PigMainClaudette
PigMainClaudette
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1214898#Comment_1214898
Killing some fast slow down the game not a hard concept to grasp.
So is giving someone a bear trap or taking out the unhooker. There are many ways to apply pressure that don't mean screwing over other players.
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1214898#Comment_1214898
This is actually what I do. Not because I don't believe it's against the "rules" to hit someone who was pulled off the hook. I go after the rescuer because I assume they have BT and the unhooked has DS. In that instance it's a better use of my time to down the person who made the save.
An even better idea is don't unhook right in front of the killer.
At the end of the day. If I'm playing killer then I am going to do what is best FOR ME. Your fun be damned. Were are both doing our objective the best we can. Mine just happens to be opposite of yours.
And while I do agree with assuming perks and all that, I disagree with your final statement about "my fun be damned", as it's not about me having fun. I've had fun games where I've died and bad ones where I've lived.
It's about being able to at least have a chance of playing a game I payed good money for, and being denied that.
If survivors can't play because of killers, then killers can't find games and stop playing. A vicious cycle that will occur eventually if tunnelling and facecamping are allowed to continue unprovoked and unpunishable.
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Rule for both sides: DON'T BE TOXIC IF THE OTHER SIDE ISN'T.
That means don't flashlight me at a pallet out of the blue, don't tunnel or facecamp me unless provoked.
Basically don't be a tool. Everyone is here to play the game.
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I had a game last against Ranks 4/5/11/15 as a Rank 16 Legion with level 2 M&A, Ruin, BBq and level 1 Thrill. Killed 3 of them, last one found a key in a chest and got hatch. On a corn map. Normally I hover around mid-high green for killer, since I don't play it that often, and the last few resets have hit my ranks hard.
Legion isn't THAT bad. It's just how you play them. Same with any killer.
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On the right. Covered in blood.
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@pixelfixed said:
i had zero problems last time. was surprised when they said so many people had problems. now i have major problems every match.
So, those problems were kinda an overwhelming majority of the Xbox community's experience last time. The problem was (or so I've heard) is that we were being connected to the wrong servers. If you have a VPN or anything like that, and "change" your location, then that might have something to do with it.
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Ummmmm. What's your ping at? I've had decent games, except for one where the killer had a ping of something like 450, when I'm only at 130ish.
It might just be a proximity to the server thing. So far they're not as bad as last time.
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I'd be careful with Inner Strength, since you only have a total of 5 possible uses. It's part of the reason I prefer Self-Care.
Lithe is also generally combined witb other perks such as Quick and Quiet, or Dance With Me but it should be fine on it's own.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1215517#Comment_1215517
I know what you meant. I just thought you might find this interesting :)
It's all good. I was aware of how much faster Dahs and Shred were, but they last for such a short time.
Still better abilities than the chainsaw. Better balance and more fun to use and go against.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/1212681#Comment_1212681
Technically, the fastest killer in the game is demo. He moves at 460% ms during shred. Billy with double engravings moves at ~300-320, i believe. Demo obviously can't cover as much ground as billy at that speed, but he's still technically much faster :)
I say fastest in that end-to-end of the map speed since Pig's Dash and Demo's Shred are a temporary boost.
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I'm going to take you seriously here and simply state this:
If Thanataphobia WERE to become a Hex perk, then simply put, there would be a massive increase within the numbers and the effect used on the perk. As it stands, 4% per INJURED survivor is not a lot. You can slow down progression on a few things with enough time to get to the target, but it is rarely felt. Same with a perk such as Dying Light.
It is also generally countered by healing, and extremely outdone by perks such as We'll Make It and Botany Knowledge.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518
NOED doesn't direcly reward bad play. 5 gens can be repaired even if the killer played well. Killers play with only three perks that match, and NOED just helps them out during the end game by giving them more power.
However NOED can at times allow killers that played very badly to still win the game, and it is no doubt often used by bad players, but it doesn't necessarily always just reward bad play.
My argument against the whole "3 Perks" point is still a) that goes for ANY Hex perk, since they can be cleansed at any time, then their effect is gone. Same with half of the Obsession perks and killing said Obsession and b) why not just use another perk that will help the WHOLE game?
I'm not doubting that it can help a struggling killer, but I don't recall a decent killer needing it's power to deal with strong survivors. I can understand it on a few killers, and as part of a complete Endgame build, but as a regular perk slot and for it to be so heavily defended with all it's glaring issues is both baffling and in some ways insulting. I don't see anyone defending the original iteration of a perk such as Mettle of Man, after all.
While I hate the perk with a passion, I do understand it's usage. There is also two simple changes that will make a lot of people less frustrated at this perk: Make it so that it is only activated by 5 generators being powered, just like Rancor OR make it so that as soon as Endgame is triggered, all survivors are notified of the Exposed effect, just like every other Exposure perk besides Devour Hope.
Admittedly I'd prefer the latter option, and you don't need to add both into the game. It would be better if they were and not really a "nerf" that should be complained about, but more of a "quality of life" fix.
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1215091#Comment_1215091
Yeah killers fault for survivor jumping into locker in the killers face. I eat plenty of DS and the salt that comes from killing those who use is so tasty. Survivors know there not using the peak as intended. Also playing survivor with out them and living is more rewarding than being boosted.
There are so many questions that come to mind from your statement, such as "were you chasing them off hook before they jumped into a locker?" and this is also not the thread to be discussing this sort of thing on.
I use DS to stop killers from tunnelling me out of existence because they can't put in the effort. I play solo. I got to red by using stealth, some running skill and doing what I have to in order to survive long enough to score a pip. I also never have to worry about eating a DS since I ignore people that have just been unhooked to go after someone already on a generator, or if someone unhooks in my face, they take the place of the other survivor.
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518
So does DS and dead hard. Have invisibly frames and a 60 seconds of God mode. People who think skill in a game is something to flex about need to realise what more important in this world.
Invincibility. Invisibility only happens on Wraith.
DS is NOT 60 seconds of invincibility, it's 60 seconds of GO FIND SOMEONE ELSE. And can just be slugged. Or ignored. Eat it and you won't have to again.
DH is very hit or miss, extremely easy to bait, as shown by just about every prominent DbD YouTuber/Streamer, requires the user to be injured and only usable ONCE before having a 60-40 second cooldown of no running.
Now. How does that relate to what I said? DS is literally bad play on the killer's side if they get hit by it and to pull off a good DH is harder than the average killer gives credit for. Best I can do on average is waste an extra 2 seconds or make them miss one hit in thr middle of nowhere.
I'm not saying that they're not able to be abused, but even their intended use is a much better sign of balance than NoED.
5 totems for ONE Hex perk. No warning for the most powerful status effect in the game. Only perk that gives the effect with zero effort or warning. If you're going to attempt and debate me, then don't fall back on the "Buh survivors" strawman. I put NoED against other killer perks. Relavent perks.
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@Ghostwithaface said:
Noed for life! Noed rebellion! No no noed!
There we go, with the memes out of the way. Since i seen some go with the idea, that noed rewards failure. Well what about Rancor, the spirit perk? Since each time a gen gets done, it rewards you with information as to where the survivors are, while giving one of them the power to see you for a short time as well. While at the end of the game, one special lucky survivor gets their own mini noed and mori. Is it the same as noed rewards for failure or does the downside of giving a survivor information make it a double edge sword? That or does the lesser effect, one target rather than the whole team, make it different from noed in terms of it being say more acceptable or is it just as bad as noed?
I would argue that Rancor is a different Bitter Murmur and is actually balanced since there are effects for both sides. Yes, you can delete ONE person, but they'll know it's them and you may not exactly remember who they are to hunt them down. If I see that I'm the Rancor target, then you can bet that I'll have yeeted myself out of a gate ASAP.
It's also more under the classification of a tracking perk, since you get a small notification of where everyone is, as opposed to NoED which is just free exposed. NoED also works when you close hatch, where as Rancor relies on having 5 generators done for the ability to execute the Obsession.
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Better idea: JUST HIT THE PERSON WHO UNHOOKED. It's not that hard a concept to grasp.
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518
Why? So you jackasses can rush back in like the military and save your friends? Yeah complete crutch.
Why what? I think you have the wrong comment.
I pointed out how it is a fundamentally flawed perk in that comment, and if I even suspect that I'm not going to be able to get the unhook, I'll ditch. It's just that simple.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1211554#Comment_1211554
Ruin go wrecked, so now you have an end game perk to deal with instead of an early game perk. Pick your battles or should just everything killer continue to be nerfed?
Ruin is FINE. You just have to use it differently. Or run Pop Goes the Weasel.
It's now more of a mid-game stall perk than a free hook or two at the start. You have Corrupt Intervention for THAT old use now too.
I've always had my objections to NoED, ever since I started playing this game. It is also now what I find to be the perk that killers can lean into because they doubt their own abilities. I did it with old Ruin, I'll admit it freely. I now just see more killers using NoED.
And don't get me started on killer nerfs. I'm a Pig main ffs, probably the most nerfed character in the game. And I have an old thread literally saying to stop asking for nerfs everywhere and get more buffs to weaker things.
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Doctor is currently experiencing some pretty bad latency issues for me too. I'm pretty sure it's a problem with Doctor in general at the moment.
As for that Legacy Jake, I'm pretty sure he's the donkey. Bullying a lower rank killer on a bad map for them is one thing and I don't do it deliberately. I'll laugh about it afterwards, but I'll never bag them out unless they did something like face-camp or tunnel me out of the game.
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@ALostPuppy said:
I play like a person would play a videogame: I play it well. I don't get what you mean with this whole roleplay thing you're doing but I guess I would say I play fair and efficiently? I don't tunnel off the hook or camp because that's a boring playstyle and it's fun to have more interaction with other survivors instead of just camping 1 person til death
It's not really a role-play thing. It's more of a categorisation, much like the killers of DbD. While they're generally stereotyped as Chase/Stealth/Tracking, I'm looking at this in a sense of Body count/Hunter/Mastermind sort of stereotypes.
I did say that role-play is optional, though. I like to play a bit of DnD and some of the Warhammer 40k rpg's, so I kinda like a little bit of dark fantasy and occasionally use it within something I write.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1212611#Comment_1212611
- Teleport for mobility
- Snares for loops
- Deletes BT
- 115%
now tell me, what other killer has that much going for them and is as mindless to play?
Hillbilly. Chainsaw for mobility, with the fastest movement of any character, destruction to stop loops and an INSTANT DOWN. 115% movement.
And again. DON'T UNHOOK IN THE KILLER'S FACE. I can normally be seen on here with somewhat of a Survivor bias, but even I know how to get around countering a natural counter.
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@Revzi100 said:
Jason is basically trapper without the traps so i dont know how it could work as they are too similar
My thoughts exactly. And looking at how Leatherface turned out compared to Hillbilly, I don't exactly have hope for him.
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@Brodie said:
Just his go go gadget arms that bugs me, I'm way over a vault and still manages a slap at me
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1212401#Comment_1212401
i know you're biased and main killer, but come now, be a little sensible lol
- Snares that have no down side to spamming at a pallet and bloodlust
- Deletes BT
- TP across to gens
This is going to sound weird coming from me of all people, but I actually agree with @Rin_is_my_waifu on this one. I've played old Freddy with some shards right before the rework went live, and that wait was total BS. His playstyle was so bad for a basic M1 killer.
He does kinda have a lot going for him now, though. Mobility in the form of his teleport and shutting down loops with his snares, which also provide information. He's now what I'd classify as a "control" killer and if my time playing Magic the Gathering has told me that people hate going against a control playstyle.
As for spamming snares, it does gain you plenty of BP, but it also recycles the snares so they're not everywhere.
Don't unhook in his face with BT, but I say that for going against ANY killer. It would be reasonable to have his Lullaby act as a Terror Radius for perks such as Unnerving Presence and Borrowed Time.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518
A hex totem meant to reward a snowball if you make mistakes. Congrats. You know what else rewards bad play with 0 skill or effort on survivor side? Unbreakable, DS, Borrowed time, Deadhard, SB, Hm..
Yeah, totally.
Perks that stop a killer from playing in the most infuriating ways possible require no skill.
I'm still going to go with a hidden one-shot is worse than an easily counterable ONE USE ONLY perk.
The only one of these perks I use is DS to stop people from tunnelling me, or at least try to. Tried DH to avoid attacks. Not a fan. I run Self-Care and Botany Knowledge on my main build lately, and I seem to do just fine.
If someone can't win a chase without using the Exposed status effect, then they either need to practice more or go and play Plague/GF/Myers/Hillbilly/Bubba and quit complaining about survivors doing well then or that they're punished by the emblem system for only using one-shot killers and abilities.
If I can't get anyone, then I can't get anyone. I'm not going to rely on a perk like NoED to bail me out and compensate for a lack of skill in a chase.
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This seems like a terrible idea. Especially since genius noobs always try the instant Triple-Kobe. And it just won't solve anything in the long run.
Also, here's an example of a tactical hook suicide: NoED killer with 2 Survs left. One gets hooked. Sacrifices themself to no longer act as bait and open the hatch.
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Tonight's run. 5 games, 4 different killers. 5 NoED, 4 Ebony Mori's.
Iri Huntress, 2 Spirits and the same Hillbilly with Thompson Mix and Primer Bulb/CTG (so basically an insta-saw build) back to back.
Rank 9 after reset. Xbox. Solo survivor.
Never had this many mori's or NoED in a night, and it has only solidified my feelings about them. Trash killers, trash plays, trash builds.
And before you ask, I hook suicided against the first Spirit because final two, NoED active and didn't get a gate in time. Only death. Huntress hated on one person, 3 hooks across 2 people and mori'd in endgame, 3 escapes. Second Spirit lost NoED immediately after endgame started. Ran her for at least 3 gens before she finally decided to give up, 4 escapes.
Hatch'd the Hillbilly after they mori'd the team, sole survivor! Immedately loaded into another game with them but no mori. They were squarely after me on Hawkin's. Downed me near Upside Down room near basement. Yui with Breakout helps save me. Then pallet saves me later. I dodge thr Hillbilly a bit more and go upstairs to heal and get away from the team. Gen upstairs already done. Heal. Go downstairs to do generators. Two pop within a second of each other. Hillbilly DC's. No kills, no BP for the green offering they brought.
Boring games in a sense, but my brother watching me was laughing so hard.
Hate Ebony Mori's. And NoED. Bad killers and boring games.
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@Rin_is_my_waifu said:
I love it when survivors say it's a perk for bad killers (even though not_qyeen said the opposite) but DS, BT, Adrenaline and DH are ToTaLly FiNe
Never said they were! I say that DS is a necessary evil these days, but that's the extent of it.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518
Not quite, it rewards the killer for the survivors playing poorly not cleansing totems, it can be stopped easy. Unlike other hex perks it can be stopped from even activating meaning the killer is playing the game with 3 perks instead of 4. This is what you would call a "end game build" perk. The point of the perk is to create a secondary objective for survivors to aid in the gen rush. What happens however, is killers are called bad for using it and getting kills with it when the survivors walked past the totems 20 times in a match. It doesnt take long to break a totem and the killer isnt even notified of dull totems.
You could just run a 4th perk that works ALL game, though. It also doesn't counter my points about the perk being badly designed.
Also, as someone who regularly does 2-4 bones and still gets taken out by the perk, not to mention just versed it FIVE TIMES IN A ROW, 4 of which had an Ebony Mori, I think that maybe I do get to say that the perk is dumb and needs a change.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1211507#Comment_1211507
Never was, it was called that by survivors so they could avoid having to "git gud" ;)
No. It is fundamentally a bad perk.
Rewards bad play from both sides, and gives the most powerful status effect for zero effort and ZERO WARNING.
It is one of two effects that does not give an instant notification of the Exposed condition, the other being Devour Hope. One of these you have to work for.
Also, do FIVE totems to stop a Hex perk versus one.
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As a solo player, who plays both sides, your argument is terrible. You are trying to silence people because of a minority situation.
@Rin_is_my_waifu said:
Inb4 posts claiming that "MoSt SWF aRe jUsT fRiEndS wHo wAnT tO hAvE fUn"
And they are. Not everyone is part of a killer hit-squad. That and some of us are sick of going against BS killer stuff solo.
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Well, if having a Mori meant that ranks would be unaffected for the match, then it'd be FINE! But they do. And tunnelling is given the all clear by the devs.
And this is after facing 4 NoED/Ebony Mori's back to back.
Iri Huntress, Prayer Bead Spirit, regular Spirit and (almost) insta-saw Hillbilly in case anyone was wondering.
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I agree that the Ruin Rework was simply just that, a rework, and not a total nerf, it is still really powerful if you can utilise it correctly.
As for tunnelling and camping, it's not a matter of it not being allowed, but the fact that it currently takes longer for a survivor to get into a lobby only to be deleted before they can do anything, LOSE RANK, and go back to the lobby screen in the space of about two minutes.
The community as a whole does need to start worrying less about which side is straight-up stronger, but instead worry more about overall game balance. That and abolish the phrase "entitled X main" in order to derail conversation because someone doesn't have an argument.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1210861#Comment_1210861
Rank 1 on Xbox, I like challenging games where I have to make jukes.
Currently rank 6, highest has been 3 due to time constraints.
I'm also on Xbox. Maybe we should team up some time.
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I find it more fun to toy with my survivors and stall out the game longer than any killer has the right to. A good game for me will go for over 10 minutes, compared to the average 5. Combining a set of hit-and-run along with general stalling and the occasional slug can make a game pretty interesting with how long they can go, and still give fantastic results in terms of rank.
Then again, I've also had quite a drop in killer rank over the past two resets, but I've had purple rank Survs while playing as a low-green/high-yellow rank killer.
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So, I'm not noticing the specific Doctor issue that you've mentioned here. I am noticing a particular problem with Doctor just with frame-rates in general.
I'm normally the last person to complain about frame-rates and all that, but currently I'm noticing on my Xbox One S that games with Doctor have more jumps from a survivor's side than appearing static effects. People have messaged me after games wondering what type of internet problems I have, that don't appear on any other killer.
One game I've had, there were two survivors with one on hook, that were FLYING. Slowly rising into the air and unable to do anything. And yes, I (should) have a recording, if I can work out how to get it off my console.
Just wondering if this is a known issue and will be fixed soon, or if I'm going to have to submit a bug report.
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The thing is that although your roles are "Killer" and "Survivor" it's more like 'Torturer' and 'Victim'.
Killers are encouraged to play with their victims and make them suffer, similar to how horror movie victims have their suffering drawn out over a long period of time, especially with series like A Nightmare On Elm Street. Freddy took quite a long time to off some of the kids in that one.
Survivors are encouraged to survive, but they've also got to co-operate as a team in order to extend their own life expectancy.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1210861#Comment_1210861
I’m actually surprised that Legion isn’t at the bottom of all these lists.
Good to have another Hillbilly hater on the forums. To be honest I think he would be ok after some nerfs. Its not his mechanics that make him awful like legion and ghostface who imo need major work. Billy just needs to give survivors more room to breathe. Hes gonna be worse than ever on the new maps. New thompsons house lets him sprint all over but theres little in the way of defence.
I don't hate Hillbilly, but I dislike how he has high mobility, destruction and an INSTANT DOWN base kit and in one button press.
What I hate is how people use his chainsaw as a primary weapon and tell me that he's a skillful character for it. And claim him to be the "centre of balance" for the game, when it's clearly Huntress. Unless the Devs mean emblems, but community means kills. I also hate when people say that his chainsaw is easy to dodge when I say that I'm a) on Xbox and b) that they chainsaw me from less than a meter away, only to get told to not be out of position.
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Hillbilly? Fun?
Nurse and Spirit?
Pig low?
What rank and platform are you on, because this is wildly different to what I'd be putting down.
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I think that it's mainly from those who makn a particular side. I'm not exactly a high-ranking killer, but I play both sides and two brothers who also play the game and I can discuss balance with, so I think that I have a fairly good understanding of what sounds good for balance.
That being said, there are a lot of people who will just label something as bait or someone as "entitled X main" to just derail discussion becauee they don't have a leg to stand on.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1209553#Comment_1209553
The difference is, Huntress has a wind up, a much more unforgiving 1 hatchet before a long lockwer search and reload, then have to rinse and repeat.
An overwhelming majority of people run the Infantry Belt as well tk go to 3 hatchets. Not to mention the amount of times that I've seen a console Huntress throw a hatchet in M1 range.
The wind-up is also a little kinder than hit a target and reel them in from 80% of your maximum range.
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The problem isn't the instant down part, it's the lack of conditions. Deathsllinger's similar add-on has a minimum range to activate, and that's what people are asking for.
The add-on will still be incredibly strong, but rewards skill more.
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Found this on google. Doctor is 2.10m, according to someone on steam.
I'm also going to day that it's dependent on the member of the Legion, with Joe clearly being the tallest and Suzie being shorter than the rest.
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Well, not "following" these "unwritten rules" leads to perks like Decisive Strike and Borrowed Time being created, so I'm of the opinion that if some people did unto others as they wished to be treated, then we wouldn't have complaints about how people abuse them, since they wouldn't need to exist.
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Run this build and RUN.
Self-Care, Botany Knowledge, Decisive Strike and Balanced Landing.
Balanced can be swapped out for another Exhaustion. It's what I've used lately intstead of S-C, SC, SB and Bond.
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@migaloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1209074#Comment_1209074
Unironically calling me a disingenuous troll while completely ignoring the point I made in the OP so you can use this as an opportunity to throw out buzzwords you don't understand and talk about your roster of killers. Your entire argument was irrelevant until you resorted to adhomming at the end because you can't seem to address the fact that it's unfun and uninteractive. Projecting buyer's remorse maybe? Or is it the classic insecurities of an OTP who has to justify their inability to be good with multiple killers?
Other killers have abilities that provide opportunities for mind games in a variety of ways without being unfun. Even a simple abilities such as Trapper's provides a ton of decision making opportunities for both the survivors and the killer, without dumbing down how they interact with each other & the ability during the match. In other words, other killers exist and don't have the same issues.
Other killers DO have powers that give opportunities for mind games, but most people don't use them that way. They so don't have powers that require you to win a chase. See my original post in here you've seemingly ignored. People will use killer powers in the most unoriginal ways because it gets results.
Just because somebody MAINS a killer, does not mean they can't play others competently.
You've really kicked an angry hornet's nest by picking on a weakened and loved killer. No other way to put it.
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To me even the old system of "Just get a 4k" could still be seen as problematic. We've all faced *THAT* killer before, after all. Not exactly a fun time or one that should be rewarded by an achievement. While the current Emblem system does a better job at discouraging *that* playstyle, it's extremely difficult to get.
Survivors escaping? Sure. Seems fair.
Both sides also have their fair share of trash Teachable perks. I am yet to see a build where Furtive Chase works, especially on a stealth killer or how Open Handed is good without any Aura Reading perks on your own character.
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You know you can disarm the trap BEFORE it activates, right? It is a stall mechanic.
Unless you're facing off against Tunnel-Pigs or terrible teammates who do pop generators while you're being hooked against a Crate of Gears/Tampered Timer Pig, then an RBT is a temporary inconvenience.
It also has more interraction than half thr killer's powers in the game. Not only do I have to decide to use my LIMITED RESOURCE power that is based on (generally speaking) the stupidity of others to become lethal, but you have a lot of time to remove it, and try to work out how you will do it through map traversal. The bit people hate is the fact that it is a guessing game to find the right box.
You wanna know what's REALLY unfun/uninterractive? Hillbilly chainsawing you with zero sprint, Ghostface stabbing you literally half a second after they've marked you or Hag bashing you into the ground after placing 3 traps at your feet and someone unhooking you.
Special shout-out for the lovely Infinite Tier-III or Kill In Tier-III. Bonus points if they're combined.
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@RaSavage42 said:
I play a lot of Pig with good results... and the map changes will help me out just a little bit
Agreed. I hate maps like Haddonfield as Piggy. Last two games there have been 2 gens popped before I've had a hook. First one ead before seeing a survivor!
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1207379#Comment_1207379
I don't think playing survivor is a counter to killer issues. Not an effective one, anyway.
I just came back from being rank 12 from 2 rank reset months where I wasn't really playing.
Already explained the issues I've run into when slugging as a counter.
More hooks isn't the problem, they can sabotage those just as fast, and I can't reach them in time, nor is an Oak Offering consistently available.
Hangman's Trick means nothing now, unless I'm 1m away from a survivor when they sabotage, they do it too fast, it's a waste of a perk slot.
It was more a thing of you have other options, outside of just playing Killer. Archives are also an interesting way to play with specific challenges requiring alternate ways to play.
Hangman's Trick is also good for telling you which hooks to avoid.
Sabo is also on a LENGTHY cooldown, so unless you have 3 people running it in an area, then there shouldn't be much if a problem. Infectious Fright is also good for scaring off Sabo players.
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Rancor and Play With Your Food.
Also, what killer are you looking at?

