Exerath1992
Exerath1992
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- Username
- Exerath1992
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Comments
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The match didn't last 10 minutes because you tunneled, it lasted 10 minutes cause they sucked at getting away. If you tunnel good survivors they will waste tons of time while gens get done. Bad survivors deserve to get killed quick
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I think it would be a nice change
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Monitor and abuse combined with whispers is a must because you will know they're near before they hear the TR then you can crouch and find them.
You can combine with the ruin/undying meta but i personally like discordance and pop goes the weasel
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Nice buddy, keep it up. Keeping these streets safer by rolling over broken SWFs one team at a time. Perfection
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@TangledNoodles said:
https://forum.deadbydaylight.com/en/discussion/comment/1835479#Comment_1835479
They weren't but the amount of killers that ######### about things vs survivors is way higher imo.
Take mori's for example, they used to be an insta kill back in the day. Now that they got nerfed all I see is complaining over and over.
People aren't really complaining that moris got nerfed very much. Most of us knew they were over powered. What we're mad about was the lack of a specific date and that keys didn't get nerfed at the same time.
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Its more the forum community as a whole. Everyone seems to be here to complain and demand changes, the survivor mains too. I think the game is generally balanced and don't complain a lot, and I bet most non-forum players feel the same.
If I had a nickel for ebry complaint I saw about ruin/undying, tunneling, camping, or NOED I'd be a rich man.
Sure, killers complain too. Just saying its everywhere. I come here for updates on bugs, tips, the current meta and to post chapter concepts that never get touched. I mean, come on, some of my chapter concepts are lit but people only click on the "NeRf SuCh AnD sO" posts
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So he can get the dirt on his target....... HAHAHAHAHAHA
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835317#Comment_1835317
You got any tips for it? I've just tried playing with him, it a bit rough
Its not something that I could give much tips on since I've played him less than 10 times, but I'll say a few things:
Dont forget that you can't hit after a slam unless you start another rush
There's a bit of a delay when attacking while rushing, so hit the attack button early and keep in mind that if you bounce into a survivor after hitting the attack button you will hit them.
He's best to use in long hallways or outdoors with some obstacles but not too much, not too little.
You have to hit the attack button when on a lethal rush to break a pallet, simply bouncing off it won't work
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835308#Comment_1835308
Does sensitivity have something to do with his power? Is it important?
I don't really think so. He's kinda like the hillbilly and you don't have too much control over your steering. You may want to up the sensitivity a tad for aiming after slams but it's manageable with default sensitivity
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Naw fam, that's whack. Flashlight saves are valid, gives the killer something to worry about
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Yeah, I play on ps4 and he's rough to get used to, but once you start to get the hang if it he's very satisfying
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@Exerath1992 said:
Yeah, the ones that nerfs base speed and affect overheating are all trash, its pretty sad. But the stealth ones can be good. They don't help when he's actively chainsaw sprinting because of his "rebel yell", but the one that hides chainsaw sounds outside your TR are great. When I run tinkerer or insidious its PERFECT if you precharge and feather the power before you come around a corner while you have undetectable, so you can catch them off guard the second you see them
I also like the one that lets you charge through pallets. If you're going after an injured survivor using your chainsaw is usually somewhat pointless but when a cheeky injured survivor pre-drops a pallet and you go right through it and down them... *chefs kiss*
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Yeah, the ones that nerfs base speed and affect overheating are all trash, its pretty sad. But the stealth ones can be good. They don't help when he's actively chainsaw sprinting because of his "rebel yell", but the one that hides chainsaw sounds outside your TR are great. When I run tinkerer or insidious its PERFECT if you precharge and feather the power before you come around a corner while you have undetectable, so you can catch them off guard the second you see them
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How do you tunnel 3 survivors at once, that's pro strats!
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1830003#Comment_1830003
Perks to not affect powers, unless it's a hit from their weapon like deathslinger/nurse/spirit, but oddly enough blight is another category
Right, forgot about that, but still. Crazy good on some killers
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1829609#Comment_1829609
still has like 1-2 uses per game but in the saloon map
But giving everyone in an area the exposed status effect could be extremely powerful on some killers, especially since you control when it triggers. I think the limited number of potential procs is a good thing. In fact, a limit of 3 times per match should be added considering dead dog saloon. Imagine being a high tier nurse, pyramid head, huntress or legion on dead dog. you would destroy
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1829352#Comment_1829352
breakable walls are way too uncommon even in remastered maps, there's like barely 1-5 walls in most of them, so your first perk would never ever be used.
and your second one is really like dragon's grip
Here's Johnny: after destroying a breakable wall, all survivors within 12/18/24 meters are exposed for 30 seconds. This has a cool down of 120/105/90 seconds
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1829352#Comment_1829352
breakable walls are way too uncommon even in remastered maps, there's like barely 1-5 walls in most of them, so your first perk would never ever be used.
and your second one is really like dragon's grip
Lol I know, they're just meme perks, not too serious. I'll probably balance them for a future chapter idea though
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@hardtimefun said:
Haunted grounds = survivor cleansing totems
Make your choice = survivor unhooking
Hex: devour hope = survivor unhooking
Hex: noed = survivors doing gens
Rancor = survivors doing gens
Iron maiden = survivors getting in/out of lockers
Dragon's grip = survivor touching a regressing gen
There is not a single exposed perk that requires the killer to do something, it's all about survivors doing something for it to work, why is there not a single perk that reward killers for doing well?
A perk if you get stunned 7-6-5 times your next attack will give the exposed status effect
After every 6-5-4 hooks your next attack will 1 shot the survivor
There no perk that reward the killer for a quick down on survivors, it all depends on survivors actions which call be countered.
Why is there no perk that reward/give the killer with an exposed next attack?
Well, if you think about it, the perks that involve survivor unhooking ARE something the survivor gets control over. If you think about it as "me hooking people and not camping them so they can be unhooked" is the thing that procs the perk, then its totally rewarding killers for what they do.
However, I would like to see more things that give exposed. I think a fun one would be:
heeeeerrre's Johnny!: after destroying 4/3/2 breakable walls, survivors within your TR are exposed for 30 seconds.
Or
Don't touch my stuff!: after kicking a generator, if it is untouched for 90/75/60 seconds, the next survivor to come within 24 meters of it is exposed until they leave the radius for 20 seconds
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When im ghost face and I get in those stalk standoff and I keep leaning around corners while they try to block LOS, I imagine I'm the ghost face from scary movie and I keep popping out saying "wazzzzaaaaahhhhh"
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You're not saying the "gg's" end game chat was toxic, were you?
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Does lulliby work with other skillcheck affecting perks, such as overcharge, oppression, or unnerving presence?
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They did need to be nerfed, but they got nerfed too hard. Should have been "once you have preformed 4 hook actions, you may kill any survivor that has been hooked once"
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Its hard man, just had 3 bad losses myself and im rank 10. You just gotta shrug it off and, if possible, applaud the other teams skill and think "they deserved that". However, i did get tilted at my 3rd loss cause i didn't down anyone, and this David kept teabagging mid chase. I made it my goal to down and face camp him but i never even got a hit in. Arrrgggg
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/1820455#Comment_1820455
curious under what conditions these games were in they a key caused you to lose the game entirely?
Although, if im being honest, most of the times I was referring to were more like ties. I'd have 2 dead and the other 2 would key out with 1 or 2 generators left. It just robbed me of what would have been ample opportunity for a 4k
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/1820455#Comment_1820455
curious under what conditions these games were in they a key caused you to lose the game entirely?
Well the most recent one i can think of was:
-1 gen left, 3 survs alive, im playing blight
-downed 2 right near the hatch, the 3rd is injured
-stepped away to see if 3rd was near, step a bit farther away as I have nurses and didn't know they had a key
-Turn around to see the 3rd running to the downed survivors and think "no way he picks them up in time before I get there with my rush"
-3rd surv opens the hatch just in time for all 3 to escape, my lethal rush just barely whiffing past the back of his head
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1822139#Comment_1822139
I thought about doing something like that with Demo, but you'd have to TP twice to get them active. Sure it's nice but you could've probably downed a survivor or two in that time and started your pressure that way instead. Suppose if you used Rat Tail + Eleven's Soda/Egg it could be worth it.
Oh and you probably wouldn't even have to hold M2 to know a survivor was near a portal, because Demo makes a unique noise if a survivor is on top of a portal. You would have to hold M2 to know where it was coming from though.
Oh I know the noise you're talking about. I kept thinking "what the Heck is that?" Now i know what to do when i hear it
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1819573#Comment_1819573
I used to think that before, but now I'm not so sure. She was good before, but with the way the game is played now, and the newer killers they've released, her power isn't really a threat at all. And if your fountain spawns in the corner of the map? Welp, you have no chance to use your power anymore unless they cleanse, which they likely won't because good survivors aren't afraid of being constantly injured anymore. Same deal with Myers, their powers were good, but are now outdated and aren't that effective anymore. They're still fine in your average games obviously, any killer is fine at red ranks, but I don't consider them high tier anymore.
Idk, plagues power is strong if you use it right. If a survivor is better than me, I just make sure they get a smidge of infection then drop chase. I keep doing this until there's tons of pools at my disposal or everyone is broken. Then you have 1 hit options no matter what survivors do.
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@EvanSnowWolf said:
Trapper with the add on to put any Survivor that frees themselves into the dying state can be huge.
True, especially if you combine it with the iri add on that lets traps reset themselves. Once I get all the traps where i want them, I don't have to worry about resetting them. Just focus on chases and try to get them to run into one of my killzones
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I think your assessment that bubba is underrated is inaccurate becauae, after the rework, people no longer think of him as weak. Demogorgon is okay, I think he's underrated but not thaaat powerful.
Personally, I think legion and Bing bong boi are very underrated.
Legion is good if you keep a strong 3 gen and have 1 or 2 anti chase perks and a tinkerer/discordance combo
Wealth is good if you use his cloak to cut off survivors path to strong areas. Plus, his speed boost after uncloaking is a lot stronger than people give him credit for. And nobody knows how to mindgame the uncloak. When I roll up on a gen and multiple survivors are on it, I stay hidden while I uncloak and watch them scatter, and go for the one that chose the worst route. If they get wise to that i fake my uncloak to get them to run, but stay cloaked to catch up and cut them off
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1820455#Comment_1820455
I bet you'd rather have your car keyed at this point.
Especially since its my wife's car lol
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Yup, constantly losing matches that I should have won because of keys. Its like they know our moris got nerfed into the ground and they want to key as often as possible while they have a significant edge
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1820372#Comment_1820372
From one side only, not both
I mean... Technically, but who cares? The only time you want to body block a window is to keep them going to the opposite side from you. I've never seen a survivor vaulting towards me and thought "i wish I could body block that" Lol
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@lagosta said:
Walking through windows could be too powerful. He just parks in the middle and block while uncloaking,
But... You do realize he can body block windows already, right?
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1820334#Comment_1820334
How would it be too powerful? I mean he doesn't have a chase ability and how would it be too powerful to give a killer 100% stealth? Players would be able to see him when Wraith is close to them and stuff.
Also, he does have a chase mechanic. He moves faster while cloaked and gets a speed burst while uncloaking. I just walk slightly ahead of the person, wait for them to approach a window, pallet, or choke point, then body block it while i uncloak. 80% of the time, it works every time
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1820334#Comment_1820334
How would it be too powerful? I mean he doesn't have a chase ability and how would it be too powerful to give a killer 100% stealth? Players would be able to see him when Wraith is close to them and stuff.
I just mean, the devs have dropped hints that he may be getting "true invisibility", like the spirit. But even if that weren't the case, being able to walk through walls would be extremely powerful for him. He's really under rated, I 4k against red rank sweat squads with him all the time. People just don't know how to mind game the Bing bong
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I think he should be able to walk through windows and dropped pallets maybe. Walking through everything would be too powerful, especially if they're giving him true invisibility
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I love the concept, but the hook and hatch mechanics are way too strong, and the rest is too weak. I would make it where your power is "redesign" which lets you move/change things in the map. You basically "throw" a dark energy ball that will affect things in different ways. Hitting a gen/window/pallet with the power makes it move to an alternate location. You can trap a closed hatch or exit switch and if they are opened within 30 seconds, they get moved elsewhere, you get a loud noise notification, and nearby windows and exit gates are blocked for survivors for a certain time period (this can only happen once). You can upgrade hooks to temporarily make them basement hooks for 30 seconds. Hitting a survivor randomizes their perks for 30 seconds. Something like that
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They definately could have done more of a compromise with the iri mori. Should have been "after you have preformed 2-4 hooks, you may kill any survivor that has been hooked by your hand"
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1817205#Comment_1817205
This would actually make it so that the further the survivors got, the more difficult it is for the last one to escape. Because if there are 7 unfinished gens left on the map, that's a lot and the survivor is more likely to stay hidden and complete one. However, if the survivors got four gens done, the killer only has 3 gens to patrol and that last survivor is never getting out.
Anyway, back before the hatch opened if there was one survivor left no matter what, it required the survivors completing at least two gens for the final survivor to have a chance at escaping through the hatch. Usually at least one was done, but still, a lot of final survivors never bothered to even try to finish that second gen, and instead they would stealth around the map avoiding the killer, doing nothing, holding the killer hostage hoping the killer would just DC. It was hell.
Yeah, I know it makes it harder the closer they were to victory. A bit of the point. If they all got killed early then maybe the last guy gets a bit more of a break because the killer is better than them. But if they were almost done with gens, they were pretty on par and the last person needs less of a handicap. But either way, its a bit more fair because the last persin still has to do something that will reveal their location before they attempt to escape
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1817170#Comment_1817170
But... then what would the survivor do? They'd have no goal. If the survivor isn't going to one of the exit gates to attempt to open it, then how will the killer find them? Should the final survivor's feet just be glued to the ground and their aura shown to the killer upon closure of the hatch? Or are killers going to have to search the map for an hour for an immersed survivor?, because I do not want to go back to those dark ages.
If the hatch is closed, 2 things happen:
-the final survivor now only needs to do 1 generator to power the exit gates, regardless of the number of generators left.
-all generators over 50% progress get reduced to 50%
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@EvanSnowWolf said:
Gates do not open by themselves. They still have to go through the long opening process. I don't know where you are getting the idea that they don't need to do gens, cause they absolutely do. The only time they don't is if you slammed the hatch shut.
Thats literally what he said. He closed the hatch and the gates were far apart and didn't have the perks or powers to compensate.
My suggestion? Wait on the hatch, since you can body block it, and the survivor will do one of the following:
-they do a gen, which gives you a general location. Shut the hatch and go search.
-they wait by an exit gate. Wait them out and keep your eyes peeled. If they don't come by eventually you can shut the hatch and go look at the gates progress.
-they wait near the hatch for you to leave. I step away and then back several times to try and bait them into going for it if i suspect they may be near
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Dont know why this defaulted to Spanish...
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1815685#Comment_1815685
Well don't lump me in whatever you imagine that group is.
Well, you did come to this satire post that gave a bunch of people laughs just to complain about how its a straw man argument and unproductive, sooo....
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1812349#Comment_1812349
Who is "you guys"? Survivors are not a monolith, people don't think like a hivemind. All you're doing is showing how black/white you view things, things are always more nuanced than that.
Survivor mains who participate in the forum. Sure, survivor mains as a whole are generally fine, but those that participate on the forum are 90% just here to complain about something or another
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1812697#Comment_1812697
Yeah. Back before they gave her the cool down, I was trying to learn her, putting in a lot of time and effort to get good at her on PS4. I could deal with the fatigue, but when they added the cool down it was just too much. I can't get used to it, I'm always doing it too early and missing out on the second blink. I used to enjoy even just blinking around the map as her without hitting survivors, but there's nothing fun about her anymore. She's not longer an entertaining challenge, just a miserable chore.
Well I didn't play pre-cool down, so I can imagine that being frustrating. But from my perspective, the cool down is so minimal. By the time you're done with fatigue, you only have to wait 2 or 3 more seconds before you get back both charges. Basically, just count to 3 after you exit fatigue and you should be golden. She's probably my 3rd least favorite just because she's harder to master, but I put in the time and am pretty decent now. Not so much in chases, but im great at blinking through walls and grabbing survivors off of things
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Sounds great as long as they fixed a bunch of balance, QoL, bug, and graphical issues
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@TragicSolitude said:
Nurse. The cooldown makes her miserable to play as.
The cool down? Really?
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@Rivyn said:
Right now? Twins. I just don't like how constrained the only legit playstyle they have going for them right now is.
Have you watched dowseys video that provides the "sentinel & scout" strategies? If not, I'd give it a look, it really changed the way I look at playing the twins
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Huntress due to the high skill floor, and hag because she's not very fun (unless I bring mint rag lol)