Munqaxus
Munqaxus
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2824127#Comment_2824127
Have you ever played blight yourself? Sure he doesnt get punished as hard as billy or nurse for a mistake, but calling him easy when id say around 60% of all other killers have easier micro is ridicoulous. The only thing easier about him is map traversal.
And when i play surv i enjoy blight simply bc of the way he rewards you when staying at a loop instead of W.exe.
And he doesnt punish dead zones nearly as hard as bubba, billy, trickster, plague, huntress, or myers who just gets endless value.
Yes, I have played Blight myself and yes, he's easy. Billy is one of my mains and Nurse is so difficult to learn, that I understand why she's allowed to be one of the top killers. I tried her for a while and just got fed up. So believe me when I say that comparing Blight to Billy and Nurse, there's absolutely no competition on how easy Blight is.
I also noticed you mentioned Billy and Plague, both killers I main, and they definitely don't punish dead zones as much as Blight, because their micro is harder. Blight, I just run into a wall or tree or barrel or rock and I'm going to hit you. With Billy, it's extremely difficult, when compared to Blight, to hit someone in a dead-zone, just because his hit box is smaller and he has less control of his chainsaw sprint. Blight's sprint doesn't zig-zag like crazy when he activates it.
Plague, you slow down when you projectile vomit and a survivor zig-zagging is very effective against her projectile vomit at any amount of distance that is more than 5 to 8 meters out. Plus you have to be on target for a while before survivors get the broken status from her vomit. Again, Blight's hit box is crazy big compared to Plague.
I've not a novice with Huntress either and even though her hit-boxes are as big as Blight, she still has to charge up her hatchet and makes a groaning sound when she does it and slows down. Blight never slows down. I would be hard-pressed to say Huntress is easier to use than Blight on Dead-Zones.
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2824007#Comment_2824007
Id say i agree but spirit, hag, oni and huntresses also somehow vanished. I get it blight is fun as hell for both parties, but i think its simply due to his permanent buffs.
Blight isn't fun for both parties. He's a low skill killer that gets to down you the second you leave a loop. And heaven forbid you are in a dead-zone.
He basically an much easier Nurse but with about 95% of the downing potential.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2823930#Comment_2823930
I don't even know where to start with this post 😂😂😂. I truly don't. You're literally saying because people are camping and tunneling to make the game somewhat bearable. They're somehow using that to "bully" the devs. Which can't be farther from the truth. You're also saying ######### that 1/5 and their fun as well. 🤷
I don't know how you got that out of me talking about map balance. So people don't feel the need to do tactics YOU find "unfun" But BHVR has a long, LONG way to go of fixing their bullshit maps. Before they should consider actually punishing a side(which btw was tested before, and abused by who....? Survivors)
I'm saying it's pretty obvious at this point that "I'm camping and tunneling because this needs nerfed" is a threat against the developers.
It's perfectly fine to say, "Maps are too large for low mobility killers." But why do you need to add in the "I'm camping and tunneling because this needs nerfed". To me, that sounds like a threat. Don't you think that sounds like a threat at that point.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2823579#Comment_2823579
I feel like most killers are pretty fun to face. But maps certainly need a look at for sure. That's the root cause of a lot of problems. Yet so many folks like the person I originally responded to. Just look at it as "punish punish punish !!!" Instead of seeing the other side and how bad it can be for most killers and WHY they feel they need to camp and tunnel.
That argument would hold weight if Killers didn't use the "I'm camping and tunneling because this needs nerfed" argument for everything. It's basically Killers trying to bully the developers into nerfing a survivor perk, tactic or item by telling developers they're going to camp and tunnel survivors until it's nerfed.
- Decisive Strike - "I'm camping and tunneling because this needs nerfed"
- Circle of Healing - "I'm camping and tunneling because this needs nerfed"
- Map Size - "I'm camping and tunneling because this needs nerfed"
- Looping - "I'm camping and tunneling because this needs nerfed"
I think what actually needs to happen is Camping and Tunneling need nerfed so they can't be used by Killers as a way to bully Developers by threatening 4/5's of the player bases fun.
When you have a tactic that you know ruins 4/5's of the player bases fun and can use it as a threat against the developers, it seems to me like those two tactics need a serious looking at.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2821542#Comment_2821542
My survivor queues are almost instant
My survivor queues are instant too. I figured with all the Killers leaving because of CoH, Decisive Strike, Borrowed Time, Boil Over, Medkits, Toolkits, Broken Keys that it would take forever to queue up.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2823066#Comment_2823066
Ooh I thought you were talking about something in-game.. So it's a third party tool from soundcard makers? Didn't know those were a thing.. yeah it would make finding survivors super easy mode if you're not paying attention to ambiant sounds :/
The one that displays the locations of sounds on screen are considered an accessibility option for people that are hard of hearing.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2823052#Comment_2823052
Never heard of onscreen displays showing where sound comes from.. I know it's in the mobile version of the game, but I never saw it in the "regular" version of the game.
And if you play this game without a headset, you're doing it wrong.
I'm not talking about just headsets. I'm talking about scout mode, where footsteps and ambient sounds are increased by software, such as with Soundblaster. Asus is the ones with the sonic radar that puts an on screen display on your computer screen indicating the direction of sounds.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2823042#Comment_2823042
Then they should make these survivors less loud as well, if they rework Iron Will, to make playing these characters less unfair. (I know about Jeff because I play him a bit here and there, so that's how I noticed how loud he was when healthy vs wounded with iron will)
There is also the issue of headsets that will magnify the smallest sound and put an onscreen display indicating what direction the sound came from. So it doesn't matter if you are quieter, because it detects every sound.
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@Marcavecunc said:
I love Iron Will, but I find it ridiculous how some loud survivors (like Jeff) are louder when healthy but when wounded with Iron Will, they become super silent.
It should just remove the grunts of pain and leave the regular breathing/panting noises the survivors make. So basically, make a wounded survivor sound the same as a healthy one.
But I wouldn't complain if it was adjusted to something more realistic along the lines of 80-90% noise reduction, make them more quiet but not fully silent.
That's really unfair to people who play Jeff or Ash. They already have to waste a perk slot on Iron Will to be on the same level as Kate or Ace.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2822500#Comment_2822500
I am a bit confused. Are you criticizing me for not asking to nerf DS, but actually saying from the killers perspective that its fine, or are you just musing and throwing your own thoughts into the room?
I literally said that DS strength in the EGC is the only somewhat valid corner case where it might be a bit too strong, and I still think its ok, because why not?
And DS has been literally in the shrine just a month ago, on January the 19th, so it was widely available to most of the community and new players all across the board. But I also said that getting hit by DS might incentivise the killer to go for a full tunnel kill, because there is now literally nothing protecting the player anymore.
Todays strong healing and gen-speed meta has a lot of killers with their back against the wall. If you play nice and fair you get often no chance to generate any kind of pressure, and one of the last ways to do so IS tunneling. Not only is a 3v1 often needed to get some breathing room, starting to tunneling one player out also often leads to overtly altruistic play of others and with some luck you will have two survivors trying to bodyblock and protect their mate on death hook, instead of doing gens.
Its a sad reality, but it can't be changed at the moment. And on the same note, if BHVR takes away camping and tunneling from the killers, many will have literally NOTHING left to play around strong survivors and multiple second chance perks. This situation must be handled with care and and BHVR shouldn't use the stick, in this case, but the carrot, not punishing killers for camping and tunneling, but giving them some baseline rewards for not doing so.
I think a system like Devour Hope, but with heal and gen repair speed debuffs could do the trick. The killer gets more stacks of this baseline ability each time he runs away from a hooked survivor, and on the other hand all survivors get a chance to actually play the game.
Tunneling-off-hook-till-dead is of course something most killers are going to do. You complain about gen speeds on the Killer side, yet you have 22 different gen slowdown perks. 4 of them I would consider as trash, but 18 are definitely usable. That's 3080 different combination of ways you can slow down gens. Not to mention that Hex: Ruin can literally win games by itself.
However as survivor, there is only 1 single perk that counters tunneling-off-hook-till-dead. If you don't have the perk, you can't even play the game if a killer decides to tunnel-off-hook-till-dead. I don't think that tunneling-off-hook-till-dead should be removed, but my god, give survivors some way to counter it base-kit. Not something that is behind a pay-wall and is only available if you happen to take the perk.
As a killer, I can take a survivor to a dead zone, wait for another survivor to unhook them, then immediately down them again because the survivor is absolutely defenseless, unless they are running DS. It's not even a game at that point.
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@Raccoon said:
Asking as NOED seems to be in its weekly hot-spot.
For me, I'd say not-at-all to mildly....maybe 1 in 15 games.
Curious as to what YOUR experience is!
It's definitely much more often than that. I would say I see it 1 in every 3 games that reach end game.
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@hailxsatanxeveryxday said:
This is your daily reminder.
I think the better option is have everyone in your group play flashlights, then switch to toolboxes at the last second.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2822591#Comment_2822591
You're going in circles. Because you're blatantly calling out one side. For drama I guess. When everyone else is telling you it's both sides and people in general. Hell if you want to get technical. There's a LOT more survivors then killers. Meaning there's way more survivors who refuse to blame themselves. Then there are killers.
Agreed, both sides have their bad apples. You have Killers who face-camp from gen 1 and you have SWF bully squads on the survivor side. I do however think that on this forum specifically, there's a lot of killer-mains always blaming survivors.
Outside this forum, I guarantee that there are, percentage-wise, as many bad apples on one side as the other.
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@Jaxton2000 said:
This sounds more like a poll, but I massively screwed up my last poll, so let's have a discussion.
I'm making this because there's only ONE killer that I absolutely hate going against.
You could also mention one that is maybe a little too easy for you.
For me, it's Oni.
Every single time I see that it's an Oni, I feel like giving up immediately. I feel like for me personally he's just incredibly strong and very hard to go against. It usually is within the first 5 minutes that at-least two people being downed, or worse. Always ends up with me dying, usually first... Mostly because he's incredibly fast and on a general note I usually don't run exhaustion perks, mostly team helping ones. He's my least favorite killer BY FAR, and have actually disconnected as soon as I've found out it's an Oni before (hate to admit it, but I have done it a couple times)
I can't stand Oni. I don't hate any other killer as much as I hate him.
Bubba, because most likely he is going to facecamp.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2822247#Comment_2822247
What irks me often is the repetition of arguments that have been brought up a dozen times during a discussion but people only read the original post and post their comment even when the same has been said over and over before.
This forum is so Killer-biased that I call it the forum-killer-hivemind, it's almost a satire of itself. The OP literally posted something that I see Killer-mains post multiple times a day, about survivors being toxic. When a killer posts this exact same thing, you can see all the other forum-killer-hiveminds jump on the bandwagon and pat each other on the back about the "bad survivor mains". Yet, heaven forbid that a survivor mentions that killer-mains can act the exact same way.
This isn't all killer-mains on this forum, there's a lot of level headed killer-mains. However, I do think there are some players that really-really need to play the other side.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2821810#Comment_2821810
I think it gets mentioned in this kind of situations, because it still is a meta perk that usually gets picked together with the others, especially DH.
DS really isn't that bad, eating a random DS 58s after downing someone is actually one of the best situations for the killer, trading 5s of inactivity for nearly minute of a survivors time. The only complaint about DS that you regularly get is during the EGC, where it basically is a free get-away card. Most of the time you can't prevent either the unhooking, nor pick up the survivor with DS, its a lose/lose situation and that sucks, but its a real corner case. I mean, just because DS is sorta advised as the anti-tunnel perk, its not wrong per se that it got this extra strength in the end game.
A lot of perks have unforseen combos or effects besides their obvious usage, and if we would cry for patching each one of those out the game would be much more boring. BUT OP is right: if I eat an early DS because someone did a super cheeky, unsave unhooking in my face, I might go the whole mile and get that survivor out of the game, its sorta free pressure.
Decisive Strike is meta aka "most effective tactic available" against tunneling-off-hook-till-dead. In fact, it is the only tactic survivors have available against tactic that every Killer has available to them.
If you take it away, survivors are completely helpless against tunneling-off-hook-till-dead.
Think about that, survivors literally have to pay for Laurie Strode to have a counter against a tactic every single killer can do right out of the gate.
Don't you think it's a bit selfish to ask for DS to be nerfed, when the only way to get hit by it is if you are tunneling. And it's selfish to ask for it to be nerfed because it's the only counter to tunneling-off-hook-till-dead and it's not even that effective for that. I would feel ashamed.
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@BenZ0 said:
I personally only tunnel if I absolutely cant find ANYONE, not even the person who just unhooked. However the most common move then is just slug that unhooked survivors.
We all know this classic situation where you meet that recently unhooked survivors because he was still staying at the area or ran into you or you just simply found them by accident, you slug them for DS. Now you come back after some time and then you get the classic 99 DS in your face.
What do you do after that then? Well since he has no DS anymore you will obviously specificly tunnel him out to get a free kill right off the bat.
What I am saying is (atleast in my personal experience) Ds gives me a reason to tunnel survivors not really the other way around. Perks like borrow or bodyblocking are more then enough to counter tunneling and already make me want to leave the survivors and go instead for others which are more off position, ppl who are getting tunneled are ofc on alert and stick near loops or strong tiles to be rdy for the upcoming chase if you go for them. These are more then enough reasons for me personaly to not tunnel that survivor and just go for other ppl who are anyway doing gens in the meantime.
I dont get why Killers cry about DS still to this day, imo DS isnt really a staple as some ppl claim it to be, however in tournaments its a different topic obviously, talking here about pubs specificly.
And I was always told CoH caused Killer to tunnel survivors. I guess after DS and CoH are nerfed, then Borrowed Time will cause Killers to tunnel survivors.
Killer mains or so entitled.
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@Pika_Belle said:
So we all know the reason you changed iron will was because of spirit players running stridor... Now you have applied your "necessary" nerfs to her, any chance of reverting back to old iron will? Trying to track someone with zero sound and/or not being able to see them at all isn't exactly great game mechanics or skillful on the survivors part...especially when this new iron will even removes breathing sounds. All they have to do is just walk away injured with iron will and you can't track at all... Because unrealistically, according to this game walking footsteps aren't supposed to make any kind of sound either on any terrain??
Survivors can't have nice things!!!
Nerf Decisive Strike, Nerf Circle of Healing, Nerf Boil Over.
Has there been any killer perks nerfed recently?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2817383#Comment_2817383
It is indeed depressing. It is supposed to be for Sadako hype. But instead I am stuck with this faker that is not even good enough to be her fake.
lol.
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@ThiccBudhha said:
Oh, that is out already? I might just fast forward to the cancel part and check out the full scene. Not sure my heart could take watching the entire film.
What the heck, you changed your icon.
I really can't take this level of disregard for Bubba.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2817182#Comment_2817182
The issue is more that nobody can agree on a tier list whatsoever. I do not feel we even have any s tier killers to begin with, and I do not believe Sadako is C tier. So that just leaves a lot to be desired in terms of our agreement.
I said this in another thread, but Sadako being able to insta-kill survivors is the issue. We currently don't know how powerful that ability is going to be when players master her. We also don't know what addon combinations will do when they are fully explored. Her ability to insta-kill is pretty unexplored, so the developers being extra cautious is a great thing. If in a couple of weeks, after she has been mass-played and she is better understood, then buffs can be applied. However, if players discover that with so-and-so addon and so-and-so perk, Sakako can insta-kill survivors before they complete 1 gen, then that would be a disaster.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2817246#Comment_2817246
Huh? Are you referring to the DbD build before both those perks were nerfed? Lol.
This must have been a DbD in an alternative universe. DS and BT never made tunneling-till-dead obsolete. The only thing those 2 perks did was give survivors a little bit of play time inbetween staring into Bubba's cold dead eyes.
Also, what the heck is up with every freaking Leatherface movie being named "Texas Chainsaw Massacre". There are literally 141 results for Texas Chainsaw Massacre on IMDB....
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@CrashMADDS13 said:
Tunneling and camping are being looked at right now. But it's true, coh gets little to no value if you tunnel survivors one at a time. Not only does no survivor ever benefit from healing speeds (there's never any healing at all) the survs only waste wime setting the boon up.
Why spread pressure if the boon resets that pressure for everyone you're NOT chasing? Oddly enough, the boon thunder has always been my cue to play dirty.
Luckily, with Empathetic Connection, the survivor becomes the boon. The survivor no longer needs to waste time hunting for totems and blessing them. Throw in Botany Knowledge and the Killer doesn't know how everyone is keeping healed.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2816414#Comment_2816414
oh the lord Otz has said the killer is C-tier? Must be true then
He focuses on condemned as if that's her sole goal to reach, it isn't. He also talks about how everything she does she's not great, the thing is every part of her compliments it self, theres risk in countering her map mobility and she can know where Survivors are for doing so, and her stealth makes it easy to catch Survivors off guard. If a Survivor plays really greedy then she punishes that HEAVILY. And there are some cases where some times being greedy is the correct play. Especially against her.
I have nothing against Otz, but this isn't your argument as to why she's bad, its his
Also, C-Tier is not a problem Tier.
D-Tier needs buffs.
S-Tier needs nerfs.
Every other killer should be either A, B or C.
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@PlaysByShady said:
COH is problematic because
- It gives free healing to all survivors, at the cost of only one survivor perk. Perks like kindred only give a benefit (aura reading) to other survivors in the capacity that it helps you directly because you're on the hook. Otherwise it only works for you the rest of the time.
- Unlike prove/leader/etc, the survivor who brought it in doesn't need to be around for you use it. You benefit just from being around the totem.
- When it's set up, all survivors instantly know where to go because it's highlighted for them! Compare this with other aura perks (bond, better together, etc) that only reveal information in a limited radius
- It allows heals faster than regular self-care or healing via another survivor; so not only does it allow the same thing as self-care, but faster and more universal too
- It has a wide area in which it can work, unlike the extremely localised effects of prove/leader/urban/etc. Imagine prove thyself being buffed that it worked on all gens, regardless if you were there or not!
- It doesn't run out like medkits, etc
- It can never be eliminated by the killer, unlike items which could be destroyed by Franklins, or other once-only perks. This can be set up multiple times, to work again and again and again... whereas DS only works once, BT only works for unhooks (so one survivor can only use it 6x max in a trial), Adrenaline works once, Unbreakable works once, etc
All of those effects combined into a single perk makes it exceptionally OP. And then when you have multiple survivors bringing it into a trial (so you could have 4 totems booned), that makes for ridiculous matches.
So for survivors saying it's fine, please explain this BS?
Don't worry, with Empathetic Connection, you won't have to worry about those nasty Killers breaking your boons. You are the boon! Throw in Botany Knowledge and the ability to not even worry about wasting the time looking for, setting up and running to totems and CoH becomes a thing of the past.
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@CrashMADDS13 said:
There's plenty of anti camping and anti tunneling perks. Take fewer meta perks and fill your build with guardian kinship and kindred if you have to
Guardian and Kinship doesn't stop face-camping or tunneling-till-dead. The only 2 perks that do that is BT for face-camping and DS for tunneling-till-dead.
As a survivor, you're pretty much forced to take those 2 perks because that's what Killers are going to do to you if you don't have it.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2814897#Comment_2814897
I doubt anyone is saying it didn't happen. But CoH really promotes this even more.
It always happens. It happened before CoH and it continued to happen after.
The issue isn't CoH, but face-camping and tunneling-till-dead. There need to be counters to those strategies that are available to everyone. Not just someone that has paid for Laurie Strode or happened to get it off the Shrine of Secrets and had also been far enough into the blood web to get that perk and also happened to equipped that perk.
There shouldn't be a pay-wall to counter a strategy that every single killer has.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2815196#Comment_2815196
As long as survivors can infinitely place coh, it has to be useless.
If you want coh and other boon perks to not be useless then they need to be more like hexes where the killer destroys the totem with the boon.
Oh, you mean the way the Developers "reworked" keys after removing the hatch from spawning depending on the number of gens done?
I'm "sure" the developers will immediately fix the other boon perks to be useful after they remove the ability to place boons infinitely.
Sorry, but I prefer at least 1 useful boon and 3 useless boons, compared to 4 useless boons.
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@KerJuice said:
Do any of you tunnel console players out the game when you need to shift the momentum in your favor? No judgement will be passed.
Ever since the reset on the 13th, I’ve noticed a blatant pattern of killers with Lethal Pursuit tending to go after me first, if I’m the only console player. Then they usually tunnel me out. Then there are killers who don’t run LP, but they will go after me if we are in a group- even though I’m farthest away (no, not running into a dead zone) and they initially were targeting someone else. I’m also noticing killers breaking chase with PC survivors, and returning to the area they last saw me in, or believe I may be currently in. I just recently starting to observe this behavior in the past week, and within the last 24 hours it’s been pretty flagrant. It has got to the point where I don’t even let my teammates heal me, so that I can either immediately hide or run away from the area- in fear the killer will return. And sure enough, more than ever- they’ve been returning and looking for me. Very frustrating.
Any survivor mains who happen to come up on this thread, please do not chastise any killers who can attest to this. By them coming forward, it at least gives us confirmation that it’s hunting season on console players, and that we need to adjust accordingly when we are the only console in the lobby. Then again, I could just be paranoid or on a really bad streak of no luck…
You aren't running Decisive Strike.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2814454#Comment_2814454
What I like even less was them trying to paint boons as helping the killer by giving the survivors more to do when in reality it was the opposite.
Boons as an idea are just rotten to the core as they have more or less have caused more of the same issues they were meant to fix.
Well, once there is a boon totem that lets you insta-down a killer when the exit gates or powered, or a boon totem that lets you insta-down a killer after 3 gens or done or a boon totem that makes all gens to start progressing until it's destroyed, then you may have a point.
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@fulltonon said:
Killers who don't do tunnel/camp normally is almost forced to do so thanks to this boon, because injured survivors won't be a pressure for them.
And the charade continues!
Please developers, get rid of CoH because it's forcing the poor innocent Killers to do dastardly stuff like face-camp and tunnel-to-death survivors! Before CoH, this never happened! Never happened!
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@fulltonon said:
Survivors being faster is much bigger problem while killers being faster is much smaller problem, killers are meant to down survivors, so without decent speed of some kind they literally can't theoretically win against survivors.
120% wouldn't be broken.
If you want guaranteed 4ks without any effort, then 120% isn't broken at all for Killers.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2813124#Comment_2813124
Actually the devs released stats on Midwich recently and it’s the highest kill rate map at 63%. So it really is statistically the best map for killers.
This ^^^
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2813148#Comment_2813148
No one is going to do your little experiment, my dude. How about YOU do it, record your findings and share it with the rest of us.
No one is going to do it because I'm right.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2813099#Comment_2813099
What evidence do I have that shows DH extends chases? Other than untold hours of DbD streams available on the internet amongst hundreds of streamers? Or personal experience? Or the simple fact that DH'ing to a pallet mathematically extends a chase longer around pallets (2 seconds if the pallet stuns the killer, 2.6 seconds to break the pallet, and a variable amount of bonus time by just looping the structure additional times, knowing that you can get out from under an attack at will).
None of those good for you? How about the fact that Dead Hard is the single most-used Survivor perk. Go ahead and play 300-some games. Then, of the 1200 survivor perks, let us know how many times you see Dead Hard versus any of the ones you listed.
Because somebody from these forums DID do that. And it turns out it was something like 1-2 Dead Hards per game, every game, blowing every other perk out of the water.
The most used perk is Self Care, better nerf Self Care.
I love your vague references to "untold hours of DBD" and "hundreds of streamers". You didn't even take the time to put in the perfunctory youtube video of one streamers game showing "Dead Hard" is overpowered.
Here's how you can get actual data... Take Sprint Burst, Dead Hard, Lithe and Balanced Landing. Create 10 different routes on 10 random maps which include a drop off and a window. Test the times on each of those routes, comparing each perks chase times with the same Killer. Use a slower killer such as Hag, because she's slower and would be easier to see chase time differences.
I offer this suggestion to every Killer that says Dead Hard is better, yet no one has yet taken up the challenge to put up data where their mouth is. So, go ahead and prove Dead Hard is better through actual data instead of vague what-ifs and how-abouts.
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@MrCalac123 said:
The problem is maps are TOO BIG. And the Devs keep putting them out. Hawkins, RPD, Midwich. These maps are torture and NOT FUN for Killers with no movement options besides waddling to gens like a slow ass penguin.
LOL! You just mentioned Midwich, the map that Killers win the most on!!!
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2813045#Comment_2813045
Dead Hard is on-demand. It does not require moving slow to save it, like Sprint Burst, nor getting to a Vault spot like Lithe. And while Overcome increases the time to close the second hit, like Dead Hard, Overcome has no effect if you started the chase injured.
Dead Hard, meanwhile, can be used in multiple ways, in every chase, without regard for where you are in the stage. Need to make it to a god pallet? DH. Need to make it to a window? DH. Messed up a loop so that the killer is on you? DH. Incoming killer power? DH. A trap/snare on the ground? DH.
It is universally good on every map, in every situation, and at ever skill level. And, after the Validation change, it trumps killer inputs, so you can just use it retroactively as well. It's really quite awful to go against for every single killer.
CoH, on the other hand, completely negates certain killer powers (Legion), totally disables certain killer tactics (Twins), and invalidates certain killer playstyles (hit and run damage spreading). However, it has a greatly reduced effect against killers with access to One Hit Downs, like Leatherface or Hillbilly.
So, SOME killer players may not get their game completely ruined by one survivor perk, which I guess you could say makes CoH weaker than DH? On the other hand, CoH only needs to be brought by one survivor for everyone to reap its benefits. It scales insanely with any other healing items/perks, covers 20-75% of the map (depending on the level you're on), trumps every 1v4 killer power, can never be fully removed, has no cooldown, and meshes super well with any other boon, like Shadowstep or the new 2% speed buff.
So, personally I'd say CoH is the worse of the two. Especially since CoH just got 'nerfed' in the most pathetic way possible, thereby reducing the odds its actual problems will EVER be addressed.
Dead Hard has drawbacks. Dead Hard only works when you are injured. If you mistime Dead Hard, it doesn't work at all. Dead Hard only goes in a straight line. It doesn't work against one-hit downs when you're not injured. It only gives you 1 second of speed burst over 3 seconds of speed burst. In fact, I highly doubt it gives you more chase time than Speed Burst, Lithe, Balanced Landing and Overcome. And because survivors use it a lot doesn't make it good, since Self Care is used more than Dead Hard.
So what evidence do you have that shows this perk outperforms other endurance perks in extending chases?
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2811237#Comment_2811237
Dead Hard is far worse than CoH.
Dead Hard is less bad than Sprint Burst, Overcome and depending on the map Lithe and Balanced Landing. So if CoH is better than Dead Hard, I could consider both perks pretty well balanced.
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@roundpitt said:
Boon Circle of healing allows all survivors to heal freely without a medkit or the need for another survivor to peel off a gen to heal them. It's extremely powerful even after the nerf. I love seeing it when I play survivor because it means I'm going to get a bunch of free heals.
The killer cannot devote time to go find this boon totem. They simply can't, the gens will pop before he finds it and it takes a minimal amount of time for one of the four survivors to go boon another totem.
So what's the best counter to this? What will prevent survivors from benefiting from Boon Circle of healing? Camping and Tunneling. Because you can't use circle of healing if you're too busying getting face camped and tunneled until the end of the game.
This is typically what I do and it works extremely well. It basically nullifies the perk and makes sure the survivors get zero value from boon totems. :)
You may ask, but what about Borrowed Time? Someone could get a sneaky unhook and then what? Well, that's were the power of counting to 12 comes into play. You see, by simply counting to twelve and then hitting the survivor, you can down them and ignore BT altogether.
The only real thing you have to worry about is DS. But usually you can tell if they have DS. Like if you've been tunneling a dude the whole match and then the whole team doesn't show up to take hits and try to save him, he probably has DS. Usually I leave Victor near them while I go harass the gens for 60 seconds. Works pretty well, usually I get some free hits in.
Anyways, that's the current meta.
Yeah, killers would totally not camp or tunnel anymore if CoH was removed. In fact camping and tunneling just started with the introduction of CoH.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2810082#Comment_2810082
I get a lot of these type of survivors as well, but I want to say half the time the Sprint Burst user will jet off and I'll simply turn around and find someone else right there to chase immediately. Again, anecdotal evidence of course - but from my experience I find DH or Lithe to be much more detrimental to my ability to get downs than SB.
What you said right there means that Sprint Burst is much much more effective that Dead Hard. Do you realize how much time you are wasting because of Sprint Burst. You are wasting all the time it takes to find the initial survivor, then you are wasting all the time it take to find another survivor.
As a killer, I'd much rather see Dead Hard than Sprint Burst, Balanced Landing and Lithe, just because it's less chase.
As survivor, I run Sprint Burst and Overcome because of their ability to end chases before they start.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2809069#Comment_2809069
I don't think they would change that much either tbh but if it did then it just tells the devs that the perk helps keep the balance.
Definitely won't decrease the kill rates imo.
I don't know. If everyone switched from a 1 second chase perk to a 3 second chase perk, it might make a significant difference. I really think Dead Hard is way over-hyped on these forums.
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@RaSavage42 said:
Monstrous Shrine.... And what could've been
You really can't say "Monstrous Shrine" because it's so terrible that it's unforgettable. It's the hallmark of bad perks.
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@CashelP14 said:
For a week? The bloodlust experiment was only for the weekend lol
If the kill rate increases during a no dead hard week, and the kill rates jump up, then the devs will keep it since it helps balance the game.
My guess is that kill rates would actually decrease. Dead Hard just doesn't give you the extra looping time that Sprint Burst, Overcome, Lithe and Balanced landing have. And honestly, I doubt the decrease would be significant.
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@JonahMain said:
I barely see this perk used at all considering that almost all of the other exhaustion’s are better. Giving it the ability to deafen killers on a pallet slam would hopefully make it more appealing to use, it also wouldn’t be the first time an exhaustion perk has a passive because Balanced landing makes you silent when falling.
Smash-Hit should work without needing to hit the killer. If you throw a pallet, you get a speed boost. Give a 3 second speed boost for not hitting a killer, give a 4 second speed boost for hitting the killer. Problem solved.
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@Mileena_Kahn said:
Wouldn’t you get bored of chasing the same survivor and hardly interacting with the other players and/or defending your gens?
I love Sweh. He's one of the most amazing survivor players I have watched.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2791745#Comment_2791745
He has become enlightened. Once you touch nirvana, you start seeing the world in a different light.
I have meditated with Bubba and have become one.with him.
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@CrashMADDS13 said:
As a killer, I love it. It rewards hooking and synergizes well with PR. As a survivor, it's agonizing at first but once you know it's in play you can avoid it altogether.
With the devs announcing changes to boil over that was buffed at the same time as DMS, but not saying anything about DMS, does that mean they're happy with the changes?
What do you guys think
Dead Man's Switch does not buff Bubba's face camping enough. When Bubba revs his chainsaw, it should cause DMS to activate.
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@ThiccBudhha said:
It is really important to remember that toxic players aren't human. Their words have as much meaning as the spider on your wall. If that guy told you that you were worthless, would you care? Probably not... It is a spider, fam. If anything, I adamantly believe a spider has more value than a toxic player. So realistically, if you had to take one's opinion to heart, it really should be the spider.
But guess what? A spider literally doesn't care. So what was the problem, again?
That is going way to easy on a toxic player. You should definitely remember that toxic players aren't human and should instead find where they live and use their face as a mask! -WWBD
What Would Bubba Do
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@adotrudd said:
Is there actually need for Clowns bottles to just completely ruin your screen and make it impossible to see anything?
Clown needs to have his bottles removed and put onto Bubba's kit. It makes no sense for Clown to be able to throw bottles that slow you down. However it makes perfect sense for Bubba to have bottles he can throw to slow you down, so he can chainsaw you.
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@LastShoe said:
4 man swf with 2 brand new parts... enough to say that the game ended in like 5 minutes
I had 3 kills, so devs will say it's fine, with a killers adventage even.
The problem is that, it was unfun for both parties, for me because i had to sweat and play like a scum and for survivors who were tunneled and camped (thank you facecamping zombie)
Game is not being balanced with "fun" in mind, meanwhile it's neither balanced in a competitive way, if it was, devs would put in mind, what is banned in tournaments and the grind factor wouldn't be allowed to create such a gap between players.
Nemesis needs a nerf, honestly and Bubba needs a buff. What the developers need to do is remove Nemesis' ability to hit through windows with his tentacle and give that ability to Bubba's chainsaw. Also, Bubba should get Nemesis' zombies, there's just no reason Nemesis should have zombies, it doesn't make sense.
