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  • I think they'll completely rework it once genrushing is gone, but for now, it's an effective tactic against it. It's also the counterpart to Adrenaline.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223477#Comment_1223477

    Spine Chill detects undetectable killers as well. Undetectable will prevent their aura from being read, but since Spine Chill doesn't reveal their aura, it still activates.

    It wasn't written in the wiki, but goddamn Spine chill just trumps premonition then at everything.

  • @TwinPrinces said:

    Nurse Is her own tier followed by spirit and Billy for Undeniable top 3

    In no order now

    High

    Freddy, Oni, Huntress Doctor (good) pplagues

    Mid

    Myers, Pig, Demogorgan, Wraith, Ghostface

    Low

    Trapper Clown Legion

    Bubba tier

    Leatherface

    Where's Hag come in that? 4th or High? I'm just curious as to how she's perceived by the community.

  • @C3Tooth said:

    • Premonition: warns you that you look at Killer 32m away
    • Spine chill: warns you that Killer looks at you 32m away

    Both are equal

    • Premonition: cool down 30sec after activated
    • Spine chill: constantly working without cool down

    Spine chill wins

    • Premonition: no side effect
    • Spine chill: 6% faster at doing objective

    Spine chill wins

    "Balance"

    You forgot that Premonition detects killers who have that 'Undetectable' status effect (I think it's called that?) and Spine chill doesn't, so Premonition can detect a crouching Pig, but Spine chill won't.

  • @Actionjacksn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223381#Comment_1223381

    Poor Demogorgon so bad that is not even in the tier list....

    R.I.P

  • Omg I used to run them XD! Not anymore though since Spine chill is better nowadays.

  • @DWolfAlpha said:

    The only change I want to DS is that it deactivates in the exit gate area. Too many times I've had someone crawling out, picked them up right next to the exit, only to eat a DS and they escape. I hate tunneling, but it's not tunneling if no one else is left in the game.

    I can see that working though.

  • Your idea doesn't work because the killer could abuse that by slugging 2 people, hooking the unhooker, then hooking the hooked and evade the DS.

  • The variety of killers in the game now is amazing though!

  • @ad19970 said:

    My tier list would look something like this:

    https://us.v-cdn.net/6030815/uploads/008/N7H409G3J7E7.png

    Yeah, that's similar to what I would've thought, except I'd have Hag before Billy and Doc before Oni. Also I'd have Plague before Huntress.

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223343#Comment_1223343

    Yea i got that wrong.

    Patch 3.4.0

    • Nerf: changed the Stagger Effect reduction to be deactivated during Exhaustion
    • .
    • Buff: now completely muffles all grunts from falling while not Exhausted.

    The buff side is still kinda a nerf, cause "while not exhausted" means that if im exhausted even the sounds are hearable? so It has no effect while i`m exhausted. Do i get this right?

    Yeah, you're right. My god, they really gutted it...

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223354#Comment_1223354

    "Calm Spirit does not counter the Madness Tier-up Aura-reveal when The Doctor has any "Restraint" Add-on equipped."

    Thats what i found in the Trivia, so some docs are able to make you scream. Maybe it helps to know.

    Thanks a lot, I'll keep it in mind.

  • @WRussoW said:

    God Nurse with certain add-ons and no mistakes will swipe any team. So technically she's still kinda the best at killing but she definitely not the best killer to have fun with unless you like looking at the ground for some reason. Her skill level is so high and her punishment for mistakes is so cruel now most people will be worried about your sanity if you decide to main her. So I'd say she's the "Nurse" tier because good luck with playing her against people who are aware of her weaknesses and good at dodging your attacks. You may win. You can learn her gameplay and you can be flawless. But at what cost?

    The "S" tier stands for the "S"pirit. Fun to play as, you don't have to be looped, like, ever. Sane skill requirement, you don't just jump in and become good against survivors with brains, so you have a good time learning while not suffering from these rank 16 teabagging because "te-hee, noob killer". Mostly really good add-ons, you don't even need ones against basic survivor teams! (But don't become overconfident and better bring them against red rank teams because despite everything on huge maps generators get done is seconds.) Great design, interesting lore, cool cosmetics, good perks, an easy adept achievement. The mobility and the ability to quickly end chases are insanely good if played correctly. Even against strongest teams you can always get at least a tie.

    The "A" tier killers. The Hillbilly can be looped but his crazy mobility probably covers it up. If your team ducks up, then it ducks up for good against him because of his ability to one-shot with the chainsaw. The Doc has great ability to find people and a good methods of catching them at loops but his mobility is suffering. But anti-stealth kit saves a lot of time so he's good. Freddy is overall great, good mobility power, good anti-looping set which strongly shortens the time you waste at jungle gyms.

    The Huntress is too slow for putting pressure, same for the Deathslinger. In average player's hands they are B tier. If you're good at sniping, maybe you can get an A- on them. The Hag... God Hags exist but it's all over if a survivors team won't let you put your "web". So a solid B.

    So Hag's dropped in tiers? Weird, I almost never lost with her back when I used to be really good with her (I knew her inside out and was able to beat anything aside from SWF of course). Freddy and Doc have rose which is really nice!

  • @Warlock_2020 said:

    The Trapper still hears the trap go off. Calm Spirit has nothing to do with it. It's about the trap itself. If you so much as disarm the trap he'll be notified by the large snapping sound. Step in it and he'll be notified no matter what perk you run.

    Trapper main, so I hear snapping all the time. Thing is, even Distortion does not help because an astute killer knows where his traps are. If he gets the notification and suddenly can't see one of his traps or only sees the newly disarmed trap, he knows where you are.

    Thanks a lot lol, I'll probably still run Calm Spirit as a survivor since it can be disorientating for killers after they hit you (Spirit and Nurse), it also counters Doctor who is somehow meta now, and it counters Spies which you see here and there. Thanks a lot for telling me though!

  • Spirit and Hag (but I play both sides).

    Spirit because she's arguably the best killer, or maybe tied with Nurse, or maybe slightly below, and she's a lot of fun to play cause of her unique power.

    Hag because she's probably third after Spirit and Nurse and she's a load of fun when you make yourself unpredictable. Just watch out for flashlights though, they destroy Hag (which shouldn't even be a thing to be honest).

    Both of those killers are really powerful but also a load of fun with their playstyles.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223323#Comment_1223323

    That was the part that pissed everyone off. It lost the stagger reduction when exhausted

    Same man, I hated it. They gutted it just because they didn't want to fix the maps where it became a problem, now Balanced landing is a worthless perk. :(

  • @MadLordJack said:

    Sprint burst forces you to walk around the majority of the time, which immediately limits it's usefulness. Sure, you can 99 it, but the instance you do anything but run or vault and it's gone, which completely eliminates the point of 99ing it. It is one of the best perks in the game, but it only shines in swf. If you're looking for the strongest exhaustion perk, use DH. Way more versatile, doesn't limit your movement, and is ACTUALLY on command.


    Lithe is probably better than Dead hard to be honest, it's like an activatable Sprint burst that lets you save a few pallets (if you utilise the distance) which is really effective at jungle gyms since you keep the pallets, and you can also escape dead zones if all you got is a Z wall. It also allows you to run around generally. And if you're on a map with less vaults, that's fine, just drop a pallet and if the killer tries to mindgame you on the pallet and you find an opportunity to vault, you can use it to get away from the pallet.

    Dead hard is good, yes, but I think Lithe buys more time when used correctly, and definitely saves more pallets. It keeps you out of the situation where you need dead hard in the first place, which is why I think it's the best exhaustion perk after Balanced Landing's nerf.

    My opinion though, you don't have to agree.

  • Nope, I'm assuming you joined after the nerf, since it seems like you never saw Sprint burst back then (aside from videos probably)... It was BROKEN! Good survivors would have a super low chance of being caught, it was basically the best perk in the game.

    EDIT: Aside from DS.

  • @Peace said:

    https://forum.deadbydaylight.com/en/discussion/145395/exhaustion-vs-hex-totem

    Ruin was used like 99% of the time and it was annoying. New Ruin is ok as it is, you can pair it with surveillance to have a nice map control as long as it stays.

    The exhaustion perks arent that damn good, so Adrenaline can be match changing and can be complete garbage.

    Dead hard is 50% not working cause of the dedicated servers, you can only properly use it to get to a window or pallet in time.

    Sprint burst / lihte are good to avoid one hit / gain distance if used properly. But more than a few seconds more arent granted most of the time.

    Balanced landing is still one of the best i think, cause even if exhausted you still dont make a noise und recover from falls faster. My go to perk at the moment.

    But still its nothing in compare to a totem like devour that lets you one hit and mori someone. Or the old hex that was straight out annoying for new survivors and not really that big issue for the skilled survs.

    I swear you don't recover faster when exhausted?

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222381#Comment_1222381

    It got nerfed even further lol, now it doesn't go down if you're running or mending, regardless of TR

    That's actually sad... Poor Legion.

  • @not_Queef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222238#Comment_1222238

    The heartbeat notification that shows Legion your location when he is in feral frenzy.

    It would make playing against Legion vaguely tolerable.

    Didnt he get nerfed to trash tier? I swear he isn't annoying anymore? Since he can't do the moonwalk tactic, since the bar doesn't go down when you're in his terror radius right?

  • @not_Queef said:

    I wish Calm Spirit also shielded me from killer instinct.

    Pls devs

    What's killer instinct? I just returned.

  • I'm gonna be honest, that looks broken... Facing a 130% MS killer in chase isn't fun, even if they lose it after the down.

    But, you never know, it could work in testing. They should try it in the next PTB.

  • That's a god tier combo... XD

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222185#Comment_1222185

    It's still pretty good because that means that unless he's looking in your direction, he might assume that the snap of the trap was just one of his traps getting disarmed

    Wait it hides ur aura when ur trapped? That is neat then.

  • @CosmicParagon said:

    I believe it prevents the scream from getting trapped, but he can still see your aura while trapped

    Aw, not that good against him then... But it would be pretty OP if it did prevent the aura...

  • @chase131119 said:

    https://forum.deadbydaylight.com/en/discussion/145273/calm-spirit

    It does counter Doctor and Clown notifications... the trapper one would be news to me. I would like to know this as well!

    I'll try to see if I face a trapper :3 but he's rare to face.

  • Imagine the attack cooldowns with STBFL, that'd be so OP.

  • Buff solo to be as strong as SWF, then buff killers accordingly. The best way to 'nerf' SWF without ruining the fun for people who just want to have fun with their mates.

  • This is probably bait.

  • Hawkins national laboratory is killer sided, your point?

    (Also the Badham and The Game being survivor sided is so off...)

  • Am I the only one who thinks that it kind of sucks compared to Lithe?

    I mean, Dead hard can be annoying, I get it, but if anything it deserves to be fixed before reworking, it doesn't work 70% of the time. Which is why I'd say Lithe is better, since it's reliable, works all the time AND Lithe is just perfect for effective pallet use.

    Maybe if DH wasn't bugged it would be stronger, but since it doesn't work for 30% of the time, I don't think it's broken, I think it's quite balanced. As is Lithe and Head on. The devs just need to add more competition, like reviving Balanced landing, and Dead hard wouldn't seem as strong? Plus, even if it does, you can just nerf it.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178960#Comment_1178960

    I don't play Hag so I just assume they'd run it like a normal loop, I'm guessing by your reaction I'm completely wrong.

    Yeah, Hag just places a trap and they run away... It's ok though, don't worry.

  • @Cheers said:

    First of all don't be afraid to reload during chases. Sometimes you need it.

    Make sure to shoot if a survivor is vaulting a window (unless they fall downwards from said window).

    If a survivor is running a straight line, shoot them.

    If they're at a loop where you have limited LOS, loop it normally as if you were a hag.

    Run perks like Pop to slow the game down.

    If you've got any specific questions feel free to ask.

    Hag would just place a trap? Do you mean Huntress?

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128542#Comment_1128542

    Some of it has changed for the better. Some for the worse. Currently these changes and this killer seem like nothing really good for the games health or fun. Back at launch, there was no DS. Back at launch there was infinites, but there was no pallet looping. Back at launch the survivors only had a minute on hooks before they died, now they have 2.


    Also back at launch, there was no bloodlust! So any survivor with a brain wouldn't get caught!

  • As solo, it's kind of fine. On a SWF, that is PAINFUL to face.

    It could use a rework, perhaps being within 32m of the killer disables? So Freddy wont get crushed by it?

  • I like the list a lot for the most part, but I disagree with 2 of the perk changes:

    Iron Will:

    • Grunting reduction from 100% to 75%
    • Reduces breathing frequency and volume by 33%

    Calm Spirit:

    • Reduced the volume of your screams by 80%
    • You don't scare crows away
    • No notification bubble for screaming
    • Noise made by healing is reduced by 50%

    Personally, I think Iron will doesn't deserve that nerf and small buff, it's great as it currently is and a slight rework would not benefit it. And Calm spirit is fine as it is. The healing one could just be added on.

    I love the intense focus perk, by the way. Sounds amazing.

  • @Mc_Harty said:

    And yet Ruin got nerfed because you survivors couldn't adapt to a ######### skillcheck.

    Not that I agree with the Ruin nerf, or even am a survivor main, but couldn't they say the same to you? 'Balanced landing got nerfed because you killers couldn't even chase us down a ledge properly', or 'self care got nerfed because you killers couldn't catch us fast enough when we heal', heck they could even say 'MoM got nerfed because you killers couldn't even adapt to having to do one extra hit'.

    Again, I have no stance in this argument, but wanted to point out that the point you said can work backwards too. Although, MoM and Self care definitely deserved the nerf. Not 100% sure with Balanced landing, though.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021981#Comment_1021981

    I mean, every map (screw swamp btw) has characeristics like that. If you're Trapper or Hag on Hawkins, Lery's or The Game, you're at a disadvantage because your traps shine like night stars. Making those maps, in that situation, survivor sided, because unless you're potato, the maps cuck the killer of their power.

    I just think there's a lot to be said for killer viability per map, and survivability (not a real word, but to hell with it) per map depending on the killer. The variance is good. Not every map should work with every killer, or every survivor playstyle.

    Nah, Hag is fine on every map, it's why I main her, same for Spirit. :P

    I'm going to sleep, goodnight/day depending where you live.

  • Spirit is balanced.

    DS is balanced.

    NOED is balanced.

    Billy is balanced (Why do people complain about him, lol?).

    Hag is balanced.

    Nurse is balanced.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021947#Comment_1021947

    Eh, I don't think nerfing stealth is a good idea. Not every map will be good for every killer. Sometimes you just have to try your best, but stealth is a core component of the game.

    Also, screw all the swamp maps.

    Idk, just my view on them I guess. I think they're TOO killer sided for Demogorgon or Hag, but too survivor sided for Billy or Nurse. They don't have a mid point for killers either. Trapper also SHINES on them... But I think they deserve a FAT rework. We can agree to disagree though.

  • Tbh, Spirit with addons is, at base she's FINE.

    The top tiers (Nurse, Spirit, Hag and Billy) aren't really more powerful than each other at base to be honest. They all shine in their own way.

    If the survivors weren't dumb as @thesuicidefox said, Spirit wouldn't be OP at all.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021936#Comment_1021936

    Some RNG versions of it can have less pallets, but what you'll notice is more times than not, when there's fewer pallets, they are mostly safe pallets that the killer needs to break. So it's a trade off. If you play them correctly you're not really in any danger.

    That's not the problem, I'm sorry I didn't clarify what I meant, I meant to say it needs more pallets, less safe ones (like Freddy's map got the rework for) and it needs less stealth opportunities so it doesn't kill Nurse and Billy (Billy gets stuck on random things).

  • @ReallyBigShoe said:

    Only correct answer below...

    In this order:

    1. Haddonfield
    2. Coldwind (the whole realm)
    3. Red Forest
    4. Crotus Penn Asylum (the Chapel map is fine, just the one with the asylum in the middle)
    5. Ormond
    6. Autohaven
    7. Macmillan (not because it's unbalanced, but because it would look sick with a visual overhaul)

    The Game, Hawkins, Yamaoka (yes, even this map), Springwood are all fairly balanced for both sides.

    Also, #REMOVESWAMP.

    Yamaoka estate is too stealth based and has too little pallets. Both of them. They should be reworked to have more pallets and less stealth opportunities, so Nurse and Billy can perform better on them.

  • Head on is fine lol, remember how bad it was? I don't understand why people get mad. I would if it wasn't an exhaustion perk, but being an exhaustion perk makes it OK.

  • @OtakuFreak said:

    When is this perk going to be fixed? It is intended as a defensive perk for survivors when a killer tunnels them. As such, it is essentially an ''anti-tunnel'' perk yet it benefits the survivor even outside this context.

    I propose these changes for the perk, in order to ensure it stays in the role of ''anti-tunnel'' and not ''anti-momentum'' or 60 seconds of invincibility:

    1) Decisive Strike immediately deactivates upon another survivor being hooked. The killer directly chasing, downing and hooking another survivor (even if it's within a minute) is not considered ''tunnelling'' and thus, DS should deactivate.

    2) As a defensive perk, it should allow a survivor a chance to escape and regain their bearings (i.e escape, heal). As such, any aggressive actions such as: unhooking other survivors, repairing generators, or stunning the killer immediately deactivate the perk.

    3) Should a survivor hide inside a locker and be picked up, Decisive Strike's effectiveness will be weakened by 50% (to 2.5 seconds of stun). As this strategy ensures a stun, it is reasonable for the strength of the strategy to be weakened.

    Thoughts? I'm pretty adamant on the first two being absolute. Perhaps the third one is negotiable... but then again hiding inside a locker with no counter play isn't entirely fair.

    1, hell no, that would never work since the killer could just down you, down someone else nearby, hook them quickly, and ur DS goes, even though you were tunnelled.

    2, I'd agree, except for stunning the killer, since that doesn't exactly make it an anti-tunnelling perk... If you're still getting tunnelled and you get one stun before going down. So unhooking, repairing would work, but not stunning.

    3, I think it should deactivate if you enter a locker to be honest, in fact 3 and two should merge so it deactivates if you sit on gens, repair a gen, or unhook a survivor.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009503#Comment_1009503

    Because negativity make me the strongest in the universe mwa ha ha

    You're a strange person, lol. I mean that in a good way.

  • Why make a post about it? Why spread negativity?

  • Not as killer, but as Survivor I imagine Nurse's scream when she blinks, is the survivors screaming 'NERRRRRRRF' but in a high pitch voice, lol as she chases them.

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