Green_Sliche
Green_Sliche
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723476#Comment_3723476
I did. Why do you think there's no good killer players on this forum who can win without slowdown? 😂
Against SoloQs who clown around? Sure, many can.
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723459#Comment_3723459
i have won against competent players with 0 gen defense and detection in this gamemode, lol 😂 i don't regularly use slowdown and learned to play without it, this gamemode is just fun to me.
Yes you did. You surely did.
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723420#Comment_3723420
"literally unplayable" is such an exaggeration, i literally won with perkless skull merchant on this gamemode, dawg. either you're getting bad matchmaking or you should practice and get better at killer, there should be no cases of "literally unplayable" killers ever.
Get survivors who don't do stupid sh*t and play against them with 0 gen defense and detection, then come and tell me how this mode feels.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723420#Comment_3723420
It's optional. You can still play regular DBD. No one is asking for the modifier to replace the actual game.
As I said, it's an unbalanced easy mode for survivors. But w/e, as you said, it's an optional thing, I'm just expressing my opinion and experience with it.
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More than half of killer roster is literally unplayable because they require at least semi-decent perks but sure, make this unbalanced mode permanent. Most fun mode to play as survivor, especially when killer has 0 gen slowdowns and 0 detection perks.
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As a survivor I got no perks at all ( a perkless run ) so you shouldn't complain.
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These winstreaks work right until an organized swf team is matched. That is when all those streaks end because survivors are playing efficiently, more organized and sufficiently bold to keep killer occupied or away from gens that are being repaired.
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It's them trolling you.
There's a modifier added for 48 hours. Check it out.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689425#Comment_3689425
I don't see how this solves the slugging issue if that's what they wanted to solve, it just flips it around. Before Viktor could down multiple people while injured, but he could only injure 1. Now he can injure the whole team with no downtime, and then Charlotte goes around slugging the rest with a 10% haste buff.
If they wanted to solve the chain slugging all they had to do was make it so Viktor stays attached after both injuring and slugging, that's it.
Charlotte won't be getting 10% movement speed buff unless Victor downs someone and latches on, isn't that so? So everyone is wounded but nobody is down and they can still try to crush Victor. You need to down a person, then you get switched to Charlotte and gain 10% Haste so long as you don't hit anyone.
Basically Victor's job now is to get injured as many people as possible. Then Victor should down someone and it's up to Charlotte with her perks and 10% haste boost to decide - go for another wounded target or pick up the downed one and get them hooked.
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The best case here is to hit unhooked one asap to minimize the distance lost. If unhooked survivor still tries to body block after that then it's 100% DS in play so killer can just down them and make DS go waste.
When it comes to body block it's commonly best to punish body blocker asap to save the time trying to bypass them. The only exception is when it's survivor train of body block in which case you can still try to reach the wounded survivor if possible but usually it happens when game is already over.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689366#Comment_3689366
Being near a wounded survivor with Viktor around is just going to get the other survivor injured as well. Then Viktor downs one of them and Charlotte comes running with a haste buff for the hook. Mark my words if this change goes live Twins will be the most overpowered killer this game has ever seen, even more so than SM rework. Then if they have to nerf Viktor's speed to compensate it will turn him into Legion 2.0 and ruin the fun playstyle of why us Twins mains play it in the first place.
That's what I mean, everyone will be wounded at best but when it comes to downing you can now down only one person as Victor no matter what as opposed to old one where you could down only wounded people, but that could be entire survivor team.
The only question is will this 10% speed buff be enough to get there in time to have the downed target hooked afterwards.
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Theoretical counter is being near wounded survivor. From my understanding Victor can injure multiple survivors now, but once he tries to down someone he will end up latching which means your control is restored to Charlotte afterwards and you get 10% haste unless you hit someone. The problem here is if there's another survivor, then Victor can be crushed while being latched on downed player and that player can be healed before Charlotte gets there.
I believe you can't just injure everyone with Victor and then switch to Charlotte without having Victor crushed afterwards, right? So basically you can have everyone injured like Legion, but when it comes to getting downs and hooks Twins are now weaker unless survivors are spread and don't try to help to each other, which can work in SoloQ match but probably do nothing against SWFs.
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One of perks is good for slugging build.
The other one requires you to adjust your play around having generator done while you are in the chase so you can benefit from the perk effect.
The last one is an exhaustion debuffer perk that triggers when survivors heal each other. Probably decent on Legion, if it works with Plague's cleanse mechanic too. Basically any killer that can try doing hit and run could benefit from this, so long as survivors have any exhaustion perks equipped.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689010#Comment_3689010
As for the tunneling, how is that something new? There is not really much that prevents it and if the killer wants to he can obviously do it already.
You can have a comeback, if you play well, not if a mechanic detects you didn't play well and rewards you anyway.
Got Gen rushed: Try to pressure gens better, if you get gen rushed in most cases your chases took too long. People use the word Gen rushed for everything without thinking about why hens go fast... Usually it is just because they chase one guy for an eternity.
Well for the tunneling you can run perks or play better to not die so fast, you might still die at the end but the killer will get like 3 hooks total.
Correction : You can have a comeback if someone plays bad and makes mistakes. If you are way behind in hooks or gens and everyone plays well then it's generally over.
It's easy to suggest better gen pressure but :
- Not every killer is equally good at spreading pressure. Apparently killers like Nurse, Blight, Spirit are better at this because they have mobility. Other killers struggle at being after everyone and often have to resort to getting someone out to create a pressure afterwards.
- Running every match with top best addons / perks - how much fun there can be in playing such game?
You said yourself - play better and try not to die quickly. If you suggest this stuff to others they will almost resent you for it. In their mind killer must spread the pressure and hooks no matter how is the state of gen progress is in the match.
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People bring those, get killed in the first minute of the match afterwards. It's no wonder they go for Escape Cakes instead as survivors. Same happens to killers - get genrushed with 1 hook and the next match it's all sins of hell commit with salty pudding. Some people just don't want to have fun anymore.
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@Archol123 said:
That sounds horrible, if you are losing really bad you should be losing the match, you should not just get a buff for playing bad, because 1. This would make mmr even more watery, as now you can win games you had no right to win to begin with and 2. If you re going against a comp squad of survivors that make you get nothing the entire game, not hit, saving pallets like they are worth money and what not, the last thing you want is for this game to drag on even more, just get it over with and go next, because it is not fun at all. But you also should not win this, as the other side is just clearly better than you.
Imagine this, you took years to get good at the game and mastered a really hard killer, and now you get punished by the game, because the other side has no clue what they are doing...
In that case absolutely every killer should tunnel the first survivor asap instead of doing so when there are 2 or 1 gen left for equalizing the match. Does that sound fun to you?
By leaving less and less options for a comeback you essentially say to players - want to win, go hard or don't complain afterwards. This also means people shouldn't be asking for ''tunneling'' solution and changes that give survivors the chance to recover, like recent DS should not be happening in the first place.
To sum up - got gen rushed, take it like a champ and move on to the next game. Got tunneled off the hook at 5 gens - that's sad but don't complain, just move to the next game. No wonder game quality keeps dropping when changes make game harder for one side or another.
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You should note that some people may make the server ''crash'' when they don't like how things are going. You could be victim of this doing.
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@Nathan13 said:
You are whats wrong with solo queue if you give up on first hook at the beginning of the game, I’m so sick and tired of teammates that do this crap. I’m not trying to start a fight it’s just exhausting.
This is the bane of SoloQ gaming. The moment I see a team mate does that I just stop taking that particular match seriously.
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It's common courtesy to play nice and non oppressive to your opponent whenever one side decides to. You can't really restrict one side from doing things just because it's not as much of the fun to another. Everything else is up to devs to allow / ban but even that has to be done within the reason to avoid massive backlash in the future.
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Good BP farm event.
I wonder what will happen with the offering that has been disabled almost from start.
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Or you can be even smarter here.
Approach illusion from behind while crouching. If it's an illusion, the dispel prompt will appear. If it doesn't, then you know it's a killer. Doing so also won't alert killer of your presence so you can crouch out unharmed.
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Spirit in right hands and good headset.
Now #4 is something that worth debating for. Billy / Wesker could compete for that one.
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@Blueberry said:
Nemesis is really weak, he actually needs significant buffs, specifically on the zombies.
Zombies need lunge attack.
I don't understand why they made zombies that weak in DBD when in RE series those were dangerous enemies, even the basic ones.
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Plenty of times.
Usually it's subtle cheaters but it is still possible to figure out by observing how players react to certain actions. Had few blatant cheaters too, those don't even bother hiding they cheat.
Can't say much about reports, but that's the least you can do so it's still better action than doing nothing.
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@UndeddJester said:
- He can hit through walls and even if he doesn't, the fact he can hinders survivor looping efficiency,
- He can hit multiple survivors at once, and weakness can only be removed by looking at him. If he hits and runs, his next encounter with a survivor will be vs. UVX off cooldown.
- UVX can be shot quite far, and good aim can ricochet around walls and through gaps at angles that other killers can't hit, especially when combined with the previous 2 points.
- He has good map mobility with his Hallucinations, which can also double up as an anti loop ability in a similar vein to Dredge.
I don't know where you get D tier from my guy... this killer is way more effective than Trapper, Freddy or Myers, I'd put him at least comparable to the likes of Dredge or Pinhead, and more likely lingering in the realms of Demogorgon for his map presence and loop zoning power alone... let alone the skill shots he can pull off.
- Maps require walls and survivors should be hugging those. Most people who know how his power works will simply avoid doing so.
- Even if he hits 2 or 3 survivors at once, which is most common during unhook, survivors will begin getting rid of the effect immediately, unless it's one of those orbital trickshots. The moment killer decides to go for someone, the survivor ( provided competent ) will try to look back and have debuff removed. Looking back also allows to anticipate the shot and dodge it because projectile takes ages to reach the target.
- For long range UVX shots you probably need addon. Even then it isn't that much of the progress because the moment you start the chase, the effect of weaken will likely get dispelled.
- His mobility is countered by survivors ( competent ) by dispelling his illusion the moment he does teleport somewhere ( survivors can see if his power is in cd by looking at illusion's pose ) so most of the time he has like 1 or 2 illusion placed. His ability to delay the illusion placement is only good at forcing survivors out of loops. If you put it near gens thinking you can return back anytime know that the moment survivor sees it and knows you are chasing someone or busy elsewhere your illusion will be gone in few seconds.
This killer needs addon that applies weaken on survivors when they do gen as well as red addon that makes them all start weaken in order to try to capitalize on weakness effect at all. Without those, he has close to nothing and any decent survivor can keep him occupied long enough to let others do a gen or two. If this killer decides to play nice and not tunnel then 95% of time it's gg for him unless he has super-end game build and survivors don't touch totems at all. So far all games I played against him were more or less an easy experience because of how simple it was to get rid of weaken status and how easy it was to cull illusions on sight.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685784#Comment_3685784
Everyone who plays both Survivor and Killer appreciates Unknown to some extent. He doesn't have anything outstanding just looking at his chasing ability, but he does have decent gen management ability. After all, this game is about completing/sabotaging the gen.
He is the only killer so far who is getting weaker by participating in chase.
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Have we learnt already that every next version of a killer ends up being worse than the previous one?
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Xeno is much better.
Most players seem to be getting weak opponents and still think Unknown is a good killer when in reality he is glorified M1. Xeno has a much more reliable means of map traveling and can land tail hits during vault animation. Unknown can force survivor out of few loops but other than that he is solely at mercy of survivors - if they look back and dispel illusions then he has his wonky projectile that needs to hit survivor twice and there's like 4 or 5 seconds window between shots to make or else previous instance of weaken will be removed by and you will be applying a useless weaken debuff.
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@Slaughterhouse3 said:
Or is the Unknown really confusing? I'll take that I am probably just being bad lmao. I know a lot of killers require tons of practice to completely get right.
You are not bad. The killer is simply weak against survivors who do look back at you and dispel your illusions.
He is an M1 killer with mediocre anti-loop capabilities and unreliable map control. He requires very specific build and green + iridescent addon combo to work. There isn't anything good about this killer so unless decide to tunnel someone out asap, there isn't really much you can do with it. He is the same tier as Singularity - a M1 killer who's power is controlled by survivors.
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He needs green and iridescent addons just to function properly at basic level. This killer needs buffs to his power because right now any decent survivor can get rid of weaken status and dispel illusion like noting.
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/408926/genrushing-huge-problem-for-killer
Gen rushing isn't really a thing tbh, they are just doing their objective efficiently. Killer it's a different story since the developers balance off of player surveys, we are pretty much at the mercy of the majority, the survivor role, and I gotta tell you since they started balancing it like that, for most of the m1 cast this game has been straight up miserable. I don't think it will be getting any better either, every trial even against inferior survivors is going to be a struggle sadly. Just the way it is now until survivors start wanting to make the game fairer, but they wont of course. They just want those 3 gens to pop so fast and bully an individual, that's all this has been.
Tunneling isn't a thing too - it's killer doing their objective efficiently.
Why killer must switch focus on rescuer instead of recently unhooked survivor when the very same survivors try to swarm a hot generator even when killer disrupted them instead of going for the fresh one?
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682696#Comment_3682696
That's totally fair, your experience is entirely valid and if you feel you have more fun when running slowdown perks, by all means continue.
I just personally have found the game much more enjoyable since I started running chase / meme builds. Sure, I don't win as much as I would while running slowdowns, and I'll come across the 4 mans with map offerings that are playing like we're playing comp, but I try not to let those games stick out in my mind more than the others. Coup de Grace has become basekit in my builds and I genuinely think it's one of the funniest / most fun perks to run in the game. Fire Up builds, Dark Devotion builds, etc. have all been super enjoyable for me to run, win or loss. It's also really helped me realize where I need to be better as a killer as I'm no longer getting that extra 2-3 minutes from slowdowns and that if I don't create my own pressure, I'll surely get 4 escaped.
I'd say slowdown perks are often the necessity than fun. On some killers I have only deadlock as a slowdown and often those matches are 50 50. I noticed that current RNG simply doesn't allow the use of large amount of perks, as well as Hex totems as killer. When it comes to survivor, plenty of perks can't be used in soloQ because there's no way to coordinate things and large amount of selfish players means going into a match without at least 1 perk dedicated to recovery or chase / escape will end with bad time for you.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682637#Comment_3682637
Can’t say I share that same experience. I use Lethal every game on every killer and often I play M1 killers as I’m fond of their playstyles and mindgames that come with it and I get use out of lethal every game. It gives you so much info at the weakest part of the game for killer. Allows you to enter chase quickly and know the positions of their teammates if you need to drop and change targets.
I mostly have matches where these perks aren't needed because people are relatively easy to find, but then I also get those swfs stacks, where chasing someone usually takes time and other people just slam gens. TTV players are somewhere in between those. Of course the honorable mention goes to WH / MS cheaters and squad with these tools who run at ''115'' and easily outrun Bloodlust 1 / 2, can't be mindgamed at all and do gens with phenomenal speed. Out of all these, I'd say having a reliable slowdown does work most of the time. There are also those 1 / 10 matches where 0 slowdown perk load out works very well but I don't consider those as they could be other factors involved instead, such as people who have quests, troll and sandbag or simply are inexperienced.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682588#Comment_3682588
- Killer is weakest in the early game, it is quite literally designed as so. Losing two to three gens is not an automatic loss on killer as the last two gens usually take 2,3,4 times as long as the first pop. If you are consistently losing this many gens on your first chase than your A.) either not finding people quick enough or B.) you're not downing people / spreading pressure well enough. Run Lethal Pursuer or Corrupt if this is truly happening to you this often. If you can get a down within the first gen popping, odds are you're winning that game.
- Yes, you will of course feel the difference in game speed when not running slowdown, that's a given. But, you will learn how to improve your gameplay and when and where you need to take chase, drop chase, pressure gens, pressure altruism, etc. It teaches you how to play the game better and of course you'll lose more, but playing with full stacked slowdown just artificially enhances your skill. You've locked yourself in a cycle of feeling like you need to run full slowdown because you run full slowdown.
If killer is weakest in the early game, how come there are so many games where all 4 people are sacrificed and 0 gens are done?
This game is designed around RNG. Got good spawn and gens are well spread? Good for you. Got bad spawn and killer found you in the first 5 or 10 seconds of the game? That's too bad.
This game's sense of balance is around how weak survivors are and how many mistakes they may do. In the match where everyone is competent, 1 hook = 1 or 2 gens is common because a chase can easily take 40 + seconds and if plan to run around ''disturbing'' people you will get nowhere in the end.
Perks like Lethal Pursuer or Corrupt work if you pick a killer that can utilize them. Even then there's RNG and luck factor involved. Try using these perks on someone with lower mobility or non-range killer and you will see how useless these perks will become for you. Slowdowns are reliable on all killers, this is why people choose to use them more over other perks right now.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682505#Comment_3682505
Killers feeling required to run slow down perks is an illogical line of thought.
Imagine a Super Smash player that only plays the best character in the game (probably Steve), a character that most agree is downright broken and plays the game for you. Now imagine this dude makes it to top 8’s consistently with Steve, but can’t even get out the first round playing any other character. Now, the Steve player could interpret this one of two ways. He either thinks that he is required to play Steve or he can realize that he needs to actually improve at the game, it’s mechanics, interactions, etc.. The reality is that he’s not nearly as good at the game as the other players, he just gets carried by an S tier character.
Now, this is DbD, you’re not playing for rank (that you can visibly see), you’re not playing for money, etc. It’s okay to lose games, it’s okay to get stomped every once in a while. All you’re doing by running full stack regression perks is artificially enhancing your MMR and more than likely your perception of your own skill. Play to win if you want, but don’t say that you’re required to run slowdown perks when in reality you’ve overextended past your actual skill level and are getting players that are flat out just better. Take the slowdowns off, it’ll improve your gameplay and experience so much more in the long run. You’re not forced to run anything, you’ve just tricked yourself into thinking that you should win 75%+ of your games handedly.
The moment you try to be creative and go perks that don't contribute to gen regression you get always get 2 or 3 gens done before your first hook. It's the known standard against competent survivors ( I'm not even talking about sweaty swf, let alone MS / Wallhack hackers who are rampart in the game ) and from that very moment you have two options - tunnel someone asap or try to spread the hooks and end up camping the last guy because all other gens will be done. It's just the fact.
Killers are required to have massive amount of slowdown or play high mobility killers because there's physically no way to keep everyone occupied at the same time. Just because some people are doing obvious mistakes and getting caught early doesn't mean every game will have such person who'll play a role of an equalizer in the match. Very often, you will be dealing against capable players who understand what to do and won't waste time so if your perk loadout as killer consists of something else than slowdown, you will feel the difference.
All these requests of meta change are senseless. The moment something else becomes meta the new wave of complaints will flood in, asking for the change. I'm sure even if killers where forced to play with random perk loadout every time, there would still be people asking to make the randomizer pick perks from specific list so they don't synergize or stack with each other.
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There still are people who want to make already a mediocre M1 killer even weaker. How about trying to play as this joke of a killer first and see what he is capable of?
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They respect strength. Being kind and friendly is considered weakness of the character. Don't tell me you expected different result in competitive game?
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Try to last longer than 1 minute in the match and you will be getting 30k+ per match as survivor without any problem.
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It's mostly there to give survivors a feeling that they can counter killer's progress, just like killer can counter theirs by denying gen repairing and hooking them.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674662#Comment_3674662
"apply pressure from a distance"
You mean proxy camp or tunnel/trade from anywhere on the map?
Partly yes. He is average in chase because his hallucinations may not always be where needed or be at all and hitting someone at close range with his power is close to impossible. His redeeming quality is ability to do those weird shots into walls or vaults and still apply the stack somehow or keep his guard over a set of gens or hooked survivor. In few weeks people will stop playing as him because he isn't that great and there are better candidates for range pressure already.
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The one that stops resisting or running usually admits defeat and is worthy of mercy. Of course this rule is void if he stunned or blinded you more than 2 times during the match. Also an obvious baby survivor who didn't do much during the game and clearly doesn't know how to loop.
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Learn to play against him.
Killer is extremely weak if you do look at him while he is charging his power. Not only you will be removing the weakened effect from yourself but you will also be able to dodge the projectile since it takes too much time to charge up and shoot.
His teleportation power is easily denied if you keep dispelling his hallucination clones asap. Even in loops, his power is often unreliable and is easy to dodge.
His most strong suite is ability to damage through walls and apply pressure from distance. So long as you don't hug walls too much and keep him in check, he is another M1 killer with nothing distinguishable from other M1 killers. In fact, he might be worse than some M1 killers on many maps simply because how slow and dodgy his power can be.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673994#Comment_3673994
This perk is already picked like in 9 games out of 10.
...because it's a new system to the game? People wanna mess around with it. Arguing that a perk released 12 hours ago is gonna remain at the same level of popularity as it does now is ridiculous.
Killers often don't bother checking the basement, especially when it is on the other side of the map. So long as player isn't reckless, it's a reliable way to contribute to gen progression.
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He is quite weak against survivors who are not afraid to look at you and often he can't do two shots on many maps either due to lack of vision of the target or the weaken effect gets removed by survivor while his power is in CD.
His teleportation is unreliable and often is disabled by survivors.
Only one perk out for 3 is somewhat useful, yet it requires killer hit a gen in order to get the effect. His vault perk is extremely situation and his skill check stack farming perk is generally useless and works against absolutely clueless survivors.
Give a week or two and you will see that this killer will join the forgotten club because behind the cool features that he has on paper, in reality he is another M1 killer with trickshot power that often can be used against him and his teleportation passive gets disabled by survivors the moment they see it placed.
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@Jackal7879 said:
Either the payoff needs to be bigger or they need to remove the broken status effect or take less time to preform
preferably remove the broken status
her other perks are decent/good in my opinion
This perk is already picked like in 9 games out of 10. It's fine as it is since it permanently repairs all gens on the map for 10%. If you are that concerned about being broken because of it, use perks that can work when you are wounded so you can synergize WS with the rest of the load-out.
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@Blueberry said:
So far he looks really weak to me.
Quite often by the time his power is recharged, the weaken effect gets removed by survivor, making his power not worth using, other than as anti-loop tool.
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He is a classic B+ or B- killer, depending on what map you play and the skill of survivors.
Once survivors stop being ''afraid'' of him he becomes a standard anti-loop killer who has some potential to win if the hallucination does spawn in good spot. He also has decent tri-gen potential extension.
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Billy was buffed few months ago and was recently tweaked. Practice more against him and you will be fine.
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Reward for non-tunneling behavior from killer more and less people will tunnel. Some people will tunnel regardless because they want to or are pissed off. Just accept that you got tunneled out for whatever reason and move on to the next game.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664021#Comment_3664021
There is nothing constructive in your reply. I presented a thorough perspective in my post, gave a lot of info. My intention is to make the rift more engaging and fulfilling for people.
You are complaining about the event that has the purpose of helping people unlock more cosmetics in pass because your feeling of progression or w/e satisfaction factor is not getting fulfilled for personal reasons.
This event will last for few days. If you don't like it, wait until it's over and come back later.