Onyx_Blue
Onyx_Blue
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Way back when I first started playing Huntress and was considering maining her I had the exact same feelings as you - "she could benefit from slightly increased movement speed, since a fair number of tall loops destroy her." But, after playing her more and more I learned she is very strong when you play her well. Some loops/chases are not meant for every killer. There are loops that Huntress can't handle, but a killer like Pig can, some loops she destroys at but a killer like Leatherface doesn't. See what i'm getting at? If Huntress got a speed buff she would be the most crazy killer to vs; she'd catch up quicker, meaning pallets become less mindgamable and more of an object to use just to gain distance and safety rather than played for those things as well as for potential jukes and evasion. Because let's not ignore the fact a survivor should be trying to lose you while in chase - not just pallet/loop hop until you get bored and give up. So if you're not gaining pressure from certain loop areas, aim to get it dropped and a deadzone asap. If not, leave them injured and move onto someone else. Huntress has very good rotation pressure, she can literally hit people from an entire map away, and there are a lot of sneaky holes and gaps in structures/trees/loops that you can hatchet throw through to skip over the loop game.
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@Mo4ntus if you're chasing a survivor for 1-2 gens, then you're playing badly in that match. If a game starts and you find someone within the first 10-15 seconds of it and chase them long enough for 2 gens to pop then that is terrible. You know it's a 4v1 right? There are 3 others on the map not pressured by you, left to do whatever they want. Injure the survivor, and if they're taking longer than 20 seconds to down, leave them alone and pressure gens, the ones that aren't near to where you were just being dragged around in the chase. It's called juggling. And you need to do that to play well as killer. Current mechanics can be abused by survivors to make this near impossible (eg toolbox squads) but those have been changed now as of the ptb. Plus, those are anomalies, you won't be vsing them every match.
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Ruin was an overly passive perk that was both inconsistant yet could be obnoxiously abusable. This 'NOED Rebellion' is stupid and a farse - people have been using NOED long before the Ruin change, and it was obvious it was still going to be spammed. The reason is because most killer players suck at the game. Why have pressure on gens when perks like Old Ruin and NOED exist. How about learning how to play at a skillful level? NOED is most likely going to be altered - and i've shared ideas on this on how to make it earned - or at least, it should be. Ruin is a great perk now, it rewards killers for playing the pressure game well. NOED however grants the potential for rewards for any killer player losing the game whilst luckily having a dull totem still up. DBD needs a shake up with it's attitude - players should be encouraged to learn the skill that all mechanics have. Not just cruise by ranking up with minimal effort, wrecking the matchmaking and warping statistics in the process. No wonder it feels like the devs are on the back foot with the new changes coming. Players moaning and warping the aspects of the game to suit the 'I struggle with this so change it' attitude is embaressing. I'm saying this in a very direct way, so it may sound rude, it isn't, it's just delivered with passion. I'd love to have DBD in a state where ranks mattered again and people who are in reds actually play with experience, intelligence and skill. Lower ranks should always be filled with lower skill players, a massive shock, I know. So when things are called for changes in a negative direction, the people calling for it and those agreeing with it should be aware they are being selfish and childish, plain and simple.
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@Weck it promotes the strategy of leaving people alone and only stalking. You can obviously attack your obsession and leave them, but only once for your 1st token. You gain the trophey easier if you pressure them while stalking
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This is why you play properly while building up the stalk. If you injure/hook people in the process of gaining your tier3 then they will less likely assume that you have Evil Incarante in mind when you do finally pop tier3. They'll obviously see that you have it once you kill someone, but, if you put Tinkerer on, then you'll have a very easy job of approaching gens/chases in Tier3. Try this build for it:
Tinkerer
Monitor&Abuse
Corrupt Intervention
Whispers
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@LetsPlayTogether no it wouldn't, if a killer moonwalks you, as soon as he turns to hit you the game will register the chase in the second before it connects. Plus, if you're vsing a killer like Huntress or Plague, if they are tunneling you from a distance, force them to enter a chase with you or just simply waste their time for the full minute by not giving them the angle to get a hit. If a killer wants to waste 60 seconds not pressuring gens and hooking other survivors then they are rubbish and will lost the match. Current DS punishes a killer for more than just tunneling in it's current state.
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Alrighty, so it isn't a bait and instead a genuine concern for possible Dev intenetions. I do still hold my point up (steady on), there is a difference between Old Ruin and Corrupt. Corrupt is only up for a max of 2 mins, and in that time the survivors do not need to interact on the gens that are available. They can easily wait it out and hide until it is gone. Since it is only up for 2mins. Old Ruin was not only inconsistant, but it involved the survivors putting themselves out there to actually eliminate the perk, so if a killer hard patrolled 3 gens nearby the Hex, it would be up for ages, and ultimately feel uniteractive and boring. Not only that, it could be paired with other perks to make a survivors life hell trying to push through it at a risk off unleashing Haunted or Thrill etc
I see no oppresive gameplay causes by Corrupt Intervention. If they pair it wih Discordance, those can be avoided by a survivor choosing not to be dumb and double up on one of the only 4 available gens for that time. Easy to avoid Corrupts strategy. Not so easy to contend with Old Ruin, hence why it was adjusted. Corrupt will be fine. Don't worry about it
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@Thatbrownmonster Old Ruin was used by pretty much every killer and the majority of them have no idea what pressure is. The new breakable wall in Shack is a mechanic that will once again coddle baby players wayyy too much. It's almost like the Devs don't know how to implement stuff that encourages learning and improving your overall gameplay while still keeping it fun for low experience players. At a high level, shack will still be loopable, just nowhere near as mindgamable once that wall is broken. So yeah, agree with you there, damage control.
However, on a high experience side, Deathslinger is gonna be insanely fun to play as and vs. I don't say this about every killer upon initial drop, but he may be my new main ;) can't say Devs don't know to make fun and interactive killer powers. Balance wise, it's always an uphill tug of war; New dlc wise, incredibley fun and exciting! So no, @DVD420 I disagree with you saying they don't care. Theu do care, it's just a struggle/poor business implementing all the changes they want to at once; since every update comes with new bugs. Too many changes at once may possibly cause harmful bug issues thay make the game unplayable. Plus, DBD will be alive for a long time, stick with it, keep having fun with new dlc, killers you love playing as, perk builds you enjoy a lot etc and ridd out the storms that we have to cross through to get to the better sde of balance
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This thread is either a troll or really ill-thought-out. Ruin was nerfed because it was too much of an unreliable, passive perk - had inconsistency due to skill-checks; and was overly obnoxious to newer players who had no experience. Corrupt is passive for 2mins at max of the game and has no obnoxious mpact on newer players. Nothing about Corrupt is bad for the state of the game. If new players haven't learned what unique perks do by the time they know whether or not they enjoy playing it then they need to up their game and start paying attention. It doesn't take long to look through each unique character's bio and see what their perks do. Corrupt is fine
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Yeah exactly, ultimately you feel like it's toying with them, or letting them walk over you just to let the situation the challenge demands of you take place. It just causes annoyance really. I don't wanna have to let the EGC happen with Blood Warden in play just to get a kill, or down them and open a door etc, just feels out of rhythm with the flow of playing killer. Could just make it a high number of sacrifices or a specific amount in the match. Or a specific amount playing as a certain killer
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@6yXJI0 but why are you trying to harpoon people at safe pallets? If there is no angle for you to drag them away from it, just get the pallet gone asap. He doesn't need an ability to break pallets using a survivors chained body. Currently the way he plays seems solid. People make the mistake of over commiting with him, he's a 4.4m/s killer which means you shouldn't be sticking to long chases that you don't benefit from. Injure/Deep Wound someone and leave them alone if they are taking you on a merry dance in safe loop areas away from other survivors on gens etc.
Also, how long of a stun are we talking? Because he has to reload after that would happen too. And if the survivor gains too much ground on him with the total combined time of the breaks stun and reloading then what's the point anyway? May as well just kick it and harpoon them in the open
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Ghostface is fine, you can break him out of it if you see him on his approach pretty damn easily. And if you've knowingly been stalked by him and he's occupied carrying someone, make sure to tank a protection hit and reset the stalk meter on yourself. He is a very balanced killer.
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If the pallet loop has high obstacles/walls to it then just break it. If the loop has spots you can aim through or over then try to harpoon them and drag them to the open part and get a hit off. And if you don't get the hit off, they're injured and Deep Wounded anyway. Then you can break it and either find someone else or commit to them if they are in a weak area.
His power is anti-routing, so if you can get the angle on loops that are usually safe, they become free hits. Don't right him off so early. He can very well handle loops both before the survivor even gets to them, and while they're running them. It just takes solid aim, patience and map knowledge to play him well.
Making it so a dropped pallet is ignored/broken from the drag would make this killer pretty impossible to outplay. Every loop would become unsafe. The way he is now, the killer still has to put effort in to actually get a hit on the survivor trying to play ultra safe. And the survivor playing ultra safe can still get hit because they can get pulled around the loop if the chain doesn't break. Plus they still get injured and Deep Wounded from it. Deathslinger is fine as he is from my observations, power and gameplay wise - bugs ignored, obviously.
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Deathslinger compares more to Clown than he does Huntress
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I agree that there should be increased sensitivity options in general, but as far as you saying aiming is difficult, you're mistaken.
I mained Huntress for a long time, and now I main Demogorgon; I have zero issue with aiming and flicking. And from the looks of it, Deathslinger's Redeemer should be used mainly as anti-routing, much like Clown's Afterpiece Tonic. So complaining about aim sensitivity isn't gonna be an issue since (early observations) you should be patient with his shot and use it to deter vaults, early pallet drops, breaking LOS at certain positions, entering strong loops etc.
His Redeemer shouldn't be used like a Huntress Hatchet. The way I see Deathslinger is like a combination of Clown and Legion. He anti-routes the survivor to get early hits and prevent them going to strong loop areas for free; and also able to apply slowdown from a long distance if he doesn't want to commit to that strong loop zone, then go off and pressure someone else.
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@Trollthem hypocrite. You're assuming my experience to try and insult my argument. The exact thing you got all defensive about when you thought I was doing that to you (which I wasn't).
@Milo is spot on with their reply to you. Good pathing means the survivor is manipulating their movement to confuse and mindgame the killer, ultimately juking and losing them. Not just bouncing from pallet to pallet and dropping them early to avoid a potential hit.
You're literally encouraging the removal of Red Stain so that survivors would be scared and drop pallets earlier? That would make the game insanely boring for killers. I don't play killer to vs teams who just tun forward from pallet to pallet; with no attempt to outplay me: mindgame, juke, evade me etc I love vsing strong survivors whom actually interact with me in a chase. Because it's fun and satisfying to play that way.
You say you've played since a month into the game debut and you think interacting in a fun chase is pallet hopping? No. Just no. And it's funny you telling me about perks that offer particular functions when I literally gave two perks that remove the Red Stain as an example in my first response to this thread. Maybe you should use those perks I listed if you want the Red Stain gone so badly.
So cut it out with the stupid insult attempts and realise what you're saying about the Red Stain is illogical and would turn killer players away from playing, since people wouldn't interact with chases, instead just drop pallets and run to the next one with no intention of trying to outplay.
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@Gzilla it's the Hatch that needs nerfing. I have no issue in a team escaping through Hatch once they've got all the gens done, since I was losing anyway lol. And if they bring a key in and are the sole survivor and find the Hatch that I closed then fair enough, the item served it's purpose when they really needed it to. Because don't forget, the issue is that a team of 3/2 can escape early in a match when there are still 1/2 gens left to do. Which is the thing that's bs. They can skip out on objectives just to escape early. I'd say make the Hatch only spawn once all 5 gens are done and when there is one survivor left alive no matter how many gens left.
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@emyung so, what would removing the red stain do when, as you say, most loops aren't LOS blocked anyway?
Look, the Red Stain shows the survivor which way a killer is facing, this in turn allows both the survivor to play accordingly to what they see the killer doing and what they think they will attempt to do. A killer can manipulate their red stain to mindgame the survivor by putting false ideas into their head about what they're doing. Yeah, survivors can do those tricks to avoid the killer, but killer can use their eyes, pay attention to crows, blood, scratchmarks, listen to groans of pain, footsteps, healing. Killers are not in a wesk state. People need to stop thinking they are. And the devs are in the process of adding and changinb things to improve balance in the game. The red stain isn not an issue. Like I said, use perks to remove that function if you struggle with manipulating it for mindgames or play as stealth killers like Ghostface.
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@Bardock so, you got them all down when they were in the exit gate? Yeah, that isn't something good on your part, they were just mucking around most like. They know you can't carry all of them to a hook, so there's no difference between them staying to let you down them all there and them just leaving. Making it so survivors cannot escape via crawling isn't a remedy to that, killing them before they get the doors open is. It isn't gonna be possible every game, obviously, but don't winge about it when it happens. If you down multiple at the door, pick your victim that dies and just accept you'll need to do better next time. It happens to all of us as some point. The mechanic to stop this happening is killing them all before the doors are open
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But the power isn't for that. You use it locate others that aren't Deep Wounded to get pressure or intel on them, and slow down the person tagged. If you want his ability to do something after they're already Deep Wounded, you gotta have something in mind. Because I see no issue with Legion as they are. If you're chasing an injured survivor who's Deep Wounded, you're either confident you can down them quickly or you've made a mistake and should leave them alone for now so they can be slowed from doing stuff/caught out of position
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Legion's awesome. It's a great ability for juggling multiple survivors. Considering that his Frenzy makes them able to catch up quickly, it doesn't need to do anything other than what it does now - which is to locate and pressure other/multiple survivors, while afflicting them with a slowdown function. I love playing Legion and have very fun, very successful matches with them.
What is it exactly about their ability that you find doesn't appeal to you?
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@Trollthem so you think good survivors just run without thinking and no gameplan to their routing? Don't go acting all high and mighty. You're agreeing with someone saying the Red Stain should be removed, and that no Stain means more mindgames for the killer. Tell me how no Stain means more mindgames. It would remove the effort of a killer mindgame-wise since they can just hold forward in a LOS blocked loop and the survivor is none the wiser if they canmot see them. At least now they actually have to manipulate their movement to gain an upperhand at certain tiles. It takes effort and skill to do well. Just like it takes effort and skill for a survivor to properly read and predict the killer to win the mindgame and then mindgame the killer right back.
You're taking offence to me asking your experience level? It was a simple question, I wasn't calling it into question or assuming anything, relax. Too many survivors whom have minimal experience often have too many opinions of the game and what to change, before they even know the game at a proper level.
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@LoverOfDemogorgon yeah, I do like your idea. Only downside to it is sometimes the game takes too long to put you in the chase and then can often take long to realise it's ended lol
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@Aven_Fallen because it feels intentional, they are obviously doing stuff on purpose to Wraith's cloak since he has experienced bugs with his cloak in recent months.
Maybe they're tweaking stuff and on the live version it's resulting in bugs. But, ultimately, it's very easy to avoid being burned
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@Milo It lasts like 2 seconds, and it's avoidable. So making it so the Wraith has to redo his approach before getting an attack off feels balanced. When I play Wraith vs flashlights I never get burned and don't feel like i'm wasting time avoiding it either
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@LoverOfDemogorgon I'd say it would have made more sense to change Insideous to apply Undetectable to the killer upon hitting a survivor with a Basic Attack. Keeping the times and cooldown you suggested; that way if you commit to the survivor, you've wasted it - since chase music takes priority over the Terror Radius. And it can also put the mindgame of "is the killer still following me?" if they decide to break chase and LOS. And since the timer for it isn't long, the killer has to commit to one or the other: leave them to stealth approach gens, or mindgame the survivor by feigning leaving and coming back to catch them out.
Edit: forgot to add that I would have preffered this version I suggested before Dark Devotion did this very thing lol
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@Trollthem with a name like that i'm taking your response with a HUGE pinch of salt.
A survivor does put effort into loops. They took the time to learn how to properly move during chases to keep distance. Killer's mindgame the Red Stain among other things to help mess up the survivor in chase. Removing the Red Stain baby's lower skill players
(Just so i'm clear @emyung @Trollthem how experienced are you at dbd?)
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@Bardock that's silly. The survivor is still alive, and still able to move, thus they can still escape. Just because a Hatch sometimes randomly spawns on them or they crawl to an exit without you knowing isn't a broken function.
Use Deerstalker if you struggle to keep tabs on downed survivors; or find yourself with loads of slugs in situations like that often.
Not that i'd implement a new perk to remedy this, because, well, I just gave examples why it's silly to want a remedy to it. BUT, I did post a thread talking about a new perk idea: it essentially applies Paralysis to a survivor hit with a Basic Attack for 15/20/25 seconds. It has a cooldown of 60/50/40 seconds as well. It stops downed survivors hit by this perk from Recovering and Crawling until the Paralysis timer expires
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Removing a function that allows survivors to have intel on a killer just because you don't like the idea of having to put effort into getting a hit is ridiculous!
There are perks that do this, try running them if you hate moonwalking:
Beast Of Prey - removes the red stain once in Bloodlust
Tinkerer - removes TR and Red Stain once a gen repair hits 85%
Or just play as Ghostface lol and use his ability in a tall loop chase
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@Gzilla no, atm you can start killing as soon as the survivor gets unhooked. My idea was to make it so you cannot kill anyone until all 4 survivors have been hooked at least once. Meaning you can't just hook one, hook another, kill the first, second is unhooked then killed instantly too. You actually have to earn it by getting the whole team hooked before gaining such a bs advantage
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@Aven_Fallen Could be a bug could be intentional. If it is a bug, I hope it gets implemented as a proper mechanic; since it actually makes more sense than burning him out of it completely. He gets burned and stunned, but his Cloak isn't broken because only the Wailing Bell has the full power over that ability
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Lol you're saying a game that's rated 18 can't use adult themed titles in add-ons? I'm guessing they can't show blood or killings then either? If a child is playing this game, then it's on them and their parents to know if they should be exposed to it. Adult themed content should never be restricted just because some children expose themseves to it.
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The old Wraith used to be burned out of his cloak. They changed it so the survivor burning the Wraith is rewarded for the burn by not being at risk of being hit right away.
You can avoid a burn by stopping your uncloak and moving out of the way of the flashlight, if you try uncloaking while a flashlight is aimed at you you'll always get burned. You can also avoid a burn if you use Swift Hunt, you'll be uncloaked faster. And also if you start uncloaking before the flashlight is on, you'll most likely pull it off before the burn; just make sure to look down at the floor when trying to uncloak with a flashlight aimed at you so you don't get blinded in the process. Otherwise, yeah, just strafe out the way of the beam and uncloak from behind a tree or something that has a wide hitbox that blocks the beam. It's not hard to avoid a burn, and it doesn't waste a lot of your time. If anything, a survivor is taking a gamble by attempting to burn you, they lose a lot of ground in the pursuit and make themselves easier to hit if you pull off the uncloak
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@Hag.is.Dtier you're proving my point. You don't know anything about how to play Clown effectively. By techs, I mean manipulating his audio cues in certain loops to mindgame the survivor, giving me free hits. It's a Tech only Clown can do reliabley
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@Hag.is.Dtier well from that video he clearly doesn't. I was a Clown main myself soooo. Everything he said was not a valid point as to why 'Clown is garbage'. If a Clown main is playing Clown like that then he hasn't learned a thing about him. I played Clown without obnoxious slowdown builds or bs chase builds and used to dominate. And recently i've been learning even more about Clown techs that add even more to his gameplay than I already knew.
Afterpiece Tonic is a very reliable slowdown if you use them in areas and times of the chase where you actually get a benefit from them. Spamming it is stupid. Aiming for the survivor with the bottle is stupid. Blindly following a pallet camping survivor is also stupid. Come back and tell me something actually valid before I start taking you seriously. (Ps i'm not trying to be rude, but so many people say Clown is rubbish without even knowing how to play him, that it's just annoying to see over and over again without evidence of thought behind the argument)
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@Hag.is.Dtier wowwww, that guy does not know how to play Clown. You don't spam bottles in a chase, you use them selectively to limit the survivors routing - thus pointing out how slow he gets from repeated throwing isn't a relative factor. And when in a loop with a survivor, you dominate the pallet and push them the weaker way around by placing gas at the point of the loop which hinders them the right amount to gain the distance and get the hit. You don't aim where the survivor currently is then push them with your fingers crossed. And don't even get me started with saying pallet camping is a good counterplay to do vs a killer. You can say that about a lot of killers: Trapper, Wraith, Hag, Myers, Freddy, Clown, Plague, Ghostface, Oni (outside of his Blood Wrath) all of these cannot do anything to you if you just drop and run. This does not mean they are weak. If you're a killer vsing a survivor who plays like that at pallets, then you change your approach on that person. Seriously, how does no one know how to play Clown!? I've only seen one person actually speaking sense about Clown in these forums. Literally one. No one else has a clue how to play him. And you all cry for a buff to a powerful chase killer, I weep for this community.
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@CornMoss that's not how you use his gas. You don't throw it at the survivor, you throw it at the routes that would make chases drag on. If they change their route, then you push them into a weaker area, if they push through the gas, the accumulated slowdown does it's intended effect and you catch them.
Throwing down a pallet early isn't a counterplay, it eliminates a safe area; if the Clown is doing a good job of rotating his pressure between survivors, that style of survivor play hurts them so badly that they will struggle to come back from it.
And you can use bottles in a loop, they are a very effective shut down of most loops. You put the gas at the area they are going to push into once you've commited to your angle of the chase and if they act too late they get hit, act too early and they get hit. Survivors can obviously attempt to mindgame the killer with their movement, but Clown is strong in loops.
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@Frankie righttt. Clearly hardly anyone puts time into him legitimately. I've said this before: tier lists exist as competitive comparisons. If one killer is lower down the list because others are higher, it doesn't mean they are declared ultra weak by default. Every killer has stuff going for them. Clown's strengths are massively overlooked - People use his gas wrong, people don't manipulate his audio; thus, people don't reap the rewards of gaining the massive pressure out of their chases as Clown can achieve.
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@Frankie what was confusing about what I said?
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@ClickyClicky Clown has very strong chase pressure. Thus that's his style of map pressure. If you dominate chases, you can easily throw your presence around. People wanna heal vs intimidating chasers. The more they heal the less time gens are being repaired. And when they are done, they are so at the expense of staying injured vs a killer whom finds it very easy to get hits.
Clown is nowhere near as weak as people say he is. You just need to learn his unique strengths and apply his power in the best way to uncover it
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@amnesiac leave the moronic digs out of intelligent conversation ;p you make yourself look like a fool.
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@BigBubs I have a thread on Mori's. All they need to do is make it so Ebony only allows the killer to kill all survivors once every survivor has been hooked at least once. And Ivory only activates when the survivor in question is on their death hook. Those changes would be sufficient enough for me
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Keys are fine. It's an item that provides an alternative means of escape into the game; if Keys disappear then what happens if a killer gets insanely easy door placement?
The reason why I say Keys are fine is that it's the Hatch that is the issue. Keys should stay exactly as they are, the Hatch should be the things to be tweaked. Make it so Hatch only spawns in two conditions:
- All gens are done and the exit gates are powered
- Only one survivor is left alive in the map no matter how many gens are done
I have no problem with Keys as an item at all. Simply the Hatch spawn criteria makes it seem 'op'.
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@TankTopTru3 yeah, those do make for gratingly difficult matches at times. But then again, map size wise, it's just something that has to be taken into consideration. If you're playing on a big map then apply a different kind of pressure on the map, try to force survivors off gens by dominating chases. If they go for a rescue when two are hooked it gives you a very good breather for gens popping. And if they don't then you'll find them on gens and get extra pressure (it's obviously a specific but loose example since there are many factors that can happen in a match, but i'm talking the core strategy of the killer player going into that map) .There's loads of strategies to utilize and i'm simply encouraging players to actually learn them and the effectiveness of individual killers before asking for a mass overhaul buff which isn't needed. Since those infinites aren't gonna be around forever. And basic movement killers are far from weak
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Every killer has unique styles of map pressure. Just learn how to play them all and hopefully won't think silly stuff like this; it's blunt but true. People say a lot of misinformed stuff and then people sheep it over and over. Basic movement killers are fine, and can be very strong when learned
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@DudeDelicious look up to avoid a flashlight? Nah, looking down is way better. You can still navigate your way to the hook and see if someone is blocking your path to get a free hit. Looking up is only the best option vs firecrackers
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I never like sheeping other player's builds, so I always use my own:
BBQ
Iron Maiden
Surveilance
Overcharge
This works well as a combo with gen rotation pressure since if you're a Huntress main you should be mean with her hatchets; so simply knowing that gens are are still regressing allows freedom to chase survivors doing nothing and then knowing it is being touched allows intel for saucy long range shots. Having an aura perk like Nurse's Calling is easy mode imo. Not to mention good survivors won't heal in the lullaby. And Pop too, way too easy to snowball with Huntress, no need for overkill perks.
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@Th3Nightmare dude, way to think outside the box. That would be so awesome if Glenn Jacobs was in dbd haha I would just constantly hear Vince's voice saying "that's gotta be Kane!" while I played haha
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Not really, considering Knock Out exists too. Plus, healing isn't effected by this perk, meaning the person down can still be healed by teammates. Another thing, it's only one person afflicted by the paralysis, if the killer wants to slug they don't need this perk to do it. They already have a spammable Infectious Fright to abuse and Knock Out too. As mant killers noe seem to use and have boomed in popularity. But this is just an idea for a perk that is yet to see a function in dbd and one that I have always wondered if thy'd ever put it in.
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@thefallenloser Well, considering that Myers and Oni exist, slugging isn't exactly someting shyed away from lol
Plus it's a cooldown perk, and Basic Attack only. Which means Billy, Bubba, Plague, Huntress, Pig, Demogorgon, Oni all need to M1/RT/R2 hit you in order to gain this effect; and can only use it on one survivor at a time. So it doesn't stack with Infectious Fright. And if an Oni is using this perk, what's new if he slugs? Most Oni's play that way anyway.