Tsulan
Tsulan
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- Tsulan
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Comments
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@Name_Unavailable said:
She is sexy but thats me
Its her legs, isn´t it?
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2310134#Comment_2310134
It's funny you say that he's F tier because in patch 2.3.3 it was being argued that he was the 3rd strongest killer, right behind Nurse and Hillbilly and 4th was listed as Clown.
https://www.youtube.com/watch?v=piXrsiIRyvA
Note: I do not endorse these opinions, it's just funny to see how opinions change on killers and how strong they are over time.
Oh cool... and look where they are now.
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With the current state of the game?
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@ZonkyWizard said:
https://forum.deadbydaylight.com/en/discussion/comment/2306303#Comment_2306303
Läderlappen = Batman?
Yes! Leatherface sounds so similar to Läderlappen, i love it!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2307826#Comment_2307826
Or we could leave him as is lol
So leave him with useless addons instead? Because most of them do absolutely nothing.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2308837#Comment_2308837
You have a clear lack of experience if you think the game is survivor sided
Thats funny, i was about to say the same to you.
Like... really...
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2308837#Comment_2308837
Says the 60%+ kill ratio Killer-side.
The high kill rate has a very different explanation.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2308565#Comment_2308565
Just opening meta perks needs min 100 - 150 hours. I really do not know why BHVR is not reworking this system
Nobody knows.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2308352#Comment_2308352
The sad thing it would be so damn easy.
Just change the hatch spawn condition to either all gens are done or 1 survivor left in the match.
But no,we have to wait until they rework moris and keys as a baseline mechanic which will easily take another 6+ months
I had a gut feeling that they won´t do any key nerfs, when they introduced hatch offerings shortly after the mori nerf.
The Franklyns demise nerf only shows that its not a priority to punish survivors for playing bad. But instead to punish killers for playing good.
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The bloodweb and the grind is unappealing to new players. They see what awaits them and nope the hell out while they still can.
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Lag (survivor has extreme ping)
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@vvumper said:
https://forum.deadbydaylight.com/en/discussion/comment/2308358#Comment_2308358
You're assuming that the game ought to be balanced to account for SWF. I don't know if that's possible.
It's possible that in order to keep match making healthy, that SWF can't even be factored. I wish I could see some sort of solution to this.
This is a 1v4 game, with micro transactions no less. New and/or casual players should slightly favor playing survivor over killer, and thus keep match making going.
I wish that weren't the case, that the game could be balanced in such a way that the OPed-ness of playing SWF at a high level could be balanced for. I am having a hard time even imaging how to balance the game given how much of an unfairness there is to SWF versus solo survivor.
You seem to forget that survivors are the ones with the long queues. NOT killers.
As you said, you need survivors, so this game can be played. Yeah, but you also need killers. For over the last 6 months, the game had a problem with unbalance of the survivor killer ratio. Where we had way to many survivor players and to few killer players.
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*raises hand*
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@vvumper said:
https://forum.deadbydaylight.com/en/discussion/comment/2308111#Comment_2308111
I would agree if match making weren't a thing. If I was talking about solely balancing the game via what happens in game, then I'd be on the same page as you.
But the reality is different. Match making is inherently lopsided and attracting people to play survivor means there must be an imbalance
In other words, the combined power of 4 survivors should be slightly more than the power of 1 killer.
If killer was slightly more powerful than the combined power of 4 survivors, match making would suffer tremendously. If killer was perfectly balanced to the combined power, I believe it would too suffer, since the imbalance is still present. This is a 1v4 game.
It's only when killer is slightly weaker does the issue of how to keep match making going smoothly seem resolved imo
Yeah, no. Thats not how this works.
Survivors already are way stronger than the killer when they play SWF. This didn´t help the survivor queue at all.
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Devs when moris were nerfed: don´t worry, we´ll also address keys.
Devs when the community asks them 6+ months later about the key changes:
https://www.youtube.com/watch?v=lhckuhUxcgA&ab_channel=AzusaNakano -
Bond is my guilty pleasure. Its always nice to see how unproductive my teammates are.
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@nursewannabe said:
"yes i have 50 hrs on killer and i find myself in higher ranks than what my actual skill reflects, pls nerf survivors 😭😭😭"
I have 2.500 hours in the game and think the same. Now what?
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The game is 4 vs 1. Which means that the 1 player should be as strong or even stronger than the 4 players combined.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2307809#Comment_2307809
I'd be okay with that. I still don't love the idea of being able to direct the zombies, but if they at least can't jam up the basement I don't think it'd be the end of the world.
It's just an idea to make zombies more useful. We have tons of addons that address them, but none that gives range to the tentacle. So either we make the zombies more useful, as they are obviously the killers power, or we change the addons to improve the tentacle.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2307630#Comment_2307630
You can't walk past two zombies on the basement stairs or next to the basement hook. It would take absolutely forever to lure them far enough away to go for the save, and all the while Nemesis knows you're there because he can see the zombies' auras.
Demo still needs to be physically present in the basement in order to have a chance at two downs, even with burning two perk slots on Make Your Choice and Territorial Imperitive. Meanwhile, again, Nemesis doesn't even need to be there if he can easily lure zombies to the bottom of the basement stairs. Either zombies will take care of everything or he'll have a ton of time to get back to the basement before the survivors are able to pull off a safe save. You could basically recreate [this post] at will. No perks necessary. You don't even need to be there right away. Just get a basement hook and bait the zombies down there and have them camp the hook for you. Fun fun.
Then add a zombie free zone in the shack/around the basement.
Just like the safe rooms in RE.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2306260#Comment_2306260
That takes three hits and he has to slow down after each one. There's no comparison to two zombies that can passively deal with rescuers and BT without the killer even being there.
MyC exposes the unhooking survivor. So only 2 hit for 2 downs.
And you talk like the AI of the zombies isn't easily distracted or disabled.
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Bubba = Läderlappen (google it!)
Pyramid head = Pizzahead
Wraith = Bingo Bongo (bingo bango bongo song)
Demo = Demodoggo
Freddy = Frieda
Deathslinger = Mendslinger
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@XxX_KILLER_MAIN_XxX said:
So many killers make solo queue unbearable with camping and tunnelling and then proceed to wonder why people want to play with their friends instead of playing solo. Now I understand camping and tunnelling can be a valid strategy at times, but so many killers will go out of their way just tunnel some poor green rank through BT and DS at 5 gens. This with the terrible queues and bad matchmaking makes playing solo queue one of the worst things in this game.
If you have a long queue, just switch to killer and find out WHY killers tunnel and camp.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2304656#Comment_2304656
Yes it would. Two zombies can counter BT even without Nemesis there. A single Demo can't. The only other killer that comes close is a Bubba and even then BT is often enough to get through.
Demo doesn't has to hit through BT. He just downs the unhooking survivor and chases the unhooked survivor while counting to 12.
My proposal would be looking more like basement trapper with 4+ traps.
You don't see that to often, do you?
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2305489#Comment_2305489
You should watch Scary Movie. I think "Ghostface" gets looped around a table 😆
But that's not a horror movie. Just a DbD documentary.
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Does the Howling Grounds event count?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2302010#Comment_2302010
I don't want him nerfed, I think he's pretty mediocre. But its a Spirit or Legion situation where the only outcome of not getting hit is the killer being bad. A weak killer that isn't fun to play against is the worst of both worlds. Not even mentioning the fact that his power is just a hollow copy of Pyramid.
His whips hitbox is pretty wacky. So he´s prone to miss even very close hits. Compare that to Huntress or Pizzahead. Which both are much stronger then Nemesis.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2305288#Comment_2305288
You can’t replicate a horror movie in a multiplayer game, only a single player one, so the comparison doesn’t really work. Trust me, I’ve seen a horror movie or ten thousand
Oh you´re right. My bad! I´ve never seen a movie where the "victims" run the killer around a piece of wood.
Anyway, since we are at the multiplayer game experience. The gens represent the killers lives. So he has 5, before its a game over. Which in turn means that survivors just tunnel the killers "lives" as much as the killer tunnels the survivors. Only difference is, that since there are 4 survivors, they have a total of 12 lives.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2305245#Comment_2305245
The killers objective is to kill ALL survivors, not settle for one, maybe two which is what tunnelling almost always achieves
But that's exactly how every single horror movie goes: killer takes them out one by one.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2303151#Comment_2303151
Gen rushing is survivors doing their objective, killers only tunnel outside of competitive when they’re playing badly
Now guess what the killers objective is. A hint, it's in the name.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2303239#Comment_2303239
Everyone say Killers queue is instant and Survivors queue is ten minutes long.
How is it the complete opposite for me? 🙈
(I'm fron France, maybe queue time is different...? Unless you're from EU as well, but you don't have to answer if you don't feel to tell your location.)
The only moment survivor queue is shorter, is during the morning. But during prime time? Horrible survivor queue.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2304677#Comment_2304677
Well, those are normally stationary, but yeah. You got me with the last part. Apologies, I'm just slightly paranoid haha. That would be a fun idea, would they just be a set zombie spawn they constantly use or they just get attracted to that area until they run into a survivor?
Just something that attracts zombies. Maybe let them spawn there, once a zombie dies. Giving Nemesis more control of his secondary power.
Yesterday i played a few matches on the swamp and most of the time, the zombies were patrolling the borders of the map. Totally useless.
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They need to rework the twins. It would have been the perfect coop killer. So killers also could play with their friends.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/260497/to-killer-mains
Lol now that is bait! And really bad bait at that.
Speaking out of experience?
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Day off, so great!
But damn you, others don't read more than the title.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2303415#Comment_2303415
I like that idea, but I feel like that can be problematic. Maybe that's just me being paranoid haha.
Wait... what if the iridescent umbrella badge allows you to manually spawn zombies in any spot you'd like?
Nah bad idea
Wouldn't be much different from trappers traps. Or hags. With the difference that Nemesis only has 2, that can be drawn away.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2302010#Comment_2302010
I personally don't find him OP, just annoying because of his Zombie + Ruin synergy. Once he forces a 3-gen, effectively the game is going to stop because zombies will eventually start patrolling the 3-gen area, allowing you to keep the area on lock down. Not much you can do at that point, with or without Ruin active because of the amount of control he has.
His M2 is fine, but can understand where people are coming from. Most tiles are pretty dangerous, then when you add a M2 115% ranged killer into the mix, you get into situations where you're forced to take a M2. However, the developers are smart and foresaw this, which then they added supply crates to remove the virus — effectively undoing the M2 and delaying Nemesis' M2 until vaccines are exhausted.
His addons look rushed. I mean, look at licker tongue. It does literally nothing. Just as his infection. There should be some kind of downside to being infected. Or why do we have a addons that revolve around the chests? Instead of having something that improves his tentacle?
It's more effective to use his m1 instead of his m2. Streamers that tried using his m2 only, ended up with 3 hooks by the time the gates were powered. That can't be his "power".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2303415#Comment_2303415
On the one hand it could be fun. On the other hand, basement hook + bait = easy win.
Wouldn't be different from MyC + Territorial imperative and a tunnel entrance as Demo.
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Honestly, they should let Nemesis plant zombie bait like Demo plants his tunnels. That way he could "trap" certain areas of the map.
All his addons need a rework alongside. Because neither is good.
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Because of the instant lobbies.
Can't stand wait 10 minutes for a match that lasts 5.
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@DuskMascato said:
So since DBD fixes everything besides their bugs that kick people out out and make them lose points I’m now a rank 9, I was a 4. I’m getting killers who either camp or tunnel. Is this the new strategy for people who suck? You get no points for camping and tunneling so why do it, it’s not fun for either.
Killers are just doing what survivors recommended them against the current gen speed: "just apply pressure"
Tunneling someone early out, creates pressure. I hope i could clarify things for you.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2302163#Comment_2302163
I agree. The map is beautiful to look at but it's a nightmare to play on. I don't have much hope for a major rework but given how huge the RE franchise is and the last 2 killers were not licensed killers, I still have a tiny little bit of hope left.
Well there might still be a little hope left. But on the other hand, Pizzahead isn´t exactly a S tier killer and that while he also came from a big franchise.
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I mean... you´ll see Twins once in a blue moon... so not really a point to convince you, since you won´t get matched against them anyway.
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Can´t wait for the 5th anniversary cake that gives 105% bonus points (probably not stackable) and is bugged during the first week, by giving 5% bonus points (stackable)!
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2302043#Comment_2302043
I'm aware of the fact that Nemesis is rather lackluster and needs buffs/fixed.
His power was obviously changed shortly before release thus addons don't make any sense as well as the hindered status effect.
I think though, that Nemesis would be quite strong IF the initial speed boost on infection was gone and adorns would be reworked. You could also argue that larger maps need more zombies and that being infected actually has downsides for survivors but the latter could possibly make him too strong. Not too sure though.
Almost all of his addons need a complete rework. His power needs a rework (as his map does). I doubt the devs will make so many changes within the next year. Just look at the last 2 killers. No significant buffs or reworks.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2302062#Comment_2302062
Have you ever played Plague?
You mean that killer which infection actually does something?
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@WexlerWendigo said:
How is making most loops in the game unsafe a ‘weak’ power though?
Hitting survivors 3 times in order to down them sure looks like a strong power...
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2301928#Comment_2301928
I think what he meant is that the basis of Nemesis' design is pretty solid and has potential to be strong but there are just some oversights/bugs/nuances that have to get fixed in order to enable him.
The whole idea of his "power" is a problem. Infection does nothing to survivors. So the only reason for survivors to cure the infection is that he needs another tentacle strike to down them.
His addons are build around making the cure dangerous, by prolonging the opening of the chests, exposing them or removing a chest. Which is ridiculous, since there is no downside for being infected. Unlike Plagues infection, which at least exposes survivors and prevents them from doing objects to avoid getting infected.
https://www.youtube.com/watch?v=DCWBHohzOuA&ab_channel=int3r4ctThis video explains his addons in detail, and most of them are not only bad, but terrible! (licker tongue...)
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2296426#Comment_2296426
Is this the part where we just ignore his power at tiles once infected? Yeah, the hit 3 times thing really hurts him, but once he has it you are effectively screwed. It isn't very interactive or exciting to be told "Oh you want to beat Nemesis? Just hold Shift W and hope to god your teammates are doing gens".
His "power" is that he needs to hit survivors a 50% more often to get a down, than any other killer.
Huntress has it far easier to down survivors through pallts and windows. Yet, people complain that they should nerf a already weak killer.
I started counting how often i face Nemesis as solo on red ranks and its less than once in 10 matches. People already stopped playing him on high ranks, because he just can´t compete with the gen speeds.
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@Northener1907 said:
First Nemesis is not weak. He is strong but he has some stupid weaknesses.
- Speed boost for infect hit. This has to go!
- Zombies are stupid, fix your AI. Or remove them and give map mobility to Nemesis.
- Red add-ons ridicilous, rework them. Both of them useless.
- You can not hit behind car or some objects or walls, fix him hitboxes.
- Range is so small. Tier 1 (5m), Tier 2 (6m), Tier 3 (7m). That will be enough.
So... instead of being weak, he´s 5 times weaker.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2301828#Comment_2301828
I'm not quite sure but door ability seems like last option because of game design... Maybe ability for killer to open hatch instead if it's spawns anytime but again keys exist so that's bad idea lol well idk tbh
I think survivors could use a bleedout button. Which decreases the time the survivor takes to bleed out, but also signalizes this to everyone else in the match. IF people could bleed out instead of staying slugged all match, they would be less salty.
Opening the gate as the killer before the gates are powered, could be achieved with a new brute force animation of the killer pulling the gates open. By ending the game like this, the killer wouldn´t feel bullied and be less salty after the match (i think).
