Warcrafter4
Warcrafter4
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@ChiTenshi said:
Probably so it has an active function as well as a passive one. But they probably should have gave that to Thrill of the Hunt (the perk literally designed to protect your Hexes).
Maybe Undying should provide a temporary buff to the Killer if cleansed (movement speed boost, faster recover, etc).
the main issue with Nerfing undying is that its literally the only viable hex defence perk in the game.
Its the bare minimum in terms of power for one to see play as when was the last time Hex: Thrill of the Hunt/Retribution actually did anything in your games?
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With either of the belts yes.
Alone not really.
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To make cleansing them when a killer isn't in chase to have some danger to them.
Also the aura reading doesn't persist unless you leave and reenter the totem area so the aura reading is MUCH harder to use then it sounds.
PS: Hex Undying is a defensive hex as its main purpose is to help you defend totems/keep other totems alive as all other defense hex perks have failed miserably in their purpose.
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Pray tell what's the counter to "Locker" tech?
You can counter Ruin/Undying before they ever have an effect on the game meanwhile DS/Unbreakable you can't as aggressive play with cause one or the other to go off no matter what.
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It depends on the killer ultimately as if its ruin + undying on the Oni(For whatever reason) or michael then yes it will probably help you out a lot in that game simply due to the killer's power encouraging slugging which it counters.
However against legion who has Ruin + Undying it won't help you as legions rarely slug for long due to their overall low lethality thus making it do next to nothing against them.
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I'd prefer a buffed perk weekend next with one perk buff applied to both sides and if its a teachable its temp given to all players at level 3.
How about it uses the unused Spectral(Blue) rarity to show its a temp perk and so hopefully it won't cause issues when its removed(as they can just remove all spectral rarity perks instead of normal ones).
Lets not make these strictly negative or else people will just begin avoid the weekends and prevent any reliable results from being obtained.
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I can't fully remember but didn't the devs say blight is getting his camera adjusted?
But I don't know if they ever gave us a date on that change so who knows if/when it will actually happen.
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Split up if at all possible and if you see deep wounds and are in their Terror radius just W straight forward across the map as if they aren't in 12(16?) meters of you and you run straight forward they can never catch you with Feral Frenzy.
Also rule of thumb against legion: If someone has Deep Wounds YOU CAN'T HIDE JUST RUN!
Legion gives warnings on what they are doing on the HUD pay attention to them and don't try too hard to heal even vs thana as thana is still too weak to be detrimental as its still slower to heal then it is to power through thana.
Also Legion is just an M1 killer if survivors are injured thus reducing his slowdown.
Edit: If legion is chasing you in FF run away from your teammates to try to keep legion out of FF range on them.
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My only issue with it is that its a perk that can(And probably will) result in people being slugged to death even if they don't have the combo.
This is simply because the killer would lose the game/4k if they did try to pick them up and they had it so most would eventually begin to avoid it against suspected SWF groups/Elodies as people would use it just to troll/bully.
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@kreeper124 said:
Not sure why people are calling them weak already. Everyone called deathslinger, PH and blight weak on the PTB, and look at them now
DS is average at best due to lack of map pressure making him weak at high ranks.
Blight got buffed from PTB to live with QoL fixes and then more buffs afterwards with YET ANOTHER buff coming SoonTM
PH I think most people got too obsessed with the torment mechanic to notice his M2 window hits.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1777816#Comment_1777816
For clarification, a survivor is only Broken while they have Victor on them? And if so, incapacitated stops them from healing/being healed anyway, so Broken is a bit redundant anyway?
Or does Broken persist if they remove Victor?
Victor acts as Tier 3 madness so they can't heal and the broken status only last as long as victor does.
So they lose broken if they throw him off or you hit/grab them.
So outside of being healed by a teammate the broken is redundant other then keeping them from healing while they kidnap victor.
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Their only special thing they have is technically being able to be in 2 places at once almost unconditionally.
The hag needs her traps to be set off to be effectively in 2 places at once while all the twins need is to not have victor being punted to be in 2 places at once.
Other then that: Their broken status isn't special and legion can apply it for 60 seconds with an add-on and plague by default.
Victor's lunge is just a demo shred aimed slightly upwards.
They can't hide on buildings due to the 3 second timer before victor is forcibly recalled.
Trapper can already trap survivors in lockers with his bear traps so that's not even special.
The pig can force people to take off their trap power before they can leave(But her Mories unlike the twins if they try to escape)
The nurse can physically bypass pallets in a much better way the twins can.
Their group base Killer Instinct is just worse then legion's as legion can proactively use that information for more damage.
Hag's traps give about as much information as victor while possibly punishing survivors who trip them(Instead of punishing the killers by having victor being punted).
There's not much else positive.
For special negative exclusive to the Twins: They are the only offensively attackable and killable killer(EI not light burning as that only stuns/pallets are defensive by nature).
They have one of the only powers that can be literally kidnapped leaving them as a powerless M1 killer.
They are the only killer whose can have their power destroyed mid chase in less then one second with no negative ramifications.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1777762#Comment_1777762
I was talking about when he first came out back in 2017 I know about his treatment and punishment mode but I heard he was downright awful when he first came out.
If I am remembering correctly the random screams used to be skill checks and thus against good survivors even in madness level 3.
You'd have had effectively no tracking outside of the initial madness tier 1 as getting them to 2/3 was extremely difficult due to madness fading over time and treatment mode made you a 107.5%(4.3)Which later got buffed to 110%(4.4))) killer with a ~7.5 meter shock therapy(Which later got buffed to 9 meters) so getting the tier up reveal wasn't reliable.
Also if you had any cosmetics the illusionary doctors wouldn't wear them so they couldn't even fool complete noobs.
Edit: Please take these numbers with a grain of salt as I got them from the wiki
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I feel like these challenges were designed around old billy who didn't have a overheat mechanic hindering him.
With the overheat mechanic matches usually end before you will ever be able to get 7 chainsaw hits(Not even considering that 4 saw hits usually wins you the game in their own right).
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Also one thing I need to bring up about the doctor in the past is treatment mode let the doctor spam M1 to grab without attacking so the doctor could ALWAYS win a hook stand off.
This meant he could camp without the possbility of a non trade rescue happening.
Aka once people figured out the grab spam in his treatment mode he could camp hard. Sometimes even harder then bubba.
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I miss the Dev's not being completely obsessed with giving killers power micromanagement in the form of resource management and thus hindering them.
Killers already have WAY TOO MUCH to micromanage in a game for any resource management to not become overwhelming/overly hindering.
Remember the sole purpose is resource management is to hinder your ability to do something making resource management inherently not fun unless its solely design around making the resource management itself fun.
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wraith is pretty good for farming BP if your good at getting ambush hits.
Ambush hits grant: ~ 850-1000+ bp on average
550 for the ambush.
300 for an M1 hit.
150 for decloaking in the view of a survivor(Up to 7 times per game).
With 12 BP per second while following a survivor while cloaked.
So getting constant decloak hits grants you an insane amount of bp
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1775488#Comment_1775488
I never said I wanted nerf. Read my original post, I said that a windup would not be a bad idea, as long as something to add up for it is added, in this case being able to drag survivors from pallets and obstacles. An add-on rework would be fine as well.
Being honest that would just make him more like huntress being able to down people last pallet drops/objects without working for it.
Him not being able to down them through that without cleaver play is one of the main differences between him and the huntress while also making him more interesting as he can get hits through objects but he needs to be more cleaver about it which makes playing him fun.
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Its not report-able for sparing the last survivor.
Nor is it report-able for NOT sparing the last survivor.
The other survivors got mad that you were nice to someone who wasn't them. It was also most likely a 2-3 man SWF if they did that as SWF groups tend to get mad if you spare the solo survivor for whatever reason.
Also killers get bonus points for killing all 4 survivors so the farming argument falls apart fast.
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I have seen it happen before but I forget who the killer was other then it was NOT a stealth killer so it couldn't have been wraith.
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I'd change Distortion:
Distortion It retains it's current effect + each safe unhook/protection hit near a recently unhooked survivor(EI within the time it takes to score a safe unhook and 5 seconds after) will grant you a stack of distortion.
Max of 3 stacks regardless of level.
It would reinforce the play-style Jeff wants you to have.
As for bad killer perks I'd change Predator is the one I always suggest:
Predator now creates a secondary trail of scratch marks(Pearl white with a dark black outline that also has a wavy entity tendril like pattern) that nearly perfectly follows a survivor's trail BUT you still have the normal trail(Current Predator prevents scratch marks on walls which is a downside which this removes).
The secondary trail of this perk lasts for 2.5/1.75/1 second(s) less then normal scratch mark trail but is unaffected by other perks.
This would make it have an actual upside without its current tracking downside which made it self defeating to use.
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Idk how many people who overly mind most map offerings just as long as they aren't horribly one sided like Haddonfield/Ormond Or "The Game" vs the doctor.
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People will DC for any petty reason.
I have had games playing as wraith where someone DCs because I found them first.
I have had games as survivor where the same thing happened against a clown where one of my teammates DCed when they got downed first.
Does that mean WRAITH AND CLOWN both need nerfs?
No it means survivors are being petty.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1773133#Comment_1773133
It's way harder to escape 50 times in a row. Many survivor main channels have only done it once, if at all.
Bad survivor: escaping 50 times in a row is harder then killers getting 50 4ks in a row
Meanwhile good survivor mains with multiple 100+ escape streaks(Yes this is real): O really?
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@whammigobambam said:
It's nice that the killer can equip everything they need to counter flashlights, maps, medkits, and toolboxes but also be able to just leave if they know the survivors are skilled.
Meanwhile, survivors march in blind and headstrong with a couple of perks that the killer must also be okay with or prepare to face the consequences.
The killer is allowed to know more then the survivors as survivors can organize in the lobby and 4 items with a total bring 4 times as many add-ons.
Meanwhile the killer is alone and thus is given more information to compensate the difference.
It also doesn't help that killer's powers can be countered by some perks/items meanwhile only a perk or two/item can be countered counted by killer's perk's.
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If I am wraith/hag and I don't want to bring a mori I am going to be dodging a 4 man flashlight squad.
3+ of Items that counters a killer's powers isn't even worth playing a lot of the time if you don't have Franklin's Demise like me.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/208146/results-of-my-16-killer-matches-tonight
Is this saying you're averaging 3.25 kills a game without bloodlust but you still think bloodlust should be in the game, at least in some capacity? Not snark, just making sure I understand.
Given the rainbow array of the ranks in the lobby its really hard to say if these were very fair matches for the survivors.
I don't think I need to say why the 5th game with 2 red survivors and 2 brown ones was probably unbalanced against the survivors.
He also pointed out an infinite/pseudo infinite spawned but wasn't used so...
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Its very noticeable on stronger loops sense they now have to actually can't constantly greed pallets/windows without being punished if they mess it up.
I really do feel like people underestimate 5% movement speed as its the difference between the trapper's ability to play most loops and the hag's inability to play most loops.
Even in where scott says he doesn't notice BL helping him I could point out 2 windows and 2 pallets that he either got a hit on or forced them not to greed it because of BL going off nearly every video.
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Tinkerer is a symptomatic perk in my opinion as if gen speeds were fine it shouldn't be going off constantly.
If tinkerer is permanently up it means the killer is constantly pressure gens but the gens still get a large amount of progression done regardless.
Or
Survivors are just stubborn on doing one generator despite the killer being nearby which tends to lose survivor's games by itself.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1771075#Comment_1771075
I have no facts, all speculation.
But I am guessing that since they originally countered perks that automatically rechargeed even while sprinting, and they redid maps, and tested no bloodlust, that exhaustion addons are next.
Eh given the devs track record of suddenly changing directions and also removing Doctor's iri king exhaustion effect long before doing any of those...
Who really knows but I do feel like the exhaustion add-on is one of the things that helps keeps the clown semi relevant and special as he is the only killer in the game with an AoE exhaustion perk denial now that Doctor lost his.
It would be funny though if he lost the add-on but a 10 second exhaustion debuff became baseline on his bottles though.
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@Woode234 said:
Just finished a match as a rank 19 killer (much higher survivor rank 6) and I've only been getting 4k's. Bloodlust or not, my experience has been this game seriously favors killers. I have 1 perk slot open. This match was against rank 9-12's and once again. Easily able to stop them. So if your a killer, and think the survivors are too strong, go back and check your feed. How many times do you get less than 2k? Because that shows you, no matter how good the survivor, at least half die. Its HEAVILY killer favored.
https://us.v-cdn.net/6030815/uploads/0XSO0M65W2LW/img-20201123-190915.jpg
At rank 20-8 I have seen seen afk killers get 3ks against my team due to EGC(They farmed the afk killer too long) so that's not saying much.
Yes some survivors are that much of potatoes.
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@Clevite said:
I think clown 🤡 is losing that exhaustion addon!
I hope not as having to use exhaustion perks early against him to avoid that add-on is a good thing for him to have.
Having a killer punish greedy exhaustion plays is ok to have on a few killers.
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Mine is Nurse.
She is far from unbeatable even against competent nurses unlike what a lot of the people on the forums say.
I believe a lot of the nurse fear is people being traumatized by old omega blink nurse which no longer exists.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1769432#Comment_1769432
can't use your power at shack or tiles? There are plenty of huntress's who will disagree with this at first sight. You're saying that a huntress will never wind up or shoot at these tiles for over 15 seconds?
The shack i'll consed due to the window(I derped out about that) but the loops I was refering too the survivors could see the huntress at all times and would always be on the opposite side and due to the way the wall was where it was see through only but not shoot through.
So the huntress could never line up a shot on it as survivors would always be able to get behind cover at said loop until she dropped it as she is too slow to ever hit at that loop.
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People forget huntress is weak to high wall loops that can be seen through but not hit through(Shack/high junk/brick walls on auto haven/Prenn asylum) and is forced to Blood Lust through because you flat out cannot use your power in those loops.
Also some of those are without blood Lust are god loops vs her and if she tries to use her power an infinite until she brute forces it.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1769073#Comment_1769073
Thank god someone else realises these new semi infinites, thought I was the only one.
I feel like a stranger with everyone saying it should be gone and saying it would never activate in their games, I'm having countless situations where BL would've helped me, especially around big buildings and W gamers. It's making my chases longer, even with deathslinger.
I'm starting to think people haven't seen a good survivor run a building like coal towers building or ironworks, or chain together tiles on cowshed, or just loop normally on badham or haddonfield.
Ya a lot of people here who say they haven't seen infinites have also said they have only played 2-4 games or haven't played killer or if they were they were exclusively playing nurse/spirit because they were too afraid of them.
Btw I do have a thread made for people to list out how many infinites/pseudo infinites this patch has made to try to point out why Blood Lust is needed and to give a thread compiling the map issues infinites so the devs can see it and hopefully fix it.
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@Axe said:
Nah, I think some veteran killers also want it gone. Also a lot of console players complain about framedrops when bloodlust kick in, how such a small and outdated mechanic can effect frame drops is beyond me but here we are.
Bloodlust is really just something that is "holding" new and inexperienced killers hands imo, you dont really need it if you are a good chaser in general and know your mindgames which new players will eventually learn if they keep practising.
You can't "Adapt" to infinites/pseudo infinites the removal of Blood Lust has created.
Remember the one of the main reason why Blood Lust was made was to stop infinites and given that they have returned when Blood Lust is gone means the game isn't ready for Blood Lust's removal.
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Babysitter change makes sense.
Break down would be a bad idea as if you make hook breaking too good killers will literally have to start to slug people to death.
Being honest buckle up's down survivor aura intensity base on recovery % should be baseline.
Camaraderie is a perk balanced around it only going off once per game per player so making it be able to be applied repeatedly to people on the hook would just result in what happened with the anti camp feature which is its going to be abused until its removed.
Camaraderie is a perk that can't ever be allowed to be good as effects like it in the past have been game breaking.
Off The Record: a shareable repeatable iron will is not something I'd want in the game. Maybe the sharing effect as a one time use it would be ok.
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I feel like if open handed had aura reading in and of itself then it would probably be run more.
Like lets just say it let you see the auras of chests within 8 meters then applied its aura reading buff(4/6/8) to everything making its chest aura reading:
12(8+4)/14(8+6)/16(8+8) meters based off of the tier of the perk.
This would make it do something by itself and make it a bit of a trade off with plunderer's instinct as you choose a better chest aura + better items vs improving all other aura reading perks.
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Yep also without an incentive to actually play the afflicted side also means a lot of people have just stopped playing that side early once they saw the writing on the wall.
For killer I already know the extent of this tests negative impact on the game so I really don't need to be playing killer for the rest of the test.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767327#Comment_1767327
oh a huntress main says it should be further than 15 metres? I guess I rest my case, someone who is clearly WAY more informed than you on huntress says it should be double what it is, but ofc, you think hits over 15m are rare, lol.
Yea, all those people that run iri head without belt, whatever will they do without their insta down, now... let me just find a huntress that runs iri heads without belt, I'm sure there's at least one person that does it.
Yes and part of my point is that the add-on should be usable by the average player or else you'd end up with the iri coin again.
Edit: I do agree that iri head needs to be nerfed but the distance one would make it useless and I want it to be usable so making it so it works like the hag's scarred hand and trumps all other add-ons.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767294#Comment_1767294
Didn't dispute any of my talk about you not even playing huntress so I guess I must be right that you don't play huntress and have thus decided you're the best candidate to decide what does and doesn't work, literally every huntress main Ralp/ScottJund etc have all said iri heads should be based on range but no, Warcrafter4, who doesn't play huntress, thinks it shouldn't be that way.
Yes and scott says it should be 30 meters for the instant down on iri head.
https://www.youtube.com/watch?v=w8OzHJ0uc2I9:20 he says at 30 meters and remember that skilled huntress statistic I brought up?
I know iri head is OP with belt but its really not without it.
Making it distance based would just render it worthless.
PS I do play huntress infrequiently I'd rather just go off of evidence I can gather rather then personal experience.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767179#Comment_1767179
idk man, it's obvious that you don't even play huntress and only watch huntress and have decided that your opinion on huntress based addons is more important than people who actually know who to play her and want fun addons, it doesn't really matter whether I have 10,000 hours as huntress or not, you don't even play her and still think you know best.
Had she not dominated, and the survivors weren't injured those ultra super duper rare long range shots that never ever happen (according to you) would have downed three survivors, as it were she landed two while survivors were injured, which doesn't take away from the fact that they happened, they are frequent, and they are possible. What does take away from this is that it was an incredibly strong match from the huntress and if they landed 3 in a match where almost everyone was in close proximity it serves that they'd have likely landed more had everyone not spent their entire match in one corner.
You've yet to show any evidence to disprove that 15m hits don't happens besides achievement data based on an achievement for DOWNING survivors OVER TWENTY FOUR METRES.
One your own video evidence show and testimony shows that 15 meters or 24 doesn't matter she was back to back hitting 30-40 meters downs if you can land one long range prediction shot you can land all.
To quote you:
"and lets not forget all of those long distance hits were well well well over 15m, if all the survivors weren't downed in one area I'm sure she'd have managed more than 3"
Making the skilled huntress achievement a valid estimate on how many people can land those because of the above.
You also ignore the fact that instant downs technically only work on health survivors making it an inherent condition to all instant down/exposed effects(As they do nothing against injured survivors as they go down either way).
Finally I don't need evidence when you show video evidence proving my point so anything I'd show would be redundant.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1767244#Comment_1767244
"so it drops chase" - So what you're saying is that it also doesn't matter even if bloodlust is active?
Sounds like the loop is the problem, and should be addressed instead of just assuming bloodlust will fix it.
No by the time they get into a spot were they could drop it a Blood lusted killer could have reached them.
They can barely dropped the chase in time and it just doesn't work against a killer with even a single play with your food stack(Effectively a bloodlust stack).
Mind you your right about the open bus being a problem in fact that bus was one of the(infinites) reasons why blood lust was added in to begin with.
Edit: Remember 5% is the difference between a loop being unsafe against a normal 115% killer but safe vs a 110% killer.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1767047#Comment_1767047
Name one that isn't the basement with the right window spawn on Haddonfield and Badham.
The "Fun bus" (Open window bus)?
People have found a way to loop it so it drops chase and resets the window vault blocker counter every 2 laps making it a true infinite.
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@duhffee said:
https://forum.deadbydaylight.com/en/discussion/comment/1767070#Comment_1767070
Yea, the map balancing is another issue, but that's for another discussion lol
The entire point of blood lust being added in to begin with was bandaid fixing map balancing....
BL was literally made as a fix to map balance.
Edit: To quote the announcement
This weekend, Bloodlust will be temporarily disabled on the live version of the game.
Why?
Bloodlust was originally introduced as a means to help the Killer catch up to Survivors at strong window loops. At the time, these loops were safe enough that the Survivor would gain a significant amount of distance each time the vaulted the window, making it impossible for the Killer to catch them.
Infinites and map balance were why it was added in and we still have both in the forum of infinites/pseudo infinites as people have found out how to make the "Fun bus" aka open window bus a true infinite by making the entity blockers not spawn by forcing the chase to be dropped.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767170#Comment_1767170
Only because the person was injured, and 3 long distance hits in a single match... but but but the stats showed they're super duper rare, and no, normal players won't be using them, good huntress' don't use iri because they all know how dumb it is, if they were offered an addon that rewards their skill? I can see it being used a lot more.
and lets not forget all of those long distance hits were well well well over 15m, if all the survivors weren't downed in one area I'm sure she'd have managed more than 3
Are you trying to prove my point that distance base iri head is worthless? I am beginning to become confused by this.
In that game iri head would have gone of ONCE despite the god tier skill of the huntress as part of the issues of insanely situational instant downs is that you'd need to use them when survivors aren't injured as hitting a healthy survivor is part of the condition.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767153#Comment_1767153
Well, I'm assuming with how you think 15m hits with huntress' hatchets is such an impossible thing I'd wager you probably don't have the achievements and only ever watch her get played by people who don't use her very often.
I use her quite often, but it's ok, the guy that doesn't play her and only watches streamers occasionally dabble with her knows a lot idk man maybe competent players would enjoy using the addon :)
There's a reason why I brought up normal players in the past as these add-ons are going to be by.
Also the video kinda proves my point that long distance shots the actual distance doesn't matter as if you can land one you can land both.
PS she only got 3 long distance shots and only one of them the iri head change you support would have helped.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1767091#Comment_1767091
I've scored plenty of "Sharpshooter" score events and followed up with a M1 without using add-ons to increase reeling speed or chain durability.
But also it's bad comparison to huntress whose Hatchets do immediate damage.
Its why I brought up reliability:
Deathslinger can reliably get the long distance shots(Fast projectile speed and better control) but it doesn't make iri coin good and neither would putting it on huntress who has more travel time wind up and an arch.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1767133#Comment_1767133
https://us.v-cdn.net/6030815/uploads/UKLDU2OFH4TJ/steam-22-11-1606034572.png
nope, never played her in my life not even once nope i don't ever play her or anything.
https://steamcommunity.com/id/SenzuDuck/stats/381210/achievements/
Grants?
Anyways I just brought it up simply because from anything I can gather along with just how huntress works 15 meters or 24 still requires a lot of prediction or luck and doesn't make for a reliable nor good add-on.