FFirebrandd
FFirebrandd
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Simple. If the killer tunnels, they remove 25% of their opponents as soon as possible. That makes things significantly easier for them.
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@High5YourFace said:
Is the Trickster supposed to be able to run faster than a survivor while throwing knives? I looked at his add-ons after the match and he had nothing to make him move faster; there was an add on that made his knives pierce and an add on that made his knives shatter. Here's one of the chases that shows how he starts throwing knives at the bottom of a set of steps and the chases me around the corner as he is running faster than me chucking knives:
You seem to be asking us to judge if the Trickster is moving too fast in a video that barely ever shows him. Do you see a problem with this? Cause I do.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2401472#Comment_2401472
I've been trying to get Monitor on pig for ever. I'm p3 level 50 and STILL no monitor in my bloodweb! Come on, Entity, throw me a bone!
Oh that's unfortunate. Monitor is really helpful for enabling her stealth.
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Gonna take a bit of a different stance here.
Run Combat Straps, Shattered Syringe, Whispers, Monitor and Abuse, Enduring, and then the last perk is a bit of a wild card (Brutal, I'm All Ears, BBQ, whatever).
Whispers + Monitor on Pig does a ton to enable her stealth, as when you're approaching a Gen, Whispers will turn on and you can crouch, keep going, and know that there's a Survivor there that you're going to ambush. Combat Straps and Syringe do a lot to make using your Dash mid chase actually work, and Enduring is just nice for allowing you to play more aggressively in chase.
Yes this build is lacking slowdown, but that's what Pig's hats are. Also if you have to, the wild card slot could be Pop or Oppression or whatever.
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@MrDardon said:
This is just old Trickster, which I personally found better than the current version. If I were the one to change him I'd do 3 things:
- Revert all the changes he got in this Mid-Chapter.
- Remove recoil (it's just unnecessary and annoying and even worse on console)
- Blades need to be pulled out manually to reduce laceration (2 seconds per blade which would be 14 seconds when you are hit by 7 blades)
We'd have old Trickster with 2. and 3., which would probably make him decent. 3. should give him some map pressure which he lacks in and 2. should just make him feel better to play as.
Yeah, it is basically Old Trickster with the Main Event changes. I also prefer that version of Trickster, so if we can't get him reverted, I'd like an Add On that basically does it.
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@GrimoireWeiss said:
Prove Thyself is a healthy perk. It makes survivor work together on gens which is way better for the killer than splitting up.
That very much depends on the Killer and what perks they're running. If the Survivors are constantly finishing Gens before you can Pop them or before you can push them off to get Ruin going or whatever else, then Prove Thyself can be really really bad for you. Heck, even if you just make a habit of kicking gens, each gen that actually finishes means that there's one less gen on the map that can be in a state of regression, and slowly deleting the Survivor's progress.
I personally have Prove Thyself as my 2nd most disliked Survivor Perk.
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For whatever reason, when Deathslinger is reeling someone and walking backwards, it becomes nearly impossible for that Survivors to move while speared. I don't know why that is. All I know is that Deathslingers that don't do that are possible to counter. Those that do use that feel super unfair to go against.
That's the only thing I'd change.
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Whispers is the first one that comes to mind. Tier 1 and 2 are too imprecise to be useful.
Agitation is another. Agitation really only gets good when it pushes the killer to be faster while carrying than Survivors are. That only happens at Tier 3.
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MONSTROUS SHIRNE
Your fervent care of the Hooks found in the Basement has aroused The Entity's interest.
While a Survivor is on a basement hook, the Entity provides you with 15/20/25% faster Break Actions and 5/10/15% faster Vault speeds.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/2394560#Comment_2394560
But by that argument, if it was that easy then this build wouldn't be more common than not in higher ranks. There's a reason why it's so common - it's extremely strong. In theory, yes it's easy to eliminate 2 totems. And yes, in some games it is extremely easy. And sure, if I play with an SWF, I'd imagine it would also be easy. But as a solo queue survivor, it's hard.
Its extremely common because it synergizes with Blight and itself so well. It isn't because it or Blight are OP. Blight just happens to have kind of poor synergy with a lot of perks.
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Can you blame them?
Most of the Killers that focus on the 1v4 are either never played or complained about heavily.
Plague, Hag, Demo, and Trapper are all very rare sights to see in the fog. Pig is also not particularly common. Wraith is more common now but people are starting to complain about him. Legion is somewhat popular but Survivors complain because they're mending simulator. Forever Freddy was very 1v4 focused but it got complained about so much that it has been removed from the game. Similar story to Old Freddy from what I know of him.
Simply put, BHvr aren't making more 1v4 killers because they aren't popular. Why? Well, Killer Players want to feel powerful. 1v4 focused Killers that have trouble confirming downs frequently don't feel super powerful, so they don't get played much.
Fun fact, Billy, Oni, and Blight are not 1v4 focused. Not a single one of them have a mechanic in their kit that can distract or delay Survivors from gens outside of they're physical presence. What they have is between decent and good 1v1 potential then the mobility to quickly get to another chase. That gives them a better 1v4 than somebody like Clown who hasn't got mobility, but their 1v4 is lacking compared to the actual 1v4 killers who almost never get played.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2391636#Comment_2391636
Exactly. I don’t know how so many don’t get this. If they activate straight away, the survivor gets the benefit. The way they act currently no survivor in their right mind will be stupid enough to hang around to wait for the activation unless they want to be hit by Clown.
Probably because you're talking to PC players who would be capable of flicking their mouse down and dropping the instant antidote at their feet. For PC, that would be much easier and more flexible than the current set up of committing to a particular path and throwing the antidote a few seconds ahead of you. It'd probably butcher yellow bottles for console players who (I think) can't do that... but... y'know... is it surprising that most PC players wouldn't consider that?
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Yeah... I don't know how I feel about new Trickster. The problem I personally am having trouble with is that with Old Trickster, I would frequently zone Survivors from just continuing to hold W by just throwing 1-2 knives at them. 60 knives and a longer time for laceration frequently made it so that I could do that without worrying about running out of knives and the laceration from any hits would probably still be there when I caught up.
Now though? Doing that seems like a complete waste. With only 44 knives, you can't afford to throw some that you don't expect to hit and the Laceration will have fallen off by the time I catch up anyway.
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Neither. Trickster can down survivors so much faster now if he catches them in a bad spot, but he basically can't down somebody with knives if they're in a good position now.
He already kind of worked like that but now it is even more pronounced both ways.
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I'm pretty sure they didn't change his knife hitboxes.
Also... it isn't a flat nerf and he's not unplayable. Needing 25% fewer knives to injure and Main Event starting 3x faster are not small buffs. I do however think they took everything too far. If they just split the difference with just about everything they've done and get rid of the lower cap on throw rate, Trickster should be better.
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Yeah they need to lower his base cool down then slightly nerf his recharge add ons. Atm he's too dependent on running the Pen and whatever the yellow one is.
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You are correct, Trickster isn't OP. However, what he is is too much.
I finally got around to playing him tonight and... good lord.
First, I was right that they basically made Trickster a much more intense version of what he already was... for both his strengths and weaknesses.
Second, oh holy crap did they go too far. Waaaaay too far. The only change I'd say was fine was the 30 second window for Main Event. Everything else was way too much. He's too lethal. Too counter-able. Has to reload too often. Too few Main Events. Main Event is ridiculously beyond scary now if used at a good time. Just... everything is too much.
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A lot of whether I enjoy a Killer comes down to the question "How easy is it for the Survivors to force me to just hold W after them?" If the answer is very easy, then I'll probably not like the Killer. If the answer is almost impossible, then I'll probably like them quite a bit. That's why my current favorite killers are Trickster, Blight, and Legion.
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@Ssajbambusa said:
@FFirebrandd In my change they wouldn't have it, it's an option to either play safe or riskier. Well okay, ranged bubba, loops with short walls are instant death, while he is useless on maps with tall ones. For me it's not healthy, but it's an opinion.
Your first 2 sentences are too generic and I don't know what you mean. Could you try explaining what you mean again in greater detail please?
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That doesn't fix things.
Here's the thing. you know who can, right this very second pull off the whole ranged killer who spreads damage and slows down the game thing?
Deathslinger.
Seriously, he can run Sloppy Butcher and both mend time add ons with M&A or Tinkerer to make not healing a terrible idea and do that way better than Trickster ever could.
As much as I'm doubtful it was a good call, making Trickster ranged Bubba does at least put him in a unique role among killers and your change does not. Also I doubt people will find mending knives healthier. People already complain about vsing Legion being mending simulator.
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2387026#Comment_2387026
Yup, you hit the nail on the head. You could loop him for a while but no matter what you did he would eventually down you.
In that case you are very very wrong in your comparison. There's nothing guaranteed about anything Trickster does. Double that since you'll start losing laceration after only avoiding knives for 10s. Meanwhile if he catches you out, downing with a measily 12 knives can put you on the floor stupidly quickly.
From what I've been hearing, Trickster now strongly resembles Old Bubba. Get caught in a dead zone? You die horribly. Get found in a good spot, he can't hardly down you.
That's also arguably not a great spot for him to be... but your comparison is very scuffed.
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I wasn't around for Old Legion, but what I've heard is that Legion got a rework because they were incredibly slow to down Survivors but there was very very little that the Survivors could do about it. Is that accurate?
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I'm not super surprised they nerfed his total knives. I don't know why they sledge hammered his ammo addons though. Like... at least let the brown add 1 health state and the green add 2. No... they went for 0.5 and 1.25 respectively.
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So, the answer changes depends on whether you want to get better at looping or want to survive without it.
If you want to get better at looping, Windows, Spine Chill, Resilience, and Dead Hard are your friends.
If you want to survive without looping, I would recommend Lithe, a self healing perk of your choice, and then just kinda whatever. Windows also wouldn't be bad. If you can pull off getting injured while you vault, you'll take off moving at 8 m/s without the Killer being able to follow easily. If he commits to downing you, most killers will take a long time to confirm the down, giving your team precious time.
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It depends on whether the Survivors know how to use the buildings. If they do, I'm pretty sure only Spirit and Nurse can handle that.
Now if they can't, I've found that Trickster does ok there. A lot of the annoying parts of Haddonfield aren't a problem for him. Those white picket fences in particular are just not an issue.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2380032#Comment_2380032
32 meters, you can master how to use whispers you would understand why it is better.
If whispers is off, and you move to certain point you know EXACTLY where the survivor is.
Lethal persuer is for people that really don't know where to go, note I'm not saying that it is a bad thing and sometimes spawns are messed up but lethal persuer is nowhere near as good as whispers.
And not always whispers is on, if it's on then you will most likely see crows flying/landing or scratch marks.
If you think it's overrated, then your opinion, nothing wrong with it but if you think whispers is bad then my friend, the problem is on you for not knowing how to use whispers.
Edit: most of the time when you play as legion, when you see someone then that is great, you will see survivors either way after hitting a frenzy, there is not that much of a point to use lethal persuer on legion because he lacks lethality.
Actually I could easily see Lethal Pursuer being really good on Legion. Against decent Survivors, you only really get one shot at a good Frenzy because after they know you're Legion, they won't group up.
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The thing about Pyramid Head is that the Survivor meta has shifted a bit. It used to be Survivors relied on 2nd chance perks and Looping to not die... and Pyramid Head works very well against that. Now that DS has been nerfed, Survivors aren't running DS + UB very much anymore and are more and more using the fact that holding Shift + W can waste a lot of the Killer's time. Pyramid Head doesn't do well against that at all, so... Killer players have reacted and don't play him as much.
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Part of it is that the grind grows in a non linear fashion.
The last chapter didn't just bring Nemesis to max out. Oh no no no. Now all of your 23 other Killers now need Blood Points if you want to run Lethal Pursuer, Eruption, or Hysteria.
This chapter was especially bad for Survivors since they got 2 new Characters and 6 new Perks.
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Yeah, an All Kill map would have been fantastic.
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@Inscrutiable said:
https://forum.deadbydaylight.com/en/discussion/comment/2363388#Comment_2363388
I think people are missing my point. I don't disagree that survivor perks SHOULD be weaker. But I'm saying some survivor perks are outright useless / not impactful to skill expression in a way that isn't fun.
tbh, there are useless perks on both sides. In fact, the Killer version of Boil Over (Iron Grasp) is also terrible.
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It's a bit of a problem. It's a bad perk that promotes a bad playstyle. It needs a rework.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2355771#Comment_2355771
odyRight, in the game currently we have a few killers that counter this meta:
- Nurse
- Spirit
- Blight
- hillbilly (against bad survivors)
Which killers are complained about the most on these forums? Also, we should have more than 3 viable killers out of 30.
https://forum.deadbydaylight.com/en/discussion/comment/2355430#Comment_2355430
https://forum.deadbydaylight.com/en/discussion/comment/2355431#Comment_2355431
Sure, you can catch up to them, but the problem is how long it takes. The math doesn't add up in favor of the killer. If the survivor does nothing but hold shift + w and run in the opposite direction of the killer. No windows, no pallets, no perks, no mindgames, no nothing, just pure unadulterated shift + w, it will take the killer 48 seconds to down that survivor. Factor in the time it took to find them, the time it takes to pick them up, walk to a hook and hook them, and the other 3 survivors finish 3 gens. This is a real problem. At high levels you can't really counter it. Everyone agrees that at high level you HAVE to get someone on the hook fast, hit and run doesn't work.
- If you hit the survivor and break chase, you spent 30 seconds getting that hit, they spend 16 healing it away and/or just hop on a gen.Every other survivor now does the same thing.
- If you break chase before you hit the survivor, they just hop on a gen. Every other survivor now does the same thing.
- If you stay on the survivor, you just lost 3 gens et's not strawman here. Nobody is saying survivors can't loop. Loops and mindgames are where the fun is. the game isn't fun when survivors just hold w and immediately drop every pallet. Where is the fun? You are just running through a grinder until they run out of pallets and hope the team is bad at doing gens. It's not fun for either side. I think survivors should be rewarded when they win loops, and punished our rank is showing then. The majority of my games are like that these days. Ever since the oracle vs tru3 matches survivors have been playing like this more and more.whennother strawman. they hey may be faster, but not that much faster. .6 m/s more is extremely slow when you need to close a gap of 20 meters.don
Honestly I wouldn't even say Nurse does a great job of countering hold W unless you're running distance Add ons or something. I have heard that a base blinking Nurse is... about the same speed overall as a 115% killer.
Legion with M&A does because 8m less of warning and Frenzy has nearly no swing cool down and is 130% instead of 115% so you can get right up on them quickly... then Survivors don't usually keep running during the Frenzy CD unless they aren't at a loop yet. Double that if you've given him CD add ons.
Trickster does if you get your injury with Knives. Holding W in a straight line is practically an invitation for Trickster to keep throwing knives into your back for a free down.
Bubba with stealth Perks can because the perks get him close and Chainsaw = no post hit hold W.
On the right map, Stealth Killers counter hold W very well. After all they won't hold W if they don't know they need to.
On a decent number of killers, Save The Best For Last does wonders for minimizing hold W after hit.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2355847#Comment_2355847
Now we are talking! At least those perks I can run on Freddy.
Side question, how well do stealth perks work on Freddy? Like on the one hand when they're awake they can't see you past a certain distance so smothering your TR is very effective. On the other hand, when Survivors are asleep, they hear the lullaby instead of the TR so TR perks don't do anything.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2355790#Comment_2355790
It is a good advice, but having to play those killers in order to counter this poor excuse of a strategy is...bad.
Eh, you don't need to run those Killers though. M&A + StBfL on any M1 Killer can drastically reduce the amount of hold W that happens. Sloppy + Nurses + Stealth can let you hit somebody, let them go and get the 2nd hit later on.
There are more options than just those two.
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@GeneralV said:
It is not impossible to counter, it is just really boring and unfun.
I want the loops, the mindgames, situations in which both sides can outplay each other. I wanna have fun.
Screw the "hold W meta". That should not be a thing.
Have you tried Blight?
Alternatively, Legion with M&A also does a good job of shutting hold W down.
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I'll admit I find it boring when Survivors just hold W. Here's the thing... instead of complaining about it, want to know what I do? I run Killers and Builds that counter that. Those 100% exist. Like this guy:
He's fantastic at dealing with Survivors that just hold W.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2355266#Comment_2355266
Iron Grasp is perfectly fine though, and I think Distressing is undervalued, especially on small maps where it can almost remove terror radius as a survivor tool for intel. I once played against an M&A, Distressing Doctor and his TR pretty much covered the entirety of Hawkins'.
The rest definitely need improvements, and I'd want Monstrous Shrine to be reworked most of all. Preferably to uncouple it from the basement because the basement itself purely exists to make camping and tunnelling easier, which is a big enough problem.
Iron Grasp is simply not worth the perk slot. Agitation I would say is a good perk. Agitation honestly does a lot for its slot. It lets you carry Survivors farther, it speeds up the process of hooking survivors, and it makes you faster than survivors while carrying so you can pull off aggressive maneuvers that are impossible without it. Agitation also has some Terror Radius manipulation which can spook and mislead Survivors which can come in handy. Iron Grasp on the other hand only lets you carry farther. That's it. Frequently you don't even need that. The only time you'd ever run Iron Grasp is if you really want to get a Hook Survivors in the Basement challenge done and are running both Agitation and Iron Grasp so you can carry people halfway across the map if you need to. I personally would give Iron Grasp +10/15/20% faster picking up and hooking. That might make it worth running on its own.
Distressing on the other hand is a combo perk. It has natural synergy with stuff like Unnerving Presence, Coulrophobia, and Overwhelming Presence. However there are 3 problems with it. First, the base set has zero perks that combo with it. Second, the perks I mentioned that do work with it all kind of suck. Third, the increased Terror Radius makes your job harder because Survivors will start running earlier. In something like Impossible Skill Check Doc on Gideon Meat Plant it can be good... otherwise it just isn't. To make it at least OK, it'd need some minor slowdown on its own... like 5/7.5/10% slower repairing and healing in the Terror Radius.
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For the way I use it, I want the yellow aura.
ToT is a main feature in my Legion build. Why? It announcing its presence is actually a good thing on Legion. That strongly encourages the Survivors to heal because nobody wants to go down easily because the Killer became budget Ghost Face. That in turn makes it so Frenzy is much more useful because the Survivors don't just... permanently stay injured.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2352941#Comment_2352941
That might be a problem, but I do think that it isn't solved by NOED, and we'd be better off reworking NOED and turning some of the communal perks into better picks.
Though to be fair, the survivor communal pool is pretty terrible too, outside of Spine Chill.
It isn't completely solved by NOED since it is somewhat inconsistent. However it is at least helping more than any other perk in the base set. I wouldn't necessarily be opposed to reworking NOED after a lot of the current stinkers got buffed or reworked. Iron Grasp, Unrelenting, Distressing, Insidious, and Monstrous Shrine all desperately need tune ups and should get changed before NOED.
Also you are selling the basic survivor perks very very short. Kindred is amazing, We'll Make It and Spine Chill are very good, Resilience Small Game and Deja Vu are all good. What's more is that their base set has some crazy good synergy with itself. Kindred is the best perk in the game for slipping past the Killer and getting safe unhooks while We'll Make It rewards you with an 8 second heal for pulling it off. Then... have you heard of Vault Build? Spine Chill + Resilience gives you 19% faster vaults while injured and the killer is looking at you. That can make survivors much more difficult to catch.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2351928#Comment_2351928
That would render it entirely useless, as survivors tend to only open the gates the moment they get out.
https://forum.deadbydaylight.com/en/discussion/comment/2351936#Comment_2351936
I really don't think NOED is the only good perk for starting killers. I mean, you already say it yourself: there's a handful of other decent perks in the communal pool. And killers all bring their own perks to the table as well, of course, so you ARE starting with Nurse's Calling, Enduring, Thanatophobia, Tinkerer, Agitation, Huntress' Lullaby (strong when you start out) and more.
Not to mention that on lower levels, killers have an easier time than survivors, so them having a slower start in perks is a good thing to balance new killers vs new survivors.
Overall, NOED is just poorly designed, serving as a crutch for killers and teaching survivors not to do totems. It needs a redesign.
If you don't include teachable perks... It is pretty close. There's like... 4-5 decent perks in the general perk pool. NOED, Sloppy, Whispers, Bitter Murmer and maybe Spies from the Shadows.
Honestly the weakness of the perks available to newer killers is, in my opinion, the biggest issue with the game right now. I am almost certain that that alone is what is causing the absolute lack of Killers in the middle ranks. Either killer players push through the painful difficulty spike where Survivors have great perks and they don't and get very good or they quit with almost nothing in between.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2351936#Comment_2351936
Eh...NOED rewards bad killers for not doing their job honestly
And the same thing goes for the survivors like Deliverance
Though the difference is that you HAVE to work to get deliverance
NOED should stay the same but the only change is:
You gain a token up to 4/5/6 when hooking survivors and when all the gens are done NOED activates, And a token is consumed when hitting a survivor, Hitting a survivor will put them instantly in the dying state
And if deliverance just gave you a free unhooking ability without having to work for it, Killers would be crying lol.
Are you going to start requiring Unbreakable or DS users to repair a generator to use their perks too?
Perks that come into play when a side starts losing to try to get them back in it are fine. Good even. I'd rather we had more of them that were actually good than yet another perk that reinforces a snowball.
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No.
First. Power wise, NOED is fine. It isn't even one of the most powerful Killer perks. It's good... and doesn't telegraph well, but it doesn't need much (if any) of a nerf.
Second. NOED is fulfilling a very very important job right now. Have you ever looked at the set of perks available to new Killers? Like... really looked at them? It is literally Sloppy Butcher, NOED, and a handful of decent tracking perks. That's literally it. Everything else is bad. NOED is basically the only good perk available to new Killers. The stereotype that bad killers run NOED is partially true because inexperienced killers have literally nothing else. NOED cannot and should not be nerfed until some of the basic killer set gets brought up out of the gutter.
Third. If you don't like NOED, you have plenty of options to help deal with it. Small Game, Detective's Hunch, and Counterforce all help you find totems while Inner Strength give you additional rewards for breaking them. Also Maps exist. If you hate it so much... bring the counters. Honestly I do that half the time as Survivor because Ruin is pretty common. Even if you don't like the counters... here's an idea. Watch for totems and check them when the last gen pops.
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@tolore said:
yeah I think it's because they share spawn rates with the anniversary items like flashlight and med kits and stuff. at least levelling someone from 1-50 feels like i get about as many anniversary items on survivor as i do on killer, it's just that for killer there is only cake.
Yeah, this is what is going on. Survivors have event cakes, event medkits, event flashlights, and event toolboxes. Killers just have cakes. Doesn't make the difference right, but yeah. Just explaining.
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I just want them to be more flexible and faster when they are trying to not slug/camp. So like...
- Push E to drop Victor and stay as Charlotte.
- Push E while Victor is chilling on the ground somewhere to call him back to you.
- The Successful Pounce CD does not prevent switching to Charlotte.
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Those 4 realms already got reworks.
Ormond is honestly better for Killers now than it used to be. I still don't want to be a stealth Killer there, but anyone else is fine.
I think Coldwind is less bad for Killers now than it was.
Gideon Meat Plant was actually very Killer Sided before its rework so I'm not surprised they nerfed it for Killers. I don't like how they did it but I'm not surprised they did.
Macmillan... honestly it feels about the same for both sides as it used to.
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I mostly want the match to be fairly close. I don't want to have all the Survivors down on the floor at 4-5 gens. Similarly, I don't want the last gen to pop with me only having gotten 1-2 hooks. I don't want there to be a 4 man escape and will fight to prevent one, but I'm also not gonna slug for the 4k unless I know exactly where the last guy is.
Usually this results in me playing fairly nice until the game has progressed to the point where I realize "If I don't start playing nasty, everybody's getting out."
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Honestly the weekend without Bloodlust kind of sucked. The Survivors knew that you couldn't punish them for just holding W forever unless you happened to be one of the Killers who can punish that with just their power... so... they ran. They ran a lot. They almost never looped because they didn't need to take that risk to force you to break pallets to reset your Bloodlust time.
Seriously... it was really boring.
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Haven't you noticed that the Dev's have been generally heavily modifying any Power that doesn't have Ammo or a Cooldown or Charges that need to come back or anything and not releasing any more? In my opinion, it's been obvious that the Devs have decided they don't want Killers who can use their power 24/7. So... that's why Billy got the overheat mechanic. Because previous to the rework, Billy could just... constantly use his chainsaw.
Billy's Addons needed changes because, well Insta Saw was a bit problematic. They decided to give him stealth options since... well idk what else they'd give him to replace the perks to modify his numbers. The odd yell probably got added so the Survivors could have at least a little warning if he starts the chainsaw near them with Apex Muffler while already undetectable.
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I personally am running Thrilling Tremors, Agitation, Oppression, and Nurse's Calling.
Oppression for some slowdown and info. Thrilling Tremors and Agitation to stay aggressive while he's carrying somebody. Nurse's to catch people healing if/when they try to recover after I spread damage.
I used to run M&A before his lullaby got nerfed/fixed and Sloppy Butcher until I got Thrilling and Oppression.
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@Wavy said:
https://forum.deadbydaylight.com/en/discussion/comment/2341556#Comment_2341556
doesnt matter what advantage keys give. They dont happen often. Simple as that.
That's no excuse.
Sure they're rare, but their presence in the map completely and totally distorts how the match is played out.
By that logic, Old Mori's and Old Iri Hatchet Huntress were also both fine.
