Maliken
Maliken
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- Maliken
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You stop playing Nemesis and start playing Nurse
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You shouldn’t cleanse at all unless all generators have finished, it’s better to take a down for what is effectively m1 killer as opposed to turning her into a super huntress that can easily snowball with infectious fright and down your whole team.
Got to love those survivors that feed her that power by cleansing, only to get sick again seconds later because they have to unhook an infected survivor or repair an infected gen.
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It shouldn’t be fixed, rather completely reworked. It’s rewarding survivors when they made a mistake in the same manner they complain about NOED
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Felix
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With how ridiculously quick the gens can fly, you’re seriously still complaining about Tinkerer?
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Triggering a Hag trap can cause a serious jump scare too
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How about we make a perk that makes you spawn behind the exit gate so you can leave the trial immediately.
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@coldestwinter123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2644274#Comment_2644274
i tried to re read like what you said like 10 times and then re-read what i wrote like 8 times. i don't understand the point.
Regardless, The current power of Ruin for example can be as oppressive as it is BECAUSE you can cleanse it and get rid of it . I will admit that i play like maybe 10 games of Survivor and i don't super pay attention to killer perks. But i for sure have cleansed HEX totems for sure, so i don't know what thats about. The strongest game delay a killer can bring to a Trial is Ruin/Undying BY FAR. so what are we pretending like this hasn't been meta for the last 2 years ??? I really don't know where have you found this idea that Hex perks are suddenly useless or what ever, that's not the case.
https://forum.deadbydaylight.com/en/discussion/comment/2644279#Comment_2644279
The Hex perks as of right now have power IMO relative to the concept of you being able to lose it. I have played against REALLY good players and played terribly and got carried by ruin being up for 6 minutes. The entire concept wages on the idea that its something very powerful that you can lose, and it also has the same counterplay across all perks. We can't have ruin regressing gens at 200% if it can be relit. We can't have Devour hope give you a mori and an instant down if it can be relit.
from just the logistic side, you literally would have to rework every HEX perk. at the speeds that this company works at, we are literally looking at atleast 4 years of a complete hex perk rework.
The real problem with HEX perks is that once people play this game enough, you kind of remember most of the totem placements somewhat. So it becomes easier to find them and easier to cleanse them. But this whole notion that you guys are putting out that somehow HEX perks are not worth or are not powerful enough is just not true in any sense. They are clearly Stronger then their non HEX counterparts and are balanced around the idea that you might lose them. and listen I spam primarily Killer and i am getting put in to a position of defending Survivors gameplay because you guys are talking crazy.
Sure, Ruin can give you tremendous value at times. But there's plenty of opportunities where it will spawn right next to a generator or otherwise be cleaned within the first 30 seconds of the game. I'm not at all opposed to the idea that Hex perks can be lit up again, but there should be a cooldown before this can be done when a survivor cleanses/blesses it. Any accumulated stacks on Hex perks would be reset, so I don't see why Hex perks would even need to be reworked, with the exception of Undying.
Either that, or something needs to happen with Boon perks. It's simply very time inefficient for killers to go about to snuff totems when survivors can bless them again with no real penalty. Either Boons need a noticeable cooldown when the killers snuffs the totem, or the totem needs to be destroyed so survivors cannot bless the same totem over and over again.
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It's not a terrible perk, I agree that it shouldn't be limited to just m1 hits. But what makes the perk nice is that it can immediately regress multiple generators as opposed to something like Pop where you have to waste time picking up a survivor, moving to a hook, then move all the way back towards a generator and then kick it.
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Other than the upcoming killer, Hag is actually very good at denying loops.
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She's good against uncoordinated survivors, but once you go against people that will actively harass you from setting up a web of traps and can trigger traps and immediately 180 to avoid instant teleport hits, you start to see her massive shortcomings.
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@coldestwinter123 said:
sounds like an interesting idea. But i think Hex perks are balanced around the idea that they are strong effects that can be lost.
Haunted grounds relit with ruin would be a 50/50 on possibly losing the game right there.
relit Undying and now hex totems are even more harder to deal with.
Devour Hope "oh you thought u got rid of insta down and mori? Think again"
and this is just me thinking about the possibilities less then 30 seconds.
And if it gets to a point where we have conditions like "oh it can only be done one time" and "you lose all tokens on it" it becomes this mess of a thing, This game is trying super hard to be as unified in their systems as it can. At the expense of everything (balance/design/Fun) . cool idea but i don't know boys might be too chaotic.
Boon perks are powerful too, the difference is that survivors can bless the same totem again and again with impunity. Also, it's a 1v4, Hex perks should be more powerful since its 4 perks against the 16 that survivors can bring. Relighting Devour Hope should obviously reset the stacks back to 0, and Undying would have to be reworked.
I think relighting Hex perks would be okay, but there should be a cooldown when the Hex is cleansed/blessed before the killer can relight it. Same goes for Boon perks tbh, there should be a lengthy cooldown when the killer snuffs it before the survivor can bless another totem.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2623326#Comment_2623326
If this happened survelince would be the most A tier perk in the game
If you want to waste time going all over the place kicking gens, sure.
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@crowbarman said:
It shouldn't even be medium range. Shooting someone on the other side of an L loop doesn't even give you enough time for a hit. They have to be really close.
Sadly I rarely use his power due to this.
Yup, and it also takes quite a lot of effort to hit survivors that actively try to dodge the chain. It's a high risk ability that approaches Nurse blink difficulty in pulling off, but you get rewarded with what is essentially the intoxication slow down of a Clown bottle, if not worse, with how it can prematurely break off the environment and yourself.
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I'm just baffled why Boon perks can be re-blessed with impunity when Hex perks are a one-and-done deal. Yes, Hex perks are significantly more impactful; but they should be. It's a 1v4. Got to love it when Ruin and Undying are popped, leaving you with just 2 perks to go up against the combined 16 perks that survivors have at their disposal.
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Deerstalker, which really should be base kit with how often survivors on the ground make no sound at all.
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I do enjoy playing Ghost Face because I like the idea of sneaking up on survivors, stalking them and giving them jump scares by popping out of nowhere. But then you get reminded how incredibly lacklustre his add-ons are and how ridiculously weak he is. When you finally get that full stalk on someone and they can just mindlessly hold Shift+W on maps like Gideon's Meat Plant, going from pallet to pallet because there's one every 8 meters.
So while it can be fun to play underwhelming killers from time to time, when you come up across survivors that will click their flashlights and teabag you and there's nothing you can do because survivors are in full control of the chase, I just end up gravitating back to playing Nurse.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2634226#Comment_2634226
Only a killer main who doesn't play Survivor could give such junk advice.
Not really, survivors that split up and work on seperate generators each are generally the most efficient. How often have you been hooked with Kindred only to see a bunch of survivors not do anything? They'll be crouched somewhere half across the map away from the killer instead of doing the objective.
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Hold m1 at gens when you’re not being chased, don’t waste time doing other things. When you have 3 other people that understand this concept then you’ll be escaping in no time.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2634049#Comment_2634049
Where have you been when they did map reworks which literally focused on making the maps smaller, blocking loops, adding in breakable walls and closing off certain vaults/windows, lmao????
RPD, the latest map they released, is literally one of the largest (if not the largest) map in the game. Then there’s the rework to Gideon Meat Plant where there’s like a pallet every 12 meters, including half a dozen god pallets.
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If anything I’d buff him so you could still mori people if they jump into lockers.
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https://youtu.be/z2i_bLCqAiA
Go watch that and ask yourself if that add-on is too much.
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The reason is that most other killers in this game are straight up garbage.
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Iron Will is a top tier perk for almost every killer, with the exception of those two killers you mentioned which aren’t even the most common picks. You’ll pretty much always get injured on each match so unlike perks like Decisive Strike you’ll always get value from it. Don’t underestimate how important sound is for a killer to track you.
The same can be said about Resilience, you’ll always get injured so getting a 9% bonus on everything is nothing to dismiss. Against certain killers like Plague or Legion, healing up is incredibly time inefficient or straight up detrimental. It’s certainly better with SWFs but then that’s even more a reason that this perk does not need a buff.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2634105#Comment_2634105
Resilience is weak.
No it’s not, at high MMR it is not uncommon to see it. Survivors who will not even waste a single second to heal and slam those gens like nobody’s business.
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Tunneling is a valid strategy for killers, is the most efficient way for them to win in the same way slamming gens is for survivors. Is it fun? No, but neither is seeing 2-3 gens pop before the killer gets the first hook.
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Did you seriously just mention Iron Will and Resilience as some of the weaker perks for survivors?
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He needs a complete redesign, he is flawed beyond a simple numbers change.
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I disliked how strong he was for a killer that's braindead easy to play, but then there's something else that's just as easy to play; survivor
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@yougotexposed said:
Even if the same time survivors took to bless a totem was implemented for killers to relight a hex totem. The benefits of a hex totem still outweigh boons. Specifically in the case of NOED and devour hope.
So unless they only apply to specific hexes, i don’t think the idea would work in all honesty.
As it should. It's a 1v4 game. Something needs to be done to prevent survivors from constantly re-blessing a Boon though, either the totem gets broken when the killer snuffs it so it cannot constantly be re-blessed, or the Boons get a long cooldown (several minutes at least) when they get snuffed.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2621926#Comment_2621926
Cenobite needs a buff? Youre joking, arent you?
Ceno has the best killer stats overall on DBD when it comes down to Kills per Match.
Everything else i would agree.
I wouldn't be surprised if those numbers are largely attributed by newer players. Without his chain hunt, Pinhead literally has an ability that's a Nurse blink except that it doesn't teleport you there and can't down survivors. Instead you get rewarded the same effect as Clown's intoxication bottle for something that's incredibly risky to miss against decent survivors and the chains will very likely break too quick for you to gain any meaningful distance (if at all).
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Boon perks should just get permanently disabled for the rest of the game when the killer snuffs the totem, much like how survivors can do to Hex perks by cleansing/blessing.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2629121#Comment_2629121
Nurse ignores every game mechanic. She has no place in the game. Spirit at least has to obey the rules of the game.
Until the game mechanics get addressed by removing god pallets, incredibly safe loops with no mind game potential and BVHR also addresses maps like Haddonfield or Gideon's where there's a pallet every 8 meters then Nurse should stay as she is.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2628869#Comment_2628869
I don't get the idea of "If a character is easy to play they should be bad." that's just god awful design.
He shouldn't be bad. But when you have characters like Pinhead that take considerably more skill in terms of hitting people with his ability, but get little to no reward out of it then I'd rather they address these killers first.
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Wraith is braindead easy to play, so in that regard I'm a bit glad they did something about him. But he was never 'a wee bit op'.
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Survivors rush their objective, killers rush theirs by tunneling.
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Boons should just be like Hexes, once they get snuffed you lose the perk for the rest of the game. Either that or they should let killers reignite their Hexes too.
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@Massquwatt said:
Honestly all he needs is a nerf on engineer's fang and a buff to chatterers tooth and I think he's in a good spot really. To those saying Pinhead isn't solo queue friendly, eh. It's really not that bad, basement bubba is far more detrimental to solo queue than pinhead ever could be.
Engineer's Fang should be base kit, not nerfed. Chain Hunt is the only thing that makes Pinhead decent, otherwise his Possessed Chain is straight up worse than Clown's intoxication bottle.
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Engineer’s Fang should be basekit for Pinhead if anything. It’s a Nurse blink that doesn’t teleport you to the survivor, doesn’t injure them without the add-on and barely gains you any distance with how fast they break.
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Kicking a gen should just instantly regress 5% progress.
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Either they permanently get disabled for the rest of the game when the killer snuffs the totem, like Hex perks currently are, or give killers the ability to reignite their Hex perks too.
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I'd rather see the Deerstalker in its current form become base kit for killers with how often downed survivors make no sound on the ground. It's a bug that they still haven't fixed after years.
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Honestly?
Tinkerer + Ruin + Undying/Pop with the 4th perk being more open to whatever you like.
It’s pretty much the same optimal build for every killer.
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/290160/nurse-nurse-nurse-twins-nurse-nurse
This is ridiculous how this game has changed during the past year. I would says, the Billy nerf was the beginning of the end. IDK why, I just feel it. MMR... Survivor changed to be more "gen efficient", by doing gens literally in your face... This is used to be a horror game, but no one fears the killer. Survivors have changed. Killers need to adapt.
There is no room now for a "fun build" as a survivor you run meta. As a killer -- you need to run meta too or lose. Kinda boring.
Pretty much, at the worst scenario survivors will not waste time healing and just slam gens no matter what and killers will tunnel to get them out of the game as efficiently as possible.
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Hag, Bubba is great but he has to stay inside the shack.
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Learn to harass the Hag from setting up a web, triggering the trap at the edge and backing off to avoid instant teleport hits. If you get injured you move to an area you know 100% is safe.
She's one of the strongest killers against clueless survivors. But when you master Hag and you reach high MMR and go against people that can abuse the hell out of her, you will see her shortcomings and grow incredibly frustrated.
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@flaıly said:
why devs need to buff op st killer in the game and still dont buffing billy or legion why nurse why devs give back 3 blink to nurse im just gonna quit the game cus of this.
because i played this game 2.4k hours and im sick of nurse with this mmr system i always play against to nurse and ring blight im so sick and its boring with dumb teammates
The problem isn't that Nurse is OP, the problem is that almost every other killer in the game is underpowered.
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Blood Echo should affect healthy survivors too, not just the injured ones.
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His add-ons are no more overtuned compared to what survivors can bring with their items.