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DredgeyEdgey

DredgeyEdgey

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  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154762#Comment_3154762

    Are you being disingenuous on purpose or did you forget she moves at 96.25% and her blinks require charge-up? If she's slower than survivor, it's literally just worse Blight. If she moves at same/faster, then it becomes more oppressive Nemesis that just walks to pallet/window and then blinks.

    https://forum.deadbydaylight.com/en/discussion/comment/3154757#Comment_3154757

    https://forum.deadbydaylight.com/en/discussion/comment/3154770#Comment_3154770

    https://www.youtube.com/watch?v=Ig_iQ5S-ABA 5:35

    https://www.youtube.com/watch?v=xnjfG_sLfQg 7:47

    Quick question, are you two being serious or not? Cause I'm slow at picking up on sarcasm. Cause if not, this is getting a bit embarrassing.

    Yeah I'm being sarcastic

    This dosent make her awful just worse

    She can still ignore God loops and any windows as long as she can see the other side

  • Yeah worse blight that can still go over pallets and windows

  • Step 1

    3 blinks at base

    She can't go through walls unless she has a direct line of sight to her location

    A blink attack is counted as a special attack

    Step 2 hitting a surivor with a blink attack will steal their breath

    Step3 after stealing all surivors breath she can press the ability button to cause the surivor to scream and be exhausted for 10s and incapacitated for 5s

  • @Saitamfed said:

    I am from the times where nurse had only fatigue and +5 blinks... yet back in the day I was able to beat nurses... I know, it's not easy to do but you can do beat a nurse... she is heavily penalized for missing a blink, it's not a "oh, she misses, she has another blink"... if she misses both blinks, she has to wait three seconds until she gets the second blink again... every killer will down you eventually if they've set your mind in doing so... the problem with nurse is that you can not do the same "hold W brainlessly" strategy so... learn to count her, Is it hard? Yes, but hard doesn't mean impossible.

    It's not that they refuse to learn it's that the nurse is also learning how you play and trying to catch on on those plays

  • @lauraa said:

    Three words:

    Rocket. Launcher.

    That's 2

  • @Sludge said:

    Make him more of a relentless pursuer instead of relying on zoning and tentacle jank

    Give him a charge attack or burst of speed kind of like Demo so he can run right through pallets and breakable walls like the Kool-Aid man. Maybe a Fire Up effect where he mutates and gets stronger as more gens get done. Give him a rocket launcher.

    Get rid of tentacle because it's janky and boring, he relies too much on T2 and they nerfed Marvin's Blood for no reason. All his addons are bad, the infection mechanic/supply cases are almost irrelevant.

    At least fix zombies getting stuck everywhere.

    Sounds like wesker

  • @Ghouled_Mojo said:

    I would like an add-on that allows nemesis to tentacle whip his zombies to enhance them with speed, aggression, and immunity to pallets instead of killing them.

    Also, exploding zombies would be fun.

    I do like the sound of exploding zombies

  • @ThiccBudhha said:

    I would... Fix his zombies. Call me old fashioned.

    Like make their ai better?


  • As I said I above here is my rework but this about is your ideas

    Make his t1 infection 6m range base t2 cab stay the same and now he can use t3

    to become a mix of oni and Blight ge has the turning of blight but dosent collide with walls where he charges forward for 60s any breakable walls he collides with will shatter and he will continue his sprint

    He will have to attack pallets to break them and have a small slow where he has completed turning ability and begin the rush again

    hitting a surivor will do a single health state and will slow the nemmisis for 2.8s and he will continue his sprint after

    After using t3 hitting infected surivors with whip will give normals mutation rate

    Finally added a code for the ai where if they aren't moving for 5s they chose a new random direction to go


    He will go back to t2 after the 60s

    ( just a fun idea I had but when you use your t3 power the nemisis sees text pop up saying mission eliminate all stars members)

    This gives him the the Map pressure he needs while not changing his normal power too much

  • @BubbaIsJustVibin said:

    I love Nemesis, I'm a Nemi main, but he could definitely get some quality of life changes to make him feel better in some changes - his zombies, Tier 3, and addons are the most notable examples. What do you think?

    Make his t1 infection 6m range base t2 cab stay the same and now he can use t3

    to become a mix of oni and Blight ge has the turning of blight but dosent collide with walls where he charges forward for 60s any breakable walls he collides with will shatter and he will continue his sprint

    He will have to attack pallets to break them and have a small slow where he has completed turning ability and begin the rush again

    hitting a surivor will do a single health state and will slow the nemmisis for 2.8s and he will continue his sprint after

    After using t3 hitting infected surivors with whip will give normals mutation rate

    Finally added a code for the ai where if they aren't moving for 5s they chose a new random direction to go


    He will go back to t2 after the 60s

    ( just a fun idea I had but when you use your t3 power the nemisis sees text pop up saying mission eliminate all stars members)

    This gives him the the Map pressure he needs while not changing his normal power too much

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152530#Comment_3152530

    I've been thinking of trying Lightweight. Do you find it helps confuse the killer? I don't play killer often and am yet to see it personally in play

    It's weird playing against it mostly because it's uncommon ti see but sometimes scratch marks just stop and you think they are walking not for long they only dissappear for like 1s

  • @skylerbound said:

    So I think I finalized my go to build on survivor that works the best for me.

    Dead Hard - cause it's both nice to pull off and can extend chases.

    Off the Record - I’d love to not have this perk but I get constant value from it in nearly all of my matches.

    Bond - Perfect to know where to avoid during a chase or if someone is chasing toward you. Also if I need to reset, I can always find someone.

    Distoration - others using prove thyself to counter gen slow down, I use distortion to counter the other meta(aura reading). I’ve gotten some insane plays with this perk.

    killer is different as I prefer lots of variety with my mains so nothing set yet.

    what are your builds?

    Mine is Distortion flashbang blast mine and deadhead.

    But I might try the new perks coming in

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151256#Comment_3151256

    If they get unhooked in your face, just wait for the unhook animation to finish and then hit the unhooked survivor. There goes their endurance.

    You can. but they still get a speed boost for the hit and keep the haste. This is only a concern for me at the end game

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151325#Comment_3151325

    Killers have BBQ, Scourge Hooks, Devour Hope, NOED and a ton of gen regression perks after hooking to incentivize people to leave. Do they? No. They rather do the scourge combo so they can continue to camp.

    Most of those perks are either hexes or not guaranteed every down .

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151322#Comment_3151322

    A secondary effect would be good. Reading the perk’s description, it honestly sounds like it should show the killer’s aura while they’re inside the boon area. Thoughts?

    It would have to be on a like 3s timer then like 5s off then back on because a constant aura would be op

  • @DemonDaddy said:

    Nothing selfish about them. I enjoy facing a good nurse and no those matches are not unwinnable.

    They can be unwinnable but it's often very close or a stop from surivors end

  • I get that's not fun but unbreakable. Unbreaka-boon Soul guard , tenacity , power struggle, flip-flop, boil over

    They can all help you recover or wiggle out of the killers grasp

  • @UnknownKiller said:

    I...I...usually use 2-3 gen slowdown and 1 aura perk but now...Im starting to use 4 perks becuz I usually find survivors without any aura reading perk.

    Really I've been running anti heals so I'm excited when my boy wesker some out gonna have fun with him

  • @Regulus47 said:

    Everybody is giving up/disconnecting when they see nurse, and for good reason. It is literally impossible to fight an even somewhat decent nurse, let alone with addons/perks, and people are starting to catch on to how simple she actually is to play. Playing nurse in her current state is like playing old spirit, or old deathslinger, or alchring/speed/C33/iri tag/adrenaline vial/slowdowns blight - you're actively choosing to make four people's days absolutely miserable by stacking the odds so far in your favor its nearly impossible to lose unless you go against the hardcore survivors.

    Just give nurse a rest. We get it, some of you have a fragile ego and need constant 4Ks or you'll rage on Reddit. There's nothing wrong with occasionally pulling out the OP stuff every once in a while. But please don't keep putting the rest of us through these guaranteed meat grinders every single game, especially not in solo queue. And yes, I'm talking to YOU, black bridal dress nurses w/ range+recharge.

    As an open letter to nurse mains, I'm asking you to switch things up a bit. Play Dead by Daylight instead of 4K by Slugging. Please.

    Thanks I'm a play nurse till wesker comes out stay safe in the fog

    first game 6 hooks 1 kill basically was perkless had Pentamento but never got value out of it kept blessing over my totems

  • @NomiNomad said:

    I don't know. I think Dark Theory is just kind of bad. You have to set it up, maybe somewhere the killer will never go, and they can get rid of it.

    Honestly, the only Boon worth running is CoH. I guess some arguments could be made for Shadow Step too, but the rest of them are... Kinda bad.

    Wow, free unbreakable in this tile? Too bad everybody is being slugged on the other side.

    Maybe increase the lingering effect duration of the range of it because 2% not much but 5% is hard to balance that because the only way to get rid of it is by breaking the boon

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes

    But the killer isn´t getting a free kill, is he? There are complete builds, that revolve around extending the endgame/killing only at late game. Why would that be a free kill? Survivors can complain, when they get camped/tunneled out early. But at the end of the match?

    Telling the killer to get his kills before that, is asking the killer to play as efficient (kill wise) as possible = Aka tunneling.

    Survivors aren´t losing their tools. OtR and DS are there to give a safety net against tunneling. Obviously, if the survivors made it till the endgame, the killer either didn´t tunnel or those perks did their job.

    Also, as far as i´m aware. Survivors are the only ones with a whole mechanic of a free escape. Even when the objective wasn´t completed. As long as there isn´t some kind of mechanic, that closes the gates once 3 survivors escaped... survivors really shouldn´t be complaining.

    Finally a sane person killers have like 2 objects 1 extend the match as much as possible and 2 kill as many survivors you can

    And when they can't extend anymore the only objective they have is kill as many survivors they can

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151213#Comment_3151213

    But why? Shouldn't survivors also have a fair chance at getting a 4 man escape? Because I feel at the moment, the end game is definitely in the killers favor of getting one kill during it, which doesn't seem fair. We got the hatch mechanic so that killers would have a fairer chance at getting a 4k as well.

    Surivors will be running at 110 for 10-20s if bt is unchanged with endurance the whole time

    Making 110 killers allready out of the picture unless your deathslinger or spirit

    And other killers without mobility like nemesis won't be able to catch them Because your only going 5% faster and they get a speed boost if you hot them because of endurance

    Now you could say just don't go for them if they have endurance for 20s with bt their just gonna block a door way of someone to stop you from getting the person who was blocking them

  • @Droneinthrwind said:

    Listen BHVR I love you(not really) but here is a thing - if SWF group or single individual wants to torture someone, they will do just that no matter what. No matter the perks or anything else. Reassurance was perfect as is - if killer wants to camp, let them do just that, stare at survivors eyes for the whole match while everyone else leaves. Now it's gonna be another OP SWF perk and almost useless solo Q perk.

    Well one of the bannable offences in this game is holding the game hostage via making no way the game end

    if 2 people ran that perk they could keep 1 person alive forever with no way to die unless the killer decides to kill the 2 with reassurance

  • @Raccoon said:

    I've seen a few posts/people saying the speed boost is irrelevant....boy, are you going to be surprised.

    Yeah it has me concerned for the end game collapse

  • @Juicyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151082#Comment_3151082

    No no, you're not allowed to tunnel. If there are 4 or 3 survivors left at endgame you have to do the courteous thing and open the exit gate for them, accepting the loss like a true gamer.

    If it wasn't already StbfL is now the must have killer perk outside of a few killers.

    I'm not even worried about tunneling

    personally I find it just not fun but there's alot of vids where there's a swf the savior says take a hit I have bt this is just gonna become the normal

    And may the entity forbid you hook someone near a gate their out if they get off

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150731#Comment_3150731

    Can you elaborate ? I can't seem to understand what you're trying to say

    If the survivor leaves the hook radius and there's no other survivor close to him, he's fine. All he has to do is wait a little bit after he gets unhooked for the other guys to bounce from his proximity, now BT works as usual.

    It will only not work if the unhooked survivor leaves the hook radius and is close to another survivor, which will be his fault cause he can just run in another direction.

    They could maybe highlight his aura to the other survivors just so they don't make the mistake of bumping into him unintentionally.

    Maybe I'm misunderstanding

    So I'll say what I thought you were saying

    endurance is tied to range from the hook so if they don't move they keep bt but if they move away form the hook they will lose it

    If this true when in end game and a surivor is hooked near a gate all they have to do is nothing and they win now this is unlikely because you can just kill the savior but let's say something happened where getting them is not possible

  • @ThePrizz said:

    BT should last only when you're like 3 m around the hook and then it should get removed in case you stick around another survivor.

    That's the point of it, to prevent tunneling, if you run around another survivor you're intentionally making yourself tunnelable.

    If you lose the BT after you leave the hook radius and you're around another survivor, that would help with the free end game escape too.

    Now it will make it more challenging if you want to escape in the end game.

    Let's say all gens are done, and you're on the hook, if someone comes and unhooks you, you kind of need to wait a bit for them to run away, otherwise your BT will get removed once you leave the hook radius, cause you'll be in close proximity of the other player. This will make it still possible to escape end game, but it will be more challenging.

    This sounds like hatch stand off all over again on paper it sounds like a good idea but it will turn into who ever moves first loses

  • @TeabaggingGhostface said:

    The unhooked survivor should lose collision

    Why all it dose is prevent them for forcefully taking agro

  • @VideoGameMage said:

    Agree with your first point. Basekit BT (only basekit tho no other endurance effect) should make the unhooked survivor lose collision.

    I'm not getting your second point, is that not what happens now if survivors choose to rescue someone during endgame? I really don't get why everyone is acting like they haven't dealt with BT during endgame as if pre-patch survivors weren't constantly bringing it. The counterplay during endgame for this is the same as it always been. Forcing trades.

    Your third point, I think bhvr forgor about the perk BT and they probably will not let a 20s BT go live. At least I hope.

    Fair the second point is situational

  • @Rudjohns said:

    If there are so many survivors still alive during the endgame that they can body block each other, just accept the loss like a true gamer and move on.

    True I don't expect all of them if like 3 is alive but 1 if I make play

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147404#Comment_3147404

    very sad, indeed. they only changed him because they need sell him. half of his yellow add-on is base-kit but he still need use it and it still doesn't do enough for help him.

    These are the same changes that demo got and he's like c or b teir

  • @SuzuKR said:

    I foresee it will either break Blight's collision and sliding, collisions for all other killers and survivors too, or both.

    If BHVR adjusts Blight's collision mechanics, it'll likely ruin regular collision for bump logic, as well as for sliding, which is an intentionally created mechanic (this is not up for debate), just because they wanted to get rid of one specific unintended method of sliding.

    If BHVR adjusts map objects, it'll likely screw it up for all killers and survivors both.

    In the blightfix demo can now hug tech and can't fix it due to it "not being in the game"

  • @Chocolate_Cosmos said:

    • Remove all debuffs in Tier 1 and make him M1 Killer in Tier 1 without any terror radius for up to 60 seconds, where from that point, if he allready didn't stalk enough points to reach next tier, he will auto tier up to level 2.
    • You can stalk Survivors forever (no running out of power)
    • Rework (aka remove) all Instakill addons
    • While in Tier 2 & Tier 3, press special action button to gain Undetecteble Status Effect for the next 10 seconds (you can sneak up to people or use it to make chases harder). It has a cooldown of 60 seconds.

    Ohh I also like this idea kinda like a oni but for stealth I assume that stalking is the same

  • @Friendly_Blendette said:

    No more running out of stalk and when not in LOS of anyone gains a haste effect.

    Also like this idea the haste idea could make some interesting plays or make some safe loops need to be dropped early

  • @Rick3543 said:

    https://forum.deadbydaylight.com/en/discussion/342412/how-would-you-rework-michael

    Honestly, just add a t4 and remove his kill-addons, and if he gets t4 by stalking 3 full survivors in total (which is what itd take), he gets a super unique terror radius music and can insta-kill/mori any survivor he downs.

    Not much else you can really do with him imo.

    Ohh okay bold mechanic but worthy of fully stalking 3 surivors is it still of a timer or dose the timer start at t3

  • @TheArbiter said:

    So considering he is the only killer in the game that can actually RUN OUT of his power, my idea is that once a survivor reaches "red tier" stalk, you are still able to stalk them but at a reduced 50% rate. That way he can't actually be a powerless killer near the end of the match.

    Oh and also completely rebalance tombstone piece, fragrant tuft of hair etc

    Any ideas what you could make those add-ons do or just a numbers tweak?

  • @jamally093 said:

    I feel like BHVR only added them because it was a resident evil tie in but here's the thing.

    1. Most of the time they'll get stuck on something and maybe not even move for the entire match because their stuck

    2. When a survivor is hit they can't pass through them which means a survivor is stuck in an area free down which can be infuriating

    3. A survivor is on a hook zombies don't die or anything so they can go there and once again free hit or down plus they just do his job

    So does he really need them when he can just hit or use his whip plus they can body block survivors meaning he has to waste time killing them.

    I mean no if they allow him to use his built mutation to go into a charge like Oni mixed with legion without the vaulting and single health states per a hit

  • @Jivetalkin13 said:

    Am I the only person that goes into a solo q with the mindset to prioritize my own escape? I know it may sound selfish, but that's the name of the game to escape.

    Sure, I'll help out if it's convenient or I know someone is reliable and can help me get out. Also, I would never actively sabotage someone else chances of escaping. However, at the end of the day, if someone goes down because of NOED or someone is being camped, I'm going to prioritize my own escape.

    I can agree with that I do that too but i still know this is a team game and won't escape if I don't help my team so occasionally I will act super altruistic

  • Not too much feeling the iron will nerf sometimes

    Loving the Distortion and lethal Buff

    Found a gimic build that can be effective and can't wait to try it on wesker

  • That us true but like a fifth of the perks I said come with the base game characters

    So by the time you unlock the teachable perks shouldhave like 2 or 3 new. People

  • @itsPina said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131213#Comment_3131213

    wow thats great bud but guess how many perks there are in the game (its more than 15)

    I named the metta picks for most builds that aren't licensed

    Ohh I forgot iron will and spirit fury

  • @Chocolate_Cosmos said:

    This is very subjective of course but still I wonder what is the most boring killer for you and why?

    Twins you get hit and then a gremlin chases you

    It's not that they are op but they just have 1 game plan and it's effective with not to much to do

    Trapper is a runner up because it's just guess work but the fear of a trap at every loop puts them just above

  • Bt

    unbreakable

    off the record

    Coh

    Deliverance .

    Sprint burst

    Lithe

    Kindred

    Inner healing

    Dead hard

    Over Charge

    Pentamento

    Devour hope

    Sloppy

    Jolt

    Fear monger

    Bamboozle

    Pain renanonce

    Dead man's switch

    All of these are original chapters that you can earn

    There are some thing can be pay for better results but this game never ensures. Win

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124360#Comment_3124360

    It looks scripted because it kind of was. This isnt the clip of the actual discovery when it happened and is an attempt at recreating it, cause we didn't expect to actually find anything. However, I did execute this during an actual chase with him, which his how we found it.

    Oh okay that makes sense its a bit of a gimic but can work I thought your were trying to say this is a 100% working thing if done right

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124354#Comment_3124354

    Your Tip 1 is incorrect. NEVER melee first with Trickster.

    The others are good though.

    If your on console your better just taking the hit if they are literally like 1m away trying to waste your knives if they are actually running away then yeah you can try knives

  • Idk looks scripted

    Normally he either grabs you with his big hit box or whips the pallet because the survivor is on it

  • @scachich said:

    Im really trying to learn this killer but every time i play as the trickster survivors dodge all my knifes, i try to take my time and aim but they still somehow dodge then, even when im at point blank range they run into me constantly to avoid getting hit and i can't hit then even if i spam my knifes, not to mention if they are in an open field i still miss most of my shots, mostly because they constantly strafe and are very unpredictable. I happen to also have problems with his movement speed, LOS blockers in the loops or tall structures,killer shack, etc.

    Let's take an example, i loaded into a match in backwater swamp (the pale rose), shack was next to a dead tree, which had a pallet, they were pretty close together (can't hit knifes in neither), meaning survivors usually brought me there when we engaged in a chase, what do i do in that situation? do i just leave then?, because when i tried that they just brought me there over and over again....or if that was not the case, they tried to bring me to main building, so i was stuck there trying to get an easy chase, but none did happen.

    Im asking for genuine advice here, i want to improve my skill level while playing him, cheers.

    Tip 1 if they are in melee range just hit them knives are nice but they can't do that twice and they will be forced into your sutable range ( if they are actually trying to run away keep with the knives)

    Tip 2 practice mid range shots unlike huntress long range shots aren't very effective because of the lots of cover they can take

    Tip 3 know your loops any low loops that have a clear los you want to take or loops where you can get 3 or 4 knives off a vault

    This is how I get decent results on console

  • @TeabaggingGhostface said:

    Because I'm on ps4 and i have the urge to mori every Chris i see

    7 days is all the time he can make you wait probably a bit longer

  • Doctor has his power tied to his tr

    wesker dosent and with his mobility

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