Phasmamain
Phasmamain
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- Phasmamain
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Comments
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2287975#Comment_2287975
I agree they’re both add on reliant, but trapper has much more add ons to combo with his traps than GF does with his recharge add ons. A bag plus one of his iridescent or purples are a very strong line up of add ons, GF can’t really do that.
Oni has some strong add ons, but a lot of useless ones so he averaged to B for me.
Tbf Myers also has a lot bad ones like vanity mirror, Glass shard and the purple and brown tufts of hair. Sure he has some insane ones but they don’t offset his terrible ones
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I would move trapper down or Ghostface up since they are both reliant on add ons to win.
Bubbas chilli add ons are insane alongside his engravings and top knot puts oni in A tier at least
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Surge is better on killer who don’t have time to kick gens like slinger who would prefer to just go for chases
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While I still prefer clown’s for how it fits his character nemesis’ one is an absolute banger
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Remove it and focus on his normal knife throwing
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Mangled one needs to be infinite
Exhaustion has to be 5 seconds maximum
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2286855#Comment_2286855
You are missing the point of the discussion I am raising here. Survivors complain that you camp, tunnel and slug without any consideration of the situation that the killer is in and when they do it or the fact that they didn't do it earlier when that would have been the sweatiest move. Camping at 5 gens or during the end game... you get pretty much the same treatment. Win with 4k or lose with a 1 or even 0k and get the same treatment.
It is not about the fact that I lost the match, it is about the manner in which I am treated afterwards. When I go out of my way and lose the map pressure I am told to get good at, by allowing the survivors to get the unhooks uncontested... but still try to win and might camp, slug, tunnel in the end game... it is all the same. Survivor's expect you to not just be nice throughout the match and give up pressure, but escort them out at the end game without trying to maybe get a comeback.
It has nothing to do with being mean. I tried being nice and gave up pressure, not try hard to much, as a killer and get treated like garbage anyway. So... why should I not just always do the best move regardless?
That’s why I change how I play on a match by match basis. If the survivors are playing a bit more coordinated I will tend to camp and tunnel more but if I can tell they are a bunch of solos I’ll ease up
No point in being treated bad for 2 games and letting out your rage on a bunch of solos who did nothing wrong
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It’s still totally in your hands how you want to play. If you want to be mean after some bad games go ahead. I know I don’t
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@KolbyKolbyKolby said:
https://forum.deadbydaylight.com/en/discussion/comment/2286524#Comment_2286524
Yeah, that's a fine size. It's not a fridge, it's not a truck, it's a ball. And any time you get hit like 9 feet to the left or right or around walls and corners is not because of the sphere, it's because the game is registering your hit where you were 1 or 2 seconds ago on your screen.
Then why are slinger and trickster punished with small hitboxes? It’s only fair they get big ones too right?
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@KolbyKolbyKolby said:
This hitboxes are fine, any smaller and it just doesn't work.
Almost every bad hit you get from a hatchet is a result of latency, and that's not something that can be fixed by just changing hitbox parameters.
How many latency hits happen with trickster or slinger?
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Ehh. There’s no need imo since it would fell negligible for both sides
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2285609#Comment_2285609
I hope that wasn't me. It was never part of my build, but I had so many perks with Freddy that it is impossible to remember every single loadout.
Probably not. I don’t remember ever seeing your name and I was a low rank at the time
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2285588#Comment_2285588
Oh, that explains it then :)
But yeah, can't really miss that perk. Especially those killers who paired it with an Ivory Mori.
Yeah I do remember one of my 2 matches against old Freddy was an Ivory mori Freddy with dying light. It wasn’t fun
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If you enjoy playing him go for it. Just because he’s weak doesn’t mean you can’t win consistently with him
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285327#Comment_2285327
Smash hit would like to know your location. (I wonder how much distance you get from running straight with smash hit actually if the killer decides to break the pallet really). I feel like it actually gives ya the most distance of the exhaustion perks.
It would give you the most but then you fight a slinger or huntress and cry :(
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2285296#Comment_2285296
If I miss it you know it was bad? But I don't miss it.
My bad I meant don’t miss it!
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Head on is the only right answer
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Killer shack is fine. The only killers who struggle with it are ones without anti loop but that’s more an issue with the killer as opposed to the tile in question
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If you struggle so much with him you should probably try another killer. I’ve seen people do pretty well with him tbh
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@GeneralV said:
Old Dying Light is probably the only thing from the past that I do not miss.
However, they've done a very bad job reworking it. Because by the time you get the effect the OG one provided, it does not matter anymore.
Okay if GeneralV misses it you know it was bad. But yeah I agree the rework went about as well as Freddy’s
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285230#Comment_2285230
New version is weak.
Maybe for each token make it %4, that will make perk more usefull and killer will get reward for playing well.
Oh yeah there’s no denying new dying light is weak. I’d rather just remove obsession boost
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@Northener1907 said:
It was perfect perk but like other good killer perks, it nerfed unfairly.
Would you take back if you had chance?
It was literal hell for the obsession and didn’t even help since if 1 person is dead controlling gens is easy anyway. This just made it impossible for 3 people to even finish gens
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2284804#Comment_2284804
Its oppressing. But you can destroy the totems and tinkerer without regression is torture for the killer. He knows he will lose, but cant do anything against it.
But totem destroyer perks will never be meta for some reason.
Because in about half the games they’re dead slots that waste time? Pop corrupt is equally meta on most killers so it’s kinda a 50/50 whether they’ll even be useful.
That’s why hunch is the best imo since it at least gives gen info too
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Yes huntress’s hitboxes are complete BS but they haven’t been fixed because the devs tried once and it didn’t work
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While I’m okay with DH as a whole this has to go
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Nemesis is pretty solid but he’s not easy to play
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No perk on it’s own is OP but certain combos can definitely be insane. A great example is Ruin undying and tinkerer
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@M1MASTER said:
I wish for all indoor maps to be disabled forever
Yep they are all garbage especially midwich and now RPD
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2284729#Comment_2284729
why do people hate midwich so much, to me i have fun playing on it as both killer and survivor,
The map is essentially running in a straight line until you get to a loop a rank 21 could counter and do it again until you die. Boring for both sides
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I played it like 3 times and all 3 were miserable. Did they not learn from midwich that porting a map from another game doesn’t work?
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Because the game is broken to a point where Crashing is common
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We already pretty much know that the model reworks are the main addition this mid chapter so let’ hope they focus in on bug fixing this time.
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@[Deleted User] said:
Considering Legion was basically dead for almost a month after Twins' release, I hope all of you Clown mains like playing other killers.
Well billy it is then :(
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2283294#Comment_2283294
I like killer variety. I get bored pretty quickly if I have to face the same killer, or killers, several times within an hour or two. Trickster's debut ruined this for me.
Yeah trickster is a complete snoozefest tbh. I’d rather fight twins
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@miketheratguy said:
This thread has become soup.
You could say it’s become a circus perhaps
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As someone who was already indifferent about this chapter I’m not even buying it tbh. The perks seem kinda fun but bad and nemesis just seems like a less fun PH (His chase music is a banger though)
RPD is better off being disabled permanently
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@Laluzi said:
Wait, are people actually genuinely defending the state of Clown now that he's lost 90% of his power? I thought they were sarcasm posting...
No we’re all being sarcastic here
I hope
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@glitchboi said:
As one of the 5 Clown mains, I am very, very disappointed. Pls fix.
Well at least we can practise our antidote usage :(
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2283129#Comment_2283129
You do realize that the speed boost, in order for it to work he has to time it right to get the effect right? Like you can't just throw it at your feet and automatically get a zoomin' like Sonic the Hedgehog. You need to wait 2.5 seconds AFTER the bottle breaks and releases the gas in order to gain the speed effect. So there are very few situations where you'd be able to use them in mid chase where only you can benefit from the boost and accidentally also boost the survivor as well.
Yeah but he can already slow you down by 15% which already makes him OP at loops. And anyway how does some piss in a jar speed you up?
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@Marik13 said:
Please... the only time Clown is ever really a problem is when he uses the red head's pinky finger add-on to make survivors exposed. Otherwise he's not that bad. Annoying at times if it's a good Clown, but no where near the levels of OP like Spirit or Nurse. Hell, Doctor is actually more of a pain to deal with than him too.
You could’ve read the post first m8
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2283086#Comment_2283086
I'm a killer main who can recognize how absolutely broken he is. He's only ever gotten buffs since his launch & they finally give him a reasonable nerf by removing the slowdown. Now it actually takes skill to win.
Speaking of which why is he a 115%? All other killers with OP chase powers are at least 110% like spirit or slinger. Clown’s power is equally oppressive in a chase yet he gets 115%. Clear bias with the devs here
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@Altarf said:
Clown is basically uncounterable and an A tier killer. I run around pallet five times in gas without dropping the pallet, he hits me. What the hell. Too OP, bottles need to slow him as well. Only then will he be a fair killer.
You’re right. Since clown is fat he should also move slower. It’s only realistic after all
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@CornHub said:
Not the entitled clown main coming in wanting his bottles to slow down survs. His speed boost bottles weren't enough? Next your gonna ask for extra bottles by default too, the nerve of you people.
Ahh you got me. His blurred vision is already too oppressive in chase.
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@Kwek said:
Also if you get stunned as blight, you can't enter rush until you attack the air :D Fun all around
At least he can still rush. Clown is effectively throwing farts right now
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I just want Gearhead to be two health states so I can use it on billy
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Yeah I’m on a break too. My main killer literally doesn’t function atm
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Until they heal you first anyway because they don’t know solidarity exists :(
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2282016#Comment_2282016
And so, the first War began *epic orchestral music*
Don’t worry this thread will turn into a dumpster fire faster than this chapter
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If Jeff and Jane aren’t in cute then the list might as well not exist
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Can’t wait to add RPD to that list!