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Lucama

Lucama

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Lucama
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  • I don't think anyone will say "yes I enjoy cosplaying a mollusc", but I get why killers do it, cause I know why I do it when I play killer.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/766883#Comment_766883

    Quick tip; higher ups Hag traps are usés to break loops. The idea is to set up traps around know safe pallets and loops then to use them during chases to get teleport hit.

    This is a strategy (I'm sure other ppl did it before me tho) I came up with since red and purple survivors often know to crouch.

    None the less I understand your point.

    Yeah, that's what I was getting at. You don't chase with Hag, you shepherd them into your traps.


    @FrodoWillis yeah, the ones that used to be infinites I don't even mention because they should not exist, you shouldn't even bother with a surv if they get that loop with the right rotation.

    in Loops Comment by Lucama
  • If you're playing 115% killers without a good chase power, then loops can get insane, especially if the survs know them.

    You wouldn't feel it on Hag since you don't wanna get caught up in chases and loops anyway, but people like Doc, Trapper, Wraith, they all hate their lives when a surv gets to a solid loop. And they pray to the entity that it isn't a safe loop or they have to break the pallet.

    in Loops Comment by Lucama
  • I play by my own rules, whether that means agreeing with what survs decide to be "the right way" or not. Does a fox ask the chicken whether there's a better time to snap its neck?

  • @GennyFromTheBlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/766360#Comment_766360

    SPIRIT COUNTER-PLAY 101:

    Hide a coin in one of your hands, put your hands behind your back, and asking someone to choose which hand has the coin. They picked left when they should have picked right -or- they picked right when they should have picked left.

    Did I miss any other Spirit Counter-Play?

    🅿️eriodT!

    Mix up your gameplay, don't always do the same thing twice against a spirit. If you dropped a pallet and stayed on the far side, next time drop it on the near side. Don't go out into the open, don't run and leave scratches everywhere, slow vault to throw her off.

  • @SeducedByDaemonette said:

    https://forum.deadbydaylight.com/en/discussion/comment/766771#Comment_766771

    Survivor running speed is 4 m/sec , in 0,3 he can cover about 1.3 meter (considering he is already running and doesn't need to build a momentum) , Nurse post blink lunge is about 5,6 meters , which is greater than 1,3 meter so I don't see it as too big of a problem

    Even ignoring times where you'd blink just into max lunge range, outrunning a nurse isn't the best way, and the .3s is enough to be tricky with movement, to get behind a tree or a piece of debris. Plenty things you can do in .3s to force a miss from the nurse, even on open terrain.

  • As it currently stands, with the killer emblems being as they are, no. Plus, why should they get a pity hatch when they couldn't even complete one gen, given how fast those things go.

  • Which anyone who plays competitive online games can tell you is a long time. If you want proof look up peeker's advantage.

  • @SeducedByDaemonette said:

    https://forum.deadbydaylight.com/en/discussion/comment/766669#Comment_766669

    Are you freaking kidding me ? 1 second won't change Jack ######### , Nurse is still able to chase you down in no time even without cooldown addons . Her alleged 'nerf' ain't changed anything , Nurse will be the same as before unless cooldown starts ticking after fatigue .

    You're ignoring the extra reaction time survivors get to react to a nurse's blink. Split seconds against good survivors will often make the difference between a hit and a miss. The survs in the first half of the video weren't good, so not a reasonable representation of a rank 1 nurse vs a rank 1 team, and we won't really see that until she hits live servers.

  • Welp, guess Plague's gonna get nerfed soon with all this complaining about her. You can suggest buffs all you want, but devs rarely if ever actually look at player feedback beyond "we like this" "we don't like that", take Nurse for example. Most everyone agreed her base was fine, addons needed changing. Instead they neuter her addons and ######### with her base.

  • They'd all make decent slasher films, but I think Huntress' would be best.

  • Yeah, at higher ranks slugging for the 4K is often necessary to pip now with two emblems working off of hooks. Also, if the killer absolutely demolished a survivor team why shouldn't they get a 4k? Why are survivors entitled to an escape?

  • He's definitely good, just not in the ways devs intended him to be. Unfortunately with more people figuring this out I suspect that the stealth way of playing him is gonna get nerfed somehow.

  • @Yung_Slug said:

    Alright, here's my idea for changing it, since Cruel Confinement is so bad that pretty much any variation of this effect would either be worse or an objectively better alternative.

    You love being the center of attention.

    Starting a chase with a Survivor reveals your Aura to all Survivors for 4 seconds.

    Any time your Aura is revealed, all Generators will be blocked for 20 seconds. Afterwards, this perk goes on cooldown for 60/50/40 seconds.

    What do you guys think? It still fits the name of the perk, since they can't escape if the gens are blocked.

    I like the idea. Small changes: first aura reveal should be 4/6/8s, and gens should be blocked for 10/15/20s.

    Pretty strong, but then again considering how long chases can last 20s of gens getting blocked shouldn't be too bad.

  • The reason people use pipping as a way of telling a win or a loss is because it's the only metric we get. We could measure Bloodpoints I suppose since most of the categories correlate much more to the core gameplay than emblems, but it's silly to ignore that for many people ranking up is a goal.

    Fun isn't a win condition, fun is subjective and irrelevant to winning or losing, and what some people find fun has been made bannable by the Dev team(exploits and such).

  • Good suggestion. Hope the Devs see it.

  • @ScottJund said:

    As I say in many posts about people thinking they can counter Spirit, I invite anyonr to show me these counters in a KYF game. No perks for either of us, because "outplaying a killer" cannot possibly be "hope you equipped the right perks for a random killer."

    Implying Iron Will isn't an incredibly powerful perk in general.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/761427#Comment_761427

    I can't really say I agree with the endurance change, deep wounds going down in TR and not in chase was what made old Legion so boring to go against, stab twice then moonwalk and they'd just go down.

    Moonwalking can be fixed, but rn I feel like Endurance is too strong, especially when the insta-heal rework hits. It's basically gonna be the same as the old insta-heal.

  • What needs to be balanced

    Nerfs:

    Keys: Free escape, killer can't do anything about it.

    Moris: Mostly just ebony, using a Mori is detrimental anyway if you're trying to rank so it's only used by killers in specific circumstances, mostly to be toxic.

    Adrenaline: Should not work like a better Deliverance, other than that it's fine.

    Iridescent Head: Lock the number of hatchets to 1, make pairing it with belts useless. High risk, high reward.

    Prayer Beads: Make them ultra rare and give them a slight downside, something like increased activation speed or longer cooldown.

    Endurance: It should tick down in Killer TR, not in chase. The change to how Endurance/Deep Wound timers work made the perk(and soon the purple medkit addon) way too strong and Legion way too weak.

    Buffs:

    Every low tier killer

    About 60% of the perk list for both killer and survivor

  • Perk 1 is good, not much else I can say it's a solid perk.

    Perk 2 is just survivor spies from the shadows, which no one runs because you can just watch the birds, and if you have perk 1 you'll already know whether it's a survivor or a killer setting them off.

    Perk 3 is kinda useless, the activation conditions mean that you'd already know where the killer is and so you wouldn't need to be able to track them. I'd make it into: "After getting hit by the Killer, Blinding or Stunning the Killer, reveals the Killer's aura to all other survivors". That way it's much more useful.

  • I like it. It's a really strong perk with a big downside, maybe it should be something like 8 seconds on hooking tho cause 4 seconds ain't much. The issue is, it really is just better Cruel Confinement in every aspect.

  • That's two really solid effects on a single perk.

  • Kinda? Like, they could be mechanically very skilled and you could loop them for a long time, the "bad" would come from their decision making of chasing a very strong survivor.

    Anyway, as people have pointed out, Spirit isn't loopable like a M1 killer. Kind of the point of Spirit is you're not meant to loop her. She's meant to get you down once she finds you. Your best bet is to play avoidance when she's phasing, tricky movement, faking pallet drops, etc. These cries to nerf Spirit now that people know Nurse is on the chopping block are annoying.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/757636#Comment_757636

    @DrVeloxcity 3 minutes?? Lmao That must have been a really bad Spirit then.

    Even on normal killers that sounds impossible. Looping her is a constant guessing game.

    It's not fun to do that over and over. So if she wants to keep her base power 2 things need to go... Prayer Beads and Collision. Because it doesn't take that much skill to know you are bumping against an invisible object and swing.

    Looping a M1 killer for 3 min is doable on some maps.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/759154#Comment_759154

    On console, 360's are very good. Hard to deal with considering the low sensitivity and the damn aim assist.

    Possible, I admittedly don't consider consoles in my posts because I only play on PC, and the OP seems to be a PC player too so console based advice wouldn't be helpful. But I see your point, I can imagine 360ing working pretty well when the killer can't flick the mouse.

  • I think probably spine chill. It's the best counter against the currently strongest killer build, Prayer Beads gen grab spirit, and in general a solid perk with a nice side-benefit.

  • Stopping the hook timer while the killer camps won't change anything, they'll just stay there until other survs give up or EGC gets them. If a killer is camping to be toxic, nothing will stop them from doing that.

  • @Meiygo said:

    well i know that running into corners and using the structures seem to be the case but, i´m soo bad in chases because i´m always confused when i hear a chainsaw..

    nurse, spirit, which killer it is is not a problem if you plays them out. i play them out very well the only killers i cant stop are the chainsaws.

    ofc i have over 900 hours but on surv(300) and killers(600) side together... chasing is still my big problem. i was 2 times rank 1 as killer, but the role is much more different then the survivors if you know what i mean. i play tactical and stealth killers like clown,freddy,pig and hag.

    as survivor i cant reach above purple rank...

    i know some trolls like Pistoltimb or pistolkiller post bullshit but my question is very serious.

    i cant believe that iám the only one who cant fight against billy or LF... (btw. i dont do their killer daylies i always skip.. the will be untouchable forever^^)

    Well, what I'd suggest is you pick up Billy and LF for a little bit, learn how they handle. Coming from being a killer main to now playing split killer/surv, I feel like I know how to deal with them. I know the timings, I know what I'd do as the killer in that situation.

  • This is one of the few nerf proposals I can get behind. Considering she already has scratch marks and sound in phase, I don't think she should have collision. My only issue is I'm not sure this could be fixed without creating more problems.

  • NGL, from what little I read I agree with you on some points, but holy crap can I not be bothered to read that word soup. Needs some proper formatting.

  • PGTW really shines in combination with Ruin. Since Pop needs you to hook, Ruin will tide you over until your first one, from there you can snowball pretty well. It's good on all killers, but best on someone like Freddy with BBQ, since you can hook, find the gen they were all working on and tp to it to pop it. I suggest unlocking the teachable ASAP and getting it on all killers.

  • This thread is bait. Not for players, but for devs.

    But honestly, I really hope they don't nerf spirit beyond rebalancing Prayer Beads a bit. She's a tad strong in chases, but lacks the cross-map mobility and ability to find survs that other killers have. Perhaps make it so that Stridor doesn't work in phase, that's about the only change that might be warranted to base kit.

    I just don't see what's so bad about having strong killers. Killer is solo vs 4 people, their characters need to be strong to warrant the survs having the numbers. Right now most killers aren't strong enough to do much against a competent team of 4 survs and rely on survivors to make mistakes.

  • 360s are useless against competent killers, you might catch a baby killer out with it.

    VS billy never give him a straight line, use corners of things like loops and jungle gyms, also his chainsaw always comes from from the right, so you have more time to dodge if you sharp turn left.

    VS LF as someone else said, windows. Without range addons he won't catch you across a window unless you hug it, and if he's running range addons then his charge up will be too slow to catch you vaulting.

    Also, don't ever get greedy at loops vs chainsaw killers. Always drop the pallet, it's better for them to get the pallet break than you getting knocked down.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/746060#Comment_746060

    They are nerfed to the ground though when you consider how strong they were in 2017. The changes were well deserved though.

    When the starting point is being miles above your opponents, I'd argue it takes more than what survs have gotten to be in the ground.

  • @arslaN said:

    Survivors got nerfed to the ground and they still keep playing.

    One killer gets fixed and you start whining like killers keep getting nerfed.

    Survivors being the ones to mostly receive nerfs makes sense when you consider how strong the starting point for survivors was. Look back at some old school videos of DBD, watch the insane stuff survs had available. Of course it needed to be nerfed.

    Plus, a lot of survivor nerfs get padded with compensation buffs. Like, right now they're losing instaheals but instead they get better baseline healthkits and mettle of man/inner strength as add-ons, with the only condition being that it uses up a medkit.

    So, yeah, they get nerfed but no way is it "into the ground".

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