OniKobayashi
OniKobayashi
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- Username
- OniKobayashi
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Hemophilia: Your love of malice and desire to cause suffering leaves a bloody mess in your wake. Each time you hit a Survivor, Hemophilia activates, empowering you and your actions:
- Kicking a generator does instant 10% damage, and locks all Survivors out from resuming repairs to it for 10 seconds.
- Breaking a wall or pallet is instant, and causes all nearby dropped pallets to also break.
- Your next hit has 50% faster cooldown, and all actions are 25% faster for 30 seconds.
- Once the gates are powered on, hitting a healthy Survivor causes others within 12 meters to become Exposed for 10 seconds.
Hemophilia has a cooldown ranging from 10-30 seconds based on the action performed.
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The Entity is clearly beyond your comprehension.
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His power needs to be buffed, or he needs to be reworked in a way that still remains true to the core concept of being anti-loop. Right now he is add on dependent where only a few of his add ons are actually good. He also has one of the most pointless add ons in the game.
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PH is fine as is. If they do anything, then they need to just add some cooldown to faking out his ranged attack.
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Hillbilly just got shat on and you think he needs a nerf? The maps need a rework, and there needs to be rule sets for how tiles spawn together.
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So it has no benefits if you aren't in a chase right off the hook?
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1612909#Comment_1612909
i get blinded by them aiming at my ears when my face is buried in a wall so
Facts. I still get blinded even when I turned away from the flashlight.
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@RizeAki said:
His attack is not basic but you can use stbfl and use the power on obsession for hits and downs to save stacks
I just watched someone used it, and realized that Blight has a fatigue after a hit, so my question is answered.
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It would be better as a standard perk and not a Hex since it has a cooldown AND can be taken away.
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Why would something that aims at vision affect hearing?
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Still waiting for a real carnival map.
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I don't see how it's exploitable. They're going to wiggle regardless. It's just bad luck and just another BHVR new chapter ######### up.
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It would seem cool, but it would require the echolocation to be quick usage (5 seconds or so in between pulses depending on distance and objects within detection range. The issue would be how would the POV look to a blind Killer without just being black or blurred.
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No.
For the last damn time, no.
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If he's dull and ineffective, then I probably only go to P1 before passively giving him points.
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I still take a good amount of time to get in as a solo. Games with Killer take a little bit longer than it did before, but that might be because of the MMR type matchmaking still lingering around.
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@PoopoosEntusNunus said:
Agreed, some killers just don't when to drop a chase
Killers should never be required to drop a chase. Ever. Especially when there is no other target.
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Because babies went "waaaahhhh!" while adults shrugged it off. BHVR only balances for babies most of the time.
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I don't know why they release darkened maps knowing that there are a few characters who can hide in plain sight because of their clothing and skin tone. I remember when there was a Claudette that literally hid in the cranny of a hill tile and I seriously couldn't see her because of how dark the map was. I'm also sure that the contrast for the Killer's POV compared to the Survivor's is darker too for some reason.
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Is this sarcasm? The Huntress had only 1 kill and only hooked each person once, yet there is no counter play? You were also in SWFs with one other person, on a cornfield map, didn't bother doing bones, and Huntress was limited to 2 Hatchets requiring extreme precision in order to get any use out of her Exposed Hatchets. You literally didn't do the one thing that would take away her power, and yet you have the audacity to say there is no counter play.
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@NaughtiusMaximus said:
From what I heard they are collecting data so it makes sense that each is separated.
Also , if you didn't know , the killer switching was removed before the mmr was added, not at the same time.
If you get survivors that look like they gonna be hard to go up against or are swf , and you are playing as not a really strong killer and you are worried about not having an easy game , then just dodge. It's that easy. Forget about changing to one of the strongest killers, it's not coming back.
It was removed because MMR was being added shortly after. It just makes sense that they'd turn off MMR and turn switching back on since the whole reason they turned off switching was for the MMR that they ended up disabling anyways.
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I'd like to think that it's mostly people who play both sides. But obviously, he's more vocal about Killer sided issues because they're more obvious than Survivor issues. So naturally, people who don't like him are going to be accusing him and his followers as Killer mains if they are Survivor mains themselves.
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Looks like it's a stand off of who DCs first.
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I hate Myers more because he can get right up on you and pop it. Oni takes a few seconds and can be evaded by putting objects in between you. Also, there is no unlimited duration Blood Fury unlike Tuff of Hair.
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I encountered either a serious bug or a cheat one game as Killer. Within 30 seconds of the game starting, a gen was finished but it didn't register as being done on the counter until another one was done a few minutes later. I have to agree that dealing with PC people is obnoxious because of how console performs compared to PC. But it's not like you really know who is or is not on PC by their names. There are console people with PC like names.
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I never get to use it, so I can't agree with you. I either die before the final gen or I escape through the gates. Or I don't have it equipped as the last one alive.
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Well considering that I hate waiting for games, I haven't played Survivor much. But I did see one since the update.
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That's a bit much. If it gets any buff or rework, it should make the marks bigger and turn them into arrows that last a bit longer than normal.
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How in the hell does it trigger every 40 seconds, yet you can't use it again while running and exhausted?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1529598#Comment_1529598
Why? Many beginners struggle against Clown or Wraith. They are hard to deal with when you dont know how they work and how to play against. Check out older threads about clown, even months after release of him, many people were convinced he is overpowered and should get nerfed.
Clown is the most simple and weakest Killer in the game. He's strong against beginners and uncoordinated solos who don't run speed perks. Wraith is right above him. If they struggle against the weakest, then they will dread the strongest.
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He doesn't have slowdown while throwing anymore. Unless they ######### that up and it got reverted somehow, which doesn't surprise me. It was never add-on dependent. The feathers just speed up how fast you can throw.
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I never use Bamboozle because I never get vaults 99% of the time that I'm in a chase.
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Moris and Keys need to be removed or reworked. Not countered.
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As long as he's not a better Clown, then I really don't care what his power is.
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@LSerpentine said:
https://forum.deadbydaylight.com/en/discussion/comment/1528211#Comment_1528211
Ive literally been playing less than a week. This is the only killer I have problems with.😕
You're in for a very rough time if Clown is who you struggle against. Gen rush is his only weakness.
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Meh.
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Isn't the risk/reward already fine? 1 hatchet in exhange for instant downs. If you miss, you have to break chase to restock. Good Huntresses don't use them anyways.
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To be honest, I don't really care for the aura reading (not like I enjoy it anymore with the aura change). It's the BP I want.
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The hatch at the end is fine. It's when it spawns at 2 gens and the Survivors all escape through it.
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I think you just need to get some time in with him. Pretty sure old Doc mains claimed new Doc was worse before they actually got some practice in.
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It makes you invisible for 60 seconds? Yeah that needs a rework.
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I've seen Survivors jump into the hatch as I close it, and they got kicked out of the animation. It was funny.
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Clown was always the best at chasing. That's what he was made to do. With the right perks, he's a beast at it. However, loops and map tile RNG sometimes play against him. If a Survivor puts down a pallet early, the Clown has to either break it or use 2-3 bottles to get close enough for a hit, depending on the size of the loop. Assuming it can be looped and it's not a god pallet. If the pallet goes into a vault, then it depends entirely on the type of pallet tile and how long the Survivor uses that tile before going to the vault. Shack vault into an L-Wall with long wall window won't be easy to shut down even if the Clown uses his bottles, unless he predicts that they will vault out into the jungle gym and heads them off. There's a lot going into how effective the Clown will be at every loop. He will get you eventually, but it depends on the add-ons and tile spawns on how soon he does.
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@DaGreenBolt said:
Actually it wasn't just new players they were nerfing it for. It also said they were nerfing it as well due to some survivors not being able to hit great skill checks.
It was those two things combined that pretty much allowed any survivor to reach rank 1 easily, with just holding m1. You don't even need to know how to loop in order to reach rank 1.
You really don't need to now. Just run in a straight line from pallet to pallet and you'll be fine. Assuming your team is doing gens while it is happening.
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I consider it bad. It can't be changed with different TR perks or add-ons, it has a cooldown without a legitimate reason aside from a very small progression bonus, and it only triggers on basic hits so it's limited to Killers who are limited to basic hits. As it is, it will never be considered a good perk in general.
If they removed the cooldown and made it a TR based perk then it would probably get more usage.
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No.
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Do the damn totems. Jesus.
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@Almo said:
In red ranks, it was used in over 80% of games. But that was only an indicator that we should look at it.
Full article on Ruin:
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
Short version:
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
You took a look at what was annoying about playing against it, but not why players used it in the first place at high ranks?
Reason 2 is not entirely true. I've had hundreds of games where Ruin did very little. Remember this is back when repair efficency was not nerfed with multiple people on the gen at the same time and toolboxes were still strong. On top of that, the totem spawns were, and still are, rather bad. There is a reason people complained about totems getting broken within seconds of the match start.
Reason 3 I agree with. One of the issues I had using Ruin and going against it was the frequency of skill checks. There have been times where I had no skill checks with Ruin up and times where the skill checks were so frequent that it was hard to make progress. Had your team just changed the skill check chances at base with Ruin specifically, I think it would have been fine.
New Ruin isn't bad, but the change wasn't really necessary in my opinion.
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And what is your rank at the time of making this?
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They didn't notice because no one played him. The only reason they buffed him is because the ones who did talked about it. Overall, Clown is still the same. Just a little better.