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FatallyIconic

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  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164758#Comment_2164758

    For me, spine chill is a requirement to enjoy playing against stealth killers most of the time, which is unfortunate. Also, breaking GF out of his stealth is the most annoying mechanic ever.

    I dislike playing against every stealth killer. I used to find them fun when I was a noob and "omg scratched mirror so scary EEK!" but once you start to get better at the game and put a lot of hours into it, stealth killers are nothing but boring, gimmicky and tedious. sorry, not sorry. They're fun to play AS though.

  • Easily the most fun killers to play against are ones where you get to do a lot of mind games and also looping.

    So killers like: Oni, Blight, Billy, Nurse (unless shes a complete god), Bubba and Huntress (when she's not laggy) are all REALLY fun to play against.

    For me, All of the stealth killers (yep, every single one of them) and killers that use traps (trapper, hag, Freddy) and Deathslinger are all extremely boring and frustrating to play against. Spirit is another obvious one that is so unfun to play against it's almost obnoxious.

  • @DawnMad said:

    I really loved what they did with Wraith, they fixed his problems one by one throughout multiple updates. I hope they do something similar with Trickster too, this has definitely been a good start to get him out of the D tier.

    I actually think the Devs are apprehensive to buff him because of the amount of disdain people have for Deathslinger. He's not a strong killer either, but he's extremely unsatisfying to be chased by due to him being guaranteed hits at windows and any loops he can shoot over.

  • I don't think the last PTB changes have gone through. I played him this current patch and he still has recoil on his shots. They removed recoil in the last PTB to make him reward players who are good at aiming.

  • oh ok. He still seems really weak to me. His 1v1 potential is good but only on loops with low walls, he can throw over. Maybe it's just me needing to "git gud" but he still seems lowest tier against decent survivors.

  • In terms of latency issues for hitboxes, I actually think the current patch is the WORST it's been in a long while. I remember the first week they enabled hit validation it was AMAZING! So many killers were clearly lagging/had higher ping because they would swing so early. Then they turned it off due to an issue with Oni's hitboxes.

    Then they re-enabled it saying it's fixed, and ever since then the hits killers get started to look completely off again. And it has just gotten worse and worse and now it feels like we are back to square one with this patch.

    Also, I don't know about anyone else, but it seems there's been a huge surge of people playing as Ranged killers this patch too, and I wouldn't be surprised if its because people are aware of the clear latency and hitbox issues this patch has. Apart from when huntress was first released, i don't think i've seen so many huntress players before. I'm literally getting them multiple times in a row every time i've played this patch lol

  • I could be wrong here, but I heard a rumour that the threshold for Hit validation kicking in is 200 ping. This means that the server won't validate hits unless someone hits that high ping amount. So for example, when a survivor is hit by a killer with 150 ping, and the survivor has, say, 60 ping, The killer's hit (which looks fine on their screen) will still be prioritised and it will look completely off on the survivor's screen.

    Until hit registration stops favouring the killer, or as they say "favouring the shooter" it will never be fair for survivors.

    It's a shame really, as chases are the most fun aspect of the game for survivors and in the game's current state it's just downright miserable in chases. I also find it awfully weird how I am getting ranged killers almost every game (specifically loads of huntresses and deathslingers) more than I ever have before (I had 3 huntresses and then a trickster today all in a row lol). Can't be a coincidence that this starts happening now that hit detection is at it's worse.

  • @Phasmamain said:

    Autodidact and solidarity with any other 2 perks. It’s too fun

    The "I heal you, to heal myself build": Autodidact, Empathy, Solidarity, Second wind.

    My current favourite build is the "Sapper" build.

    Kindred, Inner strength, Small game, Second wind

    You do totems, you get a heal. You heal a teammate, you get a heal. Then I usually bring in a strong toolbox with charge addons. Don't need a medkit unless I want to really self reliant

    1. I've played the game since the Pre-order Beta/game's release
    2. When I was new, I mained Meg. Now I don't have a main. I have most perks on every survivor, so i change who i play as every game.
    3. Mained Nurse when she was first released. Since she was nerfed, i only really play as Hag and Pyramid head now
  • @Seraphor said:

    Basekit totem counter will make survivors cleanse every totem in every game.

    That sounds great, and in terms of creating a secondary survivor objective it has it's merits, but it will completely invalidate most Hex perks.

    I'd only condone this if Hexes were reworked as well.

    A well organised SWF cleanse all totems anyway. How do you expect the devs to ever buff killers when solo players don't have access to the same information as SWF? You want the devs to buff hex perks and Totems in general? Need to have all survivors on a level playing field first.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101810#Comment_2101810

    How come 95% of the community understands that, but DEVs don't? It's beyond my comprehension.

    You'd think it would be obvious that it's more straightforward to balance a game around two playstyles. Instead of the devs only having to balance around Killers vs Survivors. It's SWF vs Killers vs Solo survivors. They're only making it more complicated if anything.

  • I agree. They state they want to bridge the gap between SWF and Solo. However, that's never going to happen by forcing solo players to use certain perks. It's also going to make it impossible to balance the game around SWF.

    SWF is the power role, then you have killers, then solo survivors right at the bottom (in my opinion). How do the devs intend to balance around SWF without hurting solos? They can't unless they give solo survivors base kit information that SWF has. Once Solo and SWF are on the same level, you can then Buff killer accordingly.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101686#Comment_2101686

    I'm not saying it's weak, I'm saying I don't like the direction they chose for the perk. LB is supposed to be centered around blood and making it infinite would make it good perk that revolves around blood pools only.

    Perks like distortion or lightweight could have used the no scratch marks for X duration so much more then Lucky break.

    I understand what you mean. However, no matter what you do, you are always going to be partially tredding on the toes of other perks. If lucky break removes blood pools permanently, that essentially takes away the only worthwhile factor of No Mither. I know No Mither is a memey perk, but people have used that perk purely for no blood effect it gives.

  • I can't believe people think this new Lucky break change isn't strong.

    Lucky break's timer pauses anytime you heal yourself. It's only active when injured. This means it's going to allow you to escape chases after being hit (you get a speed boost after being hit remember), and then you can heal up quickly and pause the timer. Rinse and repeat. So it synergises very well with builds that are based around healing yourself very quickly.

    Iron will, Lucky break, Inner strength and a Decent medkit (i have hundreds). It's going to be strong. You could also disappear into lockers with quick and quiet too, as you will have no blood or scratch marks leading up to it.

    It will also counter tunnelling. Get unhooked, run away, jump into a locker and use inner strength.

    In the hands of survivors who are competent in chases, it's going to be strong.

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