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Kebek

Kebek

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Kebek
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  • Wow, it's been a while since I saw someone to have opinion this wrong.

    Objectively of course.

  • If it doesn't pay, it's low priority so maybe in next 10 years.

    That's at least what I assume. Otherwise we would already at least have custom game playable with 1 player, not needing 2.

  • "Because of all the newbies playing him is lowering his performance on the charts."

    You always find an excuse to justify your opinion, don't you Sluzzy. If kill rate is too high for one killer, killer too OP needs nerfs, numbers speak the truth, if it's not, killer newbies are just lowering it so killer still too OP needs nerfs.

    Well I also AM convinced that all the newbie survivors or just plain bad players make survivors look significantly weaker then they are. Just play more like the top tier SWFs and you'll have your dreamed 90% escape rate.

    Anyway, see again with "Clown too strong in chase" next week or something.

  • Please yes.

    How much work could that possibly take to allow 1 player insted of 2 to do so. I can't phantom why it isn't in DBD already.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458083#Comment_2458083

    I dunno...I'd like to think Nemesis is my main killer in the game and I just feel like this would be way too strong, giving him a one shot ability, especially since I can just nom on my zombies too and use add-ons to gain more value from them.

    Oh it's ok. I love nemeis too and do just fine with him. But I can't help the feeling like they could have gone deeper with the evolution mechanic.

    I was thinking of a way that wouldn't impact average trial all that much compared to current version while beiing more true to the nature of nemesis eventually growing out of control even if that happened naturally in less then third of the trials.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458034#Comment_2458034

    The thing is, I really don't have trouble raising my infection level and can do it pretty quickly, especially with add-ons. Plus keep in mind, the anti-viruses are limited, even with just 2 more vials added, once they're gone they're gone. His ability would essentially be a miniature NOED that you'd have to race to get with no counter play. At least with NOED and Devourer Hope you can destroy the bones to counter those. What would be the counter for this?

    Again I just think they should fix his applied hindered effect and get rid of the speed boost with the first hit. You do that and Nemesis would feel so much better, watch.

    You see the counterplay would be about when to use the vaccines + time efficiency. Now, people just spam them immediately because it makes nemesis waste more time and he gets nothing at all for it. Right next to his chase beiing more demaning on his since lingering would no longer exist.

    I imagine that the meta strategy would be to all 4 get infested by zombies and pick 1 vaccine each to deny as much MP from him. Once he builds close to tier 4 & 5, everyone starts to no heal and use the vaccines to deny the instadown if that was even reached as 30 MP is a damm lot.

    Also addons would be adjusted to makes sure that you can't just rush through it with best MP addons, those would basically be nerfed.

    We already have killer with instadowns that work in chase immediately like bubba or billy, no build up, instantly great chase powers with instadown from the start. Yet they aren't problematic at all.

    All this would imo do, it make nemesis more skillful and rewarding for using his power properly and often insted of just, M1ing because M2 takes too much time for no actual reward.

  • @Marik13 said:

    Yeah the instant down is too much. Honestly I think the only thing that needs to be done is remove the speed boost from the first tentacle hit and up the duration of the hindered status effect to at least 1.5 maybe 2 seconds because right now, the hindered effect might as well not even be a part of his power. The speed boost alone negates it and it only lasts 0.25 seconds anyway... So yeah, I'd say fix that and he'll be perfect.

    You have to consider, to get the instadown he need to basically give 10 free health states with hitting his power without the lingering which now helps a lot with getting hits on good survivors.

    It would takes incredible amount of time and perfect uses of his power and even good nemesis still might not get to that stages before all gens pop because just contaminating all the time takes a lot of pressure away from him, giving survivors free gen time.

    I really don't think it would be an issues especially with numbers tweaked around it to make sure it's balanced.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457649#Comment_2457649

    I admit that when used smartly, Dead Hard is pretty effective at extending loops, however, Dead Hard has a ton of weaknesses that people are quick to write off.

    It gives way less distance than the other exhaustion perks, hence using less of the killer's time to catch up.

    The thing is, it give you distance when you need it the most unlike SB or Lither, at the second you would go down, insted you reach a paller/windoiw.

    SB is good but killer can just not commint to you once you use it and you have to wait ages to get it back beiing useless or risk caught without it. If you're a solo survivor, you can't coordinate your mates around SB plays if killer just leaves you, you get little value out of your SB.

    Lithe requires a window or thrown pallet both beiing difficult to get once deadzones are created or if maps just doesn't have good windows, killer has anti-loop to stop your from even reaching them, stealth etc etc

    All of these exhaustion perks are good but DH just comes out on top because of the utility it has. It allows you to loop very greedily with 0 risk to it, no other exhaustion perk can do that. Single vault from lithe with any good window forces you to leave the tile, same with SB. DH allows you to loop a tile to it's max limit and then get away anyway even if were to be outplayed by a good mindgame.

  • Ok here is your problem, you're thinking it's mean to be used to dodge a hit thus the latency etc part of your post.

    You're meant to use it to loop as greedily as possible and the moment killer makes a correct mindgame, you use it to gain that little distance to reach the pallet and extend the chase for X amount of time until you make a mistake again.

    That's what makes one of the best if not the best exhaustin perk.

  • They can always DC or AFK if they don't want to play. Should they work with the killer, they'll get reported and if they do it often banned as well.

    As killer I hate people who give up on their teammates like that even more so if they work to hinder them. So I just deny them the death they want so much and slug them for a while, letting others survive on occasion.

    I wish ranking managed to put people who play like that with other people who do it so that people who actually play the game can play with each other and not them.

  • I used to play without them back in 2016-2017 and didn't consider them that important but after eventually getting some, they are quite a big deal at least as long as you play killer. With survivor too but to a lesser degree.

    Without them, hearing some of the softer sounds and determining their direction like footsteps, breathing, grass moving etc is near impossible. As killer, they are very usefull to improve your tracking. For survivor you can use them to hear some of the soft killer sound cue like sounds of leather for GF and so on but it's not that big of deal if you don't have them imo.

    If you can, definetly go for them.

  • no

    He's finally decent yet not really close to actual meta killers. Adjust an addon or two to stop people from complaining about them and he'll be perfect.

  • Ahh my regular dosage, many thanks.

  • Ofc they can but they would be 10x more annoying in 90% of players eyes.

    Imagine for example if Pinhead came out with chain hunt always active and CD between chain uses of 3s with no box to remove it at all. He would be instantly marked as extremely OP and heavily nerfed since he would have godly stall and extremely annoying chase mechanic giving him free hits.

    The thing is that people can usually get over overpowered mobility if there's some skill to it but overpowered stall forcing them to sit on get just passively much longer ? No, everyone would complain about it until it got removed.


    And very strong stall is only equivalent to very strong mobility so while it is possible to have S tier killer with no mobility tool it's very unlikely to happen as people would not allow such killer to exist for fun gameplay reasons.

  • Solo survivors are a mess and could use some additional help in information department like built in text lines (for example like in Identity V).

  • Tbh I've never understood why there even is the kind of opinion that any perk gives you something you didn't earn. You're literally using a perk to earn it even if it may seem cheap, it is earned.

    It's kind of like saying that unless you do at least 2 gens of time, you didn't earn adrenaline so it should not activate for you even when you literally used 1 out of your 4 perk to have stronger endgame.

    Anyway, it's not like I think current version of NOED is perfect, far from it. It would be nice if it could be reworked to keep it's strong snowbally effect for the endgame but in either some different way or with more conditions and benefits as well.

  • A player who won, supposedly.

  • Magician Ace with tophat, cloak and all that good stuff.

  • Sorry to hear that you're facing so many toxic dirtbags. And no, PH is not a bad killer, actually he's probably among the top 10 strongest killers in DBD.

    As you've probably figured out, he's not easy to play, properly using his PotD, predictiong it through walls, properly landing it at loops, even getting multi hits with it is all part of skillful gameplay you need to get accustomed to when playing him. Right next to utilising his cages and torment.

    Depending on quality of survivor you play against (like even if you're new but already face good players every now and then) against and also your own overall decision making, chase gameplay, map awerness etc, playing too fairly might hinder your performance a lot. Ofc it's completely fine if you like playing very kindly towards survivors but sometimes against some survivors, using "dirty" tactics is just mandatory to keep your pressure up.


    I recommend searching YT or twich for a good PH main and watch how they play him, that usually is the best way to learn ins and outs of a killer. But above all, have fun playing him and DBD as a whole. Don't let some toxic survivors get to you just because you're learning or have a bad game.

  • That's nothing new, it's been like this with basically all competetive multiplayer games ever. People get triggered over anything that in any way causes them to lose or not have fun.

  • You get a better gaming chair.

    Yeah, I wish I had something better to say but no. If survivors are capable of pushing out gens so fast that they can afford to waste rescourses, you can only hope they mess up, create a deadzone at an important place or get downed anyway.

    The best you can do is play as dirty as possible, not showing any mercy. Otherwise you'll be on a backfoot and likely lose fast.

  • I don't think the perk itself is problematic, even to solos. It's the overall combination of everything in that build that makes it good.

    General awerness destroys tinkerer, unfortunately solos lack that and no nerfs or buffs can help them with that.

  • Yeah and other times you hit a surivor before the pallet is even throw but the hit gets negated with the stun a bit later anyway.

    We all know how much BS goes into hits in DBD for both sides.

  • To everyone, the guy who made this is playing (very likely) on CONSOLE and ofc is quite new to DBD. Honestly, it's not too bad for rather new console player, especially with how controvertial some opinions on tier lists are.

  • I love it and also really hope this won't get patched out.

  • Ehh as far as I know, that's intended feature. The tentacle attack is very thin and easy to dodge so devs put in a 0,333s attack hit time while the tentacle is out to give some further control to nemesis for landing his hits with it.

    I don't see what's wrong with it. You can only feel "robbed" out of your dodge if you don't know about it existing which everyone does (it's even spelled out as part of his kit in the DBD wiki) so just loop and move acording to that knowledge.

    It's not like huntress when sometimes it hits you when the hatches is nowhere near you other times it goes directly through without doing any damage. The lingering is consistent and always work exactly the same, as I said, it's part of his kit.

  • Way to draw a bad comparison, one is very strong chase perk that gets used in every chase with injured survivor that has it.

    Other is semi-stealth ambush perk that is very meh on all killers who don't have extreme mobility.

    At that point we can argue how does killer stop deja vu from activating. It's silly and drawing any comparsion between perks that are so far apart is nothing but a strawman.

  • @GentlemanFridge said:

    He knows what he did.

    I mean, those fancy clothes were just lying there unattended.

  • It doesn't matter as getting hit by it does almost nothing, even less then getting hit by clown's gas. Also just using it wastes a lot of distance so using it often is actually beneficial to survivors rather then to killer.

    It has potencial but right now it's pretty bad so no point in wondering how long should the miss CD be.

  • People aren't used to it yet. It's not as bad as it seems when you actually aim your chain before you fire it. Controlling it when it's already flying it near impossible yet but shooting it is fine.

  • Thank you, also that was fast, good job.

  • Honestly, all of them are decent and work well with him except the one with spirit fury + enduring, that one is more on a meme side.

    The most meta one is obviously the one with undying + ruin but ultimately, you'll need to land your shots to win, no build can really carry you if you miss a lot.

    Anyway, gl and hopefully you'll enjoy your time.

  • @Jacoby2041 said:

    I know nobody is taking a majority of the post seriously because of all the silliness of the post and the person who posted it but there's some truth to it if you look really deep down, survivors are all the same and if you've played one you've played them all, we get new killers all the time but survivors just get a few perks, no new interactables or objectives, not even any new items. Game would be better with more items and something else to do as survivor

    The thing is, survivor gameplay is supposed to change with each killer release as not a single killer (ideally) should have the same counterplay / strategies to beat them. That's the new gameplay element they get each chapter, new form of gameplay in counterplaying the new killer power.

    But insted of taking that as a new fun part of gameplay, everyone usually screams how broken new killer is and how he needs nerfs since it's new and they can't survivor against him as they didn't adapt to him yet.

    It would be lovely if we could add more stuff for survivors like objectives or new items but devs hardly manage to balance what we have now that much less if they were supposed to add even more.

  • You're getting screwed over by the servers out of your hit, probably because a survivor had 10 MS of lag less then you.

    I can already hear someone saying "Survivors had to deal with bad window hits for years", yeah we know, now it doubled up and killers are getting screwed over too. How about we just fixed both insted of making it bad for two sides compared to just one before.

    Anyway, this is a thing now and better get used to it. Unless everyone's connection is exactly the same, this is how hits will work for years from now on.

  • He's for the most part simple and also strong killer, finally. Ofc people will play him a lot when he was a joke for years now.

    And no matter how limited he is overall anyway, survivors still call him no brain, free wins, unfair, OP, needs to be nerfed killer just because he's now one of the most played ones.

    But that happens to every killer who becomes popular no matter what his gameplay is.

  • I don't see these "I don't want this killer x I want this killer" clases any different from the usual threads about how someone doesn't like things that are already ind DBD arguing with someone else who does.

    Besies, you creating a thread to specifically shame others distaste of something makes you very much alike them. You're just causing more noise and arguing by making it.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425798#Comment_2425798

    same i love twins, i only included them cause i consider them a semi range killer

    Fair, it's true we're getting a lot of killers with ranged or semi-ranged powers. It'd be nice to see some new unique take, maybe even on the level of old Freddy as long as they manage to balance it properly.

  • It would be nice to see something really daring and unique.

    I really loved twins for how special and different their design was, hopefully this will be about as unique or more.

  • I would bet (ofc I don't know) that it works according to what they said about it "predicting the outcome of a match".

    My understanding of that is that their system keeps track of how many hooks, kills and escapes happened in all of your matches with each killer, compares them to the same stats each of 4 survivors has against that killer and makes a prediction on how many hooks, kills and escapes will this match you're about to play right now have.

    That's about the only way I can think of.

  • Extensive hiding is. 5 minutes is hardly extensive. I imagine if you had the power you would ban anyone who looked at you badly with attitude like that.

  • For the same reason hiding for like 4-5 minutes isn't bannable either. Both sides have some leniency with their gameplay as uninteresting as it may be for the other side. Bans get involved only when it starts to become actual problem either with game never ending it it lasting really long time 15+ min.

    Besides, with slugging you have clear timer when you die. The idea with "forfeit" option for instant bleedout and death is good but it would need to be like 2 minutes limit before it becomes an option at least, to be the same lenght as hook.

  • How about playing better, maybe perform the peak of skillful survivor gameplay and hold M1 on a gen which beats all of those killers easily.

  • Nah, not even close, he was far more busted. Trickster is very new player friendly in terms of getting 1 player downed even if you are extremely inefficient.

    But as survivors, pallets still stop him, high wall loops render him useless and there's knife decay which is a mechanic so that he can counter himself with his kit. You can do a lot vs him compared to the BS old legion was.

  • Yeah it has it's use. Pity that's very inconsistent and quite RNG dependant use still.

  • Yeah those people just don't know proper way to change keys so they just say to make them rarer.

    What needs to happen is either full rework or removal of the ability to bypass main objetive either through direct change to keys or far more simple change to hatch spawn conditions.

  • Deathslinger

    I used to main Myers before and reason for that was that I really enjoy the idea of a killer you can't just disrespect while in his LOS without getting punished. With Michael, you feed him evil and make him stronger, that always felt really nice, like a actul dangerous killer, that teabagging in my face will cost you soon.

    Deathslinger takes that idea and expands it ten times. Thanks to Redeemer, nobody can stay in your LOS while also not beiing in instant danger of getting shot and very likely downed. You just have to make distance and get away, the closer you are, the easier it is for sliner to aim at you and reel you towards him. He's one of the most dangerous killers to be close to next to nurse and spirit. Also, his gameplay just clicks with me unlike nurse and spirit.

    Everything about him from his art design, fluency of his gameplay to the massive satisfaction from getting cool or diffucult shots, I love it all.

  • Someone must have been DCing a lot. You start at 5 minutes so this isn't your first DC of the day.

  • Pay no mind to them, it's the people who were used to old busted fast SC and can't see a well designed balanced perk if it hit them in the face.

    Current SC is 100% as efficient way to heal as it would be to get healed by someone else (both take 32s from survivor players overall), yet many still trash talk it even when the time for both heals is the same.

    It's a great perk and main reason why it gets hate is because it can be easily misused by player who don't understand how to use it. That makes it skillful perk, not a bad one. If you don't have the understanding on when it's a good idea to use it, ofc you'll think it's bad.

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