OmegaXII
OmegaXII
About
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- OmegaXII
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Comments
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You have 4 chests by default in the trial anyway. If you lose one, you can still get another.
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@gatsby said:
Running curve add-ons and revving the chainsaw for 20 minutes waiting for the Survivor to make a mistake is about as skillful as "mindgaming" with Spirit
He revs chainsaw for 20 mins and your teammates still haven't fixed all gens and powered up all the gates and escape? How weak is your survivor team? Rank 20 is better than that.
And if you make mistake, you should be punished, not get away with it.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1412345#Comment_1412345
How I've seen most Billy's play is by revving at a loop, the curving into people. That's the mind game. If anything, this change will encourage you to get right behind someone and rev.
This is probably true, since you can't really do revving and curving at loop with this overheat mechanics. So, mediocre billy main will not be affected, but those who really invest time to become veteran billy will be hurt severely
Also, this mechanics just make new players harder to learn billy because it essentially cuts down your chainsaw usage to half, just like what they did to nurse.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1412273#Comment_1412273
Please go back and watch the video it only overheats quickly if you back rev too much otherwise it barely goes up when you are sprinting it is a very minor nerf while yes one we don’t need rn since sound is messed up no color blind options and spirit has no counter but it’s something that at a point would need to be done anyways wait until the ptb you will see it isn’t that bad
The billy in that video uses a purple and yellow add-ons. And we don't even know what they do. Those might change how the overheat works.
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That meg is scary LOL
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@KingFrost said:
Probably because they've got a new mechanic coming in that will change the start game, which means current Billy would be much stronger so they had to make changes.
Let's hope it's something significant that actually helps killers.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1411865#Comment_1411865
Maybe.
They're doing this right now, probably got no time messing with those two.
I'm not sure about that. All they came out with clown is the slowdown removal, and they're now very happy with him, and saying he's underrated at the same time.
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@RizeAki said:
They did it cuz every other insta down killer has a Cooldown and this Cooldown won’t effect you if you are good with billy and don’t have to back rev too much it’s also to remove the annoying chainsaw face camping
Then you can't just slap the same cooldown to billy when he's already in balanced state without compensating him.
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@Boss said:
Maybe they think they can be even happier with him by doing this.
Then why don't do the same thing to legion and clown? Are they more happier with current clown and legion than current billy?
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This would definitely promote better skillful gameplay from survivors, just like how they nerf killers in order to "Make him more skill-based"
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Some survivors are extra toxic towards low tier killers like bubba. (When i play bubba, toxic survivors increase, and i dunno why)
So i'll facecamp those toxic little ######### to teach them a lesson, don't be toxic towards bubba!
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@SpaceCoconut said:
I won't partake in the PTB, I'll just watch the bigger streamers waste their time doing it ;)
I'm going to do the same thing. I need those bp to stuff add-ons for my chainsaw bro :)
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Nurse is gonna be even more buggier than current state...
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Yes it sucks.
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Use it on hag. No one will ever get his item back.
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@ABannedCat said:
I assume the basic attack requirement is being put on to stop killers from snowballing with their power.
Which is funny considering they are nerfing the killers that are good at snowballing with their power to begin with, like Billy.
Why? Killers majority of pressure is done by snowballing, and they try to prevent that?
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@gatsby said:
Nurse is a very strong Killer, but she takes a lot of consistent practice to be good.
Either you main Nurse or you don’t bother playing her at all because you won’t maintain the muscle memory to play her
Well look at that, he's talking about game-breaking bugs here.
Tell me, wise man, how do you get good from preventing your from losing your second blink?
How do you bypass the huge deadzone in new map by get good?
There are lots of bugs like this which makes her literally unplayable
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There's absolutely no reason to increase his skillcap even more. He's already a high skillcap killer.
Bad players won't benefit from him, and only very experienced billy mains can manage to do well.
But sure, they like to nerf killers to promote more skillful plays, but i haven't seem the same done to survivors yet.
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@SpaceCoconut said:
Is the time on the ground cumulative like a survivor's dying state or does it reset when picked up?
I really like the idea of getting rid of flashlights and keys using this perk, but 90 seconds sounds like a long time if the timer resets if the item is picked up.
Either a shorter timer that resets when it's picked up OR a longer timer that doesn't reset sounds better to me...
You're hag main, so just trap those items, and they'll never get them back :)
I'll definitely use it on my hag when it goes live.
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@KeiOrtem said:
So I'm pretty decent at looping, however I have always had a few issues with trying to loop Leatherface, especially with his chainsaw. Now with the rework coming for Leatherface I should probably get better. So if anyone has any tips when it comes to him I'd love to know in order to get better so I can try and last longer in chases. :3
Don't go into deadzone where he can just revs his chainsaw behind your back. Utilize windows more.
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@brokedownpalace said:
But the charges added to LF make him stronger and easier to use. Misplay a chainsaw attack? You're no longer forced to commit to the entire animation. Take a deep breath before posting.
you can cancel your chainsaw midway?
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1407970#Comment_1407970
Oh yes, I love not being able to blink a second time! It's a great mindgame I can use, spamming my blink noise so survivors run into me and I get a free hit.
:^/
Yeah, except it's out of your control whenever it activates :)
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407783#Comment_1407783
Ghost overheats from 0% I can see it now.
Cooldown being extra long or just not ever coming off of CD.
The possibilities are endless.
The chainsaw won't cool down, robbing his power just like how nurse loses 2nd blink
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1407906#Comment_1407906
This is one of the few uses I see for new Franklins. And I think it is fine, it gives the player the abiliy to play Hag against multiple flashlights and a chance to do something against them.
Same with Keys - it can be possible to get rid of Keys with that. Which is not a bad change at all.
Ah yes... keys.. i hate those things. It robs my game from 4k to 1k in so many matches today.
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Do you think they really take feedbacks from PTB? No. Those add-ons and basekit changes are going to live, whenever you like it or not, and regardless the feedbacks.
PTB currently serves no purpose. It can't even serve as a bug test server, as some game-breaking bugs still can manage to slip into live version
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I'll definitely use on my hag, and trap those flashlights.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407288#Comment_1407288
OH don't you worry, Billy was far from forgotten. Look at his fancy new heat mechanic for maximum cringe.
Probably gonna introduce more bugs to him while they're at it, which will never be fixed
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@ALostPuppy said:
I think the Devs have higher priorities. What those priorities are...I have absolutely no idea...but yeah I think Nurse is very low on the list. Wouldn't be surprised if they're trying to forget about her existence entirely, like Billy and GhostFace.
That's what i don't understand. Why can her game-breaking bugs be low priority? Then what are their top priorities? Cosmetics? New chapter?
Why can't they just fix the game? Is it really all about business?
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Camping and tunnelling is unfair for one survivor, but it's very fair for the whole team. The killer will generally depip with those tactics, if the survivors are smart. However, i have seen so many survivors decide to play into these killers' hand, resulting in 4k.
I got to rank 1 the hard way, harder than normal people because i play without add-ons.
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That's what i want to say about this nerf when the patch note drops. However, people keep bombing my thread without even thinking about my point by saying, git gud, oh don't tunnel, oh you're bad killer etc etc...
Man, i just want to have a civil discussion.
Personally i think this nerf is bad, and i said it already when people suggesting it. Unable to see the aura of cage means caging is worthless in EGC, and it makes the uncaging event basically risk-free. Also, it already sends the survivor to farthest location, so they have plenty of time healing to full health before you can reach.
People keep saying how his cage ignores DS and BT, but so does Pop and BBQ from killers. As for now, caging is worse than hooking survivors normally, and it's KILLER'S POWER to begin with.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1405786#Comment_1405786
It’s not worthless in theory.
One of the ways to counter the Nurse was to double back.
That add on was intended to trick those types of survivors.
You can do that manually by using the second blink. Sure, sometimes the range is not enough, but it's doable.
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@BigBrainMegMain said:
I kind of agree with you.
Just comparing their Insta-downs. Yeah, Myers has limits, time management, he needs to stalk to get more, and you're screwed if a survivor is glowing Red because you can't get anything from him/her.
Bubba just has to get on someone's ass and rev that Chainsaw and done.
Both can be looped, but in a comparison scenario, Michael's biggest flaw is the time bar he has before going back to his T2.
Maybe with stalking and duration add-ons, he can be terrifying..
But sadly, add-onless myers is just too underwhelming in red ranks, because the game really goes by fast.
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@Kolonite said:
Sounds like you're just not good at Myers lol
Well, probably i'm just a good leatherface :)
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1405809#Comment_1405809
No flashlight/palletsave
You can immediately chase a nearby survivor instead of losing the person that was close to the downed guy.
To be honest, good teammates will be doing gens instead of trying for pallet or flashlight save. I honestly wouldn't cage someone just to negate them. If i see them going for it, hit them once, and hook.
Also, good survivors won't really stick around to the survivors being chased.
But of course, in some case you can get into another chase faster with cage, but i rarely see these opportunities in red rank.
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In that case, i find it easier to play as Myers than leatherface. And actually, they're both m1 killers, so if i can do well with one of them, i should be able to do well with another. Their mindgames are basically the same.
But still, imo they both deserve some buffs..
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I generally see no benefits by caging people other than negate DS.
I would just hook them normally, because:
1. Survivor won't get insta-save
2. You can decide where you hook them
3. Your perks can work (Pop, BBQ)
So generally hooking is still better, even if it takes 10 secs
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1405783#Comment_1405783
of course she became worse. Which was 100% justified.
Not for those joke add-ons.
Using her ultra rare add-ons are a nerf to her instead of buff.
Her purple add-ons are also jokes, and buggy as hell.
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@NuclearBurrito said:
Ok so first of all just comparing their instant downs:
Myers T3 is instantaneous and has full manuverability. Actually even better, it has enhanced maneuverability due to the extended lunge.
And when he's not in T3? He's passively better than a base 115% Killer. His T2 has a 16 meter TR and a faster vault speed, with T3's being even faster. That has a huge impact on chase times, especially with M&A bringing his TR down to only 8 meters.
So his only real downside is his weak T1, which isn't even THAT weak due to it being undetectable. Still a weakness so I'll grant you that.
But anyways, the point is that Myers has a better instant down and better raw stats in general. His T3 has minor anti-loop and his T2 has minor stealth capabilities.
So sure, Leatherface always has access to his instant down, but he has no anti-loop and nothing to help with tracking or any utility whatsoever for that matter. Hit saw also has the 2 second charge time making it situational in terms of when it can be used, unlike T3 myers which has a prerequisite sure, but isn't situational.
Well, based on how i do with both of them, i generally have better results with bubba than myers. But of course, i might be a bad myers and a good leatherface.. who knows..
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@NuclearBurrito said:
What's more telling is that THIS is the addon they decided to leak. So of all the addons they have designed that they could have possibly used to get us excited for the next patch, this is the one they actually used.
Not a good sign.
I remembered they teased the worthless nurse's purple add-on before her rework.. (the one that teleports you back after you just teleport)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1405424#Comment_1405424
Maybe wait? This community is always the same - ONE thing is known and they think they know everything. I remember the Freddy Nerf a few months ago. Or that Doctor became weaker.
Nurse definitely became worse. Her add-ons are all jokes.
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That is another useless crap. Why use it when we have knock out which is better in any way?
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@malloymk said:
Survivors can be toxic against all killers. Killers can be toxic against all survivors.
It is what it is.
It's too bad that i punished these kind of survivors, but at the end i still didn't get the merciless..
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@[Deleted User] said:
Why would you cage someone during EGC when you have no control over placement or have to do it in such way where DS/BT would be a factor? The power requires a bit of thought. If it's their first hook, you messed up a long time ago, but you can hook, down and cage as long as it won't put them near a gate, then re-hook. If it's their second hook, hook normally with good hook placement, back off to prevent BT, and save the torment for the quick mori. The cages are still not randomly placed. Same spots as Plague fountains or Freddy alarms, and always the furthest possible spot from you.
How do you back off to prevent BT? If you're that far, they can just body block their fellow friend and get out. Remember, PH has no mobility at all.
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@Seanzu said:
Killers - We weren't going to cages anyway it was too far away, no one was tunneling from cages
BHVR - We've removed cage auras
Killers - How are we supposed to know where survivor is now, un-caging is free now I can't capitalise on no BT/DS
lmao
It's true we don't cage often, but when we do, we lost our capability to capitalize survivor's mistakes. I have seen people legit wait for last second to save the person in cage, and i have already downed and hooked other people in between.
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@Johnny_XMan said:
The only time I see a problem with it is during EGC. Especially when the doors are already opened.
You send someone to a cage, and you have no indication of where other survivors might go. So it'll come down to luck at that point.
I think you should be able to see the cage during EGC. Cuz it's not like you can go to gens and find other survivors, since gens are already done.
One of my main concern is EGC as well. You either hook them, and DS BT save, or cage them, where you can't defend at all.
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I agree. That moving cage alone is enough to deal with tunnelling problem.
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@Chrisx98z said:
Use your torment to mori them at last hook instead of send them to cages, thats the way i use him
So much for his power, eh.. only saves like 10 secs for each survivors..
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1404226#Comment_1404226
Good.
Guarding cages is not how PH is meant to be used.
I'm all good for that change. But the cage aura is my main concern
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1404226#Comment_1404226
i dont think thats bad. i mean survivors need to run to the other side of the map again and waste even more time.
I honestly don't care about this change. I don't camp cage, so it doesn't affect me.
But my main concern is the aura.