Exor
Exor
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Honestly, I tried using the hardcore tunnel strat once, and I don't see it as a good way to play him.
The thing that I like about his cage, is that you can strategically force people to be smart about saves, its actually crazy how many survivors still try to rush hooks/cages, even though he punishes exactly that behaviour in two ways, both with cages not triggering ds/bt, and the double injure/down via his power. The thing that makes him strong right now, is that most survivors seem to deny the fact that they have to be carefull about unhooks.
Had a dwight that ran 10 meters past me straight to the cage, I obviously followed him and as soon as he unhooked I m2'd them both and hooked the downed survivor, before chasing the injured one, doubling my pressure. While I did feel bad for the survivor, a killer is still supposed to punish mistakes like that and slugging a ds during a stupid safe (even worse with bt) isn't the same. The fact that they get send to the other side of the map definitly is a good thing though, no question asked.
The main thing that frustrates me as a survivor is not the killer ignoring my ds if I decide to bring it, but my teammate making stupid plays and getting me/both of us killed that way. But thats the fault of my teammate, or if I do a wrong play in that situation, mine and not the killers.
Tunneling exists with any killer, while sometimes it can be the right play, a lot of those people just want to ruin the game of a person. Pyramid Head doesn't promote tunneling any more than other killers, he just discourages unsafe unhooks.
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Congrats!
We will soon have a mega main for each killer/survivor at this point. We aready have a kate with all skins and an ace with all skills.
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I noticed it too, dragged the game out forever since I went for adept at rank 1 and 3 hooked everyone except for the last one that got two hooked, full iridescent emblems, gold devout. My dissapointment was real.
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I feel like I am at the same time above average and bad. I have 4500 hours and sometimes I just do god-tier plays with huntress/billy and survivor all game against survivors/killers that know what they are doing and sometimes... I go full potato against objectively meh survivors/killers. My worst aspect as killer is definitely tracking though.
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Well since this asks about any game... in Dark Souls 3 I used to just crash them. Cheating in DS3 could be done with anyone that has CE installed and when the cheaters became too much, I thought myself how to use CE and created something that makes their game and only their game crash.
This wasn't too uncommon since there was a huge CE community that used it for some awesome stuff, but it sadly also could be used to crash normal players.
But like I said, bad cheating wasn't the only thing that existed with CE,it was also possible to datamine and make custom stuff, including some awesome and pretty looking stuff, and many "cheated" to create light shows or even custom mini bosses, just intended to entertain others, it was interesting.
This is obviously an exception though and in every other game I just ignore them and report, no need to give them attention.
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@Mookywolf said:
https://www.youtube.com/watch?v=A4UhopSe8-I
i really dont understand how the reveal works at all.
and yes of course it was a bad idea to run at him, i was playing with potatoes and didn't feel like taking the match seriously
Not sure, but I think in this case you didn't reveal him since your body blocked his. Your head has to basically be below his body in your camera angle if you are close.
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While you already know the answer to this, I can only recommend the game with double duration addons (unless I am completly wrong and they don't stack) for later, since the last level will appearently have a hit 5 survivors with one feral frenzy challenge, highly unlikely if not farming or on any other map.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1346274#Comment_1346274
Damn i wish i can get some shards from you lol.. haven't unlocked all killers for myself
Honestly the smart thing would be to spend them, same as not getting everyone to p3 and just focusing on perks (pre prestige reward announcement, after that its uncertain, unless they are bad). But they are kind of a trophy to me, even though nobody will probably ever see it.
My priority was always buy killer no matter what, since they have both perks and seperate playstyles, then maybe buy survivors if perks are nice or I like the character, since gameplay is mostly the same with every survivor.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1345450#Comment_1345450
Lukcily no rush to get his perks For me, most of the new perks on most killers are garbage. I’ll prestige him first. Honestly I’m not even sure I’m getting the survivor perks too quick either only the anti hex one seems useable
Yeah, except for maybe the healing perk, there is no rush, since that one seems to kinda maybe be usable. At this point its just the completionist in me, same reason why I didn' dip below 200k shards (before buying all missing survivors), even tho it would ease the grind via the shrine. Its stupid but gotta satisfy the completionist senses.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1345450#Comment_1345450
Im so close to having this done. 3 and a half more to go. PH will make 4.
Its so satisfying after you are done, what I did was p3 max the killers I play and then evenly get everyone to p3, just to have a feeling of " I won't lose addons prestiging anymore ", and then just get all perks. Didn't bother with survivors except for my main, since they are just skins.
Overall still kinda excited for a new grind, have been spending the last month or two just getting atleast 30 of all addons + atleast 20 black wards on every killer. Not as satisfying as getting all perks on p3 but still cool.
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Yep, I P3'd and maxed out every killer so far, not gonna stop now. It is a bit annoying that just getting all the new tier 3 perks on all my old survivors/killers will take around 4-5 mil bp and then also having to p3 max pyramid head too, thats why I saved up all of tome 3 level 1-3 and dailies for him. Ease the grind just a little bit.
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96% and I am more than surprised, I think I guessed 4 or 5 questions completly (kazan w h y) and a few more were picks according to my gut feeling. Some of the questions were from the last exam too, so that made it easy. Overall pretty fun way to test knowledge.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1341714#Comment_1341714
I’ve started doing this, I use Doctor and switch for the same reason. I always check endgame and see a lot of games with 2-3 calm spirits maybe it’s just coincidence????????? Nah.
What other killers would be fun quick switches? Maybe fake Plague so they don’t bring medkits? Fake Freddy so they bring Object and switch to Wraith or Ghostface last second? Any other ideas?
Probably trapper so they bring small game and maps (assuming you don't play a trap killer/use a totem perk). Additional Points if they go for maximum abuse with slippery meat.
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I feel like gen times are really fine, especially after the "EGC but at the start" is implemented, which the devs were talking about.
Some more map reworks are also more or less confirmed and I feel like the game is mostly in a good state, although there is always room for improvement.
They really just have to buff some of the weaker killers and improve the solo player experience (even though I personally don't really have too many problems with going in solo and escaping).
There are obviously some Add-ons and items that need to be looked at, like moris, keys and iridescent hatchets, but I think that will happen soon enough.
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Congrats, thats some serious dedication!
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There will be a new cool easter egg in the new chapter appearently (except for all the references), but I don't want to spoil how to do it for those who want to find it themselfes, I really like it tho.
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@BigBubs said:
Cause when they tried a more accurate hitbox all the huntress players couldn't land a single hatchet throw and cried so much that the devs had almost drowned.
Oh right I remember, the time when hatchets went trough parts of survivor bodies. I agree, they should just adjust the hitbox of survivors to be accurate and then make hatchets also accurate. Would kill looping as we know it but hey, no phantom hits.
Seriously though, its hard to balance since accurate hatchet hitboxes fly trough inaccurate survivor hitboxes, but adjusting those would lead to survivors barely getting any benefits from looping.
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I like it, also gives me more time for the 4k since suicides are not instant and slugging for the 4k is boring, if I seriously didnt find the survivor (or the hatch if less than 3 gens), then they fully deserved the escape. Also as a Survivor I really appreciate that my keyboard doesnt get destroyed every game.
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While this can also be said about killers, I can fully agree to this. Played a game as pyramid head against a neon nea, she flashlight clicked and made noises to get me to chase her, I hit her in 10s since I faked the ranged PH attack trough a pallet and then she instantly used the secret technique called DC. Probably expected someone who blindly spams his power for ez bullying, instead of someone who uses it to mindgame and didnt want to deal with trying. Had a SWF buddy (or someone who didnt want a 3v1) who DC'd shortly after and then I just killed the last 2 just to end it and we all complained about the nea, ruining a match. Fun times.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1303129#Comment_1303129
You only would need to hoarde about 10 of them. I get MDR and/or Amulet at least once every other bloodweb at p3 50. I could indeed play with them forever if I dump BP back into Spirit after each game. If I run BBQ and a BP offering I can easily hit +60k BP each game.
Right now I have 3 Prayer Bead Bracelets sitting in my Bloodweb, among other purple add-ons and a few pinks.
Yeah but then you are lucky since, unless I am wrong (in which case I am very sorry), there always spawns 1 UR item, and since spirit has 3 (with the mori) it is a 1/3 chance to get it, ofc you can get lucky (I also got I think 5 in a row one time?) mathematically you get 1 every 3 bloodwebs. Although again Black Ward may screw with the times you can play the MDR a bit. But if you use a Black Ward you can´t use a BP offering so it evens out again. (+ WW now does the exact same thing, so if we take it into account its more of a discussion if BW/WW are too good)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1302730#Comment_1302730
The problem is that killer add-ons =/= survivor add-ons.
For my p3 50 Spirit, I can play Mother Daughter Ring + Amulet every game for eternity. All I need to do is dump BP from each game back into Spirit and I get one or both of these add-ons AT LEAST ONCE per Bloodweb.
For my p3 50 Kate, I cannot use a purple flashlight with stacked batteries every game even if I dump the BP from each game back into Kate.
There are two reasons for this:
- Killers only have 20 add-ons that can appear in a Bloodweb, while survivors have 18 items and 55 add-ons (for a total of 73 objects). I basically have to go through 3-4 times as many Bloodwebs as survivor to have a chance to see the stuff I want.
- Killers earn BP much much faster than survivors. You can have a really great game as survivor, but it's difficult to earn more than 20k BP consistently. You can have a completely ######### game as killer and EASILY walk out with +25k. If you play Freddy or Legion, you should be earning 30k BP per game no problem. On top of that, killers have BBQ which is a LOT easier to get 4 stacks than WGLF, besides the fact that BBQ is one of the best aura perks in the game, while WGLF does nothing besides boost BP.
So while your logic makes sense in theory, in practice there are a lot of things working AGAINST survivors that give reason for them to keep their add-ons after the game. At the very least, they should keep them if they didn't fully use the item, I can understand losing them if the item has no charges, but if it does you should keep them.
Again, I could play MDR/Amulet on Spirit every game forever if I wanted to. That is an option. I have 30 of each and 20 Black Wards, so I don't even need to replenish them for 80 games. Umbra has 1200 Iri Heads on Huntress. You use the argument "you're not meant to use these every game" but that is EXACTLY what killers can do if they so wish. Your logic is flawed because of that.
I mean sure, if you hoarded the MDR and black wards for ages you can run it every game, just like you can run BNP Toolboxes or Mega Medkits every game if you stockpile them. But you can not run it every game if you start out at 0, since the MDR has a 1/3 chance to spawn in the bloodweb and only once. And even if it does, you then also have around a 1/3-1/2 chance for the amulet to spawn (the amulet is only a rough estimate though, unlike the MDR). It takes roughly 40-60k bp to clear 1 bloodweb, depending on how efficent you are, thus on average you would need 120k-180k to get 1 game going. Though yes, black wards can reduce this further, but again, its the same with survivors, now that it is fixed (except for the BNP ofc)
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Not sure how much exactly that is, but all chapters till clown ( with his release you can buy chars with shards), the 1100 auric cell pack once so I can do the rift and then all licensed chapters.
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Flashlights are fine the way they are, only certain bug interactions should get fixed (recently the blind radius seems a bit bigger than it should be as an example and some blinds go trough solid objects for some reason).
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Late to the party, but I would pick either Alien or Candyman (even tho alien is appearently confirmed not to be it? Read that somewhere so take that with a grain of salt, didnt see an official post.)
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Its fine the way it is, as Survivor I really enjoy how smooth everything feels and as a Killer it seems more fair too (although I did get some misses that I could have sworn would have hit before and even looked fair enough on my side, but eh whatever). Overall the game feels really good right now, even though there is obviously still room for a lot of improvement for both solo and killers.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1288316#Comment_1288316
Did I? I spent a lot of time looking with a camera, basically being a passive observer in a match for about a 10th of the time I spent searching for a game.
How is THAT playing?
I say the same thing about getting spawn-peaked in Rainbow Six: Siege. You don't "play the game" if you're killed early off. That's how I see it, and that's how I will say it.
And I play both sides, so don't give me that crap about one side or the other. It's in my name for a reason. I never said that the killer's job is to make the game fun for survivors, only that being deleted super early is not playing the game, in the sense of there was very little time spent in game and even less interaction with other players in the game. Part of the reason I despise Hillbilly and people who rely on his saw. There is no chase, there is no interraction.
I've had better games with only one or two kills than a 4k. I don't care if the last one gets hatch.
Maybe both sides should also respect each other so that we can still have a consistent and less toxic playerbase, but hey. You do you.
EDIT: I removed it since it was too off-topic
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1284820#Comment_1284820
Bunny girl? Huntress?
I've never seen someone refer to her with that name. But I guess it's fair since she does have so many bunny like masks.
True I guess she got many different animal masks (especially the... uhm.. weird looking horse one). I bought the blight one, which is my favorite and run around as freaky bunny mutant all the time so thats probably why I called her that.
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@Crackgear said:
https://forum.deadbydaylight.com/en/discussion/comment/1284823#Comment_1284823
https://forum.deadbydaylight.com/en/discussion/comment/1284824#Comment_1284824
https://forum.deadbydaylight.com/en/discussion/comment/1284830#Comment_1284830
https://us.v-cdn.net/6030815/uploads/628/Nope..JPG.jpg
Apparently... I am #1 Killer.... ######### -_-
Its mostly playtime again, somebody who played 1000 games with always 4Ks (which would be stupid unlikely) would be worse than you according to this leaderboard since you could have 1Kd for 15k games via camping etc. And have 15000 kills vs 4000 kills.
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@jynkkä said:
Been thinking few other features also, for example doors you could slam to killers face ;D Killer could smash through them, just like pallets idk. We need more versatile ways to be creative with escaping the killer. What comes to vault cancelling, maybe to be able to cancel medium and slow vault only.
That would be kinda interesting, a pallet that turns into a breakable wall upon use basically (I am assuming you cant open the door after slamming it shut), meaning you cant use the door anymore to play around the tile, though I am not sure how to implement it on certain maps.
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I THINK it counts BP earned, not skill (not saying you don't have no skill obviously), so I would take that you have the game since or close to launch and played a lot, thus having the top spot since you have a stupid high ammount of BP earned.
Also: Grats on the top spot!
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Every Killer with Add-ons that dont follow the modern formula are "confirmed" for an Add-on pass (aka Billy/Bubba and bunny girl). Although no date is announced.
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Thats a really good buff imo, although I would make it so its 32-40m at tier 3 instead, but overall it would be a fun perk to use as a survivor.
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@hanibel said:
Yeah doc is op and they need to tone him down along with his addons that increase terror radius and static blast cooldown along with distressing then he will actually require skill to use
I would understand you wanting some of his other Add-Ons nerfed, but the static blast one? Purple only reduces the CD by 6s... thats barely anything.
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Since you ask for killers with over 1000 hours (around 2500 hours are killer, rest survivor since I am a 60/40 player)
IMO Iridescent head + infantry belt huntress with a mori is a very good way to get a 3/4k most of the time, also extremly unfun for both sides imo.
Just put on corrupt intervention, ruin (or discordance since ruin does clash with corrupt, still its really easy to down people and thus keep them away from gen and regressing them that way with it.), BBQ for the sweet sweet BP and tracking and Iron Maiden for faster reloading. I was a pretty bad huntress and still easily got 4k's in red ranks, now that I played her for a few hundred hours I absolutely decimate people with it, if I ever run it.
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The most consistent way to do it now is to walk ontop of it, but as soon as you make contact with the hay lunge, since without you get bounced off most of the time. This way you can hit them with only one lunge, instead of lunging ontop of it and then having to hit them, giving them time to escape.
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@Desh said:
They also changed the loop on the Tractor in Billy's maps. When a Survivor would vault onto the bale of hale and stand there, Killers would typically go up and run to the side over the little bump to swing around and hit them before they could vault back. You can't go over bump now.
You can still do it as killer tho, it was to prevent survivors using that route. It IS a bit harder tho, you have to jump before the bump and hit the hay, if you do you would bounce off tho, but if you time it just right you can lunge as soon as you land and hit the person at the window. You can even do this with billys saw (not sure about bubba) but that one is really hard.
Also as others have said you can also just walk but (atleast in the PTB) its not super reliable, via lunge u can do it 100% of the time)
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IMO Unbreakable is fine the way it is, the only problem I have with it, is that it counters the counter to DS, while its counter gets countered by DS so it turns into a lose/lose scenario. Though Peanits said they want to remove DS synergy with Objective Progression (or atleast he would like it), so after that it should be fine, if it happens.
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@Mtom912 said:
Claudette, especially on family residence, or sanctum
Freddy, bloodlust snares, and slowing down the game by just existing
They patched it, so that his BL resets when he places a snare ages ago fyi.
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@KingFrost said:
Because keys, while very powerful, do not change the game dynamic in the way Mori's do. A Mori basically turns the game from 5 gens vs 12 hooks into 5 gens vs 4 hooks.
5v12 = Survivors have 41% of the objective that killers do
3v12 = Survivors have 25% of the objective that killers do. BUT only if the killer has completed 50% of his objective already.
4v12 = Survivors have 33% of the objective that killers do. BUT only if the killer has completed 25% of his objective already
5v4 = Survivors have 125% of the objective that killers do. Even if the survivors haven't completed any of their objectives.
I never get why people say its down from 12 hooks to 4. While yes moris are bs, it still requires you to get 8 downs.
Also a better equivalent would be getting a random 3% chance to 1 shot m1, which would be the killer version of kobe's, both rewarding luck instead of skill (even tho the killer still needs to also get the hit on the survivor). Tho stuff is fine the way it is now imo.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/143445/bad-map-preschool-infinite
You guys gotta quit complaining about infinite’s. Just lay off the chase then. Why is it survivors aren’t allowed to win chases and stay alive? Why must they go down every chase? Just protect your gens and go for ez downs. Killers are built to end chases quickly. You just need improvement
Survivors are allowed to win chases, would be pretty bs if they would never do so... if they are way better than the killer and managed to mindgame them and get away... now where exactly is the mindgame with infinites, or more accurate, godloops? (Although the fence isn't an infinite and could have remained as is)
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1194655#Comment_1194655
No it’s not good enough when people just camp hooks . That’s not fair for survivors :/ you can also look at it as they only have to hook 4 times as opposed to 12. That’s a huge difference and I don’t see anything that gives survivors the ability to instantly complete a gen? Where’s the survivor ultra rare offering?
Wouldn't it be 8 "hooks" and not 4 hooks tho? After you hook somebody you have to down them again, making it 8 downs to kill everyone, since they don't magically die after they get hooked once.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1178524#Comment_1178524
Did they? I can’t confirm or deny seeing it in any patch notes. Freddy always seems like he’s always on my ass.
I KNOW he’s not faster than any other killer but every time I’m in a chase I swear he seems 120%. Again...I know he isn’t, but those stubby legs carry him far.
Yeah, he is one smol boi with pretty strong power walking skills. Sadly I don't remember which Patch removed it, but I am pretty sure its gone, since even when I farm via spamming Dream Snares as freddy, I never saw bloodlust pop up at all. Dream Snares + Bloodlust was a bit overkill anyways, so nothing lost there.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1177979#Comment_1177979
Snare-lusting at pallets has to be the most boring thing in the game.
Didn't they make that impossible a few patches back? Placing snares now actually removes bloodlust.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1171516#Comment_1171516
That is a good counterplay. I guess they need to add more pallets/safe loops in order to do so. :)
Nah if you are good enough, the ones that are there are all you need, just like how if the killer is good enough, he can pressure survivors enough for the key to not be a threat. Perfect balance.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1171448#Comment_1171448
Well, ya. It is. Can't very well pop open the hatch when you're down on the ground.
Alright, so Moris are fine too, since the counterplay is to not go down and not be greedy with pallets. So both are fine since they have counterplay.
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@Orionbash said:
I'd like to add to the collective that keys have a counter (Start slugging), moris do not. There's only so much you can do to stop a tunneling killer. But if they really want their kill, they'll get it.
I mean if you consider slugging a counter to Keys, then just not going down and not being greedy with pallets is a counter to Moris. Even tho I agree that Moris should get nerfed to only be usable once everybody got hooked once, they are not a free win for killers. They are a HUGE boost yes and should be toned down, but if all survivors are good the mori can never come to use all game. Same with keys though, endgame is where the killer is the most powerful, since they may have a 3-gen and most resources are used up (especially with how early game works rn with non top tier killers). If you managed to get survivors into a 3 gen situation (either trough their misplays, which they should be punished for, or by you working towards it, which should reward you) and having full controll over the match, only to see 3 people escape trough the hatch right after, ignoring all their mistakes, is just as painful, if not more, as Moris, and I play both sides.
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I think its part latency and part lingering hitbox to balance out people who camp dropped pallets on medium-tier loops. I think they should fix the latency issue and maybe make the pallet vault animation slower/change the animation so that the lingering hitbox hit make sense, since even on really good connections some pallet hits look bs.
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@Cancan71 said:
In the game Identity V (basically DBD mobile) there is an option for survivors to surrender if all four survivors are knocked down. BHVR should implement a system like that so that killers can't BM survivors by leaving them on the floor. It's not uncommon that I run into a killer who slugs the remaining survivors for 4 minutes just to be rude. That double the amount of time than the EGC, which was introduced to stop survivors BMing for too long.
That would indeed be a very good idea, if it rewards the killer for the full BP and stacks of BBQ they would have gotten if they hooked everyone. No negatives for the killer and slugging to death would be gone for survivors. Maybe some extra checks can be in place to help with challenge-ruining surrenders, like a timer, but otherwise pretty good.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1170301#Comment_1170301
Wasn't Tier 1 Myers the only killer negatively effected by the undetectable change? I think all other stealth killers got a huge bonus from it (esp versus OoO users)
Yep, afaik only Myers had a tradeoff, every other killer got a net gain. I do wish Myers would have stayed the way he was, since the only positive aspect is, that you dont have to run Monitor and Abuse for tier 1, but its still worth a perk slot since undetectable only affects T1 and T2 benefits greatly from M&A, but now can be detected by Spinechill no matter what.
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@BeHasU said:
Me neither mate, me neither. I swear there are pallets every 5 meters. I started a chase with a survivor and he found a pallet 5 seconds after he dropped one. The main building is so damn bad, you have like 5 walls that you have to break so you are able to chase someone, if you don't break them, well, you are f*cked.
Oh yeah, and that damn eagle that CAW every 5 seconds, i think i will lose my mind if i hear that caw again
Personally I really like the map with every killer I played so far. Before the PTB it was the most killer sided map, which was nice for a change to balance out the survivor sided ones. The live version is honestly still pretty killer sided imo, but maybe the survivors I faced didn't learn the loops yet. The one thing you shouldn't do is break all walls in the main building tho, only break the wall they added in the live version near the windows at the top of the stairs and the wall near the window in one of the top rooms, that turns the whole building super unsafe. Breaking the wall leading into the window room actually makes it stronger for survivors, since it makes quick vaults easier. The only other wall thats worth breaking is maybe the one near the window at the bottom floor, but that one isn't as important. It is important to break them with a strategy during a chase or while patrolling and not giving up gen pressure for them tho.
Overall the map is my favorite killer map by far rn, since there are no real god-loops on that map and almost all of the pallets can be mindgamed.
