Haddix
Haddix
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i'm very scared she's gonna be executed but we'll see. she really doesn't need that many changes, just some of her cheesy low-skill ######### should be cut down but overall her real strengths that actually make her top tier shouldn't be touched, and I wouldn't even mind, depending on the changes made to her power, seeing some slight buffs for her range power to hone in on that aspect of her kit.
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/2626481#Comment_2626481
iron will itself is fine since it has risk reward, it's just dead hard removes the risk of it
on the original topic even more annoying to verse when people run spine chill + resilience with it and M1 killers can't hit a survivor cause you just medium vault if you get mindgamed
i wouldnt say iron will has a risk at all. if you play injured the whole game, that's your playstyle, not a downside of running iron will. iron will is just a straight benefit and removes one of the downsides of being injured entirely and has the added effect of removing breathing all together.
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popular opinion
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i think it should actually be 24fps for an authentic "cinema-style" experience.
on top of that, what's with all the brightness in this game? let's crank that down a few notches to make this game a true horrorfest! make sure those PC cheaters don't have such an easy time with their unfair nvidia filters that let them see me through walls.
and how about a maximum sensitivity cap? why should our console brethren (heroes) have to face PC cheaters with infinite sensitivity that let them do exploits like the OP jflick and oni flicks when we're FAIRLY!!! playing the game on our controllers, which were MEANT FOR GAMING, unlike those glorified typewriters. fix this injustice, devs.
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dumb strong, way too easy to set up and manage for how extremely stupidly potent the effects are. one person running them is already very, very useful for the team. MULTIPLE survivors running boons? extremely busted.
for some reason, my teammates just barely every have them. when they do, we win. when we don't, shocker, it's a little difficult if they're not that good. you can be awful and have multiple COHs in one game (and shadow step, extremely good as well, especially considering that all of your boons are tied to one totem) and you just blow up the killer's pressure for the low price of 14 seconds per totem blessing and you don't have to turn a single gear in your little brain.
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"reduce his effectiveness in chase by making the knives be stuck on the survivors until they manually remove the knives themselves like mending but increase the requirement of necessary knives to damage a survivor by 8 again."
this would be a huge nerf and would barely do anything at all for his map pressure. this would also make him even more uncounterable in chase because you could never decay lacerations in chase like you can now. you want him to be like old legion? that's how you do it. cause that's exactly what old legion was.
how would that actually give him a map pressure boost? you hit one blade from a mile away and they take 2 seconds to mend it off? it just wouldn't do anything meaningful at all and remove actual chase counterplay.
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@Sluzzy said:
I do agree he needs a nerf. Much slower throwing of knives or slower cooldown after he finishes throwing. He is like old Legion used to be. When you get spotted, there is nothing you can do but go down.
i dont have that problem, and we're playing the same game.
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this addon is hot t r a s h
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Why are people talking about DPI flicks like they're still a thing?
Is everyone just mindlessly commenting on something that they know nothing about? Does anyone even KNOW what tech Blight currently has? lol
The stuff that Blight does on PC is the same that he does on console. The majority of his tech right now is collision tech, and both PC and console players use it the same. DPI has a very little effect, if any, on his current lunge. That was patched. Consoles have the same capabilities.
DPI Flicks are GONE
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@Shroompy said:
As much as I like Pixelbush, this video is mostly wrong, why you may ask?
Because all of these situations would of resulted in the survivor being exhausted on the ground last patch, all of these interactions make sense youre just not getting a hit that you didnt deserve in the first place
The only situation here that is unfair is Nemesis, if the server does reject a hit it shouldnt completely ignore a pallet
"Didn't deserve"
Like DH isn't a perk that robs you of hits that you DO actually deserve.
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@Kaitsja said:
Honestly, while I haven't personally played against 3-blink Nurse, I don't see it as a problem.
People who suck as Nurse or are still learning her aren't going to fare any better than they would with two blinks and those who are already good at Nurse don't really need it.
I'd consider myself somewhat good as Nurse, and I've used triple blink for a few games. Found myself not really needing it most of the time.
The only counterplay versus a good Nurse is making her misblink with LOS breaks and distance making/double backing. Good Nurses misblink against good Survivors at least a few times. No Nurse is always hitting both blinks every single time. You see it in competitive matches. What makes counterplay possible is the fact that she has 2 shots at you. A 3rd can patch up those mistakes completely and will shut down counterplay in most scenarios.
It also gives you a faster recharge if you have all 3 up and only use 1-2. EVEN faster with recharge addons.
If you're facing average survivors, sure, you probably don't need it. But anyone who knows how to face Nurse will likely make her ######### up at least once or twice, and the extra blink makes that far less possible.
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@anarchy753 said:
I don't see an issue at all. If a Nurse is godly, they aren't going to be reliant on that third blink anyway. If anything they'll just be more hindered by the longer cooldown. On the other hand if the Nurse isn't great, they probably won't get any better on the third blink than they were on the first two, and you have significantly longer to run away in their cooldown.
The only people it really has an effect on is absolute middle-of-the-road Nurses, and those are so rare you can probably count them on one hand.
If anything, this add on change was ONLY for the achievement where you blink 3 times into a grab, because since she only had 3 blinks when you needed line of sight, that was basically impossible outside of farming.
Great Nurses still misblink all the time - that's the only way a good Nurse actually has counterplay. Competitive Nurses ######### up their blinks all the time. You can't act like Nurses play perfectly constantly, it's literally not possible. This 3rd blink makes an already VERY good Nurse that still extremely oppressive, even if they misblink, even MORE oppressive, and it shuts down counterplay tremendously. This is how 3-5 blink was back then, and that's how it is now.
You have to think about counterplay vs. those very good Nurses you're talking about. The only way you can have more than a 2 second chase is making them misblink with the 2 blinks they have. The 3rd blink in their pocket completely undoes their mistake. I have faced this, on a good Nurse, twice now. It's stupidly cheesy and feels awful to face, again, just like how it was back then.
Have you actually GONE against it? Genuinely? Are you speaking about the addon from experience facing it? That's who this post is for.
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@[Deleted User] said:
remove contamination speed boost
problem solved
E: actually
- remove contamination speed boost
- buff base zombie movement speed & detection
- fix zombie AI (or program a secondary ability that allows you respawn zombies using something akin to mint rag/demo portal mechanics)
- slightly reduce the amount of contamination points required to reach T3 (nerf marvin's blood to compensate)
- rework add-ons...give the tentacle more love and not the RNG zombies ffs
I would argue that more zombie speed would make them kinda worse.
I've faced so many Nemmys at this point, and when he doesn't have speed, they are SO difficult to kite away from gens. A nemmy having the ribbon or eye makes that process so much easier and gives me more time to work on gens. Zombie speed has almost never gotten me hit in chases or out in the map.
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that would be so much worse
that's just on command old mettle of man, which dead hard already is pretty close to. this would buff it.
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@Labrac said:
I haven't faced one yet, but as a Nurse main I must say people are overrating this addon. People seem to forget how the Blink Recharge mechanic hurts Nurse a lot, and 50% more of that is brutal. Even if you add Fragile Wheeze it's only -20%.
I'd take a 3 Blink Nurse over Range + Recharge or double Range everyday.
I wouldn't. The fun of playing against Nurse is the fact that you can play around 2 blinks. She has 2 shots to get me, and if she ######### up, fatigue time. Gives me distance and more time, and it FEELS rewarding. It feels GOOD to escape a blink. With 3 blinks, the chance of that happening is SIGNIFICANTLY lower.
She catches up with the first blink. Second blink, she over or undershoots because I made distance/double backed/broke LOS and abused that. Usually, at that point, it feels good to temporarily escape that situation. But then, out comes the 3rd pocket blink! I get hit anyway.
EVEN if you wanna argue that the combo is slightly weaker than range and recharge or double recharge, this addon still shuts down counterplay that usually makes facing the best killer in the game still fun, even if she's extremely oppressive (and I really don't mind, as she usually only has 2 blinks).
If you wanna say that a Nurse misblinking but immediately recovering with double recharge is overall a lot harder to deal with than 3 blinks, that's fair, I don't know if I'd agree, but making the Nurse ######### up with 2 blinks and having a 3rd come out to completely patch her previous mistake feels completely awful to verse, and I think Nurse NOT feeling awful to verse is incredibly important considering the fact that she's also insanely strong.
This is something that felt terrible to face pre-rework and feels just as awful now, even if her recharge is longer.
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@Zacharry100 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595903#Comment_2595903
The owner of the post must have never faced nurse when she was at her best.
Oh no, I remember facing OG nurse all too well. I just thought she was gone... :(
Don't get me wrong, it's a lot better than 3-5 blink (did not play when 7 blink was a thing) without a cooldown, but MAN is 3 still miserable even with one.
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A unique medkit would be cool. I'd also like to see it grant you an extra item slot just for this medkit, so you can use that medkit and something else.
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The difference between running shock range addons and not on Doctor is night and day. I think part of range should be baked in.
Also, why tf does legion sill have a 4 second fatigue? Both fatigue addons should be base.
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All he reaaaally needs are range addons baked in, like Ghostface with power recovery. At least an extra 2-4m basekit would be fine. Other than that, he's pretty balanced, the game is just not balanced around his kit.
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clairvoyance allows you to push and pass through players is the only reason it's useful right now. once you kill that, this perk is back to being completely useless. i'd rather it stick around if they're not buffing this awful perk lol.
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@MrOogieboogie said:
Pft, nah...heck, balanced landing is my favorite exhaustion perk and there are times it doesn't work or the killer manages to assassins creed me from 20 ft away after I have zoomed off...
I can't tell you how many times I have accidentally wasted sprint burst...
Head on is SUPER situational...
Adrenaline is niche...
Dead hard is pretty strong for a couple "I frames" and TINY distance creator, but FAR from op.
Lithe is decent, but you gotta vault to use it.
Exhaustion perks are fine.
all of these perks with the exception of head on are extremely strong. why are you downplaying their strengths?
if these perks weren't good (especially DH and SB) then you wouldn't see them almost every ######### game. they're extremely meta because they're extremely good.
they are 100% skill replacer perks that do not require thought to use beyond "ooga booga i see vault, i must use that for lithe ooga booga/ooga booga yes i see dropdown, must use that for balanced"
i stopped running all exhaustion perks except Smash Hit (the one that you actually have to make an outplay in chase to use) and got MUCH better at survivor. you feel the lack of DH to carry you in chase, but that's the point. DH and the rest of the exhaustion perks besides head on and smash hit will carry the ######### out of you because they give you dumb strong benefits for little condition.
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They don't change the charge time. They change the time it takes for a survivor to be shocked after you send out your electricity. When you send it out, it takes 1 second for it to actually hit the survivor. Discipline, when stacked, decreases that to 0.5 seconds.
The other commenter was wrong. It has nothing to do with his static blast. It buffs shock therapy.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/289227/docs-discipline-addons
You read it wrong.
It has nothing to do with your static shock but with the static blast.
No, they don't. Discipline buffs the time it takes for Survivors to get shocked after getting hit by Shock Therapy. There's typically a delay of 1 second from when you send out a shock to when they get hit. With both Discipline, it's 0.5 seconds. You've read it wrong.
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People aren't getting the point and it's quite sad.
Yes, you'll go down to any killer, but you both have a SAY in the chase duration. Your plays and misplays determine how long the chase goes on. A Franks Legion hard caps a chase, and there is quite literally nothing that significantly slows that down. It's awful, it's not viable, but there is absolutely zero gameplay to it as there is no kind of input that you have as Survivor that can have any meaningful impact on the chase. You'll just die in ~48 seconds no matter what you do.
Just because the addon combination is objectively awful doesn't mean that it doesn't promote extremely braindead, zero-skill gameplay that can turn some sort of a result for a killer using it, even if the result they get is bad.
I think people are mistaking "unhealthy" for "unbalanced."
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Within the next 3 weeks or so we'll know.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2572223#Comment_2572223
you tell those survivor mains, you tell them
https://forum.deadbydaylight.com/en/discussion/comment/2572262#Comment_2572262
i'm going to be super real with you as an ex-non-headphone spirit main
being constantly juked and pallet stunned by headphone survivors that know where you are in phase is a very, VERY jarring change to gameplay from her pov, and good ones now just loop you inside and outside of your long cd power
even vs lower-end survivors that made major mistakes that are the basis of killer gameplay, her addon set was ravaged, and it was such a solid set, possibly one of the only consistently good sets they ever made, maybe slightly outdone by wraith
I won't argue with that. My point was she's mechanically the exact same, so you don't play Spirit and think "man, her phase feels slow and clunky," you just feel "man, it feels like everyone always knows what I'm doing now." It's 10000% going to negatively impact your experience, just not with the actual mechanics of the power that make her feel like a Spirit.
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@Beaburd said:
Absolutely, I do.
People were dedicating themselves to playing killer when the original DS was released, and even when that patch came out that allowed you to blind/stun at any time during the pick-up animation. It didn't matter how hard they were belittled, or how unfair the game was towards them.
If there's anything you can rely on killers to consistently do, it's to play through their worst frustrations.
Sure they complain too but hey, it's hard for me to blame them nowadays.
I do agree, however, you are bringing up the game's balance as a whole. I will throw in the point that
1. This change negatively impacted a single killer, so although killers may still play despite these changes, they may just not play SLINGER.
2. Even if a killer is objectively weaker, I think what matters most is the feeling that you have while playing them. For example, Spirit is now weaker, as she gives more information, but the feeling of playing AS her is completely unchanged. I don't expect Spirit to be thrown in the trash by people who main her. Slinger, on the other hand, had his gameplay experience heavily tampered with, as his power was all about those quickscopes and his stealthiness. His TR increase mostly affects how the Survivors feel when playing against him, so it's probably not something that you're going to immediately notice as Slinger, but his ADS time is what really hurts his appeal. Even if Slinger was the same exact strength as before, I feel these changes would still ward people off from playing his new version.
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@ThatOneDemoPlayer said:
Almost noone will play him similarly to Hillbilly. Talking about Hillbilly, didn't they nerf his Engravings Addons?
They buffed them this patch. They no longer accumulate as much overheat as they did before, which is reaaaaaally nice.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2571797#Comment_2571797
Deathslinger weak? Haha you have not seen a good deathslinger. He is rated A tier for a reason, and he still has really good addons.
He is rated A tier for a reason,
What are you on about? Where is this objectively correct killer tier list you speak of?
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2571744#Comment_2571744
He was A tier at least before. Now that he can walk faster when aiming he can zone really well, and good killers will adjust to the quick scope change. I think this is a buff to really good deathslingers. It added like 0.1 second to how long you need to aim, that's nothing.
He will still be really strong, you just need to actually be good at aiming now instead of just waiting for a vault and quickscoping
I definitely think calling it a buff is wrong. The only basekit buffs he received was a 1-second decrease in stun time and a 10% extra movement boost with ADSing. The nerfs that hurt his strength are far more impactful, as quickscoping and stealth were his biggest strengths by miles.
Either way, my post isn't asking specifically about viability. Although I welcome the discussion, it's moreso for what you expect on the Survivor side. His appeal was that quick ADS and stealth, and with those 2 things being hurt quite a bit, I'm not expecting players to find his gameplay all that attractive anymore, thus potentially resulting in Slinger going down to Billy levels of play-rate, or worse.
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Yeah, this perk sucks. I kinda wish it showed the killer's aura for about 3-5 seconds instead of the stuff it does now for 10.
The only thing it's currently good for is that you lose collision while using it lol, so you can windowtech and get past bodyblocking survivors.
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@GeneralV said:
I agree, though not for the same reason.
If I were to guess YOUR reasoning...
it's because old Freddy is still dead.
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I think you're overrating Huntress. The best Huntresses in the world get completely stomped against 4 good players, she's not that close to the top 3. There are killers that will perform better than her if this is a tier list for good killer player vs. 4 good survivor players.
also, doctor being stronger than oni is kinda wack.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2550980#Comment_2550980
Let's review his other addons then.
Philly, Telephoto Lens, Knife Belt Clip, Night vision Monocular (Reduce Stalk time when stalking and not leaning): So the base not leaning stalk time is 5 seconds. Running the Night Vision Monocular and Knife Belt Clip you reduce it to 3.75 seconds. Lean Stalk is 2.5 seconds. Ghostface should be spending most of their time stalking survivors while leaning. The only time you would not lean stalk is to pop a 99% stalk'd survivor or the game decides you can't actually lean. Not terrible addons, but largely useless when lean stalk to 99% is how you play Ghostface effectively.
Headlines Cut-outs, Olsen's Journal, Olsen's Wallet (Increased Movement Speed while Stalking): So as I said previously the effective way to play Ghostface is to lean stalk to 99%. While leaning you can't move so extra movement speed while leaning is worthless. At least the reduce stalk time while not leaning can help if a survivor isn't quite 99%.
Cheap Cologne, Telephoto Lens, Last Perfume (Increased Marked Duration): You can get +15 extra marked duration hitting 60 second marked duration on survivors. It's okay, but since you can 99% stalk survivors and pop them when you are close enough to hit you don't need extra marked duration. It can help if you accidentally fully stalked due to latency, but if you are already commiting to a marked survivor for over 45 seconds you are kind of throwing. It can help if you fully stalk two survivors at once since you can down 1 and chase the other, but it would be better to try to 99% both and pop 1 leaving the other to be popped later. No real reason to run this since unlike Myers you are picking a single survivor at a time to expose instead of an entire time.
Reusable Cinch Straps, Leather Knife Sheath, Drop-Leg Knife Steath (Movement speed when crouched): One of his only addons that gives him benefit when not in night shroud. Crouching is useful at some tiles since you can break LoS and get a hit you otherwise couldn't get. These addons do help for those situations. Drop-Leg is an 8.4% increase and Leather Sheath is 5.6% so together you get a 14% boost and his base crouch movement is 90% so you can move faster than survivors while crouched. The situations these addons are useful in are niche but at least can be worth running.
Marked Map, Victim's Detailed Routine (Increase Killer Instinct duration when revealed): Useless. You have enough time to figure out where the survivor that revealed you is at base. Granted sometimes Killer Instinct be buggy and you don't actually see the notification because the survivor is too close to you.
Victim's Detailed Routine, Driver's License (Reduce Range survivors can reavel Ghostface): Together you can turn the 32m range that survivors can reveal Ghostface into 20m range. Not an insignificant reduction, but you should be trying to reduce the ability for survivors to even reveal you by not standing out in the open in first place. Ultimately good ghostfaces don't need these addons, because they are putting themselves into situations where they can be revealed.
Ghostface Caught on Tape (Faster Lean Stalk, Slower Non Lean Stalk): Lean stalking goes from 2.5 to 1.5 seconds, Non Lean Stalking goes from 5 to 5.75. It's better than the faster non lean stalking addons since you want to lean stalk survivors to 99% and almost halfing the time it takes to lean stalk is certainly good. I don't think I've ever been in a situation where I thought "man I wish I lean stalked a bit faster". I would say it's okay, certainly better than his other addons.
Outdoor Security Camera (Aura reveal when you down a marked survivor): Probably his next best addon after power recovery. Ghostface can struggle to make good use of Infectious Fright since if he downs a survivor while undetectable no one will scream. This addon allows him to get a sense of where survivors are after downing a marked survivor. Now it is all survivors outside of his TR so if you down a marked survivor while not undetectable you won't see the auras of nearby survivors. But since survivors aren't going to jump in lockers to avoid Security Cam aura reading if you see 2 auras and not 3 then you can assume the last survivor is nearby.
So basically half of his addons are absolutely useless from the start. This leaves us his two iri addons, movement speed when crouched, and faster non leaning stalk as other addon options you would want to run. Of the remaining options only crouched movement and his iri addons are viable options to replace recovery time since they actually do something useful to how you play Ghostface.
At best you might see some Ghostface use an iri addon with chewed pen or Ghostface with double crouch addons, but most Ghostfaces are still going to use double recovery, because it's simply far better than the alternatives.
good response
The main problem with designing addons for him is that his power is incredibly simple and pretty bland when you compare it to others.
There is no movement speed boost that you can make stronger, no duration you can buff, no charge time you can buff, no fatigue you can buff, no successful/missed cooldown you can buff, no pallet break you can buff, projectile speed you can buff, attack range you can buff, attack delay you can buff, actions that you can make longer to perform, ammo count you can buff, reload speeds you can buff, etc.
The only things you can numerically change are crouch move speed, power recovery, the time it takes to reveal, the distance required to reveal him, the killer instinct, the marked duration, the lean stalk, the non lean stalk, the movement speed while stalking.
Changing the numbers on ANY of those things does very little when compared to addons for other killers. Ghostface needs a lot of addons replaced, but their new effects have to be a lot more creative and unique than your typical "x thing is x% faster," so I understand how it could be a daunting task to give him new addons.
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all wglf needs to do (on top of what it does) is just give stacks when you pick people up from the ground as well. i have a feeling they didn't do this because you can technically farm people off of the ground, but I feel you could work around that as they did with Unhooks.
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@IWFreak said:
A scarecrow killer.
Specifically a killer whose power uses crows. I wouldn't know in what way. But I would love crows, which are a basic element in the game, to be used more.
There are literally 2 perks that use/influence crows. I think that could be more!
I actually wrote a little concept for a crow power if you're interested!
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@thelegion_fan said:
https://forum.deadbydaylight.com/en/discussion/comment/2547739#Comment_2547739
I like your idea for hillbilly mostly becuase it crosses two killers so it opens more ideas
right? maybe I'll think of some more. the concept of crossing killer powers is really neat.
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Here are some more!:
Spirit -
Mother Daughter Ring (Ultra Rare Rework)
Damaging a Survivor after exiting Yamaoka's Haunting will grant one of the following pairs of effects for the next usage of Yamaoka's Haunting if it's activated within 8.25 seconds:
There is a 60% chance of:
- Yamaoka's Haunting Movement speed is increased by 40%, and
- Yamaoka's Haunting Reappearance duration after a Phase-Walk is increased by +0.6 seconds
There is a 40% chance of:
- Yamaoka's Haunting Movement speed is decreased by 40%, and
- Yamaoka's Haunting may not be exited prematurely when used.
This addon would reward short phases (as you need to activate it within 8.25s after hitting, which is impossible if you use the full duration of your power by basekit) with the potential of gaining a massive benefit when used after a hit. HOWEVER, it may also give you a huge downside, locking you into a slow version of your ability until the duration expires. You can completely avoid this random chance scenario by not using your power for 8.25s after hitting a survivor, however. "That sucks!" That's the fun of using it :) "That's too strong!" I wouldn't know as I haven't tried it myself.
Blight -
Adrenaline Vial (Rare Rework)
- Decreases The Blight's base movement speed to 4.4m/s
- Increases the maximum Look angle during a Rush by +100%
This is incredibly simple. It forces Blight to always use his power to get hits as he'd be 4.4m/s, but it allows him to get insane lunges as his look angle during a rush is massively increased, so his power has the potential to be used in ways that it couldn't otherwise be used. And no, this is not already possible with DPI tricks anymore. Those are gone.
Trickster -
Magnetized Blades (Very Rare)
Blades that attract one another with a surprising amount of force. To fascinated crowds, Ji-Woon's brilliant performances seemed only possible with the use of magic.
- A maximum of 2 Blades can stick onto the environment
- Within 4m of a Blade stuck to the environment, Survivors will suffer from a 2% Hindered effect per Laceration applied to them, up to a maximum of 10%.
This effect does not stack.
This addon is a creative way of hindering survivors with blades, which is something that I've seen asked for a ton.
Doctor -
Copper Chessboard (Very Rare)
A fancy chessboard owned by Herman Carter. Though it was never used in any of his experiments, it would certainly provide an effective conductor for electricity.
- Shock Therapy will no longer affect survivors.
- Shock Therapy will instead cover the ground with electricity for 24 seconds. After 12 seconds, the electricity activates, applying the regular effect of Shock Therapy to any survivor standing within it every 3 seconds.
This is essentially a Shock Therapy that's delayed by 12 seconds, but once that delay is over, Shock Therapy continuously happens every 3 seconds without you having to manually shock until the remaining 12 seconds are over. I have no idea if this would be strong, super weak, or way too braindead, but I find the concept pretty interesting.
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Nemesis -
Tyrant's Trenchcoat (Ultra Rare)
- Removes 1 Zombie from the trial
- Contaminated Survivors damaged by a Zombie are put in the Dying State.
- Increases Zombie movement speed by 2.75m/s
- Increases Zombie respawn time by 15 seconds.
- Increases the visual height of Zombies by 1 meter (because why not)
The idea would be to dedicate all of your zombie strength to one zombie to make a "tyrant" zombie. I think it'd be funny.
Hillbilly -
Mysterious Serum (Ultra Rare)
A glowing orange serum that seems to originate from the Entity's Realm itself. When used as fuel for the Chainsaw, it grants the Hillbilly abilities mastered by a beast of the fog who shares his strength in speed.
- During the cool-down time after hitting an obstacle while Chainsaw Sprinting, press the Power Button to initiate another Chainsaw Sprint in the direction that you're facing.
- This effect goes on cooldown for 15 seconds.
This is literally Blight in an addon.
Trickster -
Musical Blades (Common) - Replaces Memento Blades
- Grants 200% Bonus Bloodpoints for Showstopper Score Events post-trial.
- Increasing a Survivor's Laceration Meter with a Blade will play musical notes.
The notes would make up an entire song, too :). Replaces the regular Blade hit sound.
Michael Myers -
Child's Clown Mask (Ultra Rare)
- There is no cooldown between attacks when downing a Survivor who is not your Obsession in Evil Within III.
- Downing your Obsession in Evil Within III will result in an increased Successful Attack Cooldown of 5 seconds.
- Downing a Survivor who is not your Obsession in Evil Within III will decrease the duration of Evil Within III by 3 seconds.
and then run infectious fright :)
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@Shroompy said:
Hillbilly
Heavy Clutch (Rework)
A well-made clutch that keeps the chain moving smoothly
When starting a Chainsaw Sprint, you have no collision with the environment for 0.75 seconds.
DUDE, YES
I JUST WANT THIS FOR BASEKIT SO BADLY. EVERYTHING WOULD BE A CARTECH. PLEASE.
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the wraith nerf is gonna discourage chasing and encourage more hit and run, so get excited for that as survivor.
seriously, if you thought wraith had a good chase, idk what to tell you. by this point, with SO many out there, you should have more than enough experience to know how to deal with a wraith cloaking and uncloaking in chase.
but woo dude, more hit and run! can't ######### wait!
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aesthetically and graphically i find it extremely boring and i genuinely despise the gameplay for both sides. killer powers require LOS and hawkins breaks LOS constantly, and I just find it miserable as survivor every time I play on it. I'm happy to see it gone, though I wish they'd do something else with it. I'd like to see it opened up like the top floor of The Game was and have it turned into an underground blighted laboratory.
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because they never addressed that downside to their power that existed pre-rework, and they simply just don't care, I guess.
when's the last time legion got any good love? 2 years ago?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2545536#Comment_2545536
sounds as fun as current slinger
counterplay in dbd isn't reaction-based, it's always supposed to be prediction-based. you gain a bit of information that can be manipulated and you make a play based on the information you receive which may or may not pay off, and that can be said for both sides (i.e a survivor running up to a T window, and the killer's red light. both are information given on both sides that can be manipulated in order to mindgame and predict either side's next move).
i don't know why you'd ever look to react to everything in dbd. the only things that you can react to are M1 killers with the way vantage points are set up in extremely strong tiles, and there's a reason they're hot dogshit in chase - because you can literally react to their every move unless you're at a VERY unsafe tile. this isn't some thing exclusive to slinger, and I wouldn't even say slinger ever even followed that rule of dbd, which is why he was so unfun to face. blight, with speed, is still a killer that you can read and predict.
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- Trickster is better than Huntress
- AND Trick Blades are his best addon.
- Blight's ORIGINAL Jflicks (the Jflicks that forced him to commit around corners) were balanced and had reasonable counterplay just as Billy flicks did. The lunge changes that followed AFTER the Jflick "fix" made him unbalanced, and now he's currently stiff as hell.
- Huntress's hatchet hitboxes make her REALLY unfun to face, and she should (as a TEST) have the hitbox size decreased (in a similar way it was years ago, BUT...) and be buffed elsewhere to compensate for the change, i.e wind-up movement speed and wind-up time.
- She's also overrated.
- Spirit's pretty fun to play against now.
- Doctor's basekit shocks suck for chases and madness tiering, as his range is VERY small and the shock delay is incredibly long, which becomes even more problematic with latency. His range and discipline addons, at least PARTLY, should be basekit - at the very least range.
- Billy's chase is extremely fun and interactive, and I absolutely love facing him, BUUUUT that's because his chase s u c k s. His basekit charge time/chainsaw movement speed (or a little of both) should be faster. Lopro Chains being basekit also wouldn't be a terrible idea.
- Pyramid Head's zoning is still extremely obnoxious and make him very uninteractive in a chase, but his shockwave is still pretty clunky and unreliable, which is why zoning is his main strength. He should be further punished for zoning and his shockwave itself, such as the delay for it to come out, should be slightly buffed.
- Nemesis blows against good players, but he's also really unfun to face because of his charge time, how fast the tentacle comes out, and how good his zoning is. He should be forced to use his whip just as Nurse is forced to blink to remove zoning (i.e your whip automatically attacks after 0.75 seconds of holding it, giving you time to retract it before 0.75 seconds, but making you commit after), but should get the entire vaccination and contamination system reworked to make him stronger, as the contamination system makes him awful when players play well.
- A lot of survivor perks are pretty fun and strong, and I won't ever understand why people constantly use full meta perks with the exception of BT and DS unless you have only a single DLC character or two.
- Compound 33 for Blight (the pallet breaker) is far more busted than Alchemist's Ring.
- Wraith is REALLY obnoxious and VERY boring to face, but pretty overrated.
- Speaking of Wraith, All-Seeing is very easily identifiable from the very first interaction you have with him and isn't as strong as everyone says. It's a very good addon, but there are other addons that outshine it. The All-Seeing hate sounds like parroting to me as someone who has faced Wraith 794856837 times since his buffs, but I digress.
- Deathslinger could have a secondary power and he'd be fine - i.e some sort of bounty hunt themed ability.
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his anti-loop sucks and you can completely deny it for 90 seconds now, so the nerf was pretty funny if you ask me lol.
the gen teleport makes him above the bottom tier, but that's about it. he's pretty pathetic, his power is extremely uninspired and boring, his addons are god awful, and the entire concept of the dream world and freddy being a dream demon was wasted entirely.
i don't want him either nerfed or buffed. this kit should be trashed entirely and the snares + pallets should just be stuffed into two separate addons. bring back old freddy and rework that kit. ######### this bland version of the killer.
+ i'd like to add that i never play this killer, so I'm not some butthurt freddy main crying about the nerf, I couldn't care any less. I just want freddy krueger to actually have a true "dream demon" power, because it's freddy ######### krueger.
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@DeadByDedicated said:
I don’t think I’ve ever seen anyone run Self-preservation.
that's funny, because I just started to in the past day.
it actually clutched a game for me last night*, so yknow...I'll give it some credit. it'll activate more than you think.
is it good? no. is it ok? i don't even know if i'd go there. but can it be useful? SURE.
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A lot of blight's counterplay is reliant on prediction and conditioning rather than reaction, so if you're looking to always have the ability to react to his Rush, you're gonna be disappointed when playing against him.