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UltraBanana

UltraBanana

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UltraBanana
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  • I think it's kinda dumb that it can spawn with 0 generators done now, very rewarding of bad play, survivors should at least have to do 1 gen for it. Would give left behind a purpose again as well. Previously left behind wasn't actually THAT bad since DC's during load were so common that you would get put into 3 or 2 man lobbies while trying to rank up and it was your only hope for getting a gen done solo to escape.

  • @purplerain said:

    https://forum.deadbydaylight.com/en/discussion/comment/633313#Comment_633313

    more like his cooldown is so long and he can be stopped from his power while nurse or billy has better power but no cooldown .

    It's pretty quick with the cooldown add-ons; which you can run literally every game if you are using BBQ and getting your 4 stacks and using BP offerings. Even if they are aware enough to not let you stalk them to exposed, his power is usually enough to get you a free m1 to start the chase.

  • It's a game where if there are no weak links on the survivor team it can be over in 5 minutes or less; and there are easily 15-20 pallets on each map that can be looped by an experienced survivor with very little room for counterplay; then add in some infinite window action on top of that and it's pretty rough out there for the m1 killers. Survivors are also given a ton of second chance perks to use if they choose to which can stall out chases for an incredibly long time. Killers have the OP spirit fury / enduring combo to deal with it; or noed which is there after the game has been lost basically.

  • Tunneling, camping, and slugging are totally legitimate strategies and as a survivor you should really be playing like you only have 1 hook; because sometimes that is all you are going to get. If I am killer and say get 2 people in the basement, what real reason is there to leave? Or say there are 2 people left and I hook one right next to the hatch, no reason to leave either.

    There are a ton of second chance perks for survivors to choose from and the game can be ended in just a few minutes by a competent team; and that is without people running toolboxes. A good survivor can run safe pallet to safe pallet, maybe getting some infinite window action in, and that is all it will take for half the game to be over if not more.

    Killers don't have too many crutches I can think of (spirit fury / enduring) and noed; and the characters spirit and nurse because they are just overpowered. All the loopable killers have to put in some real work to take down survivors who know how to loop.

    SWF is also grossly imbalanced in the hands of very good survivors, where you will have 1-2 people running object of obsession calling out your position for the entire team all game long. The game is clearly balanced with solo Q in mind.

  • The best clown I have seen so far (pro vengeance) uses pop, ruin, fire up, and brutal strength most of the time. The pallets get shredded once a few gens are done. Ruin and pop are probably the best slowdown perks in the game, and then fire up brutal helps with clowns main weakness (safe pallets).

    I don't understand the people who think clown is weak, he is a very strong killer.

    I'd also be wary of anyone who says a build is "optimal" without something like ruin or at least corrupt intervention. It is basically required on any killer who is not nurse or spirit. A good red rank SWF will absolutely melt your gens without it, and probably with it honestly. Against a super good team (multiple rank 1 survivors) I have been running blood warden as of late, since they will basically never leave thier friends and you can try to bait multiple kills at the endgame collapse if they stay too long. You will probably have to open the exit gate yourself though.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/623795#Comment_623795

    Please read my entire post before responding.

    "In the sense that everyone keeps using it."

    It is not RNG like bear traps or skill checks. You ALWAYS have a 1/X chance, to choose correctly, where X is how many boxes exist. But when you choose, the correct answer will not change. After so many attempts you WILL get it off.

    It's not a % roll on every attempt to see if you get out.

    Pig traps are not as RNG as trapper traps but it still plays out almost exactly the same way in the game? You have X boxes to hit, and it's totally random whether or not the route you pick to hit all of them ends on the first box or the last box. There are games I have where people get the traps off on the first try and it may as well not even be a power, and then there are games where multiple people die to head traps. That is about as RNG as it gets.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/625379#Comment_625379

    thing is, surely the middle ground has already been reached? The mori was nerfed from what it once was and nerfing it again would make it redundant. Granted there are worse suggestions to the mori out there, but say if one survivors hides all game and does nothing while everyone else gets on with gens.

    Mori is useless and a waste of points. Moris already got nerfed, and they are fine as they are. Or do you disagree?

    Green and pink mori's are super, super powerful. Ebony is basically GG before the lobby starts everytime I run it, and I use dying light with the green mori and tunnel the obsession down for an easy dying light proc.

    If they want to nerf mori's they need to hit purple and pink keys as well, which are basically the survivor equivalent and equally broken.

  • When you are awake, take a quick walk nearby of the gen you are gonna work on to see which pallets are real. I think his snares are waaaaay more powerful.

  • @meatisadelicacy said:

    I'd rather know what perks my teammates had. I'd leave if more than one had self care.

    It's not even that bad of a perk? There are plenty of times where you get a dicey hook rescue and then are separated from your teammates after that, with no heal. If your team is dropping fast enough that you can't spare the 20 seconds to self-care you were probably going to lose anyways.

  • It's a game about an invincible beast sent by an evil entity to murder helpless survivors? I play both sides and honestly can't even be mad about it. There have been plenty of games where I play "fair" as killer and then still get BM'd at the exit gates and in post game chat anyways. If you hate getting tunneled as a survivor there is a perk for that.


  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/624541#Comment_624541

    @UltraBanana

    So let talk about the crouch. There are plenty of loops where you can see the killer overhead to deny ghostface that advantage so its very situational how often you can use that trick. The crouch also slows you down whilst moving in it even with addons and his leather is way more louder then myers breathing. His stealth can be replicated with myers with monitor and dead rabbit which is merely an add on and a perk not a big ask which does not turn off except in chase. His early game might be slow at times but its more then made up for with his crazy snowball potential with a well timed tier 3.

    Myers can 4 man slug way harder then most other killers meaning hes never really completely out of the game. Tomestone builds ie. Tombstone piece in terms of stalk is not that big of an ask if you continue to pressure and dont just mindlessly stalk. As for lockers, survivours need to get gens done and if there hoping in lockers that's eating up serious time and is giving you free hooks. Judiths tombstone is to be avoided but tombstone piece is actually quite reasonable espicially if your running a dying light build the obssesion rarely sees it coming.

    Already I have described a variety of builds with strong strategies while ghostface is the same build and playstyle everygame. M1 killer with no varience in his kit minus some gimmicky crouch add ons and stalk enhancers. On loops he has no extended lunge or action speed increase which is significantly reliable then a crouch that works only on a limited number of loops if the survivour dosent just play it safe and hug the other sides or run away from the loop while your crouched on the ground unaware of them leaving.

    Like I said before, myers is massive. Even with an 8m terror radius people will still see you a mile away unless you are taking weird routes throughout the map. There are also lots of open maps that basically make it impossible to hide your approach; where-as a crouching ghostface can still sneak up on the generator. Corn maps are a great example of this; where survivors can see you right over the corn. A crouching ghostface is totally invisible in the corn. Ghostface is easily the sneakiest killer in the game.

    Turning off his red right while being able to hide which direction he is going at a loop is pretty strong. I am pretty sure he is still moving faster than the survivor while crouched if you use the add-ons. That along with no red light at regular tiles makes mindgames at loops very potent a lot of the time. Usually when I am crouching at a loop it happens very fast (like less than a second or two) with a quick direction change so I can't say I lose them because im crouching often. His 'playstyle' depends on his perks and I don't think "it's the same every time" more or less than any other killer; who all have 1 ability.

  • @Zarathos said:

    Myer is superior to ghost face in every way. His tier 3 exposses all targets allowing him to snowball faster. His power cant be turned off and low tr builds are available to myers without having his ability. His tier 1 evades all tracking perks. His tier 3 has a longer range. He has addons that can straight up kill a survivour. He has faster action speed while tier 3 is active with a longer lunge. The red stain advantage can be used by just moonwalking or controlling your red glow.

    Picking ghostface over myers is the same as picking leatherface over billy there both weaker killers with weakness thay there superiors don't suffer from and have gimmicks that don't work. The path to fixing these killers is riping away/reducing there weaknesses that there superior killers do not suffer from. Bubba shouldn't have as long of a slow pulling up his saw. Gf shouldnt have his stealth turn off and his power should instead reduce his stalk rate while being observed.

    The gimmicks need to be strengthend starting with bubbas saw reseting his chainsaw attack with increased movement when it hits a survivour during that chainsaw attack with the ability to cease the action at any point.

    Its good to use existing design flaws as a signifier on where to improve and as the saying go history repeats itself. They wanted to make myers like killer who was separate and unique from myers and end up making an inferior copy same as leatherface. They added gimmicks to there kits to try and compensate but played it to safe and increased the counterplay of the killer making them signficantly weaker then there predecessors.

    I don't think so, I have played both extensively and would say ghostface is the superior killer. Myers is massive and you really need to use monitor to get right up on people like ghostface can. He has a super weak early game where-as ghostface can get easy gen grabs or exposes right off the bat. With crouch add-ons (my favorite on ghostface for sure) you can also crouch at a lot of pallet loops for some mindgames no other killers can do. The tombstone add-ons provide 0 map pressure against a really good team and you will never reliably tombstone good players without full food stacks, which also takes a lot of time to build. Even then, once you take out the first player with it the others can hump lockers so you will need to get really good angles to be able to tombstone another. Ghostface also has a pretty disgusting unhook game, and unlimited exposes. I sometimes expose people just to scare them away while I go defend generators; myers cannot afford to do that.

    That said, object does really screw over ghostface significantly more than myers and I would never play either killer without the crutch of spirit fury / enduring or play with your food (the superior option in my opinion, if you can get full stacks it ends chases so much faster than having to build up spirit fury and is not countered by early pallet throws). I also never take him against SWF groups because that is usually asking to get stomped.

  • Just another reason to run play with your food on ghostface. Let's you dumpster the obsession pretty quick and reliably if you know where they are.

  • Myers has some insane add-ons; but that being said I have been leaning towards ghostface with play w/ your food and crouch add-ons lately. You fly around the map while crouched and once you get a stalk off on someone there is basically nothing they can do to stop it with a 10% or 15% move speed buff. I really, really like whispers on ghostface since it basically guarantees you will hit the first generator quickly and can come from a good angle.

  • My main problem is that anything trapper does, hag does way better. You do basically give up 1-2 gens at the start of each match to set up the traps. Then you might give up another gen if they don't work and you get looped around for another gen after that to get your first down. From there, you basically have to camp if you want any chance to win.

  • @[Deleted User] said:

    As much as it pains me to say this, because I am a Myers main I think he is very overrated killer. He is basicly Wraith with NOED on timer - he has no map pressure, can be looped for ages and good team will starve you to death. He also has barely anything to help him in a chase and some maps will simply destroy him.

    As for people saying Huntress - I do not agree. Huntress is the best killer BHVR has ever released, because she has a skill cap much higher than the Nurse and apart from wonky hitboxes she is very balanced killer. Good huntress players are rare but some people are so good with her it's just insane.

    Run either play with your food, and then get the 2 shots using food 2 / 3. Or run spirit fury enduring. I find those crutch for chases.

  • @alienschmalien said:

    https://forum.deadbydaylight.com/en/discussion/comment/621351#Comment_621351

    DS is the only good perk here.

    Deliverance is situational at best and requires a safe hook rescue. You are not always guaranteed this.

    Urban Evasion is the worst survivor perk in the book because it literally encourages people to not be good at the game by crouching around the entire time and not interacting with the killer.

    Urban Evasion + Sprint Burst survivors are nine times out of 10 the ones who don't know how to do anything in a chase.

    Survivors have the worst meta perks at the moment. Self Care used to be meta but now it's slow and dreadful.

    Sprint Burst is lame. Dead Hard either barely works or is bugged half the time.

    Head On and Lithe are fine but situational as all get out and Head On shouldn't even be an exhaustion perk.

    Adrenaline is solid and along with DS one of the only truly good meta survivor perks right now.

    Meanwhile each patch has add more and more amazing options for killers and outside of gutting Legion ever killer buff lately has been a pretty amazing one.

    Anyone remember when Hag used to be trash? Remember that? Freddy? Remember when running Sloppy was considered a joke?

    Even the smaller buffs like Wraith helped him be a touch more viable.

    TL:DR surivor perks for the most part? Really just what a perk is a small boost. Not majorly game changing anymore. They've made sure of that patch after patch.

    Killer perks? They're not perks. They can majorly change the flow of the game now. They're hella strong now. Too strong. They need to be looked at.

    Deliverance is literally amazing and if you are in solo Q and the first one getting caught that is your own fault.

    Urban evasion is also amazing if you know how to use it and lets you sneak around a barrel or something right in front of the killers face where you would normally get caught. It also counters hag pretty hard. If you are sneaking around boxes and such while the killer searches for you at your gen it is taking the exact same amount of time away from the killer as being in chase, and using no pallets to boot.

    Lithe is for running infinites. It's probably the most toxic exhaustion perk if you really know how to use it. You won't change my mind on that.

    Adrenaline is OP if used en-mass but everyone who runs it will still complain about NOED.

    DS is also pretty ridiculous at red ranks where 4/4 survivors will all be hitting great skill checks regularly and the games are 5-6 minutes long with no ruin unless you are running a super strong killer who is downing people every 30 seconds. There are a TON of times where someone is unhooked, gets healed, I down someone else across the map and then come back to the gen I know they are still at and down them again and then get DS'd because it hasn't even been a minute yet.

    I also can't believe it's 2019 and people still complain about BBQ. Find a gen, then find a nearby locker, and when someone else goes down sit in the locker for 5 seconds. Or run distortion.

    Spirit fury enduring is probably the only killer combo I think is close to broken but even then if you know they have it you can start dropping pallets early and they can't use it.

    Nurses is super counterable, I don't heal in the killers terror radius ever.

    The game is killer biased if the survivors are bad, but very survivor biased if they are good unless the killer is using an OP character like nurse.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/616236#Comment_616236

    No, he is bad. The new Loops are not that bad to play. I am not talking about the School or the Basement House (even though, both got a little bit better because of a new Doorway in the School and blocking of LoS in the Basement House). But the new Loops are better to play, also for mediocre M1-Killers. Sure, overall you will lose more when playing Wraith or Leatherface, but you will not lose solely because of the new Badham Loops.

    There are more pallets in a single corridor of the new preschool maps than in entire sections of other maps. To say otherwise is ignorant.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/616205#Comment_616205

    To be honest, when a Killer is chasing a Survivor for 2-3 Gens on the new Badham Preschool Loops, the Killer is clearly bad.

    Or just not playing a strong killer? Maybe you can't loop a spirit, freddy, nurse, billy, for 2-3 gens but if you are playing like wraith without bamboozle you are gonna eat it against good survivors.


  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/616144#Comment_616144

    Again, we aren't talking about how hard or easy it is to win. We're talking about how the individual survivors feel robbed because they have no options if the killer chooses to play that way.

    It doesn't matter. If a survivor loops the killer for 2-3+ gens they basically won the game for the team themselves. It is very cheap (bloodpoint wise) to play a survivor, compared to a killer where you need to burn good add-ons regularly if you want to win (unless you are playing S-A tier killers like nurse). A survivor can use the same item for many games if they are being effective. I looped a legion for 5 gens a while back, got facecamped to death, and know it was basically a win because all the other 3 survivors escaped. It is not a 1v1 game.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/616121#Comment_616121

    You're missing the point. Its the same reason everyone hated old Legion. The point is, even the worst killer on the planet can eventually down the best survivor on the planet, with very little counterplay involved and without leaving a single loop. Those loops are so unsafe that once you have Bloodlust 2 or 3 a monkey could down you, and that is extremely aggrivating for survivors to know they got downed because of a handicap mechanic, not getting outplayed.

    Survivors are given 3 lives. They can end the game in 5~ minutes if it is taking a killer to get to bloodlust 2-3 to get hits; straight through ruin at high ranks (if they don't just spawn on it!). The new preschool maps have so many pallets it blows my mind and reminds me of the old autohaven maps before they finally got nerfed. Only the stronger killers can really deal with a full red rank lobby on those maps and they are easily some of the maps I lose the most on beyond haddofun.

  • @ScottJund said:

    I agree. Anyone that knows what they're talking about can tell the majority of the loops on the new Badham maps are made very unsafe with Bloodlust. It kinda just rewards bad killers.

    To get off bloodlust 2-3 is 30 or 45 seconds; that is more than a gen worth if the other survivors are actually good and rushing gens like they should be. So your strategy is to lose a gen per hit if you are not playing one of the OP killers?

  • @Raven014 said:

    Sprint Burst: Many of the people who use it will activate it mid chase, since they will save the exhaustion cooldown for it. That wasn't it's design purpose, and it's annoying.

    Adrenaline: I hate 4 man SWFs who run Adrenaline. Very few killers can counter this because very few can one shot people.

    Deliverance: This perk, while balanced, isn't fun to play against. It rewards survivors for doing what they should, and undos work that killers have done and can stop a snowball that the killer had set up. In comparison to survivors, it's like having a perk that, when you hook 1 survivor, you can break down a completed generator, so that they have to complete it again.

    Survivors would complain about that.

    I personally do not respect Deliverance, and will just hit them down again. I always linger if I hook Adam because of that.

    "In comparison to survivors, it's like having a perk that, when you hook 1 survivor, you can break down a completed generator, so that they have to complete it again."

    So....pop goes the weasel? It is one of the best killer snowball perks there is. Nothing is more annoying than playing in solo q, having bad teammates, and watching the killer constantly delete your gen progress. Especially if the team can't find ruin or there are other gen slowdown tools like dying light / thana / freddy chains / etc stacked on top of it.

    As killer I really hate dead hard and balanced landing. DS is pretty annoying when people try to force it on you. Head-on can be annoying sometimes but I don't see very many people use it well. Super immersive urban evaders are also a pain to deal with sometimes but doesn't feel like they are really bullying you with a stealthy gen rush; where-as like a DS into head-on stun into another head-on stun into flashlight blinds swf stack can be really frustrating.

  • @ASAPTurtle said:

    Deliverance is fine and balanced.

    It really is. It only works on your first unhook, can't be spammed because if everyone ran it it's impossible for everyone to use it, and doesn't work if you are the last survivor alive. It rewards you for being better than your teammates, and punishes you for going down first.

  • @PolarBear said:

    Don't kick unsafe pallets.

    So wait 30, potentially 45 seconds to bloodlust a hit and then do it again? That's probably 3 gens done for your first down.

  • It's a super strong perk already and I run it almost constantly as a survivor. I see people use it to hook bomb early game (they rescue someone in the killers face, trade hooks, then get off in the killers face and DS the killer) but I like saving it for late game.

    It is clutch when there are only 2 survivors left and you still have deliverance to save yourself if you go down and the killer BBQs over to your teammate. It also lets you do some crazy exit gate / hatch plays if you run a key.

    In solo Q just play stealthy until someone else goes down.

  • People saying adrenaline is fine and noed is a crutch clearly have never had 1-2+ people slugged (probably to avoid DS), an injured person that you are chasing, and get to watch the last gen popped by the last guy and literally everyone gets up and the guy you are chasing goes back to full and sprint bursts to the next loop. Or you are chasing someone near end game, down them, and then as your killer is doing the attack cooldown animation adrenaline goes off and the person gets back up and sprint bursts to another loop.

    They are both crutch perks.

  • @Divinitye9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/614892#Comment_614892

    Please explain how the Hag is a camper. She places a trap, an idiot triggers the obvious trap, and the Hag reappears.

    Unless the Hag has the addon that allows teleportation to traps at will, if a survivor does not trigger your trap, you have to run your slow ass back to that hook. Traps do not signify as camping, only IQ checks for altruistic survivors.

    Hag is the ultimate camper if you want her to be. Why stop at 1 trap for the hooked guy? I usually drop all 10 on and around them because it doesn't take that long to do. You can trap literally every pathway to the hook in alot of cases. If there is no urban evasion and you are proxy camping there is basically no way for them to unhook without triggering your traps.

  • I like basement trapper, but hag is probably the best generalized camper in the game. Insidious noed hag with the totally blacked out skin always gets me some salt. It's like a blendette for killers.

    Wraith can also be a really good camper since you can just sit at the hook cloaked.

    Insidious nurse can be hilarious if you can find a good spot to wait at. Leatherface is too camping meta for me to want to camp with.

    I usually don't camp unless I am going into the game with the intention of camping to begin with (aka playing hag / trapper). But if someone is teabagging and flashlight clicking at pallets and it's early game, I will glady sacrifice a couple gens to camp them down for the lols most of the time.

  • @SovererignKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/613579#Comment_613579

    https://www.youtube.com/watch?v=j9dM4oNPA18

    Tell me what happened here then? That 1 whole minute I wasted finding my first Survivor? The fact no chase lasted more than 30 seconds (the first one) at the most? The only thing I see I did wrong was not tunnel someone out.

    You got Haddonfield as a map is the first thing you did wrong. I also don't like the build. Are you running chase to chase (bbq) or hovering around hooks (make your choice)? Your build doesn't have much mid / late game gen pressure; really need to fit pop goes in there if you can. You missed plenty of bottles during those chases. That's also from 2018 and had the old DS rob you of hooks.

  • He already can go full invisible by standing still. It's a super easy way to hook camp with a mori ready when someone saves them.

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