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Kebek

Kebek

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Kebek
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  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667926#Comment_2667926

    If it wasn't the optimal way to play her. Why nerf it? If I perform poorly as Hag or set traps in an unoptimal way, that's my fault.

    Because it's annoying to survivors and promotes bad habbits from artists not trying to shoot crows but use them as traps which isn't their intended use.

  • @Bravescorpio said:

    https://forum.deadbydaylight.com/en/discussion/297203/artist-wasnt-overnerfed-yes

    I didn't watch a TON of videos on her, but the change from the injury to resetting the swarm seems big? Or is it not that big a deal?

    No it was a lazy way to use her power. This should mainly impact people who would play her like trapper which wasn't optimal way to play her anyway.

    Big deal would be if they removed damage from firing her crows without giving something in return for it. This is a positive change to promote better gameplay from artist and make it less annoying for survivors. Win win I dare say.

  • I'd rather balance maps & powers so that any form of bloodust isn't needed. Besides, holding W happens either long before you get a chance for a hit or right after which are both scenarios that don't have anything to do with bloodlust that is tied to looping.

    Balance the maps and get rid of it almost completely. Keep only bloodlust 3 but make it activate after 3 minutes under same conditions just to evade some silly RNG situation that creates an infinite by accident.

  • Yes, assuming devs didn't do something dumb to her.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664625#Comment_2664625

    Tbf they don’t seem to know how to balance ant loop killers (deathslinger) either

    True that.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664616#Comment_2664616

    I don’t have much issue with anti loop killers as a whole heck I main clown. My issue is how many of them are being released back to back.

    We need something interesting. Maybe a stall/4v1 power like old Freddy?

    Yeah I mean, I agree but BHVR doesn't seem to keen on it.

    Maybe after OG Freddy who was like that, they just don't know how to properly balance it so that everyone doesn't complain about it.

  • @Phasmamain said:

    Honestly ever since blight all recent killers have been fairly boring.

    Twins we’re unique but poorly made

    Trickster is a literal joke

    Nemesis is just more of the same

    Pinhead is fine but nothing groundbreaking

    And artist is just another anti loop killer

    Speak for yourself, I love facing chase killers. Nothing is more fun then killer with power he needs to land in chases that you can outplay or dodge. Far better then looping M1 killers.

    It indeed would be nice to get something super new that we've never seen before but really, does anyone expect BHVR to leave the 110% / 115% formula when it's working and making them money without much effort ?

    Also blight is just different more bouncy take on hillbily so now that groundbreaking either.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664592#Comment_2664592

    I feel like they are going to move down the amount of crows she can carry from 3 to 2. I would hate that nerf so much.

    Yeah that is exactly the kind of change she doesn't need. I really don't know, they can do anything no matter how unimaginably silly can be.

  • One can only hope.

  • I'm so incredibly worried they went and changed things that don't need it. She was really fun to play on PTB.

    Well, if she turns out bad on live, I have a good reason to go on a long break from DBD at least.

  • No I don't have fun with him anymore.

    If you think it's no big deal then you play him.

  • @dugman said:

    I suspect its niche use is if you happen to play Blight in such a way that you don’t rely much on Lethal Rushes for hits but mostly just use it to get into chases quickly. If your strategy is Rush into chase distance and then do a 115% speed footchase to finish then this add-on speeds up your map traversal so could be good for that. The downside obviously is you have pretty much no ability in the chase itself, so you’d probably want to have something like maybe Enduring and Spirit Fury to mitigate losing too much time at the pallet drops.

    So I see it as more of a playstyle variant. Kind of like Freddy’s fake pallets or Meyer’s Mirror add-ons, it kind of changes up how you play Blight instead of being just a stat boost.

    Yeah but the blights I get use in chases almost only their power and they're doing well with it. That's why I'm asking.

  • These changes are so simple yet so good.

    Pity that devs would rather let Michael rot in mediocrity insted of giving him anything to make him better.

    It's such a shame that BHVR just ignores killers for years when almost just number changes would do so much for them.

  • I don't particualy like DH but I don't think the perk's effect itself should be changed.

    The kind of change I would like to see is a different activation condition (or another one) that makes survivors waste some time. For example you might even rework DH to work while healthy but make it so that activation condition is something hard or limited like unhooking someone, or managing to last in chase for 2 minutes etc.

  • @[Deleted User] said:

    I think 7-10 minutes is the sweet spot. Longer than 10 is too long. 15-20 minutes is zzzz territory

    But don't you go into another game and do the exact same thing ? I mean, I do get bored with drawn out games too but if there's more action packed into single game that it warrants that time, why not.

    Games that bore me the most are around 5 min or less that basically are survivors holding M1 in early game, a bit of normal gameplay for the 4th gen and unless killer does something insane or survivors insanely dumb, 5th gen is free, leave and repeat with almost no chases at all.

  • Doesn't matter, if VHS is actually good game that will draw people in, some random bloodhunt won't do anything.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658035#Comment_2658035

    Plus, I thought we hated Killers running Ruin, Undying, PGTW and Corrupt?

    Exactly, if anything we need more of this.

    Every killer has some perk that synergise really well with them and this is one of the most unique power interactions out there.

  • @Aven_Fallen said:

    To be fair, the Devs dont need a reason. They can just change what they want. And dont need to give an explanation. If they like, they can change every Killer to 105 Movement Speed. Or buff Nurse to her Release State.

    When it comes to Pinhead: IMO Engineers Fang is pretty clear. Someone who does think that this Add On does not need any Nerf is biased.

    I dont think they should have nerfed anything else, however, they should have removed the interaction with Hoarder and Franklins Demise. But players wanted this to stay in the game. Now they nerf the next best thing, which is the respective Add Ons. So yeah, they listened to Killer players on that one.

    Why change the interaction with hoarder and FD though ? It's the best thing about PH's design imo. A killer who's power is unique and strong enough that running what would normally be quite memey perks for any serious loadout become a good reasonable trade off to increase consistency of his power.

    It's the same for Nemesis and his vaccines or huntress's iron maiden etc.

    Besides you can play around it, hoarder has area of effect so if the killer is close, don't pick up the cube or be able to loop PH for a bit. It's a nice combo that has very unique feeling for him but it's nothing that wins the game instantly by itself and you're giving up 2 perk slots for it.

  • Completely possible as solo but yes these type of challenges are annoying.

  • Too much RNG on spawning of his chain mid chase.

    Any chain that connects onto a survivor should be able to phase through any solid object with collision and only get broken once survivor fully finishes the break action, not by random twig getting in the way or killer beiing forced to walk though them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/296237/killer-is-easy-at-high-mmr

    I'm lucky if I win more than 2 games with my main (Bubba).

    I score at average 2 kills / game

    Wait what. Didn't you used to have like 90% killrate on Bubba ?

    Damm, very high MMR must be tough even for amazing LF players.

  • Cool story, glad everything is working out for you.

  • Nah, I've migrated from playing a lot of deathslinger to playing a lot of nemesis and I'm very sure that he's pretty good but not amazing as you depict him.

    Fair map pressure at best (very very RNG dependant), above average chase potencial, it's a good chase power overall but it is also very slow early on and has a lot of tricks you can do to evade it even discounting holding W is twice as effective against it, zombies indeed are good radars when they don't get randomly stuck.

    He's good and a great nemesis is a threarting killer but those damm gen speeds are still a bit too fast for him when met with good survivors.

  • One week too early.

    Also thanks mate.

  • The game has really unique feeling to it. The imbalacne of DBD is somehow also one of it's most appealing traits even when causing severe frustrations.

    Also art team of DBD haven't failed us single time in like 5 years, everything they make is pretty much golden.

  • He is right though. What did SBMM actually improved upon compared to ranked system ? I can't think of a single damm thing.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655784#Comment_2655784

    Right now, she's basically Nurse 2.0 but much easier to play. Low skill Killers that way outperform other killers usually get nerfed. Look at Wraith.

    I said not ruin her, they can change her and make improvements to her gameplay (many good one were suggested in the feedback section), key word "improvements".

    My expectations are extremely low that they'll be able to change her in a positive way but what else but hope can I do.

  • Let's hope they don't ruin her.

  • In terms of beiing fun to play yes, yes he is.

  • Nah I got a better one.

    It activates instantly the moment you stop moving and you retain the effect for 2 seconds, then it goes on a 10s cooldown.

  • The dummest is probably Showstopper imo. There are some extremely plain like Bear trap or Chainsaw but honestly, those were from early days of DBD and besides, at least it's on point with what the power is.

    Under no circumstance would I ever think of throwing knifes power be called a Showstopper. Just from the name, I wouldn't have any idea what the power is about.

    Also the coolest name is definetly Jigsaw's Baptism.

  • It's typical that they just push out bad changes that community specifically said are bad no matter the feedback.

    A lot of players asked to make slinger more "interactive" to play against so BHVR went and made something up that was later reviewed by players as too much but they released them anyway not caring about feedback as they tend to. They should have either went with baby steps on such changes or give him some meaningful buff to his 4v1 in return.

    It happened with Billy rework, with Twins nerf and now with Deathslinger changes.


    It's sad they just release these low effort bandaid changes and then ignore these killers for years before even attempting to make it right.

  • Tbh I wouldn't mind this design philosophy IF it was consistent for both sides.

    For one, they want to make each killer's power reactable when predicting the power's use is already fair counterplay in some cases if not outright more effective then plain reaction dodging as long as you can get into your opponents head.

    But on the second hand, devs design and on purpose leave in game really strong loops with 0 mindgame which are just huge time sink in a game that's about time management for killers.


    If you want each power to be made "fair" for survivors to react to and outplay, then you should be really upset and vocal about current map and loops balance as well. Most loops are either long enough to be extremely safe or are open so that there is not mindgame and killer just has to take the loop and break the pallet hoping next loop is more fair.

    I just love when someone says that killer power is unfair and has no counterplay while comepletely ignoring the fact that most loops in DBD are exactly the same for killers. Both should be getting attention, not just killer powers but also "fairness" of loops should be rebalanced.

  • How DARE you win. Gotta remedy that asap.

  • Nah it's fine, I enjoy the rare occasions where I spin survivor around when they're trying to burn me.

    Just make wraith so good that mechanic like that makes sence for him. He's getting there slowly over the years but he still could use a little bit more.

  • To make you spent bloodpoints.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639264#Comment_2639264

    Are we going to start ignoring the that only way a survivor's game is classified as a win is if THEY get out, not anyone else? Like, it physically does not matter if anyone else makes it out if they're not the ones to be out?

    Meaning that those chases are completely detrimental to the survivor?

    Yeah and survivors are supposed to work together. Whenever I see someone is on their death hook and I'm not, I do my best to find them asap, get in killers way even if it means to get downed for them just so we as a team don't lose one person.

    That's what survivors are supposed to do, even in solo que, work together and have good understanding of the high level play so you aren't supposed to need dead hard if you have intelligent teammates.



    Besides, the MMR system is terrible at figuring out skillful gameplay so I wouldn't be relying on this dev established win condition too much. But also if you're a good survivor, dead hard won't save you anyway if you can't last in chase for decent amount of time without it.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639159#Comment_2639159

    Or change the way the games feels/plays so that a deadhard isnt a necessity

    How is dead hard necessity ?

    Is getting one get out of jail free card when you mess up a mindgame or don't reach another loop a necessity ?

    Should Coup De Gratze be buffed so that it's a 40s cooldown perk and killer can activate it whenever so they also get rewarded for messing up ?

  • Boon - infinity

    If a survivor is hooked within boon totem area, their hook stages progress bar moves at 25% speed (it takes 4 times longer to sacrafice someone).

    This effect lingers for 60 seconds after leaving the area or the boon beiing cleansed.

  • In other words, to stop people from using perks like dead hard, devs need to release perk stronger then dead hard or buff old perk to be stronger then dead hard.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636637#Comment_2636637

    her max potential will be reached in less than a month assuming she can get off PTB without BVHR doing a large amount of negative changes. Her highest potential is a trapping hag who will also be a ranged killer with some tracking. I do not think this is better than Nurse.

    https://www.youtube.com/watch?v=x9xuMaN6w1k

    Scott viewpoint on the killer is most accurate viewpoint in my opinion. map-ranged gen sniping will be a easy gimmick that survivors will easily adapt to very quickly. People are definitely overestimating her complexity and how simple she will be to pick up for almost any player.

    Maybe if she had the ability to send a crow and than teleport to the flying crow mid-flight, she'd be S-tier but that would just be another Nurse.

    That's going to be her average playstyle should she stays the same as on PTB. Her max potencil is what the theoretical limit is which with her is landing every single crow on anyone no matter the circumstances all the time, as I said not possible but is the theoretical top potencial.

    That's why I would like some changes to make shooting crows as often as possible and getting rewared for beiing good with them. The trapping is cheesy and should be rebalanced, the damage should be removed from trapping, the swarm should stay and so that it's not only nerfs (we want another S tier killer afterall), I'd add 10% hindered for 5s when you walk through a crow or something like that. That and more changes would do her good.

    If devs make some changes to reward skillful gameplay with her and nerf some of the easy to use cheese, she's going to be absolute blast to play for both, killers and survivors.

  • @Beaburd said:

    You've just made a nemesis out of @TheDarkTyrant , I'm sure.

    He was nemesis from the start, now he's double the nemesis he was.

  • why not remove the players then ?????????????

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637309#Comment_2637309

    https://forum.deadbydaylight.com/en/discussion/comment/2637306#Comment_2637306

    I actually like her, I do find her a bit boring and one note in design though with some wonky animations. But overall, I like her. I just knew the pretty lady killer wouldn't get nearly as much hate and blind rage as the pretty male killer. How dare a guy look good in my video game?!? But please, more Spirit school uniforms...

    Well you must admit, trickster is good looking with no physical disfigurement or defects.

    Every single female killer is either covered or terribly disfigured. Not a single female killer is on the same level of visual appeal as trickster.

    Once such female killer releases (if ever), we'll see if there will be a storm of complains about how they look. So far, only female killers that have resemblence of feminine features but in the end, they're either dismembered, rotting full of maggots, gritty and covered, dead or combinations of each.

  • Tbh I though that Trickster was pretty cool take on mad artist theme. The way his insanity was depicted is pretty disturbing imo.

    I guess it's because trickster is more flashy. Artist is depicted as tragic character who lost everything with a lot of depression baked into her lore and design. Trickster's insanity is is covered by his flashy looks and behaviour so his horror isn't as obvious.

    Also his still has all his limbs and isn't covered in black goo of unknown origin.

  • You can loop her as much as any other strong antiloop killer. Say, do you stay in a loop vs PH, deathsliner, nurse, spirit, blight, trickster, victor, hag, huntress etc.

    All of these killers have favorable and unfavorable loops but in general, you do your best to get as far away from them every time. It's the same with every killer to gain as much distance as possible.

    She's new and I doubt any survivors are right now actually good at looping her. Besides flashlights and juking I imagine people will start to figure out how to properly get rid of swarm and chain loops so that you loop her while her crows are on CD.

    On PTB basically all artists were very easy to loop (at least for me) so from my POV it's blight over again, good ones you can't loop, bad ones you destroy.

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