Poweas
Poweas
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@GrootDude said:
I proudly tunnel and I see no problem with it.
@TreemanXD see you get it!
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@Visionmaker said:
First, I love that the complainers come out of the woodworks and act like they're getting 2-3 downs within 60s but somehow struggle with slugging or taking a single stun. What a joke.
https://forum.deadbydaylight.com/en/discussion/comment/502434#Comment_502434
@Poweas Exactly. I run brown add-on Legion 95% of my games. It's rewarding to have a landslide victory, and it's humbling to notice mistakes.
I also run MYC now to counter BT/DS, but hey, who am I to say how others should play?
@Visionmaker yeah lol.
Exactly. I run brown add-on Legion 95% of my games. It's rewarding to have a landslide victory, and it's humbling to notice mistakes.
I also run MYC now to counter BT/DS, but hey, who am I to say how others should play?
Is MYC good for Spirit? Also yeah it's quite humbling when you use little and stomp survivors XD.
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@TheRoyalOwl said:
That problem is, is that you can hook a couple of people and find the person with DS and still get hit by it even though you weren't tunneling.
Also yes you can just slug them but having more than 1 person slugged without running a slugging perk is just a bad idea. That and not everyone is super cocky when they have DS.
Also just eating a DS can hurt you alot in higher ranks.
I don't think reducing the stun time is good idea, but having 60 seconds is a bit too long.
@TheRoyalOwl I play at rank 3 (dropped to 5 since I've been trying to learn Billy and been getting rushed to hell) and DS doesn't do much to me as Spirit or Huntress or Wraith. It's not that bad. 60 seconds is good because the survivor can sometimes put up an insane chase while injured and if you pretend to mess up in the last 6 seconds, the killers picks u up and u DS them. Punish them for tunnelling. DS works well rn.
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@PeepingPeacock said:
https://forum.deadbydaylight.com/en/discussion/comment/502439#Comment_502439
Camp a moving guy for 60 seconds gaining nothing in the meantime and if you look away for half a second someone can one tap heal them. That's dumb and why people want it changed.
I guess some people that tunnel are salty about it, but all of the complaints I see against the perk are that it ######### over killers that are not even tunneling.
@PeepingPeacock I never said camp them, I said slug. You can just walk across the map and down others. That creates a LOT of pressure itself. You should learn to understand it.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/502412#Comment_502412
@Condorloco_26 What if you downed the 'unhooker' right after they unhooked with an instadown killer like Billy and instantly downed the 'unhooked' from some instacooldown.
Then you hook the 'unhooker' and then the 'unhookeds' DS is gone because of your nerf idea? You tunnelled him and exploited a way to remove his second chance.
Your idea would work and I would have agreed with if it, if it wasn't so abusable.
This. :P
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@PeepingPeacock sorry let me finish, I've faced a SWF trying to abuse DS, I just slugged them and watched them bleed out.
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@PeepingPeacock said:
People want it nerfed because its not an anti tunneling perk, its 60 seconds of immunity after being unhooked.
You can do the exact opposite of tunneling and still get hit by DS. Its stupid and SWF abuse the hell out of that fact.
@PeepingPeacock Slug, slug and slug. Or just get a stopwatch and count 60 seconds. I
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@Visionmaker said:
Insecure and boosted players that can't get away with tunneling and camping at higher ranks are personally offended by anti-camp and anti-tunnel perks.
If I get stomped by MoM/DS/Adren/BT survivors, I just suck it up and try to counter it next time because those games are a few and far in between and there are always misplays on my behalf involved. But that's just me.
@Visionmaker when I get stomped, I take it as a wake up call to improve. It's why my skill as Spirit goes up so drastically after I get stomped, because I learn from it. It's also why I play her base relatively well.
I get stomped every now and then, but I learn and improve from it.
You're similar to me in that sense, you acknowledge your mistakes and learn from it :)
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@Condorloco_26 said:
Because you get hit by it after hooking 2 other people. That's not tunneling. That's just dumb.
@Condorloco_26 What if you downed the 'unhooker' right after they unhooked with an instadown killer like Billy and instantly downed the 'unhooked' from some instacooldown.
Then you hook the 'unhooker' and then the 'unhooked's' DS is gone because of your nerf idea? You tunnelled him and exploited a way to remove his second chance.
Your idea would work and I would have agreed with if it, if it wasn't so abusable.
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@drunky26 As I said, as someone who tunnels, I see no problem with it. I think it's balanced and a fine perk. And that's from someone who plays 95% killer and wrecks whoever runs at me.
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@Visionmaker I said 8 degrees larger would suffice. Then Shadowborn would be viable but @NMCKE suggested an excellent rework idea though. Yamaoka Estate would probably be balanced if they added an 8 degree FoV change.
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Freddy will definitely become top tier if all 3 come into play. He'd be able to shut down long loops (until they're patched), he'd be able to trick survivors into looping an unsafe place and on top of that, Freddy will be able to use Surveillance and DESTROY survivors on gens.
He should be able to put people to sleep and reduce their action speed by 25% though. That can be a small game delaying part of him. If they remove the aura part, Freddy genuinely might be a top tier killer.
On a sidenote about top tiers, the devs seem to have 2 top tiers come every year. By buffs or by release.
For year 1, we had Nurse and Billy. Year 2, Hag and Spirit were buffed to become top tier. Year 3, and Freddy might be the 1st top tier. It's interesting how it seems to follow a pattern. Although, It probably doesn't and they just somehow got a coincidence, we'll see in a years time.
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@TreemanXD keyword, MOST. Let him at least try to express his ideas.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/502344#Comment_502344
@NMCKE I understand, I am only bringing an important part of the conversation to light. Your perspective is agreeable and all, but there is no way it is being implemented without consideration to how it will impact game balance.
There has been a large number of perks and killer powers added that counter stealth as it is, and only a few stealth buffs (to lockers). Furthermore, they are reducing safe loops in the future. An additional baseline FoV buff to Killers sounds unreasonable to me on top of all of this.
@Visionmaker you bring excellent points to be fair. Stealth could be buffed in other ways then, they could add more clutter?
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/502319#Comment_502319
@Poweas Increasing baseline Killer PoV to 15* up to 30* with SB makes stealth less viable. It is a nerf to stealth as much as pick up speed increasing was a nerf to flashlights.
Hiding and moving according to the Killer's FoV is an important aspect of stealth. It will be significantly harder to lose or hide from the killer with 30* degrees extra FoV. It is ridiculous to deny that. The small FoV was not designed simply to irritate killer players.
Let me ask you, how often do you lose survivors in a chase with your current FoV?
@Visionmaker I main Spirit and 99% of survivors run Iron will sooo….
Also I'm sure it'll be fine.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/502302#Comment_502302
I was thinking it should highlight survivors when they are within a certain range to you. The highlight will be exactly like the highlight from stalking survivors or the highlight from taking invulnerability hits. This would be a good perk to catch survivors who are slightly out of position when they are hiding.
@NMCKE yeah that would make it solid.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/65814/fov-for-killers-should-be-increased
I mean.. I agree, the small PoV is unnecessarily obnoxious...
But do we really need to make stealth less viable right now?
@Visionmaker stealth would get no nerfs. If someone tries to stealth bun hiding right outside of the killers FoV then that’s not exactly stealth.
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@NMCKE an even bigger FoV increase would be the ideal solution. @Peanits @not_Queen would this work or naw?
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Add Surveillance and he's going to be soooooo strong.
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@GrootDude said:
No, dude I’m sorry but your balance ideas aren’t good.
@TreemanXD degrading all of his balance ideas is rude and unfair. I'm sure he has some great ones.
Although, sorry OP but this wouldn't work.
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Freddy might be top tier now.
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No @Boosted_Dwight you revived it.
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Good point actually, they'll probably remove it when they done the rework.
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He's gonna be S tier now. Like ridiculously good. I love it.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/500500#Comment_500500
@Poweas I use Q and E for everything. But I also use the mouse just a bit when trying to hit survivors in melee range. Basically, I use the mouse just enough to initially line up the chainsaw with the survivor, and then I use Q and E to respond to their sudden movements.
Let me just say it's pretty hard to execute all this properly. It does involve quite a bit of mechanical skill.
If you have the time, I would reach out to Zubat during one of his streams and ask him about Q and E. As far as I know, you're supposed to use Q and E for everything. You can ask Zubat just to make sure (Zubat is a god tier Billy). Also, ask him how you consistently hit 360s. I haven't heard him say and I'm dying to know xD
@Mister_Holdout I know for the 360's. Shadowborn completely denies it. It's a hard counter. I've been using it and for default FoV, I think you should just hold the saw, idk though. I'll ask.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/500747#Comment_500747
I just think it looks too gimmicky and not practical. The traps would have to be extreme to counter looping effectively.
I also dislike that his invisibility is basically gone. He's only really getting it from far away which is pretty irrelevant. If he had the stuttering in and out at close range now that might be a loooping counter, but alas it doesn't.
@Blueberry Billy can't counter looping and he was top tier. Same for PTB PLAG :D
Btw, ik Billy can curve, I've been learning it it's fun to try. But a good survivor will do a 180 turn the opposite way and avoid his saw.
Also the fake pallets helps with loops a lot. I genuinely might main him alongside Billy and Spirit. Hag bores me nowadays, too effortless like Nurse. I used to main Nurse too btw, her and Hag are too easy once mastered to be fun.
But Freddy, he sounds like a beast and a lot of fun.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/500734#Comment_500734
I don't think so. The teleport is quite long and the survivors can see it coming.
@Blueberry think of that with Surveillance though. He'd be a top tier gen protector maybe even better than Hag. And the best 3 gen killer.
@Blueberry said:
First impression he looks quite weak. We already know how effective a slowing trap will look from Clown.
But he can place it down in routes to make survivors lose map pressure and to make survivors slow down in chase.
That placing fake pallets is soooo strong. Think of that with STBFL and Brutal strength. With his ability to protect gens, stick to one half of the map, clear the pallets, place fake ones and use STBFL to have ridiculously short chasing.
And this is all in his base. Omg I might main him.
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Freddy Is gonna be so strong. Even better than on release. I love it. I might actually play survivor we're going to have 5 top tiers, maybe 6 with ghostface.
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@Acesthetiic cya <3
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@KaoMinerva they're making the massive loops turn into mindgameable loops to nerf it. Check out the stream.
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They're adding lore, I like it.
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@Acesthetiic I should have said that so long ago XD.
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It's just making pallets mindgameable. It's fine.
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Freddy sounds so incredibly strong now.
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The snares sounds really strong.
Gens bit will be perfect with Surveillance.
Pallets sounds strong af with STBFL
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/500609#Comment_500609
@Poweas depends on it.
if you ask me, Trappers main strength is to shut down one area (when possible with the basement inside of it) and defend it.
when i have all my 6 traps start next to the shack, ill use 3 of them to shut down the entire shack and the other 3 to shut down nearby loops. then 3 gen that place and voila.
currently i need to run across the entire map just to get one trap to add to my location, which really kills me sometimes. if id start with all my traps around me, id be able to finish my setup a lot faster and start hooking players.
@Mister_xD fair enough.
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- Trapper- You can set up traps in each match in a private lobby. When you enter a public match in a map you set them, the traps spawn there set at the start.
- Wraith- 160% MS when cloaked as his base. Or 6.4 m/s.
- Billy- Nothing.
- Nurse- Remove extra bink addons, make range addons increase fatigue and make her slightly slower when blinking (330% from 333%).
- Myers- Multistalk readded, Unlimited range for stalking, moves faster when stalking (75% MS) and he has a speed of 4.5 m/s in EW1.
- Hag-
Regular lunge when teleporting. I can't see that working. I'd just make flashlights only show her traps and NOT destroy them. - Doctor- Shocking duration increased to 3 seconds (from 2.5) and he's got built in fake pallets.
- Huntress- Moves at 4.5 m/s (or 112.5%)
- Leatherface- Moves at the same speed as survivors while holding chainsaw, can use it forever and moves at 125% MS when using his saw (5 m/s)
- Freddy- BEING REWORKED.
- Pig- Her nerfs reverted, then she's top tier.
- Clown- Slightly faster recover in between bottle throws.
- Spirit- Nothing, we've been through this :P she's fine. Maybe a bit more passive phasing like once every 3 seconds (from 5)
- Legion (I’m cheating here) -
Tremendously increase power speed, power duration. 15 seconds to mend. Mending now fully heals survivor. Make franks mix tape base kit (3 hits to down). Miss while in feral frenzy depletion stays. Rework add ons. Survivor who loses a Legion or forces a legion to miss while in chase, gains endurance for 15 seconds. No scratch marks and blood in feral frenzy stays. Increased smear/disorientation during turns while in feral frenzy (Harder to see survivors while vaulting and in general essentially.)Definitely not, that makes him a problem again. I'd make deep wounds 25 seconds, frenzy speed 130% (5.2 m/s) - Plague- Has normal speed in vile.
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@Mister_xD said:
ill just have all my traps start next to me then (:
@Mister_xD but wouldn't it be more beneficial to preset them at the places you'll trap? Or you'll just end up walking back to where you spawned and it fixes nothing.
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TheBean, you're awesome <3
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/500583#Comment_500583
Yeah I play both sides, nearly all killers and try to be as reasonable as possible. Do I succeed with that always? Nope, sometimes I'm biased. But I try to discuss and find out and correct myself.
Btw, are u playing spirit again? Sound is so broken, haven't touched her for weeks
@HavelmomDaS1 I just turned my volume up a fck load and took off my headset when I'm in the loading screen. I do well in games still. I've improved a lot, I still get stomped though but for the most part, I'm decent.
I can't wait until the sounds are fixed, I'll be going on a mad one XD.
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@MandyTalk is this naming and shaming or not? Because they haven't shamed them really just pointed out the matchmaking is bad.
I'd like to know for future references in case I want to make a thread thanking survivors.
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It's not a bug. People DC on purpose. The bug before games was patched. I hope they'll implement a proper solution.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/500577#Comment_500577
Majority of hags I verse are trapping 3+ traps around the hook and aren't really leaving the area. Especially basement hags lol.
But I see where u coming from, it hurts the skilled players more :)
@HavelmomDaS1 I knew you'd understand! You're reasonable.
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BT, DS
L wall T walls
I don't agree with those 2. DS has plenty of counters and T and L walls are mindgameable.
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@HavelmomDaS1 said:
I don't understand how hag 2 counters. In a normal 1v1 chase scenario crouching isn't variable at all. Not even with urban Evasion. And even flashlights can't always be used midchase to destroy the traps.
Imo Hag is in a good spot, counters are alright. Not to strong, not to weak.
@HavelmomDaS1 It's her hook pressure that kills her. And flashlights destroy her if she tries to set up, and they can do it from a range. It's unfair. It needs to be good.
Urban evasion hard counters her hook pressure, but not too bad.
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@Bongbingbing said:
I agree to an extent with Hag, It's just too easy to counter her with a flashlight, Having it reveal traps would be a lot better or at the very least have it take a much longer time to destroy a trap.
For Trapper Personally I think all he needs is to be able to carry and start of with multiple traps by default and not be able to step in his own traps.
@Bongbingbing the not stepping into traps would make him like Spirit, but could work definitely.
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And he was going way too fast? @Peanits Myers might be bugged.
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@MegMain98 XD. I play Huntress too and all but that manly comment is funny af.
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@Mushwin said:
@Vlieger it's okay...don't worry.....
https://pics.me.me/go-to-sleep-i-have-a-big-surprise-20834002.png
@Mushwin nice welcome back.
Also that picture genuinely terrifies me.
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@Mister_Holdout said:
As some of the others have said, using Q and E is highly recommended. The improved control and accuracy is noticeable.
Other than that, there are a few advanced techniques worth learning:
Curving: During the very beginning of the chainsaw sprint, you can curve your sprint by quite a lot. This will potentially allow you to chainsaw survivors at certain loops. It's not a guarantee though. Really skilled survivors can do a quick 180 and avoid the charge. Basically, when a survivor is looping around something, you can catch them with the saw if you position yourself correctly and pull out the saw fast enough to start the charge. You'll need to be close enough for this to work though. And you may have to mind game at certain loops. But what's really important is being able to curve around obstacles. This is very hard to do by the way. You need to understand the obstacle's hit box. I recommend watching experienced Billies for examples. But typically, you hold the charge at 95% and postilion yourself just shy of the corner of the loop. Once there, start the sprint and do a sharp turn, which will allow you to curve around what ever obstacle is there and allow you to hit the survivor trying to go around the loop.
360s: I'm just going to be honest here. Hitting survivors that can 360 well is a pain in the ass. Even in narrow hallways they can still pull it off. I haven't seen anyone give a well-thought out response as to how you can reliably counter 360s. I'll give you my advice based off experience. Don't try and track a well done 360. It's either not possible or ridiculously hard. What I would suggest is backing up just a tiny bit (in order to get a better view of the entire 360) and then keep your chainsaw steady without turning too much. If you turn too much while charging the saw, it can quickly disorient you. Wait for the 360 to slow down and then nail them. With Q and E you can respond pretty well to sudden movements. Like curving, this skill takes loads of practice. There are different 360s that you'll need to get exposed to.
Feathering: This simply means using the chainsaw to mind game at pallets. You can keep the chainsaw charge at around 5% and pretend like you're going for a sprint. The survivor will keep running around the loop allowing you to get an M1 hit or even a saw. A lot of survivors will adjust for this by throwing down the pallet next time. So keep your saw charged and when they throw down the pallet, you can more quickly destroy it. Also, if a survivor throws down a pallet, they will usually not leave the loop until the pallet is broken. You can bait them to leave by pretending that you're going to destroy the pallet, but in actuality you simply cancel the charge and go around the loop to catch the survivor who has just left.
That's about it. As for perks, Whispers, BBQ, Enduring, and Spirit Fury are staples. You can throw on Ruin if you anticipate a tough survivor team.
If you need someone to learn from, then definitely watch ZubatLEL on twitch. One of the best Billies I have ever seen. I'll give him that.
@Mister_Holdout thanks a lot actually. Is Q and E worth using when I try to curve? Or should I only curve with mouse?
