Haddix
Haddix
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- Haddix
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yes, 100%
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Yes. ######### new Freddy. They ruined a killer.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2543598#Comment_2543598
Remember when they gave Victor a 5 second CD for successfully downing a survivor to "nerf" slugging with Victor and gave no other compensation buffs besides that you can now move victor very slowly for 2 of those 3 seconds.
It didn't stop the issue at all and in fact made playing the twins and not slugging the worse option.
BHVR doesn't seem to understand how to fix these "killer problems", because they will sacrifice any fun a player might have with that killer to create a situation where the best way to play the killer is in a way that survivors still aren't going to enjoy playing against.
It's hilarious, because the change intended to discourage slugging, yet whoever was responsible for the Twins change likely didn't fully understand what the change was actually going to do, besides making Twins feel even more clunky. That change encouraged the slugging playstyle even MORE.
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@Zarathos said:
Wait what? Its worse then we thought? seriously who comes up with these addon's? I mean in general its terrible because of the lullaby so you probably shouldn't be using it anyways.
Undetectable is better on Huntress than you'd think, because the lullaby is so big and the TR is so small, so people typically wait for the TR to run rather than the lullaby. Hearing a lullaby without a TR gives you a false sense of security.
The issue with the addon is that it's just hot trash lmfao.
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@slendermansmoom said:
they can't kill switch those maps because they are licensed maps and if they kill switch it they will get in big trouble and maybe get sued for breaking a license agreement
mmm they haven't said that about kill switch iirc.
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@Sumnox said:
She is the same. They changed nothing about her that has any impact in the chase.
I disagree, chases vs her are drastically different. I actually find it pretty fun.
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@Mistakesweremade said:
lmao the game has been the most varied it has always been, what are you ?
Remember three years ago when all you saw on red ranks was Billy, Nurse and once in a lifetime an extremely skilled Huntress? All of them with some BS add-on combo like omega blink or double charge add-ons. Now I see a different killer every other game. I will take an alchemist ring blight every day over a 5 blink nurse.
I envy your experience. My solo experience as survivor has just been Wraith (SO MANY), Huntress, Oni (less likely, but more popular since MMR), and Pinhead, likely because he's newer, with your odd very skilled Nurse and Blight every 5-10 games or so, or a facecamping Bubba (literally). Nemmy was common, but it's been dying down a lot since we've gotten farther and farther since the RE chapter release. Other than that, all of the other killers are incredibly rare for me. Couldn't tell you the last time I've seen a Doctor, Pyramid, Slinger, Trickster, Twins, Plague, Legion, Clown, Pig, Myers, Billy, Demo, or Ghostface. I do not have any memory of seeing these killers in the past month. I've seen very few Spirits, Hags, Trappers, and Freddys, but I have seen each maybe once or twice.
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@Shroompy said:
His chase wont change
The biggest hit hes taking is the TR change, and I fear he might feel a bit more clunky
it seems his chase has changed a lot by the looks of it
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@Aneurysm said:
Old legion wasn't OP. Not even with Frank's mixtape and the stupid backwards walk. It was stupid and uncounterable but other killers could down you much quicker, and without their power they were 110. You can leave stuff like that in for the sake of variety but I could happily do without it. I say this as a survivor player and a killer player if that's what we're doing.
That's not my point. I'm not saying to leave killers how they are for variety, I'm saying don't kill their strengths and keep only their weaknesses. Readjust their strengths so people still play them, they're still strong, AND they're more enjoyable to play against, because otherwise you're going to encounter the same 3-4 killers even MORE.
I don't see how fewer people playing a killer that could be more fun to play against is preferable over almost never seeing that killer at all.
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@PIP330 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526266#Comment_2526266
"Then why do u start ur argument with "as a surv player"
This doesn't add anything to it but make ur argument look even more silly.
U want the devs to nerf/buff things based on your experience, you're experience isn't even the 1%, so what are u on bud?
" I face a very low variety of killers every time I play, and my stance is that the recent changes are hurting the already lacking variety of killers."
That's not a game problem. People play to win, so you'll see less variety. The only way u could see variety is that if every killer is at nurse/spirit level. If you want to see variety then make another Adrenaline, Dead Hard, spirit, nurse so the game gets even more unbalanced but hey! "Variety" I guess.
What's the point then? It's just another spirit game with a different looking killer. "Variety" I guess...
And it is ok that u share ur experience, but dont write a essay on why survivors needs to be nerfed or killers need to be buffed based on your experience, imagine if we balance around players experience on the game lol... Maybe you should get real.
This doesn't add anything to it but make ur argument look even more silly.
I'm...sharing my experience as a survivor...Do you want me to say "As an among us player," next time?
I would understand your fixation on this extremely tiny part of my post if I included nothing else to back up my claim that I play survivor and didn't share any of my negative experiences, but I'm doing the complete opposite. I'm a survivor player that is unhappy that variety is being hurt even more by flat nerfs that don't need to happen. That's who I am. That's what I'm sharing. If you don't like that, then get off of a forum.
U want the devs to nerf/buff things based on your experience, you're experience isn't even the 1%, so what are u on bud?
You just pulled a number out of your ass and asked me what I'm on. Neat. There's no argument to respond to here.
That's not a game problem. People play to win, so you'll see less variety. The only way u could see variety is that if every killer is at nurse/spirit level. If you want to see variety then make another Adrenaline, Dead Hard, spirit, nurse so the game gets even more unbalanced but hey! "Variety" I guess.
By nerfing killers instead of taking strengths (like DSlinger's braindead zoning, lack of a meaningful terror radius with M&A as a RANGED killer, shots that come out of his gun before he even moves the gun) away from a killer but adding them elsewhere in a significant way (movement speed while holding the gun? LOL) is the way you make changes that don't kill a character for people. So, yes, you're correct, but by killing a character who doesn't need to be killed, there's now a significantly lower chance you'll ever see them in a survivor game when they COULD be just as common as they are now (or even more common) AND more fun to play against. That's my complaint.
And it is ok that u share ur experience, but dont write a essay on why survivors needs to be nerfed or killers need to be buffed based on your experience, imagine if we balance around players experience on the game lol... Maybe you should get real.
son you're on a forum, i don't know what you're expecting. a post like this is literally fulfilling the purpose of a forum; for people to share experiences and opinions/ideas (which, again... are based on experiences in-game). if you hate talking with other players so much, then go DM the devs about kill statistics and talk about that, because ain't nobody talking about that here lol.
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@PIP330 said:
Do u have to say as a "surv player"?
U have no way to prove here u mainly play that role, so using that is usseles and doesn't make ur argument any stronger.
Because that's not my argument. My argument is the entire rest of the post that has nothing to do with the sentence "as a survivor player.." beyond how I've shared that my survivor experience, especially since MMR has released, has lacked variety a ton. But instead of actually reading and responding to the contents of my post, you're fixating on the first 4 words of the title. Where's YOUR argument?
I play survivor, I face a very low variety of killers every time I play, and my stance is that the recent changes are hurting the already lacking variety of killers. If all you're going to respond with is "uhh u cant prove you play survivor," then why are you here on a forum? People share their experiences and opinions on the game constantly without providing government-approved evidence that details exactly how long their grandma was logged on DBD the previous night and what she ate for breakfast the following morning. Get real.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2519187#Comment_2519187
Really, funnily enough my opinion and analysis seems to match the overall consensus that it is survivor sided and the experiences that the top are having are relatively equal to what I am seeing.
Before you want to flaunt your hours and tell someone they are unqualified to having any insights and understanding how game balance is achieved and what elements contribute to it... maybe put that ego away. If all you have to show is hours played... who exactly is more educated? If you want a pedigree check, be my guest... but I for sure have an actual background in the gaming industry... do you? Hours played and education are not one and the same. Dismissing peoples opinions on a forum is beyond rude, if you claim more knowledgable... educate me.
So, are you going to claim that the game is balanced and all fine as your fellow xK hour player frind or killer sided? Because funnily enough at my MMR the experiences they describe are pretty common at this level as well... yet somehow they believe that equally skilled at not the top 10% of the world are far removed from the balance state they experience. At equal level and decent players... the game already shows and displays the character of the games balance. Yes, I don't face Oracle level survivors, because at that level even camping and tunneling have limited chances of success. I have seen them play, even from their perspective and heard their coms... you don't need to be able to play at that level to achieve an understanding of the game balance, just equally skilled players. They want to down rank, to face lower skilled players... yet while facing these good ones... they are able to stand their ground and keep their MMR? See the flaw in the logic there?
Get off your high horse and use logic, actual argumentation and use that experience you have to counter my points instead of just attacking my person...
Gonna be honest, I misread your original comment. I agree with your stance; I had thought you flipped sides and were flaunting your skill level with a low amount of hours, which I found to be a stupid comment to add to your reply, as it comes off cocky and uneducated (alas, that is NOT what you were intending to do) and were using your hours as one of the main points in YOUR argument, thus using it against you, with the way I read your comment, made sense, as we were both arguing on the same level. My mistake, I own up to it. Carry on.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2518828#Comment_2518828
You are claiming that I a very average player, that has played for what 400h, am in the top 10% of the world... what do you base these fictional numbers on. Because I am going to burst your bubble here and make the grand claim that the balance between equally skilled players is not just off set in the top... but includes the vast majority of people.
If what you're saying is that you've only played 400h, then you are very likely an average player. You do not have nearly enough experience to have an educated opinion on DBD's balance, no matter how you try to spin it.
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@StibbityStabbity said:
"Prove me wrong" normally means "I won't change my opinion".
100%. They're not going to change their opinion. There's no point in arguing with this person because they've come here purely to argue, which is only part of the process of changing your opinion. They have not come here to actually be proven wrong. You can immediately see it.
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@GrimoireWeiss said:
A killer does not need to be overperforming to warrant a nerf. Nurse for example always had a low kill rate even before the nerf, Old Legion was just as weak as the current one, etc.
The higher end of Old Nurse players were overperforming.
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@DemonDaddy said:
Usually I see teammates under performing. Making bad plays like sitting at short pallet loops or running straight into dead zones.
This is the reason why I almost never, ever find a killer frustrating to go against, and almost always (at least mostly before MMR) get frustrated by my teammates more than literally anything.
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@KolbyKolbyKolby said:
A killer doesn't have to be overpowered or overperforming to warrant a nerf.
Out of curiosity, what's your reasoning for thinking that? With the definition of "nerf" being "decrease in power," of course.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2514467#Comment_2514467
Spirit's always been pretty BS. Honestly she was the only killer I think needed a direct nerf in terms of reworking. Nurse is skating on the edge of that but I don't mind when Nurse outplays me because it actually requires effort.
Most other killers could probably use buffs now that Spirit finally "GOT WHAT SHE ***ING DESERVED!"
You believe Spirit was overpowered?
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@Blueberry said:
Even with how skewed their data was, it showed she was in fact not over performing.
I just wanna hear it right from them, in 2021.
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I don't understand it, that's my issue with it.
I don't mind it, as I don't play her nor do I really even mind facing her as she is currently, but something about this is odd.
Was she overperforming? They NEVER said she was, and I'm almost certain I've heard the lead balance designer say directly to his Twitch viewers - who were making claims that Spirit was OP - that she was indeed not overperforming statistically, but that the "stand still" mindgame hasn't created the gameplay they expected. However, when this was from, I couldn't say, so take that with a grain of salt and please don't repeat it as I have nothing to back it up.
Either way...if she wasn't overperforming, why hasn't she received any sort of buff in her kit to compensate for balance readjustments that have negatively impacted her strength? She's a 1v1 focused killer (I assume MD ring is being blasted out of existence), and if you nerf her 1v1 because it FEELS unfair to face, then why not strengthen her in other ways to keep her at the same power level, just with healthier gameplay?
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Uh, no. Survivors complete the objective of generators extremely fast when playing efficiently. More objectives as a secondary ability is not an issue at all, deal with it and quit whining about anything that you find strong.
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With billy's number values, he basically has no power on that map. 2.5 second charge time for a 230% speed boost, its pretty worthless, even with engravings.
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@Underdawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2509922#Comment_2509922
If you hate playing that way, then why do you play that way? Is this like when people hate watch a TV show? Are you hate-playing DBD?
No, I genuinely enjoy this game and love playing all the different killers. The satisfaction that I'll feel using that killer's power well and getting a good amount of hook states/kills in a tough match outweighs the dissatisfaction I'll feel with the playstyle I may have used. Hating the way I may have played doesn't mean I'll hate the result I'll get or find no fun out of using my ability. Great question, though.
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Cause remember everyone, we LOVE when Billy isn't using his Chainsaw! I'm glad it was given an annoying, limiting cooldown, because normal M1 killers are SO fun and interesting to play against, and constantly counterplaying the chainsaw DEFINITELY IS NOT fun! MORE people should be discouraged from playing Billy due to how obnoxious and unfun he is! Thanks for the totally not tone-deaf change to a totally overpowered killer, BHVR!
/s
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Yeah it kinda sucks to play on, but considering how many maps are really good for survivor, I kinda don't care that much. The deadzone heavy maps are heavily outweighed by large maps with really good RNG for survivor.
It definitely gives the same feeling that Shelter Woods does though, I feel hopeless with almost nothing to work with on a large side of the map after a few pallets are dropped lol. But as I said, the exact opposite can be said for the majority of other maps though.
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I almost never see Spirit, and really don't mind when I do. Most are bad.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2509021#Comment_2509021
Before the SBMM went live, BHVR said that most matches should end with two kills and two escapes. Now that the MMR is live again, they stated that that should be happening more often now, however anyone who plays this game on a regular basis knows that simply is not true.
We all have bad games, it's inevitable, but when it's consistently bad, that's when there is a fundamental problem with the game. Gamers with hundreds of hours or less are consistently being matched against players with thousands of hours. Not only is it not fun, but it's starting to make more and more players, especially new players, turn the game off altogether.
You're right.
But even then, if kill rates dropped all the way down to 50%, that indicates NOTHING about how well designed the game is, but I expect BHVR to not really care and go "Oh, cool, stats are perfect! Game is balanced!" because why would I expect anything but laziness and fear to make impactful changes from BHVR.
If those 2k games were only possible because of a camp and an endgame kill with NOED or a quick tunnel and a camp to follow it (and I am VERY, VERY confident, from experience on both sides, that a LOT of those 2k games against high MMR players are going to be due to camping and tunneling), then that only shows how awfully designed the game's balance is. I can't even count how many games that I've had to both camp and tunnel to get any kills against high MMR teams because there's absolutely no point in trying to defend a map that's impossible to defend, and I HATE playing this way, but it is what it is. I'm not the only one, that's for damn sure.
BHVR needs to stop hyper-focusing on statistics and numbers and actually address what their game really is at the core. But again, why expect anything but laziness?
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I love going against Twins. I think the main reason why people HATE them is because not only does nobody play them and so you barely get experience against them, but a lot of survivors haven't played Twins themselves, and so nobody knows the most effective counterplay (and they have a lot). You won't often see people abusing lockers, holding Victor, staying in pairs, camping pallets and windows against Victor, choosing safer gens to work on, staying on top of heals, always getting a kick on Victor, etc. If nobody knows what to do, and they're a slug heavy killer, it's pretty easy to find it miserable to face them.
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@micsan said:
Having kindred be base kit would make the game a lot less scary, unless you are 3-4 people, you will not always know were everyone is and it adds to the suspense. Also, it requires the survivors to scout if the killer is camping or not. Plenty of ways to play around not having kindred and it is really not needed. I see no need for it personally.
Thanat to be base kit would be too good on killers like Legion, especially if it's 1 injured = 15% reduced and add 2% per injured survivor. Keeping in mind perks like Dying Light, which requires you to kill the obsession, only gives 25% at max rank once this is achieved. Giving away 15% simply by keeping at least one survivor injured would be too much for too little work.
Too good on Legion? You're gonna need a lot more slowdown that than for his extremely long chase times against good players to match up with gen times. That would not be too good, just a slight annoyance.
I just realized this is an old post, but oh well lol.
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The lead balance designer, in his words, believes that the community's consensus on Pig's strength being low is a misconception and that she is "not weak" as she performs very well statistically. You're not likely to see buffs come to her unless SBMM has negatively affected her kill rate statistics.
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Very easy kit that stomps uncoordinated solos like almost no other killer, but has virtually no power against a switched on team that knows how to exploit your weaknesses. He's forever going to be extremely oppressive against the lower end of survivors, and extremely worthless against the very high end of survivors. Giving him any more buffs or nerfs would be weird.
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The thing about All-Seeing is that it does a lot for a noobstomper Wraith, but does very little for Wraith against a team that's switched on, where, with All-Seeing or not, his weaknesses are all the same and he gets bullied like almost no other killer. So it's essentially a great addon until you stomp enough noobs for MMR to hand you a team that nullifies your power and makes All-Seeing near worthless, so whether or not people agree with you is going to be based on that. I personally don't care, as Wraith is annoying and has gotten boring to play, so it's whatever. If it was nerfed, cool, if it wasn't, cool.
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@AssassinZodiac said:
https://forum.deadbydaylight.com/en/discussion/comment/2502303#Comment_2502303
You do realize that you can still hear the chainsaw revving while undetectable right? Also, you can see most killers coming from a mile away a lot of times.
Although, I am kinda the odd one out on these forums. I enjoy going against strong things as survivor. I like a challenge. Such as I really like going against Noed and the old pre nerfed moris. Like Noed can turn a boring easy win as survivor into an actually scary, tense match. After the game was thought to be a cake walk.
What kind of question is that? Why would Bubba rev his saw to let you know he's coming? He'd rev it on your ass before you can make distance from him, not from 16 meters away. ??? lmfao
You're correct, you can see killers coming from afar whether or not you have any kind of terror radius indication, but if you're working on any gen without LOS of the whole map, good luck. It would be "Run Spine Chill or die" week.
Plus, free insidious camping would certainly be fun, yeah?! Again, it just sounds awfully boring. Feel free to mute your game when you play survivor if that's what you enjoy, though.
+ On top of that, you'd completely eliminate killer and survivor perk and powers that interact with a TR. Doctor wouldn't have a static blast.
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@AssassinZodiac said:
I would rather they make all killers undetectable for Halloween. That way we would have jump scares galore. Sounds like a good time to me. Not very balanced, but fun.
That just sounds miserable. Going down to a Bubba that I had no idea was coming for a spoopy hehe silly event sounds really unfun. Maybe you'd enjoy it for the first few matches, but that would get old very quickly.
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Yes, both should be. If you disabled all interactions, you'd be able to chain, turn your brain off no matter where they are, not have to mindgame whatsoever, and get a hit. The fact that you have to play around the pallet being droppable and having to mindgame them to slow vault keeps the chains interactive while still allowing Pinhead to get value if he plays it correctly. I would really like to not see any more turn your brain off garbage in killer design.
If you wanted to make it so survivors can't do so until they've broken one chain though, that might work. But for potentially 3 seconds? No. That sounds really boring for both sides.
Not saying he doesn't need buffs, because he definitely does, this would just be super lame lol.
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Exhaustion perks can escape chases for you, and their short timers allow them to reactivate before the killer returns not even a minute later sometimes. I'd say yeah, exhaustion perks are used way too frequently in a match and the exhaustion timer could easily get a bump to 60 seconds.
The only perks I wouldn't touch would be smash hit and head on, as Smash Hit rewards you for performing a difficult action in a chase, which is unlike the other exhaustion perks that hand you benefits for completely free, and Head On provides a benefit that's only useful so many times in a match, if at all, so it being active more frequently isn't a big deal.
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I'm conflicted about this one, because I used to think the same, but I feel this might be a nerf in some scenarios, as survivors are no longer always going for the box, which gives you less teleports and less game slow overall. Chain hunt will more likely activate, but survivors not knowing where the box is unless they're super close could hurt him more than it could help.
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I'm fine with it, personally. Going against it is enjoyable. If I die, oh well. Makes for an intense game that I don't mind losing.
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I think he's fine right now.
Just to add, the idea that Trickster should force you to pull out knives is a completely awful idea that's been popularized by Scott, and it seems that not many have actually truly thought about how bad it would be for the game, as that change would make him the most miserable Old Legion-esque killer there is. It wouldn't provide any meaningful map pressure (like, really?) whatsoever, and it would simply make it so you can never decay his damage with good positioning and LOS breaking anymore.
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who cares? if a killer wants to, they will. if they dont, dont cry about it. they have 0 obligation.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2453811#Comment_2453811
Don’t care about comp at all, she’s A for reg games @ red rank
High MMR also applies.
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@WexlerWendigo said:
Huntress is top of A, so she’s pretty close.
is she though? she's kinda trash on comp. every S tier killer is pretty good and successful in comp. is she really close to them?
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I just wanna say
"No Way Out -
For each Survivor you hook for the first time, No Way Out gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise notification, and the Survivor screams, revealing their location for 4 seconds, and suffers from the Exposed Status Effect for 60 seconds. The Entity blocks both Exit Gate Switches for 12 seconds and an additional 12 seconds per token, up to a combined maximum of 60 seconds. During this duration any survivors within 24 metres of an Exit Gate will have their Aura revealed. "
This perk is already really strong. Like, comp used strong. This buff would be really really unnecessary imo.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449113#Comment_2449113
It's not OP in any way, it's not even considered one of the better killer perks since you play with 3 perks all game and maybe get to use Noed IF survivors don't clense, and if they don't they might cleanse it before killer even gets one hit. It's not a great perk.
And earned? I mean Sprint burst and such you get again and again in a game, same thing.
yeah, that's why its used in comp all the time and regarded as one of the best killer perks that can secure multiple kills where no other perk would.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2444498#Comment_2444498
So they didn't say what your title says, that's why i think it's misleading. I feel like you are twisting the truth to take a dig at the devs. But whatever, i am done with this discussion.
Ok, bye.
I don't know why you're taking the title in the most literal way possible, but okay. I feel like you're just baiting an argument, because my title and post make complete sense.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2444408#Comment_2444408
Did they say they nerfed these 4 perks specifically just because they would have been overpowered when combined? I'm thinking your just assuming that that's what they are saying.
The reason why i don't think it's a "build" is because strong builds usually consist of synergy.
No, even worse, they nerfed them because they thought they were overpowered on their own.
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@[Deleted User] said:
That's now how builds work, and your title is misleading.
Builds are 4 perks and I provided 4 perks that, when combined, in their old forms, would've been an overpowered build according to the developers.
If you have no idea what's being said, that's on your own comprehension.
I edited the title for clarity anyway, hope that helps you.
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@th3 said:
Just pluck 4 perks being nerfed and compare them all together despite their changes not even being in the same updates at all. Big yikes.
Yes, because they were all already medicore/bad perks that were harshly nerfed for little reason, or nerfed WAY too much (hangman's) to the point of near uselessness. If they all existed today in their previous form, I guarantee you that you'd still rarely ever see these being run, and you did, hallelujah because this meta is stale as #########.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2442541#Comment_2442541
Original hangman let old hooks be repaired in a matter of second even when someone was sacrifice.
had more use than current hangmans does lol
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@GannTM said:
Gearhead is still OP tho
Agreed, every time it activates, should just nerf another ######### perk.