Phasmamain
Phasmamain
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- Username
- Phasmamain
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Comments
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2265099#Comment_2265099
Glad to see a Billy main, nice.
Yeah I actually started playing after his rework which is probably why I’m not too bothered by it. He’s still decent and tons of fun to play
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Here’s mine
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I actually somewhat agree with this. Blight definitely isn’t OP but a lot of maps now have too much space between loops where a decent blight can almost guarantee a hit. Also some of his add ons namely alchemist ring and speed add ons are kinda busted
But overall this is more a map issue and a killer issue
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Bond is a must for to find people for healing and knowing where the killer is
WGLF for BP
BT for campers
DS for tunnelling (mind you it doesn’t do much)
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That’s where the DS and BT changes really start to hurt. Even with DS not many killers fear it anymore and certain killers like spirit and nurse will just down you again immediately
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2264554#Comment_2264554
You can not nerf her anymore. If you do that, she will die. How will you change her?
Full on rework similar to Freddy. Her power doesn’t work in the current state of the game and will always be too strong
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2264538#Comment_2264538
She is not op, she is strong but she also need high skill.
What you mean is a high skill floor which is true. She definitely takes time to get the hang of
Her skill ceiling is pretty average tbh and certain killers like billy or blight are harder to master imo
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@Northener1907 said:
Trickster has to remove from game, worst killer.
When Trapper exists nope
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@Northener1907 said:
Nurse? Wow dude, seriously. Nurse?
Nurse does not need buff or nerf, she is perfect.
A killer that is both completely bugged and completely OP definitely needs changes
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Why do I find myself agreeing with sluzzy more and more every post he makes?
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But barely anyone uses we’ll make it and it does essentially the same thing
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2262954#Comment_2262954
Yeah I suppose you're right. However, Nurse rarely has no counterplay. Only the best Nurses actually trying has none. For example, this video.
I was still handicapping myself a little bit, but not as much as usual, and I didn't miss a single hit until like 3 minutes into a 5 minute match.
This is an example of her not having counterplay, but this isn't average Nurse gameplay, and I'm going by averages.
Yep same applies to slinger if you’ve ever watched a good slinger who is playing well.
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Every survivor that beats me obviously
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261987#Comment_2261987
You're right, but to be honest I get really greedy with Nurse because I intentionally handicap myself to not end the game in 2 minutes. I can afford to go for greedy one blinks, so I do sometimes. And yet I'm still probably one of the better console Nurses. You'll notice that most good Nurse players will get greedy with their blinks, because they have no reason not to. For example, SupaAlf.
I'm not talking about which one is harder here, which I personally don't think is Slinger, because I play lots of Huntress and am very precise with my aim. I'm talking about how Slinger doesn't have counterplay. I don't think that Slinger is OP or needs a nerf though.
If we are talking about good player I agree. Both nurse and slinger have no counterplay it’s just slinger isn’t as strong
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This is my concept for a banshee killer
Power
Basic stats
Move speed:4.6 Ms(115%)
Terror radius:24M
Height: Tall
A mourning spirit. The banshee can charge her power”Celtic fury” by placing runes. When activated ”Celtic fury” will cause the banshee to become undetectable and increase her mobility. These runes are also a great source of information
The banshee starts the trial with 5 runes. She can place these runes any interactable object such as generators, totems or windows when within 32M and having line of sight on the object. If the rune is placed on an object a survivor who begins to use it will scream and reveal their location. Runes take 2 seconds to place and reduce the banshee’s movement speed to 105% when setting them down. These will charge up the banshee’s main power “Celtic fury”
The banshee’s power has a cooldown of 180 seconds which begins as the trial starts. This cool downs goes down by 30 seconds every time a survivor interacts with an object cursed by a rune. When activated she will scream. This causes all survivors to scream out revealing their location. This also empowers the banshee. During this time the banshee moves 30% faster outside of chase, gets an action speed increase of 25%(vaulting, breaking pallets, picking up survivors) and becomes undetectable. In addition the banshee can also teleport to any runes she has placed. This takes 2 seconds to activate and will take her 5 seconds to be able to teleport again. Celtic fury last for 45 seconds
Add ons
Common
Blighted potato :slightly increases duration of Celtic fury
Barley:slightly increased action speed bonus while empowered(4%)
Potato Bag: Gain access to 1 extra rune
Rusty spade: moderately increases passive power recovery
Uncommon
Rusty hoe Head:survivors hit during the empowered duration gain the haemorrhage status effect until healed
Muddy dress: Increases the distance at which runes can be placed
Celtic knot:moderately increases the bonus power gained from runes
Fresh potato :slightly increases movement speed while empowered(5%)
Soldier’s badge: Increased rune setting speed
Rare
Bloody hammer:moderately increases action speed boost while empowered(8%)
Potato sack:Gain access to 2 extra runes
Cheap whiskey:moderately increases duration of Celtic fury
Smoking Pipe:moderately increases passive power recovery
Raw salmon:moderately increases movement speed while empowered and out of chase
Very rare
Bloody British helmet:survivors suffer from the mangled status effect for the duration of her power
Job Poster:all skill checks become harder when the banshee is empowered( think unnerving presence size)
Ball and chain:the banshee regresses gens at 200% speed while empowered
British rations: Considerably increases the duration of Celtic fury
Ultra rare
Pustula potato : You no longer gain undetectable while in Celtic fury. Instead your terror radius is map wide
Iridescent Knot: Any survivor who vaults a cursed window will cause it to be blocked for the next 15 seconds.
Teachable Perks
Hex afterlife:While your body crumbles your soul lives on. Gain a token up to 4 for every time you get pallet stunned or blinded. Each token grants a 10% increased lunge range and 5% pallet stun time reduction.
Hex decay: While this Hex totem is active all survivors will be permanently inflicted with exhaustion. Once the totem is broken the effect lingers for 40 seconds
Imprisonment: Kicking a generator will cause that generator to be blocked for the next 20/30/40 seconds. The generator does not regress during this time
Once activated this effect will go on cooldown for 80 seconds
“Make them suffer”
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That’s pretty solid though I’m surprised you put oni so low
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/2262313#Comment_2262313
And the mindgames are also in the survivors hand
The killer always has an option in the chase that will work out well and if not they can just abandon chase. Same can’t be said for spirit and nurse
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2262537#Comment_2262537
Doc has best laugh change my mind.
Nah I prefer heugh ha hah heugh tbh
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If we’re looking for objective tier lists nothing beats mine
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About once recently but I do play him a lot. Still decent but not as good as before
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Rng is currently the biggest issue with the game. How can an MMR system even work when one group of survivors got 12 pallets and the other got 18?
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Some killers are kinda impossible to adapt to like nurse and spirit since the power is completely in the killers hand
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Nurse needs to be that slow because her power literally ignores the game
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261949#Comment_2261949
Her second blink is more like a 75/25, but you can still outplay it by doing something unexpected, because she doesn't have anything else she can do. If she misses, she fatigues no matter what.
Her first blink is also a 75/25 but the other way around. It is not hard to counter a Nurse who is trying to one blink you.
Why would a good nurse ever try to one blink you? That’s like a slinger constantly going for 15 to 18m shots
It is fair that nurse does have to commit to a blink and it’s the one thing that could make her easier to counter but again this is fully in the nurse hand to hit the blink same as slinger hitting his shot (which I’d argue is harder but that’s just personally).
This is all without mentioning that slinger might get stunned out of a hit due to objects and terrain
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261901#Comment_2261901
His shot is somewhat reactable OUTSIDE of 15 meters. Anywhere in that and you quite literally can't do anything about it because he ADS and shoots faster than you can move your character. You got it mixed up lol
Slingers playstyle isn't unpredictability. As you said, they fake the shot until they're close enough to have no counterplay, but if you don't dodge, they'll just shoot you. It's a lose lose, while Nurse is a 50/50.
Scott Jund already talked about why just throwing pallets isn't counterplay, but I'll refresh you. Pallets are very finite, barring maps like the Game. Throwing too many too early will kill your team.
The same can't be applied to Slinger as he doesn't create 50/50s like Nurse. He creates only lose lose situations.
If a nurse uses her first blink to get close and has her second one available there is no 50/50 there that’s entirely on the nurse to hit the blink just like it’s entirely on the slinger to hit the shot
I do agree predropping isn’t exactly counterplay but against nurse pallets might as well not exist so it is an improvement
Do you want to know what Scott said about slinger? He only has no counterplay of he’s really good. Do you want to know what he said about nurse? She has no counterplay if they are really good
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261885#Comment_2261885
I don't think so. I learned Huntress in maybe 2 days of playing her. She's not that hard. Know how to mindgame with hatchets, and know where the center of your screen is, and you've pretty much mastered her.
I can't really give accurate info on Billy, because I've been playing him since before Nurse came out, but I never really had a problem with learning him. Tbh I found him to be one of the easiest killers to learn.
When I talk about Nurse, I'm usually talking about Blight by extension. They are basically the same killer. Blight is only as good as the person playing him for the most part. However, you can just play him as an M1 killer, which makes him easier than Nurse to compensate for not being as powerful.
That’s kinda the issue here. Certain people find certain killers harder than others.
I know that I find slinger extremely hard to play because my aim is kinda garbage. But when I played nurse for her rift challenge while it took 2 or 3 matches to adjust most my matches were 2 to 3k’s
People just find different things challenging therefor will find different killers more challenging than others mind you there is some universally easy killer cough Freddy cough
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261881#Comment_2261881
You have to read her. There's not a set counterplay as every Nurse plays differently. This, combined with the fact that Nurse is so rare to face, lead the vast majority of the community to believe she has no counterplay.
You can always counter Nurse if you're good at reading playstyles. As a Nurse main myself, I don't have a problem facing her, as you counter her the same way you play her. Infectious Fright doesn't change this. However, unless your team is a tournament SWF, beating an IF Nurse on a small map will be very difficult, but still possible.
Right to play devils advocate here couldn’t the same be applied to slinger? Sure a lot of them play differently but a lot will choose the shoot at similar parts of tiles and a lot will fake their power when somewhat far away since they don’t want to miss. His shot is somewhat reactable within 15m or more
Not to mention when injured you can predrop pallets to buy time since a lot are safe enough to where he can’t go around them without breaking. Since slinger has no snowball or mobilty a slightly longer chase for him can be fatal compared to nurse who could easily pull back with IF
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261806#Comment_2261806
Nurse is fine outshining them all considering the amount of time it takes to learn every other killer compared to her. Buffing everything to Spirit level is fine, but I do think that because she takes more time and skill, Nurse should always be more powerful.
It’s hard to just outright say she takes the most skill. I’ll agree her skill floor is probably the highest but certain killers definitely match her skill ceiling for much less reward like billy, huntress or blight.
Difference is these killers actually have potential counterplay even if the player in question is really good at them
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261814#Comment_2261814
That's just the effective way to play her. You can still outplay this, it's just really hard. As it should be.
And how do you counter said strategy then? Also how about an infectious fright nurse on a small map?
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261772#Comment_2261772
Not true. Nurse still has the counterplay of unpredictability. Her entire playstyle revolves around reading the survivors playstyle. If you don't HAVE one, she'll have a much harder time catching you, and it will take her longer. This is counterplay.
Slinger on the other hand shoots faster than you can move your character. You quite literally can't do anything about it at all.
Thing is deathslinger can’t always hit you no matter where you are. You can still get stuck on objects to break the chain.
So long as it’s a good nurse being unpredictable means nothing when she uses the first blink to get close enough and the second the course correct to you for a hit
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Killer: Clown’s trailer was the first thing I saw of this game and he was the first character I bought
Survivor: I bought the chapter so kate was my first survivor
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Deathslinger seemed like a cool guy just pushed too far. Would make a good drinking partner
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2260660#Comment_2260660
Or, you can buff every other killer, not just base killer mechanics, and leave them alone.
Problem is nurse will still vastly outshine them all like she does now unless you want every killer to become spirit levels of unfun just to compete
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Trapper: I’m annoyed he doesn’t have 2 traps
Wraith: His add ons are too strong now imo due to his base kit buff
Hillbilly: His hitbox can be Jane around some car loops and overheat is unnecessary
Nurse: Her whole power is an issue
Hag: She needs anti camping measures
Myers: Tier 1 could be completely scrapped tbh
Doctor: High stimulus electrode is too strong otherwise he’s good
Huntress: The devs are clearly biased towards her when she kept both her hitboxes and exhaustion add on after a add on pass
Bubba: He’s fine tbh
Freddy: Bring back old Freddy new Freddy has been a failure
Pig: Pig is one of the weakest killers so she needs buffs to every aspect of her power tbh
Clown: Having the gas literally hit you and not get intoxicated
Spirit: *Play DC sound*
Legion. Time for a fun game of mending and barely any chases
Plague: There’s always that one guy who doesn’t go with the team’s idea. If we’re cleansing he’ll stay broken if we’re staying broken he’ll cleanse
Ghostface: Should’ve just looked better
Demo: Rat liver was trash to begin with
Oni: Top knot is literally tuning guide on steroids but nah billy was too strong apparently
Deathslinger: All counterplay to being speared is countered by him holding the S key this needs to be changed
PH: Cages make an already weak DS literally useless
Blight: Alchemist ring is straight busted
Twins: To quote AVGN “The whole game’s a glitch” at least when you’re playing them
Trickster: I don’t think anaesthetics are as good at putting me to sleep then him tbh
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2261339#Comment_2261339
Nurse has the counterplay of unpredictability. Slinger has the counterplay of the disconnect button.
Deathslinger like nurse only has counterplay if the player is inexperienced. If both are skilled nurse is worse to fight against imo due to the extensive slugging and her mobility
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@CoalTower said:
Nah. All Slinger needs is deletion
Honestly I feel deathslinger in his current form is just a modern day nurse. Still has no counterplay but actually has a weakness namely his map pressure
Still pretty boring to fight but not OP like Nurse
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Jake and Adam are my favourite
Dwight is my least favourite. Something just looks off about him
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Yeah it’s kinda weird. Once these two get their well deserved changes all the rest of the killers can be buffed properly without making these two even stronger in the process
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Having no timer would have no impact on good players and make new players more miserable completely unnecessary
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I think there’s enough threads and videos to explain it tbh
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The only killer I think it can be too strong on is deathslinger but otherwise it’s fine
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@Patrick1088 said:
In the beginning it'll be off, but it'll normalize over time to the point that you will struggle to get 2k with Pig. At that point, your skill level will match the survivors and then you'll complain that you aren't getting potato opponents and then people will tell you to git gud. Its the cycle of life lol
But seriously, Dowsey and Tru had similar matches. After a few of them, they got much better opponents.
You should play 5 more matches as Pig and post the results. If matchmaking is more fair by the 5th match then it means its working.
I have played many matches as clown and hillbilly my mains but the system is very inconsistent to a point where ranks are better for my overall experience
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@Adeloo said:
I mean i played different killers so far and one the one i usually play (Demo/Wraith) i get red rank survivors, on the one i sometimes touch (Nurse) i get green ranks survivors and on killer that i never touch (Clown) i get yellow-brown.
So far it seems to be a working system.
But should you really get complete noobs when you are a competent killer? It’s not like clown is hard to play
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She looks fine to me. Before her hair covered her eyes and her face looked like a potato
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Adam definitely got the best treatment of the bunch surprisingly
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I think the new feng looks good. Not need to put filters over her
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2259320#Comment_2259320
I hope he doesn't
No offence to Jeff mains I just cannot stand the character. At all.
That’s not very nice :(
He’s my secret stridor spirit counter. Without iron will you are so loud they can’t pinpoint your location
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Her teeth seem a bit messed up tbh
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@GoodBoyKaru said:
Bhvr remembered he existed!! I'm so proud of them!
https://us.v-cdn.net/6030815/uploads/PWVDIHSRI50C/fqiul6.jpg
Im putting money on Jeff not getting one
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2258938#Comment_2258938
This.
Also 2 other things.
- Sometimes switching bottles is buggy. I can switch from the Antidote to the Tonic (and vice versa), see the indicator, and bottle change colour, but still throw what was previously selected, which is infuriating. Using the wrong bottle just once can be enough to lose the game.
- I really want the ability to switch, and line up which bottle I want to use next to be completely 100% independent of any of the cool downs. I shouldn’t have to wait to switch bottles after an attack or throw.
Yeah sometimes I’ve ended up throwing a antidote at survivors due to his switching
Second change sounds great. That could encourage newer clowns to use the antidote more to


