Healthore77992
Healthore77992
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1780467#Comment_1780467
There is only one voodoo he does which is transferring of souls I like the doll idea around the maps yes, but voodoo summoning to get people on hooks seems time consuming, just I cant see it, as much as peeps would like to see him in :)
Hooking really is the hardest part, but I think it's possible to implement it somehow, but it could probably be something like PH. The reason why I wouldn't want Charles Lee Ray version is because we only saw him for a very short time, all other movies are in Good Guy Doll, obit if it would be really necessary to do it I would agree. But personally I would like him in doll, because there are so many possibilities and unique stuffs to do, but the hooking is hard. Maybe he could posses survivors body to do it, I'll let you know if get any more ideas.
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@Jarol said:
I like this idea, although I would change a perk to andy and call it (Play with this) as it says in the movie of the curse of chucky, this when hurting the murderer, get 3 or 5 seconds more of stun
That's also a good one.
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@Mushwin said:
Eh, how would he get them on hooks, also I think one could just do as a surv can for Victor and kick him, appreciate the thought and effort but....
Idk how to draw it xD, but there is also voodoo he could do, but devs would probably do it differently, like always.
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It's fine. It can be cleaned under a minute. If you have so much trouble against is pick up Detectives H. You can also use a map. Don't be lazy.
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Chucky
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773034#Comment_1773034
DS works as intended. It prevents killers from tunneling.
It's no fun as survivor if you get hooked twice within 60 seconds.
We all know how abusive and offensive it can be soo..
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1772853#Comment_1772853
If it were balanced it wouldn't of been nerfed.
Actually it's really balanced, it rewards killer for making a good play, not like cought DS cought..
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Imagine complaining about one of the most balanced perks in the game..
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1770347#Comment_1770347
Have you considered taking your own medicine instead of asking the devs to give you ez kills? I know, the pills are too big for you to swallow.
Have you ever considered getting good at the game instead asking for killer nerfs? All I see from you is that, git gud.
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@Sluzzy said:
Not needed at all. Huge mistake. Every rework makes them too overpowered and less fun to verse so he will become the new killer to suicide with.
Git gud lol
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I think that it's not hate directly towards the killer power and design, but massive flaws they didn't see.
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Chucky
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1768480#Comment_1768480
https://forum.deadbydaylight.com/en/discussion/comment/1768504#Comment_1768504
Seems like everyone's main argument is mobility for Billy and chase for Bubba. I genuinely get rid of a pallet at every loop within 15 seconds of a chase starting or a down.
Billy just struggles too much in chase for me.
I mean if we are talking like when you master both, learn ins and outs Billy is better imo.
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Bubba is strong but Hillbilly is still better due to his mobility
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No.
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My personal take on this killer: I think the concept is good and really unique, but it has some bug flaws.
There are so many better killers to play, that can use they're power regularly and don't need to wait 45 seconds. It's still too weak. I think it would be better if CD is lower and also if you don't take Victor off you will go into dying state. Just my opinion.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1762967#Comment_1762967
Unless you have Head-On, lockers are a one way ticket to being hooked. If you're DS'd, it's a one way ticket to being sacrificed. It's lose lose.
Enduring and Bamboozle. That leaves two gen perks. Sure as hell don't need anything else when you can one hit down everything.
Аctually no. There is timing when you can jump out of locker so he can't grab you.
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Can't wait to try them.
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Demogorgon is fine imo.
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@CustomerService said:
I don't think DS is a balanced perk. Just like many other things killer have that aren't balanced ( I just made a post about the Spirit, she definitely isn't balanced). However, my issue with this is DS is one of the few things that helps RANDOMS (not group of friends) not getting tunneled and have even more miserable experiences.
If you remove DS, SWF will still find other ways to abuse you, and you'll punish randoms even more, and randoms already have 80% death rates and have arguably one of the worst possible experiences you can have in this game.
I didn't say to remove DS, it can have multiple uses, but as soon as you do any objective it should be disabled.
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Hoping for Chucky, Pennywise or Pinhead.
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@Chappy01 said:
https://forum.deadbydaylight.com/en/discussion/207190/decisive-strike
zero counterplay? factually wrong. dont play like a scumbag and you won't get DS'd or UB. OR, you can play like a scumbag by camping the downed survivor and just waiting out DS and staying close in case they activate UB. your choice.
Actually no, survivors tend to play very aggressive with it, like I said I got hit by it even when I hooked different person and found them later so..
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1761061#Comment_1761061
Tinkerer and/or Undying/Ruin does it every game. Survivor has no choice but to lose. At least with DS, the killer has a choice to chase someone else if they are afraid to be stunned.
Let me remind you that you have perks and items for totems, both can go under a minute against good survivors. But DS+UB+OoO+DH will be there almost whole game leaving killer in HUGE disadvantage.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1761005#Comment_1761005
Who's telling you to leave? With a very small 5 sec stun, most of the time the survivor is down again within a few seconds now they have only 3 perks.
With that very small stun whole game can change.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/207190/decisive-strike
A perk helping you survive is not abuse. If that is the case, every single killer perk is abused, but to a greater extent. A one time use perk should be very good. All killer meta perks are better than very good and they are used multiple times a match.
Actually no, perk that has absolutely no counter play in those circumstances needs to be changed. It's not fair for the killer to just leave because he can't do anything.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1760842#Comment_1760842
What are you going on about? I asked for you to list perks OR built-in mechanics that 100% are guaranteed to successfully counter Slugging, Camping or Tunneling. You listed an experiment which failed because the devs decided not to pursue it further, and that is not an answer.
I am asking for a counter like when Slugging completely diminishes any potential DS activation by depleting it's timer completely.
Again, I am not going to get into it about "the survivor is no longer being tunneled if they do the objective" ... because I've already explained to you how it isn't black and white. There are many variables to consider because you can easily work around not having to facecamp someone in order for it to "count" as a tunnel.
There isn't built-in mechanic because it strategy, plus you have perks for that. But if you are so much into it tell me built-in mechanic to stop survivor who is on the ground and has DS + UB to not hit me with DS if the 60 seconds haven't passed? Or tell me how do i exactly counter 4 man tournament level squad with 4 DS + UB, OoO and DH?
You are looking into it the wrong way, all those things you've mentioned has the counterplay, DS + UB or DS and locker has no counterplay.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1760775#Comment_1760775
Again. I am not interested in what the devs have tried to do. I wanna know what they have done. So far is nothing against the killer players who knowningly abuse those mechanics.
Sorry to break this to you but Tunneling isn't as black and white as you see it. If the killer breaks chase to continue to chase the survivor who just got unhooked recently, that IS tunneling. If the killer bypasses and ignores, any survivor trying to take hits for the recently unhooked survivor, just to get them out of the game, that IS tunneling. I could go on and on. Just because you touch a gen, totem or start healing doesn't magically make a killer less likely to tunnel.
Well it's not killer problem that survivors abused something that was given to them, blame yourself, not killers.
If survivor is doing objective he isn't tunneled. If I know that survivor is on death hook, and I find him on gen ofc I'm going to kill him, but that isn't tunneling.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1760741#Comment_1760741
You still don't list perks or survivor built-in mechanics that allow a survivor to properly counter abusive and excessive Slugging/Camping/Tunneling. No surprise there because they don't exist.
Doing objectives doesn't stop the killer from being able to tunnel you out. You can easily (as killer) walk away from the hooked person. Only to come back and track down that same survivor who has not engaged in "objective activity" as you seem to want to pin it as. To get tunneled out of the game who now has lost their DS activation timer because of some silly argument that you want to nit-pick.
All this, while DS was never strictly meant to be a Anti-tunneling perk. Don't know how many times this needs to be said.
Because it would be abused, there was a try that devs tried to implement for camli, but ofc survivors did abused it.
You just showed that you have no idea what tunneling is, so let me explain that to you. Tunneling is when you are chasing unhooked survivors from the moment he was unhooked untill he dies. When survivor does object he clearly isn't being tunneled, if killer leaves you and come back that isn't tunneling, you survivor rulebook is wrong.
In a game where is 4v1 and killer is having absolutely zero pressure, it's stupid to have antimomentum perk that is being abused into the oblivion.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1760654#Comment_1760654
It's not whataboutism when DS counters this broken BUILT-IN mechanic. But nice try.
You have perks to help you against 5-10x being slugged? Or the fact that someone can tunnel you even while other people are trying to take hits for you? Please list the perks that activately and are guaranteed that will help counter abusive Slugging Camping or Tunneling.
I'll wait.
If you actually read the post you would know that DS would keep the same effect but it would be disabled if you are doing objectives. Usually you are getting one slugged, more than one is waste of the time because one will always be up. If you are in SWF slugging doesn't help most of the time so.. I already told you the perks, if killer keeps slugging he will lose the game against good survivors.
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@JinSime said:
Everyday someone post the same thing. I'm pretty sure they're aware of the demands. Let's wait and see.
But how long should we wait for this kind of problem? It's been years and still nothing.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/207190/decisive-strike
"As we know this perk isn't used how it was supposed to be used, it's most abused perk in the game."
Do you mean like Slugging and Camping and Tunneling are abused? Wait, nvm. DS can actually be prevented from being used and even then it can only be used once. Slugging and Camping though.... you can use those at any time and they aren't even perks.
Nice whataboutism, all of those can be countered, let's not mention SWF because all of your 'arguments' will fall into the water. Plus you have perks to help you with that. I was mentioning things that have absolutely no counter, similar how PH had no counter.
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@BlueFang said:
Freddy and Demogorgon share quite a bit of similarity they both feature a teleportation ability, have multiple facets to their power, and very strong synergy with certain perks. Yet despite their similarities, Freddy is regarded as a top tier Meta killer while Demo is seen as low tier at best and bottom tier at worst. Many players chalk that up to Demo just having bad design and weak add-ons but I believe it is this dramatic deviation that reveals the current problem with DBD’s balancing
Why do players dislike Demogorgon? No matter what the individual complaints it will always boil down to his portal system and the root problems coming out of it. The demo is all about the set-up having portals set up at key points in a map, maintaining pressure and mobility. Despite how much of a time-saver they should be and can be keeping them set up wastes a lot of valuable time. You have to place two portals, go through one to activate the chain and all of this involves extensive backtracking. In a meta that revolves around micro-managing every second and capitalizing on any pressure, you can make this invested time could mean the difference between a win or a loss. So if the investments fail to garner any substantial success, It can be very frustrating.
Now after all this criticism you might be wondering why I said he wasn't bad earlier. You see it is because the Demo IS a strong killer his Shred has a huge skill-ceiling both in mind gaming and mechanical skill and knowhow. His portal system is also a strong system that when built up grants him a huge mobility advantage. Because you see the fault lies not with Demo but the current gameplay sandbox and meta for both sides. Demo's kit is balanced around a sandbox where the game goes slower where there are breaks in the pacing for both sides to gather, refocus, and assess the current situation. But in this current sandbox, the killer player is always forced to be on the move, not waste any unnecessary time and capitalize on any pressure available a Demo spending time on setting up his portal network could watch several generators pop into life before he's even finished and when he leaves he's very likely to hear one or more of his active portals disappear before he's finished his current chase. In a slower-paced sandbox, a portal would serve as intended as both valuable mobility and a stalling option, a way of locating survivors, and not feel like a chore to set up. And it is despite all of his compatibility issues with this sandbox that I see Demo in a different light
But now let's take a look at Demo's cousin if you will, Freddy
Freddy is the Swiss Army Knife of killers, combining the strengths of multiple killer archetypes yet having none of their weaknesses. He's partially a trap killer but unlike Trapper and Hag he gets all his traps immediately, doesn't have to enter animation to deploy them, he's also a chase killer in the lieu of Clown but he doesn't slow down when using his power and doesn't have to reload his Snares are completely and utterly disposable and can be stacked on top of each other, yet he also possesses high mobility with his generator teleport that gets stronger as the game gets into the later stages. The only caveat is that there is a signal that shows when you are teleporting but when factoring in gen tech teleport its more often than not, a benefit. Did I also mention he can completely counter Borrowed Time, has additional funkiness in regards to sleep and awake states, a funky TR, the second smallest killer in the game, survivors face drawbacks for waking up too much, and a whole bunch more?
The survivors can rip Demo's portals up all day long but every time they wake up against Freddy it gets harder and harder to wake up requires them to reveal their presence and can regress generators/healing by default. And it is partially a reason why the sandbox has gotten so out of hand. BHVR has been at work changing the totem systems, introducing and reworking new maps that often have a feature of being partially killer-sided, pallet quantity nerfs, perk nerfs, item and addon nerfs. Despite how necessary and beneficial many of these changes have been when you add all this together with killers such as Freddy, Oni, Spirit, it has done nothing but force survivors to end the game quicker
Back in the day when survivors had access to strong and forgiving perks, add-ons, and pallets they could afford to waste time. 1 or 2 survivors could hard-carry their team with their looping skills but now things are quite different. There's very little room for error now on both sides if the killer gets a snowball together survivor teams can quickly fall apart as the chasers can no longer buy those extra few seconds and the weaker links no longer have that extra forgiveness. Likewise, if the survivors get that early gen pressure going, spread out, and keep the killer off-balance its incredibly difficult for him to recover and gain pressure over the game when the generators are popping left and right. They no longer have that extra forgiveness from survivors healing, looting, or being interested in a chase. Both sides are now in a complete TIME-CRUNCH Meta where one can rarely waste time anymore. Because of this balanced and set-up killers such as Demogorgon suffer because they are in a sandbox which is anything but briskly paced and balanced.
My Conclusion: Its no longer just a Killer or Survivor balancing issue only it's now a fundamental flaw equally shared between both sides. Killer designs such as Freddy are a large part of the problem because survivors can no longer risk assuming the killer they are facing isn't going to be playing the meta, and killers can't assume survivors aren't either. For every Demo that gets wrecked by a meta time-crunch squad, there's a sweaty time-crunch Mori Oni wrecking a survivor squad at the same time. There is no easy answer to the problem at hand, unfortunately (from my current perspective at least)
Increasing the generator times and pace of the game would result in killers such as Freddy running rampant and utterly breaking the game for survivors, yet under this current system killers such as Demo are being more and more forced out by the current time restrictions. What's worse is this flaw is starting to crack the foundation of the game, the game has always been about the chase but now it's becoming about time-crunch. Survivors and killers no longer have the time to enjoy the chase, because they have to go right back into it immediately. There are no pauses, no lasting victory there's none of it until either the killer or survivors win. DBD must strike a balance between game pace, killer and survivor balancing, oppressive killer kits, pallet and loop strength, as well as the current shifts we've seen in kits on both sides
Because while this sandbox won't kill the game by any means. The longer this sandbox continues the greater the divide and toxicity within the killer and survivor population will become. As well as the chance of the current sand-box and its design decisions becoming semi-permanent
TLDR: Freddy is an over-tweaked beefy killer who along with Oni and Spirit are part of the reason the Time-Crunch meta has become so overwhelming for both sides. While Demo is an example of a good killer that rarely gets to shine due to a severe lack of time available in a match for setting up along with other facets. The Time-Crunch meta must be addressed from the perspective of both Killer and Survivor
You got a point, but against SWF Freddy got little to no chance, lets not talk about other weaker killers.
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If 4 man optimal SWF will win every time, as soon as you start 1 chase, 3 people work on 3 diffrent gens, impossible to pressure 2 gens at the same time, if they know how to juke well, i dont see any killer standing a chance to win, imagine scenario were you chase 1 guy, 3 other work on gens, u break the chase, and the guy u were chasing just start working on another gen, i use Discordance, i was against 4 man SWF, as soon as i start one chase, Discordance goes up, it was impossible to put pressure on all gens. I was thinking maybe if you play with friends, limit the amount of perks your group can use, if u play with only guy, u can use 3 perks, play with 2 guys, only 2, with 4 man all of you can only use 1 perk each..i think that would me somewhat balanced, i dont even want to start how SWF abuse BT,DS etc..
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1338450#Comment_1338450
I like your ideas. That would make EWII really unique and the stalking easier.
This is one of best idea i saw, that would be great buff, while not too op or something that wouldn't change anything, again fantastic idea, u got my support.
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@Maperson said:
Hope they will, they are really underpowered atm
Hope the devs will really look into it man
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@TheCursedTitan said:
I hope they remove bubbas ability to enforce camping, but at the same time I don’t want the killers to be overpowered either
What do you suggest?
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@Okapi said:
Yes Clown and Bubba should get reworks sometime this year. Bubba (and Billy) should get his Doctor-style updates first as that was first announced after the Doctor got his.
I think Clown is already in the works?
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@LordGlint said:
Just hope they dont ruin Bubba when they tweek him.
I think they won't, we had two reworks ( Freddy and Doctor) and they were great
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@Bill_I_Am__Overbeck said:
Clown has his slowdown when throwing bottles removed, which makes him a great killer for chases (as he was designed for). Leatherface could use some love.
In my opinion I think Clown needs more that that
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@Poweas said:
Don't let him move so fast, slow him to Billy's speed and it's good.
But Hillbilly can catch up in no time while Leatherface can't
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@domai36 said:
I think the add-ons are a big step in fixing him, but I would personally like more of a full-on rework, and less number tweaks. He just needs more identity, personally.
Killer should be strong without add-ons, but yeah he needs new ones, so probably it's the best to get full rework on him
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1295569#Comment_1295569
The thing is if they just plain buffed him people would still facecamp everytime they lose. People will always camp as a last resort (or just because they like to ruin the game for others).
The developers either need to rework him into something completely different mechanically or they need to make camping straight up impossible otherwise they'd literally just create a stronger camper that can catch people even quicker before he can camp them.
I love Bubba. I have been (almost) exclusively playing him since the day they released him. But even I think he needs to get a complete update. He's more of a toxic meme and mistake-reliant killer than anything else. Bubba deserves better.
I agree, he needs rework, I doubt devs would use any of this, but this is just my idea
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@myersismydaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1295619#Comment_1295619
92%, same as Billy.
We're all talking about band-aid fixes here though, which would make him at least playable and not frustrating. I personally think that his power needs a complete redesign. Otherwise, he will always remain an inferior version of Billy with little to none map pressure.
Who knows, this i just an idea, maybe we wont even get rework or buff
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PWYF and Nemesis can be good on almost all killers, i mean Freddy can teleport on gens, if u are using Discordance its great on him
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1295628#Comment_1295628
Yea we should tbh. Imagine those speeds with PWYF and Nemesis lol I'd become sniping bubba.
If I have 3 stacks of PWYF and am holding my chainsaw fully charged with your 105 speed then I'd annihilate teams. I'd be moving at 120% speed with a fully charged chainsaw 😂😂 I can run across the map chasing people with a fully charged chainsaw faster than normal killers run lol
Actually I change my mind I want your speed 😂 survivors looping me while my chainsaw is fully charged and I'm 120% speed.
Bubba shouldn't be dependet on perks, you saw how Freddy works with Discordance
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1295624#Comment_1295624
As someone who plays Bubba alot with PWYF stacks, thats the closest thing we currently have to what your describing. 3 Stacks of PWYF makes him move at roughly 100% speed while revving that saw. Its because of this that I can tell you... what your suggesting is too much. The survivor would drop after the first swing, let alone the swings after that when he gets faster. I already do this fairly regularly, which is why I'm saying it.
But he needs PWYF and Nemesis to be somewhat viable and even then its hard, and listen, we got Nurse who ignore most of the objects, Hillbilly insane map preasure and instadown, Freddy teleport and snares and list can go on.. With this buff he can be mid tier, bcs right now he is one of the weakst killera in the game. What is your opinion? What buffs he should get, tell me your opinion
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/154635/leatherface-buff-rework
The speed shouldn't be higher than the survivor. Maybe slightly increased to 95%. Cancelling the animation would be nice also.
But wouldnt we also need to be right behind survivor then?
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@LordGlint said:
Bubba's current top speed without addons is 126.5%. Most of that is used to catch up after slowing down for 2 seconds at 85% speed. If he's allowed to move at 100% or 105% or whatever else you guys are suggesting during the rev... it wouldnt matter what his speed would be while he was swinging because the survivor would be downed by the first swing. If memory serves right, I believe Billy gets slowed to about 92% speed while revving HIS saw. If Bubba were to get THAT, he'd lose about half the distance he currently does while revving and would take half the time to close that distance, so it wouldnt feel like you have to be on a survivor's ass before ya begin the rev. I feel like that's a pretty good sweet spot.
Umm maybe we did not understand eachother, when charging chainsaw his movement speed goes to 100-105$ with maximum 115-120% at the end?
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@myersismydaddy said:
- He should be able to cancel his power mid use.
- His speed when charging should be increased, because smelling what perfume the survivors are wearing to get a hit is just dumb.
- His bar needs to be fixed. I can't even tell how many times I saw it at 100%, but it actually wasn't.
- Complete rework of the add-ons.
How much should be increased in your opinion?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1295509#Comment_1295509
He can move, just VERY slowly. I've had times where I managed to end a tantrum because I was right next to a thrown pallet and breaking it via chainsaw ended tantrum early.
Lets be honest, that happens ones in who knows how many games, and who would do that intentionally