StibbityStabbity
StibbityStabbity
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- StibbityStabbity
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Ya. I've been getting non-stop Onis that basically have their power the entire game, or close to.
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Reminds me, I need to change my name to "I #### my ###"
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@Shroompy said:
or how about...
a chat wheel and ping system
want it to be immersive still? Have the Survivors speak in their native language. Say a Survivor pings a generator, some where on the screen it would say (Yui, repairing Generator 50%). And if youre close enough you would hear Yui say in Japanese: "Repairing Generator here!"
SWF would barely have a use for this, Solo Q on the other hand would benefit from it greatly
I wouldn't have the Survivors actually speak, though. In the very least, the Killer shouldn't hear it. SWFs with comms don't give away their communication, SoloQ shouldn't either. Also, I don't know if the devs would be that thrilled for recording a bunch of voice lines. The rest is totally fine.
Also, when you said their native language, I thought you were going to say "And then then Survivor tbags/clicks a flashlight". Which you should have said. Because that's what it should be.
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@dugman said:
At first I thought maybe this was to stop a thing where one survivor dives in a locker and when the killer grabs them another does a flashlight save through the window.
I've never seen this. I want to see this.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3089000#Comment_3089000
I like that me and @StibbityStabbity told you to do completely opposite things lmao
Different methods for different people. I learn better with gradual integration. Some people learn better with your method. Whatever works for the OP.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/3088863#Comment_3088863
Thank you! so basically dw about lethal rush yet. Focus on learning the bouncing?
Ya, you want to slowly lean into the Ping-Pong-Pocalypse. Rushing (heh) into such a flexible and nuanced power will easily overwhelm you, so you are best to use it initially to just get around faster, drop it when you get close to a target, and attack as normal. Once you get a feel for it and aren't having many issues with bouncing or sliding when you didn't mean to, that's when you start weaponizing the crazy-old-man-dash.
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Start out small by playing mostly M1 and use his rush to get around faster. Don't go straight for Lethal Rush, just use it for traversal. As you do this, you will get a feel for what you hit, what you slide on, how to use it to move around, etc.
As you become more comfortable with the Boi ov Bounce, and get to where you can more consistently aim right into Survivors with your Rushes, start going lethal. While initially learning all of this, don't bother with any of the busted Addons, just go with some of the lighter ones. Broken Monocle, IIRC, shows you where you are going to hit. This isn't NEEDED, but if you feel like using it to fill out an addon slot, feel free. Mostly you are getting a good feel for his Base Kit initially. Once you start getting regular Lethal Rushes, start playing with Addons.
Another thing, which you will learn during all of this, is when/where to Rush and when/where NOT to Rush. It can easily get you stuck in tight spots, so you need to know when to take the L and let it end so you can use normal movement to get back to a better area for Big Boi Bouncin'.
Also, a small tip, you can swing at the end of a Rush string to get some extra distance if you need it.
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I legit just keep getting Oni. Non-stop. The blood orb thing got out, and they are running nuts.
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No thanks
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@AngryHobo2 said:
I know your pain as a fellow solo survivor player. I play both roles, but given queue times I tend to play survivor now.
The main issue with solo queue is that the game punishes you harder than it did before for mistakes. Now by itself that statement is fine. However, this is the DBD community we're talking about here. Between rage-quits, accidental disconnections, noobs that accidentally suicide on hook, and a plethora of other issues, a LOT of players do not play well. Some players can play well and choose to harass the killer all game instead of pulling their own weight with the objective. This leads to the natural following issue.
You could be doing everything right as a solo queue survivor, but then because your teammates keep screwing up, you all lose. Now this is how the game is supposed to work. It's an asymmetrical game, the team of 4 is required to play well to beat the team of 1. The main issue with this is that Solo Q has almost no base tools to communicate. Solo Q has almost no tools to coordinate saves and objectives so you just have to trust that the random players are doing smart plays.
And if you have so little faith that you teammates are making good decisions and actually helping you, well, there's always killer.
If you have someone keeping the Killer busy all game and doing a good job, they are alleviating pressure for the other Survivors to do gens. As long as they are decent at it and don't go down too much, they are actually a good thing.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3087895#Comment_3087895
Sure, reading quick attacks is harder, but it's not impossible. I've definitely seen survivors who can dodge quick attacks. (Whether or not some of them are using an auto-dodge cheat is another story.) And there is commitment to do a quick attack in that you have to close additional distance versus using a lunge. You're sacrificing extra time to get closer before attacking in order to increase the chance they don't block it.
Mind you, I'm not saying the new version of Dead Hard is or isn't a good perk. It's quite possible that blocking attacks on animation alone is just shy of being good enough to be worth a perk slot, in which case I could see them either lengthening the protection window to, say, 0.75 seconds and/or giving the survivor an increased speed boost after the block to make the reward of the block better. I don't think, though, the perk should be invisible to the killer when used, you should be able to see the survivor has just done something and react accordingly if they mistime it.
I've honestly sort of settled into the idea of a more subtle animation on start up being a good compromise option, then more expressive animations finishing off the "hits" or "misses". Good Killers would see it and react, mindless ones would miss it and DH would get value.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3088054#Comment_3088054
Downed survivor healed as much as she could, I ran to her, took a hit, and was able to pick her up and run away before he could hit again. It was nice.
OH, okay, that makes more sense. So you took an Endurance hit and used it for a quick pick up and dash. The original sentence sounded pretty sus.
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I came back after seeing all of the backlash to the patch. So far, it's been fine. I didn't run most of the perks that got nerfed, so it's been about the same so far. Looping is a BIT more tense on account of Killers being a bit faster. I have to adjust to the new speeds if I'm aware that I'm headed for a close shave.
Haven't tried Killer much, though, because I normally play Legion and I'm not looking forward to seeing everyone DC. Tried Cenobite and completely forgot I have no worthwhile perks on him. Maybe I'll go back to Blight or something...
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- "This effect is cancelled prematurely if you perform a Conspicuous Action."
How are you using OtR to heal in the Killers face?
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@sizzlingmario4 said:
It should still have an animation. If you don’t use DH correctly as a survivor, you don’t deserve to continue to get passive value from it in the way of the killer not knowing you already messed it up.
It was mentioned earlier, but a "miss" animation could be put in as well. At this point, I think the activation just needs to be a bit more subtle looking, with separate "hit" and "miss" animations depending on how things go. The timing of the the ability and all the other stuff is fine.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3088004#Comment_3088004
Yeah but at the sametime I get why they do it, Killers should still have some way of reacting to deadhard imo.
Sure, I just don't like how "loud" it is. A more subtle animation could work both ways, letting Killers that are looking for it react while the ones not paying attention could miss it. Then the Killer reaction would feel a bit more in-line with the Survivor making the read.
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@Friendly_Blendette said:
It should still have an animaiton for beforehand. An animaiton for after it would be nice too tohugh.
At this point, I'd go for that too as long as the activation animation was a bit more subtle. The big dab is just easy to spot and react to, even if you were about to click a quick attack.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3087921#Comment_3087921
If a survivor whiffs a dead hard, the killer should be able to punish it if in range. Killers shouldn't have to wait out dead hard, then have to immediately deal with a potential 360 attempt, or pallet slam, or vault.
Yes, and they still would. The timing would simply be slightly different to give the DH a better chance of working. A whiffed DH would still be a whiffed DH, it just wouldn't be as reactable on DH start-up. DH would still require a hard read, great timing, and last half a second as it does now. DH wouldn't suddenly become easy to use, it'd be the same as it is now it with a little bit more use against quick attacks.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3087847#Comment_3087847
DH should either have inactive starting frames or inactive ending frames. Having a parry that has neither is ridiculous. People want the animation shortened to make it easier to DH to a pallet or window. This is specifically what BHVR said they wanted to nerf.
Honestly, even that is fair, but the current animation just makes it incredibly easy for Killers to react by holding off on their quick attack.
I'm not saying the amount of time DH is active should be increased, far from it. Just that the speed of quick attacks makes the lack of commitment to the attack extremely difficult to do anything with if the Survivor does a big fat broadcast of their DH. DH only lasts half a second, but when you're rubbing them from behind and not in the middle of a lunge, you can see that and react to wait it out easily. Quick attacks simply don't come with the commitment of longer attacks. I just think DHs animation or the placement/timing of the animation should be adjusted accordingly, to make it so it rewards hard reads without changing the current timing or functionality otherwise.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3087847#Comment_3087847
I’m not against changing the animation for Dead Hard to be something other than that dab, it definitely looks silly. It should still show an animation when its used though.
The issue I have with the placement of the animation timing is that in DbD, quick attacks have very little commitment. They come out fast and can be stalled. It makes parrying without being almost frame perfect difficult. With lunges or projectiles, as well as special attacks that telegraph, current DH works fine because it gives the Survivor time to react. However, in the scenario where you'd want to READ the incoming attack, said attack comes out almost too fast to react to and, in the event of an animation that telegraphs the parry, is easy to hold. If quick attacks had a bit more time before hitting, then the current DH would be fine, as the Killer would be committed to the quick attack and couldn't prevent it from activating the DH. As it stands now, however, the attack has very few start-up frames and a long cooldown. Essentially, DH is now a parry in a game with a lack of attack commitment. The other games you listed, Souls and Tekken, either have longer start up frames to make attacks a commitment (Souls), or other defensive measures where parries can be used after the opponent has committed to a combo or block chain. DbD has none of this.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3087790#Comment_3087790
If we really wanted to use the analogy of dodges and parries, then dead hard should keep its current animation, so it has miss animation frames. Dodges and parries tend to have inactive frames at the end, to make them easier to punish if nothing got dodged or parried.
Could make a different animation to play at the end of the "missed" use of it. Would tell the Killer that it was used, and tell the Survivor they messed up the timing window.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3087806#Comment_3087806
I’m not sure why you think parry animations in other games aren’t shown when you press the button. Dark Souls, for instance, does their parry animation the instant you press the button, not “on hit”. Same with fighting games like Tekken.
It does a start up, then plays a different animation on success. In those games, the parries animations are often as fast or faster than the attack animations, allowing someone to pull them off at the beginning of an attack. Those attacks are also slower in Souls, and in Tekken, you can clearly see what the other person is doing on account of the camera. All of this is to say that parries still mostly work by not broadcasting they are going out before the attack is in motion.
The speed at which DbD works makes that harder to do, since fast attacks happen, well, fast. In any case, I don't think it would make DH broken to have it move the dab animation. It would just make it better for Survivors to use while still requiring skill and a good read.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3087790#Comment_3087790
And giving distance was the issue and why it was overpowered. Now you actually need to time your Dead Hard correctly to get the value of blocking the attack versus always getting value regardless.
Ya, I'm not arguing that. I just want the dab animation moved to "on hit" instead of "on perk activation" so it behaves more like a parry.
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@dugman said:
The new Dead Hard has literally the exact same animation timing to dodge an attack as the old one (they both last 0.5 seconds). If you could dodge an attack with the old one you can do it with the new one, there is zero difference in that aspect, including that they even have the exact same animation.
Same timing, but the original gave distance and played the animation on button press, ensuring it did something regardless of the situation. The new version only reacts to Killer input when activated. Therefor, moving the animation would not only be fine, but make the perk work better as it wouldn't broadcast its use before providing a benefit.
The original was more of a pure dodge. The new one is a parry. Dodges and parries are treated differently mechanically, and get separate telegraphs as a result.
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@Phasmamain said:
I’d love for the animation to actually match the effect length. It just looks awkward now
Well, the old anim is getting updated, but it would be kinda silly for them to update it for a specific scenario that shouldn't honestly exist (telegraphing the active parry frames). It would be better if they moved the anim after the hit and made it look like the Survivor ducked and dashed out. From there, they could use a 0.3(ish) second fade out into the normal run anim.
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Why not create a new identifier (that is clearly labeled on the Perks) called "Slowdown" that causes the effects of the Perk to diminish if they are stacked? For every Slowdown Perk that is stacked, decrease the efficacy of the Perks by 3/4/5%, which would make stacking slowdown perks still viable but nowhere near as rewarding as it currently it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3086980#Comment_3086980
Some changes probably should be rolled back.
Self Care didn't need a nerf, for starters.
DS was fine at 5 seconds, so long as it didn't work in the endgame.
Ruin was a bit overnerfed.
Self Care was being used in high end games to make Medkits stronger. There was a powerful heal meta in the high end. They were probably trying to address that, though their Botany Knowledge buff seems completely backwards then.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3087022#Comment_3087022
WoO is a pretty good perk so its not a bad idea, and it works outside of just dredge games
I agree it's a good perk, but if they don't see/feel the need for it outside of Dredge matches, it's one of those "just learn to know the future" suggestions.
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@AvocadoPablo said:
https://forum.deadbydaylight.com/en/discussion/336784/dredge-nightfall-is-too-dark
Windows of Opportunity
I mean, is a Survivor going to run that every game just in case they get a Dredge?
I personally don't think Nightfall is an issue, but that solution only really works if you always run it or somehow know who you are going to be up against.
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So, what you're saying, if I'm reading the analogy right, is we need to put Survivors in cages, and Killers taste good with butter and salt.
Got it, right on it.
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Honestly, good way to look at it. I might have to look into that myself.
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Legion is still one of the weakest killers in the game.
If everyone is using Endurance, it doesn't really benefit Legion. In fact, if the Legion isn't careful, it actually does more harm than good. FF against a Deep Wounded target breaks FF, so more Endurance means a higher chance that FF will get less value. This also makes the fabled fifth hit less likely to occur. Otherwise, it changes basically nothing. Legion doesn't ACTUALLY benefit from Deep Wounds, it's just something attached to FF that doesn't otherwise empower Legion any more than it would another Killer with the same build.
The Legion slowdown build has always been possible, it's just scarier now because it's a higher number. If the devs feel like nerfing it so people stop saying that every Legion game is 164 second gens, I wouldn't blame them. That said, I don't think it would actually change much in actual gameplay, it would just make the playerbase happier knowing it's not possible.
EDIT: Shortening the Mend timer would probably make a lot of people happier. It would also make it more likely that people Mend during FF and cause another FF hit, increasing the chances of a FF Fifth hit. It's a double edged sword. Yes, smart players won't let that happen, but if you're in SoloQ, well, you can guess what will happen.
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I got one...
Iron Will
Press Ability Activate Button while crouched to silence all Survivor grunts, scream, and breathing completely for 3/6/9 seconds. Running prematurely ends Iron Will. Iron Will is now an Exhaustion Perk. Amount of time would be subject to testing.
There, now people can have "Makes Zero Noise" Iron Will back, but at a cost. Also, as a plus, it could negate Infectious Fright, since it is an Exhaustion perk and requires manual activation.
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A lot of people seem to think MMR is straight busted right now. The patch may have broken MMR.
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@Gorgonia said:
never seen a killer trying to crabwalk just in case someone has spine chill xD
I walked sideways on all killers while approaching just to make sure they didn't get a solid read with SC from a distance. Once I had estimated they could hear my TR, I'd turn back towards them and look for anyone running away. You'd be amazed how often this worked.
Likewise, if I ran towards someone from across the map (due to BBQ, they blew a gen, or just knowing they were there), I'd sometimes see them leave well before my TR hit them because SC let them know I was on the way.
I ran SC for that exact reason. It let me know well before hearing the TR that the Killer was coming towards me, and I could react too early for them to do anything about it.
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I run No Mither with Self Care, so I'm still trying to get the training wheels off. I aspire to be like you some day.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3072522#Comment_3072522
Oh, a fellow old player? Well, good to meet ya, friend!
I understand your points here and, looking exclusively at those new changes, I would say I agree.
https://forum.deadbydaylight.com/en/discussion/comment/3072523#Comment_3072523
DH definitely required a nerf.
https://forum.deadbydaylight.com/en/discussion/comment/3072524#Comment_3072524
With that attitude, I hope you don't reinstall.
I'm joking.
I DO want to see if it's harder to loop Killers, as that's what I mostly did, and I want to see if things are as hard as people say. I also DO think that some people might be blowing it out of proportion. I honestly don't know, though, and have thought about checking it out.
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I've been very tempted to reinstall the game and see if I can still bully Killers into DCing. With all the doom and gloom going around, I kinda want to see if it's just cry babies crying like babies or if it's actually that much harder now.
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Oh good, I suck at looping half-decent Clowns, so now I can blame Legion with Thana.
Wait, I think I have this figured out wrong...
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New players were relying on Iron Will?
Ew.
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Something else
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If you bring a flashlight, you look like you want to get chased too much. That tells the Killer that you are probably going to be a pain in the ass to catch. Bring good chase perks, but don't bring ANY items. Then you look like better prey and are more likely to get chased.
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If you say "LOOK AT ME", don't be surprised when people look at you.
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Plague. And only when using her power.
"Oh hey that's a lovely dress HRAAAAAAGHAGHAGHAGAHGAHAGAG"
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3063829#Comment_3063829
That would be sick. What If you got to create an original chapter?
Oh.
Uh, then I would basically do a map that looks like a model trainset, similar to the one in Addams Family. Lot of intentionally model-looking stuff. Have some larger items that were placed on the table as well. Maybe a large coffee mug.
The monster would be an amalgamation of limbs that were stuck together, like someone took all the spare bits from model making and made some hideous creation out of it. It would be The Abomination.
The Survivor would be an old timey Train Conductor. Originally a model, but much like the Abomination, it was brought to life to serve as an eternal victim to the beast, though also one of the few that knew anything about how to deal with it.
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Beetlejuice.
Survivor is Lydia.
Map is the model town from the movie.
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Blendettes have heard the call, and are gathering in the Hall of Blendies, which is in the corner of the map. All of them stand around the table of GenRush, tending to their minor wounds while the rest of their teams are out actually doing gens. The Killers they had have already forgotten they exist. Their leader, Hyde N Bush The Immersed, declares their plan of action, and all cheer before leaping into action, sneaking around their HQ and looking for where Hatch might spawn while waiting for the last of their team to die.
And yes, they will stand at said Hatch and wait for the Killer to see them, before giving them the bags and dipping out, proud of doing nothing the entire trial.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3054572#Comment_3054572
I'm glad I'm not alone. Last few I've seen at minimum 1, but mostly 4. At that point I just try a diff lobby
So, don't dodge the lobby. Instead, you become the judge, and your job is to eliminate the person that does a gen the slowest. Do the rounds, check in on them, and get ready to gut the one that finishes their gen slower than the others. You might not WIN, but you don't have to, you're just a part of the gameshow.
For added bonus, play generic gameshow music in the back.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3054627#Comment_3054627
Would be fine to me at the end. Just nerf his addons because double speed addons makes the trial into a solo game if you dont have DH I swear.
Fair nuff. I just think his base kit is great. Strong, but has good counterplay, very well rounded and rewards high skill with potent results, while not being overly oppressive. His addons, however, could definitely use some ironing out.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3053832#Comment_3053832
He needs a nerf and many people know and agree with it. He is hard to master indeed but not the hardest killer. Besides his addons are busted af. Just his speed addons are unfun and unfair to go against. His Addons 100% needs to get nerfed and he needs to lose one stack of his power. Guess then he may be fine and still playable for Blight mains.
Nerfing his busted Add-ons would be fine, but I don't think his base kit needs any adjustments.
