Poweas
Poweas
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I tried it on a teabagger, made me hella depressed.
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To answer the title, a lot.
To discuss the thread, calm down. Just run DS or find a tryhard SWF. I recommend Iron Will if you don't have it. If you do, hiding shouldn't be that hard, heck, even Urban Evasion would help.
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I want to ban 2, Dead Dawg Saloon can ######### off as well. I hate that just as much as the new map. Can we just permanently ban them?
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Honestly, I do think DS and Borrowed time together can be just a LITTLE unfair, only in endgame though. The main issue is that other second chance perks alongside DS makes for a really strong combo in endgame, which is where most killers are DS'd. I think nerfing DS to not work in endgame would be a way to stop the synergy which is honestly a little too strong at this point.
I don't want DS nerfed, because I don't see it as OP individually, but it's definitely just a little too strong with other second chance perks stacked with it.
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I like The Game and Lerys quite a bit. The Game is kinda even because it has less pallets, but safe pallets, it's also not that frustrating to play as killers or survivors, but deadzones can be easily created if the survivors waste it.
Lerys I love because it has medium pallets, decent(ish) windows, but it's also can be quite good for killers. It's fun though, you always like going for chases on Lerys, no matter the side you're playing.
Hawkins I am in the middle with because it's not THAT bad compared to Saloon or The School. Survivors know they're gonna die if they loop and just attempt to genrush, but if the killers play it smart they can guarantee wins on it easily. Hawkins is a lot more fun to play on than the Saloon and School in my opinion, as both sides.
The School I absolutely hate. Unsafe pallets, best strat is literally to circle the building and that's no fun for survivor or killer. 2 god pallets which give way too much distance, and the rest suck. Gens are way too hard to pressure and again, if the survivors circle the building, there's no chase interaction.
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He's only super annoying on The Game map.
At least on any other map with medium pallets you can still go around, but if the Doc chooses The Game, then you're forced to camp the pallet or keep running (likely in a deadzone) which either way will lead to a down.
In any other map, you can still try to play the pallet against him by running around the other side and baiting it. Oh, he's also BS on the School, Saloon and Hawkins but those maps do not have good pallets to start with.
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Oni is better if someone gives you the first hit, but against really good survivors, nobody will give you a first hit quickly. I've experienced it first hand, it sucks. So overall, Billy takes it by a tiny bit.
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Love you, @Fibijean! Ty for this!
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1371138#Comment_1371138
They're lying this is a terrible build!!
Play it, OP. Play it every single day. This build will bring a smile to my face.
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For me, they've gone slower. Went from a few minutes to 10 minutes. Still not gonna complain though, I don't mind. It's better than what I used to get (30 minutes of no gameplay).
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1370353#Comment_1370353
It is anti-tunnel. The fact that it activates after being unhooked and stuns the killer for a pretty long time screams it,
The devs literally confirmed it's a second chance perk and not an anti-tunnel perk. It can't get much clearer than that.
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Map: School (it has some of the best totem spots yet)
Killer: Hag (@CashelP14, your favourite!)
Build: Third Seal, Devour Hope, STBFL and Thrill of the Hunt.
Addons: If you want to guarantee totem safety, Mint Rag and Rusty Shackles.
Trap the routes, get easy downs, and crush them.
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@dhealy646 said:
Nah mate. Maybe for stealth killers and spirit or something. But try play oni. Can't maneuver or snowball due to all the floors and walls. Nurse loses you easily. Billy can't zoom around. Huntress and deathslinger can't get good Los. Not good for some killers but good for others. As a survivor I found it relatively easy to loop. Most pallets were medium safety which actually made me have to think while looping with the occasional god pallet and safe window. I haven't lost a match on it as survivor or killer yet.
I'm sorry, but Huntress and 'Slinger have the EASIEST time on it, considering that the best strat is just to circle the building since pallets suck which is boring, but actually effective. Chases would only be long if the survivors get one of the nice windows and if the killer flat out sucks.
Billy is bugged.
Nurse has an incredibly easy time lol, she can't lose anyone if she's smart.
You finding it "medium safety" to loop makes no sense, unless you're a survivor who generally doesn't loop. Medium safety is pallets like Autohaven pallets, or Macmillan pallets.
Maps like Hawkins, Dead Dawg Saloon and the School are certainly not "medium safety", definitely "low safety". Like I said, the best bet is to circle the building on the school, and just to genrush on Hawkins or the Saloon.
That being said, gameplay wise it sucks for all killers, survivors genrush since they can't even attempt to loop normally, and with how the gens are set out, and how hard they are to reach, killers get genrushed. Ik that because even as a solo survivor, I've only died on it only to a Nurse, Spirit or Hag. (Billy is pending, because he's so buggy that nobody plays him)
That map sucks for the majority of killers and survivors and promotes boring genrush-y gameplay, just like the Dead Dawg Saloon. At least Hawkins is clearly biased to one side, but Saloon and the School? They suck for both.
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Huntress, Clown/'Slinger/PH.
I consider Clown, PH and 'Slinger equal.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1370517#Comment_1370517
This is because you can't run in a straight line for 75 seconds. You'll hit a wall.
That's why Survivors loop. Since a circle has a similar effect as a straight line would.
On the new map, this is a viable strat, and the ONLY strat available.
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Also I think he's pretty good.
@PrettyFaceKate said:
A-tier. Those complaining about how easily his ranged attack can ne dodged haven't realized that it's a zoning tool with minimal counterplay. His cages are also powetful when used after the first hook.
Once the meta will stabilize, he's gonna be one of the common killers in the red ranks.
Dis.
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@OmegaXII said:
He's outplayed by just running in straight line. None of his power can counter that.
Honestly, that's also the counterplay to Deathslinger and you could also argue it is the optimal strat against Oni. I do not like where the devs are going with the newer killers and maps. Oni's map was great, 'Slinger and PH got crappy maps that are unfun for both sides.
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It's a second chance perk, not an Anti-tunnel perk.
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He forgot Dead Dawg Saloon.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1369870#Comment_1369870
how to master spirit. 1st step, get a working headset. last step, get stridor and beads. Done, you've mastered spirit.
You don't need Stridor if you listen for footsteps tbh. Saves me a perk slot.
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I need to do this some day XD
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I'm seeing more people wanting buffs tbh.
@Respectfulnancymain said:
People are complaing about him?
Imo hes one of the most balanced killers but hes really op on maps like dead dog saloon since he can easily walk to the cage and camp
Dead Dawg Saloon is ass, have you seen how bad the pallets are? Any killer could do well if they can get past the genrush which is literally the survivors' only chance on that map. Dead Dawg Saloon is as equally crappy in terms of gameplay as the School is.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1368313#Comment_1368313
Oh, good job on reading him then. Many survivor just loop DS like any casual killer which is straight path on the hook.
Ty, but ye, I nodded at him for the memes.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1368279#Comment_1368279
Poor guy, probably still learning the ropes or just having a bad day with aiming. I guess he didn't do well if he chased someone for a long while ?
No, he was actually quite good lol. He demolished my teammates. The only reason he couldn't catch me was because I played it safe and predicted him fairly well. Funny story, he 4k'd us at the end anyways.
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Same, most people hate it too.
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Her dad?
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That's the case for all killers though. I can abuse a bad Huntress, but if she's played correctly, I'll get crushed in seconds.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1368243#Comment_1368243
I don't think so, probably. I play a looot of Deathslinger and it's been happening since PH's release. I just wonder what got into everyone all of the sudden, I never once seen it in the insane amounts of games I played with him until now.
Honestly, I did it instinctively to the one I faced. He was chasing me for a good chunk of the match, so I started to take it more lightly.
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Omg you might've faced me before XD. I was the Kate in the white T shirt on that Groaning Storehouse map lol. It's just for fun.
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@BigBrainMegMain said:
I just don't know what to tell you, other than her 1 Fountain buff she's been ignored.
She's in need of buffs though.
She's really not XD. If played correctly, she can be devastating to a team.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1368168#Comment_1368168
Most killers feel that way.
Kind of makes you wonder how mori's seem so common, at least according to survivors.
I personally don't use them cause I prefer the rewards I get for actual sacrifices.
I also play survivor, and they are way more common than they should be. 1/6 (or so) games will have a mori. Likewise, as killer, about 1/8 of my games have a key. They're both way too common and should just be butchered to the point where even maps will be godlike compared to them.
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The detail is incredible, but the gameplay is dogshit. The pallets are way too unsafe for survivors, so they run in a straight line around the building where any M1 killer won't be able to catch up. Boring gameplay. Not to mention how hard it is to pressure the gens as a killer.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1368154#Comment_1368154
Now - how often do you use them?
Never, I don't care enough to, feels cheap to me. Maybe it's because I hate them as survivor, or because I play some of the more reliable and consistent killers.
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@Todgeweiht said:
Its latency goddammit, the devs already did a whole stream explaining how it works and how they plan to fix it.
I swear they literally fixed it for one chapter and managed to mess it up again?
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@Mikeasaurus said:
I'd like to meet these killers who get so many Ebony moris! I've gone through over 100 bloodwebs from Level 50 for my Deathslinger and only got 3. I never use them anyway, but they're not as common as you'd think.
I get them in literally every bloodweb, maybe you're unlucky?
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Most the time, both. But currently survivor because killer feels way too buggy and the killer I want to play (Billy) is so buggy it's disgusting.
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Yeah, I've seen a few funky hits with Pyramid Head. I think he just has a weird hit animation like Freddy?
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I completely agree with this actually.
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I think it's aight, hate when people just suicide if they don't get their attempt though.
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@TrevorLahey93 said:
https://forum.deadbydaylight.com/en/discussion/comment/1366801#Comment_1366801
I'll try that out thanks for the suggestion!
Bring a medkit, just in case.
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At the moment, survivor. Usually, I play both sides equally and have way more fun as killer, but ye, I can't play killer with all the bugs lol. I wanted to go back to Billy for a while to get some sexy curves, only to find out that he's bugged af and completely unplayable. Spirit is boring for me now, I'm saving up for Plague so I can completely my Oni build, and I'm not feeling Hag. So ye, I'm taking the month off of killer.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367484#Comment_1367484
"it's very easy to make them busted and just remove all counterplay the survivors ever have"
That just feels like an extremely far jump.
Saying he could use some buffs doesn't jump him to removing all counterplay and being busted. They'd have to make insane changes to go that far, and like I said it hasn't happened yet in the past. The vast majority of killers get released in an underwhelming state and remain there for a couple years till the devs realize how weak they are and we get a rework like what's happening now for quite a few killers.
They simply don't buff killers in the way your'e worried about is all I'm saying.
Fair enough, but you never know with the devs so it's always worth thinking about the possibility.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1367484#Comment_1367484
I honestly don't know why it doesn't slow survivors. It doesn't need to be much but if they only threat is cages and Killer Instinct there's literally no reason not to run through it during a chase because you could loop him for 5 gens without downside if he can't hit you. Trails are virtually worthless if you're not focusing on cages.
Yeah, maybe if survivors step on it they get slowed down. It could be interesting, and it would make sense. But it could also be busted because it would give him quite a lot more anti-loop ability if there's slowdown. I was thinking something more along the lines of maybe blindness for the duration that you're in the Tormented effect. It covers all auras aside from survivors in the cage? It'd be pretty interesting imo, and could make him a beast at slugging. I think it's a fair debuff considering how easy it is to avoid his little trails.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1367318#Comment_1367318
Clown truly is an underdog.
There are things he can do at loops and structures that completely screw a survivor in ways other killers cannot do.
To use a new example. The bathrooms on the bottom floor of Midwich. If the breakable wall is left up then then there is only the 2 ways in/out, and that pallet.
When a survivor flees in there confident about that pallet in there, Clown can just throw one bottle in one bathroom, quickly throw another bottle in the pallet bathroom, and then outmanoeuvre the survivors spacing to force the survivor to run the “wrong” way around that loop (away from the pallet, rather than toward it), and that survivor is taking a hit.
Even Freddy wouldn’t get away with that. He’d need to do a lap first, and no survivor would be stupid enough to let that happen, they’ll leave that loop. They might even drop the pallet early to prevent Freddy doing this, before leaving the loop entirely. Whereas even if they were to drop that pallet early against Clown (provided that the Clown is in the bathroom entrance, and survivor on the opposite side of the pallet) even after breaking the pallet that survivor is still absolutely screwed at that loop against a clown that already put gas in BOTH bathrooms.
Clown is so satisfying to play lol. Plus with STBFL, he can become a BEAST at any loop. I'd say he's the strongest anti-loop killer as of right now, since survivors can still do something against every other killer, but against Clown, you can't really do much if they're smart.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367330#Comment_1367330
"Ghostface? Wasn't he nerfed soon after? (although I never found him OP, it was evident that the community did) Spirit is another one that comes to mind, Prayer Beads was ridiculously strong until they finally nerfed it."
No, he wasn't nerfed right after. Also, whether the community "thinks" they are OP is irrelevant, what matters is if they are actually OP. The vast majority of the community are extremely casual and don't actually know.
Spirit did not get over buffed on live servers. Prayer beads was strong, not OP. It was now over nerfed into crap also, which is why no one uses it at all anymore.
"Buffing him too early could lead to a ridiculously strong killer"
So what's the issue with that? The vast majority of killers are quite weak. Killers are supposed to be strong.
My point is you're worrying about something that has never actually happened...so why worry about it? Doesn't really make sense.
It could happen though, and that's not healthy for the game. There's always a chance it could, and with killers like PH or heck, even Nurse, it's very easy to make them busted and just remove all counterplay the survivors ever have, so it's worth being cautious when balancing them. Which is why I made this thread.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367370#Comment_1367370
That's why most my changes I want for PH don't really negate the strength of the survivor loops since as you said, it's all they have.
I was mainly wanting improvements on applying Torment and recovery time on his ranged attack. IE making him more time efficient but not more deadly.
I agree on your points about his power.
Now I can actually agree on that, but again, you don't want to improve his cooldown too much otherwise he can just spam his ranged attack. I personally would actually buff his Torment ONLY, but only make his ranged attack animations more smooth for both sides, so they get proper feedback when he uses his power and the PH can actually control it properly.
I think if the devs were to smooth out the animation, perhaps give it a tiny buff here and there, and remove the bugs, it'd probably be a really handy ability for zoning, but I'm still willing to wait on it for now.
The Torment trail though, that definitely needs changes. Survivors aren't punished much for stepping into it. Some kind of debuff could go a long way to making it a real threat.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1367448#Comment_1367448
The problem with Freddy is that they have to make all lunges standard, so he sorta has to look funky. If his animation looked similar to other killers, his lunge would be shorter due to his small weapons
https://forum.deadbydaylight.com/en/discussion/comment/1367142#Comment_1367142
Spirit and Wraith both have lunges that are long due to movement speed buffs coming out of their power. Technically longer, but not a different animation.
Yeah, that's true too. It's difficult to actually fix the animation for it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1367350#Comment_1367350
Exactly, it's the same with Freddy. Everyone complains about his lunge but it's exactly the same as everyone else's. It;s because he has a really small weapon so he has to yeet himself across the distance instead of, say, trapper, who's weapon is about as long as Freddy's entire arm.
Freddy's animation looks funky though. They should make it match his model properly.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1367142#Comment_1367142
All killers with the exception of Nurse (bugs) and Shape (T1 and T3) have the same, standard lunge.
Ye, Hag's lunge just feels larger because she's a very short killer.
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I always have said this, and I'll say it again:
Buff solo's to SWF level, then buff killers accordingly.