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Snitz

Snitz

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  • Ehh, it could work, but it would be a lot of work.

    I have some ideas that seem simpler.

    -No aura reading while blinking.

    -Only her first blink has a lunge and we buff her to 110%, or make matchbox basekit, but with double the range.

    She's currently op because her chase is the best in the game, her weakest point is her map pressure. So we nerf the chase, and buff her map mobility to compensate.

  • As someone who recently played a lot of Ghoul, I think there are just a few changes to make him a lot less annoying two play against.

    1.-Decrease the bite range to 8-5m, the 15m range is just insane.

    2.-Remove mending.

    3.-Remove the vault. This actually indirectly buffs the cut-off playstyle.

    Maybe as a last change, have a map wide sound queue for kagune leaps, that way you don't get slingshot out of position unless you get greedy.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072112#Comment_4072112

    That first clip they just need to be running the bamboozle add on and your dead 😂

    Uhh no, the survivor was blocking the window.

    That add-on should still be reworked, it's brainless.

  • @Man_of_triangles said:

    There are two reasons there are no meaningful Ghoul nerfs:

    1: Ghoul is fundamentally poorly designed. A killer that injures you for free from a distance AND has great mobility is inherently unfair. They can't meaningfully nerf him without a total resdesign.

    2: Survivors are currently the strongest they've been since at least 2019. The vast majority of killers are not viable and feel absolutely miserable to play. Ghoul provides people who do not have 20k hours in the game with the possibility of winning. Take that away and half the killer playerbase leaves permanently.

    I think a range nerf on his bite attack would be enough, the vault is unnecessary too and it enables ######### dissolution gameplay.

    Now for some "insanely difficult" ghoul counterplay.

    1000016059.gif 1000016060.gif 1000016040.gif
  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071497#Comment_4071497

    Lol, no. The main reason I have trouble hitting survivors with Nurse is because survivors can break line of sight from Nurse and actually dodge her blinks. If you think Nurse just gets easier hits than Ghoul as a whole, then you havent played Ghoul enough.

    And yeah, also ignore all the comments made where Ghoul starts being worse than Nurse once 3 survivors are on comms.
    Nurse against 4 randoms is worse than Ghoul against 4 randoms. Comms is a MASSIVE weakness to Ghoul, while comms is a huge benefit for Nurse because she can quite easily predict what the comms are. If a survivor suddenly goes in a direction they logically wouldnt, odds are that they are trying to take her away from something. Where with Ghoul, pathing doesnt matter too much, you always go to the area where Ghoul has the least benefit.

    So yes, if you do the following:
    1. Ban perks that survivors need to face a Nurse, but have a similar effect on Blight, Spirit and Ghoul
    2. Guarantee survivors know which killer they are facing ahead of time
    3. Guarantee survivors are a 4-man squad, on comms

    Yeah, Nurse would be better than every other killer. But in regular DBD, where you have no bans on anything, no guarantee if survivors have comms or not, no info on who the killer will be. Ghoul absolutely is better.

    Just as a comparison. That's like saying you're playing hide and seek, but the seeker gets updates on the spot of hiders, and the hiders get walkie talkies to communicate where the seeker is so they can find a new spot. You're playing an entirely different game of hide and seek at that point. That's the difference between live servers and custom tournaments. You dont get to make ANY points based on tournament balancing vs live servers, because they are different environments all together.

    Ghoul is stronger than Nurse on the live servers, because there is no comms, and survivors dont know when they will face one.

    The only way we could know for certain is if they dropped average chase times for killers at high MMR, but it just doesn't make any logical sense to me that a good Nurse would have a harder time than a good Ghoul at getting hits, when Nurse can literally guarantee getting hits, that's her greatest strength.

    Once she's like 15 meters away, she can blink near you and guarantee the second hit, the only way she doesn't get it is if she misplays.

    The best counterplay against a good nurse is just delay line of sight, run as far away as you can and go edge map so that she takes a long time getting back to objectives. It's a matter of how much time you can waste before she closes the distance and guarantees a hit.

    There's never a guarantee the Ghoul is going to 100% hit you after the bite. That's what separates Nurse and Blight from Ghoul and all the killers in A tier, killers in the A tier like Billy will ocasionally end chases even quicker than Nurse would, but they can also starve and never get the down, with Nurse it's a matter of time.

    I don't get why you think Ghoul gets massively countered by comms, yes you can call out where he's going and what he's doing but the best Ghoul players slingshot so fast across the map that comms end up making a very small difference.

    Nurse gets countered pretty heavily by comms as well, since pre-running is so important against her to delay getting to that guaranteed hit distance, and planning where to go down so that you waste her as much time as possible.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071896#Comment_4071896

    It's acknowledged, we get official responses but its always telling us they arent doing anything YET, yet are aware, so it's like all the more frustrating because it feels like another wait years before this is dealt with.

    They have done a lot of things, I agree a few more things can be changed to make him even more fair but some of the changes you're suggesting will just make him awful.

    Here are my suggested changes, tell me if you agree.

    -Remove the vault, or at least nerf it and it no longer triggers perks like dissolution.

    -Make the bite range = lunge range, both survivor and killer can move during this animation at a low speed.

    -Rework centipede and yamaori (I think?) mask entirely.

    -Brutal strength removes an extra charge of the power (don't think they would ever add specific changes like this, but it would be nice)

    No nerfs for bodyblocking gameplay, it's the highest skill expression for the killer and it has clear counterplay. I have no problems with a few more nerfs if they don't affect this playstyle.

    If you want to make him 4.4, you would need to make his CD a lot shorter so that he can use his power on every loop, like blight. It might be fun tbh, but it's another can of worms. It would give him even more mobility.

    1000014439.gif
  • Not knowing the counterplay to ghoul isn't very rare either, a lot of people still complaining are complaining about things that have already been removed or nerfed lol, like the autoaim or the vault.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070061#Comment_4070061

    See, I did read it to understand it, but I highly disagree for the simple fact that I've played Ghoul and Nurse too, and Nurse has a harder time hitting survivors than Ghoul has leaping towards a target, cancelling mid-air and then hitting a survivor. In fact, Nurse has more counterplay, because she cant curve her blinks.

    A lot of people who used to play tournament sweat levels of Nurse, have an easier time playing Ghoul against 95% of players. They start to even out against 2-man and 3-man SWF, and Nurse doesnt gain an objective advantage over Ghoul untill it's a 4-man SWF. And that's talking about chase duration, that's about results.

    Ghoul is to Nurse now what Spirit was to Nurse in 2020. And while Nurse is objectively weaker compared to her version in 2020, I would argue Nurse with the current arsenal of perks and availability of maps is overall stronger than Nurse with the arsenal of perks in 2020. She just can no longer slug 4 randoms at the start of the game as easily, but she can pick up and end chases much faster overall.

    The only reason you have more trouble hitting survivors with nurse than with ghoul is because you suck at nurse, idk how this is a good argument.

    The real skill ceiling of nurse is learning the blink distance, once you know that you just slap on aura read and go to town, it pisses me off how many people overrate the nurses' skill ceilling when it's just muscle memory.

    Nurse is even banned from dbdLeague balancing lmao. These are the sweatiest players imaginable and they just chose to ban her at the highest level.

    They placed Ghoul with Dracula and Hillbilly in their tournament stage based system which goes down by tiers, fair placement imo.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069773#Comment_4069773

    I literally mentioned the kidnap tech, which was the only problem with vaults, which I also mentioned.

    Your entire comment basically can be shortened to: "I didnt fully read your comment, but sliding depends on how good the ghoul is. Sliding isnt always avoidable, but because there is a 5% chance it can be avoided, it's fine to give ghoul a guaranteed hit on top of his basekit guaranteed hit".

    No, Ghoul absolutely needs to EARN his second hit, since he gets the first one for free. He doesnt earn the second hit in most scenario's, which is why people despise ghoul.

    He gives you a loud ass sound queue whenever he uses his goddamn power, so you should be able to tell he's gonna try and block you and do something about it. He has to predict where you're gonna go, so of course if you just pretend he has no counterplay and play against him like any other killer he's gonna down you for free.

    https://youtu.be/UyaLNWQDQWg

    This video is concrete proof he HAS counterplay to EVERYTHING he can do. Countering the vault is even easier now, still I think it should be removed because the counterplay is a bit janky and looks more like a bug, although it's supposedly intended.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071134#Comment_4071134

    Who are you even talking to, to tell you they have fun. Were you even watching the community stream? LOL yes a lot of people cling to ghoul like yourself, but lots despise them too, saying one side doesnt exist because of one person is ignorance.

    You play against a dissolution or blood favor ghoul over and over, tell me its fun.

    People who enjoy vsing him or just don't mind won't ever be as vocal as the ppl who don't.

    ZubatLEL for example put him on A tier for fun to play against lol.

    I'm not saying no one dislikes him, I'm just saying you can't just nerf a killer because you find him unfun to play against if there isn't something concretely unfair and uninteractive about them.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070466#Comment_4070466

    For him to be fun to play against, I want you to sit down and play multiple matches against him and tell me it's "Fun".

    The hyper mobility is the issue paired with the stupid anti loop he has, none of these "Changes" affect those who are good at him, it only came after those who are bad at killer.

    Well there are people who have fun against him, most of my matches I have no issues, so, you just want him nerfed because you personally don't have fun?

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070556#Comment_4070556

    That wouldn't solve tunnelling. It'd still be the most effective strategy and there's no way for the tunnelled survivor to realistically have a decent chance of being un-tunneled

    Weaker killers having to give up an entire perk slot just to somewhat get closer to the stronger killers isn't solving the issue. It's building on top of the issue and cementing that it will be here forever

    Well ngl after looking more carefully at your first two changes I do agree, one thing that worries me though is that sometimes getting into chase is very inconsistent. It would also help against pre-runs and holding W.

    Harmless pursuer is fine really, it's usually quite easy to predict where survivors spawn, if you don't know, they're generally in a cone in front of your field of view when you start the match, unless you get a weird spawn. It would help against these edge cases where you just get unlucky.

    Some people would argue basekit corrupt would be better, sice weak killers still have to walk all the way there even if they know where survs spawn.

  • I think even just a perk that gives killers haste outside of chase would be a great idea to help low mobility killers. The rest I don't agree with.

    I think a better fix to tunneling would be to give the killer a direct reward for spreading out hooks, universally some slowdown would be good.

    Then we can adjust slowdown perks if need be.

  • @BloodDiamond said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070386#Comment_4070386

    Probably because once these changes go through, Blight will no longer be S-tier, or the strongest killer in the game. Who will be though? Ghoul?

    Nurse obviously, but she's just not played enough for ppl to complain.

    Ghoul is not the top killer in the game, yes he gets that first hit pretty easily (Less so now with the autoaim gone thankfully) but after that the survivor needs to ######### up or he has to outplay them with m1 or a cutoff. People won't want to admit this but against good survivors he takes a lot of skill to dominate with (way more than nurse), and there's always counterplay on the survivor side, so I think he's in a pretty good spot.

    The one thing I do believe should be addressed is running enduring/brutal strength and just braindead breaking a pallet and catching up to the survivor before they can get to anything.

    Maybe a range nerf on his bite, would appease people, I rarely have to hit it at max range anyways.

    Btw Blight will probably still be S tier, at least high A, good blights never do m1 chases anyways, it just upped the skill floor to get good results.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070292#Comment_4070292

    Yet they won't deal with Ghoul at all despite a high usage rate and high performance, all the changes up to this point have been so minimal and more bug fixes rather than making them fun to go against.

    Actually infuriating at times.

    Completely irrelevant to this discussion but what more do you ppl complaining about ghoul here want? the vault is gone, the exploits are gone, the autoaim is gone. I see you all complaining a lot but there's genuinely been a lot of good changes to this killer.

  • @MoZo said:

    nerfing fast track already🤦🏾‍♂️. were the content creators that loud and demanding?

    It's completely fair, they removed a mechanic from the new killer because it punished survivors from doing the objective, fast track punishes killers from doing the objective. It also encourages slugging or tunneling.

    Excited for the Unknown changes, lesser cooldown or making weakened harder to remove would be very welcome.

  • @Rokku_Rorru said:

    I don't really think we should be giving hyper mobile killers more mobility, they already are horrible enough to go against.

    Satchel is only really useful when using the power to bodyblock in chase, and the leap distance change doesn't increase his mobility, it only makes it so you can pull yourself from further away.

    With how momentum works, the distance is the same in the end.

  • As a ghoul main, completely agree, personally, I feel his bite attack is too free. Hitscan injure attack with a 16m range on a killer with this much mobility is crazy. I would reduce it to lunge range.

    The vault is a noobstomper ability now, it's unhealthy to keep it.

    I would also like it if coffee was basekit or lower rarity.

  • @HP150 said:

    You're far too kind with your words, OP.

    Pyramid Head controls like complete garbage. I have no idea why or how the devs assumed it was OK to balance PH's power around him being clunky. They could give him no penalty for launching the ranged attack. They could take away all the telegraphs. It still wouldn't be a fun power to use because he controls like a semi-truck that's missing a few wheels. Compare that to Hillbilly and Blight who are also limited by their ability to control their power but are still fun despite this. They straight up just missed the mark with Pyramid Head.

    I've gotten used to the way it controls and am not bothered by it, but to answer your question the reason I see for his clunky movement is that he's dragging his knife on the ground, it would look very weird if he could turn freely while doing that.

    Plus it's bringing back good old tank controls!

  • @APoipleTurtle said:

    Personally, I think Torment in general could stand to be buffed. It's basically just a lesser version of Plague's Sickness that allows PH to use the passive half of his power (Cages of Atonement and Final Judgement). I'd be fine with reworking the Cages a little too (since what's the real incentive to use them instead of saving Torment for Final Judgement?)

    I would love if PotD applied Torment to make it a more present effect in most trials. BUT, I think they need to make Torment a better status effect and might also need to consider improving or changing the means by which survivors could de-Torment themselves.

    The main usefulness of his cages is eating DS even though most people here ignore it because TuNnEliNg Is MeAn; this killer has no map mobility so instead of zooming around the map his cages allow him to rush kills and slow the game down.

    Cages can also be useful for when you need to stay in one area, for example when you down a survivor near a gen that's about to be finished.

    The last use i can think of is when you set up a 3 gen, you send the survivor to the furthest point of the map from where you're at, gives you some nice pressure.

    I personally like torment in it's current state, but survivors probably despise it when used properly.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650466#Comment_1650466

    That's assuming he has no range add ons meaning you have to guess. It still has a strong psychological effect correct?

    I'd say the first time you predrop against him you have a pretty good chance, but consecutive times are less likely to work since he's expecting it, Even though he still needs a pretty good read to go into POTD before he starts looping. If he does that then it's lose/lose.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650420#Comment_1650420

    Cant believe I actually have to argue with someone comparing a braindead killer to a skilled killer here we go.

    1. Huntress actually has a cooldown if she winds down. If she cancels she cant m1 immediately. Everyone knows huntress pallet rev. So the smart thing to so against them is to greed.

    2. Predropping against pyramid head is how you get hit by the range hence the lose/lose. Drop if you want to eat the range dont if you want to wat the m1.

    3. Zoning in the open as forcing you to dodge and lose distance. Granted yes you would get hit either way but it doesnt make it any less cheap. Its still a guess.

    I agree with your first point, however you're skipping things on your other two.

    You're only getting hit when predropping if PH is already on POTD and at a range of 8 meters with no add-ons, if you get hit when predropping its honestly your fault / you got read.

    There's no reason to dodge in the open, his attack can be dodged on reaction.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646974#Comment_1646974

    You can't counter his power by pre-dropping pallets unless you're dropping them so early that he's out of POTD range. If you stay in the loop after throwing the pallet, many loops will be entirely within reach of POTD, meaning he can just rotate around it and you're right back in the lose/lose. You'll be forced to vault the pallet and when you do that's a hit. If you don't stay in the loop, though, he can usually just walk right around the tile without losing much distance, so you basically just burned a pallet for no reason.

    If the tile is so safe that he's really forced to break the pallet (e.g. god pallet), sure, that'll counter him... except there are very few pallets that strong regardless of map. Getting such little mileage out of pallets that safe is usually a recipe for disaster.

    The only real counter to him is to split up and rush gens, like for all killers. In the chase you just need to hope he's bad.

    This has nothing to do with SWF and OoO. That's just pointless whataboutism.

    You're forgetting that his turning on POTD is very limited, so if he chases you to the vault he has to stop a few meters before reaching the pallet to aim, that's the only time PH has an actual 50/50.

    Anyway, I really hope they get rid of the trails, making his power based on reads rather than based on zoning would make it so much more fun imo.

  • @Shocktober said:

    Just don't make a bad rescue when im staying within 15-20m of the cage 4head. But don't rush the cage when PH can get to it within 20 seconds 4head.

    People will say anything to defend these overpowered killers; boosted to crazy levels to increase sales. It's like the hordes of people rushing to defend the old mettle of man or the old nurse. Busted, and everyone knew it, but they were too busy enjoying easy wins to want to admit that.

    "I'm staying within 15-20m of the cage" Do gens then.

    And yes don't rush the cage, force him to go away by doing gens, it might be harder as a solo surv but having people pressuring gens and another go for the rescue when he leaves is a good strategy.

    He has low mobility which makes him weak against survivors who split up.

  • @Semimatic said:

    I just hooked a Zarina and a Bunny Feng who was injured came and unhooked her right after I just hooked the Zarina. I got them both with Punishment of the Damned. Post game chat was the Bunny Feng screaming at me for tunneling for a 4K after that single scenario, told them I should've known better as a Rank 4 killer.

    It's ridiculous, you can't get away with that with Pyramidhead. You could take a hit for the survivor you unhooked for almost every other killer, but Pyramidhead can completely negate it. It's not tunneling, it's using the mistake you did to affect your entire team, fairly applying pressure for not being patient about the unhook.

    lol, they get so mad when they know it's their fault.

  • I don't know about Deathslinger, but i don't think PH is braindead.

    He's a very lethal killer, but he has no map mobility.

    You don't beat him by being better at looping than him, you beat him by playing smarter and stealthy.

    Either way, there's still plenty of room to outplay him in a loop, but you have to read him, just like he has to read you.

  • The whole purpose around cages and final judgement IS killing survivors quicker, the killer is called "The Executioner".

    This is a killer with 0 map mobility, so he can't get to every gen on the map, he's weak to survivors who split up and play carefully/stealthy.

    He's the opposite of a slowdown killer, he does everything twice as fast than usual killers, but has no tools to help protect gens.

    Playing against a PH you have to be more careful when unhooking and freeing from cages, if you unhook a tormented survivor and he gets caged/killed, it's the survivors' fault, it's crazy how almost every time I cage someone I see someone running straight to the cage, just to get his teammate killed.

    If you have DS, you can still get inside a locker or stand still so that you don't get tormented.

  • @Dpooly said:

    I think he's cool, just unfortunate how easy it is to tunnel with him and that's what most people (in my experience) do.

    I mean, he's "The Executioner" kind of makes sense he can kill people quicker.

    Plus, it's the only thing that makes up for his lack of map mobility.

  • Can you stalk someone with spine chill though?

  • HIllbilly, although there may not be much to tell about his childhood, his story must be pretty brutal.

  • We don't know for sure yet, but

    i'm taking infectious fright since the cage makes it so you can switch targets quickly.

    BBQ for when i don't get anyone on infectious.

    Surge or Corrupt for a bit of slowdown.

    I'm All Ears, or Nurses for cheeky through the wall hits.

  • Pyramid and Demo would survive.

    Pyramid can't die unless his purpose is fulfilled.

    If Demo survives the others Pyramid wouldn't have a reason to hurt him since he's basically an animal and feels no guilt.

  • James legendary skin O.O

  • @Vox_Nocturne said:

    I am very confident this won't be it but having James Sunderland as a Legendary cosmetic would be neat, especially since Pyramid Head is essentially birthed by him.

    He can even wield The Great Knife!

    https://us.v-cdn.net/6030815/uploads/G38Q0M8GXIYB/it-27s-cold-here.jpg

    How about this?

    DtsrNCQVYAAq3qo.jpg


  • I will use both BBQ and infectious, if survivors scream i cage, if they don't i hook and get info.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109894#Comment_1109894

    And that's the part I don't get. Why do the majority of survivors seemingly not care at all about doing gens? It's unfathomable to me.

    You just need to rank up dude, at ranks 9-1 you start getting survivors who stick to gens pretty consistently.

    Maybe they are all swf? Idk, I have never played survivor on high ranks.

  • I think it's extremely dumb that survivors get a sprint burst when they break free from the chain, so there's literally no upside to hooking them at times, and I think you should be able to use your harpoon to lessen your distance with survivors at least.

  • Why?

  • Don't worry about it friend, soon enough you won't even be able to tell with certainty if they are red ranks so it won't be an issue anymore.

    in Ranks? Comment by Snitz
  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045792#Comment_1045792

    I got what you said. You said slugging is to apply pressure to get off gens. You need the survivors off the gens cause youre losing. So you slug them to prevent them from doing gens. And my question was so you need to slug to get 4k? Thats what it comes back to. Ive seen killers play well without slugging and camping and tunneling. It's not impossible. You could say if 4 get slugged you deserve to lose. Slugging three people knowing the fourth is going to try and heal isnt a reflection of the survivors ability its a reflection of the killers.

    You don't really need to get people off gens Because you are losing, since survivors already spawn on gens.

    Slugging for a 4k depends on a lot of things, if you're playing Billy VS 0 toolboxes you may not need to slug depending on survivor skill.

    But if you're playing Myers and you're at 1 gen VS decent players, the most plausible option to win is to try and snowball by slugging.

    Slugging 3 people is also a reflection of the survivor's skill, just in a bad way, if there are 2 people downed the survivors priority is to get them up, if both remaining players focus on getting them up the killer is going to have a harder time.

  • I don't think you got what I said LOL, to clarify what I mean by "if 4 people get slugged you deserve to lose" is if 4 survivors get slugged they deserve to lose.

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045747#Comment_1045747

    So of all the killers in the game with all the different unique perks each killer has the slugging is what you need to put pressure on the survivors? Pressure on them to do what? Lol. You're not their teacher. You're not their coach. Slugging 4 people doesn't apply pressure. It ends the game. Saw a game yesterday where a Billy slugged everyone and three disconnected. Then he said thanks to the last survivor for not dcing so he could close the hatch. But hooked them. He took over an entire game by slugging to do something he wouldn't otherwise be able to do had he hooked people like intended.

    Apply pressure=making survivors get off gens.

    Yes, 4 people slugged is a win condition, if 4 people get slugged you played bad and deserve to lose, there's also unbreakable if you don't like being slugged and want a second chance.

  • To be honest, it wasn't really all bad.

    If toolboxes get reworked properly, and DS gets changed to be anti-tunnel only, then I'm fine with them.

    I don't really mind stacking slowdown perks becoming less effective, since I don't think it's very useful anyway.

    I don't know about buffing that many survivor perks, since if they're not another second chance or free distance perk they will rarely be used anyway.

  • Corrupt Intervention for early game portal setup, Whispers/Discordance for tracking, you can also run Bamboozle if you think you don't need more info perks, BBQ and one of his most underrated perks imo, I'm All Ears which allows you to hit more shreds and make better plays around loops.

    The good thing about this build is that since you're not using STBFL you can rely more on your shreds than your basic attack and you don't have to worry about m1'ing your obsession either.

    Try looping in a way that survivors will end up walking in a straight line so you can hit them with your shred, always wait for survivors to either juke or bottle-neck themselves and only shred a vault when they have started the animation.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026736#Comment_1026736

    I mean you could argue killers can do that with moris too

    Yeah, that's why they are both bad for the game.

  • I agree on great skill check size, but increasing skill check chance is basically decreasing repair time, although by a much lower margin than current toolboxes, so I don't know if it's a good idea.

  • The base of 80 seconds and stacking speeds are fine, the problem comes in with toolboxes that make gens take 53 seconds, and killers who have no pressure in the early game, this can be fixed with CI, but I don't know if devs will allow it to be mandatory on low mobility or setup killers.

    Reducing toolbox speeds might be a decent fix if the nerf is strong enough, but I think they are flawed by design and giving them another function entirely would be even better, though I'll admit that I have no idea what they could do with them other than making skill checks easier and making gens silent.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023504#Comment_1023504

    That’s not how math works. 80 seconds / 1.5 = 54 seconds.

    Yeah that was mb, but 53 seconds is still very dumb.

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023635#Comment_1023635

    ROFL. that's not a dedicated server problem. How can you explain the wraith footage as a dedicated server problem? And the trapper teleported me to him near a hook on the second down he got on me after all the gens were done, he just wanted me. No way it was that convenient of a lag spike to happen to me specifically. I was the only one running him around on the team so he wanted me dead.

    It looks like extreme lag on their end, you could argue lag switching but you never know.

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