Reinami
Reinami
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- Reinami
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/2215329#Comment_2215329
Nah, useless perk. Good players know the spawns of survivors when it starts. Atleast in my opinion.
As a killer main with 1.5k hours. Yes, you know where survivors spawn, but now, as a nurse main, i can just immediately start a chase. It is going to be very good on high mobility killers.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2215323#Comment_2215323
Lethal Pursuer will not be good on Billy or Blight only. It is a good Perk in general, knowing where to go right at the start is huge for every Killer.
It is going to become meta. i know i'm going to use it on my nurse build:
BBQ + Sloppy + Thana + Lethal Pursuer
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2215286#Comment_2215286
I have to see blast mine. I kind of feel like it doesn't have much use. If I'm kicking a generator, it's because I don't have anything else to do. Getting a stun + blind does really add to much but just be slightly annoying.
Unless it like activates before pop gets applied, so it makes them have to kick it again.
Yeah, blast mine seems useless TBH.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2215311#Comment_2215311
Whoa, these look awesome! Thanks for posting them.
Lethal Pursuer will be INSANE on Billy and Blight, and I can't wait to run it. Might work well with Corrupt, who knows?
I'll be able to confirm what it is in a few. Patching up PTB right now and i'll post screenshots in this thread.
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@BradQuackson said:
Thats gonna be a ######### mindfuck, on indoor maps as well. Gonna be a fun perk, dark devotion but better.
Lethal Pursuer is where it is at. Basically nurse and spirit just get to win the game as soon as it starts.
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@Yords said:
Resurgence - you instantly heal 40% (lvl 1) yourself when being unhooked in any way.
WMI - gives you double healing speed after unhooking
I think this is going to be a bit oppressive, for killers of course.
Too reliant on teammates. It'll be good for SWF but they have to create a build around it. It's no different than any other combos for SWF like, sabo builds, mettle of man builds etc. SWF can make everything good.
For solos, it won't be used that way.
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Nemsis perks according to some article:
- Lethal Pursuer
- You’ve been designed to track down and eliminate targets.
- At the start of the trial, the auras of all Survivors are revealed to you for 5 seconds.
- Hysteria
- You know how to brutalize one member of a team to cause a panic.
- Whenever you put a healthy Survivor in the injured state with a basic attack, all injured Survivors suffer from the Oblivious status effect for 20 seconds.
- Hysteria can only trigger once every 60 seconds.
- Eruption
- The NE-a parasite provides you with the intelligence and awareness needed to set a trap.
- After kicking a generator, its aura is highlighted in yellow. When you put a Survivor in the dying state with a basic attack, every affected generator explodes, regressing their progress by 6% and causing their auras to disappear. Any Survivor repairing a generator when it explodes will scream and suffer from the Incapacitated status effect for 10 seconds.
- Eruption has a cooldown of 90 seconds.
- Lethal Pursuer
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@NAERUUU said:
I'm not going to talk about spirit when in an example case so I ask you not to take 100% on this top tier killer.
Iron will <Stridor
it's a fact.
The problem is that even if Survivors put Iron Will (like 100% of Survivors LMAO hands), if Spirit has stridor (like 100% Spirit LMAO hands) the killer just doesn't have a counterplay.
It has already been said several times and I will repeat it, which requires nerfing or buffing one of the two perks.
Why should stridor not counter iron will? Survivors get 16 perks among them, killer only gets 4. It seems fair to me that the killer perks should be stronger.
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@snowflake102 said:
Did they say that the ptb is coming out today after the stream?
And will zombies be with all killers now or just the new killer?
I'm soo excited for this update:)
The stream implied it was only when going against nemesis. As in, it is tied to his power.
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@Imc91 said:
Disappointment.
I called the rest of the chapter, so i'm sure this is going to happen to.
Expect "super awesome legendary whatever" skin that turns leon into chris, and jill into claire.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/252146/anyone-else-excited-to-get-banned
I’m gonna be honest only really petty players are going to report you for using certain perks, downing survivors, or playing certain killers. What a lot of people are going to report for is camping and tunneling for obvious reasons
you haven't been playing this game very long have you?
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@ChipsandDip said:
idk, it's just a hunch for me. There's been a lot of arguments made on how there could be a bonus killer reveal at the end of the stream, and given all the mentions of how dbd came from "humble beginnings" makes it seem that the possible bonus killer will tie in with that idea. I mean fnaf was a game created by 1 guy after years of trying to make a successful game, with fnaf becoming a popular series.
I already know I'm gonna get clowned on in the comments, and if there isn't a bonus killer or if there is but it isn't springtrap, I'll gladly take the L and the clowning.
But I will scream "I told you so" if he does come in this steam.
I hope so, means i can finally quit this game.
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@adam1233467 said:
I was playing nurse with this build to see if it it's really good, man, there's no way to win against this, my build was agitation, starstruck, infectious and bbq, with no anti-gens perks, and I didn't lose a match, nurse already has a huge chase potentional, with that she is unstoppable, I love go against a good nurse, but, this build is cancer, starstruck is supposed to be a anti tank perk, like mad grit, but it can be used out of control in some killers, like nurse, u can easily say that, but it have 60 second of coldown, this is a completely bs, 30 seconds of coldown are being used, so is basically 30 seconds of coldown, Im my opinion this perk will be like undying, nerfed in 2 months
What u guys think about starstruck
I'm a nurse main with 1.5k hours
I think nurse needs a nerf, but only after we fix the fact that she is the only viable killer in tournament level play.
I can 4k with 0 perks consistently with her.
Starstruck isn't the problem.
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@wishwon said:
I'm not going to hard-defend Ruin/Pop, I just want to see arguments for Ruin/Undying (and Ruin/Pop probably), and have a discussion.
I can't, because you are correct. The only exception i'd say is nurse but i don't really think that counts because i can run no perks on nurse and still 4k every game.
I personally use Ruin as early game regression, and pop as late game regression. I see ruin as a better version of corrupt intervention that requires an action from survivors to get rid of. It is really rare that ruin gets cleansed immediately, usually i have time to at least get the totem to stop it from being broken. On some matches it lasts the whole game and is the reason i won the match. On average it probably gets cleansed in 2 minutes or so, but provides far more value than corrupt ever does.
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@GannTM said:
Wraith has been one of the worst killers in the game for years and now that the devs have made him viable, he’s already getting complaints. Let me just say that he has literally the same play style as he used to except he’s actually good.
I’ve played against many Wraiths ever since his buff and still don’t have any problems when facing him. In fact, I find him even more fun to go against than before because there is a skill in being attentive and looking out for his shimmer and the noises he makes as there is much more of that in games due to his incredible movement speed. He also negates holding W which is a brain dead yet effective strategy for survivors. The long lunge that he has when coming out of cloak offers unique mind games for both sides to outplay the other, which is very fun. It’s equal opportunity for both sides which is something a killer like Spirit doesn’t have.
With that being said, I think the devs did a great job with Wraith and I’m of the opinion he’s in a great and healthy spot. If you find buffed Wraith unfun to play against, then that is totally fine as I’m not trying to change your mind or make you feel bad. Just remember that Wraith before his buff was a very weak, add on reliant killer but now that he’s good, it just doesn’t seem right that he’s already getting complaints when he’s the same killer from before except much better.
@Power_Guy said:
He is in a good spot. But Survivors complain about any Killer that shortens or ignores loops.
If they can't loop a Killer 5 times (or for 60 seconds; whichever is longer), then that Killer is OP. Oops! I need to use the new lingo! That Killer is 'unfun' and needs to be 'adjusted' for 'the health of the game'. 😂
It is simply this. Look at all of the killers that survivors complain about (only 1 or 2 are justified IMO)
- Spirit
- Nurse
- Wraith
- Deathslinger
- Pyramid Head
- Hag
- Freddy
What is the common element of all of them? You can't loop them normally, you need to play differently against them because their power allows them to either ignore loops, shorten them, or requires you to play vastly differently at loops than you normally would.
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@Morpheus_7_ said:
the killers complain! survivors complain! don't you think it's time to play without breaking the d-i-c-k?
it seems to me that everyone wants to win easily! I prefer the difficult, it's more fun and I have to try harder! yes to difficult, no to toxic!
Every game that is worth playing is always constant complaining. People complain because they like the game and see the potential, but that it isn't quite there yet.
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@wishwon said:
https://forum.deadbydaylight.com/en/discussion/comment/2212718#Comment_2212718
"the problem is survivors are so used to slamming gens no matter what that they can't fathom the idea of having to do another objective." - I don't think this is very accurate, as in a lot of higher-rank games ruin (very commonly run) gets destroyed pretty fast, and if not it is an objective a lot of survivors keep in mind as it lowers their ability to do the primary objective. I don't sea lot of what you're saying, but maybe I am just a little inexperienced and haven't played enough games to determine if what you're saying is actually true.
Also, running 4 hex perks means you're likely running one protection perk, making the three or two other hex perks fairly hard to break. Either way you get a ton of time waste or an op perk in this case.
This is because ruin is the only hex perk that prevents you from slamming gens and is very clear it is already active. Do you think survivors will stop to cleanse blood favor or crowd control? Those perks are so bad, it is actually a waste of time to bother cleansing them. The only reason it even happens is for the extra bloodpoints.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2213285#Comment_2213285
It is if RNGesus loves you and gives you a good totem spawn.
It is literally not a good perk. At high level play, the best it will do for you is get you one kill and in order to get that kill you had to play with 3 perks for the entire match.
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@lagosta said:
There is no economy, players cannot exchange resources.
Also, BPs are purely grinding for bloodweb, you cannot exchange for iridescent shards or auric cells to buy skins.
The problem is that the "grind" is part of what keeps people playing the game. You might not think so, but subconsciously, it makes you want to play the game to earn more.
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@piggygooik said:
It's a bit annoying when people say that since using dead hard for its initial purpose isn't that bad it's using it for distance that's bad. dead hard wouldn't be as hated if dead Harding for distance was a thing. " just bait it out" is fairly common when you complain about dead hard which is dumb since how do you bait a dead hard out when your not even close enough to get a hit. dead Harding for distance doesn't even take all too much skill since there aren't really any repercussions for using it for distance. USing dead hard for dodging at least takes a little skill since you have time at least. I'm not really sure how to fix dead hard I suppose just get rid of the dash since that's the main problem, not the I-frames. I know most of u will say that it so little distance but if you mix a little distance with iframes that can very strong. it doesn't really have any repercussions like i said before since all you need to do is be injured which ya your one hit from being downed but dead hard can be essentially one health state.
like is said I'm not really sure how to fix dead hard maybe get rid of the dash but tbh that might make it very weak since using dead hard for doing can be very iffy since sometimes you can get exhausted on the ground.
When people say that, they are showing that they aren't the survivors who are the problem when using it. The reality is, so much of this game is really OP for the top tier survivors, but most of them can't play at that level. So when i see comments like that i just think "well, i know that you aren't good at the game"
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@ShamelessPigMain said:
A lot of people have been hailing small game as the counter to NOED. And it's true, it is a decent counter. But is it really the best idea to have one perk in order to deal with the threat of another perk? Wouldn't it be much better if said perk in need of a counter was made so that it wouldn't need a counter, especially when that counter takes the spot of one precious perk slot out of four? Plus, that's not to mention that small game counters most other hexes (leave my goddamn huntress lullaby ALONE).
NOED isn't even a good perk.
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@ukenicky said:
I want to make a build that covers a lot of bases but without being all meta perks. I really like to try and use off meta / niche things from time to time so I'm trying to limit it to only 1 meta perk but yeah.
I'm thinking something like:
We're Gonna Live Forever (Can be swapped but I like the BP bonus)
An exhaustion perk
An information perk like Deja Vu or Alert
And Spine Chill
But I just can't ever seem to settle on something and feel like I spread things too thin or don't focus on any one thing enough and thought I'd get some advice from here. Other things I try to splash in are BT (Camping is very prevalent lately) and We'll Make It as I like to be a healer on teams.
Any input would be highly appreciated, thank youuu
My standard solo queue build is:
Kindred, Windows of Opportunity, Small Game, Inner Strength
Kindred is great for when you are hooked or when you need to know what your team is doing for a hook.
Because you are solo you don't know which pallets are available a lot of the time, so windows helps you with that.
Small game for totem/hex finding
Inner strength for self healing.
Small game and inner strength are the ones that change in my build, but i always keep the other 2 in solo. For example, when i was doing the challenge for safe unhooks/protection hits in the rift, i swapped over to Self-Care and Borrowed Time.
I generally always take a flashlight and play pretty aggressively and self-care isn't as bad as people think it is if you use it at the right times, but always immediately running the opposite end of the map to self care against sloppy is not the right time to use it.
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@beached said:
I just needed to put the energy out into the universe that Leon will be the survivor or one of the survivors announced tomorrow.
I really just don't want it to be Ethan Winters because honestly when they said "iconic" characters I could name several people above him in relation to the RE series. I just hope they draw more from some of the older games rather than RE7 and RE8, I just personally think it's not quite as iconic as those such as Leon, Chris, Jill, and Claire.
It's going to be Nemesis or X with 2 surviors, one is Chris, the other is Jill, but each one will have a "super legendary w/e" skin that makes them Leon and Claire respectively. Similar to the one for Cheryl.
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@wishwon said:
While I understand your reasoning, if all hex perks were buffed to be amazing, people would just run a buffed hex perk coupled with two hex protection perks, ensuring the OP perk never becomes broken or if it does it costs survivors a good amount of time/hooks. For hexes to be buffed a lot, hex protection perks would need to be nerfed heavily or reworked/removed. It makes more sense to just make hexes harder to find or take longer to break, as this way they avoid having to rework a ton of perks.
But, if you run 4 hex perks, you are now at the risk of having 0 perks the whole game. I think that stands to reason that you should be extremely OP if all 4 of those hexes stay up. That is the point of them. They are indirect game delay. the problem is survivors are so used to slamming gens no matter what that they can't fathom the idea of having to do another objective.
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@piggygooik said:
it would fit the whole RE chapter. plus it would be a very big achievement for BHVR. i would really want a AI power since it might be really powerful
From a design perspective it isn't that great to have an NPC/AI related power.
If the AI is too good, survivors will feel like they can't outplay it, or that the killer isn't earning their hits/downs.
If the AI is not good enough, killers will feel like the AI is the reason they keep losing.
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@[Deleted User] said:
That's almost 1000 days of pure DBD. Considering the game has a bit less than 5 years of released (1825 days), that averages around 13 hours a day playing.
#########?
@Thr_ust said:
Someone please correct me if I’m wrong but doesn’t this mean this dude would have to have spent 11-12 hours every day for the past 5 years playing dbd?
It's unlikely they actually played that much. I will say they probably exclusively play DBD since it's release, but people often leave the game on in the menu which counts your hours.
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@UnluckyDucky said:
Going on 6 games in a row, all games I'm tunnelled. Literally didn't do anything to the killer, like looping or multiple pallet stuns, they just gun for me. I'll unhook a survivor, the killer will down them again, then just completely ignore the survivor and chase me and hook me. Then when I get unhooked, between 2 injured survivors, I'm the one that gets chased agaid. 2nd hook. I get unhooked, me and the other survivor running away. Between 3 options of survivors, all injured, the killers will relentlessly chase me down for LITERALLY A FULL MINUTE. Like I ran the whole map, this Trickster is just focusing me HARD for no reason.
Like I dont know what is going on, and Bill is my only leveled up survivor and I played him in L4D and I just like being him but if he's the punching bag mascot for this game, please let me know :( I'm only at 30 hours in this game, I've barely scratched its surface and Im only rank 17.
Most recent game is with Pyramid head and once again, Im focused and tunneled across the entire map. Like we literally had 1 AFK survivor just standing by a hook, and the killer completely ignored them and continued to run me down? Like I can't get more than 5 minutes of game play because I'm just the target of everyone's affection?
I don't know what Im putting off that screams just "PICK ME. CHOOSE ME. LOVE ME" to the killer but I wish I knew how to turn it off? Is there something in the lore that Im just missing? The only time I can get any sort of break at all is if I'm in customs, or if the other players also choose Bill. This is getting seriously discouraging is there something that I'm missing thats just making me so focused?
In higher ranks, probably unintentionally.
Bill is REALLY ######### loud especially when injured. I can hear him so damn far away it's ridiculous. He might even be the loudest injured survivor? So when i go into an area, bill will almost always be the first survivor i hear.
The other reason is that because UB is a bill perk, i find that many of them run UB, so i tend to not leave them on the ground and just risk eating a DS. In my experience, people usually don't main bill, and they are using him to level him, or for a challenge or something, so they are likely going to have UB but not DS.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2204949#Comment_2204949
Well i am 4 years Freddy main and i have 4K %90 of my matches as Freddy. I think my boi is strong enough. Freddy is stronger than most of killers.
I 4K 99% of my matches period because i have 1.5k hours and play against potatoes. This game's matchmaking is a joke. But, out of the 100 games i play when i get a survivor team that knows how to actually play, i get stomped if i'm not playing nurse. That is just a fact.
Take the 4 best survivor players in the world, and pit them against the best killer player for each killer in the world. The only killer who stands a chance of winning, is nurse.
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@nursewannabe said:
Wow who would've thought that not using your power as killer isn't reliable to secure winning chases
Also Clown? Clown has one of the best 1v1 kits in the game, making almost every loop unsafe
The survivors also didn't use perks. But your point is taken. The general problem though is that the core game, after eliminating every factor (killer power, killer perks, survivor perks and hell, even looping and pallets) a survivor can waste far too much of a killer's time before 5 gens are done.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2204954#Comment_2204954
DC'ing is punishable with a timeout penalty and effectively against the game rules. Suiciding on hook is practically impossible to police - you can attempt to Kobe for example, fail then input lag can affect the hook skill check or you could accidentally miss one.
I think there is a pretty clear difference and other games manage it just fine. In CS:GO, or DotA or LoL or any other competitive game, if you intentionally die or "feed" the enemy team, you can be banned for it. Yet, you could argue that maybe players are just really bad at the game and die a lot. But their detection systems allow for them to still only detect players who do it.
I think if it happens once or even twice, sure, but if someone has a pattern of doing it all the time, you have clear evidence that they are doing it intentionally.
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@EQWashu said:
Please keep your comments civil and respectful towards one another and their posts; you can disagree about the subject without going after one another.
And a small reminder, the endorsement of Unsportsmanlike Behavior (DCing) is not permitted on the forums.
Why is DCing considered Unsportsmanlike Behavior, but suicide on hook is not?
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2204942#Comment_2204942
Well actually Freddy is strong A-Tier, maybe near to S. Hag is also so strong. Question about this list, where is Blight?
He really isn't though. His power is literally just clowns with extra steps, plus you have a teleport. The teleport is what makes him strong. When survivors aren't asleep he literally has 0 power an is an m1 killer.
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@Luciferr_2nd said:
I personally despise the ruin/pop combo, everytime i run it ruin either goes immediately or ruin never gets cleansed, very poor synergy that is up to RNG.
I would recommend just ditching ruin, and go for Corrupt, BBQ, Pop, tinkerer.
Chase perks arent really necessary on Bubba his chainsaw is threatening enough when you get really good with it.
If ruin never gets cleansed, then you won the game. The point of Ruin+Pop is that ruin has potential to provide more value than corrupt intervention and requires survivors to waste time cleansing it to remove it. Generally, if ruin lasts for at least 60 seconds, it provided more value to you than CI if you actually pressured gens.
Now, on that note, it is not great on killers that don't have map control.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/2203708#Comment_2203708
Comms for solos is going to be a nightmare. People will now be forced to listen to their teammates trashtalk the entire game. Just creates more toxicity.
Coms doesn't have to mean voice chat:
https://www.youtube.com/watch?v=ZPukUi7Oz3g -
https://www.youtube.com/watch?v=ZPukUi7Oz3g@piggygooik said:
solo que can be very frustrating to say the least. what could help. Scotts jund idea of a talking system, for example, you can say Im going to get the save or I'm 87% on a gen
I like this idea a lot but I doubt the devs will do this
give me your ideas to help make solo queue a better experience overall
this
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@Guest1567432 said:
Nah...Im sure the "stats" say he is "fine".
Of course they do. The stats also show that they need to nerf pig, bubba, doctor, and myers but buff nurse.
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2200846#Comment_2200846
I WOULD OF NOT posted this if I was being toxic. A Zarina had a flashlight, and my friend Nea had a key...I got tunneled for maybe playing Quentin?
Did you burn a map offering for haddonfield? Generally if i see haddonfield offerings i just camp/tunnel the first person i see. If i see a key i'll tunnel them out the game as fast as possible and don't care at that point.
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/2199365#Comment_2199365
Considering the grind I consider this statement as a urban legend. HAHAHAHAH
It doesn't take as long as you think, but it is definitely longer than it should be. At almost 1500 hours i probably could have P3'd everyone if i cared about prestige. But i do have every perk unlocked on every killer.
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@th3 said:
Or maybe it just shows that decisive was not as common as killers complained about it and it didn’t even help more than half of survivors running it to escape.
Kinda deflates the killer argument that decisive was like a free win and was in every game.
Na, those stats likely are for all players. If they showed the stats for only high level players (not just red ranks) i'd bet the numbers before were above 50% usage.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2200846#Comment_2200846
Is object of obsession still considered toxic?
Could be, it usually is a clue that its a SWF, although personally i like the reworked version and use it in my solo build.
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@Gnarly said:
I understand you hate a certain player that might make you chase them for an entire match, so you face camp. I understand you just playing and keep accidentally running into one person.
However, just played a match and I got not only tunneled, but he deliberately hooked me and only me. From beginning of the match he wanted only me, refusing to do anything but down me. Honestly no reason for it.
I depiped over that unfairness. Refusing to chase anyone, hit, nor hook anyone, but one person is very problematic, especially if I didn't do anything.
Best part...he disconnected near the end of the match.
Did you bring a key, tbag, flashlight click, have OOO, or otherwise do something that would be perceived as toxic?
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2200552#Comment_2200552
Then literally what do Flashlights do?
He is talking about the blindness status effect: https://deadbydaylight-archive.fandom.com/wiki/Status_Effects#Blindness:
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@Vulgun said:
No, you don't. Blindness completely covers the auras of anything.
Barbecue, Franklin's, Murmurs, etc.
(Side note: Being blinded and somehow getting Barbecue (or a hook in general) would be a damn achievement.)
What?, i don't think killers can get blindness.
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@joedonat7 said:
Can we vote to be able to have an option to deselect killers you NEVER want to play against.
This would be better than disconnecting game because of losing in with killers you won’t play against.
This is a bad idea. Even if you only got 1, now there are 4 less killers to choose from every game (because there are 4 survivors)
This means no more spirit, nurse, deathslinger, blight ever again. The players playing those killers now have terrible queue times, and life sucks for them.
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@Jivetalkin13 said:
I was just wondering what other people would think if Legion were buffed to have better chase potential. If you hit an injured survivor while in Feral Frenzy you down them and activate Killer Instinct. If you hit a survivor with Deep Wound you still drop out of your power and have the cooldown. Basically the same power, just allowing you to down injured survivors with your power. Thoughts?
This would be extremely overpowered.
The thing legion needs is for the power to not be useless. There are 2 problems with it.
By nature, they are still an M1 killer, just basically that the survivors are perma-injured effectively.
The other problem is, once a survivor hears your terror radius if they just hold w, you don't run fast enough to catch up to them. Survivors splitting up is too strong. I would do a few things:
- Make the killer instinct global like the addon base kit.
- Increase movement speed while in power so you can actually get to the end of the map in one use of the power (maybe even each hit increases your movement speed more)
- Basically, make it so if survivors split up on opposite ends of the map, you can still use your power somewhat.
- Every time you hit a survivor with your power, reduce the cooldown by 1 second. So if you hit 4 survivors, the cooldown on the last one becomes 1 second. You should be rewarded for using your power more.
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@akanadi said:
why? whats the point running a killer there doesnt make you good, and if you are bad you arent learning anything from it, and its funny because most of the ppl who bring haddonfield complain about camping and tunneling, haddonfield is how to tell me youre insecure about your skill without telling me youre insecure.
If they burn a haddonfield offering, i make sure to facecamp and be toxic. If they get it randomly, then i play nicer.
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@onemind said:
What do you expect to be on it
https://us.v-cdn.net/6030815/uploads/M0007CX5AEV1/20210519-142008.jpg
This is on their yt
- MMR
- Finally finishing map reworks
- Rework/changes for Myers/Legion/Plague (minor changes)/Ghostface (minor changes)/trapper
- New chapter every few months even though they desperately need a "chapter health"
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@Friendly_Blendette said:
Mine are probably Trapper, Freddy and Plague.
Freddy i sjust plain boring to play everything he does is just so mundane. Like he can teleport but only to specific places that survivors know where they are(Im not saying he needs a buff its just boring to have no choice where to TP to) and every chase feels the same.
Trapper for me is just Hag but way less effective and fun also I have lettuce hair which instantly makes hag better than trapper.
Plague just feels really sluggish to me. There isnt really another way for me to put this but she just feels so slow. Charging puke feels slow, while charging puke you move slow, the puke itself moves slow, survivors get infected slow, drinking corrupt feel slow. Basically just everything about her just feels slow.
Plague
Trapper
Hag
Trapper and hag require a bunch of setup which i don't like, and by their nature their power is either basically proxy camping in hag's case, or as trapper requires you to basically camp an area.
Plague is boring because survivors have too much control over her power. I have some games where survivors never cleanse, and others where they cleanse the second they get spit on. If they cleanse too much, i activate my power when i don't want. If they cleanse too little, i only get to use my power once.
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@Nebula said:
Title
This is a complicated question that has many answers depending on the circumstances.
When it is everyone's first game ever played? Then the game is killer sided.
When it is the 4 best survivors in the world playing against the best killer player (for that killer) in the world? Then it is survivor sided for every killer except maybe nurse.
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@Northener1907 said:
Entity caught you and now you are in different realm.
Which killer would scariest for you? Why?
Which survivors (3 persons) would your teammates? Why?
I am starting game:
Oni would be scariest killer for me because of him scream.
Dwight, Bill and Kate would be my teammates. Dwight for generators, Bill for hook saves and Kate, she is just wonderful.
Implying i wouldn't become a killer...