Haddix
Haddix
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@Jivetalkin13 said:
I definitely would like to see more Hex Perks that ignite under specific conditions, but I think those perks are fine as they are.
you do? i cant remember the last time i've gone against third seal or lullaby without it breaking instantly, or with only 2 or so stacks accumulated. the only way they last is undying.
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give trickster 1 more blade
make doctor's electrode basekit (+4 meters)
give legion 10% more speed in his ability. fatigue 3 seconds instead of 4.
spirit lets out a noise when phasing if you're within 12-16m of her
make plague's vomit charge faster, make her cooldown shorter, survivors hindered when they vomit
force nemesis to whip his tentacle if he doesn't manually do it 1-2 seconds into charging it to nerf boring zoning. reduce the speed boost nemesis gives upon infecting survivors even further so holding W isn't insanely effective.
billy's charge time decreased to 2.25 seconds instead of 2.5. make the punctured muffler basekit. 245% in chainsaw sprint. nerf engravings accordingly. reduce death engraving's charge time penalty to 8% instead of 12%.
victor can be recalled in 15-20 seconds instead of 30.
pig's crouch speed increased to 100%. combat straps basekit. make her dash move and charge faster. make it so the last key to the headtrap can be in 2 boxes, so pig cant just bodyblock a jigsaw box and kill you without any effort.
ghostface's cooldown being 15 seconds. addon pass.
give clown 6 bottles basekit. antidote activation delay 1.5 seconds. rework pinky finger to remove your tonics, remove 2 bottles, increase the activation delay to 2.5 seconds, but increase the antidote's speed boost to 17.5% extra speed and give it a 6 second duration.
blight's compound 33 consumes all rush tokens upon slamming a pallet. adrenaline vial gives blight another rush token instead of what it does now. alchemist's ring only recharges tokens on a rush down.
decrease the size of huntress's hatchet hitbox to make it less massive and feel fairer to play against. buff her movement speed while holding a hatchet to 85% (from 77%) and boost wind-up time by 15% to compensate, nerf wind-up addons. controversial change.
hag traps cannot be placed within 12m of a currently hooked survivor. increase the range that hag can teleport from 40m to 52m to compensate and encourage more web play instead of hook camping and creating a web in a very small area. nerf range addons accordingly.
tie dream snares to one iridescent addon, and dream pallets to the other. replace dream snares with freddy's old dream pull ability, reworking it to 2021 killer power standards to ensure it's viable, fun, and not abusable.
remove deer lung's downside for demo. revert the rat tail nerf cause...#########? why? give it the 0.15 second reduction again, hello balance designers??
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100%
Tested that loop today in a KYF. If you land fast vaults, it's a literal god loop in a main building that was already stupid strong.
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Yes. 100. Matchmaking currently is awful.
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@Artick said:
From someone who uses dead hard even tho it doesn't work at least half the time:
I run it with the hopes that it will actually work this time. I run it because I don't have anything else to run. 50% success rate with Dead Hard is still better than running Boil Over which does nothing 100% of the time(or 90% of survivor perks for that matter).
Play survivor, equip DH, play until you reach rank 1(to get a good amount of matches). Count how many times it doesn't work. I believe this will be self-explanatory and you won't be wondering about it anymore.
(no, playing one game doesn't count)
Also, not everyone tryhards every single game. DH is a fun, rewarding, and interesting perk. So as I said, we run it hoping that it may work this time and add a little fun to the, otherwise, boring gameplay loop.
i used to run dead hard all the time, the perk always worked when used properly. stopped using it because it's very boring. you have a 100% success rate if you don't just run into deadzones and try to dodge hits for no reason.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2399444#Comment_2399444
The UI becomes more complicated. What if you try to throw and don't have a purple, but you have a yellow? Where in the HUD does it show the other ammo count? If there are two ammo counts, how is it obvious which is which?
When I say we considered two ammo counts, I'm not kidding. It was going to overcomplicate things. I mean, if DbD were a hardcore RTS, yeah no problem. But it's not meant to be that kind of game. :)
What if you try to throw and don't have a purple, but you have a yellow?
You'd need to switch to the Antidote to throw an Antidote, just as you do now.
Where in the HUD does it show the other ammo count?
The ammo count would be displayed exactly where it is now, with the number changing based on the selected bottle. You switch to antidote, you see a 3. You switch to Tonic, you see a 2. Both ammo counts being displayed on the screen at once wouldn't be necessary.
If there are two ammo counts, how is it obvious which is which?
By the number displayed in the corner of the power icon which changes depending on which bottle is selected, just as it does now. You'd see the different power icons, and you'd see the colored overlay around the icon of the power that makes it more obvious which bottle is currently selected.
This functions exactly like how switching guns does in an FPS. You have your assault rifle, you see you have 100 rounds left. You switch to your pistol, you see you have 50. If it's still not as obvious which bottle is selected, then add another out-of-the-way yet obvious enough HUD indicator that provides quick and easy information about which bottle is selected to the player playing the Clown. For example, you could also change the "Throw Bottle" text to "Throw Tonic" or "Throw Antidote."
I would argue that the current HUD suffices, though
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@Squirrel_Thicc said:
Spine chill is the only perk in the game that reliably counters stealth. Everything in any game should have some sort of counter play. Plus spine chill doesn't even give you a specific location of the killer so you can still catch them if you play it smart regardless.
Counterplay in PVP video games is never supposed to be reliable, but only give you a chance to counter your opponent. Currently, with Spine Chill equipped, you have a 100% chance of knowing exactly when a Myers and Ghostface are stalking you from within 36 meters. That isn't fair counterplay, as Myers and Ghostface have no counterplay to that. They HAVE to look at you in order for their abilities to work, and a large part of being efficient with their abilities is utilizing stealth, which Spine Chill completely shuts down. When counterplay is always effective and has no counterplay itself, it is unfair.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2413803#Comment_2413803
https://forum.deadbydaylight.com/en/discussion/comment/2413811#Comment_2413811
Oh, you can just tell by how bad they play.
If it wasn't clear, I was mocking people who claim that Console players (or PC) are bad at the game and they just know where they play.
Without a system that specifies which platform players in your matches are using, what are you basing the average skill of PC players on to have the ability to confidently assume low-skilled players are on PC? Or is that the part that you were mocking and you don't actually mean that?
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@Pulsar said:
That's basically my experience with PC players and one reason why I don't have Crossplay on.
So no.
You're a console player though? How do you tell another player is a PC player? You see the crossplay icon, but you see it for other console players too iirc.
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Personally, I just don't see them being very interesting to play against, as it seems like they'd be super predictable and super loopable. Their power is based on hex perks, so they're always going to be running the same few perks, and in chase, they're always going to just be a basic M1 killer, which doesn't spice up gameplay at all, and neither is it strong in chases at all, as tiles aren't built for M1 killers. With no new power to play around in chase, and the only power that changes up their gameplay being a little side objective, while simultaneously being very easily loopable as an M1 killer, I just don't see matches being very exciting or intense. On the flipside, I don't feel a lot of players would be super satisfied with a lack of chase power and a lack of active power, because using new and unique powers is what attracts players to a killer.
With the killer only just having Hex perk defense and some decent tracking strength, they'd probably end up on the very lower end of killers and quite underplayed. If your objective is to please survivor players that desire M1 killers, you're only pleasing survivor players, and killer players are just not going to end up playing them much.
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@GeneralV said:
Same reason why they turned The Game into Pallet Town 2.0, arguably worse than Blood Lodge once was.
Same reason why they've managed to ruin Chapel's position as the most balanced map in the game.
It is all because that stupid ######### annoying Realm Beyond always destroys what we love, at the same time failing to solve actual problems.
sigh what they did to chapel's main building and how a thick layer of extremely ugly and unpleasant fog was pooped all over the map will never be forgotten.
######### breakable walls and ######### ugly fog.
also, can we talk about how they did NOTHING to asylum's atrocius map size and gen spread, but just added some breakable wall openings in the main building? on top of that, ADDED AN AWFUL, UGLY, THICK LAYER OF FOG? sigh. they just ######### up both crotus penns so badly.
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@Kaitsja said:
Spirit is the problem. She lacks consistent counterplay, and there's no telling if she's faking her power or actually phasing. Not to mention that when phasing, Spirit has every advantage over the survivor while the survivor has to guess which move will be the correct one.
if she just let you know that she was phasing, id already enjoy facing her 10x more. though, I've seen like 2 good, non frosty eye spirits in my lifetime, so i don't care t h at much, but it should still happen. easily the most unfun part of her for me.
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@ElmosPayPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2408410#Comment_2408410
Can you please not insult otz? He's a wholesome pillar of the community and his content and streams help alot of people goinf through the tough times we are facing right now. Just being able to tune in to his streams, hang out with otz(and all my community friends) and see some positivity being spread across the community is great.
you're right, i shouldnt be so harsh. that and swftober with my favorite power couple tobies and bronx really makes me happy at the end of the day.
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@FentV1rus said:
https://forum.deadbydaylight.com/en/discussion/comment/2406952#Comment_2406952
Definitely not a fair comparison. Otz is in the 1-2%, where as most of the people you see here are not even close to that level. I do get what you are trying to say though. Even if a killer is weak, they can be absolutely terrifying in the right hands. Some killers definitely have issues, but it is nothing that is stopping them from being effective.
Otz can be as good as he wants to be, but his Trapper is gonna win because he's playing against a bad group. It genuinely doesn't have much to do with him being some god that everyone sees him as.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/2406924#Comment_2406924
Is the Killer bad or the player? Just watch Otz play Trapper.
Mindless Otz praise of Otz vs. bad players isn't gonna prove anything.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2407425#Comment_2407425
There are days where I think the devs have 2 different people specifically hired to make the addons, one guy thinks gimmicks equal usefulness and the other actually knows what would make a killer’s power better/more interesting while making the fact that the changes are strictly on addons justifiable, the listed above are the latter, Umbrella badge is a pretty good case of the former
I agree.
I went over all (modern) addon sets, and there are patterns I've noticed. I think there may be 3 designers that all design addon sets differently, but this is entirely a theory.
Firstly, one favors really oddball addons, with some being the killer's teachables in the form of addons, random yellows and browns that give unique and sometimes useless effects, status effect addons, sometimes terrible Iris, and very few addons that are actually GOOD for the killer (even if the good ones are really good). I'd apply this to Twins, Bubba, Demo, Billy, Freddy, Nurse, and Pig (though pig doesn't have a modern addon set, so you can take her out of this one). I hate this kind of addon set.
Next, it feels like another favors really basic and sometimes unimaginative addons that typically just change up number values, which isn't always a bad thing. These addons, depending on what they affect, can either be really trash, mediocre, or really strong and useful. They typically have brown addons that have yellow, green, and purple variants. This applies to Ghostface, Nemesis, Plague, Spirit, Pyramid, Slinger, Hag, Doctor, Oni, and Legion. I can either hate or love the simplicity of this kind of addon set.
Lastly, there's a sort of mix of the previous two that can lean either way, and they're not very common. This variant of addon set can be pretty strong and full of useful addons. This kind of addon set can have a brown addon that has yellow-green variants, unique browns, some strong number value changing addons, unique Purple addons, and strong Pinks. There's usually a stand-out super-strong addon or two in one of these, as well as a meme addon. IMO, this variant applies to Trickster, Blight, Wraith, Clown, kinda Huntress, somewhat Myers (lacks a modern addon set though, so eh) and kinda Trapper (who could also fit in the previous one).
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The lead balance designer, from what I know, believes Pig is a very strong killer and that the community's consensus on her strength is inaccurate, so it's unlikely that she'll be receiving any significant buffs.
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@InsaneCoaster said:
Trickster isn't an OP killer on the whole, he's just OP in the 1v1 scenario relative to how much skill he takes to play. Most people also consider him extremely boring to play against.
Your initial description of counterplay is completely correct, but is that really fun and interactive? The #1 reason why people find survivor fun is the 1v1 scenario; the challenge; the ability to outplay your opponent in an exciting chase. If holding W and breaking LOS is the only viable counterplay to a killer, then there's something seriously wrong. There's no skill or fun in that for the survivor.
And when you're not able to gain this much distance, you're oppressed in a chase that often negates your skill as a survivor. There are a lot of scenarios against Trickster where you could have 100 hours, 1,000 hours or 10,000 hours and things would barely change, because there's no opportunity to use your skill. Like you said, deadzones are obviously going to be lethal, but even tiles that would usually be pretty strong for a survivor are often unplayable due to their open nature and how easy it is for a Trickster play to get free hits without having to use much skill.
Huntress on the other hand, takes a lot more skill to play effectively. You can't just bring up your hatchet whenever you feel like it, you need to be very methodical with your timing, movement and aim. If you miss your hatchet, you're punished more than people think. This is why people like versing Huntress; you have a brilliant opportunity to use your skills in movement and prediction, meaning the better player will more often come out on top in a chase. This is not so common with Trickster, and the same problem applies to Deathslinger too.
Your initial description of counterplay is completely correct, but is that really fun and interactive? The #1 reason why people find survivor fun is the 1v1 scenario; the challenge; the ability to outplay your opponent in an exciting chase. If holding W and breaking LOS is the only viable counterplay to a killer, then there's something seriously wrong. There's no skill or fun in that for the survivor.
This is where I don't relate, to be honest. Though subjective, I personally don't think that killer powers, with the exception of Blight, have been fun to play against in a 1v1 scenario for a long time, and so I don't really play Survivor just to outplay killers in 1v1s anymore as I used to. The fun of survivor, for me, is using different builds that syngerize and benefit myself and my team in different ways (seriously, I love perk builds), using different items, knowing that I'm benefitting my whole team for the 4v1 and not just the 1v1, and of course, the 1v1 itself BUT how it also affects the 4v1. Either way, I'd argue that making distance and breaking LOS against a ranged killer makes perfect sense, actually. I also don't believe his close-range 1v1 is as oppressive and overpowering as you're proposing, given you're not playing in a very bad, short wall filler pallet that every other ranged killer is also insane in.
Knowing that I can decay all the damage that Trickster has done to me by making him miss shots and lose LOS is satisfying to me personally. It feels as if I've evaded the police, and I enjoy that. This is entirely subjective, and where players' opinions about certain killers will differ.
but even tiles that would usually be pretty strong for a survivor are often unplayable due to their open nature and how easy it is for a Trickster play to get free hits without having to use much skill.
Which ones?
There are a lot of scenarios against Trickster where you could have 100 hours, 1,000 hours or 10,000 hours and things would barely change, because there's no opportunity to use your skill
Which scenarios?
This is why people like versing Huntress; you have a brilliant opportunity to use your skills in movement and prediction, meaning the better player will more often come out on top in a chase.
The issue is, the distance making, LOS breaking, and predropping meta is just as effective against her as it is against any killer. The survivor can always come out on top if they WANT to, and the only thing holding them back is a desire for a more interactive 1v1, and the team not doing their objective as they should be, making a good chase that uses a lot of resources effectively meaningless. Not playing in the most effective way is what gives Huntress a chance, and the same can be said for Trickster, from my experience against both.
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@xenotimebong said:
I don’t think I’ve heard anyone call Trickster OP. Most of the criticism seems to boil down to making him either extremely easy to run around (e.g. a high wall loop or a map like Lery’s), or a killer that can down you in 5 seconds if you get unlucky RNG or he runs certain add ons.
Which doesn’t seem particularly enjoyable for either side, does it? Either the killer gets completely stomped by RNG or the survivor gets completely stomped by RNG. Ability is sort of irrelevant. It’s not so much counterplay as it is counterluck. The luckier player wins, which doesn’t seem like a very fun power for this game.
Hmm, I see what you're saying, but what killer does this not apply to? A good part of DBD is RNG and luck, and bad loops/deadzones spawning will favor every killer, some more than most (Trickster, Huntress, Billy, Bubba, Plague, Legion, Myers, Oni, Nemesis, etc - I could make the same argument for all of these killers). I'd argue that's a general DBD inconsistency issue, not a Trickster issue.
For example, Coal Tower can be perfectly balanced, or have a bunch of connected tiles, a billion filler pallets, and extremely strong loops that are favorable to survivor, or full of deadzones and weak tiles. This affects every killer in the game.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2395858#Comment_2395858
I’ve mained Clown a long time. It’s necessary for the Antidote to have a risk because if Clown invigorates himself and quickly intoxicates a survivor, it’s incredibly strong. If the Antidote didn’t have a risk in using it (curing survivors of intoxication and buffing then with invigorated), Clown would be a broken overpowered mess.
he wouldnt be a broken overpowered mess at all, BUT i agree that it should have a risk and it giving a buff to survivors is fine.
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Twins are pretty fun to play against if your team (AND YOU) knows what to do against them. They're the most teamwork encouraging killer in the game, which is pretty fitting considering they're a teamwork focused killer (though Charlotte is quite literally just Victor's janitor after he poops his diaper all over the team). People just don't play them, and so they don't actually know what to do against them, get ######### on, then proceed to get frustrated and cry when it's probably their - and their teammates' - fault for not actually using any of the very Twins-specific counterplay to waste a considerable amount of their time.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2388074#Comment_2388074
Maybe.
But at this point in my career, I'd say they were average.
If you're going against averages, I mean, you can make literally any killer look unloopable. I've been perfoming really well at tall wall loops and large obstructions against him, and some of the Tricksters I've gone against have been pretty good shots with up to a few thousand hours (and some still won, but that was on bad gen pressure). The bad ones typically tend to be the ones running his teachables or controller players who struggle more with aiming shots. Either way, I'm telling you, the back and forth with the VERY quick laceration decay is not something to gloss over, as it's extremely useful in prolonging chases and sometimes shaking him off completely.
I think it's really easy to think Trickster is completely dumb when you're going against my teammates who're the players you're talking about right now. Loop structures extremely predictably giving free knife hits, get themselves caught in the open for no reason at all, no juking, no necessary prethrowing, no distance making, sticking by short wall loops (literally useless against him) instead of running to a safer structure, go down in 2 seconds, unhook in Trickster's face, unhooker gets downed, unhooked gets downed. I really just wanna avoid making excuses for people who aren't even trying.
For now, I say give it time - to myself too. I have yet to see a literal god with him, so I could change my mind. People have no ######### clue what they're doing against him, and I really do not wanna call Trickster a bullshit killer when the actual issue could very well be bad players (as it usually is).
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@TheClownIsKing said:
What?! NWO activates upon closing of hatch?! Surely that is unintended?!
The entire reason RM was nerfed was because of how brokenly unfair it would be to last survivor upon hatch closing. Heck, even in RM current state at 4 tokens it 100% guarantees the last survivor cannot escape in time if they aren’t the Obsession.
from the survivor perspective, I don't think that's unfair. My team failed to do gens AND I failed to find hatch, so at that point, if the killer happens to be running 1 of 2 exit gate switch perks, so be it. I don't deserve the door.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387418#Comment_2387418
He offers no counterplay during a chase. You cannot outplay him in a meaningful or punishing way. However, he continues to lose games despite being extremely oppressive in chases.
He cannot receive any buffs, lest we send him into real old Legion territory. That's why Legion himself hasn't received any changes despite being the weakest Killer at high levels.
Basically, in layman's terms, his design is bad and leaves him in a precarious state where he cannot be buffed and will remain unfun.
"He offers no counterplay during a chase. You cannot outplay him in a meaningful or punishing way."
Is this based on his power in practice, or are you just basing this off of the theory of how his power works?
I've found that the new laceration decay has given him more than enough meaningful counterplay (can feel like more than before, at times), as breaking LOS and making distance is extremely effective with lacerations decaying extremely fast in seconds, wasting a ton of his time. I haven't had any problem against new Trickster as long as I'm not in the open. Yet to see a godly uncounterable Trickster, but maybe I'll change my mind once I do.
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These addons are STUPID. They need to buff him elsewhere by partly reverting some of these nerfs and make these addons not stack. You actually cannot unhook anyone if Trickster is running these. ######### ridiculously braindead.
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VERY strong unless you're against some extremely coordinated SWF, or a good SWF that's running anti-slug/healing builds (and both of these things are very good against almost every other killer anyway, a good SWF specifically just counters Twins very well in other ways than just being able to slam gens more efficiently. Coordination against Twins in particular can be crippling).
Otherwise, they totally dominate the majority of games because people play against them horribly and lack even a shred of coordination or strategy. Insanely strong sluggers. Some of the best 4v1 map pressure in the game, being 2 places at once and being very lethal and present around the map once even just 2 survivors are injured, as you can quickly down 2 survivors and pounce on another healthy one, forcing the entire team to get off gens in multiple stages throughout the game, slowly getting hooks every time this happens. Thus, Twins games can be extremely ######### long and miserable (and I mean from the Twins' perspective too. I've had what feels like hour long games with them), but that doesn't mean they're not strong. They just get hooks through incapacitating the entire team 10 times a game, getting a hook each time they do so...or just 4 man slugging and immediately ending it midgame.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2383194#Comment_2383194
Billy came out when there were double the number of available pallets on the map with pallet vacuum
Old Billy is an absolute crutch in today's DBD
billy's number values of a 2.5 second charge time for a dash that goes at 230% are also extremely old values made when the devs had zero understanding of how killer powers should work at tiles, rendering his ability very very bad for loops in 2021, but we'll not talk about that, I guess.
you act like billy can just end chases in 2 seconds when he's one of the only killers in the game that can be looped for several minutes by a good player.
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@MadLordJack said:
Isn't Deja Vu the anti-3gen perk?
Yeah, Deja Vu is definitely not a beginner perk. It's very useful in solo queue since you have no coordination with your team about which gens need to be done. The information it provides can literally save games from ending disastrously for the survivor team.
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I don't believe Nurse actually loses tokens when she blinks, cause I used it yesterday with the iri addon and wasn't losing tokens until I attacked. Still awful either way.
and...I'd also make an argument for Legion. I still think it's a bad perk on him, but hypothetically, if everyone stays injured which some teams do, being able to get some extra chasing power while everyone is vulnerable is technically not bad. Being a 4.8-5.2m/s killer against a team of injured people is definitely better than how other killers can use it. However, people still heal against Legion a ton (for some reason), so its strength really depends on the survivor playstyle. PLUS, TECHNICALLY AGAIN, YOU CAN GAIN A TOKEN FROM STABBING YOUR OBSESSION AND LEAVING, AND IT CAN BE USABLE TO CHain more hits. Still bad though, but it c o u l d be out of trash tier lol.
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@TheWisp1206 said:
This would be a great idea although I feel it would be better as an add on instead of built in to his ability
you shouldn't have to run an addon to make up for a badly designed mechanic that shouldn't exist in the first place.
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I'd love a pure mobile map control killer that's the reimagining of old Freddy's power and then some. I feel like the idea of having a killer that has to pull you into their world to hurt you was completely thrown away.
Or, a killer with a vehicle. My very rough idea is a kidnapper that rides his own customized motorcycle that can ride around the map, slowly accumulating speed charges that accelerate the speed of the vehicle the longer you drive without stopping. The vehicle would have the ability to launch a grapple onto survivors, drag them behind the motorcycle, and by drifting at a high speed, you could violently swing the tethered survivor forward into objects to damage them.
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Surprised people are saying Billy.
I think Wraith outclasses Billy against a good team, given they're not literally Oracle. Billy's power works on less and less tiles since map reworks and redesigns, and he overall has a super abusable chase that can last a VERY long time. The only way Billy is better is against a really high level swf, which renders Wraith nearly useless (and Billy too, but less so. They both get completely dominated tbf. Wraith is just useless, and Billy is just moreso complete garbage). Otherwise, I'd argue a hit and run wraith with an oppressive anti-heal + gen slow build is far better and FAR more reliable than Billy in 90% of matches and maps.
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I don't know why people are talking about his strength, it's not about his strength. It's about his power's outdated design.
The fact that Myers' entire power is just number value changes in the code means it's pretty ######### outdated.
Bamboozle, Fire Up/Monitor, Coup De Grace, Haunted Ground/Starstruck/Devour. Run on low terror radius killer. Congrats. You're now budget Myers + that killer's power. He has nothing to actually make him unique besides the fact that he stalks survivors, which isn't his ABILITY, it's how he obtains his ability.
At least Ghostface has a crouch and some visual effects...
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its annoying, but i dont mind it. there is far worse. at the end of the day, its still clown. I've lost to one pinky finger clown.
it just feels like a bubba backrev, really. i don't think its op, just feels bad to get one-shotted against any killer.
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@Erd69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2366257#Comment_2366257
Because he has a hammer on his right hand
LOOK, IT WAS LATE AT NIGHT
FORGIVE ME
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it's funny because even pre-buff, wraith with windstorm and another addon of choice was very similar to now. the only difference is that he has a slightly better lunge, doesn't have to run windstorm, and has invis beyond 20m, which are all REALLY good buffs, but he was still pretty ######### similar before the buff.
it's just that the popular opinion is that he's overtuned now. you could perform really well with him before all of this #########, you could play the same exact hit and run playstyle with windstorm, but everyone listened to otz, tofu, and every other content creator that said he was garbage when he wasn't. it's really funny to see people complain about him now when he was very similarly unfun to face before.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/2366821#Comment_2366821
No. His maneuverability was shadow-nerfed/buggered up some months prior to the uber-nerf, alongside his POV, his base charge time (increased by ±0.2 seconds), his movement speed when he charges the chainsaw (used to slow down at 100%. Now he loses ground on survivors) and other things. That stupid red bar is NOT the only difference between current and OG Billy.
do you have anything to back these claims up? they 100% shadow nerfed plenty of aspects about him, but besides the POV change, I haven't ever heard of his charge time being increased and charging movement speed being affected.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/266727/revert-billy-pls
This ship already sailed like a year ago. I forget.
I'm happy Billy is gone, though. Old Billy was too easy to use and too powerful at the same time. He wasn't unbeatable but he would easily wreck most survivor teams in an instant especially with his add-ons. You'd need a fully-coordinated SWF to really deal with him. He wasn't healthy for the game.
https://forum.deadbydaylight.com/en/discussion/comment/2366257#Comment_2366257
Eh, Billy wasn't as prolific as Spirit at the time, but was more common than Nurse. Pre-nerf I'd get a Billy maybe once every 5 games. He was a commonly-used killer. If you only ever played him 10 times you can't have been playing long.
Played him meaning played AS him. I've been playing since early 2017, I just never liked playing as Billy. I faced him plenty, though.
My point was, I enjoyed facing old Billy more frequently pre-nerf than I do facing commonly played killers now, as not only do I rarely see Billy, but a lot of commonly played killers are boring. The only unfun thing was instasaw, and that was STILL more fun to play against than the killers that are common right now. The nerf hurt my experience in DBD more than it helped, and again, that's not from the perspective of someone who played as Billy.
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red ranks are the least stressful rank in the history of online video games. it's on YOU, not the players my dude.
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Idk about anyone else, but I'd rather have old Billy that had access to instasaw than the Billy now, because at least people ######### played Billy back then. I see Billy one in every 50 games, and there's a very slim chance it'll actually be a good Billy and not a frosty-eye NOED M1lly that doesn't know he has a chainsaw in his right hand. Out of every killer, he was the least deserving of the treatment they gave him.
and I rarely played him pre-nerf, btw. Likely around 5-10 times. I'm speaking from the survivor perspective lol.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2365732#Comment_2365732
It kinda feels at this point that the ability to rapid fire is pretty much pointless, and should be removed.
maybe for console players and controller users, but I rapid fire all the time on PC and would hate for that feature to be removed because of controller players struggling to use it. that wouldn't be very fair at all.
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I don't think that's a good change at all. You're rewarded for getting a stun.
That's what exhaustion perks should be in the first place. Most exhaustion perks reward you for just existing with a huge, impactful effect. That's bad game design, Smash Hit isn't an example of that.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2353365#Comment_2353365
How many matches do you have to win in a row for the whole "potato survivors" argument to fall apart?
Otz did 50, Ryuga did 20
If you desperatly need to look at competitive survivors to make Legion look weak, the same survivors that make 90% of the roster look weak then you aren't proving legion is weak, then you are proving survivors at their best are to strong. there is a difference
Legion isn't the strongest killer, but they certainly aren't weak. Anyone who calls them the weakest clearly has no idea what they are talking about. That includes some of those 1000 hour people out there. Having that many hours does not mean you know how the game works and you can't be wrong about things. Legion is the most underrated killer in the game
It doesn't change the fact that, from the survivor perspective, Legion feels very unthreatening. He can feel oppressive because of bad teammates who cannot loop an M1 killer while injured, heal unnecessarily and then get stabbed again, and cannot deal with thana/other slowdown or regression perks. The moment you have more than a few actual good survivors, Legion becomes a weak killer. As long as you're not playing on a map that's very favorable to M1 killers, which aren't many, being injured doesn't really matter as long as you can just loop him. Again, the issue is, from the survivor perspective, I can loop Legion for 10 years and have only 1 gen done during that time. After my chase, Legion goes and immediately downs the scared Bill and urban evasion Blendette because they have no ######### clue what they're doing, even though they have the nastiest setup in the world that's completely untouched by me and could keep a Legion or Pig in chase for another 30 years.
The reason why Legion isn't weak in plenty of matches is because of potatoes. Their argument is correct. However, with MMR not yet being implemented, you can, indeed, go 50+ games without fighting potatoes. That's why Legion being weak against players who understand how to properly loop an M1 killer isn't that big of a deal with matchmaking and the joke that is high ranks being how it is. Those 50 winstreaks just show how much of a mess the ranking system is more than anything, not how strong Legion is.
By the way, I'm not talking about competitive teams, I'm talking about 3-4 good players. People who understand how to play the game. That's all. Teams that could still be beaten by high B-A tier killers, not teams that stomp every killer other than Nurse and Blight.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2355908#Comment_2355908
I love playing Blight, but I think any Killer that has the ability to transverse the map quick needs a significant cooldown to prevent them from going from gen to gen to gen. Blight, Billy and Wraith all can transverse the map and instantly be in a chase right after hooking someone, all the other killers perform fine while being constrained to normal movement and that's how the game is balanced. Map transversal abilities need significant cooldowns, especially on small maps, where those killers are guaranteed 4ks.
(I love Billy and I play Billy and Blight knowing they are in need of nerfs. However, I am very limited on using them because I don't want to rank up so far that I can play the normal speed killers).
You think BILLY needs a nerf? WHAT?
Billy's map mobility is incredible, but his chase is far weaker than most killers. A good player can keep a Billy in chase for minutes, pretty much ensuring that they never get hit by a saw. If you nerf his mobility, you'll see this already underplayed and overnerfed character played even less.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2354943#Comment_2354943
BF needs a buff, but those ideas are probably a little too strong. Imagine that on a map like Midwich or Gideon, with very few vaults. Wouldn’t be balanced.
the effect of a Hex perk is supposed to be overpowered to warrant it being a destructible perk.
The effect of Ruin is OP. The effect of Devour Hope is insanely OP. However, what makes these perks balanced is the fact that you can destroy them. So, the effect of a Hex perk being unbalanced is a good thing.
If that perk is really oppressive for you and your team, it's time to find those bones and get rid of the perk as you might lose with it being up.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2350881#Comment_2350881
Mother's helpers (the dumb flashlight one) got changed, it's faster charge after being stunned with a pallet. I actually rate that one, it's nice with enduring.
I believe they're referring to black grease, which cools down your saw when a flashlight is shining on you.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2349466#Comment_2349466
Michael Myers is outdated in general, needs his power to be updated.
Michael Myers — Evil Within
Evil Within l: 4.6m/s [115%] Movement, Normal Lunge, and Undetectable. Damaging a survivor by any means will automatically progress Michael Myers to Evil Within ll.
Evil Within ll: 4.6m/s [115%] Movement and Normal Lunge. Survivors have personal stalk meters. You need to have at least two survivors fully stalked to progress Michael Myers to Evil Within lll, which will prompt him the ability to tier up.
Evil Within lll: 4.8m/s [120%] Movement and Insane Lunge. After being out of the survivors sight for 5 seconds, Myers gains the ability to go into Ambush Mode. Putting a survivor into the Dying State will automatically put Myers into Evil Within ll.
Ambush Mode: Myers goes completely invisible [having no collision, Undetectable] and gains a tremendous movement speed bonus. He cannot interact with the environment nor the survivors by any means, BUT can still see survivors. Can exit Ambush Mode when out of the survivors sight for 5 seconds, making any survivor within 16 meters suffer from the Exposed Status Effect for 45 seconds.
Boom, Myers is officially a stealth killer who will jumpscare you!
Wrote a very similar idea to this. I've always loved the idea of giving Myers predator mode from Last Year. Totally down for this.
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@papabear2009 said:
https://forum.deadbydaylight.com/en/discussion/comment/2349703#Comment_2349703
Yeah, I believe you're correct because all the streams I've watched a couple of days ago it wasn't working. But don't know if it was fixed at that time.
nothing gets fixed mid PTB
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@Plu said:
I think an easier fix would simple to split up the Map into different ones, at least imo
I also think this would be a good change. I'm not saying a 6 gen requirement would be a good change, I'm just asking if anyone would complain about it having a higher gen completion requirement to escape given its size.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2341724#Comment_2341724
Escape rate remained unchanged when we updated Decisive Strike.
How do you think that's possible? That's pretty interesting...