JustAShadow
JustAShadow
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- JustAShadow
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Comments
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I used to main many different killers throughout the years of playing this game, but now i mostly stick to killers with catchup chase powers like Wesker, Oni, Blight and Billy.
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At this point a lot of survivors just dc because the game doesn't win itself for them.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709814#Comment_3709814
Gotta be the hottest take yet lol.
My hot take: Old Blight was Top B tier and is now Bottom B tier.
Now that is a scalding take.
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Distortion is unhealthy for the game and is one of the main reasons why we are in a quad slowdown meta currently.
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Have you ever played Oni? Because if you ever did, you would know that this is a horrible change which will force the Oni player to stop in front of every pallet and either give survivor free distance or risk losing the power and become an m1 killer for an indefinite amount of time.
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I would gladly take this for a faster power recharge.
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Ultimate Weapon currently is good, I hope the change into a scream perk that reveals survivors within 32 meters of a locker is not going to happen because it would kill the perk completely.
Decisive Strike is okay but it turned out as expected: very punishing against killers with no catchup, and not really impressive(although not bad) against S tiers.
Adrenaline change is decent, can't really say much about it.
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Twins are definitely S tier material with these changes.
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@Archol123 said:
Thats a proper skill issue on the killer side... The counterplay is fairly easy.. You wait until they finish the heal and hit them, they backflip and get further away from the exit... And you repeat that until you can either down someone else and pick them up or get the pickup on the already downed survivor.
Picked survivor can just emote tech to avoid backflipping.
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Blight is only OP if Iri Tag is in play, otherwise I think he's in a good spot right now.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685427#Comment_3685427
It really does not feel great to get hit through walls lol
I'd rather give him something else
You can hear him charging his power behind walls and can always play around it and go wide, it's also sorta a mindgame if the killer decides to try a hit through the wall or just go after the survivor normally.
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Any From Software game chapter (Dark Souls, Bloodborne, Sekiro, Elden Ring).
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This map is fairly well balanced with its' loop design: most tiles aren't overly safe but can be chained for a long time making the map more rewarding for better players similarly to Dead Dawg Saloon. There are some weird alterations of common tiles that make the map unnecessarily more confusing(like the shorter versions of jungle gyms and pallet gyms) which I don't like and would've preferred just having normal shaped tiles. But the main problem with this map is its` awful collision on most tiles, which makes all collision based killers suffer immensely from bumping into everything. It's also sometimes awkward to just loop tightly because you can get stuck on an invisible piece of collision that shouldn't be there.
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The map is surprisingly decent balance-wise, but it doesn't matter when you can't look at it without having your eyes constantly strained from the color scheme. Please make the colors less intense for this map. And also clutter, this map has too much clutter.
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The map itself is good and rewards more skilled players with its' tile design, but has two problems: extremely strong main building and the tightest 3 gen in the entire game that can spawn on the gallows side. Here's the example of the 3 gen this map is capable of spawning:
So the best way to fix this map's flaws would be to remove the ability to spawn setups like this and nerf the main building.
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The killer is fun to play and has a lot of potential but I think the power recharge is a bit too long which adds unnecessary clunkiness to the power. Also it makes the window to actually damage the survivor a bit too short. I would lessen the cooldown from 7 seconds to 5 to make the gameplay more fluid and dynamic.
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I would say this is the only actual unbalanced map of the Autohaven realm. The main issue of this map is obviously its' insane main building which features a very strong window, that you have to bring Bamboozle to counter or play a killer with a strong catch up ability. The outer side of the building is just a huge distance holder that features no gameplay elements other than holding W until the killer can catch up to the survivor. There are also 2 possible pallet spawns on the back or to the side of the main building: the one next to the dumpster serves as the god pallet/infinite if predropped and is mandatory to be broken by the killer, and the one next to the closed window which pretty mediocre. I don't think it is fair to have such a disparity in strength that's solely depending on the rng. The map itself can spawn too many strong fillers and depending on the rng you can have a string of strong tiles leading to shack or main building. Overall a really bad map for most of the killer roster.
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Badham is a contender for the worst killer/strongest survivor map. It has everything to be terrible for killer: multiple strong buildings(featuring a semi-infinite against 4.4 killers), abundance of strong interconnected pallets and a very difficult gen spread with gens being able to spawn on 3 different floors. This set of maps should be a high priority for a rework imo.
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I don't see how it's hard to get 4ks with Wraith or Twins. I literally pick Twins when I want to get a 4k for free.
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Really bad without addons, barely average even with the best addons unfortunately.
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I would go as far as to say that Background Player is the strongest perk that survivors have if used by a good SWF.
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@ShinobuSK said:
Only thing apart of bug fix he needs is the removal of 180
He would be boring and predictable without 180 flicks, not to mention that his high level potential would be massively gimped if they removed them.
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The cooldown feels a bit too strict without T mix rn but the extra curving window is insane, it's a big buff and it feels great. Can't say anything about the sound cue, didn't really notice it.
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Slinger is kinda insane on this gamemode.
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The map itself is too big and the main building is overkill.
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Pontiff Sulyvahn, Fume Knight or Artorias as killer would be my dream chapter.
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C33, Alc Ring and Adren Vial are all problematic.
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Honestly, the only things he needs are his Soma Family Photo addon basekit and a small tweak to his camera detection system(particularly when you can't scan a survivor due to a small particle on the screen). Otherwise he is a pretty solid killer who just has a very high skill floor.
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Or even simpler change - just make Game Afoot deactivate endgame.
@JustAShadow said:
Well, if you think that its' synergy with Rancor might be overtuned, then the perk can be changed to just proc on any m1 hit and stay active when you're chasing that respective survivor(and stay active for a few seconds after the chase ends for consistency) without having any deal with the Obsession mechanic. Right now the amount of times you can get haste from this perk is extremely low and the perk is heavily outclassed by Brutal Strength that doesn't have any prerequisites and gives value on every normal pallet break.
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Well, if you think that its' synergy with Rancor might be overtuned, then the perk can be changed to just proc on any m1 hit and stay active when you're chasing that respective survivor(and stay active for a few seconds after the chase ends for consistency) without having any deal with the Obsession mechanic. Right now the amount of times you can get haste from this perk is extremely low and the perk is heavily outclassed by Brutal Strength that doesn't have any prerequisites and gives value on every normal pallet break.
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@Pavel_Ch said:
so that in the connection with "rancor" there would be noed and mori? No)
Way too situational to consider it a problem and won't be too different to a current iteration of a perk.
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Mother's Dwelling after it got reworked. It's very big, loops are extremely safe with broken collisions countering a lot of powers, the loops themselves are overabundant, especially for a map that big, lots of los blockers making map also really good for hiding and the main building is also very strong for no reason. Absolute atrocity of a map.
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She's objectively stronger than before after this patch. Getting condemned kills feels easier than with old iri tape+ring drawing.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489930#Comment_3489930
You do relieve how long that would be right? How long did it take for them to rework Sadako so her slug playstyle is nerfed? On right a year. How long have they been working on twins rework? Oh right over a year now. You and so many others are basically asking for a killer that ppl did pay for being kill switched for more than a year since this dev team doesn't have the time or resources to do a killer rework in a timely fashion. Honestly, I think every single one of you is so silly to ask for a killer to be killswitch by a team of devs at takes years to rework a killer.
That said I do think she needs a rework and I do think her 3 gen playstyle needs a major nerf. The thing is, unlike so many of you Im realistic about the capability of this dev team. It's unreasonable to expect this dev time to killswitch or remove something they have worked on for a year(it you believe that or not but AMA did say all killers take a year of dev time to do) for who knows how long. Plus what about those who paid for her and enjoy playing her? I'm one of those but I have never camped a 3 gen with her. I use a chase build with her two purple addons and I actually enjoy playing like that. I don't win that much but I do have fun doing so. All Im going to say is yes she needs a much-needed rework but she doesnt need to be killswitched or removed.
Haddonfield was disabled for a few months when the rework was in progress. I don't see why SM should be treated any different.
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BHVR should just killswitch her until she's completely reworked like they did with Haddonfield.
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Solo and duo.
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480826#Comment_3480826
clearly you don't, have you tried playing against good Singularity?
I did. And I played a lot more of this killer than just a few matches to conclude that he's not broken at all. Unless you think that mid-high B-tier is a broken killer territory.
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480755#Comment_3480755
as a former killer main, I can very much see a killer's strength just after few matches
That is a really powerful argument. "Trust me bro, new killer is op, you just don't understand".
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480447#Comment_3480447
but broken Singularity can be buffed because he's weaker than nurse?
So you think that Singularity is broken? Maybe some reasoning on how he's broken?
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480257#Comment_3480257
why not? you said yourself that "buffs can be applied if they fit the killer's intended playstyle"
"And not make their kit broken". And Nurse's kit is already arguably broken. You really like to ignore the details of my statements, don't you?
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@JohnWick1654 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463889#Comment_3463889
sure, let's remove Nurse's look at the ground forced animation in fatigue, for fluidity and appeal then
Shadowborn already kinda does that and FOV slider is in progress, so that's literally gonna happen. Also Nurse is one of the killers that shouldn't get any buffs at all.
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He's by far the most unfun killer to get chased by, so yes.
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Speed boost when getting out of locker would be really good. I think he could also get Boat Key and Haddie's Calendar addons basekit and make survivors lock the lockers take a bit more time(1.5-2 seconds).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470410#Comment_3470410
I disagree.
DS's stun is meaningless to most Killers. It's 2 seconds.
DH is so situational and dependent on not only the Killers ping, but also requires a lot of skill to use properly.
Neither of these perks are worth running anymore. You'd be better off with other perks that will get you more consistent value.
It is meaningful if you can get to a tile, it is basically an another health state for free. Admittedly, DS is not that good for people who aren't very good at looping but give this perk to a person that actually knows what they are doing and add DH here and suddenly tunneling that survivor would throw the killer a game to just get that one kill.
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@Deathslinger1of2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470367#Comment_3470367
Why do you believe he’s a stronger killer than Huntress? (Deathslinger main btw)
Simply a better chase power. His ADS is still pretty quick and reacting to him is extremely hard in short range, can hit in small holes which even very good survivors might not expect, can get injures almost for free, and can reel and down a survivor in most tiles if positioned properly. Add to this that he's not hindered by cluttered maps nearly as much as Huntress(although big maps hurt him quite a bit).
Huntress advantages over him are obviously infinite range, but it's rather gimmicky and rarely comes into play against good survivors, her ability to get 2 taps from close range which is significant but can be somewhat replicated with Slinger's Cigar addon or STBFL, and she's way better at camping, so that basement against her is literally death. But Slinger overall will get better results against good players due to his chasing tool being more consistent and reliable.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470367#Comment_3470367
How do you figure DS and DH are still very strong perks?
DS still buys a lot of time if used properly(going down in the area that has any safe tiles, which is very easily achievable with the basekit BT), can be combined with OTR and DH for the ultimate anti-tunnel combo. Only times when it's not a good perk is when you go down with it in a complete deadzone and can't achieve any tile after a stun(which is usually a misplay on survivor part) and against Nurse because, well, Nurse. DH is strong by itself albeit not as strong as SB and Lithe, but it really shines in combo with Made For This which basically means you can have full value of the haste and then press DH to buy even more time. Basically these perks are good individually but are insane in combinations.
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- Deathslinger is extremely underrated and is a stronger killer than Huntress against good players.
- Bond and Kindred should be basekit survivor mechanics.
- Distortion is overtuned in its' current form.
- DS and DH are both still very strong perks.
- Hag is overrated and is C tier at best if survivors know what they are doing.
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I've played against exactly 5 Singularities since he's been released on live servers(played against him way more on PTB).
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Buff: Billy
Nerf: Nurse
Rework: Freddy.

