Devil_hit11
Devil_hit11
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2368778#Comment_2368778
Hell sh*t I love when the website decide to refresh and remove what I wrote.
I'll try to make this shorter because it was way too long
First you have to know how much the Nurse is charging and where she's looking (where she will land at any moment). With that you can make your decision waaay better. Playing against her without knowing where she wants to go is like playing against regular killer without looking at him. This implies to know exactly how the Nurse works, so, or you're a veteran, or you one day mained Nurse.
You have mindgame at windows, but you don't know them because you never played the Nurse. Same for pallets. Blame yourself if you're outpositionned in the beginning of the chase, or play Sprint Burst if you're lazy to be careful of your surroundings.
The second killer I play is GhostFace, M1 killer, my bad I know how to chase, and even as a Nurse I often anti-loop survivors without blinking (nobody's expecting that). Every main Nurse were one day main {anyKiller}, if you start with the Nurse, or you're stubborn and super confident, or you will uninstall the game after 3 games. Any Nurse main knows how to loop and how the game basically works.
Only the purple range add-on and the green recharge add-on are really powerful, and (maybe) OP together, the others are meh, or just good.
I mean the title of the post is that you cannot make nurse worse but indeed you can make her worse. Just giving her Torn bookmark base-kit would probably make her not viable against good teams. She'd be like rest of the other M1 killers that have no hope to win and auto lose. those nerf nurse posts are just salty that nurse can still knock off wins vs good teams. I wouldn't pay attention to it, its like all the spirit posts. if anything, they're more likely to destroy spirit before nurse becomes unplayable, some say they already are with Stridor changes.
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@Enlyne said:
Nothing to really add, I do believe as much that he was wasted, and even though he's an icon (and I get how important that can be) he's a really bad pick for a game like this.
More recent games such as the 7 and village had more human-like/sentient and potentially better for powers regarding dbd, Nemesis is just plague 2.0 now with zombie AI, its as good as it gets and now nobody will play her if he exists.
It really just boils down to being an icon and not being the best for this game.
he is like plague because that is what his lore is about. RE is all about infection that overwhelms everyone else but that S.T.A.R members are immune to. Its same for zombies. obviously they can't give nemesis rocket launcher so they had to downsize weapons and take context that DBD is not FPS. he is faithful recreated from lore.
He is just weak but its BVHR so what do you really expect? he is not wasted, he is just got BVHR treatment so survivors do not complain.
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Furtitive chase is probably one of the worst killer perks in the entire game. that perk will never be good, I could never see myself running this perk in a million years.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2363713#Comment_2363713
The reason that exists is to stop Clown becoming overpowered. If Clown didn’t have to worry about Invigorating survivors then he could just spam them constantly without consequence.
I love Clown. But I see WHY they’ve made certain choices for balance purposes. I.e. I can see how badly broken Clown would be if Antidotes didn’t have delay, and survivors couldn’t use them.
what do you mean, he has only 4 bottles and has to reload. is that not preventing spam? survivors do not get benefits from other killer powers. not sure why you think clown should be giving benefits to survivors.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2362763#Comment_2362763
There HAS to be a delay on the yellow gas, so that Clown can plan around making sure HE gets a benefit, and NOT the survivors.
ideally survivors shouldn't be getting benefits from clown's gas in the first place.
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@Almo haha, I knew original nemesis was better! I knew it! 2 hits to down is unfun? perhaps you give survivors 3 health states on against every killer. while your at, make sure make sprint burst work 2-3 times per chase instead of once, surely it will feel better to go against all the killers. /sarcasm
I wonder how powerful that "more powerful" state was. Anyhow, hopefully next the killer is better.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2362898#Comment_2362898
Contaminating a survivor with the Tentacle Strike applies hindered status effect for 0.25s. The hindered effect just needs to last longer, because right now it barely does anything.
even if it did last longer, 3 health states is terrible but yeah hindered should last like 2 seconds to have noticeable impact on gameplay. maybe it did last that long in original version and was "unfun" so it got cut out. apparently one of dev mentioned that one of his iri add-on was adding 3 zombies. probably a lot of stuff got cut out as usual to increase survivor fun factor without ever thinking about the... killer.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/266319/whats-the-point-of-clowns-yellow-bottles
A few things:
If you’ve used a Tonic at a loop, and the survivor leaves the loop, although still a “win” of sorts, that’s all you get.
If you’ve used an Antidote at a loop, and the survivor leaves the loop, Clown still gets SOMETHING out of the gas when continuing to pursue the survivor.
It’s also devastating when successfully combined with a Tonic. Throw an Antidote first when pursuing a survivor, it should be activated by the time you reach it, and THEN use a Tonic on the survivor to Hinder them while you are Invigorated. A survivor being Hindered at the same time you are Invigorated for a few seconds is nothing to be laughed at.
reloading more with clown is not really a win and usually when your getting survivors that are doing that, they'll comeback to the loops they leave. Its like playing against bamboozle killers. It just shows weakness in the killer power. its sad that clown's rework has so much potential to be strong. if the yellow gas was instant like purple one, leaving loop might be punishing as you could become invigorated and hit a purple bottle to land a hit.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2360738#Comment_2360738
those sound extremely overpowered.
i think the best way to approach those Add Ons is by making them strong and fun.
give the Killer some unique mechanics that are only obtainable with those specific Add Ons equipped for example.
one thing you got to keep in mind is the fun of the people that have to go up against that.
i can guarantee you, everyone would DC on a Deathslinger with instant down shots who can shoot twice before reloading - and i couldnt really blame them for that.
games against that would be over in about 5 minutes, the Survivors would literally not stand a chance.
maybe think about it the other way around:
would you, as the Killer, want to have the old Brand New Part back? you know, the one that instantly repaired a generator in exchange for the Toolbox?
would you have fun going against a group of people bringing 4 of these, instantly repairing 4 out of 5 gens in about 30 seconds?
i know i wouldnt.
and therefore i think it was the right call to nerf them to be what they currently are.
and i would really not want to repeat that mistake of having such OP stuff in the game again.
yeah i'd argue that iri add-on have very little reason to exist in current iteration of the game. that's why 90% of them are pure meme add-ons and 10% are either somewhat close to good or ideas of what could be strong add-on if tweaked a little bit.
perhaps if the game was more casual, than maybe this would be ok. It might be that i am trying solve different issue which is why would a casual player want to "rank up" and keep playing DBD continuously? what would increase casual player retention and fun factor?
though just saying, facing 3 blink nurse and old omega blink nurse add-on is not too different from facing deathslinger with those add-ons.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2350860#Comment_2350860
the idea behind the Executioner Add On was centered a bit around how Furtive Chase works.
the Survivor that is send to a Cage of aAtonement have their Torment cured, while the rescuer gets inflicted with it.
if the rescuer is already inflicted with Torment, they would just keep it.
i dont really know how balanced that would be though, so maybe, should it prove to be too much, i would not mind saying that Tormented Survivors will be healed off their Torment, while healthy Survivors would get inflicted with it. it would certainly add some interesting strategies to the game.
for the Onis Family Crest, the "tremendous" as it currently stands has no direct value attached to it.
due to it being the only Add On that could effect his missed hit cooldown for Demon Strikes, there isnt really anything to compare it with as of right now.
personally i was imagining something like the time after a missed attack being reduced roughly by 50%, due to Oni being in a timelimited ability, that wont allow him to just walk around, bonking the ground all the time, i wanted him to be able to keep some momentum while using the Add On.
as for the Nurses Add Ons, i essentially just took the already existing ones and buffed them.
the Torn Bookmark (which adds the bonus blink) i removed the huge downside of not being able to blink through walls from and the Matchbox got buffed to make her a 110% mms Killer rather than a 105% mms Killer, in exchange for one of her blinks.
those two i definitely agree could be extremely strong when combined together, but if im being honest, Nurse is a very hard case for me to make any balanced suggestions for, considering the entirety of her basekit is already utterly broken.
the way i feel about her right now is, that if you encounter a great Nurse player, it really wont matter whether they run those Add Ons or not, you will die anyway.
So i guess in a way the Twins treatment applies here too, where the best course of action would be to just rework the base Killer and then add balanced UR Add Ons to their new power afterwards.
I am personally not a fan of current iri add-on design. for one, these add-on are suppose to be.... ultra rare and when we say.. ultra-rare... its suppose to be extremely hard to get but in reality, the add-on rarity is far too easy obtain. you should like only be able to get them 1 in 50 million BP or something or perhaps you can only get a copy of pair if you reach rank 1 at end of the season by choosing it as a reward at the end of the season on single character. also Black ward should not be able to work on them.
The other problem with these add-on are that in my opinion, they're suppose to be to level of old ebony mori in power, they're suppose to be very unfair to play against to the point that they "almost" auto win for the game for killer and many of them are not of that nature.
An sample would be:
Ghostface:
Iri add-on 1: Survivors that reveal ghostface are exposed for 30 seconds, When ghostface is revealed, Night shroud cooldown is refreshed.
Iri add-on 2: Leaning stalk can no longer expose the survivor. Performing a leaning stalk will instantly increase stalk meter to 99%.
Deathslinger:
Iri add-on 1: Increases Deathslinger harpoon ammo carry capacity by 1.
Iri add-on 2: Survivors hit by the harpoon are inflicted by expose status effect.
Nurse:
Iri add-on 1: Add 1 blink charge. Tremendously decreases blink power recovery rate.
iri add-on 2: Tremendously decreases blink charge time, Tremendously increases blink distance and Blink movement speed.
Will you ever escape a deathslinger that has 2 shots and instant downs or Ghostface that has undetectable+instant downs? probably not but it would be a very difficult challenge to attempt to win. I am not sure what survivor iri add-on would be.... they technically used to exist... like old brand new parts/instant heals/instant blinds but I feel it is weird to be powerful on the side that is suppose to be "challenged".
I wonder if this would encourage more people to play DBD to get to rank 1 every season on both sides or would it just create lop-sided games?
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follow everything that @Bard writes. apart from all the common gen slowdowns used, the major weakness that doctor has is lethality. so perks that allow you skip health states or diminish their effectiveness are powerful on him, so that is all expose perks.... starstruck, myc, undying+devour hope, haunted grounds, even to some extent sloppy butcher, stbfl(strong if you use iri king or restraint add-on to use doctor illusions to avoid obsession). Health States and hold W will hurt you as doctor.
A single tracking perk can tell you where to use static blast and when to use it. Whisper is possible choice, BBQ is possible choice, Distressing can be a choice if you use a single calm add-on(gives near global information).
you generally want 1 info perk, 2 lethality perks and 1 gen slowdown perk. I like using corrupt intervention but your free to use ruin or pop. doctor is probably one few killers where there is not just a best build, there is just a build that works for you. avoid using anti-loop m1 perks like brutal strength, bamboozle, enduring spirit fury etc. they're not useful if you learn to memorize tilesets and play them correctly with your power.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2357939#Comment_2357939
By this logic, every perk is a crutch perk. At which point the term 'crutch perk' has no meaning.
yes every perk could be a crutch perk but it depends on a player weaknesses. The title of this thread is misleading.
The title should be: Dead Hard is the definition of second chance perk.
I do not personally mind the perk.... but I do think the perk is very unfair for every killer bar nurse and spirit because killers get very few chances to hit survivors at loops on strong survivor maps and since this perk eliminates very few errors that a good survivor makes, it makes that survivor almost untouchable at strong loops and taking a chase with them with weaker killer is pretty much 100% losing. I think if you get many chances to outplay the survivor, like instead of 1 chance to hit a survivor every 20 seconds, you get 3 chances every 20 secnds(like once chance every single time nurse has blinks up) than the perk isn't so bad, even if you miss one blink due to dead hard, you get a chance to redeem it in next few seconds.... but for other killers, they miss one oppornity to down a survivor and this perk save them, the chase can be extended by a lot and it is often game losing.
moral of the story, super fun survivor perk, very unfair for killer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2354935#Comment_2354935
If timed right.
I see many people Dead Head into walls, or then instantly double back after the Dead Hard and run right into me anyway. Those cases buy them literally 2 seconds before they go down anyway.
That's how DH isn't a 'crutch' perk, it requires skill to pull it off. It doesn't matter how much skill that is, even if it's "so easy" to time it right (for you) it's still a skill that needs to be learned.
Cutch perks are things like Technician and Rookie Spirit, which literally eliminate a penalty for failing.
It is not what crutch perk is. crutch perk is perk that a player relies on and without the perk, he is significantly at disadvantage. it has nothing to do with failure or how difficult it is to use. It has everything to do with whether the survivor player relies on it to be successful.
For example, say you have trouble finding pallets and you often run into dead zones, Window of opportunity would be crutch perk for you because it eliminates your weakness as a survivor. I would never use it because I have memorized every layout of every map by heart, but some survivors need that pallet aura reading.
Dead hard is a exhaustion perk that allows you to greed loops and push the loops to their limit. a survivor typical objective is to bluff/vault windows until they are fully blocked before using strong pallets however bluffing/vaulting windows has inherent risks associated with it and Dead hard eliminates the risk and allows survivors to greed loops without the risk using its dash component and in some instances, the Iframe component(like dodging a hatchet or dead hard through a trapper trap etc.).
Pushing loops to their limit without dead hard is difficult so for most survivors, its crutch perk because greatly improves their performance in a chase.
The PTB has weakened version of dead hard where they lowered dash distance and Iframes, I wonder if that is going live due to threads like this. it was not even written in the patch notes.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2353068#Comment_2353068
whistle is a fantastic choice to pair with a hex totem. I was disappointed that BHVR decided to nerf it so fast
I run barb glasses+Leprose lichen but since it is ultra-rare add-on, sometimes I do not have it so I use lifeguard whistle instead/ Both are good information add-ons. black heart is overrated and was never a good add-on. It's very unlikely the reduce cooldown will allow you to hit a survivor twice before they reach next loop. Its a shame they weakened 1 overrated add-on, weakened barb glasses(it is strong but it is not unfair) and something that wasn't mentioned in patchnotes is that they reduced demogorgon devious point gains per shred from 800->400.
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healing speed is a bit strange. its not how math worked for DBD. in DBD, action speed is charge ratio per second.
56% healing speed is not 8.96 seconds. Its 16/(1+0.56) which is 10.56 seconds. Unhooking is 1/(1-0.56) = 0.64 seconds.
Desperate measure is meant to be used with Botany knowledge which together give you a healing speed of 8.56 seconds at max stack. Its almost as good as we'll make it which is 8 second heal but it is active through entire match.
I think unhooking aspect is way too neglectable. I'd like to see a perk that specializes in unhooking quickly like 100% faster unhooking speed in future. I wonder if it could be a good anti-face camp perk where killers refuse to swing and try to grab you during unhook animation.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2349447#Comment_2349447
Well, DS resets if they do something other than get chased or hide. Point being, it's supposed to always be there if you need it, not something you actively seek value out of.
Think of Unbreakable. People don't go out of their way to get slugged just to get value out of UB. They have it IN CASE they need value you from it, not TO GET value from it. DS should be treated the same way. Nobody should go out of their way to use it, it should be there in the event it NEEDS to be used.
I mean if your getting value of the perk so seldomly from its large list of conditions, than you might as well be playing three perk slots. a perk that rarely activates might as be an empty perk slot. At the same time, perks that always active but do not have game-changing effects often do not get used. Perks that you have to go out of your way to get value out of them generally are not good. Its why I do not really rate unbreakable too highly because if you worked out ways to not go down in first place(prevent slugging advantageous slugging situations) than you'll never need unbreakable in the first place.
If the perk was good, than BVHR wouldn't need to add an obsession to every single match for free.
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DS now punishes survivor for doing the objective. Its too situational now hence why less survivors use it. Its a bit ironic right now because only way to physically get value of decisive strike reliably is to actually abuse the perk for its invincibility and you do that by body-blocking your teammates who is in the chase than pick yourself up with unbreakable(or pick-up DS). Its only other usage to act as late-game perk that allows you to crawl into exit gate but at that point, use Adrenaline for a late game perk. Its mostly wasted perk slot. It got MoM treatment, powerful effect that is not worth playing around compare to playing normal. Survivors just use Borrow time if they're expecting to get hit off hook.
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@Clowning said:
I'm very surprised that there aren't more Oni players, come to think of it, since he's one of the few killers that both sides seem to enjoy and consider fairly balanced.
I play him about 5 times a day or so at r1. he's super add-on reliant. he relies on having top knot+akimbo crutch/Lion fang to be successful(otherwise everyone can easily dead angle his dash). You probably do not face him very often because he has a really trash base-kit in my opinion and he also has pretty impressively high skill-cap to using his power, even to this day I still mess up a demon strike or two despite playing him for really long time. Maybe if his base-kit was better, you'd see him more. he's just really punishing to play if you mess up.
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Myers is probably one of the killers that need total redesign and imagination. His current idea is that he has gains "Unlimited Power" over-time through instant downs and instant mori's.
The problem is that instant moris for survivor are really uninteresting because they take away the fun in the game in chases and looping by just giving the killer an instant win mechanic and trying balance a mori is almost impossible as you need impair killer from playng the game like judith tombstone to the point that the add-on itself is trash and is not worth running. Moris are better off just being cool finishers in end-game similar to PH instead hook state skippers.
Unlimited instant down is common complaint by newbie survivors that are ineffective at looping. The add-on itself encourages gen rushing as it removes all incentives to heal and it isn't particularly effective vs good looping. its strong for camping hooks which teams will just do gen and leave similar to what they do with bubba. Myer's real strength within instant down is ability to 99% EV2 with low TR and instant down someone from the shadow. Ghostface is already designed around this idea more so than Myers and Myers can only do this once every 60 second which isn't particularly good because match go faster than 1 down every 60 seconds. they should just make ghostface good at this playstyle as ghostface stalk is somewhat painful to use effectively with long cooldown & complete removal of stalk for failure from M1. Oni also does better job at faithful recreating a powerful instant down killer for limited amount of time where as EV3 hardly feels intimating in 2021.
Myers should be redesigned to be more of transformation-type killer like his name suggests "The shape" where each of his tiers gives him a particular bonus for short period of time. Tier 1 could be about anti-stealth+undetectable similar to scratch mirror without the negatives of a bad lunge and bad movement speed. T2 should be all about the chase, currently he has faster vaulting but faster vaulting is not too impactful by itself. he should have like reduced stun(Enduring), faster pallet breaking(Brutal strength) and maybe faster miss recovery. you should fear going into chase vs tier 2. Myers T3 can stay as is with longer lunge and instant downs centered around snowball. His add-ons could be add-on that center around improving a specific tier or staying in a tier for longer/forever. Judith tombstone would still be the same for achievement and tuft of hair would combine all his T1/T2 bonus into single T3.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2337047#Comment_2337047
here here
Freddy's dead and they killed him
They'll use the excuse it's a living game to explain the constantly shifting balance problems but it's an excuse. If it was a reason it would be planned and done much better.
at least survivors are happy. they never have to play vs Freddy ever again. horrey. hopefully they enjoy more spirit games. these changes definitely improve killer variety....
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2329938#Comment_2329938
The difference between 30 seconds and 10 seconds is huge. The entire reason I think it may be an accidental nerf is because, realistically, you are right trickster SHOULDN'T see decay in a chase they are in at 20 seconds... but at 10... well...
Breaking a safe pallet literally takes 2.5 seconds. If the survivor then uses those 2.5 seconds to get distance and turn a corner, your now already decaying. In the time it would take a survivor to start decaying, a survivor now will have decayed 1/2 their laceration meter. This is huge, especially because of how easy it is to deny Trickster's ability to hit more than one knife at many tiles (Ex: Shack next to basically any standard loop). So now there are many situations where he legitimately is a 110 killer with no power, which was not the case before.
Most survivors are probably not going to learn trickster counterplay, but what this does is make trickster counterplay worse. So your going to get dumpstered extra hard in the matches that dumpster you. He is now even more of a 'newbie punisher' without many other upsides compared to other ranged killers, which is the opposite of what he needed.
i think your very much missing the point behind the change. trickster is going feel a lot closer to huntress and deathslinger because even though he needs hit 6 knives, he throws much faster than people give him credit for. A lot of your trickster matches i predict after this change goes through are going to be
Ding Ding Ding Ding Ding - health state loss(survivor get speed boost, put away knives). you walk up to them, Ding Ding Ding Ding Ding. down. Trickster will still retain his SMG playstyle(from killer point of view) but from survivor point of view, your basically going to be losing health states nearly instantly so for survivor, it will feel more like burst damage move. you won't notice decay at all because the meter will instantly fill up and if you aren't filling up the meter to chunk full health state, why are you even throwing knives in first place? Another aspect that is not written in patch notes is that because trickster needs less knives to down, he reloads less, so instead of reloading once per 2 downs, he will reload once every 3 downs(with proper aim). He will also be able to use his main event more effectively mid-chase and he will more easily be able to 99% his main event because of the math behind 1 injury and 2 downs being 30/30 knives.
Trickster will no longer be a bad killer anymore. he might even be difficult to escape and perhaps even more powerful than huntress/deathslinger if the player has really good aim. hopefully survivors do not call him boring after he becomes a threat.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2328854#Comment_2328854
Sure, let's discuss these killers:
Nurse/Blight/Spirit - Read my OP, those are the ones that can compete against this.
Wraith - Tru3 vs oracle proved wraith can't hang.
Hag - She is still a 110 and requires setup, she can sometimes get a good 3 gen going but that's about it.
Hillbilly - He still has to m1 around loops. I'll give you that he does counter this strategy a little bit since he can break pallets fast, but he still is effectively m1 around loops, so he does require some slightly more amount of brain cells to play against.
Freddy - Is an m1 killer when you aren't asleep, and the counter to his power is, you guessed it, hold m1 and immediately drop pallets. It's difficult to win chases against him due to snares and he probably needs a redesign to fix this problem.
Oni - Is literally an m1 killer, his counter is to play exactly like this, if you play like this and never get hit, he never gets his power.
Legion - Legion's "mobility" is so good, that if you hold w when you hear the terror radius, they still can't catch up to you even with their power. Legion ms in frenzy is 5.0 m/s and lasts 10 seconds. If a survivor starts running at 25 meters into the terror radius, legion gets to get 10 meters on them (survivors move at 4 m/s) which means he is still 15 meters away, oh wait now he gets a cooldown period of 5 seconds, so they just gained back 8 or so meters.
Huntress - You would be correct if every map was just a flat plane with nothing in them, which is not the case, being a 110% killer means holding w is even stronger against her. And you don't want to loop her, it's risky, she might hit you, so the best play is to immediately drop pallets, hold w and put stuff between you and her.
Deathslinger - Same as huntress but even worse because hes only got 1 shot.
Executioner - And has literally 0 map pressure. The whole point of his power is to bait you into vaulting or dropping the pallet and then when you do he m2s, if you don't, he keeps going. Best strategy is to not even try looping, just hold w, and immediately drop pallets.
Trickster - really? Hes just a worst version of deathslinger and huntress who has to land no less than 8 ranged attacks on you, all while moving slower than a survivor while throwing. Hold w is literally his counter.
Demogorgon - they already nerfed that addon, again, with shred, you don't want to risk looping him because he might bait it or cancel the power. Just throw down the pallet immediately and keep running.
Nemesis - Same as PH, but slightly worse because he has to hit you 3 times.
Plague - Which also requires that survivors cleanse in order to get her power. Outside of that she gets one 60 second use of it. So you just hide for 60 seconds, and now she is an m1 killer for the rest of the game, no power, and you can immediately drop every pallet and hold w. Additionally, her purge doesn't have as much range as you think it does.
Clown - Same as freddy, his power is literally just a slightly better (but no teleports) version of freddys power. You don't loop clowns, you hold w and drop pallets.
Doctor - Again, his power is at the "LOOP" why risk looping, just drop the pallet immediately and hold w and now he can't do anything.
Twins - The amount of shadow nerfs and strange things about this killer make it extremely difficult. But i'll contend that you can't hold w against victor, you can against charlotte though.
Ghostface - He is an m1 killer with no terror radius, the definition of hold w drop pallets.
Bubba - Same deal, just drop pallets and hold w, he has no map pressure and can't move around like billy can. I will add that additionally there is a bit of skill involved in potentially trying to stun him with the pallet, although this is risky. Instead of the usual 1 pallet, he gets to eat through 2-3 before he loses 3 gens. Better, but given that most maps have 12+ pallets, not gonna change much.
Pig - Her traps aren't really part of this, and her dash requires her to charge it and be at a loop. Again, the definition of hold w and drop pallet immediately. Her power is anti-loop and slowdown when you get traps on their head, but she still requires you to land that first down.
You are underestimating the power of hold w. If a survivor hold w, doesn't drop pallets, doesn't vault windows, doesn't do anything but run in a straight line, it takes the killer 48 seconds to down them. factor in picking them up, finding a hook, and hooking them, and you probably just spend 60-70 seconds doing this. You just lost 3 gens from the other 3 survivors on the gens.
leave it alone... survivors won't really get it because they do not play killer so time-management is absence concept to them.
killers won't get it because matchmaking/ranking(emblem) system has trouble deducing wins from loss and you mixed skill caliber. also a lot of players probably play at low-rank/casual killer so that does not help.
you are correct. very few killers counter hold-W, its one of strongest strategies for survivor. typically your not really suppose hold-W only. you need combine holding-w with pallet looping and window looping.
The theory behind survivor is that your suppose to attempt to loop a window as much as possible to push the killer to get bloodlust 1-2 than use safe pallet in which survivor can loop infinitive because bloodlust does not help vs said pallet. This forces the killer to break the pallet. since breaking pallet is very slow animation, it gives survivors distance to make it to the next pallet, this distance is between loops is the "hold-W" part of the chase.
Looping is not just about using tilesets correctly, its also about managing your pallet resources efficiently.
Apart from Nurse, Spirit and Blight, I'd say that Hillibilly, Oni, Twins(Victor) and Clown can impact hold-W strategies... the problem is that all these killers are constantly getting bitched about and weakened on purpose so their variables are not able to impact the game outcome.
Hillbilly minimizes the waste time of holding W between tilesets, but he has poor tileset play because his chainsaw is too slow to curve tight efficient looping. survivors need to animation lock themselves into a window or be severely out in the open for him to hit players due to his add-on nerfs.
Clown purple gas does minimize effects of hold W, but its not big enough of debuff to hit people between loops. he has yellow bottle in which he should able to combine it with his purple gas to get huge speed-boost but Almo decided to give 2.5 second activation time such that timing speed boosts with purple bottles pretty much impossible if the survivor has good routing.
Oni suffered many negative changes before he went to live servers. mainly that they weakened his pallet break in his power and lower duration of his demon form from 60->45 but they also punish him whenever he downs a survivor(-7 seconds) making his power very expensive to upkeep. so a lot of your games as Oni are that you spend 1 chase as M1 killer and one chase as demon form. if he wasn't punished so much for downing survivors and he would more easily upkeep his power, he might have chances to compete against better teams. its too easy to exploit his M1 killer play every second chase against him.
Twins, as you can see lots of negative changes and many more coming in hot. Twins suffers from the fact that survivor can kidnap victor thus making her powerless for 30 seconds and the fact that victor downs people far away forcing Charlotte spend walking time to pick up survivors and hook them(or slug). Other than that, Victor is exactly what killers need to be successful at loops and hold-w waste time strategy between loops. Its sad that 150% m/s demogorgon named Victor his own pitfalls.
survivors just detest strong killers that can do something to oppose their strategies both at tileset loops and between loops so killers can not really do much vs overly good teams.
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this is very big buff to trickster. Trickster will have some of highest firepower in the game.
One of trickster's major strengths over any other killer is that he does not need to wipe his weapon after he takes hits and his throwing rate is extremely fast. he will just tear through health states like butter and you will deeply regret ever attempting to bodyblocking trickster.
he could A-tier but I am not sure about his add-on changes. only concern is fizz soda change. that add-on is pretty important to him currently. hopefully it doesn't hurt him too much.
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I can already take a guess why these add-on are changing. In Freddy update, they changed it so that borrow time works no matter what which meant that BT saves is almost uncounterable for almost every killer, however Victor has a status effect called incapacitate which prevents unhooking.
A common play with Twins to "still" camp hooks is to put victor next to the hook than hook person. If you use these shrek add-on, you can camp more effectively by having huge killer instinct which alerts you in advance of the survivors presence and it allows you to prevent a single survivor from unhooking the hooked person if you hit them before they vacuum press m1 unhook.
they're weakening twin's camping by weakening these add-ons just like they weakening twin's slugging by increasing... the cooldown when victor downs a survivor. they want to make Twins complete trash i.e lower her pick-rate and kill rate until nobody plays them and they become a ghost character like many other killers. It doesn't matter if the changed add-on make no sense, just as long as they're ineffective.
personally, I never used these add-ons and I doubt they would be effectively as you can just bring 2 survivor to the rescue though almo probably thinks they're problematic. I feel bad for twins because victor is legit a killer that has control over the chase and can make some plays at loops with good reads. too bad twin's design in-time inefficiency hurts their ability to play normal hook and chase game. If only twins had pyramid head cages without torment requirement and could just send people to cages after he downs survivors. Maybe twins would be more liked killer if they were less campy/sluggy. Victor wouldn't be able to camp cages as they'd just teleport. if only they reorganized these killer ideas with pyramid head and twins when they were designing them. they might have designed some really cool killers.
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I wonder if DBD has enough servers to support that huge of player-base. this queue times are way too long for such massive number.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2319052#Comment_2319052
The slowdown on entering the gas only activates if the gas has been there for more than around half a second.
probably added activation time on purple bottles. new balance for clown. maybe they should increase it to 2.5 seconds for trolls.
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garbage perk, need a rework for how you get tokens/removal of token system. the perk would legit be better as hex perk than what it currently is.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2317717#Comment_2317717
He has better chances, yes. But make no mistake. They know how to make Blights miss with their rush and deal with him. The point I'm trying to make is. If youre basing killer strength off of "can they deal with team oracle". The current best known group atm. Then 98 % of the roster is weak and it's not just freddy. And maybe that's your point that you would like all killers to be viable at that level. But at that point you're alienating 99 % of your play base and no one will want to play survivor because every killer will be OP to mosr of your playerbase
i do not think killers need to be at that level precisely, at least not base-kit for sure. they just need to have their own unique play style that functions without flaws.freddy doesn't really have an identity, his old identities were slowing down the game. his snares are now poor man clown bottles(whose is another killer that isn't particularly spectacular) and his gen teleport is just some generic ability that in retrospect is not that impactful in many situations. often mostly used to deliver pop goes weasel or to travel between large distances on huge maps(mother dwelling) or maps that have multiple floors(midwitch elementary school). its just not super impactful and other killers have better stuff.
like i said, its not that the killers need to be able to beat the best, its that your suppose to be able to win mediocre players if your utilizing the kit to the full potential and current freddy just doesn't get any rewards for using his power correctly(even if he is not too mechanically complex). current freddy is probably beatable with most mediocre survivor teams or even just very average swf though i guess its kinda the same for a lot of bottom of barrel killers, so whatever.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2317631#Comment_2317631
He's viable against 99 % of DBD. You don't exactly run in to Oracle every match. Let alone.....Ever.
Blight isn't viable against Oracle either....Do you consider him a ######### killer ? No.
I'd say he has better chances than freddy and many people regard him as 3rd best. I think the reason why blight "might" have a chance is because he has this add-on called compound 33, it allows him to break pallets as quickly as leatherface and when you slam into a pallet, the survivor suffers 3 seconds of... 15% hindered(yes hard to believe that this add-on is better than clown and freddy entire power) and this hindered effect often prevent you from getting to next loop which is what blight's power is entirely about. he also objectively counter decisive strike because part of what makes decisive strike "strong" is ability to hold W for very long time post stun and blight simply doesn't care as he is masterful counter to that play style. so he is good vs people that drop pallets quickly and he can objectively tunnel people out of the game with very little effort with ability to hit people between loops and with certain techniques, he can play strong tiles if you learn special techniques like scoot surfing and flicking.
so yeah blight is better than freddy... miles better. he might have a chance. freddy has zero chance and that isn't strong killer if your probability to win is 0%.
he does have some short-comings though but I rather not discuss about them.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2317554#Comment_2317554
There's only 2 killers viable against Oracle. That's not indicative of typical DBD. And by those standards. 98 % of the roster is trash then.
that is correct. than what exactly is he viable vs? bad players? why would anyone talks about strength if its not vs good players. that's like going in league of legends and saying Garen is A-tier character..... in bronze tier. in only DBD do you get these type of conversations. anyhow, i am over it. you can think that he is great, but he just isn't.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2317520#Comment_2317520
Even against GOOD survivors. He's still very viable. No different then before. The slow downs didn't carry as much as you're insinuating. And the base kit nerf did nothing to how he plays.
go face oracle than with Freddy. if he is so good, he should be able to win, i.e get 3 kills or more. nobody whose actually good at survivor let's freddy place snares to slow them at pallets. its like playing vs clown. you put pallets down early when in dream world.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2316896#Comment_2316896
If you truly believe this version of Freddy is actually weaker then old freddy. You're using him wrong in every way. And I don't even know where to begin to help you. Current Freddy is one of the better killers in game now. Old Freddy was one of the notoriusly weakest killers they ever made
let me correct that. freddy is dead vs "good" survivors. He isn't dead trash survivors as those can lose to perkless trickster and yes i have 4ked with perkless trickster...
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@Relix said:
https://forum.deadbydaylight.com/en/discussion/comment/2316296#Comment_2316296
Not really. For freddy i mean everything, the new dream system, addons, new traps number etc. so yeah FREDDY.
yep, though some people don't realize it. what is that, a killer that can outplay people at loops and gets rewarded for hitting survivors through slower gens while punishing bodyblocking through anti-heal. broken!!! its funny survivors T-bag freddy like they did something impressive... post-changes.
he honestly needs a revert to his old form as it current form is worse than pre-rework though it took 2 years for freddy to get a change, so you can wait for his next rework 2 year or like never.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2313054#Comment_2313054
Holding a button down for almost 3 seconds to attack in a semi-straight line plus have a overheat mechanic so if you rev 5 times, you have to wait almost 10 seconds to even use the chainsaw again, seems a bit balanced for a slightly faster rev time. I just don't see why Bubba can do all of this with easy movement and multiple downs but Billy gets his only good add-ons removed and no one plays him anymore but everyone will say no one plays him anymore so we need to remove the overheat. It's NOT the overheat that ######### him. It's his rev time. I play Billy. You cannot cut off loops anymore. It just takes too damn long.
Overheat is just something the dev added to discourage "new players" from playing billy. The survivors don't really like it when the killer can threaten them. I am guessing they changed billy because rank 20-5 complained about him, so to discourage rank 5-20 killers, they added overheat .Playing survivor vs billy is just free pips in my opinion. I bet survivors would love if every killer was about as good as current billy.
You should know this from doom engraving add-on, but lowering charge time also reduces overheat because your charging chainsaw for less time. the dev changed killers like Billy and Freddy negatively specifically so that they never get played because survivors "do not like them". funny thing is that survivors just end up getting another killer on their hit-list after last one gets changed so its never ending cycle. you need to get survivor mains to say yes to improving the killer although most survivor mains don't like challenge and do not like "guessing" and billy chainsaw in regards to curving revolves around making reads and that was problematic in the past... apparently.
haha good luck getting survivor mains to admit that billy needs improvement like that grimreaperjr guy. sorry in my first post. I think the numbers were 18% and 18% for total of 36% and thompson mix was like 12% or something like that. 36% is like 0.9 so it was like 1.6. Its better to look at wiki for that history stuff.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2312875#Comment_2312875
Tinkerer was changed. Without Tinkerer, it's not insta-saw anymore and without the charge time reduction, he'll never be used again because any type of loop or window makes revving his chainsaw an easy escape against him. He's the only killer who gets harshly punished for using his power at a loop.
Even Leatherface can move in all directions with an insta-down and still break pallets with it. Billy moves in a straight line with a slight turn. Bubba is superior to Billy in every way except for distance. Billy even has a CD now. He doesn't need a 2.5 second rev time.
Oh I completely agree, You rarely go against Billy now a days and what's ironic is that if you face a good billy, you can almost feel like the player whose playing Billy is struggling to challenge you as a survivor. Its like you hold all cards and he holds no cards. There's very little point in playing billy now but you could say that for a lot of killers in DBD. A short rev time is completely necessary for billy to have a chance at outplaying good survivors at loops.
As for Leatherface.... well he wasn't always this good. he just became good like any other killer would with few positive tweaks. I enjoy playing leatherface for the same reason i enjoyed playing old billy, he's one of the killers that rewards for understanding his kit and using his kit properly. Leatherfaces allows you to go for potentially 12 hooks against 99% of teams kinda how old billy allowed you to go for 12 hook-chase gameplay. If only the other killers... rewarded you for using their power properly instead of constantly punishing you with random drawbacks and extra steps...
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its what old carburetor tuning guide and primor bulb did. they reduce his charge time by 40%.
2.5*0.4=1
2.5-1=1.5
your basically asking for old instant saw add-on to be base-kit. Its very doubtful that they'll ever revert changes to old gutted killers unless something magical happens. nostalgia of old billy...
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311922#Comment_2311922
There is no counter to holding w. The only counter is the map itsself and that is RNG depended unless you use every single game a map offering which is very unlikely. Also the reason why it is a problem is because it wastes a massive amount of time of a normal Killer that doesnt has a good movementspeed ability without even using recourses like Pallets.
hold W is part of looping. its not really hold W part that is strong. its the part where certain mechanics in the game force killer to lose distance and gives survivor a lot of distance by force. weakening hold W is treating symtoms of a problem, not what causes the problem to occur in the first place. The problem is safe/god pallets and health states that make the killer suffer 3 second cooldown and 2 second sprint burst that you can use to hold w half way across the map.
Holding W has always been part of survivor gameplay for many years so its is difficult to change it. I kinda wish there was a perk to halve sprint burst from a health state, that would help m1/non-instant killers have some opportunity to weaken the strategy a little bit by equipping a perk.
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I don't think his statement that the killer he named have no counter-play are true.
Just poke at few of his claims.
Deathslinger is ranged killer, this means the entire point of being a ranged killer to hit ranged shots. It is true that deathslinger shot is unreactable at 10 meters.... but keep in mind that a lunge is 8 meters. so if he is in distance to shoot you with his "unreactable shot", he is most certainly in range... to also hit you with M1. The entire point of deathslinger is to save time efficiency by taking 12-18 meter shots and at 12-18 meters, his shot has leading... meaning it isn't hitscan so he has to shoot where he "thinks" your going to be in next 0.5-1 second. Also if your looking behind you, you can see deathslinger's hand motion when he lifts his gun and there is also a sound cue that plays when he is ADS and there is time to move left or right. In a sense he has 1/3 chance in guessing right, he either shoots at you, to left of you or right of you.
Generally, deathslinger tend to shoot at you, but if they notice your always dodging right, than eventually they'll shoot right and you'll walk into his spear. So its not deathslinger has no counter-play, its that reads you have to make against him are different from other killers.
Its sort of the same logic for other 3 killers he names. Twins is about predrop pallets because victor cannot break them and playing the pallets. some of which are very safe like long-wall-short wall. victor also cannot vault windows so long wall windows vaults tend to be very safe. Making distance away from charlotte is key to defeating them. This is because if victor cannot win the loop, twins has to recall and walk to the loop and break it or abandon that chase with victor meaning your effectively wasting the killer time. Victor also has charge time-up time and he has travel time for his pounce, so forcing chalotte to do longer range pounces is often more risky than doing pointblank ones that are very easy to hit. It also pays to understanding how far victor will pounce when he misses, so you can walk to him as he is flying+recovering so you can be ready to kick him.
Nemesis is like short-range huntress, he is all about hitting survivors during animation lock of vaulting a window or animation lock of putting a down pallet. so basically his game is all about bluffing the intention to drop a pallet and doing extra loops. his attack is quite hard to dodge out in the open because dragging-tentacle strike technique but realistically, every killer will make you lose health state when your out in the open with an M1. if nemesis continues believe that your bluffing and will not put down pallet, he will eventually walk under pallets where you can vacuum drop pallets on top of him.
all the killers are loopable, it's just that they have a lot more to their gameplay compare older killers like (Myers) where it's just loop 2-3 times.. drop pallet, break rinse and repeat.
I know he's been saying that he would wish developer rework loops to make them less safe, but they've reworked every map except for swamp maps, red forest maps and haddonfield and none major safe loops have been changed as survivors find these loops "fair". I doubt they want to do that because if all the loops were unsafe, every map would look like dead dog saloon or Midwich elementary school. I am not sure what he means by the time efficiency, some of their time efficiency are good like deathslinger missing shots rewards the survivor for predicting shots... where as other ones like nemesis infection is just drawback for no apparent reason. Twin's is design issue which sucks because twin's had good potential to be strong killer that ended up being nothing.
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Just make yellow bottles have no/less activation delay.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2302672#Comment_2302672
https://forum.deadbydaylight.com/en/discussion/comment/2302691#Comment_2302691
Almo, you know, 50% of a DbDs balance team? He said on stream before they nerfed freddy that they don't know WHY freddy has a high kill rate, just that he does, and that's why they need to adjust him.
They literally don't know why things are broken and then just "nerf" freddy by "nerfing" the thing that isn't the reason he is strong.
Not that i think freddy was actually broken, he's not, at the highest level only nurse and spirit can compete so in my mind every killer needs buffs.
"so in my mind, every killer needs buffs". that is like never happening. definately not with Almo around. his latest changes are were that demo is too strong. I'd like to see him play vs oracle as demo with add-on that got changed. Surely it should be an instant win. Freddy and Billy changes are basically the classic dbd of 1 step forward, 2 step back.
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@Reinami your facing survivors do not run into deadzones and know how to loop? I am jealous. maybe they turned on MMR on in secret.
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well maybe otz should stop doing 50 kill streaks with trapper. It gives false impressions that trapper is good. Trapper can't compete so you either accept to play weak killer or do not play trapper at all. Its like that for vast majority of the cast.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2287581#Comment_2287581
Wglf should be made into a true BBQ equivalent, giving you Tokens for doing the Objective.
I'd make it so that you gain a Token up to 4 for each completed gen.
4 gens done = 100% BP bonus with WGLF
4 first hooks = 100% BP bonus for BBQ
it should be but dev already changed we're gonna live forever few months ago. they ironically weakened the perk by removing ability to gain stacks from saving survivors from trappers traps and than decided to weaken soul guard for the we're gonna live forever+soul guard exploit that they manufactured with we're gonna live forever change.
all that survivors asked for regarding wglf was to be able stack the perk easier without suicide into the killer. go figure.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2286145#Comment_2286145
Right but you aren't addressing the fact that at the highest level people don't even loop. There is no "god loop" at high level because people just throw down pallets as soon as they get to them because there is no downside to doing so when your team can end the game in 3 minutes.
that video you posted is like one of the worst videos ever. The reason that is the case is because survivors aren't tested on their looping skill because they never needed to loop well with how fast the objective goes. With how safe pallets are, they are barely ever tested on making any reads. Its almost like... the game is balanced around casual play..... Its almost as if they want new players to be able to escapes good killers such that when the bad survivors become good, they break the game. wow... who would guessed that one. Your suppose to run out of pallets if you play like that but the game badly balanced in regards to objective time which in my opinion is the reason why killers use slowdown perks. It is because they can't impact the loops with most of the killers, so their only real way to impact the match is to kill survivor's resources until none exists because they can't really challenge the loops.
Its a bit funny how DBD evolved because it used to be that in early stages of DBD, windows used to be.... well broken. now a days its pallets that are broken because it turns out that you don't need reusable loops to win. just enough safe pallets to win.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285326#Comment_2285326
No it's not. You are comparing the absolute best profession team that has fully optimized perks, comms and thousands of hours of experience that is going against a Wraith and saying this represents the current player base. This is like saying every human on earth should be as smart of Stephen Hawkings. This team is an anomaly. Even the Developers data shows that Killers have a 60% kill rate. So it's really the Killers game to lose, not the survivors game to lose.
that statement is wrong. the survivors had to run unique perks and they had to run a unique item below yellow rarity. none of these rules exist in solo queue. they weren't running optimized builds. Tru3 playing Wraith could run anything. they purposely handicapping themselves and the matches were extremely one-sided.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2284129#Comment_2284129
I really don't think Tru is a top killer, to be honest. He makes a lot of mistakes. On top of playing Wraith. And he's playing against a group that represents less that .00001% of the player base. And I guarantee the best Nurse, Spirit, Blight, Billy and Hag can beat that team, which in all honesty, that team shouldn't be beat by any Killer.
Honestly, Dowsey playing the Twins could probably decimate that team. That guy is an amazing Killer player.
he played wraith, twins and spirit after tru3 stream. he lost all his games. I think he had 1 game where he got 6 hooks and 1 kill and rest were all survivor-sided smashes. Its just more proof that when survivor get to certain-level. its almost unwinnable no matter who plays or what killer it is.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2285183#Comment_2285183
Your last sentence there hits the nail on the head. Everyone is acting like this team is amazing, literally all they did was drop the pallet early and split on gens. 4 decent survivors without comms could have done that 😂
you'd be surprised. you can just press that ready button for killer to find out how many teams fail to do the most basic looping. instead you'll get the response that your just "wasting pallets" even though this team on one of their games literally just drops shack pallet 20 seconds into a match.
The other funny remark is the idea that only swf could "achieve" this amazing level of synergy and that solo has no chance at this. you'd be surprised that if you gave solo the global version of bond, I bet some solos could easily achieve similar level of this coordination but this just talks about the solo information vs SWF balance problems. health state bodyblocking is not new concept, it used to be more popular when every survivor ran self-care and back than, healing used to take 12 seconds. self-care took 24 seconds.
none of these issues are new. they have always been in the game. they just were not formally discussed.
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@ScottJund said:
Yeah I'm not sure what anyone expected. Even if he played perfectly the game just fundamentally does not work at that level. I still don't understand why people want matches balanced for these types of matches. I don't think they realize that means literally reworking the game from the ground up which will never happen.
Why would you need change the game from ground up? you only need fix the major problems seen in the match.
The two major issues in those 5 matches. one issue was bodyblocking and the other issue is safe pallet design/god pallet design. To understand issue behind bodyblocking, you have to understand the basic problem behind health-states for killers, when a killer hits a survivor, they suffer 3 second cooldown and survivor gains 2 second sprint burst, it just gives a lot distance which makes hitting survivors highly detrimental for M1 killers and if your able to heal faster than a killer can damage survivors, it becomes highly problematic. Its basic problem of holding W from survivors being too strong. Its why the top-tier killers resolve this problem by having high speed catch-up mechanics(Blight,Nurse,Spirit).
The only way killers resolve this problem is by having an instant down or by having very short attack animation recovery(like huntress). The only universal killer perk that reduces basic attack recovery is the perk STBFL, unfortunately its not very good solution as not every killer can get high stacks of this perk and keep it. so solving this problem is rather difficult.
The other problem is how almost every pallet that tru3 was facing was safe pallet that needed to broken. Even with fast pallet breaking speed, it didn't allow him to get hits because loops are closely tied together and none of pallets could be played because they're simply too long and many of them are completely safe such as jungle gym, shack, so forth. Top-tier killers resolve this bad game design by playing Nurse,Spirit and Blight because their power gives them gameplay at loops.... unlike your "Spirit has no counter-play argument".
Abusing health states to hold W gameplay and dropping safe pallets doesn't take top-level SWF to abuse and yet that is all you need to defeat 95% of the killer cast like wraith.
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@DontComeNeaMe said:
https://forum.deadbydaylight.com/en/discussion/258741/truetalent-vs-oracle-team-what-do-you-think
The problem here is oracle are a top tier competetive team. They are not the best in the world but they are extremely good. Tru3ta1ent is good in pubs but not in comp, his build and the way he played showed that.
Put a top tier comp wraith against them and there will be more hooks
Dowsey played wraith, he didn't have a better result. It doesn't matter who plays, wraith just can't win. his gameplay is just too slow and ineffective. If otz played wraith, the outcome would also be the same. its why 50 kill streaks is very misleading information.
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The outcome of the match was predetermined and very obvious. For experienced players, there was not even a shroud of doubt that tru3 would not get destroyed. Personally, I do not think that killers need to be able to beat top 1% because realistically, they are very unlikely to play against survivors in solo queue where they need that level power.
I am not sure how to put this into words, but killers need capacity to influence the game based off the power they've been given without having mechanics that purposely drain skill-level of that character or add complications that make the power impossible use/very ineffective.
Solo-queue balance should be that character just plays to the best of its ability. Billy should be able to curve good survivors. Ghostface should be 99% stalk good survivors naturally, Freddy should be able to use snares and slowdown the game. clown's yellow and purple bottles should be effective tools to end chases quickly vs decent survivors. none these strategy are good enough for good teams but at least the killer plays properly and has some impact on outcome of the match.
Its why changes like... recent demogorgon changes are.... just massive disconnection of the game in my opinion.
killers don't need be nurse/spirit-level, they just need not suck and feel bad to play for solo-queue level.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2280788#Comment_2280788
Most Ghostfaces wont go for that stalk for three reasons (me included when I do play him).
Number one, Spinechill exists and is highly rated. Not every survivor uses it but its prevalent enough to not take the chance and instead walk sideways to the survivor, which leads me onto my second point, his cooldown.
Due to his high cooldown for his power if you dont land that sneaky first hit then you're in big trouble as you are now an M1 killer that needs two hits. And if you do get it back in chase, then you're after wasting so much time for that second hit.
Finally, like mentioned slightly above, he's an M1 killer. Even if you expose the survivor, you have very little to help you in the chase. And as long as that survivor is beside a good loop or two, you're unlikely to get that hit off unless they're poor at the game or you are using a 99 tactic which doesnt even work that well against great survivors.
A killer with a chase power will almost always be better than a killer with no chase power like GF.
The main reason why stalking is useless is because hitting someone directly is a 99% instantly and that a incomplete stalk is same as no stalk at all in current iteration because hitting someone resets their stalk meter, so why even bother with it. Ghostface has too much punishment for failure and the reward is mediocre to say the least.
Don't really agree with OP post. Nemesis isn't bottom 5. his ability to hit people through pallets and windows at near perfect reliability gives him a really strong 1vs1. I can't say the same for like 50% of the killers in this game. Its more that his add-on list, zombies, infection and tiers leave much to be... desired. Its a lot of fluff with very little purpose. I still can't understand what the point of hindering someone for 0.25 second is after an M2 attack is for. His variables just so bad.
Very sad for such a horror icon to be so bland.