Warcrafter4
Warcrafter4
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@MadLordJack said:
If it's communication abuse, the chat logs get looked at. If it's anything else, the report just generates a flag that does absolutely ######### nothing at all in any way, shape or form. It's just a marker so that the extremely tedious report that you have to submit (despite the fact that it should only be for gameplay abuse because it should be impossible to hide hacking in the log files).
The main issue with the reporting system is that the game doesn't save a match over view data set(Or whatever its called).
Effectively in most online games the servers record data points(Such as X,Y,Z data of each player and statuses) but not raw footage.
What this allows most devs to do is see if there's an impossible action happening such as survivors healing themselves impossibly fast as they'd either instantly change from injured to healthy or enter the healing state and finish before its mathematically possible to.
Or for more obvious ones such as killers using the wrong power or survivors running at impossible speeds without the proper statuses or gaining said speed statuses in impossible conditions. Or moving into impossible axes such as flying around the map.
So because DBD doesn't have this all the useful things above aren't recorded and thus rendering the reporting system nearly useless without filing a ticket with video evidence.
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@Afius said:
https://forum.deadbydaylight.com/en/discussion/comment/2369332#Comment_2369332
Was it tested as a pause or slowing the hook timer?
Both where on separate PTBs.
Both were abused so badly in their respective PTBs that all anti camp features got scrapped forever.
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For type of killer I'd like to see:
An Ice themed killer whose power interacts with the environment but has different effects based off of what it hit.
For characters:
I'll throw out an odd ball: The Forlorn from DS2
He's the hooded headless cloaked bronze armored knight seen in the Scholar of the First Sin box/steam art.
His power could have him switch between his insanely fast great sword and his great scythe.
The great sword would would be a normal weapon that has AoE that anyone in the AoE would get deep wounds(or lose 50% deep wounds time) if the main target is hit.
The survivor hit directly takes damage like normal.
He could switch to his great scythe which would have a longer empower lunge that was longer and could break pallets but couldn't quick attack.
aka survivors are safe if they are close to him.
Or have both weapons being the same but gain power based off of using the opposite one both passively but mainly on hit. Empowered weapons empower the other weapon faster.
The Forlorn's weapons in DS2 are best infused with blood which is the only time you gain a direct damage up from the infusions. Blood infusion causes % damage and exhaustion(Haled total stamina or stamina regen) once its fully built up.
So the sword would be a normal M1 until you use the scythe to empower it then it gains a the AoE plus 5 second exhaustion to those effected by the AoE but not the main target.
With the scythe empowered by using the sword is the same as the above but can quick attack and inflicts 10 second blind on hit.
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2369731#Comment_2369731
It didn’t do that. It briefly turned gold then passed right through. Chain break progress didn’t go up any faster.
Was it a split/triple connected tree(s) on red forest?(Mother's dwelling/Temple maps)
For those trees the shot should only turn red and break faster for as long as a part of the tree is physically in the way.
Aka not much time at all and those trees should be avoided as cover vs Slinger.
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@VioletCrimes said:
Let me clarify: I’m already shot and he’s reeling me in. So I walk sideways to force the chain against a tree to stop the reel. The chain passes right through the tree.
The chain should be turning red and breaking much faster.
Getting something in the way of you and Slinger means he's less likely to be able to hit you but it usually doesn't completely stop in the reel in or else Slinger would be unplayable.
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@VioletCrimes said:
In a match against the Deathslinger, I kept wrapping around trees to avoid being reeled in. At least twice, the chain passed right through the trees. Is this a bug, or is this supposed to happen? I thought the counterplay to being reeled was wrapped yourself around something to break the chain.
Depends on the type of tree.
If its the split trees on the red forest map then yes he SHOULD be able to shoot through the opening in between them.
If he's shooting through a sheltered woods large solid trunk tree that's either latency or he shot your arm/leg before you were fully behind the tree.
Also latency is a thing too that can cause this.
Edit: Also reel speed add-ons make you slipperier(Hence why they are Oil add-ons) making him able to reel you in past some round objects like trees.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2369581#Comment_2369581
I will always argue that hitboxes should work in favor of the survivors, not the Killer. If the Killer's ping is that bad, survivors shouldn't be punished for it.
It usually is as very bad ping hits will cause the cooldown on the killer's end but not damage the survivor.
However lag compensation is more for the killer as melee(and flame thower) hits in online games tend to require more given that they are cones attached to a model that's constantly moving.
Nature of the beast with multiplayer + melee hits.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2369048#Comment_2369048
Yeah blight is one of the few killers who doesn’t need regression to do well but apparently people just can’t play without it
Even more off meta regression like oppression can work well on him
"Blight doesn't need regression to do well"
Blight cries in multiple game break bugs that happen every single game that costs them chases and/or completely disables their power after every single stun.
So in THEORY he doesn't need it but given that getting stun can literally disable your power because of a game breaking bug atm.
Blights are more or less forced to go full meta to make up for how DEFECTIVE their killer currently is.
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This would just result in both extremely long survivor and killer queues.
As the match making would have to work with up to 4 killers being banned and thus greatly slowing down how fast survivors get games.
Meanwhile it effects all killer queue times as someone hates any specific killer more then the rest even if it is for petty reasons.
So this would probably make survivor queues easily 20 mins+ once the current event is over and the queues return to normal.
Also SWF would abuse this to try to always get even easier games with 4 bans.
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@[Deleted User] said:
By the way will ghost face get one since he is an original character?
Its very likely because the appearance of ghost face is licensed but his story is original to DbD.
Aka there shouldn't be any licensing issues for expanding his story.
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It should be the anti gen tap perk given that it effects only one generator at a time.
It would also make kicking more viable as survivors would have to risk an Overcharge to tap.
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Have you tried restarting you game?
There is currently a display glitch not making newly gotten crowns not show up at times.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2367519#Comment_2367519
That we saw, no, he was never highest. But they sort differently than the way they release stats to us. They can look beyond just red ranks and see where the top percentage of the players for any particular killer stands. I know for a fact they've mentioned they believe Oni is the strongest killer because he has the highest kill rate amongst the top percentage of Oni players.
Given that they never show us any evidence of it and have out right lied to us about things...
Like how they weren't doing any major changes to Billy.... Then gutted him
or
When they said they were only touching nurse's add-ons and not her base power... Then added the charge system that gutted her base power.
Unless they show us we can't trust them on that!
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@[Deleted User] said:
It's obviously a terrible change to a beloved killer, but they'll never go back on it. The reasons go pretty deep and down to the core of how they make decisions. I suspect it was purely data-driven. They looked at the best Billy players and said "This kill rate is too high". The problem is, they often don't understand the mechanisms behind the data. The balance team thinks killers like Pig and Myers are in a good spot. They thought the issue with Freddy was the amount of snares he could set (?), when anyone who plays survivor or Freddy at a high level knows a safe pallet is still safe regardless of whether there are 5 snares at the tile or 500 snares. Hint: all of the killers with high kill rates synergize remarkably well with slowdown perks.
But it seems to be a bit of a blind spot for whatever reason, and they don't seem to have a great grasp of chase mechanics at a high level. They look at a killer and say "Something about this killer is OP, so we're going to nerf in broad strokes and see where we're at". To wit, Billy hasn't changed at all vs average to slightly above average survivors. The same basic mindgames and curves still work. Old Billy used to be able to cheese downs on good/great survivors with instasaw add ons if the killer wasn't great at zoning and curving. Now Billy has lost the ability to zone with his saw because of the overheat, and it's often absolutely necessary against high level survivors.
The nerf did nothing to make him less oppressive against the vast majority of players. He still has the same exact synergies he had with Ruin/Pop/etc. It just made him 10x less fun to play, less fun play against because you have to take more M1s, and killed chase potential that didn't even need to be addressed.
Ironically billy never had "too high kill rate" he was never above 4th highest in KR in any KR report ever.
Yes in not a single KR report even with insta saw billy did he ever have higher KR then spirit, freddy, and i forget who was the third.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2366420#Comment_2366420
What changed about them from ptb to live? I don't see a difference tbh.
They are more easily distracted and moving around them is VASTLY more likely to make the zombie lose the survivors.
Their attack animation speed also seems much slower as they miss their attacks against survivors running past them more often.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2366283#Comment_2366283
I mean, he could constantly bait it forcing the survivor to drop pallet early or leave it only to follow up with either a hit or a real chainsaw.
Thats the thing, he could easily delete pallets without any penalty, while also having a lot of map pressure due to his rush, on top of having a insta down, it was a little too much, which is why they added the Overheat, so he cant do it as often.
You more or less just admitted that overheat has failed to do its job.
So like I said How often billy used his power was never and has never been an issue.
Billy is the perfect example of a killer with an unnecessary restriction added to them that makes them less fun because the developers have gotten an obsession with them.
They KNOW billy's changes was a mistake which is why you don't see all the BS they pulled on him done to anyone else in reworks.
They are just to prideful to admit it and revert it.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2366278#Comment_2366278
There was also the issue that he could eat pallets like it was nothing, Bubba can (Sorta) do the same but he has charges and doesnt have the mobility Billy has.
He shouldnt be allowed to use his Chainsaw as often as before, that alongside Insta saw was what made him so absurd as a killer.
Billies chain saw has one of the harshest miss/bump penalties in the game even before the nerf.
How often he used his saw was never an issue.
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@Zokenay said:
Just work on his addons, cause old Billy was simply absurd.
All they had to do is just make charge speed add-ons not stack(To kill insta saw billy) along with rearranging rarities to the normal distribution and he would have been fine.
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Given how fast generators get done even with or against a lobby of solos atm...
I can't blame anyone for spamming slow down perks right now.
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Its STILL is one of the strongest perks in the game as a 5 second stun and resetting an entire chase is one of the most powerful effects possible in the game. Its just fair now.
Also mind you its entirely down to how much you get tunneled if it does anything or not in your average game but it still is the best anti tunnel perk in the game.
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@supersonic853 said:
*Laughs in insidious bubba waiting till it procs for free downs*
Depend as if it still had its Minimum distance condition(Aka be X meters away from the basement to have it activate) then I do not see what's wrong with it.
Edit: Also the perk CANNOT activate while a survivor is in the basement or else you could trap any survivor who went down there forever by simply never going near the basement.
This has to be true for the perk to not cause the game to be held hostage so if someone's hooked down there the perk can't reactivate.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2365354#Comment_2365354
They've tried before and the result was atrocious.
If they try the same thing again, the result will be the same.
There's also the fact that the projectile is spinning so a 100% to model hitbox would always make it extremely inconsistent is the main issue.
That's before you consider the fact that round hitboxes have better hit detection in DbD due to how the devs have developed the game.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2365351#Comment_2365351
No it wont, unless they do it poorly, this can be fixed.
Freaking Nemesis and Deathslinger are the proof of that, their hitboxes are way smaller and they can hit stuff just fine.
Nemesis' hitboxes are borderline random with how they work in general(Its possible at times to hit a survivor the blue line never touched by shimming left or right) let alone at short loops.
So I wouldn't call his accurate to say the least.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2364410#Comment_2364410
Wait, how do you down a survivor and break a pallet? Usually when I hit the pallet, it cancels the chainsaw.
Depends on how you hit them but its rather buggy on how it does it.
Its supposed to saw the survivor then the pallet if the survivor is vaulting but doesn't always do it.
@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2364410#Comment_2364410
bruh ı was checking forums and you are everywhere if there is wraith word in a page you are wraith main ı suppose
I'm not a Wraith main. Wraith's honestly a killer I rarely play but I really don't like people misleading others to try to make their arguments.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2364377#Comment_2364377
You know i just gave my opinion, that doesn't mean you cannot disagree but at least you could respect it and the person behind it and not answering in such a condescendant and agressive way.
Yes Bubba can down multiple survivors but by lethality i meant at loops, where the use of the ability of both forces the survivors to predrop pallets in order to avoid getting hit. Because they both share that. You talked about Legion as a way to mock my argument but Legion doesn't have anything to do with other killer and especially not Wraith because Legion isn't a chase killer but a control one, like Plague.
As for the Billy Speed, yes Billy is faster you are right about that, but no other mobility killer could fit the comparaison and to voice an opinion when the topic is "is Wraith the new Bubba" it ask for comparaison, so i only could choose Billy.
I brought up legion as BOTH Legion and Wraith are hit and run type of killers who can keep survivors injured very easily.
Wraith is more lethal then legion but Bubba is #1 and always has been, with only empowered Oni/Corrupt Purge plague being comparable in downing power at loops.
At loops Bubba can both instant down a survivor AND break the pallet at the same time while having an AoE attack.
Bubba's looping lethality is extremely high with their only real comparison between Wraith and Bubba's looping being that they are both weak to windows while using their power.
As for the billy part it really should have been left out as its very misleading to how fast wraith actually is.
Trust me I have seen these false comparisons like this billy one spread like wild fire here which is why I tried to disprove it so quickly.
Sorry if I come across as hostile. I didn't mean to and I am sorry.
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@Adeloo said:
Well yeah he is, like i said in an other discussion he has the mobility of Billy and the lethality of Bubba.
His boost from uncloacking is a bit too strong as it cover an entire loop length most of the time, forcing survivors to predrop pallet like they would do against a Bubba. Add to that the fact he can cloack super fast, catch up to you and bodyblock vaults. Honestly he has little counterplay now, and many people ######### about Dead Hard (i don't use it at all) but i can see it being a good counter to his surprise attack. He got his cloack invisibility buffed which makes him harder to see coming aswell.
+ what i describe is the non-addon Wraith, so i let you imagine the one with the best addons. The only thing that stops him from being an A+ Tier killer is the fact he has to uncloack before attacking. But honestly it's not even a downside. Nurse that is S Tier has a fatigue that hinder her more -in term of catching up after miscalculating- than uncloaking.
Wraith having the lethality of freaking BUBBA.
Bubba a killer who can literally chainsaw down the entire survivor team before wraith's Basic attack cooldown is over!
This is getting silly now.
What next are you going to say LEGION has the lethality of Bubba as well? As thats about as much of an extreme difference in lethality as Wraith has with Bubba.
Edit: Even the billy speed comparison is silly as billy's chainsaw sprint is 230% or a 115% increase meanwhile wraiths is only at 150% or a 35% movement speed increase. The speeds aren't even comparable.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2364286#Comment_2364286
Do you want gen rushes? Cause thats how you get gen rushes.
I was worried about that but I was also trying to do it as something that doesn't cause survivors to farm each other to death which happened when WGLF was 50% per each stack for 200% bonus in total.
Heck the original idea was all 5 for 100% but the genrush idea came to me so I reduced it.
It could be reduced all the way down to 2 generators for 100% to have it be near what the killer has to do to get their 100%(Min of 4 hooks or 25% total sacrifice progress).
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@Clowning said:
If you remove the aura reading and faster pick up times, then yeah. It'd be beautiful. Though for a while, Survivors might try to farm their teammates harder.
Then change the bonus BP from unhooks to 1 stack per generator done.
Up to 4 with 25% each like normal to make it so survivors are more realistically going to get the 100% bonus even if they don't escape.
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Luck has been confirmed to only effect self unhooks and self bear trap escape attempts.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2364230#Comment_2364230
Well freaking great...
I think its also on your end as blinds favor survivors unless the survivors pings are crazy.
Its why you can blind a killer who had successfully looked away to do a flashlight save.
So my guess is you had a lag pike which caused the light burn to go off on your client but it was so delayed on the server it got rolled back.
Hence the score event without the stun as the stun got rolled back.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2364221#Comment_2364221
Yeah i get that but i mean getting the BP for it, cause even when i dont burn him i keep getting them for whatever reason and its confusing as hell.
You know that event? the "Killer Burn" thing when you stun Wraith out of his power with Light (or Nurse)
Ah if that's happening that that's just latency screwing you over as you should get the score event as you hear the wraith's stun scream from being light burned.
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You were probably just throwing it too late as the first bell ring is the latest you can throw them to get the stun.
Not accounting for swift hunt which effect might be extremely minor(the purple is ~0.2 faster uncloak) the window to actually flash bang is small if you have heard the bell and having it being reduced further means its more likely to fail.
But the golden rule is that you should be trying to light burn wraith as he tries to uncloak but before you hear the bell.
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@stikyard said:
Bring his Shimmer back at distance, he shouldn't be completely invisible.
Awareness used to be the "counterplay" to Wraith. Now he so fast, by the time you can see him, he's already on top of you.
You can see him from a distance.
You just can't see him outside of a 20 meter radius so you can't see him running from the otherside of the map.
This allows him a stealth killer to actually sneak up on survivors while still letting survivor see him if his approach is sloppy/survivors are aware.
Edit: Also consider that he's the only stealth killer without a secondary power. Such as Ghost Face's expose or Pig's Reverse bear traps. So his stealth has to be good as its his only power.
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I find it funny that its actually possible to melee over that fence(But survivors have to be effectively touching it for it to hit) but nemesis' whip attack can't hit over it.
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@Munqaxus said:
Killer face-camping and Killer soft-camping/tunneling is definitely an issue to be fixed.
My suggest is to give an extra 1,000 bloodpoints every 10 seconds to a hooked survivor that has a killer standing within 32 meters of the hook and not in a chase and not in EGC. Also remove 1,000 bloodpoints from the Killer every 10 seconds.
Ah then gotta love survivors just being outside of chase on two sides costing killers a large amount of BP as if they leave its a free unhook if they don't with your system they lose 6K+ BP.
Can we please stop with these spiteful ideas. Killer's BP is irrelevant to the survivors and this wouldn't fix anything.
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Billy as his only good add-ons are Low Pro Chains and Apex muffler.
That being said Billy probably needs more then just an add-on pass to fix his issues.
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@Bluerry said:
you can just run around the object where the unsafe pallet is then drop it and then playing it is a risk when i go against a wraith going into that unsafe pallet is already a risk that causes the source consumption faster i get punished more compared to other killers
https://forum.deadbydaylight.com/en/discussion/comment/2363657#Comment_2363657
Hence WHY YOU TRY TO USE WINDOWS!
There's a reason why the killer-shack, jungle gyms, and, TL walls spawn on nearly every map in the entire game. Its most main buildings have windows.
Sometimes your forced to use pallets poorly but that goes for all killers and you don't always win.
There's no 100% way of beating every single killer or else they'd be F tier and be unplayable.
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@Bluerry said:
still doesn't feel right if the counter play is vaulting at gyms what do you do at normal pallets ? pre drop every single one of them?
Depends on how safe the pallet is:
A lot of unsafe pallets you run a large risk getting hit at regardless of the killer and wraith is stronger then average at those. Those pallets are usually pre-thrown regardless of the killer unless your very confident in your looping.
However wraith is more or less an average M1 killer at good pallets and can have his power being detrimental at god pallets.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2363605#Comment_2363605
I main killer but i am a decent survivor aswell. I play wratih often atm with stbfl, brutal strenght, fire up, pop
Addons : Shadow dance ; the serpent
I'd really like to know how to counter this, either they drop pallet early or i mach 3 to them with m1 after uncloack. And if they drop pallets early, they are pretty dead
Simple:
Bait him out as Wraiths with that set up usually won't uncloak to get hits at pallets.
So frequently greeding pallets is very good against that build if forced to wraith uncloak and the build does next to nothing or you loop him for all of eternity/get the double duration pallet stun off on him if he gets in the pallet stun.
Edit: That build also lacks enough gen defence/slowdown so he gets genrushed hard unless he snowballs fast. Aka its a Feast or Famine build as it rarely has in-betweens.
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@Bluerry said:
https://forum.deadbydaylight.com/en/discussion/comment/2363605#Comment_2363605
dude ı'm not playing wraith i do not know how minor his add ons effects are he is just harder to play against and ı'm not having fun doing that and the counter play you just said is vault windows vaulting windows is a counter play most of the killers it is like you saying use pallets yeah very helpfull thx for the advice
The main thing with wraith and windows is while he's cloaked windows can be used infinitely unlike against all other killers where its 3 times only.
Please just take a moment to calm down. Its ok to have a rant to vent but I am just trying to help you against wraith.
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@Bluerry said:
a quick research and i think what ı am sayying is caused by add ons
“Shadow Dance” - Blood
- Tremendously reduces the time required to vault windows, open lockers, break pallets and breakables, or damage generators while cloaked
- Stacks
“Swift Hunt” - Blood
- Considerably reduces The Wraith’s reappearance time
- Stacks
well then isn't add ons need a rework then?
Shadow dance is a very minor effect in most games as at max its 60% faster or reduces the kick/vault time by ~30% or about .78 faster.
For comparison Demo's shred breaks pallets in 2 seconds or .6 seconds faster(Default kick is 2.6 seconds) then normal and up to .9 with a single add-on.
Also I do not know if its vault speed even works as I have never seen it and its so minor when I used it I swear it didn't have any.
and swift hunt if you bothered to look at the numbers even when stacked with both the purple and the green only add up to 0.4(~.2 per for green and purple) second(22% faster) faster uncloaking.
It seems like your grasping for straws to justify why your having trouble with wraith instead of trying to learn how to counter him.
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@Bluerry said:
well that's exactly what i do man still can't figure what to do cuz yeah you vault the window then he vaults back by the time you go back to otherside of the window he can just uncloack and hit you maybe not at TL walls not the entire map is a TL
https://forum.deadbydaylight.com/en/discussion/comment/2363556#Comment_2363556
and i don't have any problems with oni since he has a penalty with the speed he has he can't turn curves very well
maybe ı am bad at countering wraith ı dunno stil not fun to play against
If he vaults it then most of the time you just loop back and vault it if he does it cloaked and if he uncloaks depending on the window(Such as the generic jungle gym window or TL wall) you should be able to vault it again safely unless he mind games you.
If the wraith is downing you constantly because he's out mindgaming you then, your simply getting the match making throwing you in over your head. Its not the killer being OP as he's just doing a mind game that all 115%(Default killer speed) M1 killers can do.
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@Bluerry said:
he is a fast killer now pre drops what he wants he can just kick them while cloacked and create a deadzones or gets the hit easily that's not a counterplay that's using resources even faster
https://forum.deadbydaylight.com/en/discussion/comment/2363540#Comment_2363540
Hence why I said preferably windows:
You can infinitely vault windows while wraith is cloaked which makes things like TL walls extremely good against him(And also Oni if you were having trouble with him too).
So you can spam fast vaults and run to the other window every time he tries to uncloak until he's forced too play it normally as a basic M1 killer.
If you run the moment you spot him chasing you, you should always be able to reach a window in time unless your in a total dead zone.
However being caught in a total dead zone is bad against literally every killer in the game.
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He's highly over rated and most people don't know how to play against him as he was a laughing stock for 5 years.
He is probably one of the highest survivor perception requiring killers but he can be easily beaten by noticing him approching and running to the nearest loop(preferably one with a window) to loop him there.
Also just pre-throw unsafe pallets as he's very strong at them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2363150#Comment_2363150
Doesn't Eruption need you to kick the gens first to get any value from it? Spend time now to save time later while surge just saves time
It also can effect up to 7 generators and prevents survivors on exploded generators from interacting with any generator,totem, or healing for 16 seconds.
Ps: The time saved argument doesn't work in a world where both base kicks are worthless and Ruin exists.
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How to finish solo:
Use the game offering as its hard to be outside of the killer's terror radius on that map.
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@QwQw said:
He's not op, just extremely annoying because his skill-ceiling is so low compared to the damage output you can do with him.
Skill Floor*
Skill Floor is how good you'd need to be to do something well.
While skill Ceiling is how good can you make something if you play well enough.
Wraith's Skill Ceiling is higher then most people think given that he has to both position himself at a loop properly while also sneaking up close enough to get an ambush hit.
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@Pilot said:
Thank Christ knockout is a basic attack.
A terrible perk to see from the survivor's POV, especially when it comes to the visuals & sounds... Imagine if blight's rush activated knockout.... Slug Nurse 2.0
Surge I feel like it should allow some attacks, ranged attacks are out of the discussion.
Knockout didn't always have a basic attack requirement and it wasn't op on anyone.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2363403#Comment_2363403
I don't get your last point: they don't really have much choice if you push them towards an area, and even if they run towards an area where gens have already been completed then surge simply doesn't go on cooldown and can still be used. Also it's up to the killer and the situation whether to commit to the chase in that specific scenario
I brought up ruin to specify that it is in fact better than surge, but that doesn't mean that surge is bad, it's a very good perk on all killers that M1 to down.
Btw, I would arguable *restrict* infectious fright to the same level that surge has, considering how strong it is on certain killers. I'm saying this because infectious is always taken as argument to underline how surge should have less restrictions, while I argue that it is in fact strong enough (on the killers that actually make use of it) to be in need of more restrictions itself
"Btw, I would arguable *restrict* infectious fright to the same level that surge has, considering how strong it is on certain killers. I'm saying this because infectious is always taken as argument to underline how surge should have less restrictions, while I argue that it is in fact strong enough (on the killers that actually make use of it) to be in need of more restrictions itself"
And there's the motive folks:
They just want to keep killer perks bad and they want more killer perks to be nerfed.
Thanks for coming honest.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2363176#Comment_2363176
It doesn't require you to kick the gen which saves loads of time, if you get more than a down in less than it's cooldown the pressure you have is high enough anyway. Of course it's not as good as ruin, but I'm also good enough not having to rely on ruin, i just take surge for the free destruction bloodpoints without having to kick anything
Your not saving time with pop as you rarely kick generators due to how bad the regression is.
The time saved argument never made sense even if kicking was good as RUIN is the main kicking time saver as you literally don't have to kick when its active.(Yes I know you brought up ruin but ruin literally invalidates the entire time saved argument)
Also survivors dictate where surge procs where survivors want as they dictate where they go down at.