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Eninya

Eninya

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Eninya
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  • @brokedownpalace said:

    I usually finish it a day or two before it ends. Rumor is they're reducing the grind for the next one sooo fingers crossed!

    I thought that they had reduced the grind for this one. Like, I want the Nurse's weapon to complete the set, but at the same time I don't feel like I should pay when the burden is so damn high for the time investment, and I don't care about anything else in the rift. No sense in paying for something I'm not even guaranteed to get.

    Edit: After about 8 games and the bar for 57 moving about 10%, I think I'll hard pass on buying into this rift as well. I'm not going to give them money for something like this; it's ridiculous. I'll stick with the default costume.

  • Welcome to red ranks: Where NOT working together helps the survivors more than working together does.

  • Ghostface can run around at full speed. Why not Pig? She already has to deal with a low profile view.

  • @Yords said:

    Why?

    Because the number one reason we die is because no one repairs generators. Prove Thyself doesn't help that. Kindred doesn't help that. Nothing does. It's a wasted perk slot.

  • @Hoodied said:

    Outside of Licenses cause Myers would win, Nurse would be as she straight up killed a whole entire hospital and even was described as "Batshit crazy" by BHVR in a dev stream

    Yeah, she snapped after everything she endured, starting from her husband dying.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095886#Comment_2095886

    Killers have challenges too? many of which are kick a gen

    Pop Goes The Weasel is extremely popular, and Overcharge isn't terribly rare.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095653#Comment_2095653

    Nah more like dead dawg. Dead dawg feels like the most balanced small map since the killer can actually get to each gen without walking a mile. Has some decent close to together loops for survivor. And seemed to do breakable walls the best.

    Dead Dawg has so much wasted space. The map is bigger than the resources on it are allocated. It's also absolutely god awful for killers, since you need to break like 6+ walls just to get started.

  • @TheDuhJ said:

    No they don't. IF ANYTHING swf needs to be nerfed. An okay group of solo's who stick to gens instead of running stupid hook bomb plays and flashlight save failed attempts will almost always get the gen's done.

    Idk where this philosophy of Buffing solo survivors as a go to solution and then saying we gonna buff killer now that survivor is working so much better. Seriously ppl, every buff to survivor is in effect a nerf to killer. Please get that through your heads.

    It's extremely rare when survivors just do gens and nothing else. It's only effective if they all know what each other are doing--what the killer is doing.

    The Archives skew the games, too, since survivors are likely going out of their way to get challenges.

  • @Lordofweed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095360#Comment_2095360

    No. Nurse has the hardest punishments for missing hits, not Spirit lmao.

    How long is the Blink cooldown versus the Phase Walk cooldown?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095374#Comment_2095374

    Camping being a normal strategy doesn't mean this won't happen. By that logic, there shouldn't be an emblem penalty for camping because camping is a normal strategy.

    They added that as a half-assed attempt at discouraging killers, but the reality is that camping the first survivor to death greatly increases the killer's chance of 3K due to the game's design. If you lose somebody with 3 generators left, and they weren't all working on generators beforehand, it's not a good a game for survivors.

    The Emblem system is mega garbage anyway. It's become so easy to rank up because of it.

  • She has a cool kit, but her lack of ability to pressure--and how useless Ambush will always be by design--means I usually drop her at red ranks. You have to be willing to play scummy to consistently 3K+ as a medium tier killer. Most Pigs in red ranks will tunnel or camp, which is why she has a very high kill rate.

  • @TAG said:

    I'm not against giving a weaker version of Kindred as basekit. Like, a noise notification whenever the Killer enters or exits a certain radius of a hooked Survivor. At the very least so that other Survivors who are not running Kindred will know if the Killer is camping or not.

    This will never happen. The devs have stated camping is a normal strategy, despite there not being any way of dealing with it outside of a 4 man SWF doing split repairs.

  • @Swampoffering said:

    Red ranks survivor level is a joke right now. I am testing Billy again, Since 2019 without touching him, and Its 3-4k the 80% of the games, playing on console.

    Billy on console is like to Drive and old truck, imagine killing with him at red ranks

    That's because Hillbilly didn't get any meaningful nerfs. All of the bad killers and players unwilling to camp regularly quit him, I guess.

  • Spirit is punished a million times harder for missing phase hits than Nurse is for missing blink hits. The Nurse doesn't have to waste time breaking walls or pallets, and the latter--along with pallets--are detrimental to survivors most of the time.

    Nurse's skill ceiling is high, but the comparison is that Spirit's skill floor is high. It's much harder to survive an average Nurse than an average Spirit, even. You only get so many chances to juke a Nurse before you lose to attrition, and the fact is that Spirit just doesn't provide anywhere near as many chances for success.

  • @Zozzy said:

    He got his addon pass. you are looking at it.

    The entire idea of the update was to make the addons 90% useless and his power mediocre because he upset new players.

    Still a top tier killer, though.

  • There's a lot of punishing walled-up doors now, too, though. More line of sight, and even less fog. I love the map, but... there's a lot wrong with it unrelated to just pallet count.

  • @OldHunterLight said:

    Are you guys having fun with the new no stun bug?

    How often are you guys instantly getting tunneled or camped?.

    How often do you guys win now?.

    Are killers playing more "rude"?.

    Are you running into more slugging builds than before?.

    How often do you actually use DS?

    Now:

    My own experience playing survivor since the all kill patch in case you are wondering.

    1. This bug needs to be fixed asap since it makes weak pallets weaker and strong pallets weaker.

    2. Out of 10 matches today I got facecamped 7 and instantly tunneled all matches when there was no obsession even if the unhooker was injured.

    3. Not as often anymore.

    4. Been noticing that killers have been more rude but I don't really mind that.

    5.in fact yes, I'm starting to see more sluggers than before.

    6. I don't get value so I don't use it at all, I have been using more obsession perks though.

    This is a legit question from a killer main to survivor mains.

    I've been camped to death 4 times in a row now. I don't use DS, and didn't use it very often even before. However, I should probably use Adrenaline (and Dead Hard) instead, since stealth is being killed off.

    Edit: 5 times now. This is why I have no sympathy for the woes of console players.

  • @loopsahoy said:

    I find myself sometines staring at ghostface directly in his face within range, sometimes even 10 meters away, and i still cant reveal him. Why hasnt bhvr fixed this yet?

    Wait until he abuses the infinite range elevation expose from across the map.

  • @TripleSteal said:

    If it was valve's game, the fix would have come quite literally 1.5 hrs after patch release :)

    On a serious note, pallet bug is anything but game-breaking. It's slightly annoying at most.

    Being able to choose which pallet is highly exploitable.

  • Why did this take literal years to change, though?

  • @[Deleted User] said:

    Isn't blizzard really big? That's kinda a bad comparison to make. Rather, compare them to smaller studios like Klei, they manage to fix stuff fast despite being itsy bitsy tiny in comparison.

    Blizzard isn't what it used to be. They're very slow to get fixes to common issues out. (Castle Nathria skip respawn bug didn't get fixed for like 2.5 months. A Vengeance Demon Hunter bug that made them GOD-tier wasn't even discovered during the beta, and wasn't until like 2 weeks ago that it was fixed. lmao)

  • They're going to catch flak regardless of what they do, so they should at least stay in line with creativity. I think their original content is great, even if balance/gameplay interaction isn't where we want it to be.

  • You don't always need dark lightning to make a creepy aesthetic. Some maps could use it, like Hawkins, The Game, Coldwind Farms. Part of it is the sight distance. Some of the creepiest games I've seen or played were from the PSX era where the reduced draw distance and unsettling audio really disturbed you. Silent Hill and LSD are some great examples of this. The new reworked maps have next to no fog, and even less LoS blockers than before. Now you can see miles in every direction and there's simply a lot less "unknown" from a visual standpoint.

    @Phasmamain said:

    I’d rather it not return since blendettes are already hard to see

    Not when you play one a lot. lol She also isn't universally good for hiding in plain sight on some maps compared to other survivors.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075547#Comment_2075547

    I think the idea is you round-robin so quickly that there's rarely more than 1 person on a generator at a time. By the time the first pair gets healed, you already have another down and on a hook.

    Doesn't work in practice though, as you pointed out. And honestly, you can't expect people to not go for the kill when death permanantly removes hands from a generator.

    While it's technically true to say "you can if you are good enough do it without tunneling", it's unrealistic to expect people not to and they shouldn't be insulted for doing what makes sense.

    It could be argued that it's a skill issue, but it's not a killer skill issue so much as a survivor one. I absolutely try to draw out a game, but if I'm pressing for kills (which is secondary these days behind the archive stuff) I feel like I need to tunnel if the survivors are focused on repairs and escaping. Nothing pressures the survivors like one of their own constantly on a hook. Death just makes it even worse, since only one can be free to repair at a time, massively slowing repair times. Even then, this is no guarantee with a low mobility killer, or worse: a setup one.

    If survivors screw around and open chests, or go for totems, and I can get momentum, the game will play differently. However, that becomes increasingly infrequent at red ranks. Combine this with RNG of spawns and you've got a bad time if you're trying to "play fair". It wouldn't be such a big deal, but any survivor tries to rub their survival in your face, and it just creates a cycle of tunneling/camping them to death, and them just being pricks either way. lol

  • @sad_killer_main said:

    It is SO SLOW that is practically useless to use in loops because you'll get 1-2 hits per wind-up animation...if you are lucky.

    Huntress has wind-up, too, but I think he needs a different buff.

    Making knife hits permanent per injury would probably be the buff he needs. It's weird that all other ramping killers have options, like Myers and Ghostface with their stalking, or how Plague's sickness ramps and ends with injury/broken that can only be healed at fountains that further enable her power.

    But Trickster just doesn't. Given how spammable, and easily avoided his knives can be, I think this would actually be a good fit, especially thematically.

  • If survivors are focused on... surviving, trying to play round robin with the hooks is basically impossible.

    I hate to say it, but if you're not playing a high mobility killer, tunneling the first survivor to death is virtually law for securing a 3-4K. It makes such a monumental difference when you're have to deal with 3 survivors versus 4. And mobility killers aren't even infallible to this. Even Spirit, Hillbilly, and Freddy can get crushed trying to "play fairly" with all hooks for everyone, and it's exceedingly common to see 3 generators repaired by the first hook if survivor spawn locations, generators, and the survivor being chased are all in favorable positions against the killer. How fast you get the first hook is a good indicator of how the game will go. If 3 generators get repaired, you're lucky to get 2 kills without playing extremely scummy.

    I almost fully anticipate NOED now, and as much as I hate tunneling, there isn't really any option for the killer not to do it when they're the ones being pressured by being behind. I really like Make Your Choice as a perk that disincentives tunneling, but it doesn't automatically fix the balance issue at hand.

    It was like a year or so ago that somebody did a Leatherface camping experiment, and he almost universally "won", even if the survivor he caught and camped first struggled the entire time.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073849#Comment_2073849

    Breaking LoS is a good strategy, but I feel like a good P Head will be patient and just wait to catch up to you. They’ll only use their power at loops and right on top of you, which is where I struggle the most.

    This is the safe strategy, but you have to remember that this costs him extra time flat out to secure hits. His power is the high risk, high reward option.

  • Break line of sight, so he has to guess with his power. He's one of the easiest killers to bait because of this reason. Just never let yourself get trapped in a position where he can guarantee a hit, such as a tight corridor with no way out or LoS break.

  • I seem to live on the reworked Azarov's and it sucks because those maps suck now. Fog is nonexistent no matter what you do, and you can see around you for miles. My runner up maps are Coldwind Farms, which are still good, but those will probably be destroyed with the visual rework, too. It already happened to Ormond as well, and only the Crotus Prenn Asylum Lery's Treatment Theater has come out much better. The Game has a million safe pallets, and even more visibility.

  • I'd use Starstruck over Mad Grit now, but body blocking while carrying a survivor with both Iron Grasp and Agitation is virtually a non-issue, and you should run a more general perk at that point. STBFL would be good, and then your fourth perk can be something to deal with chases or slow down generators.

  • I used to say Hex perks should scale with the number of totems left on the map, but BHVR doubled down on the current totem design instead. Imagine a world where Third Seal automatically hits all four survivors, and they have to cleanse at least two totems to start getting it off of survivors.

  • Sloppy Butcher or Bloodhound.

  • You also need to finish the full point animation to get credit.

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066839#Comment_2066839

    Did you get all that from my post? Bless your heart. I'll give you just one reply. Don't quote me if you're just here to waste my time by attempting to be pedantic and twisting information voids within my post to fit your own narrative. Tunneling doesn't have to happen when the killer is at the hook. Even if the killer has left the area, coming back to the hook immediately after a save leaves no real opportunity to escape the area, between blood spots, scratch marks, and so on The game is designed to give so many disadvantages after being unhooked and consequently makes it so easy to tunnel effectively. Killers can tunnel with 4 to 5 gens left all they want then if you want to boil it down to such logical gameplay, but it's uninspiring gameplay that cheapens the competition. It makes it so that survivor can't play the match, and is also why people will D/C after being tunneled. Who's to blame, killer or survivor? Neither because it's just crummy game design and using your own logic, "each side is going to use any advantage to help them win."

    I play killer too, I know how frustrating it is to lose gens quickly in your first chase. I also know how tunneling, especially in the early game with multiple gens still in circulation can help put the game more in your favor when you can eliminate that 1 person and turn it into a 3v1. That being said, there's next to nothing a survivor can do by themselves outside of giving the best chase of their life when being hard tunneled, so I guess the best solution is to just stop and have the killer down and hook the survivor so you at least get struggle points and a respite from the tunneling /s.

    I wish more people realized that escaping the hook isn't easy if the killer comes right back and targets you again. Unless they're running Make Your Choice--which few do nowadays--they can tunnel you to death quite easily. Stay out of range just long enough for Borrowed Time to whiff, and bam. E-Z Tunnel Oven to your first kill. It's how most killers have to play at red ranks, and it's a big problem with the game balance in general. If you kill a survivor before more than 2 gens are done the game tends to be a breeze at that point, but it's a scummy way to play.

    It's part of why I hate Hillbilly so much. Dude gets auto 1-hits from the game start, and he can just saw back and forth to the hook if he somehow misses his BBQ follow-up hook.

  • I relied on other survivors having it so I could repair generators, since other random survivors are allergic to generators.

  • PC. Confirming this bug after playing Pig on Father Campbell's using Enduring/Spirit Fury (and PGTW/Corrupt Intervention). It also blocked survivors, and rubberbands players in place when trying to walk through. This bug is insane for straight up blocking good pallets, since the killer almost has full control over its activation by respecting every pallet you don't want it to trigger on.

    Edit: As an extra note, somebody burned a Red Forest offering that game and we didn't get that map. lol

  • Empathy, Unbreakable, Adrenaline, and perk of choice. Options: Soul Guard, Tenacity, Flip-Flop (doesn't help the challenge).

    I got it after a bit of some games where the killer tried slugging cause several of us were together near a high-progress generator.

  • I've bullied red ranks with Nurse, and I've played about 5 games with her in the last 2 years.

    Anyone can slaughter random console players as a PC killer.

  • Don't panic and run instantly. The moment you do you're giving her a better trail to follow, whereas she's left with a guessing game when coming up to a generator, for example. Spirit has to choose between spending more time getting closer, which gives you a bigger buffer to stealthily walk away before running, or she can be further back to get a better view, but it gives survivors more time to run to a safer area/lead her away if spotted.

    If you don't have a way to out her phasing at pallets, you should simply throw the pallet early and run. Her mindgames are basically just a stronger version of Pig's, but you should treat them the same way. People forget that, outside of Phase Walk, Spirit is a slower killer, and therefore all time outside of it she is just a weaker M1 killer. If she's actively chasing you, she's even weaker than Hag, since there's no fear to run into other areas.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048246#Comment_2048246

    Why do I need specific perks to actually be able to play against a killer

    You don't. There's Calm Spirit against the Doctor and Clown. Urban Evasion against the Hag. Premonition against T1 Myers. Spine Chill against Pig/Deathslinger/Demogorgon.

    These perks aren't universally used against those killers. Giving the Spirit a full tell on her phasing will inevitably lead to her being buffed, since she'll just become a slower version of Hillbilly, or even Blight. If her power becomes ineffective, she offers nothing as a killer.

  • We have perks that counter her. We have perks (or builds) that counter specific killers a lot of the time. Iron Will and Spine Chill are two of the most effective.

    The thing you face is that not everyone uses those, or uses them in combination. I run Iron Will, but very rarely Spine Chill, for example. To top this off, with all of the complaints of the actual meta perks, and how strong survivors are, does The Spirit universally body survivors by BHVR's statistics? How are we going to balance such an inconsistent playing field?

  • 360s rarely work against a good killer.

    I have never even encountered moonwalking in-game on either side, even seeing other survivors derping around at the exit gate. It's extremely difficult to do with any consistency. From my experience trying to practice it, 360s could be learned in a matter of minutes (though practicing for consistency at all angles will take much more time), and there's a couple different ways to execute it. However, there's only one way to moonwalk, and it's not a pick up and play sort of thing.

  • I usually begin a game heavily trapping one quadrant of the map, or spilling into another area. The general strategy I try to follow is to honeycomb an area and the go hunting elsewhere to herd survivors into it. It's never worth it to try and chase survivors through areas where there are no traps.

    However, you can get unlucky and have a veteran survivor spawn near you, and once they notice you're playing the Hag they'll follow you around and set off most of your traps. This effectively prevents you from ever getting a start in the match.

  • Thanatophobia is mega garbage except on a few specific killers. I recommend Sloppy Butcher instead, which will assist in tracking injured survivors (especially those with Iron Will, if you don't like Stridor). Personally, I think Ruin isn't good on most killers. It's absolutely amazing on anyone with mobility or ranged presence, since you can push and keep survivors off of a generator more easily. However, I find Pop + Corrupt Intervention to be better, and you can try running a different hex perk (DH, Lullaby, or even Third Seal, potentially), and/or maybe Dying Light.

    My personal issue at higher ranks is that 3 generators can easily go off in the time it takes to get your first hook. By this point, you don't have any perks stacked at all. This makes things like Lullaby, STBFL, Third Seal, Dying Light, Thanatophobia, and Devour Hope range from unhelpful to outright useless. The map reworks are generally against killers by making things far more open than they should be, and this includes the visibility of hex totems--some of the new locations are just as bad or worse as old ones, and the lack of killers' control over their spawn doesn't help. Survivors can still spawn right next to a hex.

    I feel like NOED is going to be mandatory at red ranks with any killer that isn't top tier. The reason is that it's arguably the most effective pressure perk in the game: Survivors need to waste time cleansing all dull totems earlier, or frantically try to find it at the end of the game.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/235633/ds-was-made-true-anti-tunnel-bts-turn

    PERFECT BT REWORK:

    Borrowed Time is active as long the survivor is healthy and for 3 sec after being injured, Borrowed Time effect lasts for 10/12/15 sec and transfers the damage done from the unhooked person to the rescuer by applying the Deep Wound status effect to the rescuer.

    This will still give BT the true anitunneling effect by protecting the unhooked person but will prevent the unpunished body blocking by alteast transfering the damage. It will prevent the BT train when every unhooked survivor runs to the next hook to unhook the next one because they are injured and their BT deactivates BUT it is still preventing hard camping because BT is active for 3 sec after being injured.

    This sounds vaguely like what they were going for with Blood Echo's concept.

  • You'll virtually never hear breathing, and it's very rare with Stridor. You'll hear footsteps and grass rustling first.

  • Unlike most survivors, I don't consider Spirit particularly bad to play against, but it really just depends on how far you go. I won't use moris, but I'll periodically stack her best movement addons, or tunnel into slugging.

  • Wraith, Hillbilly, Cannibal, Freddy, Twins. I don't find them that interesting, but Freddy is just a better Hag or Demogorgon.

    At some point I might buy Myers or Ghost(face). I won't say never on Oni, but he's a lot like Hillbilly, and would be super low priority. Next reset I'm going to play more Nurse or Huntress, as opposed to running hard with Pig/Hag, and then switching to Spirit around rank 7ish. Progressing to rank 1 is pretty slow on non-meta killers if you aren't willing to tunnel or use NOED.

    I'm unlikely to ever play Deathslinger because he's extremely frustrating to play against. Between his lack of a terror radius, nearly hit-scan rifle, lack of reload weakness, and his ability to randomly shoot you through objects and walls... Nah.

  • @Incurable_BOFA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034972#Comment_2034972

    Look I don't mind spirit, its just stridor AND spirit is so cheese it destroys her form of counter and then all you have is RNG, "maybe she wont be on this side of the pallet".

    I wouldn't even recommend Stridor on Spirit unless you struggle with Iron Will. It doesn't function like it says, and simultaneously increases audio range against players not using IW. It only works as a specific counter, and hinders her power everywhere else.

    It's just one of those perks that you always have to expect to play against. Sort of like A Nurse's Calling and Nurse, or BBQ & Chili and virtually everyone.

  • @DragonMasterDarren said:

    i've noticed this as well, first 2 games I played I curb stomped the survivor with trapper and wraith but as soon as i switch to Demo 2 gens pop before i even get a hook because the survivors are simply better then me (that and maps, i really hate Torment Creek and Azarovs)

    if this is what i have to deal with every time i decide to play some of my favourite killers then count me the hell out

    I feel this. I swapped to Spirit to finish out the killer challenges, and almost had a 4K, but the last generator popped, erased blood, scratch marks, and overpowered audio, so they ended up healing up my two slugs and opening the exit gate. I still 3k'd, but it's obnoxious.

    However, the struggle was that they got 3 gens done before I could get my first hook. Life isn't always sunshine and rainbows with Spirit.

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