst killer in the game.
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@TacitusKilgore said:
You are much better of playing without plaid flannel, its like training wheels if removing the training wheels instantly destroyed all previous muscle memory you had of riding the bike. The more you use the flannel, the more you rely on it to know where your blink will land. Just play nurse without it and the experience will set in naturally.
some players are visual. that guy is visual player. he needs visual indications for how nurse power works.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2411205#Comment_2411205
I want to encourage clown’s to use the antidote more but if we just add more bottles total people will just throw more tonics
sure that is my argument. That is why I do not really want more bottles. I just want to be able time my speed boosts when I want them but that delay impairs you from doing that. In fact I wager that you could play clown with 4 bottles if his yellow bottles were instant. Survivors have 2 health states, so you can use 2(1 hindered+speed) for one health state and 2 for another health state assuming you use them at correct time.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2411076#Comment_2411076
I was thinking about 3 of each maybe ?
But I dont think 4 of each would be too much considering how weak he is.
https://forum.deadbydaylight.com/en/discussion/comment/2411084#Comment_2411084
Thats why I made a post because I love Mr Puddles.
But since I praticed Doctor and Oni, my Clown feels so weak to me....
doc and oni are better killers. so yes.
@Phasmamain said:
4 of each is too much. I’d advocate for 4 tonics and 2 antidotes that he can reload separately
I mean using purple add-on called cheap gin bottle is 3 and 3 for much shorter reload assuming you use both of them equally. single capacity is much better as it allows clown to control how many purples and how many yellows he needs. he decides distribution.
I mean if we wanted add more bottles, we would just add +4 bottle to capacity for total 8 bottles, but this just encourages clown to spam bottles recklessly rather than time his speed boost carefully with hindered ability. at worse, the player does not even use yellow bottles due too much counter-play that I discussed in previous thread with you.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/271238/tips-for-going-against-bubba
I have personally been of the opinion to make speedlimiter a basekit on bubba and give people an exposed status if he downs someone. Bubba is powerful enough that the "meme" addon isnt even that meme-ish, as he can quite easily hit survivors twice in a row.
He might need a longer trajectory to compensate for it, but to me, it would make sense.
And for the people who say "but it's a chainsaw, it's supposed to instadown you", let me ask you this: would you be standing when a 150 kilogram weightlifter slices you with a sharp machete? No, that's "supposed" to instadown you too. Would you be standing if an axe is thrown at your head by a strong axe thrower? No, that's "supposed" to instadown you too. I dont see an issue with Bubba dealing only 1 damage state per sweep, per survivor if he gets a longer time he's boosted and exposes people around him if he downs someone. That would essentially make him equally as powerful as he is right now, it would just make him slightly worse at facecamping a hook and downing multiple people.
what the heck. no. speed limiter is bubba is a meme. Bubba needs an instant-down for his time efficiency in chase. Every second for killer counts and needing 2 hits means that a survivor can tank hit, speed boost to the pallet and than bubba chainsaw has to break it. that extend chases by 30+ seconds. Billy with Lopro chains has speed limiter when he breaks a pallet and billy is so bad now in general.
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Bubba has counters. you need understand how much each chainsaw sweep goes with normal, yellow chili, purple chili and yellow+purple chili with regards to distance. Once you understand this, you can greed pallets to maximize bubba token cooldown. It will allow you to conserve pallets and it maximizes your chances of making bubba make a mistake at bumping into objects for pallet loops.
Windows are hard counter to bubba as his chainsaw cannot go through them, however 99% of bubba who are good will use bamboozle. Bamboozle is countered by chaining two window tilesets. You need to make predictions for when Bubba will vault windows so that you can understand when to move next tile. Really good bubba can estimate distances between loops and will sometimes chainsaw 10-14 meters away so that when they're on 3rd token, they instant down you from a far. The way to counter this is that Bubba moves faster when you are walking in straight line, but bubba lose distance if he has to curve jagged objects like curved rocks as survivor can hug curved objects better than bubba can. This has to do with bubba chainsaw hitbox being huge and survivor model hitbox being small. Watch out for bubba switching directions when loop tightly around an small object. You can make Bubba waste all of 3 of his tokens which gives lengthy cooldown if he does not hit you to move to next loops.
Lastly, if your in deadzone, it is possible to jump into a locker and jump out safely if Bubba tantrums into a locker. there are 3 timings to escaping a locker. charge 1, 2 and 3. It is better if you can jump into lockers from further away as you can eliminate charge 1 and only work on learning Charging 2 and Charge 3. Jane's Head-on perk can skip exact timing to jumping out.
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@Predated Your post is classic "Nerf killer post" so I can escape survivor post. With speed limiter, You wouldn't need to learn anything against playing Bubba and because 75% of playerbase survivor playerbase puts zero effort into learning to play against Bubba, He ends up having 75% kill rate. Its not that killers are unfair/too strong, its that survivor put no effort in learning to play against them and ask for silly "base-kit Speed-limiter leatherface change plz".
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It really is not. Second Wind is like survivor version of gearhead. It requires you to heal other survivors in order to heal yourself than you need fail a chase and get hooked to heal yourself and than you need get saved safely without the killer downing you.
Million conditions, not worth while reward. I think the perk would be underrated if it did not require complete heal and just healed you automatically every time you get hooked. I have almost never seen this perk get used when playing killer. not a single time.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2409619#Comment_2409619
I also think so, but apperently not everybody. Looking at some tier lists from well known streamers, they acutally think she is the most powerful killer. Otz is a good example. Also here, you see people claiming she is the best. I just want to have a serious discussion if possible and i want ot hear their POV why they think so.
Nurse has higher potential on normal maps. The problem with Nurse is that nurse has some really bad maps like lery, hawkins, racoon city police station. Spirit is 10/10 on every map. Blight has same problem, many of the maps that suck for Nurse also suck for Blight.
I think blight is slightly overrated because a lot of lethal rushes that blight do have a lot counter-play as you can dead angle his swing. I kinda compare Blight's ability to weaker Oni demon dash who is also countered by dead angles. The thing is that Oni can walk with his power and do normal swings. Blight can't, So i feel you can neutralize blight's power more effectively than you can with Oni, than again people argue that you can deny Oni's power for entire game, but from playing for long time, I have not seen single team successfully do it a single time. So personally, I think Oni would have better chance at competing vs better players.... the problem is, Whenever Oni downs a survivor, he loses portion of his power gauge and that single mechanic makes Oni waste a lot of time getting back his power even if downs a survivor instantly. It makes him m1 for longer than he really wants to be and M1 killers are bully material. This includes Blight M1 play.
Moral of the story, Blight and Oni are not Nurse/Spirit material.
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@SasukeKun said:
killer was fun at the beginning, now it's just a sweatfest, all the time. It's really so aggravating that The devs in this game are so ignorant to what goes on when you're a high ranking killer.
There's too many overpowered survivor perks compared to killer perks, Some killer perk benefits are so horrible it's laugh worthy, they make you work so hard for the tiniest reward when you look at it.
Maybe if they actually balance out the way killer plays and adjust the maps so every chase isnt a loopathon, and get rid of bloodlust, it's just not fun gameplay for what it's supposed to be. I'm tired of playing spirit or some other killer that's strong, they don't actually take a look at why theres a small list of killers viaable in high ranks, it's cuz most suck eggs compared.
The ultimate reward for playing killer at high rank is facing good players. Its same for survivor. facing good killers is also really enjoyable regardless of win or lose as survivor, but many survivors dislike their role in triumphing challenge.
It just sucks that majority of killers have weak powers that do not allow for killer skill expression. Part of the reason for that is casual player-base that puts out videos like "Trickster S-tier, Better than Nurse" or comments like "Wraith all-seeing blood is broken" or Deathslinger needs rework threads. dbd is way too loose that even slightest challenge is shunned upon, as result dev do not make new strong killers powers/add-ons that are 115% and they manage to do everything in their power to hinder the killers growth.
Its no surprise that there are only few killers worth playing at high ranks vs good players when new favourite survivor tag line is "The killer is boring". Strong killers are fun to play against strong survivors. weak killers are auto-loses and waste of time most of the time. They're like playing No mither for killer.
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@Kebek said:
Nah, not even close, he was far more busted. Trickster is very new player friendly in terms of getting 1 player downed even if you are extremely inefficient.
But as survivors, pallets still stop him, high wall loops render him useless and there's knife decay which is a mechanic so that he can counter himself with his kit. You can do a lot vs him compared to the BS old legion was.
some of tricksters that I have faced have had grand total of like 2 hooks in 5 gens. Some of them are even red ranks like rank 3 and 2. Even blight players that play like robots with undying+Ruin do better than people that play trickster. I am simply not convinced that Trickster is that newbie friendly.
The good trickster have good aim, it becomes exceptionally easy to deny them any ability to really shoot and they just end up being 110% m1.
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@TheClownIsKing Oni's perks help him at improving his snowball and eliminating his weakness of poor early game. How do they do that?
Zanshin Tactic warns you of where strong loops spawn although you should know this without the perk if you play a lot.
Nemesis allows you to switch obsession when you get hit by a pallet. Myers has a perk called Play with your food. It gives movement speed whenever you lose the Obsession and Nemesis ensures that you always chase obsession and that you can keep track of them when you get stunned. These two perk eliminate one of Oni's greatest weaknesses which is getting first M1 hit to activate his power.
Blood Echo ensures that when you activates his power and he successfully slugs multiple people, He can apply Exhaustion to chase weaker targets that are injured to get his power again after a successful hook.
Is this good perk build for rank 1? No, but these perks are not designed for rank 1, they're designed for new comers at rank 20. It makes total sense as Myers power is similar to Oni, so a new player that enjoy power-up based killers might start with Myers and Oni at rank 20 to learn the game.
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Trickster is not oppressive, he is underwhelming bad. you really need to play trickster to understand why he is bad. Trickster at base speed moves at 110%, he has poor m1 game as all ranged power reliant killers do. He is suppose rely on his power to get downs. The problem is that when trickster holds out his knives, he moves even slower at 96.5%(Nurse movement speed) and he has to land 6 knives to perform an injure and throwing 6-15 knives takes about 10 seconds of line of sight. When survivors hug a high-wall loop or any loop where he cannot throw over. He does not have enough time to throw 6-15 knives to get an injure and survivors are able to do extra loops as he now moves even slower. Any amount of knives that is not 6 or 12 will result in survivor healing his damage if not hit within 20 seconds. this allows survivor to heal mid chase.
I still have not lost to single trickster. He is really type of killer that once you play him a single time vs good players to understand his weakness, you will instantly understand how to play survivor against him and most of your games regardless of how good killer player aim will be an auto win. Trickster is quite literally balanced for rank 20 survivors.
Nemesis Infection system gives survivors free health states and free speed boosts. Both Trickster power and Nemesis power give survivors free Styptic Agents and Anti-Haemorrhagic Syringe baked into their base-kit. There are killer powers that are weak and than there is killer powers that are actively detrimental.
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@Rez_Marsiel I think the reason why his mutation tiers are slow is because developers thought his tiers were extremely powerful like 5 token devour hope powerful. It seems they thought that nemesis infection was so powerful that they even gave it counter by putting chests for survivors vaccinate themselves and gave them sprint bursts when they get hit to help survive against nemesis longer.
I also imagine that they thought that Nemesis zombies would be getting lots of downs and that zombies would overwhelming survivors. that is why he has only 2 zombies.
I am not sure but I think they..... overestimated nemesis's power-level? The add-ons seem very rushed. none of them are about his T-virus infection or improve his tentacle whip. So yeah..... the nemesis is somewhat in rough spot. One can hope that he gets an add-on pass and rework that improves him for the better.