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Mechanix82

Mechanix82

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Mechanix82
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  • You can run it on any killer. Its forcing survivors to take time to heal instead of doing gens. Alot of surv believe it or not will stay injured and just pump out gen progress. Thana counters gen rushing to an extent. This game is all about time management and survivors healing over doing gens is time management win for killers

  • Her base is not 4.2 its 3.8 she is actually slower than survivors

  • It took me about a week to feel comfortable with the blink range and timing. Now after 3 weeks of only playing Nurse i can get beat sometimes, but mostly destroy surv. I would suggest running i distance add on with something else right from the start to get used to the 20 percent charge time. As running both distance add ons feels kinda cheap. Just dont worry about missing blinks get your distance and timing down and you will be just fine.

  • Isn't being chased a part of playing the game? You would rather just hold M1 on a gen?

  • If they got rid of the iframes in deadhard, i will play nurse all day everyday. She will be godly!!!!!

  • I play Nurse and Pyramid Head equally so i would say them and Jill Because i like the RE games

  • I always thought it would be cool if DS was a normal skill check to get off, but a really small great skill check gave you like 2 more seconds

  • This kind of a double edge sword for me. So i normally play anti loop killers Nurse, Nemisis, Huntress, stuff like that, because at not even a high MMR survivors are really effecient as they should be. So when you get it a chase, pallets are being thrown super early and safely as the gens will finish before the pallets run out. That being said when you go to play a new killer say like sadako and you play only antiloop killers but your MMR is close to the same it is very punishing. I played maybe 3 games with her and got so discouraged i went back to my normal killers to be competitive.

  • If survivors cant run you around a truck three times and throw a pallet in your face while blinding you with a flashlight(rinse and repeat 13 times or how ever many pallets there are) then the killer is OP

  • Real simple on this one don't camp pallets, use spinechill , and pull the tape from every TV you come across. She turns into a terrible version of wraith!

  • Use Deadmans, Scourge hooks especially the one that gives 7 seconds or aura when someone unhooks, and Make your choice. Games will get really fun.

  • I just started playing nurse and i got RPD for the first time lol. I got wrecked, kept blinking downstairs when i didn't want to or upstairs. Either way they kicked the ######### out of me lol

  • I have to agree. I just started playing nurse last night and it started out horrible, but after about 10 games i was wrecking teams at 4 gens, because they were not breaking line of sight running in a straight line, and crowding around a newly hooked survivors. Nurse is hella fun

  • @Breadn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844834#Comment_2844834

    Judging by his past posts I think he's just very young. Ignore it and move on.

    Sarcasm not your strong suit huh?

  • @KolbyKolbyKolby said:

    It sounds like your game version might be funky, if you're on steam, have you tried verifying the integrity of your game files?

    Yeah i think its something with steam. My friend is on xbox so i switched to the xbox version and its working fine now

  • Think of it this way. Would you as a survivor do 25% of a gen leave and go do 25% of another gen then leave and repeat that cycle until all gens are done? Not very effective to completing your objective huh!!!!! lol

  • Stop playing him!!!! lol

  • What mainly happens in most matches is Survivors tend to give up on healing and just try and focus on gens. Which in turn basically turns you into a one shot killer.

  • I disagree completely. I play Legion alot, the pressure you can put on the team(especially if they dont spread out enough) is enormous. I would say Legion is my highest 4k killer especially if you run a slow down build. I run Thana, Plaything, Corrupt, Lights out(Cant remember what its called).

  • @Johnny_XMan said:

    If you lose 3 gens in one chase, that says more about your ability to catch/break chase than the survivor's objective.

    I really hate this point of view, as it is really not valid. Starting off it doesn't have to be a swf for this to happen, many solo survivors understand that splitting up one surv per gen if more effective that multiple on one gen. So if you have 4 survivors on 4 gens you chase off one a good survivor will have good pathing and at the beginning of the game its almost impossible to get them to dead zone. So i would say if a killer is really good you find a survivor in 15 sec. You break a few god pallets and get your first hit at 45 seconds. It takes around 20 seconds to make up the distance from the first hit. Then you loop again running you another 25 to 30 seconds of course based on the skill of the survivor I'm assuming he is going against a higher tier group be it solo or swf. That's a good chase and you you are looking at how much time? You are looking at anywhere from 80 seconds on a clean first hook to 110 seconds if they give you problems. How long does a generator take.....80 seconds solo. Its a numbers game and the deck is stacked against the killer. I play both sides pretty equally, as of late i play more survivor as i find it more fun as i feel i have more to learn on survivor. I can acknowledge that killers have it pretty tough when you look at the time management crunch they are under.

  • I actually like seeing 2 flashlights atleast. They are going to have to be super good to actually get a flashlight save on me. That also means two people not on gens but crouching around for saves!!!!

  • @Icaurs said:

    That is my point. I don't have an issue with keys be nerfed, I in fact support it. However, I genuinely see no value in keys anymore, especially with chests. This needed to be considered when implementing the nerf and simply was not.

    I think they have value still. When the killer closes hatch and gates are close together say like midwich. It makes the killer have to patrol three areas instead of two which will give a better chance of escape.

  • The only problem i see. Is the survivor gets to cleanse a hex totem and start a boon totem at the same time. I was talking with someone about this. They had a good idea, why not make the survivor choose. Do they want to cleanse the hex totem or make a boon. If they make a boon and the killer finds it and get rid of it the hex perk should remain and start back up.

  • I play both side about 50/50 i dont think dead hard is to strong. What i will say tho is if you think dead hard is fine then you cannot turn around and say noed is OP. They are literally the same thing, they are both very strong and take no effort to acquire.

  • @Sakurra said:

    If this game was survivor sided they would do something about camping and tunneling. So it's not survivor sided. Let's see in future what happens.

    You do realize tunneling and camping are a product of the fact that the game is survivor sided. They are a means to bring the game balance as a 3 vs 1 is more manageable then a 4 vs 1. I play both sides about 50/50 i agree that their are a few killers that this doesn't apply, but for 80 percent of the killers going against any competent team this can be a must. Not always but based on a lot of factors in that specific game it can be a turn of the tides if you will.

  • Ive been playing Pinhead basicallty none stop since he came out. If you force a teleport out of me its a win for the team. The last thing you want is Pinhead catching you with it. Survivors do have a timer on how long they can hold it before they start getting chained which makes it very difficult to solve. So that being said the most sucess I've seen survivors have against me is to grab it and be line across the map away from me and solve while im in chase or before i pick up a survivor so i have to decide to finish the chase, hook the surv, or teleport. either way its good for the team.

  • He is great in all mid sized loops. He is great at forcing pallets. His slowdown works well in chase going from tile to tile. He has a built in slowdown, and the potential when done correctly can devestate a group of survivors

  • @DbDCasual said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494304#Comment_2494304

    The problem is, the people defending Pinhead's powers/abilities are clearly only doing it based on how it reads on paper. On paper, it reads really well. In actual practice? They hardly work at all.

    Thats not really true. Either you have not played him yet or you dont understand how to use him yet. I had a very good squad last night it was a 2K but it was close down to the wire. They told me in end game chat that the way i played him should be nerfed because it is too oppressive. Learning to attack the surv with the box and learning the spawning locations is key. You can slow the game down to a crawl.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494112#Comment_2494112

    You're living in an alternate reality if you think that actually ever happens.

    I have it happen regularly. I had 3 games in a row last night with 3 gens remaining.

  • @Mouth0fMadness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483015#Comment_2483015

    It does, but IMO Franklin's Demise + the addons to make solving the box longer may work better than using Hoarder's.

    With Hoarder's it adds 2 chests, and every time the survivors pick up any item you'll be notified. There's no way to tell if they picked the box up specifically or just a medkit out of a chest, unless you run the purple addon so you can see the box yourself too.

    With Franklins + the longer solve time addons, it gives you time to find them, catch up to 'em and all ya gotta do is hit em with one M1 and you get the box.

    I think hoarder is better because it gives a huge head start in their direction. You can tell if they picked up the box because their potrait gets a gold ring around it.

  • @DbDCasual said:

    Something needs to change because, right now? The box has almost no impact on the game. These people saying "it slows the game down" are crazy. It does almost nothing.

    You are crazy. If you can manage to stop the survivors 3 times or so from solving the box thats 3 hooks and 3 chainhunts activated its a win. The pressure chainhunts put on the group is massive slow down especially if you chain them .

  • Yes its fine. Usually if a killer is running NOED its because they are having trouble getting hooks, kills. So if they get someone with NOED at the end you have a choice leave or stay and find the totem. Either way it make a dynamic choice at egc that i think is welcomed.

  • If i had my way the next killer would be a Xenomorph with the map being the prison the are on in Alien 3

  • I think its detective hunch because you get the information by doing your objective which get the totems done naturally over the course of the game. The worst thing i see happen is people using counterforce and Small game and wasting a min and a half of the early game knocking out all the totems and putting the team at a behind in gen pressure.

  • oh ok i didnt know that the save prompt wouldnt show. That makes sense now.

  • Yeah actually happened the other day. Playing Slinger with STBFL i had 8 stack and Tinkerer. Ran up on a Meg hit her off the gen she ran for the pallet i was able to turn around and shoot her before she could drop it. I had another one the same day hooked a claudette before i could even turn around she was unhooked by a bill with borrowed, so she baited a hit with BT and then stood at the pallet when i didnt swing got off a fast shot and dragged her towards me just enough for BT to wear off and downed her both times DC boths times i was like "fair enough"

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384137#Comment_2384137

    Because cages are spawned furthest away from you in an empty Chest spawn location. You do not know the exact placement of this cage.

    You do know the exact placement of the hook, because you quite literally put them there.

    I understand that, but weren't you able to see the cage when PHEAD was first released? I was just wondering why would they change it.

  • I never understood why when i hook someone i can see the hook they are on in yellow but i cant see the cage to prevent camping lol its so weird.

  • @[Deleted User] said:

    Matchmaking is disabled it's using default rank pairing atm.

    Default rank pairing technically goes by whoever has the highest rank, it doesn't care if you have a lower rank in your party. It doesn't adjust based on that it goes off the highest rank in the lobby.

    Any bad matchups are literally just because the system is just very, very bad at what it does.

    That cant be true. I play with a friend of mine that only plays when i ask. He is a rank 20 survivor and im a rank 4 survivor every match is a rank 20 killer

  • What i dont get is when you hook a surv, they are crouching three feet away do an unsafe hook as soon as i take to steps and then sprint burst away and call me a tunneler.

  • Nemesis is fun to play as and against. I think the changes should be that survivors do not get the speed boost for the infection hit as ive notice most survivors can waste 1 to 2 minutes just holding W. Also i think tier three should not get a boost in distance i think the distance of the whip in tier 2 is fine but should give you the ability to hit surv and break pallet at the same time. As if you get hit by the killer in this instance you were getting hit regardless and it would make getting to tier 3 worth it as it would be a time saver. As far as the zombies, i was pretty sure BHVR already said they cannot put more Zombies on the map in the current engine i could be wrong on that. They should mainly just work on the zombies AI as to moving around the map. I would say that to be fair if tier 3 were to be that strong it would need to take a little longer to achieve and you would have to nerf his add ons that up that speed.

  • I dont think its sided either way. My feeling is its balanced around a weak link or two even. As it is a 4vs1, I dont think BHVR ever thought teams would be this good. The best experiences ive had as killer is mixed usual. Maybe 2 reds 2 purples or something of that nature. The game feels balance with mixed teams with the conclusion being equally fun for both sides. I've been at rank 1 killer most of the time depip to rank 2 occasionally. Playing against a group of rank ones solo q or squads is not balanced. The amount of 2 chance perks, gen speed, body blocking, all of this is fine i understand its part of the game, but when you are in a 4v1 scenerio this becomes overwhelming to the single player. When all survivor tricks and perks are happening at once. Can i get a win against a good 4 man or solo q team? Yes, but it is based on cocky behavior or small mistakes on their part. Thats the biggest problem with this game is its dictated by the survivor team how well the killer can do.

  • I just dont see the reasoning, i dont have statistic in front of me but i would bet 75 to 80 percent of all killers run one if not two forms of gen slowdown. Why do you think that is? Because unless you are going against an uneffiecient group say rainbow colors. Without it you will lose minus certain killers that can cause map pressure. So if killers have to use two perk slots to maintain a balance that gives them a chance to win how is regression not flawed?

  • So i seen the post. What im wondering is it taking into account d/c, killing yourself on first hook or disconnects? Im just asking as i did not research further. i believe unless you have a breakdown of how these stats are obtained (which i will definately look at if you do). These kill rates are definately flawed to a major extent.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133347#Comment_2133347

    https://forum.deadbydaylight.com/en/discussion/comment/2133358#Comment_2133358

    Ruin often wins games by itself if survivors can't find the totem. Making it base kit, and therefore uncleansable, would be a massive and unnecessary buff to killer.

    With rank-based matchmaking, high-rank killers perform very well (~70% red rank kill rate for years now). Gen speed therefore does not need to be slowed down in public matches. There could potentially be an argument for helping killers a bit at low rank, since kill rates at low rank are way lower, but base kit Ruin would almost certainly be an overbuff regardless. When MMR is finally working well, it's possible killers may need some help at the very highest skll tiers too. If so, though, making Ruin base kit would seriously swing balance at all ranks, and therefore probably wouldn't be the best option for specifically toning down high-skill survivors.

    From the stuff i have seen the only killer to even get close to 3 kills on average is Freddy who just got nerfed. I cant find any data showing that high a kill rate on red ranks. In red ranks the game is ultimately decided by the survivors do they make good choices or not? Now a good killer will make them pay for bad decisions while a bad killer will not. I think base kit ruin (even if you slow it to 150%) would help balance the game in natural way. The biggest thing is killers are almost force at red ranks to bring atleast one most likely 2 gen slowdown perks. The regression of a kick takes to long with no real benefit as survivors can tap gens much faster than the kicking animation. Even if you dont want ruin as base kit you have to admit the regression on gens when they are not being worked on is not enough

  • It depends on what you like to do, if you like chases then spine chill is almost a must for the vault speed. As far as Windows, i run it almost exclusively to this day. you dont know how much it saves you from thinking you have a pallet when on of your teammates already dropped it earlier kind of situations and IMO gives you a solid idea of where you are going to run off a gen without having to get off the gen.

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