Lucama
Lucama
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@gamerscrybecauseofme said:
Someone just said that the game is survivor biased ???
I read lots of drivel on these forums, that's got to be one of the best! So let me get this straight, the game is biased towards survivors, where the killer moves faster, has a power v survivors that need to play well to escape a chase? Just because you're bad at killing, doesn't mean the game is survivor biased. Lots of nurfs happen to survivors, insta heals, DS, MoM, window/vault blocking..... the list is endless.
Bhvr have the data, if the data points to an issue, then they resolve it to make things balanced for either side. Just because you feel something, doesn't make it real
Ah yes, the usual survivor tactic of listing things that've been nerfed on their side, without contemplating that maybe there's a fundamental difference of power in these nerfs. Survivor nerfs are usually of things that break the game. Pink insta was imbalanced to hell, and purple was a power even change or even a buff in some circumstances, DS was insanely strong and even now is a 1 minute safety window where the killer doesn't want to interact with you, MoM was just busted, window/vault blocking was as well, and most of the "endless list" is exploits or insanely overpowered things survivors had.
So yes, survivors get nerfed too, but it's still not balanced because the starting point was so bloody imbalanced in the favour of survivors. And it still is, seeing as survivors can chain safe loop into safe loop into jungle gym into safe loop for minutes on end, while the rest of the team can finish all 5 gens in around 3 minutes.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/838706#Comment_838706
It's not because of the "I want an ez win or escape" argument, it's because Spirit is fundamentally an unfun killer... The same was said towards Nurse which people had to deal with for 3 years...
Now that she's nerfed, I might try her out because having an instant easy win wasn't interesting to me. Like I get it, you're the Killer and you should be empowered and such. But if the Killer you're using is not fun for the either side... is it really fun in-general?
I main Killer and never touched Pre-nerf Nurse or Spirit because of this... I P3-50'ed Billy because he has counter-play, those two had barely if any counter-play to speak of. Now, I don't even touch Billy despite him being a very balanced Killer. This is personally because having a fast game isn't fun if it's not through the challenge of a lower tiered Killer... but that's me personally.
The point is, I main Killer and I don't touch those Killers... and this was before I started to play Survivor a lot again. We should be thinking of how both sides are having fun, rather than our individual sides that we main.
Also, in 2016 most players were still noob or literally almost all were... nobody knew what they were doing for the most part... and the people that did weren't seen a lot. Billy was fairly OP because other Killers that existed like Wraith and Trapper were just basic M1 Killers.
Billy was new, he was fresh, he had a different concept of how to deal with looping. Nobody faced that in 2016 because the only two Killers they could face was Wraith or Trapper... and those two are just basic M1 Killers...
I hate the "She's not fun to play against" argument, because fun is not quantifiable and shouldn't be used to balance around. Or if you really wanna go the "it's not fun" route, how about how unfun the experience of playing killer is. In an equal skill matchup Killers will mostly be lead around the map through 15 safe loops and 5 jungle gyms, unable to get a single hit off, and if they break the chase to go after someone else the cycle repeats. The only saving grace is that ranking up as survivors is stupidly easy, so for the most part survivors are a little lower skill than the killer at their given rank.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/838751#Comment_838751
Seriously, you need to play more killers to understand how to control the chase, the pressure and the target you chase.
"Just apply pressure bro"
Now, I actually kinda disagree with the other side too, there's no true infinites in the game anymore, the only one that still exists is Haddonfield but you need to run BL for that. However, there's too many safe pallets on maps. So it's less about infinites, and more about how easy it is to chain safe pallet to another safe pallet to another safe pallet, and on maps with killer shack that's another insanely good loop. I think realistically maps shouldn't spawn with more than 3 safe loops, considering a safe loop can waste upwards of 30s for a killer, and when survivors can finish the game in 3 min 30 that's a lot of time.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/835078#Comment_835078
Then it sounds like her kit needs a redesign. If giving a killer counterplay would make them useless, then clearly, their kit is fundamentally flawed in its design.
Or, hear me out, she has counterplay, but it's different from a regular killer. Just as a killer cannot outplay a survivor at low wall loops, so will Spirit be unable to outplay survivors if they get direct information of where she is. Her power is literally just an acceleration of her basic M1, it's not so strong that it needs direct outplay from having exact information.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/835078#Comment_835078
Then it sounds like her kit needs a redesign. If giving a killer counterplay would make them useless, then clearly, their kit is fundamentally flawed in its design.
Or, hear me out, she has counterplay, but it's different from a regular killer. Just as a killer cannot outplay a survivor at low wall loops, so will Spirit be unable to outplay survivors if they get direct information of where she is. Her power is literally just an acceleration of her basic M1, it's not so strong that it needs direct outplay from having exact information.
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"Over performing" is a meme and until we get good data from BHVR that actually breaks down kills to DC/Killed themselves on hook/actual sacrifice I don't care what they say is over performing. They say the game balance should be 2k, 2 escape, yet 2k is usually a black pip or depip because I can't do anything to stop the survs from finishing gens in 5 minutes and giving me a silver gatekeeper emblem at best.
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@OswinOsgood said:
Is the aim assist strong on pc vs console or just strong in general? Because i was fully looking to my left (person who was unhooking) yet hit the right, the person being unhooked of course their not actually taking damage and borrowed time so the two of them got away. I dont understand how i hit my right when i aimed left.
9/10 times aim assist just works against the killer. Wish they'd remove it already, at least allow an option to disable it.
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@grtf47 said:
https://forum.deadbydaylight.com/en/discussion/comment/836687#Comment_836687
killer mains will move onto another killer if they feel that spirit is weak. Survivors got instaheals nerfed but we haven’t quit. We just adapt and move on instead of quitting
Purple instaheal wasn't really a nerf, pink was actually busted and deserved it. It's almost like survs only lose really game breaking stuff.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/104294/nerfs-need-to-stop
This game has very much been a "us vs them mentality" since the dawn of its creation. One side won't be happy with a change no matter what, that's just how it is.
Nobody is against buffing weaker killers, but when stronger killers consistently dominate, they need to be toned down first. Buffing weaker killers usually takes more effort than adjusting some values on say Spirit (look at how long the Freddy rework took to come out). I hope it'll all come in time, but they can't do everything at once.
Strong killers don't dominate though. You only see them in top ranks because they're the only viable choice against the stuff top tier survs bring into games. Buff weaker killers and you'll see character diversity.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/835974#Comment_835974
I suppose that's one way to look at it. I, for one, remember loads of moonwalking Legions or Frank's Mix Tapes being used to down someone with no counterplay, making it very unenjoyable to go against. I also recall Freddy being way too good at slugging since you had to wake someone up before being able to heal them.
It's important to remember why things were changed, not just that they were changed.
One was an exploit, not true character power. The other was not really much faster than an average chase.
So instead of fixing the exploit and slightly nerfing the strong part of an otherwise weak killer, you just kick him to the ground. And then you wonder why people don't trust you guys with game balance.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/836874#Comment_836874
Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.
In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.
Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.
So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.
Okay, but everyone is ignoring a major point. Spirit is meant to be really good in the chase. 30s is still a lot of time when 5 gens can be done in 3 min 30.
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Ruin: RNG, you can go an entire game without a skill check on gens.
Thana: Needs at least 3 stacks to really do anything
DL: Needs at least 3 stacks to really do anything
PGTW: Needs you to hook a surv and then have a unfinished gen in range, also delays possible chase.
Discordance: More tracking than delay
Corrupt: It's fine, does its job, but is then a dead perk slot.
Surv: Again, more tracking
Thrilling: Doesn't last long enough.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/836913#Comment_836913
Knowing whether she is phasing or not will nerf her into oblivion in chases in addition to the collision removal. The collision removal was the only REAL thing she needed aside from addon changes. With no collision, you can now manipulate your scratch marks as to where she will not know where you are. You can run in a straight line, and run backwards, and it's a guessing game for the Spirit now where you are. Previously you couldn't do this because she would bump into you. It adds a survivor sided guessing game vs the Spirit that was much needed. Knowing whether she's phasing or not removes her ability to mind game you. Besides, there actually are ways to know if she's phasing or not, even if they're subtle.
Add Iron Will into the mix with the bump changes and it'll be extremely hard for a Spirit to find you if you mind game her.
Standing still is mindgames, now that survs can do it. lul
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/837084#Comment_837084
If we're gonna complain about nerfs over the last year, I can open up a can of "survivors have received two-three times more nerfs in the past year than killers".
But that's a different argument for a different day XD
I do think a few killers could use some buffs, but they're all playable and I have fun (and get 3ks and 4ks) playing with the killers people consider trash (Trapper, Wraith, Bubba)
It's almost like killer and survivor balance was in a completely different place a year ago, with survivors being vastly overtuned.
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@Peanits said:
Regarding the Katana Tsuba and Wakizashi Saya, it's not just a shot in the dark. We make sure to do our research first, and these were definitely too strong (especially when combined). This clip alone shows why way better than I could ever explain: https://www.reddit.com/r/deadbydaylight/comments/dwendd/a_well_deserved_nerf/
That doesn't really show anything because the extra lunge at most saved the spirit 5 seconds. It looks flashy but it didn't actually make a lick of difference to how that interaction would have ended. And really, what was David expecting as he runs out in the open against a spirit? It shows the "lunge" range is extremely long, but there was no addon variation of that interaction where David doesn't go down. Speed addons would do the same, as well as duration. You seemingly pulled things out of a hat to nerf because a fraction of the community was crying about a new OP just as you nerfed the previous best killer.
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If you want the specific name, they're called Hannya. They're mask that resemble Oni, demon ogre creatures from Japanese myth, and are used in theater.
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I think you just took a snapshot of the list they have hanging up in their office.
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It's when killer or all 4 survs leave.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/829533#Comment_829533
Huntress is not worse than Myers. The devs have explained her hitboxes before, they’re working as intended. Once you learn them, she is pretty awesome.
I mean, they might we working as intended, but that doesn't mean they're not janky. I've seen hatchets go through survs, had hatchets go through me as a surv, or been clipped on my pinkie. She's mostly below Myers because Myers doesn't suffer as badly as Huntress from big maps. If you get Red Forest or any of the larger maps, it's so painful with the 110% MS.
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Aight, I kinda disagree so here's my tier list.
S Tier - Ol' reliables:
Spirit - Undisputed best chase killer, and chase is currently the meta. If devs ever make survivor stealth actually viable then she'll drop.
Freddy - Inherent slowdown, gen teleport, useful in-chase powers, he has about everything that would make a killer good. He doesn't even struggle too badly in chases, though fake pallets are too easy to tell to be viable against good survivors. Poster boy for PGTW value.
Hag - Traps are good and the removal condition is niche enough to not be a huge downside, has some really good addon combos, works amazingly with perks like MYC. Is addon dependent though.
A Tier - Good enough:
Billy - Often hailed the king of balance, wrongly so. His mobility across map is amazing, but aside from that and lucky one shots he doesn't really do anything spectacular. And you'll never set up your own one-shots, it'll always be reliant on survs making bad plays. At least he can break all the pallets he'll be eating a little faster.
Ghostface - AKA better Wraith. Having Wraith's kit without the need to announce that you're about to hit someone? Amazing. His stalk into oneshot combo is bait and shouldn't really be used unless you're out to mess with people.
B Tier - Good enough, but on condition:
Demo - Shred is great, hitboxes on it are a bit wonky on both sides and sometimes hits random terrain that isn't there, but otherwise a great ability. Portals are solid, good for tracking, but suffers from trapper syndrome of taking too much to set up, at least survs have to work harder to remove it.
Nurse - People seemingly don't realise nurse is now barely faster than a 115% when moving around the map. Can move through objects, doesn't care about loops, but can be run around the map by competent survivors, and all her map pressure evaporates if it's a larger map. Addon reliant, pay the 9K BP tax to have a slightly worse old baseline nurse.
Myers - Can get a few jumpscares in T1, T2 is just a regular killer with less TR, T3 is spooky scary Myers time, but still loopable to hell and back. He's good, can get some nasty surprise hits, but overall takes far too long to charge up, especially if you're going for perma T3 or instakill T3. Scratched mirror builds are, of course, always fun on indoor maps.
Plague - Conditionally, a better Huntress, if the survivors have played less than two games against her and go to cleanse. As a survivor you're better off just not cleansing and taking on the 1 hit 115% loopable killer. With no real impetus to cleanse, her power is underwhelming, denies any kind of stealth build, but doesn't do anything to make her stand out. If the survivors cleanse though, she's a death machine.
Huntress - Good power, but her lack of mobility makes her food on bigger maps. Hitboxes are too wonky to be reliable, but can sometimes cheat a hit for you so it really evens out.
C Tier - Less than good enough:
Pig - Traps are too conditional, survivors knowing where jigsaw boxes are from the start kills any threat, the activation condition is way too weak. Crouch is fine, but she doesn't need to be slowed down in it, especially given that her charge is usually worse than just a regular hit.
Wraith - The stealth killer that everyone can see and announces his presence before being allowed to hit you. Has okay map pressure with his movement speed and can sometimes catch survivors unawares, but it mostly pallet fodder.
Trapper - Ironically named for his lack of ability to trap anyone. Traps are best used to shut down loops. Trapper cannot play tactically, his traps are far too easy to see and far too easy to disarm. Only useable to pressure survivors away from safe loops, and by the time you set it you they'll be at another safe loop.
D Tier - Can be used, but why:
Clown - My favourite killer, and the last usable killer on the list. Can shut down loops, but if the survs just camp a pallet then it's pointless. Has no map pressure or anything to supplement his better than average loop game.
E Tier - Turn back now, oh ye faint of heart:
Doc - A character that could be great, if not for every part of his kit just not working. He can get people into Madness 1 to see them, once, can literally be countered by survivors clumping and all getting put into Madness 1 at the same time. Madness 2 and 3 don't really give enough benefits for how long it takes to get survs into those states, and most of the addons aren't that great. Treatment slows you down to 110, so should only be used exactly when you want to shock someone. And speaking of shock, 9/10 times it won't work. Whether it'll hit after they vaulted, whether it hits while they're vaulting and doesn't interrupt, or whether it hits before they vault but the game tells you to shove it and lets the survivor do what they want anyway. Way too unreliable, only avoids E tier because of that 1/10 times it actually works as intended.
F Tier - BHVR forgot them and here they lie:
Leatherface - A M1 killer with an actively detrimental power, unless survivors make big misplays. At least he can break all the pallets he'll be eating a little faster.
Legion - A M1 killer with a power that's not really better than just hitting someone with a normal hit, and also gives less points than LF. Unless the survivors are silly enough to clump up, you're really better off not using the power. It's not even faster than walking normally because of the fatigue slowdown.
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@Mochan said:
Killer isn't punished by a survivor DC in most cases. It's beneficial to the killer.
Survivor DC is almost always a problem for Survivors. It pretty much turns their survival rate to 1%.
It means a black pip at best for those who care about ranking.
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@Mochan said:
How about Strode Offerings with BL.
At that point that's just being an #########. Strode offering is the only one that makes me contemplate DCing because I don't wanna deal with a 4 man BL squad.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773999#Comment_773999
I doubt that will happen
I mean, they're coming through slowly. Badham's been reworked already, and the new map is really well balanced.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/774020#Comment_774020
Great!! Two slots exhausted for fixing this issue.
And you ignored literally everyone else giving you solutions that take no perks.
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I picked DS simply because the question didn't specify if it's within the context of how the game was at the time. Thought if we're talking about old Sprint Burst without the map fixes it'd probably be a bit stronger.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/773225#Comment_773225
In the case of a game against killers with poor map control?
You're trying to make it rocket science. Sluging is easy. First downed is used like a lure. You have to be altruistic and save others. And this is that moment when you have two survivors in one place, same like a unhooking, healing.
Argument "never stay together" is not valid for survivors. Also, sluging all 4 is harder. But when 3 or 2 survivors left? Its a common strategy to slug first one, find the hatch and waiting for moment when sluged survivor rise from ground.
I mean, at that point it's the Survs misplaying and giving the killer a hug. If the killer is hovering around the slug just do gens, you'll do them faster than the surv bleeds out.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773974#Comment_773974
Do you think his stalking needs buff,rework or completely remove it? What do you think?
Neither, it's an issue based on current map design. When map reworks come through his stalk will be much more viable.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773956#Comment_773956
So you recommend to not using stalk so much?
Im starting to think he is no good even with the exposed effect because they can pallet drop you to oblivion while others are genrushing...
Well as I said don't use the stalk, use the stealth part of his ability. Basically treat him as a much better wraith.
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I think making Ruin base kit wouldn't fix anything, it'd at best be a bandaid fix like Bloodlust was, and because we accepted the Bloodlust bandaid the devs are taking their sweet time with map reworks. What we need is additional primary objectives, something to extend the time it takes to fix gens but not just by "holding M1 longer". Survivors should not play such a static game, they should be forced to move about the map more.
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@LushyBunny said:
https://forum.deadbydaylight.com/en/discussion/97043/so-about-the-spirit
As most people think, she's kinda functionally broken. She has no window vault icon at all, making got tier mind games, has no sound when phasing when I'm the terror radius, which is really unfair, has arguably the best add ons and most broken, and is the least fun killer to go against. I have more fun against legion. Spirits are unfun and mostly sweatier then they should be. Atleast that's my opinion. I'd love to hear counter arguments. (And before you say "oh entitled survivor" I play both, however I play more killer then survivor. Probably a 70% killer, 30% survivor.)
Counter arguments have been outlined in this thread and many others centering on Spirit.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773928#Comment_773928
What do you mean his stalk is unfortunate?
The stalk takes too long without addons to expose, and the ability to instadown isn't that great when you're a standard 115% killer. That's why playing him like a stealth killer tends to work better.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/773913#Comment_773913
Please explain why he is fun
Effectively he's the best stealth killer at the moment, 115% movespeed with no terror radius or red stain, can attack normally out of stealth, and the crouch can sometimes catch people out at loops. His stalk is unfortunately not very good since he's loopable, but his power is more useful in getting easy hits/gen grabs, sneaking up on people you catch healing with Nurse's, etc.
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Playable? Absolutely.
Winnable? It's harder but doable.
But you hit the nail on the head in your last sentence, as a killer you're reliant on survivors making mistakes. Additionally your mistakes are punished far too hard. That's why Ruin is so strong, because it gives you more time right at the start. It also means survs will be more likely to run around, giving you a chance to catch sight of them.
If you find yourself one hitting people a lot and leaving them to chase someone else, try sloppy butcher+thanatophobia.
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Absolutely. Really fun character, you just need to play him a little different from how he's intended.
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@Mochan said:
You do realize you can slug the survivor if you're afraid of DS, right?
Why you are even afraid I'll never know. While some survivors can loop you for minutes on a single DS, those are very rare, super good survivors. Most can't.
And if you ever did run up against a Survivor who could loop you for 3 minutes per hit, then you already lost, DS or not.
And let's apply a little killer logic here, shall we?
The real issue with DS is that it is so good compared to every other survivor perk that it should be nerfed or removed because it makes no sense not to run it.
But when something is powerful like that, killers like to say, "Why nerf nurse, nurse is fine. All weaker killers should be buffed to her level."
Well let's see now, "Why nerf DS, DS is fine. All weak survivor perks should be buffed to DS's level."
Because you can interact with and play around Nurse. Even the best nurse can be outplayed, baited and juked. DS is uninteractive. Your only option if you down a surv with DS up is pick up, take the DS and risk another chase, or don't interact. It's a second stack of borrowed time, without the activation condition built into borrowed time.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/773864#Comment_773864
Talk about jumping to conclusions. Tunneling doesn't just happen because of unsafe hooks. Killers like Nurse, Billy, Spirit, Freddy (Hag with mint rag) can just zip back/teleport back to the hook whenever they want to regardless of distance. Also with how fast killers are, a lot of them will just walk straight back to the hook even if they were a reasonable distance away for the survivor to consider unhooking.
Then it doesn't need a minute uptime, could honestly be half that.
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@RakimSockem said:
Ummmm, what?
There's a perfectly good strategy for not getting hit by DS and it's called NOT tunneling. But maybe it never crosses certain people's brains to go after the person who did the unhooking instead of going for the non skillfull cheap kill. But i digress...
PGTW depending on the gen progress can waste MASSIVE amounts of time. Thanataphobia wastes time. Dying Light wastes time. What point are you actually trying to make here? Because your post makes no sense.
And you want to complain about Head On? XD in order to even get a stun, the survivor has to go into a locker and be there for at least 3 seconds. then has to HOPE that the killer walks directly in front of that locker to use. The set up time for the perk usually outweighs the stun effect.
Deliverance? You mean the perk that gets totally nullified if either A: you get found and hooked first in a match, B: everyone gets the saves before you, or C: the killer camps and tunnels the person and you can't get a safe unhook. That perk is trash and not useful enough to work on a consistent basis
There's a perfectly good strategy to not get "tunneled" as well, and that's waiting for the killer to move more than 5 feet from the hook before unhooking. Why should the killer be punished because survivors go for an unsafe hook?
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@Vampirox said:
For only the new Map pallet layouts i think they should remove tier 2&3 bloodlust already so much unsafe pallets. Hawkins is so killer sided.
Okay, if they do the reverse on any map that's mostly/all safe pallets, remove tier 1&2 bloodlust and make killers hit tier 3 in 15s
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If they actually bother to play well and use the tools available, survivor easily.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/772352#Comment_772352
No, rarity isn't a measurement for balance. Look at ebonys or syringes. Just because it's the highest rarity doesn't mean it's balanced.
Which is why I also suggested the additional power recharge time. Why I suggested it should be ultra-rare is because the effect it has is akin to something that should be locked to that rarity, and because it'd reduce the times it gets found on the bloodweb.
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@UncannyLuck said:
https://forum.deadbydaylight.com/en/discussion/comment/772347#Comment_772347
Don't you end up de-pipping anyway because you 'win' too fast? Like, if everyone suicides on hook how many emblem points do you get?
It at least allows for a safety pip for the killer, instead of the guaranteed depip off of two or more DCs.
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@martin27 said:
https://forum.deadbydaylight.com/en/discussion/comment/772302#Comment_772302
Someone playing the demongorgon completely ignored everyone else, fought through borrowed time, then i used ds, then my teammates would drop a pallet on him to get him to drop me. They built a literal wall around him and he just smashed through it to chase me again.
Sounds like you did something to really annoy him to make the player tunnel you that hard.
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I think making Prayer Beads an ultra-rare with something like slower recharge on the power would be fine. I honestly don't find Spirit that impossible to face, it's just about recognising she isn't a killer you can just beat by looping 1v1 for 3 gens or more. If she finds you she will take you down sooner or later, your best option is to not get found and survs have plenty stealth options.
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If you get hard focused every game then sorry to say, but you're the weak link of the team. At least in terms of looping. Most killers have adapted the most effective hunting strategy in the world, going after the member of the group that's easiest to take down. After all, the most effective way to win in DbD is reducing the effective number of survivors working on generators.
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@Mochan said:
Billy isn't unstoppable but I admit I still don't like going up against Billy after all this time.
Billy forces you into a very specific style in playing the game if you want to live, and I hate killers that do that.
The worst part about Billy, is that everyone on the team needs to be good if you want to live. If you have even one deadweight in the party he is going to get hacked to bits every single time after each hook.
But that's the point of having multiple killers. Every killer has a distinct playstyle due to their special ability so every killer forces you to play a little different, or a lot different in specific cases.
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@UberMorpth said:
https://forum.deadbydaylight.com/en/discussion/comment/767939#Comment_767939
What about the window on Rancid?
With that one you mean the generator room loop, right? That one's good but it's not a guaranteed spawn, and even the best setup there isn't an infinite as far as I'm aware.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/767220#Comment_767220
Not I play the Hag bc I like her design. The fact she's really good at breaking loops was purely coincidental on my part, lucky me.
I started noticing the posts about "infinite looping" so I asked if this was truly has bad has ppl make it to be.
So there's no true infinites anymore, especially now with the entity blocker on windows, but there's some loops that depending on the killer can let a surv continue for minutes at a time, especially if they also get a safe loop spawn next to it. Ironworks of misery ground floor window is probably the most famous one since it's a guaranteed spawn.
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I don't think it'd be a bad idea, but should probably come with a drawback for the survs like limiting LoS.
But as long as it doesn't make them immune/invincible then I'm fine with it.
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Yeah, you don't play both sides, or you play killer in brown ranks exclusively.
Listing cruel limits, mad grit and mind breaker as OP tells that well enough. And Doc isn't OP, he stops stealth but he'll never catch you at a loop unless you're a potato or the server decides to throw the doc a bone and make his power actually work.
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@WickedKatz said:
https://forum.deadbydaylight.com/en/discussion/comment/766715#Comment_766715
Man, nurse is still the best, you just salty you can't screw 97 blinks and still kill 4 people
I don't actually play nurse, she makes me motion sick.
