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Justicar

Justicar

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Justicar
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  • There are two things that killers need to be viable:

    1. Map Pressure
    2. Anti-Looping Abilities

    Nurse is godly because she's great at map pressure, and a giant middle finger to looping survivors. Hillbilly is amazing at the first and pretty good at the second. Pretty much every other killer is weak in one of those two areas.

  • I'd be happy with Trapper if they would just fix the darkening addon bug.

  • An easier fix to SWF is just making that the only thing you can gain when playing SWF is bloodpoints. No player XP, no shards, no seasonal event items, no rank points.

  • If they doors were open and the killer had you on the hook, they absolutely should camp you in that sitatuation.

  • Because not having to swap would put the Doc on the Hillbilly's level, and the devs have shown repeatedly that nothing is allowed to mess with the Nurse/Hillbilly killer meta.

  • I play both.
    3 = Most killers are still underpowered

    Nurse is broken, and Hillbilly is the most well-balanced killer in the game. All the rest need work.

  • @Aery's
    They would need to be carefully balanced. Furthermore, we want to limit them to things that benefit just that survivor, so that they're not as easily abused by SWF stacking. For example:

    Dwight: Locker, pallet, and window noise range reduced by 8m. Generator repair and hook sabotage noise range increased by 8m.
    Jake: Generator repair and hook sabotage noise range decreased by 8m. Locker, pallet, and window noise range increased by 8m.
    Meg: Run speed is increased by 2%, scratch marks persist for an additional 2 seconds.
    Claudette: Great healing skill check ranges are doubled, great repair skill check ranges are halved.
    Feng: Great repair skill check ranges are doubled, great healing skill check ranges are halved.

  • I've been working with Myers off and on the past week. From my experience, the only buff he needs is the removal of the stalking cap.

  • @Aerys said:
    Like Blueberry said, giving every Survivor a unique passive that can't be learned by other Survivors would force people to play the one with the strongest passive, even if they don't like the character. If Feng Min had a +5% repair speed you would always see Feng Min every single match, if not 4 of them.

    That's why you have to carefully balance the passives, so that they're more a matter of playstyle than a meta. I think simply making sure each survivor passive has a bonus AND a drawback would help to keep them from being too powerful.

  • We need a fix for camping threads, not camping itself.

  • @Edilibs said:

    @Justicar said:
    Yes, obviously overrated. That's why 100% of the eight games I played as survivor last night had it.

    Your mistaking overrated with overly common. Of course multiple ppl run it. Im saying that its overrated no matter how many people use it. Doesnt change the fact it can get bodied in1 minute

    It CAN get cleansed quickly, and it always seems that way as a killer, but it's not uncommon to go 3/4 of a match before it's down. I've gotten good enough at great skill checks that I generally don't even bother looking for it any more, and instead just power through it.

  • Perk Idea: Big Boned

    Even the Entity's might cannot hold your massive girth. When hooked, if Fat Fury or Pizza Time are currently on cooldown, your massive weight breaks the hook and you tumble down on the killer, stunning them for 2/3/4 seconds while you furiously waddle away.

  • I really enjoy the F13 movies, but the Trapper is so close to him that it doesn't really matter if we get an official Jason or not.

  • Yes, obviously overrated. That's why 100% of the eight games I played as survivor last night had it.

  • As someone who also mains Freddy, he absolutely needs a rework. FFS his power is basically wait 7 seconds to become a standard m1 killer.

  • @HookedonDemand said:
    Maybe they just saw a twitch tv person and fled. Or their lunch was ready.... Who knows.

    This is also a very likely possibility. I know when I'm playing as a killer, if I see a Twitch name come into the lobby, it's an automatic dodge. I am not your [BAD WORD] content.

  • @ForsakenLemon said:

    @Orion said:

    @ForsakenLemon said:
    What rank are you? Because if it is white and yellow ranks, then it is something you have to deal with, killers who can't play try to get kills, but it doesnt give them many blood points or pips

    So, in your mind, Killers who can't play get kills, meaning that those who can play don't get Kills. Do I have that right?

    No, did you not read what I said? LOW RANK PLAYERS tunnel and facecamp, that is why I asked for OP's rank

    I've been seeing a lot more of both at all ranks during the past month, for some reason.

  • I've been running Small Game pretty much every match due to everyone and their mother running Ruin and/or NOED these days.

    On the killer side, I've found that Stridor is a huge help in avoiding losing track of survivors that you just whacked, especially on Nurse.

  • Corralling a survivor into a trap as Trapper, especially if it's right after whacking them and they try to zoom off.

  • I'd be fine for the notification for NOED popping up immediately when the exit gates are powered if it was reverted to being a non-hex perk, or rolled into the killer base kit.

  • @Mister_xD said:

    @Justicar said:
    I think Boil Over would be in a decent place if they simply buffed the range to 32m/48m/infinite and the sway to 50/75/100%.

    NO.
    are you insane? xD

    As someone who used Boil Over in my build for weeks, no. The sway is a complete non-factor to any non-killer, and the hook obscure is currently useless 99% of the time. Increasing the hook aura obscuring would at least be mildly useful against new killers, while experienced killers will continue to just roll their eyes and throw you on a hook the way they already do currently against Boil Over survivors.

  • I think Boil Over would be in a decent place if they simply buffed the range to 32m/48m/infinite and the sway to 50/75/100%.

  • The stalking cap for each survivor is obnoxious and needs to DIAF.

  • I consider it exploitative and refuse to do it.

    Man up and just get the DS out of the way.

  • My only gripe with wiggling is that I think it should grant bloodpoints.

  • @friendlykillermain said:

    @Peasant said:
    I had a much longer post, but it vanished on me. I'll get straight to the point here.

    People aren't playing survivor because they want more points and they can fall victim to group penalization.

    Survivors earn 15-20k BP a round normally (if you don't die absurdly early) so this combined with the faster queues might actually be better for points than you think.

    You can do everything right as survivor, and still die because your team did nothing. With DC's on the rise (according to the community) this is only made worse.

    This means that there are three ways to effectively respond. 
    1.) Increase survivor bloodpoint rewards at base 
    2.) Enforce stricter DC punishment
    3.) Buff survivors (Please for the love of God don't pick this one!)

    What are your thoughts on this folks?

    mayeb they could buff soo survivors by nerfing sfw ones by doing this for each sfw member their is limits the aumount of perks they can have for instance 4 eqauls each can only have one perk and 3 2 and 2 3 and so on

    I've always liked this idea, and really wish they would implement it. Just for clarity, I think it should be

    • 4 SWF: 1 Perk
    • 3 SWF: 2 Perks
    • 2 SWF: 3 Perks
    • Solo: 4 Perks
  • @PigNRun said:
    Justicar said:

    • Calm Spirit (Directly counters some killers)

      No, only counters ONE killer out of thirteen.

    It counters Doctor (prevents alert notification from madness screams), Trapper (prevents alert notifications from getting caught by a trap), and Clown (prevents alert notification from being gassed).

  • I'd love to see Pinhead come to Dead by Daylight.

  • I'm not aware of any guides, but the first perks I would want to aim for would be

    • Self Care (Extremely useful in most matches)
    • Urban Evasion (Directly counters some killers)
    • Calm Spirit (Directly counters some killers)
    • We're Gonna Live Forever (Boosts bloodpoint gain for further unlocking)
  • The Swamp by a significant margin, though I hate it as both a survivor and a killer. Not only is it a complete eyesore, but every map there is a bit of a maze for everyone. Just not fun to play in.

  • @George_Soros said:
    I'd love Circe. She'd have the power to turn survivors into pigs.

    I heard Amanda wants to have a word with her.

  • My favorite is the Trapper. The mechanic is really enjoyable, and getting someone to run straight into a trap is one of the most satisfying things in the game.

    Edit: I have no idea why I apparently voted for the Huntress originally on this. Her current hitboxes are obnoxious.
    Edit2: And apparently there's no way to change your vote.

  • The Doctor's blight skin is amazing, by far my favorite out of the entire set.

  • @Bobba_fat1982 said:
    I really don't feel like the bloodlust really addresses the problem, as the survivors still keep looping and looping.

    Bloodlust would be fine if breaking pallets didn't clear it. That makes no sense at all and completely neuters it.

  • @My_Dude said:
    Have the survivors start off 5% slower than there normal speed. They retain this debuff until they find (Insert secondary objective) and do it simular to the petal event.

    I'd prefer it be cumulative. No matter how many hex perks are used by the killer, let there always be five dim hex totems. Survivors receive a 1% speed boost per dim hex that is cleansed, with all five needed in order to get to 100% movement speed for survivors.

  • I'd really like to see the number of totems doubled and more hexes that operate under certain conditions. Imagine:

    • Hex: Retribution - This hex activates when the second survivor to be hooked is rescued.While this hex remains active, healthy survivors are injured as if struck by the killer when rescuing another player from the hook and their aura is revealed to the killer for for 2/4/6 seconds. Couples well with Sloppy Butcher, and would be hilarious to couple with NOED.
    • Hex: Damnation - This hex activates after three generators have been completed. While this hex is active, killers can smash completed generators to return them to 99%/95%/90% completion. Normal progress degradation on these generators resumes after 60 seconds. Couples well with Bitter Murmur.
    • Hex: Isolation - This hex activates whenever the first survivor is struck by a killer. While this hex is active, survivor states (Healthy/Injured/Broken/Downed/Hooked/Killed/Sacrificed/Escaped) do not appear on the HUD for 2/3/all survivors. Couples well with Hex: The Third Seal.
  • @Weederick said:
    Op tier: Nurse
    Toptier: Billy, Hag, Spirit, Huntress

    If SWF is overpowered and nurse can deal with it, she is...?

    Nurse isn't OP, she's utterly broken. But she has to be to counter SWF, which is also broken.

  • @ShrimpTwiggs said:
    My only issue with Hillbilly is his base movement speed. The Nurse, Hag and Spirit have powers that can close a lot of distance quickly and the Huntress has a ranged attack. Because of this, their movement speed is lower to compensate. But Hillbilly, who has some of the best map control due to to speed, has a standard movement speed. I don't think he should be nerfed right now, but when the game is more balanced, I think he should be looked at.

    To me this says not that Billy's speed should be lowered, but that we should have the same base 115% speed across the board for killers.

  • @steezo_de said:
    Not [BAD WORD] verbatim but they said something like it. They were tossing out a lot of stuff, like lowering the dream transition speed and making it easier to see as well as crazy ######### like having him increase his power the more survivors he put to sleep. It's all just speculation because even they said not to quote them on what they're going to do or when the change is coming.

    A Freddy who gets a 5% movement and action speed increase for every survivor who's asleep would be a lot of fun. Especially if mori'd survivors were still considered to be asleep...

  • @Entità said:
    Justicar said:

    I'd only want additional perk slots if the new slots are survivor/killer specific, to give them a bit of individuality.

    Do you mean perk slots reserved to the unique perks of that character?

    Either that, or new perks that only activate for that character if you're running at least one of their perks in the base 4 slots.

    IE, if you're running Windows of Opportunity, Boil Over, or Dance with Me, a new Kate-only 5th perk automatically activates that has some sort of synergy with them.

  • As a killer, there's generally only three situations where I camp.
    1. The doors are open. If I don't have any kills for the match yet, and the doors are open, chances are extremely high that I'm going to camp to secure at least one kill.
    2. A survivor has really irritated me. If you're teabagging while looping, or popping a flashlight off in my face every time I break a pallet, in the event that I get you on a hook, I'm going to do my best to ensure you don't get off it.
    3. Ready to pounce hook divers. If I can see the rest of your team hovering around the hook ready to dive in the moment I pick my nose, I'm not likely to venture far from the hook.

    Unfortunately, all of those are pretty hard to avoid at times. Also, that's only true for the mid to low ranks. I think at the high ranks, inexperienced killers are more likely to camp kills because they don't realize how much it hurts them.

  • I'd only want additional perk slots if the new slots are survivor/killer specific, to give them a bit of individuality.

  • Yes, I agree that Spirit Fury should be part of the every killer's base kit.

  • Some of them already have something they can do like this:

    • Shape: Moonwalking
    • Clown: Bottle Dancing
    • Wraith: Bing-Bong-Bing-Bong

    Just need to get the other killers up to par.

  • I can usually hit down a 360er after a few attempts, but it's really annoying and really does seem like a bug as my hits seem like they should be landing but instead just wiff. My personal solution has been to run circles around them after they're on the hook so that I can practice myself. They gave me a bunch of 360s, so it's only right that I return the favor.

  • I wonder if simply giving 2x(or 3x or 4x) the BP for sabotaging hooks and totems would be enough to make it so that survivors spend more time on those activities. Imagine having 10 totems throughout the map, and each 1 gives 1500 bloodpoints (or 2500 for hex totems). I imagine a lot of survivors would spend quite a bit more time on them. It may also push Small Game into the meta, though.

  • @Cetren said:
    Some got a little too much detail. I never realized how gross the hillbilly skin was until I got up close and personal with it in a lobby...

    Have you not seen the Doctor blight skin? His intestines are literally dangling out of his torso. It's amazing. <3

  • On PC, survivor for me (red rank) is an instant pop, while killer (green rank) is 5-10 minutes.

  • Hillbilly is one of the most balanced killers in the game, especially compared to Nurse who is utterly broken in the hands of a good player, or Freddy whose special power is not being able to attack survivors. We need to be bringing the other killers up to Hillbilly's level, not nerfing him.

  • I think something needs to be changed. Instead of forcing lobby dodging, I'd rather some means of simply opting out of SWF for the killer be provided, so killers who want to avoid that nonsense can do so easily.

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