LiveBritishReaction
LiveBritishReaction
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I want Wesker to jump out of a snowman and say "macdondald" before slicing my throat open and instantly sacrificing me
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286345#Comment_3286345
No way. Info perks are some of the strongest. There's simply no way to express all of the benefits from knowing where your opponents are and what they're doing, or seeing where your teammates are and what they're doing which helps you decide what you need to be doing. Info is what makes a SWF strong. The fact that people refuse to see the benefit of information perks because they need crutch perks in other areas is why they have such a miserable time in solo queue.
Having constant communication of what everyone including the killer is doing 24/7 is exponentially more information than "see nearby allies" or "reveal faraway people for 4 seconds during this specific scenario" or "see regressing generators." If anything, SWF makes info perks even worse because it renders most to all survivor info perks basically obsolete. Why run stuff like Empathy, Aftercare, Bond, Fogwise, Alert, Visionary, etc. when you can call up your mates and have a go on Discord and get all those perks plus more without running any of them? That information is much stronger and much more valuable than the incredibly basic and limited information that most info perks give.
Not to mention, SWF also gives you an ability that no info perks can give you, an ability that is stronger than all the information in the world: The ability to communicate and coordinate. That alone makes it stronger than pretty much anything else survivors have in this game. If the gap between not having Kindred and having Kindred is oceans wide, then the gap between equipping Kindred vs. having Kindred basekit thanks to comms while also being able to actively plot a course of action with your team is the distance between Earth and bloody Mars.
Info perks absolutely pale in comparison to what SWF brings you. Don't kid yourself.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286486#Comment_3286486
I'm not saying it is strong or whatever, but I do think it limits survivors options and provides boring gameplay.
I can only see it limiting survivors’ options if they’re playing on a map the size of a jail cell. Other than that, it’ll just force Nurse players to git gud with the one blink they have.
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In the endgame it’s hideously obnoxious but outside of the endgame there is a strat I have for it: If I made your Endurance hit proc, then obviously I’m tunneling, right? Might as well follow through. Have fun getting focused into the earth.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284001#Comment_3284001
You don't need to catch up to hit them, you just need make them vault a window or pallet or drop a pallet because then you can safely blink hit them... And even you are at a long wall and the survivor goes left and right depending on the position you go you can now safely blink hit them... That's the whole point... You are generally able to just dumb follow until they vault something and then you can go for the blink while they are in animation and get the hit... There is not much predicting in that case
I guess I can't make you stop putting faith in a movement speed as pathetic as 4.2 being the most uncounterable thing since Frank's Mix Tape, huh? It is hilariously easy to keep leagues of distance on a killer with 105 movement speed; you will not be securing any kills against smart people by trying to whittle them down with your W key at that speed. If a survivor is so close to you when you're making the choice to catch up like that that a vault can guarantee a blink hit then that is ENTIRELY on them. There is absolutely counterplay to what you're describing; the counterplay to that is "Don't let the 105 killer opting not to use her wallbanging teleport tool catch up to you, dingus."
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@whothis said:
https://forum.deadbydaylight.com/en/discussion/comment/3283846#Comment_3283846
lmao in none of your responses have you ever attempted to provide a logical answer so yeah :) have fun trolling others
If you can't see the point in the analogy I made then that's on you.
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/356592/dark-devotion-qol
It's been working that way since it was buffed, it's just buggy since this change was made and it still hasn't been fixed. I already created a topic with a report of this bug several times.
It doesn't work that way. Maybe before the change, but not after.
Source: It's been one of my favorite perks since its buff and I use it way more than I ought to
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3285840#Comment_3285840
I do have children actually, I also knew these skins were going to be released some time ago and that I would want the majority of them, so I also planned accordingly. They never just release new cosmetics, we’re always shown them well ahead of time.
I've been watching this thread from afar wondering how such a lame topic could blow up so much but seeing you make so many posts being pointlessly disparaging and inflammatory towards people in an Internet thread about fancy pixels in a video game.
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"Info perks" as a category is usually the weakest if you ask me. The other major categories — gen perks, healing perks, chase perks, slowdown perks, snowball perks, second chance perks—they're all simply just better 99% of the time.
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Remember when BHVR gave away that hound Huntress mask and a bunch of other cosmetics to everybody because "We don't want to do exclusive cosmetics?"
FOMO-type stuff is pretty exclusive if you ask me. If you weren't around to get them in the time they were there, guess you've gotta wait a whole-ass YEAR.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283970#Comment_3283970
When you are out of blink range (to hit the survivor) and the survivor does not need to go around many things, there is only a minor difference between running in a straight line and rounding some corner, when you are going through the floors you didn't really start chase with a person yet so they cannot really start running away from you effectively also most maps don't have a second floor and out of the ones that do The Game and Midwich are consideres some of nurses best maps for that and other reasons, apparently, I don't like those two as nurse but I'm not as experienced as other people with her so I'll just go with their opinion for this. When you just look at how Nurse currently goes after survivors without addons you will notice she is actually not that fast, especially on maps with wide areas where you can see her coming. She also can catch up quickly because she can get in a position to get a hit while being rather far away, at least in an open field, when there are high tiles around you might want to get closer. My point has been when normally traversing the map it will often times be just as fast to walk, as long as there are no major elements blocking your path or elevation or whatever... That alone is quite a buff...
Catching up in that sense means getting in a position where you have line of sight to blink, it really does not take much to get into such a position. Most tiles are not high enough to block properly and using only trees or rocks won't really do much since you can just follow and those rock loops usually have a side from which you can see the survivor. As for high wall structures as soon as you get 15 seconds of chase you can run after them like a huntress, yeah it takes some time if you wanna have it easy and without much thinking but at this point, if not already before you can get into a position to hit them with or without a blink. That is my whole point at some point you will be in a position where you will get a hit regardless of what the survivor does... Of course you will catch even a competent survivor eventually just because you can just run after their scratchmarks without any down side besides it takes some time. It is stupid strategy with 0 stuff you can do about it but you will get your hit after a certain amount of time regardless of what the other side does, and that is just terrible design.
Also you're kind of twisting it here. It is not about catching up without your blinks at all, it is about catching up in a structure where you don't have line of sight to the survivor like a high wall jungle gym or something like that. In an open field sure use the blink if you want to, doesn't safe you much time, maybe even slower than walking but whatever, but when you are in that position that a chase started and you are in a structure that usually gives you the option to break line of sight and use unique pathing you now don't have that option anymore, since the nurse could just follow after you and gain distance, yes it will take some time but who cares it still is boring to do (same problem as legion games... Takes ages and is annoying and even if you manage to win it mostly is not even fun..).
We can try that out in a custom game if you are that confident, I'm a bit rusty with nurse since I don't play (her/the game in general) that often these days, but I should be fine with bloodlust and forcing you into a loose loose situation.
Also the thing that makes her Nurse is her dependance on using her blinks to traverse the map because she cannot catch up otherwise which enables the counter play of breaking line of sight, if she can catch up without blinks that's just not the case anymore. Can you possibly give and example of what counterplay against your nurse would look like? What are the effective things you can do? Because for me it just sounds like a floating legion in a dress with a bonesaw... Eventually you will get hit.
That's a whole essay for an argument that grossly oversimplifies a whole lot of map design and how the movement mechanics of Nurse's blinks even work. You really think W keying after a survivor as a 105 killer is that foolproof when even 115 killers aren't able to reliably pull that off against competent survivors?
You start chasing after a survivor. He vaults one safe window. That alone will add like 10 seconds minimum to your W key catchup time as a killer with normal movement speed, let alone someone who takes 3 times longer to catch up. You cannot catch up to a survivor as a 105 killer if a safe window or pallet so much as exists.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283931#Comment_3283931
That's kind of offensive comparing it to a person with a serious disease ... I mean I don't care personally for offensive stuff but you may or may not know that this kind of thing is not liked by BHVR and so on, so you might want to not do that anymore, but as I said, I could not care less about it.
She already does move at 4.2 m/s while blinking so how is this any different? When the survivor has some distance on you he has no reason to already go for the next high wall tile and wait there for you to catch up after some time. Like I said, it takes 15 seconds to gain bloodlust 1 making you move at 110% ms at this point you can totally loop like any other killer... And it should be fairly easy to get in range to start a chase, unless of course they are prerunning like crazy, but then again nothing changes from how it currently is, only that you gain additional mobility because you can just walk and don't need to blink to go around the map, unless of course you want to go through structures, I don't think it saves you that much time to blink through jungle gyms and so on instead of going the 1-2 m around it.
The current nurse gameplay is one of the most entertaining things for me, break line of sights juked around corner and so on, I think it is one of the best things in the game. Whereas you're not really doing anything but running in circles until she catches up with no skill involved, does not sound fun to me tbh. I would even go as far and say a down within less than a minute after entering chase with no interaction on the survivor side to prevent it is that likeable that I'm willing to try it out in a private lobby.
Again, the difference between a 105 killer that goes through walls and a 105 killer that doesn't go through walls is literally a game-changing difference. Around tiles. Through main buildings. Between floors. Nurse catches up to survivors insanely easily now because she goes through walls.
For someone who perpetuates this idea that they understand Nurse really well you are consistently failing to take into account the thing that makes Nurse Nurse. Try to catch up to a competent survivor with your blinks and then do the same thing with Matchbox equipped without blinking. Let me know how it goes (spoiler: You will never catch up to the survivor as Matchbox Nurse).
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283858#Comment_3283858
The point is it would be still more time efficient to just walk follow because of the large margin of error since you don't have a second blink to correct... Having a second blink is what makes it possible to go for blinks out of side and still be able to hit them properly...
When I said catching up what I meant was just running after them until in blink range... or at a tile where you then might start using blink... While the survivor is still out of your reach and just holds the w key... At that point there is really no need to blink... you must realise that the difference when you blink exactly on top of them to when you just stupid follow in a line is like 3-4 cm gain... wow... And blinks always have the possibility to fail... A blink deadzone, a tile with a larger hitbox than you assumed that cuts your blink short and so on... and in all these situations you will loose distance by doing something else than just following... And when you succeed the gain is so minimal that it's not worth the risk... But then again at loops with high walls and so on you can try to break line of sight and do a smart play but if the nurse just wants to play it safe she will just run after you normally and not blink until she gets a safe one because again with only having one blink it is rather risky to guess for a blink because you cannot correct it... Also who cares if she gets only 1 kill or whatever... The gameplay becomes just boring... Original legion was also not really strong just really stupid and boring to go against, he was just going to hit you eventually... Same goes for that variation of nurse...
I'm not overestimating the movementspeed... I'm not saying you should just try to catch up until you can hit without blinking.. But when you imagine most tiles with high walls like jungle gyms or shack... You will notice they are rather large... Jungle Gyms are somewhat above 10 m long... And you only need somewhat clear line of sight for like 1-1.5 seconds to charge the blink and blink right onto the survivor... And until then you can just dumb follow because it would be way riskier to constantly miss... And while you might be able to leave the tile if you made a nurse missblink with this she will not loose distance even with blink on cooldown, so good luck reaching another tile that provides los block... Because usually they are not that linked to each other...
In the end it is not about efficiency... But about the interaction with the killer in a skillfull way... And when you are playing against a killer that just follows you for some time and eventually gets the down than that's just terribly boring to go against... I think old legion with the 2-3 times stabbing until you went down took like at least 50-60 seconds for the down unless the survivor took bad pathing... and there was basically not much to do... This is somewhat similar, yeah it might not be efficient but it will eventually lead to a down without much interaction and that's why I find it totally boring and a bad idea... Line of sight is basically her only counterplay and effective because she cannot just dumb follow... If she no longer needs to blink to catch up then this is just the easiest thing to do... It might not be the most efficient but who cares about that...
Overall there will always be strong killers in the game that completely destroy weaker players when properly played but as Nurses basekit currently is she has something you can do about her... But if you change her like you want it to that counterplay just stops existing if the nurse wants to... Yeah nurse can take the risk and try for a blink or she can use the boring but reliable method of just following... What are most players probably gonna do?
It would be a shame if one the few killers with unique counterplay just stopped existing...
Also what we didn't even talk about until now... Myers in T1 cannot gain bloodlust... Nurse can... so you're gonna get a hit after 25 seconds ... that's when bloodlust 2 kicks in I believe so she moves at 112.5 % and is fast enough to make them have to use either pallet or window and can then just get a hit... I think blinking counts as an action that prevents bloodlust... So again what do you think most people will do? Wait for 25-40 seconds for a guaranteed hit or take the risk to maybe get it earlier with a big chance to fail at doing so...
First and foremost... can you stop... typing... like this... it makes your sentences... borderline illegible... I won't... reply... if you keep... typing like... you're mimicking the speech patterns of Stephen Hawking...
Secondly, yes, you are overestimating the movement speed. If the survivor has any distance of any kind on a killer who moves 5% faster than they do, it is going to take eons for them to catch up. A Nurse who is unwilling to use her blinks to go for riskier hits will get looped for decades. They just will. It's not even something to dispute.
Also, I can guarantee that being able to keep a Nurse on you for 18 generators because she's putting way too much faith in her 105% movement speed is a hundred times more fun than the current Nurse gameplay loop of "I die in 5 seconds because she knows how to press M2."
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It makes no sense, either. Why shouldn't vault speed perks affect these things? A vault is a vault, period. Just because it's a power-based vault does not make it not a vault.
Next you'll be telling me that Coup de Grace shouldn't work with Evil Within 3's extended lunge, or PWYF shouldn't affect Billy's chainsaw movement speed.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281415#Comment_3281415
Just no dude... I showed you how her current blink movement speed is barely above 105% so she can catch up around as fast but breaking line of sight does not work anymore since she can just follow you... I don't think you need to hit longer range blinks... You can just follow, there is no reason to blink at all... Especially since blinking when you don't have line of sight is so risky because you cannot correct it with the 2nd blink anymore her gameplay would be far more boring because the safe way to get hits is just to and blink when they either vault a pallet or a window... You need to realize that her chase might be weaker because it will take longer, but even a bad nurse will get hits more reliably with this...
Here's the problem with that: The difference between blinking after someone to catch up and W keying after them to catch up is that blinks go through walls.
You seem to just be completely glossing over that huge difference there. A 105 Nurse who's just floating on after you cares about the existence of physical objects. Blinks do not. The difference between having to walk around stuff and NOT having to walk around stuff is huge in terms of catching up to people at loops, around tiles, in or across main buildings, etc.
And, again, you are VASTLY overestimating how fast 105 is. Most killers are 115. Some are 110. The only 105 killer in the game is tier 1 Myers, and he is pathetic at catching up to people. The "safe" way to play Nurse you are describing is extremely inefficient and if you want to get more than 1 kill per match you're gonna have to learn to land blinks at range.
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@whothis said:
https://forum.deadbydaylight.com/en/discussion/comment/3279653#Comment_3279653
yeah man sorry I have a life and not sitting on game forums responding out of my ass like you do :) so again you have no logical response just deflection? :D :D
Literally accusing me of deflection in the midst of your own deflection.
The irony is palpable.
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I like my synaptic connections, sorry.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281330#Comment_3281330
I said in the one aspect, of course makes her chase worse, but you completely ignore the part where her entire counterplay gets removed... She might not be as strong then but even more unfun to go against for most people... You cannot even trick her then to mess up a blink... Because she does not need the blink to gain distance but only to get a hit... The chain blink is only used to get the when you have reached a critical distance to the survivor... Reaching that distance would take a little bit longer but since you will basically only shortrange blink at pallets or windows there will be even less survivors can do about it... that's my critic for that change...
Taking away a blink absolutely gives her more counterplay. There's no way on the face of the Earth a Nurse can rely on 105% speed to get within guaranteed blink range even remotely consistently. Trickster catches up to survivors twice as quickly as that and he is still absolutely terrible at getting within knife range. You will pretty much have to learn how to hit longer-range blinks without relying on line of sight.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280983#Comment_3280983
You did not even necessarily nerf her... You just removed any possible thing you could do about her and turned her into a follow and use power to get guranteed hit killer... So effectively made her more boring to play and go against...
You vastly overestimate how much making her 105 would help her in the face of having her chain blink removed.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280928#Comment_3280928
What I stated below, that basekit nurses mobility really is not that good... And when you change her base movement speed to 4.2 m/s she does not get much out of it to use her blink while following survivors, unless you need to go through walls or up and down floors maybe... The chance that you might miss a blink will make it worse to use it instead of following normally, because by following normally you only go 0.0325 m/s slower... that is a little more than 3 cm... It is just not worth it to blink unless you do it to get the hit... That's my point, I thought it was fairly obvious...
So, in other words, the changes I proposed in a thread about nerfing Nurse would nerf her?
Bub, that’s the idea.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280831#Comment_3280831
2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 1 second of normal movementspeed so 3.85m/s (to recharge her blink)... The whole process takes 8 seconds and you travel a distance of 33.86 meters... Which makes it 4.2325 m/s on average
So that's the math for it... Basekit Nurse really does not have that good mobility...
Okay, what’s your point?
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280807#Comment_3280807
You cannot really mess with her blink cooldowns without making it way harder to catch up to survivors... I already did the math for it and at 10 seconds she literally cannot catch up to survivors just holding w... You really overestimate her mobility without any addons....
https://forum.deadbydaylight.com/en/discussion/comment/3280810#Comment_3280810
Great you have now removed line of sight breaking as counterplay... Walking now is basically the same speed as one blinking so she will just follow until she can safely one blink you or until she needs to use it because you vaulted a window or pallet... Not a good idea at all.
Right, because a killer who moves 5% faster than you is gonna be so good at catching up.
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Matchbox basekit.
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Hag - Feels like a more boring version of Trapper on a good day and a more boring version of Twins on a bad day.
Dredge - Sadako requiring good game sense and needing to put genuine thought and strategy into your ability to juggle survivors (minus the braindead Iri Tape + Ring Drawing slug strat obviously) is what makes her interesting; Dredge is just Sadako without that skill floor so he’s incredibly bland.
Demogorgon - Some killers, like NSP Legion, are so braindead that it’s funny to powertrip on them, while others, like Huntress and Billy, are hard enough to be interesting and engaging to learn and play, even if they’re stressful or lower-tier. Demogorgon is neither; he’s not easy enough to be silly, and he’s not advanced enough to intrigue me.
Nemesis - I simultaneously love playing as Nemesis because he takes zero brainpower whatsoever and it’s absolutely hilarious to play like I’m one of his zombies and still win, but at the same time I hate playing as Nemesis because he takes zero brainpower whatsoever and I almost feel like a bad person for subjecting survivors to such a miserable experience.
Trickster - Between the reduced base movement speed on a killer who only works if you’re consistently maintaining line of sight or are close behind someone for backrevving; the RNG-based recoil that you can do literally nothing about; the 40-meter immutable Terror Radius on a 110 killer who’s supposed to get in close but has no mobility to do so; the killer who has nothing going for him but reducing chase times completely undoing the time saved by constantly having to go to lockers to retrieve his power; and the super special epic gamer Main Event ability that you have to earn, has a limited activation window after you earn it, and locks you at a sub-survivor movement speed—between all of this, Trickster has, in my opinion, the most unrewarding, unfulfilling, and self-defeating power in the entire game.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3280372#Comment_3280372
I don't even think it was endgame at that point, just a really bad attempt at a save that kind of spiralled into everyone getting KO'd.
Also, really, no M1? It handles corners so much nicer.
I mean yeah, I’ll M1 if I have to, but those situations are so rare that it makes about as much sense as bringing STBFL on Huntress.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3280312#Comment_3280312
I find it funny to see STBFL on the casual one, because that's always wound up being my most slot-effective perks.
Kinda funny to go from 1k to 4k because Survivors failed to work out what was going on and tried to hook trade. Uh, guys, I have eight stacks...
Gotta be honest, I love STBFL but the only reason I ran it before was because his dash didn’t give Brutality points, so I had to M1 people for those sweet sweet BP. Now that I get the regular Hit score for using my dash, I have very little reason to prefer to M1 over using my dash and I only use the perk because hee hee funi knife flippe
As for endgame camping—if I want to sweat that out, Terminus + NWO has me covered.
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Imo Wesker is an incredibly versatile killer and opens himself to a lot of builds by default, but I personally have three main builds on Wesker at the moment: My sweat build, my casual build, and my brain-off build.
My sweat build is for when I feel like I’m gonna need to play hard to do well. Distressing, Coulrophobia, No Way Out, Terminus. Wesker’s large base TR only gets even larger with Distressing, giving you a huge amount of Coulrophobia value, passively making you a very good antiheal killer—and since Wesker’s so good in a chase and has high mobility, the strat of “Don’t heal and do gens” is much less effective than it is against someone with weaker antiloop and snowball like Legion or Wraith. Then, when they get to the endgame,a lot of people are injured thanks to Distressing + Coulro when Terminus pops, making them Broken. Broken only ends after a gate has been opened for 30 seconds, so if you have max NWO stacks, you have 60 seconds of NWO + 20 seconds opening the gate + 30 second Broken timer = a minimum 110 seconds of guaranteed Terminus value, practically making the perk a better NOED. Terminus also has the major benefit of being the literal only killer perk in the entire game that punishes survivors for 99’ing the gates, making this build an even better sweat strat on account of being fantastic for endgame camping—in order to heal and go for the rescue without feeding Wesker free kills, survivors MUST open the gates and start the EGC to deactivate Terminus. For addons, since your only true stall perk is NWO, Iri Vial is good for securing early-game pressure more easily by forcing everyone to cure themselves, and then either an infection addon or Leather Gloves for the cooldown benefit.
My casual build is for when I DON’T want to play hard and just want to enjoy myself. Shadowborn, STBFL, Agitation, Infectious. STBFL because funi M1 go stab stab, Shadowborn because please add an FoV slider, Agitation because it works with Wesker’s autograb mechanic, Infectious because beeg TR on downs = get back into chase faster.
My brain-off build is when I want a good build but really don’t care for putting in the effort into making my sweat build work. Call of Brine, Overcharge, Lethal Pursuer, Nowhere to Hide. Kick a gen, get 7 seconds of free info, guarantee that survivors won’t be able to pressure the gen before CoB + OC drain it like mad, guarantee I’ll get into a chase for free.
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I mean, the way I see it, DBD is either a party game (read: casual game) or it’s a competitive game. And anyone who thinks DBD is a comp game or takes competitive DBD seriously in any way needs to go outside, so… that only leaves one option.
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@whothis said:
https://forum.deadbydaylight.com/en/discussion/comment/3269034#Comment_3269034
IMagine trying to compare a mechanic in real world against a in game one , congratulations you got the award .. you know which :) maybe next time comment with an actual argument ?
My man came back 10 days later, not to come up with a counterclaim, not to refute the logic presented—but to call my analogy bad because… it compares a circumstance in a game with a circumstance not in a game.
I’m so proud of this community.
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-Fun
-Strong
-Aesthetically well-made
-Licensed
-Speaks
I wonder why.
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Remember that time when crouching as Pig caused your game to display the flavor text for a version of Calm Spirit that wasn't even in the game yet?
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@Emeal said:
You have a point, but its not a knight problem a handful of killers suffer from the same problem.
Knight suffers from it way worse, I can say that for certain. It is insanely clunky how many spots where dropping a guard is just prohibited.
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@danielmaster87 said:
It's only a party game in the way that it's balanced for casuals, despite how outspoken the competitive community is.
Well competitive DBD is a joke so I wouldn't take the "outspoken competitive community" seriously.
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@Coordi said:
Yes, we can confirm there is a bugged tile that's spawning too many pallets.
Just one?
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@HectorBrando said:
Nah, I like to play the game myself instead of spwaning 3 mindless NPCs to play it for me. I dont understand how a power that removes agency from the player got aproved for release, stuff that plays itself is the very definition of antifun.
Finally, the first W take on this killer.
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As survivor, I'm not really feeling the whole "can't see pallets" problem, or invisible scratch marks as killer. What I AM feeling is the obnoxious debris that is literally everywhere, the humongous map size, and the pallet count that puts Eyrie and Gideon's to shame.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/3272726#Comment_3272726
Do you think making Assassin 115% would be a reasonable buff?
Probably.
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Assassin is the worst one imo, even at 110 he's still not good at getting hits without Knight there to babysit him, honestly I feel like Carnifex is better at doing that on account of the doubled chase duration.
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Farmer John has a theory that pallet spawn logic just isn’t applying: Every place where a pallet can spawn, a pallet is spawning. So far, I think I’d believe that.
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Please no.
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@Science_Guy said:
IIRC, if you rotate her, she'll "jump" in the direction she's facing instead of taking over the screen.
They fixed that.
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@flowen said:
https://forum.deadbydaylight.com/en/discussion/comment/3271259#Comment_3271259
Mad appreciation. I've been looking through wesker matches but I can't find many people doing it.
No problemo. Hope this illustrates what I mean when I say a good Wesker player would have more control over where a survivor goes than you might think.
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@flowen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270515#Comment_3270515
I didn't know that was a thing O.o. I found a video showing it off, I wanna practice it more once we get bots.
I have some examples of it that I recorded for some friends, if that helps.
https://www.youtube.com/watch?v=MTHKQMUXXHM https://www.youtube.com/watch?v=1mdmvAKfAns -
I’m not sure what’s more cursed, the fact that you’re running Sloppy and NC in 2022 on HUNTRESS or the fact that this team of professional DBD players lost to that.
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@FeryGEN said:
I've already created two topics before, but for some strange reason, the developers ignore the fact that no matter what you do, you will not be able to get maximum bp, unless the survivors fix all the generators and open the gate and in 2 minutes of collapse you don't do hanging for a set of maximum
I think it’s just not on their shortlist. Obviously I’m not a dev and I don’t live in their heads but it feels pretty apparent to me that the current hook score events were calculated in a way to ensure that a killer who got 12 hooks would fill out the category and anything less would fail to do so—but that was far before the cap was upped to 10,000. I think this current issue is an oversight that they simply either don’t yet know about or aren’t prioritizing over more pressing issues.
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The core fun feature in DBD for me is chases so…
As a survivor, it’s a tie for zoning and hit-and-run, because both involve either taking away or ignoring the potential for chases.
As a killer, stealth and immersion because when survivors avoid chases the game literally just becomes a walking sim. I would genuinely rather they predrop and W key me for 5 gens than be stealthy.
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I’m gonna go against the grain here and say DO NOT go against bots to practice, especially as Pyramid Head. They behave vastly differently from human players and the habits and techniques you’ll adopt going against them are completely different from the habits and techniques you should be using against human opponents.
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@flowen said:
I agree, in theory. What I can't see happening is people putting themselves in positions where doing so is possible most of the time. Breaking doors down for example would require a survivor to get hit in front of them, and generally when you whip the oro out they tend to run around like headless chickens. Palettes I can see being more of a thing because trapping survivors on long palettes is already a common tactic, but you usually get a whip on those, not a slam :/.
This is true, but Wesker does have a less-than-insignificant degree of control over where he takes the survivor when he grabs them. Strafing and encircling them with your power out to try and force them to juke into where you want to take them is a good example, but another significant factor is that Wesker can actually change the direction of his dash when he grabs someone—you can rotate your camera horizontally during a dash, and when grabbing a survivor you will move forwards in the direction you are facing, not the direction you are moving. So for example you can turn your camera left in a dash, grab a survivor, and start carrying them in that leftwards direction.
Basically what I’m trying to say is, when a Wesker is aware of where he’ll be carrying a survivor, he has more control over dictating that than one might think. If he knows a survivor is near a breakable wall or pallet, he can outposition and manipulate them into getting thrown into that prop if he’s smart enough. It’s still situational, but not as situational as you might be thinking.
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@flowen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270405#Comment_3270405
Sorry for the double post, I got confused af just now x.x. But I can't deny that LOL.
You’re good, it happens. If we want to push the argument beyond “Well I mean that’s just, like, your opinion man” then I argue that given the stationary and highly-present nature of dropped pallets and breakable walls, a Wesker who is observant of his surroundings and quick on his feet can absolutely exert agency over when this ability would be used. Hell, slamming two survivors together is way more situational on account of both variables being moving and controlled by other players, and in my personal experience it is still possible to at the very least identify these incredibly rare windows of opportunity in order capitalize on them—maybe not create them, but at least discern them.