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Kebek

Kebek

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Kebek
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  • As with all strong chase powers, all you can do is make it hard for them to land their power. There isn't any good chase power that has 100% counteplay that works every time.

    You need to do a lot of predictiong, clever pathing, properly breaking LOS etc which is all risky and can result both in success or failure depending on which player reads the other one better.

    Killers like Nurse, spirit, slinger, hag, huntress, PH all have extremely strong chase powers when used at the highest skill level. That still doesn't mean that their powers are foolproof, even the best players make mistakes if you know how to properly play againt their power.

  • "The task ahead is terrible, and weakness cannot be tolerated"

  • It would be better if you could recomend someone who plays Clown on the level you claim he has.

    I've never really seen any top tier clown gameplay as there are almost no clown mains that I know of who also record their games.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943063#Comment_1943063

    Imagine the feeling when losing the perk when you heal and the killer returns to tunnel. Killers knows that so why would he not chase the same person? This is why decisive strike should not be exclusively anti-tunnel. It's a second chance perk molded into something killers want so they can abuse it. Killer will be tunneling easily and survivors will lose for trying to heal or help their team.

    Guess the survivor should have hidden and recovered better if he was recently unhooked. Maybe if he wasn't risking as much, he wouldn't be found so fast again and couldn't be tunneled so easily under 1 minute.

  • I don't think it needs any changes, all exhaustion perks extend chase in different ways. If it gets nefed, people will just switch to using sprint burst and learn how to use it properly which is even stronger then DH in terms of extending the chase.

    If it really needed to be nerfed, I'd say just extend the exhaustion timer by 20s so it takes longer to come back. I wouldn't want to see any changes to its functionality.

  • On the contrary, they're competening for the best survivor item in the game. Unlike the others, you need to plan with them and have skill/timing. That's why so many believe they're bad.

  • @Zeus said:

    If anything it can be a limited time game mode (sort of an event). Making it a permanent game mode wouldn't do well.

    This is acually great idea. As much as I would like to play 2v8 from time to time, I don't think it would work as permanent mode.

  • I want to see if that will reflect in kill rates, game used to be one of the most killer sided maps to exist. Let's wait some time and see if that changes.

  • That would be fine and all but the complains come from killers getting near useless hook counter (even if it's designed for new killers) while survivors got very usefull hook stages widgets.

    Killers just wanted to get the same information that was given to survivors. And the worst part is that the most likely reason why killers can't get the hook widgets is beacuse it MIGHT cause slightly more tunneling.

  • I use it from time to time when I'm fed up with bad teammates and go for key looter build to find the hatch at the end faster.

  • He's not necessarily weak but rather outshined by quite a few killers who are better at chasing then him. He's still I'd say in the middle, nowhere near the absolute bottom as people like to rank him.

    And even if you are a great clown, you still need to do 2 hits, always catch up, do basically no mistakes while giving survivors head start with 32m TR to down them. Not even talking how hard pre-throwing pallets can make that with survivors who split and rush gens.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941410#Comment_1941410

    A lot of that stemmed from how awful many loops were. I.e. finally getting someone on the hook after so much damn hard work meant many killers felt both VERY defensive of whom was on the hook, and also hoping to bait the other survivors to the hook rather than be put through another awful circus of horrible loops.

    People often say that loops were much stronger which is true but they often forget that almost nobody actually looped all that well (if at all) even when it was so easy, the harder it got later on, the better survivors became at it.

    Killers just generally camped more back in the day even if they were againt bad survivors and had fast chases. Game was just designed around camping with no good chase powers and only trapper, trapping infront of hooks beiing meta.

  • Much much much much much much much worse the further into the past you go.

    Orgininally in 2016, almost every game had hard facecamping trapper who camped and had also facecamping trap that forced someone to step in it.

  • There certainly isn't any good reason for the timer, it's there just to limit it and make it much worse then it deserves.

    Devs mentioned they'll be buffing it eventually but god knows how long will that take.

  • No, that would be horrible. Pallets are weak and serve as a fun addons, nefing Freddy like that is a bad idea. Small number changes is what he should get, not completely chaning large parts of his kit, again.

  • Just remove the husk the moment she starts phasing.

  • I think it's pretty cool looking but I really like basic slinger outfit so his P3 option is my permanent pick unless they somehow make cosmetic better then that.

  • You see that's completely fine as it takes incredible effort to make it work and killer has to play into it. You can't get 3 protection hits while you also you new OoO without killer's consent.

    The concept of new OoO is amazing and this will be one of the most fun combos to run with it and do out best to make it work.

  • Even as killer, I'd be happier if they fixed the movement to work like before. Spinning someone wasn't easy and usually depended on killer losing the track of survivor.

  • I'd make the antidote bottles separate from the tonic bottles so that clown has 4 bottles of each and switches between them.

    It'd make it so you can use both bottles a bit more with less reloading overall. Other than that he's probably fine.

  • So long as you're having fun.

  • There is a saying, "If nothing good comes from the endgame chat, just disable it."

    You can never evade toxicity in match but at least it's non-verbal and if you disable endgame chat they can't take it further to insults or death threats.

    Just play whatever you enjoy and however you enjoy, nobody can dictate to you how to play or even worse, insult you over it.

  • Breakable walls on Game actually seem really well placed.

    Survivors can open metal doors next to them by doing gens for more escape routes and loop options.

    Killers can chose to break the walls eariler to make patroling easier or can keep them up to trap survivors in a bad spot should they enter a room with just 1 exit due to the walls blocking the other.

    I actually think breakable walls on the Game are the best placed ones we got from all the recent reworks.

  • But but, how will you get your feeling of accomplishment after getting 8 hooks and 4 survivors escape.

  • For the first time, there's literally nothing that I want from the current rift so I don't have to care one bit about finishing it.

    My guess would be that the grind didn't change, it's still pretty long so better don't buy it until the last few days before it closes.

  • Devs wanted to give survivors more information about hook stages but when debating if they should give it to killers as well, someone said "No, they would use it for tunneling" and so we got pointless hook counter insted so that we can't say we didn't get anything.

    It exists purely to stop us from complaining / asking for what survivors have as it doesn't give any information that would justify its existence.

  • Que time are still really long but from the few games I had, it didn't feel that different.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929362#Comment_1929362

    ok you go play Doctor vs 4 people that make you break every pallet and see how much "stall" you get from your static blast every 60 seconds

    doc is one of my top 3 most used killers, but he's entirely dependent on survivors being greedy or not knowing his mechanics

    Well, sucks for you to play vs such good teams constantly each game. If you're having so much trouble with outplaying pallets while only facing amazing gen rushers, maybe it's time to master nurse ?

    Or just play any other killer with strong chase power like spirit and deathslinger and you should be able to outplay loops. The map didn't change that much loop wise, so why nobody complined about it before if it's as broken as you say.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929292#Comment_1929292

    "he'll shock" .. early pallet drops means they're going to drop it before doc gets a chance to stop the loop

    and you're making my point, he can't do anything but break pallets if survivors insist on making him do that

    Have you by any chance heard that Game was Doc's best map ? He gets great amounts of pressure thanks to the free infortmation from survivors beiing clumped together and some good stall.

    And if survivors are throwing pallets before even in range of Doc's shock. Even some amazing gen rushing teams would be out of good pallets before getting out. I don't know what to tell other then get better. It's not as bad as you say.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1929274#Comment_1929274

    what's doctor going to do vs early pallet drops? play pallet breaking simulator like every other killer

    He'll shock.

    You could have pre-dropped the insane amounts of safe pallets on the old game as well. No that different.

  • Play doctor.

    Also I don't have enough gameplay on that map with enough killers to say for sure. From what I played thus far, it didn't feel much different in terms of looping. The biggest change for me was the brightness, before it was complete darkness downstairs, now it's much better.

  • DBD: Welcome hackers Edition

    NO, there's more then enough of them already

  • No, why BHVR. Don't give internet ideas.

  • I'm pretty sure if the negative feedback keeps on piling up for month, they'll eventually have to change it to a form we'll enjoy. For now, there wasn't enough time for any significant changes between PTB and live so I would suggest patience with some persistence.

  • @Mandy said:

    Do you mean where you pressed escape when on a gen thing?

    If so, yes that was a bug that was fixed

    Yes that is exactly it. Thank you for confirming.

    Still, it's a pity it's gone, I really enjoyed survivor gameplay far more with toggle on option.

  • I'd say about 75% of my games are completely fine. Average skill from both my teammates and killer, no DCs, no hook suicides, no extremely mindless gameplay, no hard camping/tunneling.

    Pity that the remaining 25% are a lot mome memorable then the good games. Still, after almost 5 years, one gets used to it. Although that still doesn't make it any less annoying unfortunately.

  • It's supposed to waste time which it does. More then any other effect so I think it's quite fine as it is now. Not that I would be againt some way to make it more interesting, just pointing out that it has it's uses.

  • It must be Clown as he graduated Horvath's Pen Spinning Academy.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924690#Comment_1924690

    Speaking of T1 myers, I really hope they change it. I think it would be cool if it could be used as utility throughout the game instead of a hindrance in the early game.

    When I used to main Myers, I quite often used T1 the whole match even without addons if I randomly got indoors map. It was hard vs good teams but I still managed to win many games with just it as long as I had some synergy through perks.

    It'd be great if T1 was made more viable so that it's actual consideration and less of a meme playstyle.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924661#Comment_1924661

    True, but what about myers and ghosty? They have to look at you to use their power. Spine chill makes this difficult.

    True enough but beiing revealed isn't big deal once you're close enough, besides they know you're near but don't know where. If you come from unusual angle, they might run into you.

    Ghostface needs only mere seconds for a good stalk using walls and Michael gets most of his stalk during chase anyway. It's not the end of their powers if survivors know they're approaching, it just makes it a harder but still doable.

    @Slashstreetboy Everyone knows Michaels T1 needs updates. It's terribly outdated which isn't spine chill's fault.

  • Nah that's definitely a bad idea. Spine chill is fine and it doesn't hard counter stealth killers, only soft counters them. Good stealth killer will realise that someone is using spine chill against them if they approach unseen but survivors still run away.

    Next time, walking sideways or backwards, you are almost guaranteed a grab as people usually don't look around that much with spine chill. It has fair counterplay and killers who refuse to use it, should begin doing so or they'll keep mising out on their suprise attacks.

    Undeteatable isn't supposed to be foolproof, having soft counters to stealh killers is ok, same soft counter is using for example DH to counter 1 of nurses blinks.

  • Possibly but not now. We need to test the new version first before we start slapping buff onto it. It might not need it at all.

  • I'd give it additional effects for every dead survivor besides the aura reading immunity.

  • @HuDawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923253#Comment_1923253

    Oh no not at all i want is to escape tunneling killers with good stealth perks

    Then you're looking for juking perks. To juke the killer mid-chase and lose them.

    I would suggest this build - Iron will, Quick & quiet, Dance with me, Lucky break / Lithe.

    It's a build completely made for juking but it won't lose the killer by itself, you'll have to do some clever pathing and have good understanding of killer's LOS and tracking. Playing juking builds is always risky as you can't predict with certainty where will killer look once he loses your LOS and some maps make it near impossible to lose the killer.

    Still if you want to give juking a shot, this is one of the best builds for it. Iron will is the best perk out of them, other perks help a lot too but you can replace them with different juking perk if they are more to you liking.

  • Survivor or killer ?

  • I would love to see Myers update to buff him a little but I'm afraid they'll gut his addons. His tombstones and mirrors are some of the most unique addons left in the game and I wouldn't want to see any changes to them. I wouldn't mind minor nerf to tombstone piece but touching his ultra rares or nerfing scratched mirror would be uncalled for.

    If the overal buffs or QoL changes were good enough, I could get over it but I have my doubts that devs will be touching Michael any time soon as they said next changes are to demo, huntress and freddy.

  • Fair trade off, I like it and would run it.

  • That sounds extremely cool and werid. Also probably impossibly hard to code into game as buggy as DBD.

  • It was back in 2017 or 2018 I think (basically really long time ago), during the period of DBD when you had to do 2 gens for the hatch to even spawn, it didn't spawn unless 2 gens were done even if all other survivors were dead.

    I was playing Ace and 10s into the match, 3 surviors instanly DCed and I was left alone with 2 gens to do for hatch to spawn. As I'm extremely opposed to DCing under almost any conditions and I wasn't in a mood to DC that day, I decided I'll give it my best, it was a match vs Myers at rank 1 on one of the corn maps before patch 2.7. but I don't know which patch it was since it's been ages.

    I managed to outsealth the Myers, creating bait gens to make him look for me there and did a first gen luckily without any close encounter with him. Then I started to work on another gen to make it into a bait a but see a peak of Myers head through the corn. He comes to my area and starts to search extremely close to me but I manage to properly use tree in the area and evade him even when he was walking only a few meter from me. He leave and I have enough time to finish that gen.

    At that point, hatch is spawned and he's so frustrated that he couldn't find me in like 5 minutes due to my superior stealth skills (and some luck I won't deny that) that he DCs. I never had more tense match that I felt so proud about as that myers wasn't a new killer, he was a rank 1 with a lot of hours, I just managed to outplay him with stealth really hard even againt his extremely small TR.

    It was probably the best match I ever had.

  • Deliverance would be more OP then original pre-rework DS if it didn't have that condition. There would have to be incredibly hude disadvantage to balance it out, much much bigger then 120s of broken which is nothing compared to free self unhook every match.

    Don't change deliverance at all, it's in a perfect spot of having very strong effect with reasonable activation condition keeping it in check.

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