No_Mither_No_Problem
No_Mither_No_Problem
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@George_Soros said:
"More BP" should be added to survivor section. And Legion buffs? Who cares? Some other killers need it more. I think a killer point should be added too: "better viability on high ranks for low tier killers".
Why do you mention NOED but not camping? Reasonable survivors probably know it's weak already, on the other hand, hard camping bothers a lot of people.
And for both sides: less RNG.
This list is just what I've seen. Most Survivors who complain about camping are near-unanimously dismissed as crybabies by most of the community, but while many people share this same reaction towards complaints about NOED, it still has much more traction than the anti-camping crowd.
Also, in response to your comments about Legion: The fact that Legion is literally the only Killer in the "popular" tags right now says that many, many people disagree with your statement—myself included. Just today I lowered Legion from "second worst Killer" on my tier list to "worst Killer". I agree that many Killers need looked at, but I will steadfastly say that Legion is more in need of buffs than any other Killer.
Either way, however, this thread isn't about what you or I want. It's about what the community appears to want. And the community appears to want Legion buffs VERY badly.
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@[Deleted User] said:
Buffs to the Legion = automatic upvote no regrets.
He's the only Killer in the "popular" tags; I'd be stupid not to include him.
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@Atrushan88 said:
Honestly if there's ONE thing about new Legion that I feel was done correctly, it would be removing his power when he misses an attack. It's proper counterplay.
It's not that losing your power upon missing an attack is the issue, it's that the punishment of losing your entire power gauge and having your power literally removed from the game for 20 seconds (24 if you include fatigue) is extremely harsh. No other Killer literally loses their entire power for missing an attack, except for maybe Ghostface—and even then, he could have marked a Survivor beforehand and can still use his crouch for certain special mindgames.
Not only that, but the fact that Feral Frenzy is already extremely easy to counter, with a plethora of ways to make chaining hits a total waste of Legion's time, means that the extremely heavy punishment for missing a singular attack with your already-godforsaken power is just insult to injury.
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@[Deleted User] said:
BHVR is satisfied with Legion as it is and its okay if there is a Killer Minority who feels ripped off and angry about the changes, but that's just the danger with these always patched games.
What you need to do is play Legion and then don't forget to vote if you had fun after the match so they know how much you enjoyed playing them.
It won't be long before they start banning these Legion posts, because honestly it does flood this forum, but apparently its not as bad yet as it was when Survivors were complaining about Legion. So there is that.
If they flood this forum, then that means a very large amount of people are voicing their opinion that they want him changed.
Voicing your opinion is how you get the developers to listen to the community.
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New Killer: The Nea-nderthal
Power: The Nea-nderthal projects her Swedish aura onto all the pallets on the map. All pallets become IKEA brand and must be assembled by Survivors before they can be used.
Perks:
Cutie—Every Nea-maining Noob3 wannabe you encounter has a 50/75/100% chance of disconnecting as soon as you down them.
Vlogger Syndrome—You look like Casey Neistat. After downing a Survivor, press the active ability button to do the “OK” hand gesture, causing them to be immediately mori’d. Can be used on 2/3/4 Survivors per match.
Neon Shave—Your cosmetics are so ugly that they make you painful to look at. Any Survivor who has you on their camera suffers from a 3/4/5% Hindered status effect.
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I use Solidarity on the regular, but that’s just because it synergizes extremely well with my healing build. So I use IW/WMI/Empathy/Solidarity.
On its own though, I concur with most others in the belief that it sucks major pee pee.
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If you actually know your way around the lean feature and can be smart with your pathing to avoid detection, he’s the second best M1 Killer in the game.
But he’s still an M1 Killer, so no, he’s not OP.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/574775#Comment_574775
He does slow down when holding a bottle out; it's just not much. I think he becomes a 110 killer while holding it out, or so it feels.
It’s actually slower than the speed of a walking Survivor.
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@[Deleted User] said:
Ok, fair enough, but pallet camping can be an issue against a lot of killers. Personally I haven’t found issue forcing a quick pallet drop during a loop due to the slow down caused by the gas, which then depends on a killers perspective whether eating a quick stun is a problem or not (even without enduring).
I don’t find pallets much of a threat or hindering to me, and I find I’d rather make a survivor use up a resource ASAP to break the pallet even if it means letting them get away.
Your first mistake is not thinking pallets are an issue.
Your second mistake is thinking that just because you broke a single pallet, that means the chase wasn’t a complete and utter waste of your time.
Your third mistake is playing Clown.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/575638#Comment_575638
Well, I guess I haven't played against a survivor with "half a brain" in the past months then as I 4k pretty much every single game unless one survivor gets the hatch. Or perhaps you're one of those rare god survivors that I have yet to see. You should upload some survivor gameplay of yours since you're obviously better than all the survivors I've faced in the past months.
You evidently haven’t; if your Survivors are going down to an attack that needs to charge up, slows the Killer down to considerably slower than a running Survivor as it’s doing so, puts the Killer into an acceleration in which they literally need to wait just to be able to move faster than a running Survivor, and doesn’t even come close to reaching lunging speed at its maximum acceleration, then yes, the Survivors are extremely, EXTREMELY bad.
I consistently 4K with Legion at red ranks. That doesn’t make him a good Killer. Likewise, just because you keep running into morons who somehow can’t loop and counter a Bubba doesn’t mean Bubba isn’t complete garbage, because he IS complete garbage. Just like when I 4K with Legion, it just means those Survivors are idiots.
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@[Deleted User] said:
Even if according to the numbers some slowdown occurs, I can assure you with the amount of time I’ve invested in Clown that the cooldown is near negligible, and that a smart Clown player shouldn’t need more than 2 bottle tosses for an actual chase to either get the hit/down or force an early pallet drop, therefore only subjecting the Clown to 2 supposed “cooldowns”. With the exception of the high mobility killers, Clown still ends chases (or shoos) survivors away faster than any other M1 killer.
Well, I can say from my experience playing Clown and from the experience of my good friend, who is a hardcore Clown main that habitually plays perkless Clown, that Clown’s slowdown is AIDS and his entire power is countered by just camping pallets.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/575627#Comment_575627
Other Killers have the exact same problem. Wraith isn't stopping them from dropping the pallet and leaving any more than Clown is.
The difference is that Clown stops them from running around the pallet for like 10 seconds before doing so.
Over the course of like 10 pallets the time save adds up. It can easily save a lot of time every chase.
You can say his power doesn't guarantee a down all you want, but that doesn't explain how the other lower tier Killers are any better.
Those 10 seconds are something a Killer needs to chase Survivor and put them in a position at the loop where a pallet isn’t immediately there to save them. It’s at this point that the Killer is given the opportunity to force the Survivor to make mistakes, run away from the loop, et cetera. This is where and how mindgames take place.
The fact that Survivors just camp and waste pallets means that Clown does not get the opportunity to mindgame. He approaches the Survivor, the Survivor throws down the pallet, and the only real option now is breaking the pallet while the Survivor runs away—something that not even his bottles can help him with.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/574789#Comment_574789
the cooldown is not a walking speed slowdown, it’s the time that lapses before he can throw another bottle. Using the cooldown reduction add-ons mean you can rapid fire bottles.
Have you played Clown? When you throw a bottle, you enter a cooldown during which you cannot attack, use items, or otherwise interact—and, more importantly, you slow down to a crawl and gradually and choppily ramp up to your normal movement speed of 4.6 m/s as your cooldown draws to a close. The addons that reduce the cooldown cause the ramp-up to be much faster as there is less time taken to reach normal movement speed.
Go into KYF with a buddy and see how fast Clown moves while constantly throwing bottles without cooldown addons. I guarantee you he’ll struggle to catch up to a walking Survivor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/575627#Comment_575627
That is not Clown's disadvantage, instead it's the Survivors advantage of having too many pallets close to each other. If Legion can get a guaranteed first hit, then he should be better right? No.
Legion is worse than Clown because while Clown has a power with a consistent value of zero, Legion has a power with a consistent negative value. It wastes his own time if he ever tries to use it for more than just a free first hit.
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@Yamaoka said:
Double-instadown without camping during a pallet loop:
Double-instadown by zoning survivors behind the gen right at the start of a game:
I could upload tons of multidown videos without camping - hell, I could upload a whole compilation but even then everyone would counter with "bUt tHoSe WeRE bAd SuRvIvOrS".
My videos prove his multi-instadown works as intended period. I love Bubba and if he gets reworked just for rotation players who have no idea how to play him efficiently I'll be sad for weeks.
Also I never said he was a top tier killer. He obviously is not with his average 115% mobility. But he is definitely decent - and decent is good enough for me. I don't want the devs to ruin his ability and make it an easy instadown without the ability to multi-down. That's what makes him unique afterall.
"bUt tHoSe WeRE bAd SuRvIvOrS".
... I mean, they were. Bubba is piss-easy to counter and literally doesn’t have a power against Survivors with half a brain.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/575574#Comment_575574
Looping is more optimal than camping a pallet.
If every Survivor camps the pallets instead of looping them against a clown then the clown will finish chases significantly faster than other M1 killers
And with a good build even then you'll still get the Survivors faster than an M1 Killer would in the same situation, since you can throw a bottle over the pallet before breaking it, thus reducing the amount of distance they gain on you by 15%.
Forcing them to use a suboptimal strategy to face you is powerful in of itself. Imagine if every survivor always immediately dropped the god pallet. That would make looping the Killer shack so much easier.
And once they do drop the pallet that spot becomes unsafe, moreso than against most Killers (but not moreso than against the best Killers) meaning that both in the long run and in the short run your power is helping you significantly.
Combine that with the fact that they need to be twice as close to a pallet than normal in order to make it and he's much better than any Killer who doesn't have a good chasing ability of their own.
And that's ignoring the fact that good timing and some red glow mindgames can sometimes let you hit a Survivor camping a pallet anyways, as well as builds like SF + Enduring.
Yeah, you could try all these strategies and justify it as much as you like.
Or, you know, the Survivor could just run to other pallets and loops while the other 3 hold M1 on gens.
That’s also a possibility.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/575364#Comment_575364
Yeah and other than the pig and trapper who have bigger weaknesses and Legion who can't use his power like that to down without an iridescent addon everyone you just listed I have acknowledged as being better than the Clown.
Hag can deal with pallets and is better than the Clown. I regard her as A tier
Spirit can go around pallets and is better than the Clown
Nurse is Nurse
The thing is that most Killers also can't deal with pallets. Even pig can only sort of deal with some pallets and even then it's a mindgame and I consider her to be competing for the clowns spot on the tier list because of it.
Docs anti-loop is worse than clowns, legions is too restrictive, wraith doesn't have anything, trappers takes too long and is too easy to disable,
Myers has the same weakness with Pallets but more advantages with all 3 of his tiers so he's a more solid B tier. Plague is like a Legion with more build synergy, a Plague with a good build is better than a clown with a good build. Ghostface is better than Clown since he can use his stealth+expose to end loops before they start (unlike wraith and pig who cannot).
Yeah clown has weaknesses, and yes those weaknesses hold him back quite a bit. But that doesn't automatically make him ######### tier when you're comparison is mostly Killers who have the exact same problems but worse.
Anyways I consider Clown to be the line you have to cross in order to qualify for being good. Clown himself doesn't cross the line, but he's close enough to be a decent point of reference. Killers that are worse than him are varying degrees of bad and Killers than are better than him are varying degrees of good.
Clown himself is just the best of the worst.
If by “best” of the worst you mean “top of F tier” then you’d be correct. The fact that his power is so “good” at stopping loops is literally useless because of its inability to circumvent pallets in any capacity. If anything, it makes it worse, because Survivors DON’T want to loop him and just waste pallets—a tactic that, as utterly wasteful and inefficient as it is, is not sufficiently punishable if everyone else is on generators.
The fact that Clown is still countered by pallets makes his “anti-loop” power worse at chases than a basic M1 Killer. His power literally counters itself. The fact that even a basic M1 Killer like Myers, Ghostface, Wraith, or Freddy is better than Clown is because Survivors try to loop them, because that is the most efficient strategy. When Survivors try to loop them, they get the opportunity to try and force the Survivors to make mistakes, thus landing them hits.
The most efficient strategy against Clown is camping pallets. He doesn’t get that same opportunity to force out mistakes from Survivors that loopable Killers do. He just gets pallets. The simple fact that Clown is not able to circumvent pallets makes the fact that he is not loopable a hindrance.
TL;DR: Camping pallets is an effective tactic against any M1 Killer in a chase; it’s just the only effective tactic against Clown in a chase and there is nothing he can do.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/574791#Comment_574791
It's even better if they are in a loop. Since they either have to leave the loop, or stay in the loop and be caught twice as fast compared to most M1 Killers.
I'm not saying he's amazing, but most Killer's have even less going for them.
When the Wraith is trying to chase someone in a loop they have to go through the entire loop at minimum speed. Doctor might be able to pull some shock tricks but any slowdown won't be as effective as the clowns would be and it's useless in simply catching up. Leatherface's chainsaw will almost never hit a Survivor due to how close you need to be in order to use it. Pig as the same problem as wraith. Legion is fine for the first hit but has no power for the second, and 4 seconds is plenty of time to get somewhere that the Legion can't hit him in a reasonable time frame. Trapper takes forever to setup anything and that's only if his traps aren't disarmed immediately.
Everyone I didn't mention is better than clown though.
I’ll say to you what I said to someone else: Clown’s power being anti-loop is his ultimate downfall, because it doesn’t have the crucial ability that all other anti-loop powers have: the ability to counteract pallets.
Let’s take a look at what most people believe to be the most powerful “anti-loop” Killers: Nurse, Huntress, and Spirit. What do all of three of these Killers have in common that makes their anti-loop ability good? The ability to prevent pallets from making Survivors impervious to damage.
Spirit can make a Survivor uncertain if they should drop a pallet or not, and even if they do and stop her in her tracks, she’s so fast that she can walk around the other side of the loop—or make Survivors think she’s doing that and scare them into vaulting back over to her.
Huntress has a ranged weapon that can go over pallets and through windows.
Nurse teleports through pallets.
Hell, even Killers whose anti-loop abilities aren’t regarded as strong (even if some of them really should be *cough* Hag *cough*) still have some semblance of pallet circumvention.
Legion can jump over dropped pallets. Trapper can trap you in place. Hag can place a trap that yanks your camera away from your path to a pallet, or teleports her into a position where she isn’t blocked by the pallet. Pig can do an extended ambush that can easily catch up to a Survivor if she is at the pallet or mindgame the Survivor if they are at the pallet. Doctor can remove your ability to use pallets entirely.
Clown has nothing in favor of that. His power does not allow him to become impervious to pallets in any way, and if a Survivor sits at a pallet instead of trying to loop him, there is nothing he can do. The only opportunity he has is if the pallet is unsafe enough to be mindgamed by normal M1 means—and at that point, there is no point to using his power.
There’s no purpose to using it to catch up, because the Survivor can and will get to a pallet before then, and if the Survivor is already at a pallet, then there is no purpose to using his power as an anti-loop ability, because they won’t try to loop you if they know what you’re doing. His power effectively has no value if a pallet just exists.
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@George_Soros said:
Yeah ok, but I mean no one says that. A majority of the community? No way. 9 out of 10 in the forums say he's trash tier, the rest says "ok against loops, helpless against genrush". Which is basically what you're saying, no disagreement here.
I’ve seen like 3 or 4 people on these forums acknowledge that Clown is garbage, half of which are you and some other guy with a Clown pfp.
And I don’t think that Clown is ok against loops but helpless against genrushing. I think he’s helpless against both.
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@miaasma said:
who on god's green earth is calling clown an A-tier killer
your points about him being a bad killer aren't solid though. they effectively boil down to "camping pallets counters clown". this means he goes through pallets super quickly
as far as killers who have to deal with loops go (so not spirit and nurse), clown's definitely not bad
See, it’s a very simple formula.
Clown's power actually does something to prevent loops. This means the most effective strategy is not looping him. However, because the gens go so fast, it doesn’t matter if the Survivors waste pallets or not.
Ironically, other M1 Killers are better than Clown because they’re loopable, so Survivors try to loop them, which gives those Killers the opportunity to capitalize on the mistakes that Survivors make. Intelligent Survivors don’t take that risk against Clown, so he doesn’t get that opportunity.
Camping pallets counters every loopable Killer. It’s just that camping pallets is the best way to counter Clown.
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Houston, we have a Bruh moment.
I have said multiple times already that Clown is an F-tier Killer in my opinion. My original post is very clearly quoting what I hear from the majority of the community. And what I hear from the majority of the community is that Clown is an A-tier Killer.
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@NuclearBurrito said:
Clown's gas isn't terrible. It doubles his ability to catch up to the Survivors and forces early pallet drops.
Freddy's power does a lot of this too but the relatively low limits of it make Freddy snares the worse power. What Freddy DOES have is his teleport, which has way more potential even with the 5 second thing.
And yeah his pallets are 100% overrated. They don't really do anything.
”It doubles his ability to catch up to Survivors”
Doesn’t matter if they’re already at a loop, which they will be.
”forces early pallet drops”
Doesn’t matter if the other 3 Survivors are doing gens, which they will be.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/574759#Comment_574759
Clown doesn't loss speed on bottle toss or walking around while holding a bottle ready to throw. He only slows down when he needs to reload. Also considering addons like Flask of Bleach and Solvent Jug are go to addons for the clown that aren't super hard to come by you can expect to be hindered for longer than the base 2 seconds.
Also clown isn't the worst killer in the game by a long shot, but he's nowhere near A-tier. He's directly in the middle. His biggest weakness is lack of map pressure, but he's average at literally everything else.
“Clown doesn't loss speed on bottle toss or walking around while holding a bottle ready to throw”
Nice try, but there are literally addons for reducing the cooldown he suffers from after throwing a bottle.
“Also clown isn't the worst killer in the game by a long shot, but he's nowhere near A-tier.”
No, he’s the third worst Killer in the game, easily. His power is countered by sitting at a pallet or just not being afraid of the gas, and because of that lack of map pressure you mentioned, he has no way of punishing Survivors for just camping pallets against him because by the time they’re all gone, the gens are finished and the gates are open.
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@SodiumIntensifies said:
Lol no one with real time in this game thinks Clown is A tier. Clown is like Doc, he can be annoying and if your team is trash he can 4k but he is a mediocre killer at best. Clown and Doc both need to be reworked.
Idk man, I’ve seen a total of like 3 or 4 other people on this site actually realizing that Clown is trash.
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@NuclearBurrito said:
Maximum of 8 snares actually
The clown can throw the bottle ahead of himself, the 2 seconds is a minimum time, it's very likely to last much longer so having it last 4 or 5 seconds is very common, the bottles can be used on any survivor regardless of their status (freddy can only do asleep survivors) and bottles can be thrown much faster than a snare can be deployed.
Also Clowns barely B tier.
“The clown can throw the bottle ahead of himself”
Doesn’t really matter when Survivors have the time to get to a window or pallet, especially when throwing the bottle slows him down.
“it's very likely to last much longer so having it last 4 or 5 seconds is very common”
No, it’s not.
“the bottles can be used on any survivor regardless of their status (freddy can only do asleep survivors)”
Hitting them puts them to sleep, so that’s a partial solution to your problem.
It’s also highly likely they’ll fall asleep while you’re chasing them, so there’s another partial solution to your problem.
“(freddy can only do asleep survivors) and bottles can be thrown much faster than a snare can be deployed.”
Snares can also be set up as a trap preemptively, much like Hag or Trapper, unlike Clown’s bottles, which must be used right then and there, so you don’t have to waste time throwing them and slowing yourself down when you get to a loop. The ability to place your traps ahead of time to lie in wait in a strategic position also prevents a Survivor getting slowed down by a trap from countering it by just sitting at a pallet, unlike Clown’s bottles.
”Clown’s barely B-tier”
No, he’s the third worst Killer in the game.
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@fluffymareep said:
Dream snares seem fine to me. I think it's just the fake pallets are so much stronger, so people would probably end up picking those most of the time. Also, Clown is A-tier?
Dream pallets are garbage; there’s a plethora of foolproof counters.
And yes, a large portion of the community thinks Clown is A-tier, despite him being one of the worst, if not the worst, Killer in the entire game—which I’m willing to bet is why his only buff since his release was a “bug fix” that prevented him from losing PWYF stacks when throwing bottles.
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How it feels to rank reset
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My Killer main
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Is this what depression feels like
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There’s ketchup on my breakfast burrito and I’m not happy
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Well you said “up to a maximum of a 150% total healing speed increase” which implies the ultimate net value would be +150, not +100.
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There’s an error in your math.
A 150% healing speed increase is 2.5 charges a second. At 16 charges, it would take 6.4 seconds to heal somebody, not 8. That’s 0.4 seconds more than old We’ll Make It.
Also, the devs have prevented healing speed bonuses from being exceeding 100%.
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I got bored and made these
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/567805#Comment_567805
I’m not disputing the claim that Enduring may have been changed.
I’m simply asking “why does it matter?”
Pallets, and being stunned by them, only matter (and are falsely threatening) to killers under the false pretence that every chase MUST end in a down.
“Not all chases should end in a down”
The reason you chase someone is to down them.
It’s not to injure them.
It’s not to get them off a generator.
It’s to down them so you can put them on a hook and sacrifice them.
There is literally no gratification to get from a chase other than having a Survivor to put on a hook.
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When giving a 110 M1 Killer 115 movement speed somehow ends up being a nerf
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@Emhyr said:
For me, Ghostface is the most frustrating killer to play as. The power is a total waste of time if you use it the way the devs wants you to use. Being stealthy and stalk around corners is a complete waste of time because good survivors won't be kill with this strategy. The only way i use the power is to detect survivors, to know where they are.
Actually, Ghostface is a Trapper without traps who can t-bag. That's all. At red ranks he's so trash to play as.
You and I have very different experiences, my gamer
And before you ask: Yes I play at red ranks and yes I am able to avoid detection, sneak, and stalk
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Today I found out my favorite DBD streamer hates dogs
Today I also unfollowed my favorite DBD streamer on twitch
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Okay here’s all the memes I have saved to my phone
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Honestly, my only issue with the detection mechanic is the inconsistency. For every time I can’t detect him as a survivor when he’s right there, I get detected through walls as a killer. Aside from that, though, leaning and cover is your best friend, and when you learn to use them effectively, avoiding detection is entirely feasible.
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My memes are rusty but I’ll try my best
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/567037#Comment_567037
Holy cow, he got revived! Rename this topic, the Ressurection of No Mither No Problem! XD (welcome back ^-^)
Ya boi is back and he’s ready to yeet
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Ey ey guess who’s back my bros
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@Frozenscum said:
Well, using partially refilled FF or decreasing recharge is a bit different thing.
If you can use it partially refilled you can pop it after 5 secs, hit survivor and refill 20 seconds gauge completely, so its even bigger buff then 10 seconds recharge.
No other killer is punished with 20 seconds recharge of their power if they miss their power attack, not a single. Imagine HB unable to use his chainsaw for 20 seconds after he misses, not even bumps into tree, attack - ridiculous, isnt it?
And since Legion's power is not even one-hit down, and not even a threat now, I see zero reasons why Legion should be punished such hard for missed attack. My suggestion punishes for missed attack by losing time of your FF, its 20% of your power wasted and survivor has time to vault/drop pallet. This is enough punish for missed attack. Also such change give you possibility to double hit survivor for Pin addon debuff and move away to other one, since mechanic applies to both missed and double hit.
With 10 secs recharge time and increased speed Legion can use FF as movement instrument, and his Fuming Mix Tape will be useful addon, that's reason behind buffing recharge time. Thus, Legion can move through map in short speed bursts, and dont worry about having FF in time when he founds someone.
He cant do it now, since its not worth it, recharge time is twice longer than FF duration, and speed increase is only 0.4 m/s plus he cant see scratchmarks. Dumb af.
TR change is needed cause now survivors abuse DW flawed design, including myself. When I play surv, I never bother to Mend if my DW timer is on pause, I do gens, totems, whatever, especially if Legion is chasing someone else around, I literally dont give a ######### of DW. Once I did full gen in DW, cause Legion was chasing guy around shack into jungle gym and back, full 80 seconds. That is broken design.
My suggestions remove this abuse totally. If you sit still in position - Mend, action interrupted as you move, progress is saved. A lot of high rank survivors heal themselves during chases if Killer start to hesitate and giving them still time, same can be done with Mend. Or, just strafe back and forth at same spot - timer will be on pause.
In all other cases - you have 20 seconds to Mend yourself or you will go down. You can do gen for 20 seconds, you still can cleanse hex totem, if you have opportunity, but not much than that. DW should be a threat, not a joke like now. You can make 80 meters away from spot in that time, isnt it enough?
“If you can use it partially refilled you can pop it after 5 secs, hit survivor and refill 20 seconds gauge completely, so its even bigger buff then 10 seconds recharge.”
Good.
“No other killer is punished with 20 seconds recharge of their power if they miss their power attack, not a single. Imagine HB unable to use his chainsaw for 20 seconds after he misses, not even bumps into tree, attack - ridiculous, isnt it?”
If only Hillbilly was actually given a decent punishment for missing a hitbox as interstellar as that bloody chainsaw. But anyway, if you have a 20 second cooldown that you can instantly refill in 5, I don’t see the issue.
“With 10 secs recharge time and increased speed Legion can use FF as movement instrument, and his Fuming Mix Tape will be useful addon, that's reason behind buffing recharge time. Thus, Legion can move through map in short speed bursts, and dont worry about having FF in time when he founds someone.”
5.4 meters per second x 10 seconds = 54
2.26 meters per second (roughly the post fatigue movement speed) x 4 = 9.04
9.04 + 54 = 63.04 meters converted in the 14 second duration of your iteration of Frenzy.
Meanwhile, (4.6 x 10) + (4.6 x 4) = 64.4 meters covered in 14 seconds by just walking.
Even with those buffs in mind, the fatigue ensures that the average movement speed of Frenzy is slower than walking. It is the exact opposite of a traversal power; it is designed cover the short distances between Survivors to hit them. The problem is that the distances are too short. But buffing that doesn’t make it any more of a mobility power.
”TR change is needed cause now survivors abuse DW flawed design, including myself. When I play surv, I never bother to Mend if my DW timer is on pause, I do gens, totems, whatever, especially if Legion is chasing someone else around, I literally dont give a ######### of DW. Once I did full gen in DW, cause Legion was chasing guy around shack into jungle gym and back, full 80 seconds. That is broken design.
My suggestions remove this abuse totally. If you sit still in position - Mend, action interrupted as you move, progress is saved. A lot of high rank survivors heal themselves during chases if Killer start to hesitate and giving them still time, same can be done with Mend. Or, just strafe back and forth at same spot - timer will be on pause.”
It would be so much simpler to reduce the Legion’s TR though, which also makes it more reasonable to open more ways to make mending a more dynamic objective, such as decreasing the mending time within the Legion’s heartbeat but increasing in when outside of it, giving a “post-adrenaline fatigue” type buff where the longer you spend in the Legion’s TR, the longer Deep Wound drains faster than normal when you leave it, etc.
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@GrootDude said:
I think burgers are nasty tbh.
Man the people on these forums just love to be wrong about everything
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@HURRI_KAIN said:
Some of these are funny, but most go to show just how overconfident killers are and whining about anything a survivor could do to,... survive.
This is why I consider myself too dignified to play with Ash mains
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/491000#Comment_491000
The above only intensifies the deeper you go into this thread. 😨
It's funny we're talking about scary American food because for my final for my intro to culinary class i had to make my own dish
I chose burgers, wrapped in pizza dough and baked in the oven instead of fried and put on buns, with the cheese replaced with mac and cheese
My teacher said it looked delicious—and to be fair, it was
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Wraiths. If they were any sweatier, they'd need water to re-hydrate themselves.
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@Hoodied said:
@No_Mither_No_Problem It would say sorry
It would leave to go watch the hockey game
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@Hoodied said:
We will cover you bruddah
Thank you my fellow Legionnaire
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@xXNurseXx said:
play Nurse my friend and you wont notice Mettle of Man anymore
But what if I want to play more than just 1 of the 15 Killers (16 in a few weeks)?



















