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@ShamelessPigMain said:
I used to play a lot of Spirit, then I stopped, then I picked her up again.
She's not easy to play, like some people would have you believe. Against survivors who know what they're doing, it's a test of your faith stat with RNGesus. It's just incredibly boring to have no idea where she could possibly be, which eliminates most of the capacity for mindgaming her.
I mean, the biggest difference between a good spirit player and the spirit we want nerfed, is that a good spirit player doesnt rely on scratchmarks.
I personally think that swapping the effect of Father's Glasses to being able to see scratchmarks and have Mother Daughter Ring hide blood pools, while Spirit is no longer able to see scratchmarks in her basekit phasing would already improve facing Spirit players. It's a relatively small change. But if the Spirit is already a good Spirit, she doesnt need the scratchmarks to find people in the first place. Heck, I play Legion quite often, I cant rely on scratchmarks to find people with his power AND his breathing almost covers survivor breathing.
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@Lord_Tony said:
Don't worry if she gets nerfed survivor queues will be 1 hour long and bhvr will not get any money
killers are sick of swf and spirit is the only way to counter swf
If spirit is your only way to counter SWF, you're ranked too high. I destroy SWF's with Myers and he is arguably the worst killer in the game.
So git gud.
Spirit is the only way for actually good killers to face tournament level survivors. Any other argument is simply a matter of git gud.
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The biggest generator issue this game has, is that it takes 2 seconds for a killer to kick a gen with 0 regression and it only takes a survivor 0.2 seconds to stop that generator from regressing.
This is why a lot of people are advocating the 5% regression on a generator when a killer kicks it, meaning that if a survivor taps a generator that's 90% done mid-chase, the killer can actively punish that action by kicking the gen to regress it back instantly to 85%.
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It really depends on the time you're playing. When I play killer after 9 pm my time, I tend to get consistent red rank survivors. When I play killer before 9pm, I either get baby survivors or sweat squads.
When I play survivor prior to 5pm, I only face tunnelers and facecampers, when I play survivor from 5pm-9pm, I face high rank killers with sometimes 1 bad survivor and sometimes face an inexperienced killer. When I play survivor post 9pm, I dont have my next survivor game untill half an hour later, which is when I decide to start playing killer.
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@Vetrathene said:
Because Mori's have been nerfed twice, and gutted into worthlessness. Keys are still a get out of jail free card that works for your entire team, and is already OP, even more so in SWF hands. It literally requires very little effort on the survivors part, and with comms can be used to ridiculous degress to rob the killer of a pip or two. Even a depip if things are going bad enough. But thats fine right? Take forever to change anything on the surivor side, but take less time to do anything to killer. Because its all about the fun of the game right? And its so much fun for survivors to be able to escape in droves with very little counterplay.
Ah yes, because the first mori nerf was equal to keys.
No, the first mori nerf was to be in conjunction with the BNP nerf. BNP and Mori's used to be equals.
After the first mori nerf, keys were the next closest thing, yet the 1 hook requirement per survivor(permanently slowing the game down each time you mori a survivor) vs survivors having to finish at least 4 gens to escape with 3 people still made Mori's much higher priority.
Saying keys are relatively equal to mori's now, is much more true than before the mori nerf.
Dont expect the key nerf to be as massive as the mori nerf, keys are not as strong as you think they are. Annoying? Sure, but they are only powerful in the hands of teams that are already capable of escaping with 3 people without a key. Just as current Mori's are only powerful in the hands of people that can already kill survivors.
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@ggezbaby said:
waiting on key nerf as well.
changed moris, made them more fair. they can do the same for keys.
its a bit harder to nerf the keys tho. If you know what blueprints are, and you know how blueprints can interact with other blueprints, you can see why Mori's can be adjusted relatively easy, while adjusting keys isnt that simple. They already nerfed keys by reducing the time the hatch stays open.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2126960#Comment_2126960
Oh, I forgot to mention that the speed boost only applies if you hook a survivor in the basement. Sorry, my bad. Why I decided to suggest a speed boost was for the killer to get out and away from the basement as quickly as possible. So yea you're right, it would be insane if it was every hook.
Ah, makes a bit more sense, that would make it probably quite powerful on small maps like Dead Dawg Saloon tho, especially if it was a killer like Hag.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2126530#Comment_2126530
I refer you to my original comment.
Which did not mention tournaments, so I refer you to my original reply.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2126527#Comment_2126527
I see less people complain about undying and devour combo than noed which is also strange
Because NOED Undying doesnt really have any value unless you hit the endgame, let alone that if survivors know you run Undying alone, they tend to assume you run Noed and end up cleansing all totems. Devour and Undying gives you a case where survivors dont know you're running Devour, then finally find the totem when you have 5 stacks and are currently killing someone, only to expose their location by cleansing Undying instead.
@spirit72 said:
LOL, this one again.
NOED is not a perk that the Killer earns. It's a perk that the Survivors earm....usually as a result of going for the gen rush, and failing to be thorough by neglecting to spend the cumulative 1 minute and 15 seconds(base time)to knock out totems along the way.
This ain't hard.
Yeah, 1 minute and 15 seconds assuming they know where all the totems are. There are about 20 totem spawn locations on the average map, having to check them all requires you to scour the entire map. It can take up to 6 minutes finding and cleansing all the totems when you're playing solo. The only way totems go that fast is if someone has a map with Crystal Beads. The more totems you do find, the more chance NOED gets to spawn on the hardest to find totem.
So yes, NOED is a perk that killers earn, regardless if there was a genrush or not. It can punish survivors who didnt deserve that punishment, it can earn killers a 4k when they would otherwise be given a 0k. It rewards very inefficient killers more than it punishes very efficient survivors. I agree with NOED earning a spot, but its chance on spawning needs to be based on the amount of totems left. 5/5 chance(aka, guaranteed) to spawn if all totems are left. 1/5 chance(20% chance) to spawn if only 1 totem is left.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2126946#Comment_2126946
30% faster for 5 seconds is more I like it.
The movement speed boost? You do realize Devour Hope gives 10% for each token and that's a hex perk. Having 30% speed on killers for 5 full seconds for doing what they are supposed to do is a bit too insane, in a lot of cases that can end a chase near instantly. That's like giving survivors 0 scratchmarks for 60 seconds instead of 10 on poised when they finish a generator.
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@Lord_Tony said:
devs afraid to buff killers so ain't gonna happen
You say, after they buffed Wraith, Trapper, Twins, Trickster, Demo, Clown, Huntress and Blight in the past 4 months alone that heavily improve their playstyles if not making them outright stronger, while survivors havent really seen any buffs outside Lucky Break, which was quite a bad perk. The biggest change before Lucky Break? We're Gonna Live Forever, which happened 6 months ago.
Dont use double standards. Devs are more afraid to touch survivors in general, even though there are survivor perks that are outright terrible and generally were ideas that should have been basekit for solo survivors or simply be *partially* basekit(buckle up, flip flop, kindred, No One Left Behind, having an obsession in general, Better Together, Breakout, I could go into what effects should be part of the basekit, there are also some killer perks that need to be partially basekit, like 5% gen regression instantly whenever you kick a gen).
Sure, some killers get nerfs they dont need, just like some killers get buffs they dont need(did bubba really need 3 charges basekit instead of 2?, did huntress really need the hatchet speed addons?), but dont you dare say devs are afraid to buff killers when the first 2 years of the game were almost only about buffing killers and nerfing survivors.
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@supersonic853 said:
Myers. To slow to get value.
Its pretty decent on Myers, especially if they're afraid of being stalked too much. If they changed Myers back that he could stalk multiple survivors at the same time(and instead give Fragrant Tuft the limitation of only being able to stalk 1 survivor at the time), Ruin would be insane on Myers.
Point being, Ruin isnt really bad on Myers as long as it stands. It's only worse than Pop because more likely than not, Ruin gets cleansed before you reach T3.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2124535#Comment_2124535
Did you seriously just suggest that people can't do the thing that anniahlates almost every killer and is the direct reason that you don't see anyone but Spirit and Nurse in tournaments?
Umm.... Okay then.
Yes, because the only way it would annihilate a killer is: survivors having selfcare, survivors running medkits, survivors having near perfect communication.
Essentially, the only reason it would annihilate a killer is if you're in a tournament in the first place. But DBD isnt a tournament game. It never has been, and it never will be.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124539#Comment_2124539
I never want to hook near my totem. That's just asking for it to be found..Sure you can get free hits. But the second you leave you can kiss it goodbye. And I mean yea..Ive had matchs where it's not found. Or found FAR too late...But an OVERWHELMING amount of time it's right next to a gen or right in the path heading to a gen. And it's gone in under a minute. To the point I've stopped running Devore. I've stopped running Undying. I've had more success with ruin staying up longer solo then I have with undying.
The assumption in my case was that the totem was already found. As for "overwhelming", I suggest you start making an excel file and note down how long it takes for a totem to be cleansed.
As for devour undying, by far the stongest hex combo. I've had games where I ran 4 hex totems only, 3 of them ended up being cleansed but not without 2 people sacrificing their lives to do so. If I run devour, about 1/10 games it gets found early and 1/15 games it gets cleansed before I can get any value out of it.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124522#Comment_2124522
Sometimes. But 99 % of the time I'm just left thinking to myself..Oooooh amazing. It's right next to a gen. Or on a hill next to a gen. Right out in the open. And it's gone in 35 seconds
I mean, I've had devour hope being on top of a hill out in the open that survivors were unable to find because it wasnt in the usual spot(in the crevice of the hill) and there was no chest or hook on the hill to be worth going on top of the hill.
Let alone that a totem being right next to a gen can actually work out heavily in your favor. Especially if there is also a hook nearby. Gives survivors 3 reasons to want to get close to that location and thus giving you reason to stay within range to quickly gain hits.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2124456#Comment_2124456
I take it you've never gone against teams that play safe and slam gens? Lucky you. Can't even get your first down til they've done 3 gens, then assuming you manage to hook someone they leave the person to hang while they polish the last 2. Then any and every chase is just holding W. Which make sit take at least 20 seconds, and that's assuming they're already injured.
But yes, I suppose I just have to get so good at the game I break the physical limitations of the killer's design.
Edit: Also, I'm one of the few people that thinks Plague and Legion are very strong. Same as Trickster. So maybe try to understand that different people have different experiences and that I have to base my assessment of killers on what other people say their average trials are like.
I've played against plenty, but after 2.5k hours total I've seen more killers rush kills than I have seen survivors playing it safe. Besides, survivors cant really play it safe AND slam gens at the same time.
And I tend to get my first hook before they finish the first gen, sometimes I get my first hook when they finish 2 gens, but that depends on where I find the first survivor.
And yeah, if survivors are constantly holding W to gain distance and succeed, perhaps its time to ignore them while you go back to protecting your gens. Odds are quite significant that the survivor you found first was the survivor who wanted to be found first and is actively leading you away from the rest of the team working safely on gens. Dont give survivors the satisfaction of giving you tunnelvision on a single person.
As for Trickster being strong, I mean, heavily depends on the map. If we take all maps into consideration, he's the weakest on the roster. Doesnt mean he is too weak tho. People tend to mix "weakest killer" with "too weak to do anything". Heck, Clown used to be considered the "weakest killer" even though he was one of the hardest killers to counter in chase.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2124459#Comment_2124459
Have you SEEN totem spawns lately..? They're far from difficult to find
Really depends tho, I've had totem spawns that were near impossible to find unless you knew all the totem spawns from memory.
Backwater Swamp has one of the hardest to locate totems. The issue is that it also has one of the most obvious spawns in the game, and confirmation bias will only cause you to remember the times it spawned on the obvious one.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2113662#Comment_2113662
Everything in this post is wrong. It’s not “lazy” to learn spirit and nurse. They have a significantly higher skill cap than most killers. Nurse especially is about 10 times harder than survivor gameplay. Furthermore, most killers in the game have an extremely low skill ceiling. There is only so much an m1 killer like Pig or myers can do at loops because the survivors are in control of the mindgame most of the time. M1 killer gameplay is fundamentally broken and not worth attempting against good survivors.
Nurse has a higher skill cap, but she's not harder than survivor gameplay as her power literally ignores mindgaming, pallets, windows, any obstacles in general. 50 hours in Nurse and I can win 95% of my games as Nurse. It takes easily over 100 hours to start winning 95% of your survivor games consistently.
And yes, while Myers and Pig can only do so much at loops, it's the way you apply it that actually increases their skill ceiling higher than you'd expect. When I play Myers, I actually actively use the killer shack window as you vault faster than survivors expect you to do. Causing you to close the gap where other killers cannot. Piggy has a lot of places she can bounce or moondash that survivors never expect. Nurse, however, is just learning where your blink ends up and then just brute forcing. That's not exactly hard, it's time consuming, but not hard.
Survivors, however, need to learn to gain value out of every single thing they have, against every single killer there is. Survivors have the most complex playstyle as they have to face the most complex opposition. Where killers will always face survivors that have access to the same mechanics. Your skillsets from 1 killer will mostly carry over to another killer, where the skillsets you gained against 1 killer rarely carries over to another.
So to fix your sentence: "Nurse especially is about 10 times harder to counter as a survivor than Survivors are as killer in general."
Nurse takes skill to truly master, sure, but so does survivor.
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@20_Henry said:
https://forum.deadbydaylight.com/en/discussion/comment/2123564#Comment_2123564
Is it possible we passively forget these things? Most of my hours are in killer and most were in other killers in which I did fine. Thinking I might need a break.
Perhaps you might need some hours playing survivor, just discovering the survivor POV more and finding out weaknesses against killers you play as that you were not really aware off. A lot of killer mains do not find out about the red stain untill they played survivor. Knowledge of the red stain is quite crucial to red rank killers. But that is not all.
Other examples are: footstep loudness, sound notifications(there is a ring when deathslinger is aiming at you, that gets louder the closer it is to the center of your hitbox, or clown sounding exactly the same if he vaults a window or throws a bottle), visual notifications.
Information is your biggest asset in higher ranks. Knowing what you can weaponize against your opponent gives you an arsenal of mindgames to pick and choose from. This is why survivors sometimes just decide to crouch around the corner, because they know their scratchmarks can appear slightly in front of them and lose the killer. It is why survivors are often caught off guard when Myers vaulted a window faster than they anticipated. It is what allows survivors with inactive pig traps to check 1 box that is the furthest away from all other boxes before they go sit on a generator, and if that box doesnt have a slowdown, they just might sit on a gen anyway untill their trap becomes activated.
Knowing reasoning behind survivor movement is key into being able to catch them with a killer. Spirit is for this exact reason, one of the worst killers to be added to the roster(balancing wise, not power wise). She allows people to climb the ranks fast to the point where people are forced to play her because they werent forced to counterplay survivors at any point in time. This is one of the many, many, many reasons why Spirit needs more interactive counterplay.
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@Warcrafter4 said:
Remember it would only take a fraction of the time if everyone did bones so realistically all totems can be cleansed within ~45 with 2/3rd of the time being the the last person moving from their totem to the last.
Totem cleanse times as a team are literally 30 seconds as multiple people can do it so your calculations are wrong because its a team game with up to 4 times efficiency.
Aka bones are slow only because people don't do bones!
That would require the following tho:
1- survivors having access of finding bones quickly
2- survivors being able to communicate with each other
3- at most 2 survivors working on bones at the same time to reduce wasted gentimes.
1 requires a perk or an item, multiple if you're not on comms. 2 requires a way of conveying information. Other than the Crystal Bead, there is no way of conveying that information other than being pre-made and on comms. 3 requires either amazing synergy, or being pre-made on comms.
Totems are weak against a 4 man SWF on comms. Any other combination only makes them significantly stronger.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2122948#Comment_2122948
Rewards killers for failing at their job....meaning survivors are punished for doing well...? Please tell me you're kidding. Are the survivors really doing that well if they didn't clear the totems...?
I mean, yeah, they did well. Totem spawns are made difficult for a reason, its to deter them being cleansed unless you happen to encounter them.
That's like saying "is a killer really doing that well if they didnt eat 4 DS's?".
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@MadLordJack said:
Fun fact, most of my opponents hold W, predrop pallets and slam gens. Most of my trials last less than five minutes, for which I say thank gods killer ques are instant (I wonder why). I have been extremely vocal about this. The only killers that can compete with this are Spirit, Nurse and Blight, and I'm genuinely tired of all 3.
Thankfully, for the last two days I've been having relatively normal trials where people aren't glued to gens even when teammates are hooked. I'm actually getting looped. And even t-bagged. And sabotage plays. And people heal. It's been fun, and if that's your norm then I agree with you. Killers always stand a chance. I win some, I lose some, it's great. Admittedly I still mostly lose, but that's because my m1 skills have heavily dropped due to lack of practice.
But it's not my norm. Red ranks in the evenings on AU servers is normally just a series of teams competing with each other for fastest gens and most pallets dropped. Going against that as Billy? Huntress? Even Plague? Nope. Not happening. Your skill doesn't matter.
Edit: Forgot to close my point: This is why people play Spirit. Of those three that can deal with this, she's the easiest. And no, these teams aren't the best of the best, but they are extremely efficient. So why learn difficult killers like Blight or Nurse when you could play Spirit and still be putting in more effort that your opponents?
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2124110#Comment_2124110
Nah man. according to people here it is a you problem and survivors never hold w loop well or do gens.
Predropping pallets is extremely inefficient in chase tho. Pushing gens only works if your gen is ignored for prolonged times. If most of your trials last about 5 minutes due to genspeeds, yes, you are the issue. Heck, even with Myers, arguably the weakest killer in the roster, being extremely dependend on addons, I get an average match time of 10 minutes and an average killrate of 3 people at rank 1.
If you cant get the same with other killers, you're simply not skilled enough with those killers. You cannot expect to play PH well if you only play Blight and Spirit as PH relies more on getting cheeky hits. Spirit, Blight and Nurse all have the ability to easily close gaps between tiles. While PH is more designed to get hits while you're inside a tile. You WANT to get looped as a PH. Just as you WANT to get looped as a Doctor. While Spirit, Nurse and Blight rather want to avoid loops whenever possible.
So yes, it's literally just a case of git gud.
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@Dragonshensi said:
Nurse and Spirit are the only ones who can counter and have a chance at high ranks. You want to nerf Spirit? Ok. Well prepare to only face Nurse forever. Instead of asking for nerfs, you need to ask for more buffs for killers. Except those two killers, it’s almost impossible to have a decent match in high ranks.
I played all killers, not great at all of them but so far my conclusions facing multiple high ranks:
Trapper: if survivors dont see you place traps, extremely powerful, any visibility guts his ability.
Wraith: post-rework actually harder to get kills with as previously you could walk up close and almost guarantee a hit if you snuck up unnoticed, but that could be just me not being used to windstorm being basekit. Still fine
HillBilly: Feels very clunky to play right now, which makes him frustrating to play which impacts results a bit, with that in mind, can still hold his own
Nurse: I mean, she needs counterplay, I'm quite bad with Nurse but I am good at knowing where I need to pressure people, even with my bad skill in Nurse, the second blink almost always guarantees me a hit. I'd actually say that her flashlight burn needs to be applied 4x quicker and it would be a good change.
Myers: Really depends on the map, addons and perks. Can steamroll a sweat squad one game and be a potato the next. Really needs a basekit improvement.
Hag: needs counterplay, can easily deal with survivors, has by far the best defensive ability, the only reason you'd lose as a hag is if you're much worse than the survivors you're facing.
Doctor: Holds his own on the vast majority of maps, there are a few pallet loops that cause him some issues, but with the right timing in shocks those issues will disappear. Once the shack pallet is gone, there is no loop that is safe enough.
Huntress: easily holds her own. Probably one of the healthiest killers out there.
Cannibal: pretty overbuffed right now, barely need any perks or addons to win games unless you're facing sweatsquads(which isnt equal as high rank btw). Excluding the fact that he is the only killer that can hit someone with BT twice in the same attack even if the survivors made no mistakes.
Freddy: Holds his own just fine, the rework and BT change will make him much healthier as people can no longer rely on spamming traps everywhere.
Pig: Has one of the best basekits in terms of slowing down gens, heavily relies on perks and addons to catch survivors in a chase tho. Needs either later warnings or needs faster crouch speeds.
Clown: One of the quickest chase enders in the game, can hold his own just fine.
Spirit: needs counterplay, I only have 10 hours in spirit, use 0 addons and very low tier perks and can keep up with 99.999% of the games I play. The 0.001% of games being sweatsquads with 4 brand new parts, prove thyself etc, and even then I could just slap on NOED to get an easy 3k. She needs a nerf.
Legion: if you have the perks to compensate for the weaknesses his power brings, he's actually one of the most reliable killers to get kills with.
Plague: Same with Legion, except that she can use her power to down survivors, causing her to be arguably the most destructive killer on this list.
Ghostface: A mix of Piggy and Myers, except he has nice crouch speeds. Has quite a succesful rate if you use his power in your advantage. Hiding the red spot mid-chase is heavily underestimated by players.
Demo: Quite decent, especially now his portals are actually useful.
Oni: holds his own quite easily even without gen regression perks
Deathslinger: His only weakness is gen defence, which he doesnt really need since he can down people so quickly.
PH: Can hold his own, is fine as he is.
Blight: easily holds his own
Twins: also easily holds her own.
Trickster: probably the weakest on the roster right now, but you need a weakest killer. If Trickster isnt the weakest killer, someone else will be.
Out of all of these, the killers that have issues with getting kills against sweatsquads are:
Ghostface, Pig, Trickster, Myers and Trapper(depending on visibility on Trapper). You could even argue Billy, but that's due to Billy being frustrating more than his power being weak.
The rest is either capable of getting at least 2 kills against sweatsquads. Which is by definition "having a chance against high ranks" means. If both sides are equally skilled, you should expect the endresult to be a tie.
But if you mean by "high ranks" being consistent rank 1 players, then you're simply bad at killers in general and the only reason you encounter them is because you only play killers like Spirit and Nurse. Sometimes the balancing issue isnt certain killers being too weak, its simply you not utalizing their abilities in your favor. Nurse and Spirit are killers that can easily dedicate to any chase while ignoring gens, when other killers need to let go of chases in favor of injuring more people. All killers that are not on the above list but are not Freddy, Spirit or Nurse are killers that are not performing well if you only tunnelvision in a chase.
The amount of rank 1 killers I have faced that played Legion or Wraith that ran by a generator that was 70% done and decided to dedicate to the chase rather than gaining free hits from 1-3 survivors and a potentially easy down is too high. Sure, you 'wasted' any chase time between the last time you hit the survivor you were chasing up to the moment you reached the gen. But you would need to move to that gen anyway, you just took a small detour keeping 1 survivor busy and gained a free hit in exchange.
And sure, if you go to the 0.01% of players that actually actively play tournaments, sure, Nurse and Spirit might be the only ones capable of getting 3k's. So what? How often do you face that 0.01% of players? And how big is your ego to declare yourself to be capable of facing those survivors even if you were to play spirit or nurse? This argument never holds any water.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2106636#Comment_2106636
I don’t find it fun for survivors to be handed an advantage because they are too lazy to learn.
You mean like people playing spirit and freddy who are too lazy to learn killers that actually require some skill to reach red ranks? Let alone that Killers learn very early on that killing 1 survivor through facecamping will pretty much guarantee them the win, they dont need to learn ######### untill they start facing survivors who are good enough to punish a facecamping killer properly. Let alone that having solo survivors makes it even possible for killers to never truly get punished for facecamping the first survivor untill they reach red rank.
Killers being handed an advantage due to a lack of communications between solo survivors. Or is that suddenly not "too lazy to learn"?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2105889#Comment_2105889
The game should be balanced around those who are best at it. Scrubs who don’t want to learn don’t have a valid opinion on balance.
Which would be true, if the game was designed to be competitive, which it is not. The game is designed to be fun. Fun is chosen over balance.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2105810#Comment_2105810
Where exactly did you get your information that killer is bypassing their objective of KILLING survivors by camping one of them giving others much easier time to do gens ? Old mories that let you kill before reacing final hook state were bypassing killers objective as do keys now, camping has nothing to do with that.
Geez man, you really think instadowns bypass killer's objetive ? Have you ever heard of hilbilly, one of the first killers to exist and have instadown basekit which is intended chase mechanic ?
I would understand at least a little bit the comparison to tombstones or DH which both have very effective counters unlike keys but man, you're one unreasonable individual that I'm afraid to even continue discussing this with you. You remind me of Sluzzy with those ideas of yours.
Oh. Camping removes any chasing of that survivor. Chasing is as much as a killer objective as killing survivors is. Just as finishing generators is as much as an objective as opening the exitgate is.
"Geez man, you really think instadowns bypass killer's objetive ? Have you ever heard of hilbilly, one of the first killers to exist and have instadown basekit which is intended chase mechanic ?"
I mean, if we look at the game, they down survivors in 1 hit instead of 2. If they were left slugged, survivors need to heal 2 healthstates instead of just 1. Instadowns in the game is what started the "second chance" perks. So yes, if we're going to be technical about it that keys bypass objectives, then so do instadowns. Keys require you to sacrifice teammates. That is essentially sacrificing the escape objective of one survivor to finish the one of another.
"I would understand at least a little bit the comparison to tombstones or DH which both have very effective counters unlike keys"
Keys dont have effective counters. So Hoarders, Franklins, tunneling a keyholder to get rid of it ASAP all do not count as effective counters, when the effective counter of Devour is to find the totem before the killer gains the instadown ability and is capable of defending his totem while also defending any nearby gens? Or how tombstone can only be avoided by constantly hiding behind obstacles and hope the killer isnt smart enough to stop trying to stalk you and go for your teammates instead? I've had tombstone games with 3 stacks of PWYF and my t3 99'd before survivors were able to finish 3 gens, essentially getting me a 4k with no counters left in the game. Keys have more effective counters than DH and Tombstone.
And no, I am more like a devil's advocate where I like to put people who either think this game is a tournament level game or people who only care about the killer side in their place. I play both sides, have high winrates on both sides and could have even higher rates if I started playing sweaty. I simply do not care if I lose. People claiming *X thing that killer has is balanced but survivors having something comparable to X thing is not because in the 0.1% of all the games, there is nothing I can do as the killers I like to play* I just like to shut down. Same on the opposite side. Like survivors saying BT is too weak because killers have access to counting. But you're not one of those people. I am just attacking your logic. Doesnt mean I think keys are balanced, it just means that the argument of "survivors cannot have this" is BS.
And as for your first example: "Camping one of them giving others much easier time to do gens" only applies if there is comms or Kindred. Remove comms or Kindred, and suddenly, survivors will one by one investigate why their teammate is not being saved. Giving an easy kill as killer, and a much, MUCH easier time in hunting down the remaining survivors as gen speeds are nearly halved.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2102805#Comment_2102805
All of that and he’s still not viable against good survivors.... yet he is being nerfed.
If you're not bringing the best addons and perks, sure, he is not viable against survivors who are bringing the best items and perks.
Tinkerer Ruin/BBQ Pop is enough on Freddy to slow down the game more than 90% of the other killers and his chase is in the top 5 killers in terms of strength. The reason Freddy is not viable against good survivors, is because everyone plays Freddy the lazy way. No one really presets traps, so they only rely on traps they set during chase. No one really teleports to gens to cut off survivor pathways, because they rather save their teleport to regress a gen with Ruin or Pop(which is a waste of his teleport).
I've never had issues facing good survivors. Heck, he's one of the killers I would grab if I found out I was facing tournament survivors and still get a 3k with(back when you could switch killers and if their old Ormond offering didnt reign supreme, otherwise it would be a 2k). Freddy is more than viable. Perhaps not against the top 10% of tournament players, but we're talking 0.01% players here that Freddy would not be viable against. Do you really want to balance killers around the 0.1% players who play tournaments?
DBD is not a tournament game. Balancing around tournaments does not make sense.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2103342#Comment_2103342
Again, you don't play fighting games.
I come from Street fighter 2 era, where you got 1 or 2 "guesses" before you just lose the round. In a tournament, best 2 out of 3 games, with 2 rounds, that means in a given tournament match, you get, at worst 4 times to condition, and at best you'd get 8 times to condition (before the last round)
again, dbd is not similar. Everything gives away clues. In fighting games, both sides have equal clues.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2103342#Comment_2103342
By this logic, doubling back during chases as Killer or Survivor, feinting vaults as Survivor, and other mindgames AKA guesses isn't really fair or is a problem, right? Yet you wouldn't say the same, surely.
Skill does not exist in a game like this, no matter what anyone else says. It's ALWAYS 50/50s, Killers have to ""mindgame"" Survivors and hope the Survivor makes a mistake. If they can't fool the Survivor, they must be "bad".
No, those are mindgames, because you are actively feinting something, you are actively making the killer believe you are about to do something you are not. And yes, that is skill. Not neccesarily mechanical skill, but it is psychological skill.
If chases are 50/50's for you, you need to learn how to read your opponent. They give away clues. Spirit doesnt give you any clue. Unreadable. You cannot compare Spirit to anything else in this game.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2103373#Comment_2103373
Delighted with this change - been asking for this for a while now. A bit disappointed by the decrease to activation time though- basements are getting more and more deadly which is bitter-sweet as a 50:50 player
That 3 second change isnt going to affect basements too much. In fact, that 3 second change will only be noticable during the EGC, when a killer wants people to be dead on hook asap. But in the basement? Not really, you can reach quite far away from the basement within 12 seconds, in 90% of the cases you'll either find a pallet or a window you can extend the chase with to get away as far from the basement as possible.
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@Kebek said:
Or the best very simple change to let hatch spawn after 5 gens or with 1 person left alive.
No ? Too healthy as it doesn't let survivor bypass their main objective. Ok
With that same logic, killers who camp should be teleported to the opposite side of the map as they are bypassing their main objective.
Sure, it might be inefficient bypassing if survivors know they are camping(which is only the case in SWF with comms or if someone brings Kindred), and act on that to rush a gen. But not everyone you face is SWF, not everyone you face runs Kindred. Camping allows killers to bypass their objective.
Or Judiths Tombstone, or Devour Hope, or Noed, or Haunted Grounds. Or any instadown in the game.
Guess that double standard of yours doesnt matter, because killers are poor helpless babies that need all the help they can get to kill more than 1 meanie survivor.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2103074#Comment_2103074
I hella misread that then. I thought it didnt require the terror radius but would trigger if the killer was within the radius regardless. My bad
Thought that too, seems like BT is going to be a better anti-tunnel perk than DS is currently. Which is great, tbh.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2103316#Comment_2103316
I'm right there with you on that. I have a Scrooge McDuck vault full of swag (countless Purples and Reds) due to the fact that I played Myers exclusively as my Killer for so long until I could consistently hit Rank 1 with him every month. I built up more stuff than I could ever use.
Oh, I have a similar case, but due to me prestiging and getting all the perks on certain killers. I think people would be jealous if they see how many Judith Tombstones I have, even though I never use black ward to keep it(well, sometimes, technically, but that's more to keep the hair if I play instakill Myers).
Just for a fun meme build tho, have you ever tried using both stalk movementspeed addons together to traverse the map? You can stalk around walking faster than your base movement speed, then slowdown when you see a survivor, look down to quickly close the gap and start the chase. The only downside is that you have to look down if you want to speed up, but once you rely on direction of survivor sounds, it's actually quite effective. Not amazing by any chance, but it allows you to keep stalking a survivor longer due to you being able to predict their paths and adjust your position quicker too. They generally are terrible when applied solo, but I think together they are underrated. If I were to grade instakill myers as A-tier, I would grade those addons together as high C-tier or low B-tier, especially if played together with PWYF.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2102837#Comment_2102837
You don't play fighting games do you?
In a fighting game, you can't react to movements because typically moves come out faster than you can react to them. This means you often need to condition your opponent that you will do something in a specific situation. Then, once they are conditioned to do that thing, you do something different, thus the mindgame. How is that any different than spirit? You throw the pallet down, and you either cross it, or don't, or vault the window, or don't. It's a mindgame, you condition your opponent to do one thing, and once they start doing that thing, you do the other thing. It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent.
Because you dont injure Spirit, you only have 6 times to condition a killer into doing something before you're out of the game. In a fighting game, you can condition someone to do something a lot more than just 6 times. So lets assume that you do 1 thing 3 times in a row, that's 1 hook and 1 injure, 2 hooks if you havent been healed up. Now, the next time she chases you, you'll be able to mindgame her. That's sacrificing 2 hook states for 1 mindgame.
"It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent."
If all survivors have the exact same skin, sure. But they dont. 4 different survivors mean you play slightly different against each of them. For a mindgame to be a group effort, you need to do the same strategy twice, which, is sacrificing another 1-2 hookstates for a future mindgame. At this point, only 2, maybe 3 generators have been finished, 1 survivor being dead on hook and the generator spread being smaller and smaller.
Unless you were to be removing scratchmarks from Spirit's phasing completely, then sure, maybe. As it levels out the playing field. But right now, it's survivors who cannot see the killer, cannot hear the killer(phasing is slightly directional, but whether she's 10 meters or 1 meter away from you, you dont know), you dont have any evidence on where the killer could be, yet the killer hears you, sees your scratchmarks, sees the environment around you. It's simply not a comparable situation, especially not if the Spirit player is experienced.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2103240#Comment_2103240
I agree with you that I don't really NEED the Play With Your Food when I'm in the smaller, select maps. However, I play Spooky MOST of the time and there is a pretty good probability my map will get blocked or beaten out by a different one. For that reason, I always take PWYF... just in case. :) I'll have to try your build out though.
I mean, I have succesfully camped my devour hope on autohaven with Dying Light in a 3 gen with Pop because I just stood around the corner and they thought they were safe, then grabbed them, put them on a hook that was slightly outside of the range where I was camping to get the token, rinse, wash and repeat. I dont even remember what my 4th perk was. It was fully useless tho, as I just farmed Dying Light tokens while gaining Devour Hope tokens.
I havent really played him on the newer maps, because a lot of the reworked maps seem to have removed a lot of line of sight blockers that Spooky Myers relies on when getting closer. Bloodlodge used to be decent in terms of getting closer while hiding behind obstacles, but now its just an open map that shows you the killer on the opposite side of the maps. I mean, I might start doing it again as I have amassed 40+ scratched mirror addons and the map offerings I need are ironically the hardest part of getting the build I want to. Let alone that The Game has severely reduced the possibility of grabbing someone off a generator due to the lack of walls upstairs and generators downstairs either having a breakable wall or being moved slightly backwards so they can look around the corner.
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You cannot be banned for a bug or glitch you have no control over.
Exploiting a bug or glitch you do have control over is potentially bannable, if it is gamebreaking. There are bugs in the game that allowed you to hide your body visually inside a rock, but the killer could still hear you, read your aura, and pick you up. Not neccesarily gamebreaking and could be avoided by the killer by not slugging you for such a long time. There were also bugs in the game that allowed you to run through places where a killer could not(aka, fatshaming spots), which are gamebreaking in quite a lot of cases, especially if a survivor knows about it, and thus bannable.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2103056#Comment_2103056
Yes, I agree that Dark Devotion would clearly be an exception. In regards to Myers, I suspect we play Spooky very different. I never use Dying Light, and Sloppy rarely. I tend to use:
Play With Your Food, Corrupt Intervention, Ruin, & (Perk of the Day)
The Perk of the Day is for when I want to mix it up, I see a bunch of Keys or Flashlights and want to consider Franklin's Demise or Lightborn. If I am playing Spooky without a map offering (something I do all the time) I sometimes throw in NOED or Undying or Devour. A slow Spooky has to make up for extra ground which must be covered. However, I digress. When I play Spooky I don't care about Borrowed Time because I'm NEVER (let me repeat... NEVER) going after the person being unhooked. If I am going for the hook during the rescue attempt, I'm going for the grab by preference, and I'll take the hit on the rescuer otherwise.
At this point I now have two injured people to pursue and that suits me fine. I rather like the idea of Borrowed Time working the way they suggested because more people will go for rescues, and thus I can use the Honey Pot method more efficiently. There are always unintended consequences that come with any change. Consider:
Many people think this will put an end to the Basement Bubba. I disagree. If anything, the cellar dweller just got a little juice. Right now, nobody in their right mind goes down into the basement against a Bubba. They write that person off, and rush Generators (as well they should). Now there is going to be a situation where you can ensure that a least one of you will get out, i.e. it will become a "trade" of hooks rather than suicide. More people will go down in the basement and the cellar dweller will happily trade hooks. It is win/win for him. Fewer people rushing Generators is good. More hooks is good. I'm sure you see where this is going. And we can't rule out the fact that the Bubba might get the would-be rescuer before the unhook. The new Borrowed Time is just enough enticement that people will try.
The same holds true for a other Stealth Killers. Not all camp, but most do keep an eye on the hooks. Spooky Myers doesn't camp; he can't afford to, but he does keep an eye on the hook with his wall hack. He intercepts, i.e. hunts while he can and then moves to meet the rescuer when they reach the hook and make that grab. More people will be willing to make that rescue run, which in turn is better for Myers.
*Now I would love to see a change in the Styptic Agent so that the Add-on doesn't require you to be injured to use it. I think you should be able to use it healthy or hurt, and thus rescues where both Survivors have a little protection are possible with fewer logistical hurdles.
Yeah, my most used spooky myers is Devour Hope, Dying Light, Thanatophobia and Sloppy prior to the Thana changes. Now it's Devour, NOED(mainly movementspeed), Dying Light and either Thana or Sloppy depending on if I see medkits or toolboxes. I used to run PWYF a lot with it, but in quite a lot of cases, you dont really get enough value out of it and need to constantly restack stacks at your obsession, which takes away a lot of time. Instead I use Jewelry Box to increase my passive stalking speed as Boyfriends Memo doesnt really make that much of a difference in most cases. PWYF is nice for potential chases, but I rely more on the hit and run aspect on spooky myers.
"If I am playing Spooky without a map offering" which is the only reason I would use PWYF on myers, as on open maps you do need the added speed since you're almost always visible. Altho I personally like to use t3 myers with dead rabbit and dark devotion to gain a similar spooky effect while having an insane instadown lunge.
"Many people think this will put an end to the Basement Bubba. I disagree. If anything, the cellar dweller just got a little juice."
I agree with you, albeit for different reasons, for basement bubba to work properly, he would need to start revving when you're unhooking anyway, meaning BT triggers regardless and Bubba gains enough speed to chase the unhooked survivor up the stairs and hit them again before they can reach the window or pallet, unless they have dead hard or sprintburst ready(dead hard only working once since the pallet can only be dropped once). The BT change will mainly harm camping Freddies.
And yeah, considering No Mither is a perma broken status perk, Styptic Agent being able to be applied to him would be nice.
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Dying Light is a pretty decent perk as it is right now, it's biggest change that it needs, is that it doesnt disable the perk when the obsession dies, but that you can no longer gain stacks if the obsession is dead. Similar to how Save The Best For Last works.
It might need a slight buff in numbers maybe, like reducing the obsession's altruistic speed to 25% instead of 33%, or perhaps even gaining tokens when you hook the obsession(btw, the 9 stack cap on the wiki is a lie, you can gain up to 11 stacks in Dying Light if the Obsession switches, which, might not seem like important, but it is pretty danm important as eating DS can be beneficial for you).
Maybe even change the percentage per stack by 0.5.
Dying Light is a fairly healthy perk as it allows you to snowball. People tend to underestimate this perk a lot, I've had plenty of cases where Dying Light turned a 1k into a 4k. People arguing I would have achieved the same goal if I just used Pop instead, but that's the beauty of it, I can use both.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102956#Comment_2102956
Not same. Both traps can be invisible. And when you trigger them, they will hurt you. Bear trap will stop you. Hag's trap will make Hag teleport you. But snares are so big. You can see them if you are in dream world Even you dont see snare, nothing will happen you. You will just be slow for seconds and scream. That's all. And Freddy cant do anything if he is not near you. But Trapper will have time to come back you. Hag can teleport and hit you. Different. Snares are not strong. Also you need time to deactive bear trap. Also you need flash light for destory Hag's traps. But for Freddy, just run into snare. That is clearly not same.
Problem with snares now, it was give chance to catch survivor. Because Freddy was not losing speed. But now, Freddy will be lose %15 speed. And survivor will see Freddy using Snare. And will leave loop to next. So Freddy will lose chase. And survivor will go to next safe loop area. Even survivor not leave and trigger snare, snare will not make survivor enough slower now. Because Freddy also lost speed. So there is no point to use snare anymore. And like i said, Freddy snares are big, so they cant use for area control tactics. They are chase traps. So we cant say use traps like Hag or Trapper. Because those killers have smaller traps and they can hide them.
I wish they would give us old Freddy back. This would be better. Because now this Freddy will be unplayable. And that will add more time to survivor queques. Freddy had some problems. But they didnt solve problems, they just killed Freddy. I hope you understood me. Before i said, i am playing Freddy for years and Freddy will be weak killer. Only gen teleport power is still good but that limited with time. So Freddy is sadly weak now.
"Both traps can be invisible." Just like Freddy.
"Bear trap will stop you." For 3 seconds, Freddy's traps slow you down for 3 seconds AFTER they leave the trap, meaning if they walk through it, they are slowed down for 15% for about 5 seconds. The difference in time is insignificant, as you do not need to walk back to pick-up/reset that trap, let alone that you as a Freddy can teleport to a nearby generator to take advantage of the situation as you're likely to have multiple traps there, when Trapper has to walk there if he has multiple traps there. Hag's traps being disabled is even quicker and she also would need to walk there or hope another of her traps get triggered instead.
"Snares are not strong." Being able to walk while placing them, being able to teleport across the map, being able to place them mid-chase forcing a survivor to take a hit or leave the tile, still pretty danm strong in chase. They are weaker outside of chase, sure, but that doesnt make them useless. You can still use Freddy the same way you do as you do now. Force a survivor into a place where they cannot leave without taking a hit, drop Snares that you can instantly cancel and go for a hit if they try to make a run for it or quickly finish the placement as its near instant anyway. The nerf didnt really impact the chase as much as you think. It only affected people who spammed snares just because they could.
"Because Freddy also lost speed." No, Freddy loses speed for 0.75 seconds when placing a trap, then instantly goes back to normal speed. If survivors decide to run, you let go of m2, instantly get your 115% ms back and get a hit, just as you normally would. You're making it sound like Freddy loses speed for 2-3 seconds, which he does not. May I add onto this that Hag STANDS STILL WHEN PLACING TRAPS DURING CHASE and still catches up with survivors? Or that Trapper STANDS STILL WHEN PLACING A TRAP? You can fake a trap as a trapper to force a survivor out in the open to get a hit. You can do the same with Freddy, except you're able to move. This is a non-issue and only punishing if you play Freddy because he is easy to play.
"I wish they would give us old Freddy back."
I mean, same, Freddy since his rework wasnt really played the way Freddy acts, while Piggy, PH, Myers and Ghostface all still fit their franchise.
"Because now this Freddy will be unplayable"
Only if you heavily relied on the 115% movementspeed when placing traps. You do realize Clown used to have the same slowdown, but no access to teleports, required a longer load time(1 second for the most accurate hit), aim more(no indication where the gas would be), had only access to half the amount of slows, had to reload when he was out and the lingering slowdown was much shorter? That's right, Clown used to be much, much, MUCH more terrible than Freddy is and he still was capable of having an average of 2.5 kills per match.
Calling Freddy unplayable, again, indication of you playing against higher ranks than you're supposed to be. Which is an indication that Freddy is too powerful. Freddy would be slightly less effective against tournament squads, sure, but guess what? 99.9999% of your games, you will not be facing a tournament squad. You're more likely to encounter the same SWF 5 times than you are facing a tournament squad.
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@SleepyWillo said:
I think only Huntress waiting outside TR can make them unsafe now. Maybe Trickster but would be difficult?
Edit: Nurse or Spirit coming straight back also?
No, BT applies regardless of killers being nearby. You could be sniping with Huntress from the other side of the map and still trigger the deepwound effect.
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@InsaneCoaster said:
I've always wondered to myself: what's the point in those common survivor bloodpoint offerings and how have they not yet been changed?
The numbers don't seem very logical. They cost 3,000 bloodpoints to acquire on the bloodweb, but they grant you 50% bonus bloodpoints in one particular emblem category, with each category being maxed at 8,000 bloodpoints.
This means that at best you make 1,000 bloodpoints profit (assuming you max a category) which is hardly anything. Not to mention that a lot of the time you'll actually end up losing bloodpoints in effect.
We all have hundreds of them unused in our inventory - if only they were a little more useful.
NOTE: I am aware that they were changed in the past, but I still don't think their current values make sense.
https://us.v-cdn.net/6030815/uploads/AOLD69NSJR4H/2021-04-12-20h55-23.png
Same reason why most grey/brown addons(both killer and survivors) are practically worthless as you can get a much better version of it for 1000 bp more. They are mainly filler offerings you can throw into the mix just to fill slots. Same applies to grey/brown killer bp offerings.
Heck, you could even argue the yellow bp offerings are not worth the investment.
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@Moundshroud said:
I play Spooky Myers (Scratched Mirror + Boyfriend's Memo) and I was a strong advocate for this change. I think most Perks which key on Terror Radius should change to a flat range. I'm glad they changed this one because I found it silly that I invalidated BT entirely just by my build.
I think the new Trickster one, Star Struck, should also be based on range, not Terror Radius.
I mean, Spooky Myers is probably the only killer that needed a basekit counter to BT. If survivors are playing optimal, it's near impossible to hit them more than once. If there is any medkit or self-care on a survivor, you're not gonna catch them. Dying Light and Sloppy are one of my more used perks on Spooky Myers because it reduces healing speed significantly, and allows me more time to get a down on someone before all injured people are healed again.
And perks related to terror radius being a flat range kinda removes their purpose entirely. It would utterly destroy any use Dark Devotion has besides removing your TR.
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@PsyQuil77 said:
The BT change seems specially designed to end "Basement Bubba"
Bubba is still fast enough to hit you downstairs and hit you again upstairs. So no, it doesnt really end basement bubba. It ends facecamping Freddies tho.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102825#Comment_2102825
You really dont know anything about Freddy.
First you cant use snares early. If you do that, survivors will destroy them when you are not near. Because snares will not injure them. So you need to use them when you are in chase. Before chase it is useless. Freddy is not Hag or Trapper. Snares are not like like this traps. Different.
Hag and Trapper can see traps with red symbol. So they can push survivors to traps. But Freddy cant do that. Snares have not symbol. This tactic only can use for dream pallets but i dont like pallets so much.
Now point is you cant use snares in chase. I mean yes you can use but you will lose so much speed. And snare is also makes survivor slower for seconds. So what is point to use snares then? Nothing. They made Freddy useless.
"First you cant use snares early. If you do that, survivors will destroy them when you are not near. Because snares will not injure them."
So, just like Trapper. Or even hag if survivors have flashlights, you know. 2 killers with traps who have to stand still, while Freddy can still driveby and place them? Let alone that survivors have to be in the dreamworld to do so.
"So you need to use them when you are in chase. Before chase it is useless."
So, just like Trapper and Hag placing them in too obvious spots?
"Freddy is not Hag or Trapper."
I mean, he is comparable to Hag. Trapper cant teleport closer to his traps by any means. Freddy can through gens.
"Hag and Trapper can see traps with red symbol. So they can push survivors to traps. But Freddy cant do that."
I mean, you can memorize where you place your traps. When I play Trapper or Hag I dont look at my traps. I look which traps get triggered, for Trapper they are useful if you need to grab nearby traps. The trap symbol is only useable for lower ranks. If you cant even do simple micromanagement like that on a killer that already doesnt need much micromanagement, just is implying that you're not really ready to play against survivors who need to micromanage a shitton around Freddy.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2102781#Comment_2102781
Nah, it's just a whataboutism.
Not really, whataboutism is people complaining about Freddy's nerf because gens have not been touched. This is me addressing a claim that "just dont use meta perks 5head" when most killers pretty much run meta perks.
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102435#Comment_2102435
90 seconds is way too long and this perk has no conditional requirement. They really shouldve just caused the survivor to not leave scratch marks, but still leaves pools of blood so tracking is still possible.
This is a really bad change i think.
It's requirement is using a perk slot instead of perks like prove thyself, dead hard, ds, unbreakable, bt, iron will or other perks.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2102578#Comment_2102578
I mean, if the chase wasn't a 50/50, then what should it be? Run around in circles over and over again until you are brute forced down to the ground? That's what a mindgame is.
No, a mindgame is predicting your opponent, reading their movements, acting upon your predictions, use your environmental clues(redlight, footsteps, breathing, scratchmarks, bloodpools) to adjust your predictions. That all goes away when facing Spirit. Spirit is not a mindgaming killer.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102629#Comment_2102629
Lol
Snares are Freddy's Power. What i have to do? I have to ignore them because they are boring and easy? Add-ons needed nerf, snares werent strong. Now Freddy will lose speed when use snares because of that snares are useless now. Speed is important than snares. And no i dont need snares usually. 3, 4 snares i was using in my matches.
And if you ask me old Freddy was better. But they are not giving us option to play as him. They are just nerfed Freddy and made him weak.
"Snares are Freddy's Power. What i have to do? I have to ignore them because they are boring and easy?" Place down snares in a location, push a survivor into that direction after hitting them. Having essentially to prepare your chases prior.
Besides, you can still use Freddy the old way, snares are still placed near instantly. The only weakness to his new power is that survivors HAVE to go to another tile if they see you place snares. If they remain at the loop, the power works the same.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2102564#Comment_2102564
There is a difference. If you fix something, that "something" was broken to begin with. Take Freddy and old Prayer Beads for example:
-Prayer beads used to be broken. It got changed. This is a "fix"
-Freddy is not broken. He is going to get some changes. This is a "nerf"
"he's not broken"
I mean, strongest gen defense basekit and one of the strongest anti-chase basekits, let alone base counter to BT and other terror radius related perks. Let alone addons that on top of that already powerful basekit slowing down the game.
Yes, compared to the current balance, that's broken.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2102570#Comment_2102570
I tried going without slowdowns. Instead I used infectious, to create pressure with slugging. It was actually a resounding success, but alas, survivors whined about that too.
Whataboutisms aren't a good look. Stop that.
No, I agree, but in this case it makes sense. 90% of killers use perks that are annoying to deal with as a survivor with the same reason for the other side. I rarely use meta perks at all. So from my perspective, it's not whataboutism, its a double standard.