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GrimReaperJr1232

GrimReaperJr1232

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GrimReaperJr1232
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  • I... don't think you know what Rework entails.

    A rework means completely overhauling a killers power (i.e Freddy) or changing the fundamental mechanics of the power (ex: Bubba and Doctor).

    This is just a buff.... that's all. Not even a great one.

  • He does. The problem is that Slinger's ADS is 0.15 seconds, which is practically instantaneous. Unless you're a literal God, you're not reacting to a Deathslinger.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2502589#Comment_2502589

    and that's my point. It serves no purpose. Huntress' lullaby serves as a warning, so what is the intend of giving trickster a lullaby that does... whatever it does.

    My theory Is that it only exists to prevent another Deathslinger-Monitor situation. That's it.

  • Trickster is weird in that his lullaby functions off a bell curve.

    40-30m, you'll barely hear it.

    As you approach 24m (his base TR), the lullaby reaches its highest point in volume where it will then start layering with his TR.

    When you get closer at 16m, the lullaby gets *quieter* until going completely silent past 8m.

    Why is this? I... I have no idea. It's very weird.

  • @Hoodied said:

    They also didn’t fix pinhead’s momentum I think

    Confirmed that they did NOT

  • PT is perfectly fine.

    If 2 people are on a gen, it's only saving 7 seconds!

    If you're in a 3-gen and have 3-4 survivors on a single gen, then PT or not, you've pretty much lost since your pressure must be nonexistent.

  • Let's see...

    Spirit doesn't need to uncloak.

    Spirit is completely invisible and inaudible up close while phasing.

    Spirit can literally stand still and get survivors out of position for a hit.

    Spirit can't be looped like a conventional killer due to her opaque power and ability to immediately hit out of phase.

    Spirit DOESN'T have to be concerned with flashlights.

  • I mean... he has a lot of issues.

    His knives are off-center deapite a Deathslinger level of precise projectile made worse by the now more limited ammunition, he still needs 6 hits whereas Slinger and Huntress need 1, he's map dependent, has a large lullaby like Huntress despite having less lethality, he's weak at tight loops, he's 110% so he's reliant on a power that (as I said) is weak at tight loops, he's a nightmare to play on console, and anything he can do, generally there's someone else who can do it better.

  • Wdym by "cancel"?

    Cancel as in Billy cancel where there's no real downside?

    Or Huntress Cancel where there's a cooldown (in Nurse's case fatigue)?

    If the latter, I could see it.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472977#Comment_2472977

    Wait, do we now want to be able to spot him from across the map again?

    Please no. Not again. I don't want to cry on Blood Lodge again

  • So... a lesser Wraith?

  • 1st part I agree with entirely.

    2nd part idk. Doing that WITH the window seems like a bit too much... especially when Spirit can just phase in place.

    3rd is another idk about. I think the reason Spirit HAS passive phasing is she's the only 4.4 killer who has to wait on her power to come back (ex: using it for mobility), whereas the others don't have this limitation.

    4th I disagree with since her Phasing Lunge add-ons still exist. I shudder to think of those with STBFL.

    5th is.. that's a lot more complicated than you think. Could probably be fixed but damn is the coding weird.

    6th I disagree with. Not because it's nerfed too hard but because even THAT is busted. That's still 228% speed which is practically the same as Billy/Blight with complete freedom of movement. I'd make the add-on do something else entirely tbh.

  • Sure thing...

    Nurse would go from 96.25 to 101.25% which is pretty much what she released as.

    110% killers would be basically unstoppable with their oppressive power and 115% speed.

    115% killers would become 120%. This ranges from largely inconsequential (Legion, Myers, Trapper) to absolutely oppressive (PH, Blight, Demo).

  • Unlikely.

    Movement isn't just about mobility. Do you know why Pyramid Head, for example, isn't considered S-tier despite being absolutely oppressive? Distance. Survivors can and will hold W and run away.

    Nurse doesn't care because she closes distances fast as well as ignoring every survivor defense. Spirit is similar. Blight is pretty much made to counter holding W, as well as crafty use of his power making him a killing machine in tiles.

    It's lethality mixed with mobility. You can't use distance as a defense, so you're forced to deal with their extremely lethal offense.

    One of New Wraith's biggest strengths is he ALSO counters W holding with his new speed, which forces survivors to resort to proper looping, a skill many survivors have begun to neglect in favor of dropping and running.

    The only kinda exception here is Hag but she has traps that let her be in 10 places at once so take it as you will.

  • Tombstone Piece. Sure, it's Myers and you're an M1 killer largely with no real power, but killing a survivor on the spot? Game changing. Yeah, you can technically counter it... unless they pop T3 in your face before you know it's even in play.

  • It's a bug.

    I could 100% hear footsteps before. It's how I caught IW users since I stopped using Stridor even before the nerf.

  • Cosplay: Legion is one of the easiest killers to cosplay. Their outfits are modern, requiring very little work outside of just needing a jacket or hoodie. At the same time, they have an aesthetic that many like.

    Fan Art: Easy to make since they're normal humans while eating masks so you don't need to worry too much about facial proportions/features. And if they look rough, hey, it might even fit with the aesthetic they have enough, again, people like. Plus, 4 people each with their own fans.

    Gameplay: Legion is a pretty basic killer. They're not very complicated to learn, some good synergy with perks, and they're pretty consistent since their power isn't particularly map dependent. Plus, a lot of people find vaulting pallets and going on mass chains to be appealing cuz it's fun to do. It's fun to see how big a chain you can make, while also having a brief moment of pretty much being immune to pallets.

    Notoriety: Everyone knows Legion. They're remember quite fondly as the killer that broke the game and caused mass DCs. Love them or hate them, Legion has left quite the legacy thanks to his release... and a ton of requests for buffs.

  • New speed out of invisibility?

    Um... Wraith's always moved at 6.9m/s after uncloaking. The only change made there was increasing the duration from 1 second to 1.25 secs, allowing Wraith to have access to the full power of his lunge just a bit longer before his speed decelerates back to 4.6

  • Remember how Undying got nerfed after a few months? Freddy nerfs?

  • You could just disable autoplay and read it yourself.

  • He's 32m TR killer because he's a 4.6 killer, and he's 4.6 because outside of certain circumstances with his lunge, his power isn't downing you. He's still a basic killer that you can loop normally.

    Wraith's top speed is 172.5%. Spirit's BASE speed is 176% with her top speed being 272.8%

    Spirit can instantly attack after phasing. Wraith needs to uncloak.

    Wraith is a hit-and-run ambush killer, utilizing his stealth and speed to catch survivors off-guard. Spirit is an aggressive chase killer whose power (in theory) relies on outsmarting survivors.

    These 2 share nothing but superficial similarities. Wraith is NOWHERE near Spirit's level, and isn't similar enough to enough to warrant the "downgraded Spirit" comparison.

  • I don't know what you could do to Tinkerer without reworking it entirely.

    Give a cooldown? Not gonna help. They'll regress the gen and you're back at square 1.

    Once per gen? Definitely a big nerf, but during a clutch match, especially against Blight and Nurse? Yeah, you're still dead.

    The fact it warns you when a gen hits 70% alone makes it one of the best perks in the game. Combine that with literally EVERYTHING else about it? Solid meta. I just find it funny how people didn't give much attention to it post-buff until after Blight came out.

  • Everyone wants them back. The issue is that console is currently too unstable for them to be re-enabled until the mid-chapter drops Tuesday.

  • The Thing.

    A disguise killer will never work. Without disguising, The Thing won't work. Very sad.

  • Uh... yeah. That's been a thing. For a long time. You run, you pant. You stop running, your character pants for a bit to catch their breath, then it's back to normal.

  • Billy has overheat. On top of that, it's his entire weapon. He's already juggling it.

    Blight has 5 tokens, each having 2 secs of recharge and a 2.5 sec fatigue. Also, Blight is 230%, same as Billy.

    Nurse has recharge time and fatigue. Plus, she's 96.25% without her blinks.

    Wraith is a hit and run killer. He really needs that mobility to do his job, especially without a cooldown since if he had one, it'd force him into extended chases which is literally his weakness.

  • @Reds_Demise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376071#Comment_2376071

    With the speed burst after decloaking and the wall hack you are not looping a wraith for long, unless he is unusually bad.

    Depends on the loop.

    A jungle gym or shack? Same as any killer.

    A junk tile/filler pallet? Yeah, Wraith will kill ya.

  • Swift Hunt shaves off his uncloak by... 0.35 secs. His fastest uncloak speed is 2.45 secs with 2 Swift Hunts stacked. Not terribly powerful.

    As for All-Seeing Blood, it's a bit controversial. Even so, Wraith is still, at his core, an M1 killer who can be looped like any other.

  • Save 50 seconds? What?

    Assuming 2 survivors are always on a gen with PT, it's saving 35.

    If 3 are always on the same gen, it's 45.

    Sure, if there are 4 on a gen at all times, it's 55, but for that to happen, you'd have to not be playing.

    If 3 survivors are on a gen (especially at once), you're clearly failing to apply map pressure. 45 seconds, assuming all 3 are on the same gen for all 5.

    Make no mistake, it's a good perk and comes in clutch, especially in the early and late game, but it's nowhere near as powerful as people think. If it's that much of an issue for you, you can try running Discordance to save the early gens.

  • Not really, no. I mean, it's already a pretty hit-or-miss perk that's easily countered by pre-dropping, so I doubt it charging via breakable walls would cause issues.

  • This is between Wraith and Billy.

    Both have mobility, though Billy's is better. Wraith has stealth, but Billy can insta-down.

    It's hard to say because the two play so differently. Wraith relies on ambushes and hit-and-run tactics while Billy is a snowball machine.

    Although, Billy still gets hit hard by certain maps while Wraith has lost a significant amount of his map dependency with the new speed and 20m+ complete invisibility.

    Wraith also has maps that are roughly free wins such as indoor maps, which is pretty great. However, Billy can potentially wreck an entire team in moments if he plays his hards right.

    All around, I'd say they're about even.

    Now, let's all press F for Trapper who is almost unanimously agreed to be the weakest of the bunch.

  • You're in for hell. I'd suggest waiting for the 27th for the current performance issues to be ironed out.

    1. For cam sensitivity, set whatever feels best for you. I keep mine at 70.

    2. Starting perks? Corrupt is always nice. You could use Rundying if you want since you don't need downs, which gives you more time to practice.

    3. Notice I said "practice." You're going to lose... A LOT. It's not unheard of to go on lose streaks for potentially months, even when you THINK you've figured her out. It's normal; consider it the Nurse's Rite of Passage.

    4. Remember survivors have hitboxes that influence your blinks. If a survivor drops a pallet in your face and you try blinking immediately, or they're directly across a small obstacle, you might blink in place due to the survivors hitbox. Try blinking a little to the side of wait for them to move.

    5. 1st blink is to close distance. 2nd is for the kill. Sometimes the survivor will be close enough for just 1 blink, but don't actively try to be a 1 blink Nancy.

    6. Try blinking the last place you saw a survivor whenever they reach an LoS breaker. You want to keep your "prediction blinks" to a minimum.

    7. Wooden Horse is nice since it reduces your penalty for missing, and you'll probably miss a lot. Beyond that, double recharge is nice on all levels. I'd stay away from range add-ons. Trust me, they're addictive.

    8. You might be Nurse, but you're not unbeatable. Don't be afraid to abandon chases if they're not going your way.

    9. Always use only 1 blink when blinking for map mobility.

    10. Remember every survivor that bullies you for daring to try a new (and brutal) killer so that you may exact your revenge one day :D

  • Legion isn't a 1v1 killer. He's one of the few 1v4 killers in the game, actually. And if you remember Old Legion, it didn't necessarily work out at first.

  • Easy: Reveal a survivor's aura for 6 seconds after hitting them with a surprise attack. Done.

  • Like what?

    Adrenaline is still a meta perk.

    Hope is extremely powerful. It's only rare because it's extremely circumstantial since you need to be the one chased, not downed, on a gate, etc.

    No One Left Behind? I... okay, yeah, this one needs a buff. Idk why they thought changing the condition to the gates needing to be opened was a good idea.

    Wake Up is just... why would you run this? Exit gates already open pretty fast. But let's say the numbers were buffed to 30%. What would you get? 20 is lowered to... 15. It's just not worth it. Just use Spine Chill. It'd need a complete rework and I'm not even going to try spit balling ideas.

  • When the game is stable on console again, presumably.

  • This is... wrong.

    You see, survivors get a debuff when they stack on gens of 15% per survivor. Prove Thyself simply mitigates it.

    So 2 survivors doesn't mean they're both working 15% faster. They're just countering a debuff, so instead of 47 seconds, it's 40 seconds.

    If the debuff didn't exist? Yeah, then it'd be a problem. Gens would get done in 35, 20, 14 seconds. Fastest you can get with the debuff and PT alone is 25 seconds, requiring the entire team on a single gen.

  • No.

    Dude, she's a 4.4 killer completely reliant on her power to get hits. There's a reason her recovery is a generous 15 seconds with no fatigue.

    Depriving her of her power for 60, hell even 30 seconds is BS. Lightburn is a mechanic that can *burn* for all I care. Let it die.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317505#Comment_2317505

    something unintended being/becoming a mechanic is a thing in games especially modern games that have more live design then concrete products

    I'm well aware. NOED activating when the gates were powered was a bug that became a feature. In this case, the devs didn't like it and decided to remove it. Like I said: It was a bug, not an intended mechanic.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316719#Comment_2316719

    it was in the game for 4 years, at that point its a mechanic

    A Bug is something in the game that is not intended. It was not intended, and is therefore a bug, not an intended mechanic. Age means nothing.

  • Killer main and no, it's fine.

    1. Otz proved nothing. It was an artificial scenario and neither side used perks/powers. Yeah, if survivors play super safe, they'll prolong the chase. That's why you need to give up some chases. It only proved why tunnel visioning 1 survivor is a terrible idea.

    2. If there are 2 people on a gen, it saves 7 seconds. It doesn't start getting noticeable until 3-4 survivors are on a single gen, and at that point, they're taking a huge risk since a killer can interrupt and pressure 3-4 survivors at once.

    3. Discordance is a good perk. Do try it.

    I'm sorry, but it seems like you're needing to improve on your time management but are instead choosing to blame the game instead of improving.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313624#Comment_2313624

    Alright. Let's NEVER play Billy again since he can't do anything outside of being in the open and let's keep making posts about bitching about overheat that doesn't really affect him in any way except for feathering too much in the open. Billy is fine then. Can't wait to play a thousand Spirits who literally break the game with no counters but Billy can actually try to feather around a loop to try and cut you off? Nah, that's unfun and unfair. Glad we got our priorities for killers in this game.

    Uh... have you heard of curving? That thing that makes Billy strong, allows using his chainsaw in loops, and is pretty much the entire point of using the thing?

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313376#Comment_2313376

    Billy's Rev time was always 2.5 seconds. Insta-saw was his best add-ons plus tinkerer.

    Billy has a default 2.5

    He used to have charge add-ons.

    Primer Bulb/Tuning guide reduced it to 2.1

    BOTH of those together reduced it to 1.8

    Notice that the 1 single complaint people had about Old Billy was Double Charge add ons a.k.a Insta-saw.

    Yes, Old Tinkerer was an even stronger variant. That does not mean that 1.8 rev time on Billy's chainsaw is even remotely balanced or fair.

  • No... just no.

    Bubba's rev time of just 2 seconds is already pretty damn scary, I do NOT need to imagine Billy with Insta-saw. Ffs, pre-nerf Billy had a rev time of just 1.8 seconds and it was oppressive af, we do NOT need a rev time that's even shorter base.

  • Completely? No, not yet. There are still absolutely BS set ups that can spawn, and RCPD has a borderline infinite (whenever that gets re-enabled).

    We could probably remove at least T3. Preferably T2 as well. T1 I think is fine currently.

  • 4.2? I have a suggestion. Play Myers and stay in T1. See how well you do.

    4.3? Play Huntress who's 4.4 without her hatchets and see how well you do.

    4.5? Hag with Water logged shoe.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310965#Comment_2310965

    I am not going to convince you of anything. This is just my opinion, which you are free to disagree with.

    Alright, let me rephrase.

    May I ask your reasoning? Won't even try to dispute it and cause an argument. Just wondering.

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