Labrac
Labrac
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- Labrac
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Against Iron Will players you want to use short bursts of phase. Instead of using all 5 seconds trying to track down an IW survivor, use only 0,5-1 and phase to the last location you saw them. Most of the time you can use the speed boost you get when exiting phase to go for a lunge. At the worst scenario your power will recharge very quickly because you barely used it and you can try it again. A lot also comes down to prediction as well.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2746796#Comment_2746796
GOD YES, v3's ending just spat in the face of everything the rest of the series built up to, ######### that game
I have never felt so offended playing a videogame like I felt playing through that last class trial.
The best Danganronpa experience is playing the 2 main games, UDG and watching the Dr3 anime. Forget V3 ever existed.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2746727#Comment_2746727
oh i enjoy the games myself, i just think a lot of the writing is very badly flawed. dr1 was the best and even then the entirety of chapter 2 is a total shitshow imo
Dr1 and Dr2 were insanely good but V3 was a horrible, terrible game, especially the ending.
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Maybe she just really likes Scoops Ahoy Steve.
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Let's give it everything we've got... it's PUNISHMENT TIME!!!
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2744664#Comment_2744664
Huh lol. Its more common to get stunned. Then get fatigued to double down on the punishment
Yeah, the bug was more common.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2740530#Comment_2740530
Buff her speed to 4.6 m/s, which would make her more accessible to new players. Where her kill rates are abysmal.
Nerf her blink to 1 blink with a massive cooldown which makes her much weaker in experience player hands. Where she has practically a guaranteed 4k.
So a new D tier killer? lmao
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It's a bug. Sometimes you get "stunned" (the pallet is dropped on you) but you don't get the actual stun and only fatigue.
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"MMR has resulted in fairer matches"
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Wdym, that's the best part of the skin.
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I don't even memorize the name of people here :l. The only one I remember by name is Sluzzy.
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Nurse and Blight. Both are the definition of skill vs skill. If you down a survivor with both of them it's because you outplayed them; if you don't, it's because the survivor outplayed you. No god pallet/window BS, no cheeky chase mechanic that takes 0.1 milisseconds to charge, no losing to gen speed because it takes 1 minute just to cross the map.
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From an economical point of view it makes sense for the devs to be biased towards survivors. 4 wallets vs 1 wallet after all. Just think that nerfing CoH would probably drop Mikaela's sells a lot, and I'd say she probably sold more than Pinhead did now considering you need 4 times the survivor playerbase.
I'm not salty or anything about that, but you guys should remember that BHVR is still a company that wants to profit with this game. Don't be surprised with a certain bias. I'd say a lot of killer QoL changes are focused on keeping the survivor queues short.
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Boons by themselves were a terrible idea. By definition a single Boon can give an extra perk to everyone in the team, taking 16 perks up to 19. So Boon perks they are either going to be useless or very niche (Shadowstep, Exponential) or ridiculously overtuned (COH).
Also they are incredibly boring to face as killer, because you just keep stepping on them over and over and over and over and over again, extremely annoying. It's the killer equivalent of having to mend every minute against Legion, but worse because at least Legion is only one out of 26 killers. When I hear 3 thunders in the first minute of the match on a map like Haddonfield or Disturbed Ward I can't help but think that's going to be an extremely boring match.
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Don't bother with main building and house of pain. Find the 4 gen closest to Shack and defend it.
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It's stupid at this point. I'm DCing against every explicit hacker I'm facing now (most of them hold the game hostage at the end to force a DC anyway, no point wasting my time). I don't DC for any other reason and my timeout is like half an hour already.
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As Oni you want to farm blood from your first survivor and then either down them or go for a chase with a healthy survivor using Blood Fury. COH doesn't impact him as much as other killers honestly.
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No idea. Imo it shouldn't deactivate when healing yourself but deactivate when opening the gates to compensate.
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I'll just copy and paste a comment I made in another post about this because I'm lazy:
Probably because the addon isn't exactly easy to use. I know people here on the forums like to pretend that using Alchemist Ring is the equivalent of an automatic win, but the addon is only oppressive if you're good at Blight and can hit consistent rushes. If you M1 and then Rush, there's no Alchemist value; if you Rush and then M1, there's no Alchemist value; if you miss the second Rush, there's no Alchemist value.
It isn't the same as things like Nurse double recharge, Huntress extra hatchets or even Marvin's Blood that any player can get value out of. It's not an addon that any Blight player can slap on and win games, you need to actually be good at him. I still remember when Otz tried to prove how oppressive the addon was and only got to use it once because he spent most of the match M1ing, it was quite fun to watch him malding about how the addon still wasn't nerfed while missing more than half of his Rush hits.
Ofc the addon should be toned down a bit (maybe recharge 2 tokens instead of all 5), but I disagree with how people think it's a huge problem. Considering most people who play Blight aren't even that good at him, probably the devs are looking at raw data and decided the addon isn't overperforming 🤷
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Probably because the addon isn't exactly easy to use. I know people here on the forum s like to pretend that using Alchemist Ring is the equivalent of an automatic win, but the addon is only oppressive if you're good at Blight and can hit consistent rushes. If you M1 and then Rush, there's no Alchemist value; if you Rush and then M1, there's no Alchemist value; if you miss the second Rush, there's no Alchemist value.
It isn't the same as things like Nurse double recharge, Huntress extra hatchets or even Marvin's Blood that any player can get value out of. It's not an addon that any Blight player can slap on and win games, you need to actually be good at him. I still remember when Otz tried to prove how oppressive the addon was and only got to use it once because he spent most of the match M1ing.
Ofc the addon should be toned down a bit (maybe recharge 2 tokens instead of all 5), but I disagree with how people think it's a huge problem. Considering most people who play Blight aren't even that good at him, probably the devs are looking at raw data and decided the addon isn't overperforming 🤷
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@dugman said:
The devs posted this week that they aren't overlooking Circle of Healing, they're just still gathering data on it. Basically they have a process where they release something, collect data for at least a few months to give things time to settle a bit, and then make a balance pass. We're still in the stage where they're collecting data while things settle when it comes to Mikaela and her perks and add-ons, including Circle of Healing and Boons in general. So maybe we'll see something in the patch around March? 🤷♂️
"Collet data for at least a few months" AKA Mikaela is still selling well, when sells drop they nerf it.
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I do. I'm not one of those who only likes going against Blight when he's running a bad build, he's always fun to me.
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@ElizaSteph said:
https://forum.deadbydaylight.com/en/discussion/comment/2740637#Comment_2740637
My bad, I meant a more recent one. The changes they already made did help, but even with the way she currently is, a great nurse is still very very hard to counter. I don’t think killers should just be hella easy to go against, but when the game gives you devices made for countering killers that one killer can blatantly ignore with no problem it’s really challenging. Everyone says you just have to play differently against her, but at this point a great nurse knows this and will bring perks that counter a different play style.
If you want to play stealthy bc pallets and windows don’t really help in chase, many nurses just use perks that give location information anyway. That’s why her line of sight counter is also iffy at best on a good nurse. Distance means nothing to her in a chase. A common play is to double back and try to move unpredictably, but her blink speed is faster than a survivor and if/when she sees you on her first blink, you don’t have much time between that and the second one to get much distance. Her being able to lunge makes this harder. Ive played against good and okay ones and using strats recommended by better players helped me get better, but even then great nurses are a dif story. I’ve seen some of the best players from twitch to YouTube easily lose a game. Not because of lack of skill but because she’s just really hard to counter if she’s good at blinks. It’s all up to the survivor to be able to guess where she’ll go or think you’ll go, and a killer who’s only strong counter is guessing can be broken.
but that’s just my opinion, and I don’t have any suggestions for a nerf. Just wanted to know if her player number was the reason she hasn’t had another impactful nerf in a while or if they think she won’t be good anymore with any.
Distance is actually very important against Nurse. A Nurse without range addons isn't that much faster than a normal M1 killer when compared to Blight or Wraith for example. She struggles a lot on big open maps like Red Forest.
I think people overstimate Nurse players a lot. Sure you can reach a level where you basically never lose anymore, but that not only requires an insane amount of hours on her that very few people actually put (remember that being good at Nurse doesn't mean being extremely good), but you'd also have to mess with things like filters and stretched res. And even though she doesn't play through the normal chase mechanics, she still plays the normal DBD game that revolves around generators, so it's not like you can't brute force her with gen speed.
I think the biggest problem is that most people don't have enough experience against Nurse. She does have counters but it requires a lot of knowledge of how Nurse works. I always recommend for people who struggle with her to try and play Nurse themselves to see what good survivors do to avoid blinks. It's not just a matter of doubling back.
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She has been nerfed already. The Nurse we have now isn't as strong as the one that we had before 2019.
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Monitor + Save the Best is the best combo for him now. Slinger's biggest counter is maintening huge distance and these two together are very good at minimizing this counter. The other two slots can be whatever you want, possibly gen slowdown.
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Imagine eating a DS stun for using your power lmao.
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Buy only licensed content. Everything else you can grind shards.
From the licensed content, the only one I say every player should 100% get is Leatherface for BBQ because it can potentially cut your BP grind in half. Everything else is a matter of taste.
Halloween: Myers is weak but generally fun to play, STBFL is good, DS is good.
Nightmare on Elm Street: Freddy is ok but generally boring to play, perks are trash although Blood Warden is fun.
Saw: Pig is weak and I don't find her fun to play as, Make Your Choice is good on some killers, Detective's Hunch is decent.
Ghostface: killers is weak but generally fun to play, Thrilling Tremors is very good, I'm All Ears is decent.
Ash: perks are trash. Only buy if you're really into Evil Dead and want to play the survivor.
Silent Hill: PH is strong and very fun to play as, perks are trash.
Resident Evil: Nemesis is ok but generally fun to play, Lethal Pursuer is very good, Flashbang and Blast Mine are fun to use.
Hellraiser: Pinhead is ok but frustrating to play, Deadlock is a meta perk, Plaything is very good.
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I'd say you have to be many games AFKing. Like, 100 games in a row without playing.
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@CashelP14 said:
Yes you can let go of the gen before the killer hooks the survivor but all the killer has to do is wait a few seconds and then teleport or send the crows.
The Artist for example doesn't take that long to recover crows. She sends one crow to the gen after the unhook, then after immediately after a cooldown. This gives you maybe 5 seconds of time on a gen before you get hit by the crows, then another 5 or so before you either get hit or let go.
I don't mind Dead Mans Switch on Freddy tbh but on Artist I think it'll be really annoying. I haven't seen anything on the ptb so I could be proven wrong (which I hope I am) but I'll see on live release.
There's no reason to send more than one crow to a gen unless she knows for sure you are at that gen, and at this point she is going for your gen and DMS becomes redundant.
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I think you need to learn how to separate real life from videogames. Comparing facecamping to home invasion has to be one of the most absurd things I've read on this forum.
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So if you don't run Ruin and Undying you just get yeeted by COH? Just nerf COH instead and we're fine.
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Very similar situation. I was playing solo on the old Game map with a 3 man SWF. The moment they saw the clocks on their HUDs (which means we were against a Freddy) the 3 of them immediately DCed and hatch spawned very close to me. I think it was like 30 seconds.
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I recommend D3ad Plays. Insanely good killer, chill guy, his videos are short to watch and he is always playing with different builds.
@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2738005#Comment_2738005
So sad to see no Deathslinger content creators have been found!
Anaxandra used to be a Slinger main streamer, unfortunately she is having some work problems and from what I know she doesn't even want to play Slinger anymore after the nerf.
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I just don't see the point of this experiment. Is Otz trying to prove that the game is not that survivor sided and most games are winnable? The devs stats of kill rates already proved that, with 53% kill rate overall.
The only thing I get from this is that MMR is the same mess that the rank system was, if not worst. It seems the time of the day influences more the outcome of the match than MMR itself. Like, there's no reason at all you should win a game at 5 gens without something like Corrupt and staying AFK for 30 seconds besides the survivor being insanely bad.
I don't think Tru3 is as good as he think he is, but Otz is not really that much better than him. From what I see the time of the day that Tru3 plays he gets way better survivors, like I was watching him play solo for an entire stream these days and most matches his team gets 3/4 escapes consistently, and he's not even that good of a survivor (I get tilted because he almost never looks behind while looping). Meanwhile Otz gets demolished whenever he tries survivor because it seems the time he plays MMR just dies and potato mode assumes its place.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2737086#Comment_2737086
Well the reason I pick distance is the killers you list are usually strong or antiloop. So in a way DH becomes a perk used more to try counter anti loop powers abit, still wouldn't be 100% effective but I feel that knocks it in like while the distance can not only hurt antiloop killers (helps them get round the corner faster before you can wind up etc.) But it screws over ever basic attack killer or any basic attack chance as they can simply use DH, which works on any loop.
You can hold people at loops as an antiloop when they use DH (throw over etc.) But as a basic attack you waste so much more time and get hurt more by it
https://forum.deadbydaylight.com/en/discussion/comment/2737090#Comment_2737090
Oops missed you out :( but I do agree the invincible bit can be annoying but the distance hurts basic killers far more and still antiloop ones.
Nerfing distance helps both types of killers (m1 killers more but they need the help) but still keeps the perk useful but more of a perk that has it's intended use (counter range/antiloop hit)
I feel if you keep the distance you're making a bigger gap between basic killers and antiloop which is already a big difference just knocks all the killers closer in power while hopefully making DH not so over used and maybe mix up the meta
Yeah, I think I get you. The distance hurts more the weaker killers while the iframes hurts more the stronger ones.
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I don't know how to make these so I'll just write down mine:
S: Nurse, Blight
A: Spirit, Huntress, Oni, Bubba, Hillbilly, Artist
B: Plague, Cenobite, Demogorgon, Pyramid Head, Deathslinger, Nemesis, Hag, Freddy, Twins
C: Doctor, Trickster, Ghostface, Wraith, Clown, Legion
D: Pig, Myers, Trapper
Not necessarily in order, I think a lot of killers are too map dependant to say things like "Huntress is definitely better than Bubba". I know for example I'd rather be Blight than Nurse if I know I'm going to play on Mother's Dwelling or Shelter Woods, because he deals better with huge open maps than Nurse.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/303774/its-dead-hard-on-every-survivor-every-match
DH needs the distance nerfed, that's all.
Would put it in line with alot of other perks then and would limit it to certain situations like every other perk.
The biggest issue is it's used for distance at any loop. You can mindgame/outplay someone and they can press dead hard to correct it. I dont think that's 100% fair, if a killer had that itd get changed.
Use DH to avoid certain powers or hits that's great! Use it constantly to get to distance for vaults/pallets you wouldn't make or to correct mistakes isnt fun or interactive for the killer.
Funny because I think the distance part is fine. My problem is actually when people use it to instantly dodge a hatchet, blink, shot, rush, chainsaw, etc or when they use it to phase through the killer after you mindgame them at a pallet (like when you Dead Hard standing still at a pallet so the killer misses and you vault it).
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She's still very popular to me. Not among the Four Horsemen of Apocalypse (Nurse, Huntress, Blight, Bubba), but she's still fairly common to face.
If you want a reason for why she might not be as popular as before, it's because nerfs make people salty. It happens on the survivor sided as well: when DS was nerfed it was very rare to see it for a while, but then people realized how strong it still is and came back to it. Give it maybe a year and she will be very common again.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2735430#Comment_2735430
Average for all players doesn't tell us anything about quality of SBMM. We were told that *individuals* will be matched with people of equal skills, which is clearly not happening. It's completely irrelevant for individual experience what the average across all players is. If one player gets 4k 100% of time, while another person with equal number of matches gets 0k 100% of time, their average will be 2k, so by your logic this would be perfect SBMM, which is obviously not true.
"Which is clearly not happening" for you 🤷
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If you're using kill rates as a metric to evaluate SBMM being balanced or not, the devs latest stats showed a 53% kill rate. Pretty sure their sample is way bigger than your 4 Trapper games.
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DMS only blocks 1 gen at a time.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2734195#Comment_2734195
I'll list the average number of totems cleansed on each map, alright?
Rancid Abattoir: Average of 4 totems cleansed
Fractured Cowshed: Average of 1.7 totems cleansed
Torment Creek: Average of 2 totems cleansed
Thompson House: Average of 4 totems cleansed
Rotten Fields: Average of 2.8 totems cleansed
Coal Tower: Average of 3.2 totems cleansed
Groaning Storehouse: Average of 2.4 totems cleansed
Shelter Woods: Average of 2.22 totems cleansed
Ironworks of Misery: Average of 3 totems cleansed
Suffocation Pit: Average of 1 totems cleansed
Aazarov's Resting Place: Average of 2.25 totems cleansed
Blood Lodge: Average of 3.16 totems cleansed
Gas Heaven: Average of 2 totems cleansed
Wrecker's Yard: Average of 2 totems cleansed
Wretched Shop: Average of 2 totems cleansed
Disturbed Ward: Average of 3.5 totems cleansed
Father Campbell's Chapel: Average of 1.5 totems cleansed
Haddonfield: Average of 2.3 totems cleansed
The Pale Rose: Average of 2 totems cleansed
Grim Pantry: Average of 3.2 totems cleansed
Lery's: Average of 3.27 totems cleansed
Mother's Dwelling: Average of 3.33 totems cleansed
Temple of Purgation: Average of 2.83 totems cleansed
Badham (all of them): Average of 2.85 totems cleansed
The Game: Average of 2.41 totems cleansed
Family Residence: Average of 3.5 totems cleansed
Sanctum of Wrath: Average of 2.33 totems cleansed
Mount Ormond Resort: Average of 2.66 totems cleansed
Dead Dawg Saloon: Average of 1.66 totems cleansed
Midwich: Average of 2.54 totems cleansed
RPD: Average of 2.69 (nice) totems cleansed
Eeyrie of Crows: Average of 2.75 totems cleansed
Wow, thank you very much. No surprise to see the Coldwinds up there.
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Considering what I just read about Haddonfield, maybe there's something coming for him 👀
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Nah, I will stay with Nurse, Huntress and Blight these days. At least these guys get buffs 😅
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This was very interesting to read. Way better than the people who were trying to draw conclusions about balance from 10 games a few days ago.
Do you have a correlation between number of totems cleansed and maps? It would be nice to know which maps they get cleansed more often.
And again, solo queue gets the short stick in the NOED story. Hope it gets changed soon.
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We'll have to see the patch notes, but I'm definitely not downloading the PTB to check the 2 extra seconds of aura reading of Buckle Up or how Boil Over is probably going to be abusable on some maps.
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Tbh this does reduce the grind a bit. If you're a veteran of this game you'll remember a time where the difference in % was so huge that tier 1 perks were basically empty slots. Enduring for example used to reduce the stun recovery by 25% in tier 1 and 75% in tier 3, so taking the tier 1 was useless. At least the tier 1 now is useable and you don't really need to grind for the tier 3 if you want to just test a build with it.
I'm still in favor of removing perk tiers though.
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Pinkie Finger deserved to be nuked but you can't just take away something from a weak killer like Clown and don't give anything in return. It's the same ######### they did to Slinger and NFThead. The last kill rates we got already proved that the Clown rework was a failure, so you can't just nerf his two best addons (Flask and Pinkie) and give absolutely nothing in return except making two addons that nobody uses slightly better.
I don't really have feelings about the Gearhead change. It's a trash perk reworked into a trash perk. If anything the difference in treatment between Gearhead and Dead Man's Switch just proves how disconnected from the gameplay of this game the devs are nowadays. With the first still being absolute trash and the second having the potential to be busted on some killers and builds. Do people even think two minutes before shipping these changes?
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People still think DPI flicks are a thing for some reason. From my experience it's either survivor mains who want him nerfed or people who are bad at Blight and think that any Blight player who flicks must be "exploiting".
Lag flicks were dumb af of course, but anything else is just basekit Blight.
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Hey dude chill, at least Buckle Up has two extra seconds of aura reading. Maybe it will be a new meta perk.