DoomOrb
DoomOrb
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/630858#Comment_630858
risk vs reward? more like risk vs risk
and ruin isn't even that strong, just learn to hit great skill checks
devour nope is strong but by the time you get two tokens its gone
third seal just neglects auras, yes gets rid of information for survivors but what else?
noed is very strong, but you have to wait till the end and even then, you might only get one or two kills, or even none (Noed needs a rework asap btw)
haunted grounds is the only good hex perk because you want that to be cleaned
huntress lullaby is not even that strong, yes may throw off some survivors, but then what? and even then before you even get a skill check they immediately know you have it and either prepare for it or go find it
thrill of the hunt is just....garbage and time wasting to the killer, not to the survivor and it is way beyond counter-able
When you bring in a hex perk you...
risk of it being cleaned to fast
risk of it spawning in a really stupid spot
risk of it not even working fully
risk of survivors being able to easily counter it without cleaning it
risk of one survivor just going around cleaning all of the totems and happen to find your hex totem
risk of it not even doing its job
and the only reward out of it is if it last long enough to work, but that takes time which is also a risk so it doesn't even feel near like a high reward
unless the biggest risk is taken out asap (which is the really obvious totem spots) hex perks are a risk vs risk
#NOEDisfine
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@CoffengMin said:
the.point.of.totems.is.to.be.risky.they.are.fine.(for the most part)
I heavily disagree, but also respect your opinion.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/629343#Comment_629343
What does the killer power role have anything to do with hex totems? Killers can be powerful without Hex Perks and thats a fact. You don’t need to rely on Hex perks.
What power does the killer have when loosing a perk. Sure you don't need hex perks to win, but something must be in a way gain by the killer when loosing a perk, even if is just minor. This curse I'm suggesting fits just that.
Glad you like it.
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@Liruliniel said:
Pigs more middle of the pack. She balanced quite well, but needs a few tweaks to her power due to random patches and the creation of EGC. Also her Addons need some serious love.
Top 5 I'll a avoid discussion on. Its beating a dead horse. We need to leave the chapel horse alone he is is danger of dying now D:
Nurse
Spirit
Billy
Huntress
Hag
Freddy/Nightmare tied with Ghostface:
These two I cant explain quite yet. I will say I think both are really really low upper tier or high mid tier. They have everything killers need. GF makes up for his lack of map pressure by being a stealth killer who can continually reapply exposed.
Amanda/Pig: Talk about mindgames we come to Pig. She's really fun and good at certain loops and titles. Her RBT applies a bad ruin and decent map pressure. Her Ambush dash is amazing learn it and you wont regret it. She teaches you simple mechanics really well.
Myers/Shape: amazing mindgame potential. Sadly other then his instadown I dont really like him. Monitor and Abuse paired with Infectious Fright is amazing in Myers. Just because evil within 3 is global does not apply map pressure.
Plague: personal opinion is I hate this killer from both sides. She has great potential, but is average overall. She has very few perks that work well with her since her power actually does not need them. I use Thantophoia and Brutal Strength on her instead of the Enduring Spirit Combo. Corrupted Purge is vital dont waste it.
Legion: Not Nearly as bad as people claim. He is now more skill oriented and fun to play. Has both map pressure and the ability to force people to do non gen stuff.
Trapper: With proper trap placement and a good build Trapper in the right hands can be a monster. Truely do thing his potential is good.
Clown: No pressure map wide. Amazing at ending chases. Has a ton of bugs that should be addressed.
Doctor: Anti loop potential and can tricks he can pull. Sadly if his pallets were like Freddys where you can pull them down he would drastically be better. His biggest issues seem to be he's pretty gimmicky overall with a few tweaks or a switch between treatment and punishment movement speeds he could get better.
Wraith: has lack of map pressure, but has some good chase mechanics and ability to travel quickly across the map. Also innate stealth helps.
Leatherface/Cannibal: biggest issues are his general lack of pressure in chases and map. The slowdown when he revs the chainsaw.
The reason I made GF lower than Freddy is because Freddy has added map presence and decent chase potential with his snares.
While GF has continuing expose effect, his other aspects like stealth and no red stain are at best mediocre mind game. Plus useless on certain loops.
Freddy us overall better in my eyes.
Amanda/Pig while having decent mindgame and her reverse bear traps are nice. The reason I put her lower is because compared to the ones above she's really not that great. Plus Her reverse bear traps have some luck in them and sometimes don't slow the game down enough. At least Legion's mend is consistent with how it slows the game down. Amanda/Pig isn't super consistent with her power of reverse bear traps. The good thing is that she has a slightly better chase potential than the others.
Myers is decentand has flexibility with his add ons, but I put him below plague because unlike Plague (technically speaking) has infinite 1 hit if survivors don't cleance and if they do cleance well you have a more powerful chase potential than Huntress for a few seconds.
Trapper while I love him, he's a feast or famine killer. He can be either really good or really bad. Yes he can be strong but I put him below because good survivors plus swf can destroy him, plus he's not super consistent and you have to walk around to get his traps unlike Hag and Freddy who can use their traps whenever.
No argument found with Clown.
Wraith Is weak overall and his "stealth" isn't useful aside from bodyblocking which has been nerf recently by reducing killer size.
Leatherface really only good for camping. Pure bottom tier overall.
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With Love, DoomOrb
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People here must be so lucky
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@Avariku said:
I will admit I would like to see 'Thrill of the Hunt' get some love.
I like to run an almost full hex build sometimes and I find it infuriating that Thrill of the Hunt is made known immediately... either remove the notification for survivors or make it a regular non-hex perk.
The survivors will figure it out eventually, why hand them that information so readily?
Same
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/630744#Comment_630744
Hex perks are for the most part high risk due to the reward.
You never want to punish someone for simply doing the objective or removing something.
Think about the old DS, MoM and BT these perks used to punish a killer for simply doing what they are meant too. This is why they were changed to promote more fair play instead of just free escapes for survivors.
Adding a punishment for doing an objective doesnt make sense and would mean they have learnt nothing from the above. You should want survivors to totem hunt and try to cleanse them as it gives you more time to pressure the map.
The difference between old DS and MOM is that it gave too many second chances and created really angry killer mains (like old me). Totems are secondary objective at best and survivors could in theory get away with not doing a single totem.
Now let's get back with the example you gave with DS and MOM. Yes they did publishe the killer for doing the objective and as a results , got nerf. However, Contrary to the killer, this curse effect only affects 1 survivors. Killers are only 1 while survivors are 4. So 1 person out of 4 being affeCted isn't going to harm the match by all that much. plus is temporary I might add. the survivors can still loop IF he/she's good and can sTill do objectives though slower. it is really no more harmless than thanadophobia stack 1 on Everyone.
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@White_Owl said:
The idea of removing a survivor perk imo is wrong because the survivor didn't choose to bring such kind of perk. If you choose to use an Hex it is at your own risk
Personally though I always thought it would be nice if each hex perk had its own curse to afflict the survivor who cleansed it, related to what the perk does.
I know right. I wasn't too fond of SpaceCoconut 's idea either. I do like your idea though.
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@BackByDaylight said:
In red ranks or purple no ruin you're going to get destroyed and that's a fact
@DoomOrb I like the curse effect
Glad you liked it
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@SnyprLife said:
Alright so what if there was a hex perk that reversed lit and unlit totems, the perk itself would be lit along with other totems that have no perk tied to them whilst the totems that contained hex perks would become dull (can still be cleansed and rid the hex perk tied to the dull totem) until the right lit totem is broken. It wouldn't require other hex perks if you didn't want to and it could confuse the survivors into cleansing the totem thinking it has a perk tied to it. This could also give a downside to the killer of not knowing where all their totems containing their real hex perks are because they would be unlit
Is an interesting Idea I'll give you that but wouldn't work on survivors who count what perks you have during a match. I give you 5 stars for creativity though. You really think outside the box.
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@Peanits said:
I wouldn't want to see some sort of punishment for cleaning a hex, personally. Hex perks are generally more powerful than the average perk because they can be cleansed. It's a risk, but it could pay off big time. If there's a penalty for cleansing it, there's no risk. Whatever happens, you get a powerful effect.
I'd prefer they keep the risk vs. reward aspect. If you don't want to take the risk, you can go for a weaker perk that has a similar but guaranteed effect.
(It would be nice if the hex perks that spawn wide open, like on the asylum, didn't happen, though.)
I read you loud and clear Chief, but better totem spawn won't fully fix the whole totem problem I have and others like the very talented YouTuber known as SpaceCoconut. The biggest problem is that the risk is far too high. What I'm personally offering is a way to lighten the risk by adding this curse effect. Is no perk remover like SpaceCoconut would want and neither is it an automatic totem repair like others suggested. Is more of a small way to slow the game down as you may know. Plus it fits the whole curse thing totems label themselves to have.
That is all, thank you for reading and responding. Your presence is always aprechiated.
With love, DoomOrb.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/630744#Comment_630744
The killer has an actual power you know. That’s where the main “power role” comes from. They would also have other perks and their add ons. That and the player who’s actually playing the killer. Like I said before, there would be no reason for Totems to exist if they have a negative affect (to survivors) whether they cleanse it or not (The counter to Hexes would be to take a negative affect no matter the outcome. A pick your poison type deal). We talked about hexes being really strong for the most part. That’s why they have a chance to be taken away. I think it’s fair for both sides (as long as totem placement is also good). And if you were to nerf hexes and implement your idea, there wouldn’t be any reason to have them anymore (hexes) because they’d be too weak and the high risk, high reward factor would no longer be. Would become ‘semi high risk, low reward’.
And no, I don’t like your idea that’s why I’m disagreeing with it. No need to have that arrogant mentality with that last comment of yours.
I meant to tag someone else when I said 'Glad you liked it." but at this very moment my computer is currently out of commission. So expect much slower replies. I'll completely read your reply when my computer is in better conditions.
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@Aceonfire said:
You should fix the title of the thread though man. It's a very newbro type thing to do on the webz.
Nah is fine as it is. Is supposed to be like a clickbait thing or stuff like that. Though if I wanted to make it extra click bait I would make the title like my "To All Of You Super Tryhard Survivors".
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/629343#Comment_629343
What does the killer power role have anything to do with hex totems? Killers can be powerful without Hex Perks and thats a fact. You don’t need to rely on Hex perks.
What power does the killer have when loosing a perk. Sure you don't need hex perks to win, but something must be in a way gain by the killer when loosing a perk, even if is just minor. This curse I'm suggesting fits just that.
Glad you like it.
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Lucky you
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@BackByDaylight said:
If you playing killer and it's not such a good team you get your downs hooks and all but at the same time it doesn't feel fair to the survivor side because you are over powered kind of yea survivor's don't stand a chance when they run out of pallets and perk options and there only move is to get the gens done while they have there perks it can still not be enough and to me that wouldn't fun as kill I don't want to just instantly down a survivor's unless that's my killers power and I don't want the easy win totems are fine even spawning directly into the open is also fine. It's not much fun either for killer if they get stuck doing ruin either I like survivor's getting at least 3 gens doneThe biggest issue we face how do they stop the combination of New Part,Leader, and whatever make gen speeds just fly .My games usually takes 9 to 14 minutes
1.goes to other side of map ruin blows no survivor's found ,makes it half way back first gen pops,2 minutes
Chases survivor for 1 minute 45 seconds and two generators are done
Chase them 5 minutes or more and get two hooks, maybe. They're about to open exit gates scratch that gate is 99 because the other survivor you haven't hooked is already at the door he's or she is the first one to leave always 😏 you sly dog you
But how do you prevent these anomalies from happening?that's what wins the game when you're not in there presence there doing the most damage
I like the idea of putting a timer on the ruin and selects furtherest away to respawn if destroyed or give it a long expose effect it is a ruin after all totems like Third Hex Seal and Devour Hope are good but easily found maybe on perks like these two could spawn but one is a fake and the real one always will select furtherest away from survivor are area of killer tell what do you think
Your idea is ok, but still doesn't fit the purpose here I'm suggesting.
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@killermainxd said:
If you want survs to not gen rush then don't punish them for doing the only other obj in the game... There would be no point in breaking ruin if it took away my perks. That doesn't even make sense.
Well my idea doesn't take away perks but adds a debuff.
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@Acesthetiic said:
@DoomOrb Then what’s the point of Hex totems being in the game? Survivors get punished if they cleanse or don’t. That doesn’t make any sense. Maybe your idea could be like a perk or add on, but no way should it be base kit.
May I remind you that killers are supposed to be the role of power. Killers won't be powerful if totem perks can just be deactivated just like that without any consequences. So which is why I add this effect.
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@avilmask said:
Hexes could be like exhaustion perks for survs, just inside out: doesn't work after breaking for a period of time. I.e. hexes could respawn after cleansed.
Now keeping full strength totem for the whole match (especially if that's the one that grows in power over time) would be unfair. So something like this should happen:
- totems without tokens should get starting tokens with maximum strength attached to it. Totems lose some tokens when cleansed, losing progress or generally strength on it.
- or dull totem should be lit when perk respawns, making it possible to prevent respawn by cleansing all totems. That way killers don't lose a reason to protect totems, but also may chose, where a totem ends at (sooner or later). Thrill of the hunt also can decrease time required for totems to respawn.
Not a bad idea.
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I disagree. Plus even if the devs were to put them on better places, is only a matter of time before survivors memorize the spots.
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Did you get this from Sanimations?
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I feel honest depression everytime I see this sort of post nerfing my man.
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@SpaceCoconut said:
This makes me happy :)
Whatever the solution, my main point is that an equal price should be paid by the survivor. The killer is losing a perk permanently.
But if we go with the timed duration, why couldn't the totem repair itself after that duration was over?
Think of it like a respite from the curse.
Then once that break is over, the totem repairs itself like hooks do and the curse is reinstated.
The killer loses the perk for a short time, but doesn't lose it permanently. With the punishment to the survivor being time lost looking for the totems each time they want to break it.
Some perks would need to be toned down, but these are just rough ideas for a frustrating problem we currently have.
Love your vids man. Keep up the great work. Also I understand why you said it, I just don't think they should be punished the way you're suggesting. Is a little too strong I would say. Might not matter to skilled survivors, but I'm at best average as survivor. I do play both sides so that's why I'm trying to find a solution that works for both sides.
@[Deleted User] said:
I’ve honestly thought for a long time that “Haunted Grounds” should be a base effect for the risk of cleansing hexes. Survivors get rid of the associated hex at the risk of the team always receiving Exposed for 60 seconds.
Would be a bit on the nose but not super powerful.
@Raven014 said:
I think the numbers are a bit much for it... but I'm game for something to buff hex perks.
I really like @SpaceCoconut's idea too.
Glad you are.
@HatCreature said:
Both yours and the other idea by Space is really good.
In my old post about totems I had an option called Curse The Defiler that gave that Survivor the Exposed status effect, and then they made Haunted Grounds soon after lol
Inflicting the Survivor with a slight Curse for breaking a totem makes sense, I have always said that a Killer would never leave their source of power unprotected and not have a consequence for it being destroyed. So cursing the Survivor with a temp debuff or bringing the totem back after a few minutes is a grand idea.
A better solution instead of having the perk back would be having the perk replaced by one you put on before the totem perk. This way there wouldn't be much of a risk loosing the totem perk. But I understand that's asking a lot from the devs so I'm not sure.
@Acesthetiic said:
Totem perks should stay as is. High risk (bringing them in, chance of losing it) high reward (powerful ability).
The survivor losing a second chance perk is definitely not a good idea since they have their downsides or can be countered. Losing their exhaustion perk? Just seems unfair IMO.
Action debuff after destroying a totem just doesn’t seem fair either. They shouldn’t get punished *like that* for doing their objective.
I also disagree with a totem rebuilding itself. If you bring in a Hex totem, you should live with the potential risks.
Just improve totem placement.
I strongly disagree, but respect your opinion.
@tortrader said:
Has there been a perk that has been moved out of Hex? For one I'd like to see the Thrill of the Hunt be a non-Hex perk, so that if I choose to run Hex perks it stays active the whole game.
Would be nice but annoying sometimes as killer.
@anarchy753 said:
Gotta say I really hate perks to fix issues, but far worse, I hate HEXES to fix the issues with OTHER HEXES.
If you put in a perk that helps protect or slow totems, great, but having that be associated with another hex totem and be completely removable is just annoying, it just means I'm down another perk if the spawns are bad.
Yeah, can't really fix the issue with other hex perks. Makes no sense.
@Steve0333 said:
Next killer needs to have another totem perk similar to haunted grounds except with a different side effect. A perk that when the survivor cleanses the hex totem their auras get exposed to the killer for the remainder of the trial. Now that would be a nice perk and it would make survivors really hesitate to cleanse a hex totem.
Sounds strong.
@thereals3vin said:
Punishing survivors for getting rid of a hex? That seems off. It's alreadt setting them back by having to go find the totem and cleanse it. And if the killer is around it, it can completely derail a team. I know that has happened to me especially vs the hag
Not a permanent punishment, plus we killers loose more than you anyways.
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Ah, fair enough.
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@Mat_Sella said:
(is that winning or whining?)
Thanks for pointing my mistake out. I fixed it.
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@Richter_Cade said:
https://forum.deadbydaylight.com/en/discussion/comment/627211#Comment_627211
Sometimes it is, but depending on how they react to it, sometimes it isn't. At the very least if there are only 3 gens left and one is in narnia you can have an alarm system for it and patrol the other two.
I guess.
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@Richter_Cade said:
https://forum.deadbydaylight.com/en/discussion/comment/620981#Comment_620981
I think his point is combined with his teleport it's a legit tracking strategy and map pressure. Say you're getting gen rushed, they need two more. With ten snares you can completely block two gens then just go look for them around the others. They can't touch those gens without alerting you and it takes you second to get there at any distance. If you want to apply pressure and slow the game down to a manageable pace it's pretty good until they figure you out and bait it, but then you get more mindgames, fake a teleport, teleport to a different gen. If they are busy trying to bait you then you still slowed em down.
Meh, still feels more like a waste of time, but that's just me.
@prayer_survivor said:
"....Let me hit the window when you're already 3 feet away from the window...." Not bad idea, this is usually a hit
Not really.
@Almo said:
I actually forgot to use Pig traps my first 5 games with her. Survivors in post-game say "um why didn't you use traps?" I told them honestly that I had just forgotten about them. :)
Ha ha ha! I guess even the devs forget to use the powers they designed.
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I wonder if this will ever come to reality.
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@GrootDude said:
“Let me Not mend the deep wound.”
If you’re still in the TR then you don’t have to mend, I use spine chill so I’ll know when to run.
“Let me repair the generator while hearing the glass sound of Spirit.”
The glass noise doesn’t necessarily mean she is heading to you, another pro to spine chill btw.
“Let me not break Ghostface out of stealth.”
Some Ghostface gamers are good at avoiding being revealed.
What I meant by not mending is that they are outside of the terror radios.
Also, not doing anything while hearing the spirit sound and she isn't chasing anyone. She's most likely going to grab you.
Also, Also, I mean when Ghostface is literally chasing you with stealth and you don't bother breaking him out.
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This is all decently funny
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@Kind_Lemon said:
Balance-wise (in the overall sense NOT the specific), this game is in a decent place. I have many issues regarding other areas of the game including but not limited to lunge animations and successful hit animations, survivor items, nearly all survivor and killer add-ons except for the majority of The Nurse's and some of The Shape's, lack of situational dying state music, and not enough fixed camera angles.
But being all negative is never any good, so, Well Done, BHVR for the good you've done so far.
Don't you mean "They did a pretty good job so far?"
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@xnes_galax said:
Every killer : i will chase you until you go down, even if it will take 5 minutes, then hook you and facecamp because you were toxic. After it ill complain how much the team genrushed even tho i applyed the best pressure possible.
But i also want to add a little off topic
Almost every survivor : hide the whole match, never commit a chase and let the rest of the team carry me. Then hard tbag the killer at the exit gate and tell him how much i outplayed him
Leave the one in the survivor topic when I make the survivor one.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/621903#Comment_621903
Bug fixes (and yes I'm aware no game is perfect), optimization, and then things beyond like new gamemodes. Then, maybe, we will all stop acting like the devs do nothing when they work tirelessly to fit our demands only for us to spit in their faces.
Well bug fixes aren't easy. Have you tried programming? Is way harder than what it looks.
@HatCreature said:
I thank the Dves for making the game and continuing to make the game, it has def been one of my favorite games I've played in a long time. I care about it a lot, I've made friends because of it, it really helps with fueling my imagination for my books, and it's nice to have a game where I can play as a psychopath and murder people. Playing as the bad guy has always been something that is lacking in video games unless they make a watered down version of it like ''he's bad BUT HE'S STILL GEWD''.
I just hope that some of the stranger decisions they've been making LIKE with Legion and Ghostface stop very soon, like they get past this pattern they're doing with ridiculous balance decisions. That's really my only hope that I have for this game as everything else seems to be on it's way to getting fixed eventually.
Please Devs, stop making weird decisions to give stealth Killers very loud noises when we can already see them since all their cosmetics are very colorful.
Please stop making ''fast'' Killers really slow
Please stop making Killers with a weakness that is also their strength, it is very strange and illogical. I mean, if they were invisible and we could hear them then that would make sense. Yes I know this design was rolled back eventually but it was still something they decided to put into the character, it was intended for full release until it got bashed by the community.
Well killers do need some counterplay. All we killers need to learn is to counter such counterplays. While I love to have more strong killers because I am a killer main. I also don't want my solo survivor life to be hell.
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@Mtom912 said:
Billy/Leatherface- Let me forget I have a chainsaw until I catch a survivor and camp with it
Yep.
@Atrushan88 said:
@DoomOrb I've heard specifically that the slows DO stack, unless that changed. Also what LawrenceGordon was saying was that if you trap every entrance, you know when they enter the area of that specific gen. I assume they do this to a close to complete gen.
I'm sure they don't unless they change it on release.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/621061#Comment_621061
Im the same way exact reason i havent played huntress, nurse, legion, and plague all that much (even though i have them unlocked) the way i see it is if i derank while learning the power i can practice using the power against survivors of an adequate skill level
I just can't anymore.
@pleasedontbetoxic117 said:
Here's a tip on consoles for Nurse. When using her set your killer sensitivity up to 85-100 in order to land hits a lot easier and you will quickly notice a HUGE difference.
Noted.
@Rydog said:
I wish I could hit any survivor one time with Nurse!
Yeah same.
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@PiedPiper365 said:
The game is perfect where it is now, people get mad that the killer kills them or even Mori them well thats the job of the killers as it is the job of the survivers to fix the Gen and leave yes it sucks when u get gen rushed but just deal with it and try ur best, and yes it sucks when u get Mori but also try u beat not to get caught and say gg this was a fun round and move on, don't quit, don't be toxic and send ######### like someone did to me 😂 just be positive I don't win every game I play as killer but when I do lose I give them all props on the goodjob
Agreed.
@Awakey said:
It's surely better than 2016 at launch, but we still have a long way to go.
What's missing in your case if I may ask?
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Maybe, but I'm not sure. Huntress seems decently fine, especially considering she's the 4th strongest killer in the game. But I don't see this being all that helpful. If anything I would buff is to give her 110% movement speed even wen she's holding a hatchet. That's just me though.
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Me personally is just bad either way. Sure I don't like insta heals as killers and neither do I like mories as survivor, but I'm also not really all angry about them either. Why? Because is not a insane as having old ds and old mom both combined together on top of instaheals, giving survivors like 8 second chances. The biggest problem with insta heals was it being stacked with other second chance perks, but now those second chance perks are nerf, so I'm not all that bothered with insta heals anymore.
Same with mories, sure it feels bad being moried after being hooked, but I just move on to the next game, or wait if I was in a 2 man sfw as I usually am most of the time as survivor.
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I remember once talking about this and giving a suggestion on how to nerf it. And my idea was to label swf group so the killer knows which are the swf group and how big it is, so he can choose to dodge or take the match. So this way only the big killer mains would be brave enough to take swf groups.
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Revert the Legion rework.
(jk)
In all honestly I would revert Pig to her former self. Pig has lost a big part of her since her nerf in her traps. I was really excited to feel anxiety when having traps in end game collapse, and in me playing her in that situation.
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@TrueKn1ghtmar3 said:
Personally when i want to learn a killer i take them into matches without addons and just do my best, if i fail then good that just means i got a nice depip if i dont even better i need to practice against stronger players then. If it is a killer i never use then why worry about getting every kill when my main target is perfecting my control of the power
I'm competitive by nature. I usually like to win, while I don't complain over a lost, I do hate getting really sour losses. These sour losses usually discourage me into playing the killer and encourage me to take a break. Because I'll be honest with you. I really hate sour losses. Not being toxic or salty or anything, is just me.
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@LawrenceGordon said:
https://forum.deadbydaylight.com/en/discussion/comment/620993#Comment_620993
Have you ever played Freddy? The snares let Freddy know your location. Freddy can also teleport to gens. You get what I'm trying to say?
I have played him a bunch of times before. I especially love the New Freddy. His snares give like this Doctor like location show when triggered. I also know he can teleport to gens and that is on a cooldown which is fine by me. His teleport leaks out blood to the gen he's teleporting to and his teleport doesn't work on doors.
His Snares like I said slow down survivors when they trigger them and if they vault a window they slow vault. Also the way people fall asleep now is by a timer when they all fall asleep, or by Freddy hitting them.
All of that being said, Freddy is really strong now, he's definitely earned himself to be high mid tier thanks to his rework. Oh and I forgot to say that his trap setting is much better than in the ptb. His final release is much smoother. Though I still expected 10 traps than 8. Even so, he's strong now and that isn't changing. But all the traps in one area doesn't seem like a good idea. Sure it slows them down and you can get a hit off assuming they're all in dream, but at least to me, it doesn't seem all that useful. At least to me.
You are entitled to your own opinion and I respect yours with all my heart and soul.
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@LawrenceGordon said:
https://forum.deadbydaylight.com/en/discussion/comment/620981#Comment_620981
Uh, I wasn't talking about chases anyway. I was talking about blocking off an area, did you read my comment?
The snares don't block off areas, it jst slows survivor downs by...
"Here comes the Monto meme."
just a lil bit.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/620672#Comment_620672
Yep! That might be a good one!
I thought of one for Bubba:
His chainsaw has a long charge up, but he can infinitely swing his chainsaw until he downs a survivor or bumps an object, but with a very decreased terror radius. I'd call it: Iridescent Engine. A unique engine made from shaping the fog. One that pulses faintly with a warm heartbeat. Slow to start, but reliable until the end. A reward for doing well consistently in the trials.
Sounds good
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@TKTK said:
Spirits that use spirit fury + enduring I lmao
Now that's funny and ironically went against a spirit with just spirit fury.
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Well you're here with that now.
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Well you're here with that now.
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@LawrenceGordon said:
Putting all your snares in one area is a legit strategy though, you can block off gens. I once had a Freddy block off the gen inside the house in Yamaoka Estate by blocking all of the entrances with snares.
And the Trapper thing, even high ranked Trappers do that. Just a few days ago I played against a Rank 7 Trapper that kept walking into his own traps.
I don't know if I should take your comment seriously or not. Because with Trapper or Hag, their traps do more than just slow down. They end chase. Trapper stops survivors in their tracks with the bear trap and Hag teleport to the traps and usually gets a hit off.
Freddy's snares just slows survivor down and the slow doesn't stack. So compared to those two, is not worth.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/620321#Comment_620321
Why did you bump this? Pretty sure it's been confirmed that this is going to change.
I know, and I'm hoping it comes out soon. Is all.