ThatOneDemoPlayer
ThatOneDemoPlayer
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2765596#Comment_2765596
I hear what you are saying. But Bubba is a unique case in that he has an AoE attack that INSTA DOWNS THE ENTIRE TEAM.
Freddy can't do that. Wraith can't do that.
Bubba's ability lasts for too long, is too easy to control, and has no damn cooldown. How is this even a question. It's broken.
Maybe add a 20 second cooldown before Bubba can use it again.
Or maybe make it so it's not AOE and just downs -1- person at a time each rev.
So turn him into an overall worse Hillbilly? No, how about we don't do that
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I'm not opposed to the idea of balancing for Hooks, but I also don't think balancing for Sacrifices is all that bad either.
This might sound odd but I find a Killer that won with the least amount of Hooks possible probably played better than someone else who had a higher amount of Hooks but no kills, tho this also depends on the situation
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I'm pretty sure that'd get the game banned in multiple countries
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Vault Windows and stop crying
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2765372#Comment_2765372
Or punishing the laziness of the survivors 😂
True
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The argument of NOED rewarding bad play is just pure salt. If a Killer is played bad and got around 2 Hooks by the time 5 Generators were finished, the Survivors had plenty of time to cleanse Totems. NOED rewards the Killer for pressuring Survivors, not giving them enough time to cleanse Totems.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2765211#Comment_2765211
This video can show you how ridiculous it is. I know this is prenerf but neither add on was changed and as far as I’m concerned, it’s still pretty powerful.
Yeah, ok, that distance is insane
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2765204#Comment_2765204
Thats the only add on combo when she is still S tier
True, but she's A tier otherwise, which is fine
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2765207#Comment_2765207
Yakuyoke Amulet increases haunting duration by 3.5 seconds and decreases movement speed by 15%. So basically you go 201% movement speed for 8.5 seconds with that combination.
I don't really see the overpowered aspect of it, but I'm no Spirit main so maybe I don't see it how useful it is
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2765204#Comment_2765204
I agree. I also think MDR+Yakuyoke Amulet is still busted as well.
What'd that one do again?
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Aside from MDR+DCB, Spirit is more than fine
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2765102#Comment_2765102
I disagree on the makes sense part, I just wrote a bunch explaining why the distance is a better choice
https://forum.deadbydaylight.com/en/discussion/comment/2765156#Comment_2765156
Does that count for ranged attacks like hatches? Thatd be painful for huntress, and poor trickster lol
Edit: great idea though, especially if it's on dodging basic attacks
I'm not sure about that one, maybe reduce the duration of the Sprint Burst to 1 second on ranged attacks
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Here's a rework for Dead Hard (not mine) that I think would fix the problems with it.
Dead Hard no longer gives distance.
If Dead Hard dodges an attack successfully, break into a sprint for 2 seconds.
Basically, if Dead Hard dodges an attack, the Survivor will be granted a Sprint Burst (150% movement speed) for 2 seconds. The Killer will have the missed attack cooldown, not the successful one
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I'm surprised anyone plays him. He's probably worse than Pinhead tbh
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The Perks are way too op
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Nice, even more 'Us vs Them', as if we didn't have enough of that
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2763759#Comment_2763759
You can say the same about CoH causing killers lose games. It's not an argument. The perk is weaker than Self-Care in soloQ.
CoH is weaker than Self-Care? Do you listen to yourself? A free heal for the whole team that requires only 1 Survivor to use it, has a single counter, pretty much killed every Killer that requires to split pressure and 3genning and wastes the Killer's time whenever they go out to snuff it is worse than a 32 second heal that you will get to use maybe twice? You're just salty the Perk got nerfed by... 2-4 seconds
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2763701#Comment_2763701
A perk that can only be useful in 4man SWF? Comparing to a perk that grants 2 (TWO!) free kills out of the box with no effort? Well, i don't know, you might be right on this one: they are not even comparable.
If NOED is getting more than 1 down/ kill, then the Survivors just suck
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2763741#Comment_2763741
Yeah more balanced and more fair. And it will need skill to use it. But question, is this gonna happen? I have not hope for this.
I'm not expecting it to happen either
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2763702#Comment_2763702
Well people will hate this concept too. But this will need more skill for sure. At least you can bait survivor for use Dead Hard, so if you don't hit survivor will not get value. This is better idea than current Dead Hard.
I feel like that concept would nerf Dead Hard to the level of Lithe, Smash Hit, Head On and Balanced Landing, the most balanced Exhaustion Perks in the game imo
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2763702#Comment_2763702
That's a great idea actually, I've never heard that one. So you're saying dead hard gives no distance, only i frames, and if the survivor dodges a hit, they get small sprint burst?
That's a really cool idea.
I found the original post https://forum.deadbydaylight.com/en/discussion/306157/dead-hard-is-being-looked-at-what-buff-do-you-expect#latest
@anarchy753 came up with it
Dead Hard no longer gives distance.
If Dead Hard dodges an attack successfully, break into a sprint for 2 seconds.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2763702#Comment_2763702
I'd argue for 1 second, maybe 1.5 seconds, but only becuase the Killer also does the 'wiping weapon' animation. Need to add that slowdown into the equation.
It would be a miss attack cooldown, as it wasn't a hit, it was a miss
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2763675#Comment_2763675
Never understood the people that want the I frames removed
The most frustrating part about DH is doing it for distance, remove the I frames and thats pretty much its only use
Dead Hard for distance was also the OP part of the Perk. The invincibility frames are actually pretty meh, I wouldn't mind them getting a buff if the distance was reworked to require dodging a hit. I've seen the concept of Dead Hard giving the Survivor a 2 second Sprint Burst if they successfully dodge a hit using the i-frame, I quite like it
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I'm just hoping they'll nerf the distance, not the invincibility frames
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2763433#Comment_2763433
If a survivor goes to look for another survivor, then that's a survivor throwing the game. You either get healed at a hook or you get healed at a gen. With a boon totem, you have to go to the location of the boon totem which takes time. You can't ignore that time.
CoH is a good perk but it has to be a good perk, because it's also a secondary objective. If you nerf it to much, survivors will ignore CoH and suddenly secondary objectives are gone. Look at chests, they're so bad now that no one does them.
Killers complain about gen times, but when the developers try to fix them by introducing secondary objectives, killers flip out. I guess you expect survivors to setup boon totems that do nothing.
No, Killers are expecting secondary objectives to not make certain playsyles unusable
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The hit shouldn't miss, and should put the Survivor in the Dying State aswell
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@Munqaxus said:
I think people are intentionally forgetting the 14 second blessing time of a totem and the amount of time to either find a totem or move to a totems area of effect (Which is probably around ~8ish Seconds with small game, much higher without small game).
New CoH - 1st Heal
- 8 Seconds to find a totem
- 22 Seconds = (8) + 14 blessing time of totem
- 40 Seconds = (22) + 18 healing time
New CoH - 2nd Heal
- 48 Seconds = (40) + 8 Seconds to Find Totem
- 66 Seconds = (48) + 18 Seconds Healing Time
- 33 Seconds = 66 / 2 Heals
New CoH - 3nd Heal (Break even point with Self Care)
- 74 Seconds = (66) + 8 Seconds to Find totem
- 92 Seconds = (74) + 18 Seconds Healing Time
- 31 Seconds = 92 / 3 Heals
As you can see. CoH isn't that great, unless you get at least 3 heals off of it before the killer breaks it. Otherwise Self-Care outperforms it.
I feel like you're intentionally ignoring the fact that snuffing a Boon is a waste of time 90% of the time, so it's guaranteed to get 3+ heals.
Also, saying CoH isn't that great is a pure lie. CoH forces Killers to finish a chase, usually wasting about 40-60 seconds, unless they want to give up the chase, letting the Survivor go free and heal up, essentially meaning the Killer wasted a huge amount of time without gaining anything.
CoH also has essentially no counters, unless you count tunneling as a counter, since snuffing doesn't do anything
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That Predator rework makes I'm All Ears obsolete
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2763294#Comment_2763294
I’m pretty mediocre with the shred but it’s a good back up for ruin since I don’t have many other killer perks lmao yeah Ik I’m lame. Sometimes I get an awesome shred hit and then other times when I completely wiff on the hit. Jolt should damage a gen with an m2 hit
Jolt should definitely activate on M2's, in addition I'd say it either needs it cooldown removed or a higher amount of regression
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These recent updates are becoming more and more inconsistent. First, they nerf Killers like Wraith and Cenobite for being too strong at low MMR, now they're nerfing Twins for being too good at high MMR. They can either keep babysitting people at high MMR or low MMR, but not both
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2759297#Comment_2759297
https://us.v-cdn.net/6030815/uploads/A8X8G1QF41GX/3ef1bdc3-1845-4816-8ceb-c75a96c0b978.jpeg
insert demo roars or Freddy’s laugh lmao
Wait, why are you using Jolt on Demogorgon? How dare you use an M1 Perk when Shred exists
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@Zachcjjj said:
why would killer need to be buffed if solo was? the point of buffing solo would be to bring it up closer to killer level
Well no, the point is to buff SoloQ to SWF levels. As you may, or may not know, Killers are at a pretty big disadvantage when going against a SWF
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Poor Mommy
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None of them are Demogorgon enjoyers
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@Bigbawi said:
You guys must not play as killer too often, getting kills as The Trickster is too easy since he got buffed, a nerf is needed, it's pretty skilless.
You mean nerfed? His 1v4 got removed from the game and his 1v1 got overall nerfed aswell
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2761671#Comment_2761671
Well true, it does suck for the survivor that is being camped and tunneled but that's due to the design of the game itself, currently camping is too rewarding for killer and should be changed.
Camping isn't that rewarding by itself. It's the altruism of the Survivors that rewards camping
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Killing is not skillful. Hooking is not skillful. Doing Generators is not skillful. There's almost nothing "skillful" about the winning conditions of this game, the only way you can showcase skill in this game is during a chase, and chasing isn't even that hard
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2761182#Comment_2761182
What's really hairy is the implication, based on the Twins nerf, that they are now nerfing/not buffing killers that perform too well at low MMRs even if they are awful at high MMRs (Wraith, Cenobite. Pig) AND nerfing/not buffing killers that perform too well at high MMRs, even if their overall kill rates are terrible (Twins).
That means that killers are basically going to be screwed from two sides at once.
I'm now starting to really enjoy that Demogorgon isn't going to get any balance changes anytime soon. Wouldn't want my puppy to be treated like this
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"I like M1 Killers that can be looped for an extremely long amount of time, so a Killer like Artist that isn't weak and won't grant a win 90% of the time needs a nerf"
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Killer is in a pretty good state rn, maybe you didn't play that well
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I get that you're a new player and don't have much experience, but asking for balance decisions to be made when you don't even understand the Power of the Killer you want nerfed is dumb
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So we're comparing a Perk that deleted a whole PLAYSTYLE from the game to a Perk that gets you 1 extra down before it gets cleansed? Epic
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2760984#Comment_2760984
A fan of hitting and tunneling the unhooked players?
Yes, I thoroughly enjoy winning a game of DbD while playing as efficiently as possible, how'd you know?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761108#Comment_2761108
To be fair, when he first came out I just hid in a locker during chain hunt and I thought it went way because it had a timer. lmao I’m on console so no ptb, and didn’t watch gameplay just the voice lines. So I can see why lol
Oof
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@Sluzzy said:
While these killrates seem low for a total average across all levels, it would have been interesting to see killrates at the mid to upper MMR brackets once people learn how to play killer. I would bet everything the killrates are probably 75% or higher as they showed them in the old stats. Good killers definitely win way more than survivors I will never be convinced otherwise.
Cenobite and Cannibal need to be reworked.
You mean the Kill rates will drop with higher MMR. It's not only Killers that are getting better, it's Survivors aswell. Also, the higher the MMR, the higher the chance of a 4man SWF, which in turn means higher escape rate. The only Killers that'd keep a stable kill rate would be S and A tier Killers
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761326#Comment_2761326
Eh.
The Chains spawn logic is really horrid. Even the extra Chain spawn isn't enough.
Atleast it does something, unlike a lot of his other Add-ons
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761273#Comment_2761273
He's slightly better than Clown, he's got worse anti-loop but better 4v1, even if you never see it.
With Impaling Wire, I'd say they're on par
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2761273#Comment_2761273
He is still one of the worst killers even if Pig is worse. I think people just play Trapper wrong if they think be is weak. No fruity out in the open nonsense... Camp Basement.
I'd say he's low C tier with Add-ons and mid-high D tier without. Basement Trapper is about as good as normal Trapper, maybe slightly worse or better depending on the situation
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You can usually drown in BP
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@Sonzaishinai said:
ackchyually he has under 50% killrate so he should be buffed *snort*
He should get buffed regardless
