MythMage
MythMage
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1073881#Comment_1073881
She's died down in terms of use since her nerf, but the nerf itself didn't really make her any less OP, it just made her "less annoying" to face in-game.
I'll provide links below to Spirit Guides and Post-Nerf updates on why she can be so destructive.
Here's the link to the Old Spirit Guide (Outdated)
Skip to (7:56) to showcase her chase mechanics (Note some of these mechanics are old and are updated in the new video below)
https://www.youtube.com/watch?v=7AG8v-5sszA&t=394s
Here's the link to the update on her nerf
This video is by the same person who made the video above and both are fairly solid guides that explain and showcase how powerful The Spirit can be in-game. Skip to (1:00) for examples, but most of the video below show-cases how strong she can be in the right hands, hence why she's considered "SS" Tier on the Tier lists for the Killer roster. (Note that the new video below covers all the updates and nerfs that's currently applied to The Spirit right now in-game, so keep that in-mind that this video is up-to-date for the most part on The Spirits game-play footage)
OK. I'll be sure to check it out. Thank you so much
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1073362#Comment_1073362
Eh, it depends who's using The Doctor and if we're talking base-kit than he's at best Mid-Tier now. If we're talking his 3 gen strategy than that's usually horrible to face as any Survivor since most Doctors that use this strategy will chase for a few seconds and than go back to defending Generators for a long time until someone goes down or a gen pops.
Spirit can end chases a lot faster than The Doctor and overall has the potential to be the Apex Killer of the roster in the right hands. But to be honest, if you can effectively use a Killer to their max potential than you'll of course clean house almost every time depending on how efficient you are in a chase and how often the Survivors make mistakes.
Speaking of Spirit, I've never seen gameplay of her all that much, and I can't seem to find how she is so powerful. If there is a particular video or something that you could show me? I honestly can only see constant gen grabs that make Spirit powerful.
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Agreed. Another thing I forgot to mention is that Wraith is the best user for PWYF. Being able to end a chase at will is incredibly powerful for getting stacks. There is alot of varsatility in Wraith, but overall I think Doctor might actually be OP now. He is the best anti-loop and anti-stealth killer in the game. He also has a slight passive slowdown with Tier III madness. I'd even go to say that he might be as powerful as Spirit, if not better.
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You do realize that this is just one disrespectful killer? Most of us do not do this. It's actually not beneficial to the killer at all. I just feel like Killers don't get enough respect. We are nothing to be feared, have to deal with survivors who do not own up to their mistakes, survivors who teabag/point every pallet stun, 3+ chain blinds, 4x as punishable mistakes, gen rushing, infinites, god pallets, god windows, DS, SB, Unbreakable, BT, being called a toxic camper/tunneler, SWF, and much, much more. We have so much to worry about and so little time and resources. I honestly don't blame killers who do this anymore. I mean, what else are they going to do?
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Doctor is incredibly powerful in chase and in finding survivors, but Wraith is really easy to get first hits and, like the two lovely chaps above me have said, benefits very well from a hit and run style build. You could even run Coxcomb Clapper and Ghost Soot for Gen Grabs, which is always useful. It all really depends on your playstyle and who you are better at, tbh.
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@Spooky13 said:
For Billy:
Iridescent Chains: Glassy, yet incredibly sharp chains spawned from the Fog itself, dripping with a dark, viscous fluid.
- Survivors hit with the Chainsaw Sprint will remain Broken until the next generator is repaired.
- Reduces generator repair speed by 10% for every survivor under the effect of Iridescent Chains.
- Severely increases Chainsaw charge time.
- Severely increases the penalty for bumping into objects during the Chainsaw Sprint.
that actually sounds really nice
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Smaller. No question. If you run M&A with Whispers, you can usually get ez gen grabs
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@ClickyClicky said:
They listen to and try to appease killers more than they realize. Shame that people don't appreciate it. If you look at the killers/reworks after Plague most have been stronger consistently than what we had in previous years.
*cough cough* legion
but forreal, you're right.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/127746/new-status-effect-distracted
This sounds very intresting.
Imagine distracting someone with an active DS timer lol.
or head on
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I would release Susie (from the Legion). Based on the Legion's lore, Susie was pure pressured into the Legion. She never wanted this. I think she deserves to leave. And then for survivor, I think maybe Claudette. Rin could also be freed as well. She's been through enough without getting bullied by SWF groups.
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Can someone please explain what exactly is an M1 killer defined as? Is it just a killer who doesn't damage through power?
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@[Deleted User] said:
They also have like what 16 or so status effects already? I can't imagine they are going to be adding too many more if at all at this point anyways. That's already a lot for folks to keep track of, not everyone plays this game for hundreds or thousands of hours.
True, but how many games care about this anyway? The game is only going to get harder to play the more perks and killers added that are actually viable. Look at games like Overwatch. It just keeps getting more complicated as time goes on, but people don't mind. Just a thought
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This is pretty interesting. Probably not strong enough for it to be viable tho.
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Well, I can't decide on just one. Trapper is up there, because he takes alot of set-up, and I hate how slow paced it is. I also don't like Bubba for how basic he is. Legion is unfun to play as also. If I had to pick just one, probably Trapper.
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It would be applied by some new perk or addon. It couldn't really be anything already existing.
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@yobuddd said:
This perk activates any time survivors start working on a gen. If they stop interacting with it (as in zero survivors are actively interacting) then it becomes blocked by the Entity for 20/40/60 seconds. There is no cooldown or limit to how many gens can be blocked at once. Killers can still kick blocked gens, but regression doesn’t begin until the block expires.
“Dude, they're just tools, it ain’t worth it!” -Jake Park
probably a bit too strong. I love the idea though. It's really cool
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/127671/are-the-devs-biased-towards-survivors
So if you look at the release of killers, they seem to start op and get nerfed. The probable reason for this is to get people to buy the DLC for the killer and play the killer. To answer your question, yes. Nobody wants to play horror-movie-bad-guy-kills-you simulation.
I mean, I kinda of want to. That's the reason I got DBD. I thought it was going to be more of a horror/survival PvP game. Instead, it's just... what it is now. There is no fear, no tension. There is the occasional jumpscare, but that's not proper fear, IMO. I want to be the prey as a survivor, not an equal to the killer. I want that fear of "oh god, please don't let him catch me" kind of desperation. That's why I love stealthy gameplay. It makes it feel like a horror game. I wish they would emphasize on this more.
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Oh God. What have I done? I meant this to be a very civil conversation about whether or not the devs are survivor biased, but I should have realized that it would cause this big of an argument.
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Camping is basically saying "screw you, I'm gonna lose to make sure you die".
Sometimes this is perfectly acceptable, like if they were teabagging and pointing constantly, triple chain blinded, decisive, gen rush, and/or other toxic BHVR just to be toxic, then yes. Face camp that toxic Meg or Nea or whoever until they are dead. Or, if you don't have a kill by the time the exit gates are open, and you down someone, I see that as perfectly OK to camp. I don't even feel bad about it. If you do get a kill by the time the exit gates are open, hook then chase. I think that's acceptable.
Also, tunneling is kind of a loose term nowadays. DS was meant to counter tunneling, but maybe you down 3 people within a short time, and the third happened to have DS ready. You pick them up and you get stunned. How is that fair? Now, if you see someone with a key and as soon as they are unhooked you beeline straight for them, you kinda have to do that, but it's still kinda mean. I honestly don't think tunneling is toxic.
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@Zeur said:
https://us.v-cdn.net/6030815/uploads/964/1OFAQNGZGVQN.txt
survivors have had nothing but nerfs for years. You know they changed hook spawns 4 times, removed pallet loops, changed jungle gyms added bloodlust changed perks, more then just self care Mettle of Man and DS. Do you remember why we lost so many survivor streamers? Because they were forced into positions with no outplay. The game wasn't fun anymore no matter how good you were you were going to lose if even 1 person on your team wasn't bringing their A game. You had to have so much synergy that the game was impossible to play without a swf. They even gave killer the ability to close the hatch the end game collapse makes it to where survivors have no choice but to die especially with the door locations almost always being on the SAME wall or within walking distance of each other to camp both of them. One perk from killers gets nerfed and it all falls apart. If you have been here through all the patches you can talk about balance because the game has been balanced to help killers win game. I play enough killer (I play spirit btw) to know that until I hit around rank 8 every kill is easy every game is easy I don't have to think to play the match I can just phase pretend to phase counter every play that a survivor makes because I can force them into predictable patterns. I can down a whole team of survivors before 3 gens are done and a lot of the time I can if they do get 4 done make sure I force them to throw 3 gens to 1 side proxy those gens get free kills pop goes the wheezle the gen that is almost done chase a bit rinse repeat til there are no pallets and everyones on last hook. It's so easy to force survivors to play MY WAY. I don't have to worry about keeping them off all my gens.
Yes I play spirit and its kinda scumbaggy the way I play but if its a mechanic and part of the game then why would I change how I play if I don't have to.
Yeah, I can see how we both have been kinda screwed. I just think BHVR needs to balance this game. Make it fair and fun for both sides, but I feel like BHVR will never do this.