PleassBuiltInNoed
PleassBuiltInNoed
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648382#Comment_1648382
Well your right in that it probably wouldn’t be too useful for huntress and blight because they are very chase oriented killers, but think about the effects on plague, legion and other killers who injure people easily.
yes i use it on legion because you can stab everyone all the time and that icon is very annoying to have on your screen as survivor, but i dont think buff will make them care much, people dont heal against plague or legion because its either pointless or powers up the killer
so i dont think it will change much, even if it was 8% per stack games would last maybe a 1-2 minutes longer and thats assuming people wont group up on gens
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1648218#Comment_1648218
The optimal gen strategy is generally to split up anyways to spread out gen progress.
yes thats true, but when you know killer is chasing someone and someone is going for them which might be another potential chase you group up with last survivor on a gen, thats what swf do and guess how effective it is when no killer can compete with it
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647583#Comment_1647583
So you would rather heal speeds be 16% slower than gens 24%
What non m1 killer are you playing where ur rotating an getting people injured all the time? Seems pretty ineffective.
i basically play all killers, but now mostly blight and huntress and honestly there are better perks then sloppy butcher anyway
you buff the perk because you want people to use it and i say i wont use thana because it will still be useless even with 24% on gens
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1647874#Comment_1647874
6% means that if everyone is injured, gens are going 24% slower. That is significant.
if you work on it alone maybe a little bit of an issue, if there are 2 survivors its basically nothing, 16% also sounds significant on gen but in reality it is not
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@OniWantsYourMacaroni said:
Can we just wait until the PTB to judge whether it's enough or not?
you can already tell that its trash, nobody uses his attack outside of survivor animation lock because dodging it is super easy because its sluggish af and even tells you where exactly will it go
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1647587#Comment_1647587
That's why I am saying the numbers would be higher than that if we went even to 6%.
i would take no less than 8% per stack, 6% is still useless and now it wont affect healing either
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@bubbabrotha said:
The patch notes said he lost his ability to fake his m2. Ok, fine, whatever, I thought it was fine but I guess not. But then I see he got a buff. And its kinda bad. Why would I want a faster cool down on an ability that sucks? They should have buffed the actual ability rather than the cool down. There is no incentive to use it as of now.
agreed, you cant maneuver it much and survivors can dodge it easily because its slow shockwave that even notifies them before firing
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1647287#Comment_1647287
Not really. If it is at 6%, it means that at only two injured Survivors, Thana will be slowing down gen repair speed by the same percent that the current Thana would be slowing down for three injured Survivors instead. That would actually the slowdown higher (except for Healing, of course) than the OG Thana (which went 6, 9, 12, 15 vs. 6, 12, 18, 24). Even 5% would lead to mostly higher numbers at 5, 10, 15, 20.
dude i dont know if you realize that even 16% slow was nothing on no matter what action
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647287#Comment_1647287
Like i said theres literally a perk called sloppy butcher if you want slower healing times for survivors.
Do you not want slower gens for thana?
sloppy doest work with many killers simply because of basic attack requirement which renders the perk useless
and yes i would like slower gens with thanatophobia but unless its at least 8% per injure its not gonna be worth it anyway
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1644281#Comment_1644281
Nurse's kill rare increased in red ranks after the "nerf"
PH will require practice to be good now, just like Nurse.
And Nurse is still the best killer in the right hands.
Please stop saying he could never compete, do you honestly believe the devs will nerf a killer if he's having a hard time with survivors?
spirit is better than nurse and not even spirit can compete vs top teams
yes devs nerfed killers that cant compete with top survivor teams multiple times
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1644257#Comment_1644257
It will be more useless because it will be better? I’m sorry what? Did I read that right! Is 6% not better than 4%? Come on dude. Who actually used thana to slow down healing speeds, there’s literally a perk called sloppy butcher for that.
they removed the healing speed, therefore if it will be at 6% its gonna still be worse because it wont affect healing speed
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@SkeletalElite said:
Because the devs want you to make a choice between regressing a generator and committing to chases. 45 seconds it still enough time to reach any generator on the map, even as huntress on mother's dwelling.
pop was always weak perks and now its even more #########
scott jund recently explained how much time pop goes the weasel actually gains for the killer
not being able to go for a chase and down someone and then use one pop and get second right away makes the perk useless and ill just use more ruin undying that survivors so hate to verse
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/194247/rip-ph
Haven't you read the whole thing? Survivors were stuck in lose/lose situation. Either drop the pallet and get hit, or continue to run only for PH to cancel his attack and M1.
There was no counter to that, how is that fair?
https://forum.deadbydaylight.com/en/discussion/comment/1642963#Comment_1642963
What are you trying to prove by posting this?
That Spirit is still an op killer?
That you only enjoy playing with broken killers that need nerfs?
Says more about you than anyone else tbh
There is no counter to him and yet he could never compete with very good solo survivors or just average swf not to mention the best survivor swf team...Why does everyone want a killer to have reliable counterplay when survivors have tons of stuff that killer cant counter at all such as decisive strike or pallets with no mind game
and like honestly what do you expect to happen when they nerf another decent killer, nurse was nerfed and her playrate dropped to like 0, same goes for billy and also all the weak killers that are in the game
survivors are complaining that all they verse are freddies and spirits but its always their fault, they are the ones who keep asking for nerfs to decent killers...like billy wasnt even broken, he could still be looped and all he had was that map pressure and yet they nerfed him just because survivor community complained about him for months
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/194313/imagine-nerfing-thanataphobia
Nice. Judging a perk when we don't even know the values of the changes coming yet.
well you cant really blame person that knows the devs and what they did and are doing all the time
i expect the % to be at like 5-6% so it will be even more useless
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1641690#Comment_1641690
You are basically saying that you aren't good enough. Spine Chill never gives me problems, to the point I counterplay it automatically it even as non-stealth killers.
Calling something that is reliably done by others "unreliable" just means that you need to get better at doing it.
Thats the problem about spine chill, you never know when anyone has it and as a killer player i dont need more perks that just scare me every match because someone might have them but maybe they dont but yet you still have to play like they do.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1641646#Comment_1641646
You clearly didn't, nowhere did I even remotely state that you had to moonwalk. In fact, I pretty much said the opposite. Perhaps you shouldn't lie.
Moonwalking is the most reliable counter but just as i said its not really a counter, trying to hit it on the edge of the perks FoV isnt reliable at all, you cant know exact location of the survivor. Its enought for them to be on different side of generator for this to not work and let them know you are coming
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1641637#Comment_1641637
Did you actually read what I wrote? Or did you just see "counterplay" and make a giant assumption?
i did read everything you said in that paragraph, but its enought for me to read that it has counterplay and logicaly explain why so called counterplay isnt really a counterplay
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@MadLordJack said:
Spine Chill has counterplay. The activation cone is smaller than your FoV. Do with that information what you will, but judging by the sheer amount of Ghostfaces, Pigs and Wraiths that complain about it, and the lack of survivors saying it isn't powerful enough, most people don't even attempt to counter Spine Chill.
so the perks completely negates stealth killers which again just shows how survivors always have the upper hand and then the only counter to the perk is to go in backwards which means that survivor can just run or walk somewhere else and you wont even see it
awesome
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@SloppyKnockout said:
Most of the time, it's not SWF ruining your killer matches. It's mostly yourself ruining your killer matches.
99% of SWF's are just people shooting the proverbial **** with their buddies. The amount of tryhard SWF's are the 1%. Chances are, and statistically speaking, if you're losing to all SWFs, you really need to get better; and you can. DBD is a fairly easy game to play on either side. You can do it:)
idk man, happens to me most of my games
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1623217#Comment_1623217
Lol who cares, "good" survivors are genuinely unbeatable even as Nurse with ranged add-ons and a mori so I certainly don't.
well i have those survivors basically in 75% of my games
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1623162#Comment_1623162
Yeah... With mindgames, and basic ones at that. Quick red-glow switches and directional faking that gain significant distance and force the pallet drop much quicker. What do you do, Bloodlust it? That takes forever.
good survivors wont fall for that in a loop without mindgame lol
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1622422#Comment_1622422
Most of killer is prediction. Unlike Spirit, who is basically a guessing game because you cannot see her, you can kee your eye on a survivor, get a feel for how they run, and predict, based on what you have seen, what they are going to do next. That's how looping works. It's the same principle wrapped up in a power.
most of loops have no mindgame so not really, you just force the pallet every time
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1622302#Comment_1622302
Predict, don't react. Lead the hit. It's like playing a ranged killer - you don't aim where they are at, you aim where they are going to be.
prediction is a 50/50 and killer cant afford that kind of scenario
just look how salty survivors are about spirit and there are 4 of them
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@BigBrainMegMain said:
Although I'm not against SWF as a killer....there needs to be some type of BP bonus or something the killer gains when going against a SWF.
I don't agree with being notified, guaranteed killers will leave the lobby.
If being notified that there is a swf in the game would result in killer dodging, then how in the hell would more BP fix the problem when BP gain is not even a problem?
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@MadLordJack said:
The amount of "I told you so" that is going to be going around the community in a week already has me cringing. I'd be willing to bet that you are only the first of very, very many to wake up to Blight's capabilities.
I also thought he was bad, but yeah he's pretty strong.
There is one problem though...survivors are learning to dodge when he is using his lethal rush and since he can barely turn, sooner or later most survivors will be easily able to completely ignore his offensive part of the power.
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@ScienceGirl said:
I don’t expect people to care as I haven’t been on this forum for a long time, but I’m still going to post my thoughts.
I’ve played this game for a long time, on both sides. I have bought every single DLC chapter and have spent way more money on cosmetics than I’d like to admit, but recently I just don’t have fun and it’s because of the people I’m forced to play with or against. I was so excited for Felix and the graphics update but 90% of the matches I’ve had since the update have been with killers that either face camp or tunnel. I expect to see this once in a while but not almost every single match. Maybe I’m being extremely unlucky with whatever server I’m being put on, but I’m having a terrible time and I’m finding myself getting annoyed which is something I don’t want any game to do to me. So it’s time to bow out.
It is sad as I truly do love this game and the hard work put into cosmetics etc but I just can’t cope with the absolute shitfest that is the player base. It’s not as bad for a killer, but I didn’t buy or invest in this game to only play one role.
Also, it’s not always me being face camped, in fact, it’s rarely me. But being in those matches still drags me down as it’s no fun having to just sit on generators whilst your team are camped at the hook. Where is the fun? This game is called Dead By Daylight, not generator simulator.
Hopefully the rest of you are having better matches and maybe I will return but I can’t see it being anytime soon. I’m completely drained by constantly going against people who’s sole goal is to make people have a terrible time.
Daisy,
👋🏻 💚
its funny because since the update i encounter so many 1k hour survivors with the same builds all over again -> ds, ubreakable, soul guard, dead hard
literary zero counter and i basically lost most of the games because they just swarmed the hook in the end and i could not even secure my 1-2k
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1619049#Comment_1619049
Perk has a CD of 60 seconds, so you can't deny this on a regular basis, it's just one hook that you can sabotage no more, and 30 seconds makes no meaningful difference, not to mention hooks are close by that typically the killer will make it to then nearest hook.
Sabo use to have real practical use now I wouldn't even call it weak, it's just trash. I can't even farm points with this pos.
loosing one hook can loose the whole game
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1617238#Comment_1617238
Billy's base kit is almost identical to Billy before 4.1.0. The main differences are his add-ons, and cosmetic things like his yell and new TR / chase music. I have not once overheated the chainsaw while playing as him, and I use it heavily as BIlly players should. I think you would actually have to be trying to overheat it to manage it.
I still enjoy playing Nurse. She is still one of the top killers in the game even without add-ons. Her old add-ons combined with no need to wait before double blinking were pretty busted before.
Spirit was changed multiple times. They removed her collision while phasing, they nerfed Prayer Beads, they gave her a vault animation, etc. All of those things made her weaker, but she's still really strong.
So, what I'm trying to say is they haven't consistently ######### up anything. They've made relatively small nerfs to some of the top killers in the game, and all of them are still near the top. Are we also going to ignore the massive and transformative buffs to killers like Bubba, Freddy, and Doctor?
after the hotfix i actually did overheat multiple times in a single game, billys addons are also really bad
nurse is nowhere near to be fun, i have like 200 hours on the old nurse but now shes just not worth it and as i said, nobody plays her...I've had couple of games with her and always asked survivors how often do they see nurse, most replied once in 50 games and one dude said that im the first nurse he played against after 3 months
the same goes for billy, nobody wants to play him anymore which means that nerfs and addon changes affect him hard just as they do to nurse
devs managed to ruin the best and most fun killers in the game to go against
but yeah they did smth good once in a while such as doctor, freddy and bubba but that doesnt negate the nonsense they are doing all the time
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@TheWarNung said:
Have any of you fine folks been experimenting with this addon? Have any of you played against it? I'm curious to know your thoughts, and whether it gets rid of Blight's wall-boinking sounds and growls in the same way that Billy's new addon gets rid of his chainsaw noises
I just used it in a match on Mother's Dwelling and I got absolutely no value out of it. Every time I came boinking up to a gen the survivors were long gone.
That said, I'm reasonably certain 3 of them were on comms and were telling each other where I was going. I don't think it was an accident that every time I chased one of them off a totem someone else showed up moments later to cleanse it.
Let me know what you all have been seeing.
it gets rid of the terror radius and red stain and disables survivors ability to see the killers aura
and yes its a very very good addon, blight overall has very good addons
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1616731#Comment_1616731
Where is this narrative coming from? They've consistently nerfed top killers and buffed trash killers, which is exactly what they should be doing. None of the killers they've nerfed have been bad after the nerfs. The last few I can remember were Spirit, Nurse, and Billy, and they're all still top killers.
they have consistently ######### up good killers if the correct sentence right here
nurse is now boring to play, has ######### addons and nobody plays her, cooldown addition was a not necessary all they had to do was remove omega
billy is now boring to play, nobody plays him and his nerf was also unnecessary and also he never was top tier killer, he had alot of map pressure but was and still is loopable like every other killer with weak power that does not help in chases and gives total control to the survivors
spirit was never really "changed", if they will "change" her she will join the top trash killers guild with nurse, billy and now even PH after the upcoming changes
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@HP150 said:
The word "nerf" wasn't specifically used.
There are a lot of complaints about PH from the killer side too; His M2 is very clunky to control and too easy to dodge, which is why it is very rarely used outside of locked animations. He's advertised as a "a map-manipulation Killer, able to torment Survivors with the hazards he creates", yet being Tormented isn't all that threatening; Cages are extremely situational and the "mini-mori" only happens when the survivor would be dead anyways. This is why you don't see PHs using his trail on CD to "shape" the map.
I already lost faith in BHVR with the PH "hotfix" that addressed no killer-side issues and only nerfed his cages, but I'm willing to wait and see what his next changes are.
punishment of the damned will have 1 meter range, takes 10 seconds to cast, 20 seconds stun after using, overheat when using 2 punishments, cages will make perks 2000% stronger (ds = 100 second stun)
just the same stuff like they did to any other killer they "changed"
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@GoshJosh said:
My only qualm with this perk is that the exposed status remains even after the exposed survivor is downed. It should immediately be taken away upon either downing or hooking a survivor. It's served its purpose up to that point.
its a bad perk, its need a buff rather than a nerf that makes no sense
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@OniWantsYourMacaroni said:
This addon being green rarity is really busted.
It definetely should be iridescent and maybe only 12m instead of 16m
@Flawless_ said:
I am ok with this addon being as strong as it is if it was an ultra-rare or had some kind of trade off, but it's a green addon meaning you can quite possibly bring it on every game and there is literally no counterplay to it. Zero. Nada you can do as a survivor to avoid getting found or hit.
I can slap on whispers and just bounce around the moment it lights on. Boom wallhacks with no penalty. Where's the skill on that? Get to a tile and hit a wall once and you know exactly where they're going. This crap is like the old prayer beads and as a killer main I really don't think it's fair. I just wonder how in the world did the devs agree that this was weaker than either one of his red addons. Shouldn't they after 4 years know what makes an addon strong or weak? Meanwhile most killers' "ultra-rare" addons (PH, Hag, Billy, Deathslinger, etc) are mediocre at best and sometimes detrimental to your kit.
Just how? How is it possible that the entire playerbase can see these things but the devs are like yeah this addon is mid-tier let's just leave it at green rarity...beats me.
despite it being completely OP im glad that devs finnaly were not scared to make a strong addon
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@onemind said:
I will not be changeing any numbers of ds. I will be adding 3 effects to the perk 1 Dr will not actavate if the last gen is completed 2 doing any action that is not related to pallets or windows will make the timer go down twice as quick. And 3 when ds is activated recovery speed when downed is decreased by 50% makeing ds a true anti tunnle perk and still giveing the killer map pressures if you do nothing and he downs you.
Thoughts?
they could simply make it deactivate when doing gen, getting fully healed or jumping into a locker etc... but i agree that this change would be good, its annoyin to be punished for tunneling when you are not doing it and also the agressive ways survivors always use the perk
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/1610784#Comment_1610784
strange i played as myers,freddy, and doctor and the ds wasnt working, ill try other killers but this need to be fixed
it also has shorter stun with spirit and pig, i played blight all day, only got hit by ds once and it was full duration
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@PatchNoir said:
Like since the patch the killer stun ends early and they can walk before i can barely run and i get downed again. It is a bug or a nerf?
works only with few killers and its a bug
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1610657#Comment_1610657
I think it is too early to call it a bad Perk. I think it is a niche Perk. I think with the right Killers it can go a long way toward solving certain issues. I also think it gets more powerful toward the end game. I'm always going for a Generator Lock, i.e. a 3-Gen strategy. Dragon's Touch isn't going to have a huge effect early game, but when you are down to the last three Generators, the ability to suddenly expose someone when the remaining Survivors are trying to tag team you back and forth.... well... I've already used it that way and it was VERY effective.
its always early to call a killer bad, but perks are pretty straight forward
dragons grip and the pallet blocking perk are just bad
dragons grip is super easily countered and that is either by waiting 30 seconds or just tapping a gen while injured, instadowns also are only applied on basic attack and it also has a long cooldown, far too many requirements for this perk to be even decent
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@Flawless_ said:
If there's a survivor on the gen you are approaching that means you either need to drop chase or ignore it's effect. Not to mention if there's only one person working on it most likely it won't be touched for the next 30 seconds anyway since you will be chasing or will hit the survivor at least once which means they'll be injured anyway...what's the use of a perk that makes me go out of my way to get value from? The only killer I can think of that can benefit from this perk is the Hag OR if you corraled survivors into getting 3 gen'd which rarely happens against competent survivors to begin with.
no wonder, its a bad perk but yeah its the best we've got lately
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@Justalittlepeeck said:
Devs, would you kindly make us all a favour and explain the though process behind making an attack which:
- Has the exact range as normal m1
- Is used by pressing m1
- Is not referred as "special" attack in the very description of Blight's power
- Has the exact same animation as normal attack
not a basic attack?
While Spirit can perform a basic attack with a boost out of her phasing and Nurse is just vibing with using attack only after her ability and gaining benefits as basic attack?
And, please, don't say that landing a hit from Haunting or Blink is harder than landing a hit from lethal rush, we all know that is a lie.
Blight is already lackluster, it won't hurt allowing him to make basic attacks out of lethal rush.
I said that before and I will keep saying it:
basic attack system is disgusting, illogical, stillborn mechanic and it must be gone or entirely reworked because it is ruining the game
@Peanits @Almo @McLean please, I demand answers. I am sure you possess the information that you are allowed to sure to tell all us why Blight does not have an access to basic attack in his lethal rush.
p.s. "basic attack mechanic serves purpose of simplifying game" - the most hypocritical and shameful thing anybody could say. This mechanic has a lot of illogical exceptions like Blight or Spirit and it must be gone. Stop using it as an excuse to make killers worse.
yeah i honestly dont understand why they do it
there are so many perks i would like to try on most killers but they are simply out of options because of that basic attack requirement
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@skarsguts said:
https://forum.deadbydaylight.com/en/discussion/comment/1609497#Comment_1609497
You and others do not seem to understand that we're talking about showing remaining totems for everyone. Not for one single person who's using a perk! An icon on the HUD that shows how many totems remain on the map the same as generators have.
i did understand that and i think it is way too op
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@skarsguts said:
To be clear: I'm not here to talk about any NOED nerfs or changes.
Just had a Blight chase me through five generators, and I get screwed over by NOED at the end. In this game he was running Hex: Undying with Ruin and NOED (I forget the fourth perk).
I was able to cleanse one lit totem before I started to get chased (was Ruin but because of Undying it transferred.)
In this scenario, I really think a totem counter could have brought more incentive to my teammates to cleanse totems during the game - and of course it helps keep track of how many totems remain on the map. They cleansed a lit totem while I was being face-camped to death but it wasn't NOED.
I'm the type of survivor that cleanses every totem I see, so this is really irritating as a solo. On top of it all, I de-pipped, which in itself is not fair considering Blight was all over me the entire game. Red ranks BTW.
there is literary perk and item that counters totem so hard, just try to remove one of your crutches and use small game instead, or just bring in the map like holy f
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/190011/undying-needs-to-be-nerfed
Lol last couple games ive played ruin has been up the whole game.
Even if you pop it it just reappears again, need lady luck on your side to get lucky and pop undying first
idk about you but i used ruin + undying combo in red ranks and even vs bad survivors all my perks were gone in like a minute
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1605922#Comment_1605922
The forums really amaze me sometimes. This dude is insanely strong, can run at 9.2m/s and can actually down in his power. He has insane map presence basically for free, is a zoning monster in his power, and can get easy downs at like half the structures in the game. His addons are just batshit insane good, and he has next to zero stun out of his power, which can be reduced even farther with addons. And somehow he's worse than Legion, who can do none of those and is literally bottom 3 killers in the game.
Y'all need to git gud, seriously.
did you actually play him vs good survivors?
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@[Deleted User] said:
True or not?
definitely feels like it
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1607520#Comment_1607520
i've had people dodge but its rare. If you're missing then you're doing something wrong
are you kidding? you literary have 0 control over your lunge
there is not a single good survivor that can get hit by that in most scenarios, its super easy to counter
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1607392#Comment_1607392
You'll have less and less problems with that when you practise that on blight more.
But I assure you, if the survivor is near the pallet, the last thing he'll try is juking, because when he suddenly sees Blight cutting off a corner at mach 20 speed, he'll be in so big panic at that moment, that he'll just run to the pallet to try to drop it. Then you either hit them or eat pallet.
bad survivor would panic, good survivor doesnt give a #########
ive played him all day and i can confidently tell that his power cannot be using to counter loops unless a survivor makes a mistake
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1607409#Comment_1607409
they weren't all bad and the ones that were bad were usually the purples. But just because it doesnt fit your narrative of "he's not good" and i get a 4k doesn't mean they were bad survivors
lets be honest here, this killer in the current state does not stand a chance vs good survivors no matter how skilled you are, hes basically m1 with mobility, as his power can be dodged with 0 effort
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i did few of these too, but those are just bad rank 1 survivors
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@Justalittlepeeck said:
I take my words back, this killer can do something. I played a few games with that addon earlier and didn't see the power behind it because I didn't use the right way and claimed it as "learning addon". However this addon is extremely strong on that killer and is basically a must-have if you want to be effective. Here's why:
COMPOUND SEVEN ALLOWS INSTANT AIM AT SURVIVORS
So when you slam into the wall, this addon INSTANTLY aims you at the nearest survivor. You don't waste precious seconds when looking around for survivor, aiming precisely and so on, which is especially difficult because of low camera.
C7 basically removes that burden from you and skips necessity of aiming yourself which saves you time. Do you know what it means? It creates windows of opportunity to shut down loops which you were previously unable to do effectively as you wasted time on aiming.
COMPOUND SEVEN ALLOWS TO SHUT DOWN LOOPS if there's an obstacle in front of pallet.
So basically in any loop where there is a setup like that, where's an obstacle in front of a pallet
https://us.v-cdn.net/6030815/uploads/4MGK1PBKF8VM/image.png
https://us.v-cdn.net/6030815/uploads/9KRT9HB02SPW/image.png
you can charge into that obstacle and make an instant lethal rush into pallet with a hit which either forces a survivor to waste a pallet or get hit.
It doesn't matter where the pallet it, as long as you can charge into ANYTHING which is within ~1/3 of lethal rush distance of a pallet you can shut down a loop.
Optionally it could be a window, the trick is to do everything fast, without thinking: slammed into the wall and INSTANTLY pressed lethal rush.
In closed maps like Midwich, Blight with that addon can become really dirty with some loops:
https://us.v-cdn.net/6030815/uploads/8JHNJAWHGDO4/image.png
He basically spams rush as fast as possible until he creates a configuration like in pic 1 where he slams of an obstacle in front of a pallet which he follows up with a hit/lost pallet.
You also can add Spirit Fury&Enduring to that strategy in order to maximise you profits and use Blighted animals addons to give even more speed to yourself which could potentially unlock new possibilities in shutting down different loops or minimize time survivors have to react.
That principe could be applied to basically any spot on the map, when there's an obstacle in direct sight of a survivor that you can slam in, you slam in it and perform an insta lethal rush. Like in shack. Survivors would rarely have time to evade apart from performing a juke
https://us.v-cdn.net/6030815/uploads/6EB8LVNXRFML/image.png
https://us.v-cdn.net/6030815/uploads/KMK7OCESRFTE/image.png
I haven't see anyone use that methods/techs so I would call myself its inventor in some way, lul.
Enjoy.
you forgot the fact that survivor can change their movement at any point or just press dsaw/asdw when you are close and completely dodge your ability
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1600210#Comment_1600210
Disagree.
It’s quite frustrating being chased off a gen that was nearly repaired, only to return after losing the killer and the gen has pretty much regressed to zero.
@mightygiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/1600226#Comment_1600226
Absolutely, super annoying, a huge time waster and sometimes even costs the game.
i stopped using hex perks, because in my games they always go in the beginning of the game, so it basically the opposite of what you say, the perk is useless