Exor
Exor
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145428#Comment_1145428
As hillbilly i never have issues with that as he s full of mindgaming around pallets . Also zoning.
As for other killers i dont know ask them. But i guess they just dont break pallet and stack bloodlust and do zoning as well. It works for every killer. Also you should be aware of next loop they may approach and should know whether its safe or not. And that question of yours is really dumb sorry. What if they just drop pallet ? cause its usual behaviour to me i dont expect them to be not able to do that if there s clearly one in my sight.
Hillbilly obviously does counter it easily, along with alot of the other already top tier killers, all because they have mobility (and in hillbilly's case a one shot, so the hit speed isn't a problem) in some form or another, those are fine. The question is, whats with those that don't have that and the main point, how are you zoning or mindgaming a survivor, that gets hit and runs to the other side of the map while you recover if you don't have mobility or a 1 shot? If they drop pallets and its safe you have to destroy it, letting them to gain distance equal to half of a map if they just hold forward and keep running with no counter, except for following them for 15-20s. If you don't destroy it people will just come back and use it since its safe. If the pallet is extremly unsafe then it may as well not exist, but we know that most of the pallets except for certain maps are more safe than they are risky for the survivors. Even if you zone them into a deadzone, you get a hit off, and then they gain a 20s headstart into a safe zone again. People camping pallets is indeed very VERY bad. But people running to the other side of a map during a pallet break or hit stun and then drop it for more distance gain arguably more time than a decent to good looper against a good killer, with no counterplay to it.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145826#Comment_1145826
There s something i m missing ? Why you call it holding W?
Sry yeah my bad, I'm playing on PC and the W button on the keyboard is for moving forward so thats why I say just holding W, hope this clears it up.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145428#Comment_1145428
Wait! Do what? Drop pallet?
No holding forward for distance either after a hit or pallet break, pallets are fine... with some exceptions.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145366#Comment_1145366
You talking about unskillful play from survivor side ( running in straight line ) but you not mentioning killer unskillfull play of simply chasing that survivor continously pallet looping him and not being aware of nearby surroundings....
The problem is there is nothing skillfull you can do as a killer, its not a big problem if 1 does it since you can just switch targets, but what do you do if 2,3 or even all 4 do it? How do you counter holding W with almost half of the killer cast, except for looking for another survivor, which takes time and them just doing the same after you hit them, you have to commit eventually otherwise nothing happens. I play 30/70 survivor so I am not the best but still ok at it and everytime I hold W after a pallet/hit its guaranteed that a gen or two pop before the killer catches me with no skill from my part required until I actually get to a loop (and also only if its not a god loop ofc). Had one survivor game where I could see atleast two other survivors doing the same against a pig and even tho she was really good at loops and downed one of the W holding survivors super fast on it, holding W extended the chase long enough for 2 gens to pop. If she switched targets the other survivor and me would have just done the same. And again, this is all just from holding 1 button, if the survivors aren't braindead or new thats 20s of free stalling, followed by gameplay that the killer has any influence in. That is alot of wasted time when 30-40s chases are required against good survivors.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144234#Comment_1144234
Nurse, HillBilly for sure cause i wasted my time on them and i know what i m talking about.
Then looking at other players and killers i feel hard to verse against are : Freddy, Spriit - really hard to verse against for me. Huntress seem to be really viable from killer point of view. Myers has power to kill survivor as long as he reaches EW tier 3. Wraith ? Watch trutalent plays him and how he s doing good with him. Hag is considered to be really powerful killer by community. Oni is too new to tell much but as im aware his nerf was reverted back to some point. So the other killers i would assume not viable even though i never put my hours into them. So that leaves us with 9 not viable killers against 9 viable killers. Let me tell you more if 4 man swf bring those op items you can as well bring mori and do good against them.
Also Nurse , HillBilly , Sprit, Huntress, Hag are match against 4 man swf.
From the top of my head the people who can counter running in a straight line are: Nurse if they don' break LoS (which lets be real, isn' that hard to do) Billy, Spirit, Wraith with really good addons (he doesn't really counter it that much without windstorm), Hag IF they decide to run into a trapped zone, Myers if he has ew3 which already requires losing pressure most of the time, Bubba... if he ever can land a chainsaw, Ghostface and Oni (though he suffers alot from people running in a straight line, after he gets his power going its not that bad) Huntress counters literall beelines but distance + LoS is still a pain for her, especially since she is only 110%. Freddy can counter it by teleporting if a gen is in the direction the survivor is running. So with bubba and wraith having situational counters there are around 10 killers under generous conditions that can counter a zero risk high reward survivor strat, while almost half just have to deal with 20-30s time losses each hit once it gets more known. I didn't argue that killers are trash, but that it just removes any interaction between the survivor and killer (which is the skillfull part) for 20-30s by just holding a button.
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Double Post bc of error
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144072#Comment_1144072
Play viable killers they all have such mechanic.
Exactly thats the problem. Tbh I feel like if you play top tier killers the game is pretty balanced, unless there is a 4 man SWF deathsquad with 3 pimped toolboxes and a key or, from the survivor side, if there is a mori (yes even iridescent head is ok in my opinion but it IS pretty borderline). Problem is, there are like what? 4-5 viable killers out of soon 19? That is a pretty bad ratio if you ask me and a bit out of touch to say: "Well if you dont want to waste 20s to survivors pressing W you shouldn't have played them." Even killers that aren't top tier can be fun to play with, but taking forever to catch up to a survivor running in a straight line is just not fun.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/135455/is-billy-op
Long text alert!!!
Billy is op. Consider this, insta downs with relatively quick recovery if missed so even on tight corners, he can still just gain alot of ground to basic attack, seeing as how he's one of the fastest killers without chainsawing. Should even be fine getting directly behind you for an easy chainsaw. This can be used on any map. He has ultimate map pressure. Punish loops. And unless you're a good enough survivor, it's difficult to avoid chainsaw if the Billy is good.
Any character that can potentially snowball a game is op. Right now, its Oni, Billy, Nurse, and possibly Spirit but that's it. Huntress only with 3 instadown hatchets.
Literally got snowballed getting only one gen done while I'm purple. Three teammates were a mixture of 2 reds and a green. Got a 14 Billy that had all game achievements (clearly just de ranked or smurfed), anyways, got snowballed and was super toxic bragging gg ez 4k. Never made a mistake, slugged everyone and even had Iron Grasp and agitation so you couldn't even outplay hook distances.
Every killer can get 1-2 free kills if they camp, tunnel. Billy can most times just get 3-4 because of his instadowns.
Lastly, end game collapse vs Billy= you're screwed. No point no matter what the distance. He can just sonic over before you get a light up. That's why people nowadays look for keys in chests when they couldn't find the hatch. Collapse was good idea, poorly designed.
So yes, Billy is OP as hell and needs a nerf soon. They did it to Nurse and Spirit although they are still really strong, they just require more effort and skill to play, still capable of very good games.
So wait, are you saying all killers that can actually punish huge survivor mistakes in a way that matters are over powered?
So for killers to be balanced they need to give survivors enough time to recover from mistakes no matter how heavy they are and any killer that doesn't allow heavy mistakes is too strong?
If that is true then sorry, but I have to say those are not good reasons and actually shows a problem with other killers that lack that snowball potential.
You seem to underestimate his chainsaw cooldowns, since most of the time if the survivor isn't in a HUGE deadzone they have enough time to go to a pallet by the time billy recovers. If you use the chainsaw to catch up it shaves time off the 10-20s it would take for a 115% killer to catch up yes, but billy can't combo a missed chainsaw into an m1 most of the time. Him having map pressure is strong yes but... isn't this the kind of map pressure every killer would need? He can get from one side of the map to the other fast but he can still only be in 1 spot at a time, while there are 4 survivors.
The argument with the rank 14 billy isn't really valid either, since if the billy never made mistakes and he capitalizes on your mistakes, he should dominate and the problem seems to be with the matchmaking and not billy.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144072#Comment_1144072
You actually never win as survivor alone its a teamwork. So it cant be strong holding forward when your role alone is meaningless .
Sorry but I don't fully undersand. What do you mean? The better one survivor does in a chase, the more time the others have to do gens. Now I understand to leave chase if a survivor is too skilled and wastes alot of time, but this can be done by someone who started the game for the first time and wastes a lot of time.
Lets say you play around the pallet and get a hit, they move at 6m/s for 2 seconds after the hit while you basically cant move for that time, so they gain around 12 meters of headstart (if not more). Most killers move at 4.6m/s so they catch up 0.6 meters per second if the survivor keeps running. So with most killers it takes you atleast 20 seconds to catch up, thats more than half a gen spread across 3 survivors, just for holding W and they can still get to a pallet and loop you afterwards. So your best bet is to let them go if they do that since they waste alot of time. But this is such an easy thing to do, that somebody who is completly new to the game can do it easily. If you don't have mobility or one shots that means chases always take a minimum of 20s to end if you are say a stealth killer and get a free first hit and they just hold forward and dont loop when you catch up. That almost never happens though obviously.
The only real reason why its not such a big problem, is that many don't realize the power of W and its typically only 1 or 2 survivors who do that per team.
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Honestly, my main problem with this game is how strong holding forward is as Survivor, if you just do that each time a killer destroys a pallet you buy an extreme ammount of time with an action that takes no skill at all and can't be countered (except by mobility killers). Honestly, all killers should have some sort of catch-up mechanic to promote skillfull play, but can't be abused in a chase.
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How did this get revived? Wasn't this posted in July?
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All of the killer ones and all of the Survivor ones except for Adam, Kate and Yui since I only bought the killers with shards and Steve/Nancy because I didnt bother getting them to lvl 15. Plague was a pain since using her power actually hurts her emblem gain, same with David since no mither.
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Yeah I just recently also finished all killers at p3 with all perks and it was such a pain, but also SOOO satisfying. I don't think I will do the same to survivors though, since they all play the same and 1 survivor having all perks is enough for me, especially since getting P3 all perks on killer side alone took 2.8k hours. Bloodhunts can now also be used to really refill addons on my claudette and killers, instead of losing all that when I get them to p3 anyways. Already have 1 mil BP and almost another million saved up in dailies and rift challenges for the new killer on the PTB too.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1099889#Comment_1099889
2nd - broken half the time
3rd - limited time, conditional, once per game
4th - limited time, conditional, if abused requires MORE healing from whole survivor team (you know, a TRADE-OFF)
5th - small boost IF endgame triggers
6th - limited time, once per game, requires rare add-on and an item
Noticing a trend here?
It's nothing against you personally, it's just every killer and their weapon have had this complaint. And besides, I haven't come across ANYONE who's run that specific build. And yes, I'm in red ranks, or was before reset.
The thing with Dead Hard is, that it works just fine if you use it for distance, which is where its used the most by good survivors, they can make a mistake and then DH to the pallet that they wouldn't be able to reach otherwise, thus extending the chase.
Also while it is true, that DS is conditional and only can be activated once per game, its effect is extremly strong and can turn the way the match goes easily, especially since the timer is so long and can get you stabbed even if you ignore/slug the person after he gets unhooked.. assuming they dont jump into a locker ofc.This wouldn't be a problem since its meant to protect against tunneling, but it also gives a survivor 60s of free gen-time if a locker is nearby. Its so strong actually that it can benefit you, even if you don't run it, if atleast one person, including the killer, has an obsession perk
The other perks I agree aren't that big of a deal, unless its a highly organized SWF that abuses them. The only thing that I don't agree with, is the trade-off for BT, since them abusing it may waste 15-20 seconds (not sure about the exact time) for one survivor, but also buys either the person or the unhooker alot of distance, especially with M1 Killers, meaning the killer loses all momentum, while the survivors lose 1/4th of their momentum, half if you chase somebody else while the unhooked person mends.
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Yes with other changes, not by itself.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/925371#Comment_925371
Exactly, that's how I feel with every Survivor...
That's why I never choose to be a Survivor main, every Survivor to me and others like you are just models with different skins... I personally feel no connection or see any difference with them EXCEPT Claudette... mainly because Claudette has a built in stealth field apparently!
Jokes aside, I see no difference between all the Survivors except some that can stay hidden LIKE Claudette...
With Killers, every Killer is different. Even the Killers with similar powers are different than their predecessors. This is mainly why I refuse to P3-50 every Killer yet... mainly because I should give all my P3-50s their full perks first and than move on... but also because if I do i'll have literally nothing left to do.
Yep, I hope they maybe add another way of progression into the game so you can do stuff even after p3... tho preferably without losing everything again, that one would hurt after all that work. Doubt it tho, pretty sure the Rift is supposed to be exactly that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/925294#Comment_925294
Tbh, I wish P5s was a thing...
Something to let me grind more towards, if there is no grind than I don't know what I would play for tbh... if I have no goal than what?
Thats also true, while I am happy to be done with getting every killer to p3 all perks (except clown and pig, both chilling at p3 lvl 15) it does kinda make farming BP feel... empty. At least I still have those two left and afterwards.... I guess I can P3 all survivors? Tho it feels a lot less satisfying since survivors are just skins, unlike killers.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/925281#Comment_925281
I guess we'll have to see what Chapter 14 brings us...
More grinding, at least thats sure.
I really hope they add special stuff to P3s, never thought about that until Onis Icon with the glowing Eyes.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/925250#Comment_925250
In the menu yeah, i'm talking about in-game.
If nobody can tell it's P3 or standard than that kind of... takes away from how good it actually is.
Yeah since I didnt face him ingame with his p3 outfit yet I cant argue for or against it, tho I did get messages of people wondering how I already got p3 Oni a day after release,so I guess its atleast a little bit noticeable. I do think neat additions would have been red eyes just like the icon even outside of demon mode and/or bloody hair too tho, no questions about that. Still I kinda like it, even tho it could have been more.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/924566#Comment_924566
I also thought this was the case... but sadly no.
His P3 mask and standard mask are kind of the same in my opinion... the issue is that the mask is already red, so adding blood on it just makes it feel more-so the same.
Plus, if you weren't paying attention you could hardly tell it was P3. This is for sure one of the more standard P3-50 cosmetic combos in my opinion...
I agree that you can barely make out the blood in itself, but imo it makes the mask look more...detailed? Hard to explain, just seems that way for me. Cant tell if its noticeable ingame since I barely face Onis (probably bc of flick bug), but in the menu it is noticeable if you switch between the masks.
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I am also finally done with getting all my killers to p3, only clown and pig left to get all perks on, but tbh I kinda like Onis P3 outfit, definitly one of the better p3 outfits imo, the mask looks super dope with blood... the only thing that I noticed is that his p3 head icon actually has red glowing eyes and I got excited for a second there and thought his eyes would basically have a red burning version of the frosty eyes... alas thats not the case sadly.
EDIT: Pictures to explain what I mean:
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The point here is (atleast I think it is), that Killers want to play how they want, just like Survivors are allowed to (even tho I am not that big of a fan of camping, unless its EGC), while your other example is a Survivor telling a Killer which way he is supposed to play and which Perks are allowed to be used.
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I can confirm that his P2 outfit looks a lot better (his skin is actually bloody now) I am lvl 45 with him currently, so I can soon P3 him and can upload a pic of it then.
EDIT: P3 Outfit in and out of Demon Mode:
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On the Survivor side just Claudette P3 with all perks (yeah I know)
On the Killer side I have everyone at P3 and Billy, Nurse, Huntress, Myers, Hag, Doctor, Freddy, Spirit, Legion, Plague, Ghostface and Demo with all perks, others only at 50
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@KrazyKat1011123 said:
https://forum.deadbydaylight.com/en/discussion/comment/812241#Comment_812241
no myers, ghost face, or pig. And if its nurse or spirit terror radius doesn't really matter. And you do relize there are perks that reduce your terror radius. Oh i also forgot about wraith
Problem is, that the perks wouldn't even work against those killers, since they now have the undetectable status though.



