Weederick
Weederick
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- Weederick
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Billy is better for pubstomping, Spirit is better against good survivors. The games you lose with Billy could be won with Spirit. Playing Billy will translate better to other killers in the long run. Cant go wrong with either tbh
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Only a few popular movies and crossovers, like Freddy vs Jason, Texas Chainsaw Massacre and a few Saw and Scream movies. Most movies were well before my birth (1992) and lately there are more parodies than horror movies. Tucker & Dale vs Evil, Scary movie etc
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Also free to play this weekend.
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Enduring all day, even on Huntress >:( ######### pallets
Selfcare/Iron Will
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Why cant commercials be that funny in germany 😂
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Genrush. Clown is a killer who wins the fight, but loses the war.
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Toptier depends on the survivors you face. Billy stomps bad survivors, Hag stomps solos, Huntress has the highest chance to 4k the best teams and Spirit is similar to Huntress, but tends to be less extreme (0k/4k). I truely believe they excel at different situations and are not stricly better or worse.
4k'ing average R1's: Hag, Billy, Spirit, Huntress
4k'ing the best survivor teams: Huntress, Spirit, Billy, Hag (this the one i would prefer in doubt)
S: Nurse
A: Billy/Huntress/Spirit/Hag (no order)
B: Myers, Pig, Plague, Legion, Clown
C: Doctor, Wraith, Trapper, Leatherface, Freddy
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I wouldnt recommend beginners to stay injured and trust their looping skills to win the game. Beginners mostly play with stealth, which isn't possible when you're screaming in pain.
Imo Iron Will and Botany Knowledge are good additions to selfcare for a good beginner build
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@Boss said:
"After careful consideration, we decided to make every Killer have a Power bar."
20s cooldown
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From a pig perspective, the best play for survivors would be 99ing gens when traps have been applied. They rarely pop (1 kill in 10-20% of games), but they are free wins if they do. If the pig doesn't return to the hook, heal up after unhooking, since injured survivors at boxes are usually free downs. Only go straight for boxes, if the timer has been ticking or the Pig is chasing the unhooker. Selfcaring without any bonuses could lead to death later.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/486693#Comment_486693
This is why instead of giving it speed you should add more skill potential to it. The roar needs to be at the end of the charge. It gives way too much of a heads up that you are using it to be viable. The counter play is them actually being observant of their surroundings or if they're at a pallet watching you crouch. This isn't even going into the perks that counter it even with this buff. It needs to be more viable. Her crouch viewpoint is also too low.
I second this. Pigs antiloop ambush worked because no one knew about it. Its fully countered when you run away.
I tested how much distance you gain when you leave the loop as soon as the pig crouches and its ~20m. This is the minimum distance even if you crouch and uncrouch immediately while walking towards the fleeing survivor.
Her antiloop is decent as is, it works when survivors stay. The problem is the long uncrouch time, so you cant effectively fake the ambush and force survivors to run away. They will usually actually reach the the next pallet.
A shorter uncrouch time would benefit her mindgame part greatly at higher ranks.
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Stacking second chances, because too many have been added.
Looping former infinites still wins the game.
And genrush ofc. The #1 problem in dbd imo. Still... untouched.
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Underrated: Pig, Huntress
Overrated: Billy
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/461904#Comment_461904
If it isn't used to take the game hostage then the change wont matter, why else would you need to be able to block survivors in the basement past hitting them once so they melt through you anyway?
- Bodyblocking for a chainsaw
- Bodyblocking the next survivor after hitting one
- Bodyblocking to counter BT
- Bodyblocking to throw hatchets for shorter cooldown
- Bodyblocking to reload clowns bottles
- Bodyblocking to recover cooldown for Spirit (and Legion)
- Bodyblocking to vomit on survivors
- Bodyblocking to trap the stairs
- Bodyblocking to counter endgame DS
Idk about you but i benefitted a lot from blocking the basement to my advantage. I never held the game hostage before and i have no intention ever to. This game is getting dumbed down, tech like this should be preserved not removed.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/462512#Comment_462512
You do know those figures were explained by peanits and the actual survival rate at rank 1 was closer to 43%.
Do you know what actually means?
This game is balanced by stuffing potatoes into highranks who dont belong there.
Guess what the current new survivalrate at rank 1 is? The former rank 18.
The former rank 18's are now rank 1. Thats how boosted they are.
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Thats the day dbd dies... again.
He was nerfed once and it led to losing 50% of the playerbase over the next months even though dlc released. Go figure what happens when they nerf billy now with "that" type of balancing and attitude to "just remove it"
@Tru3Lemon said:
i can sense that billy will get a change soon
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/461904#Comment_461904
To quote it:
"EGC is just a killernerf."
Thats what my post was about.
Ok. Read it as "EGC update is just a killernerf".
I dont have any problems with EGC, this is a basement discussion
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/462023#Comment_462023
if that were true, people would stop hooking in the basement. it's still just as dangerous. I don't think the 2nd guy has enough time to get anywhere safe after u hit the first guy
No its not as dangerous. It lacks the bodyblocking aspect, which made it strong. The 2nd guy is standing right next to the first guy, he will definetely make it out the window into safety.
It is as dangerous as a single hook in a slight deadzone now.
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@artist said:
did people really rely on bodyblocking the basement this much? I'm so glad people can't just block the stairs for free kills during EGC anymore
Its what makes the basement really dangerous to save against. You could bodyblock the first guy, hit him and bodyblock the second guy for another hit. You could bodyblock survivors for chainsaws too.
Now thats gone... it just a normal place now. gj
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/461921#Comment_461921
You talked about the EGC. It is 100% logical that things get rebalanced around this.
You can cry about it and play the game anyway or simply play and skip the crying part.
I talked about the basement. They should take the time and effort to fix the PROBLEM, not rip out the whole root with all its aspects
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@Bithard said:
https://forum.deadbydaylight.com/en/discussion/comment/461904#Comment_461904
How is EGC a killer nerf? It gives you control in a hatch situation that killers have wanted for so long.
The basement and the Pig got nerfed. The EGC does nothing unless survivors want to take the game hostage.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/461904#Comment_461904
It is not a Killernerf. It is something many Killers wanted.
But it seems like some people expected free Kills with the new Endgame.
Show me ONE killer who wanted the basement nerfed. Pls
It could have been fixed without touching the base game, but if you can stick a killernerf on it, even better.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/461856#Comment_461856
Imagine thinking standing in place makes you a good killer 😂
Imagine bodyblocking is advanced tech to prepare oneshots, cut off dodge routes and let BT run out. Here come the survivor mains who dont even know how to use bodyblocking
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/461660#Comment_461660
This exactly, killers cried and cried that survivors are always taking the game hostage, and now that's been changed they're upsetti spaghetti that their way of taking the game hostage is also gone.
The basement is not used to take survivors hostage. I would bet that falls under 0,1% of its uses.
EGC is just a killernerf.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/461649#Comment_461649
Yeah, quite sad that you actually need Skill (if DBD has any) to kill people and not get them by just standing at some Stairs.
But I know that this is the Level some people expect to get rewarded for.
Bodyblocking the basement stairs is one of the better techs to seperate good and bad killers. It had to be taken away ofc. It cant be fixed strictly to prevent holding hostage. It had to be a general killernerf. Ofc
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Looping former infinites mostly. Consider yourself dead on hook
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@Akuma said:
After the Healing tweak I changed the perkslot. But you know you played it for yearw and its like a drug and you miss it and things like that
But yea now its completely gone because it's Inefficient his father. 2 simple heals tooks ca. 1 generator depending on the killer built and killer PER survivor. So yea Im playin bond now to become more efficiency. Im also Thinking about: bond, prove, BT and adrenaline/dead hard.
What do you guys think is a perfect time efficient survivor perk built?
(Alert can also be helpful knowing where deadzones could be or at least the killer and what hes doin)
MoM, DS, Adrenaline, DH, BT, Deliverance, Unbreakable with Instaheals ofc
Not getting hooked due to perks is efficient as #########. Why heal when you get healed for free 5 times and ignore the killers hits. Thats up to 20 ignored hits in a match, isnt that fair and balanced in a 4-swf.
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SWF should be limited to 2-3 players.
2-swfs are the best games.
3-swfs are a wildcard
4-swfs are the toxiest of games
You should be able to play with a friend, but not in a full group where you coordinate everything. 4-swf groups should be reserved for KYF.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/458678#Comment_458678
Everyone knows rank does not mean much in this game. You have trash killers who camp and tunnel their way to rank 1 and you have insanely good killers who hang out around rank 10 because the queue times are better. Likewise, you have survivors who get carried to red rank by a good team, and you have some survivors who are insanely good but like to hang out in lower ranks for queue times and to bully baby killers.
Of course the data is not a set in stone indicator, but it still says something.
https://forum.deadbydaylight.com/en/discussion/comment/458696#Comment_458696
And yes. that is what the data shows (which is also what I said so congrats I guess for reading??). I ALSO said that the increase in survival rate is insignificant and makes very little difference. 41% solo. 42% with a 2 man group. 46% with 3 man group. 49% with 4 man group.
So the difference between me running a solo game with no communication and running in a full squad of my friends where all of us can communicate is only 8%. That's not "OP" or game shattering.
8% absolute increase in survivalrate is not low. Thats a 20% relative increase.
If we take the stats and continue the survival line for r1, we get a ~62% survivalrate.
A 4-swf on r1 would survive 62% * 1.2 = 75%
1 dead, 3 escape on average. Which is a brutal defeat. Barely catched that one guy while the rest genrushed ez. Your average rank 1 4-swf game, without potatoes.
If anything, those stats show how much impact potatoes have. Going from over 60% down to 43% survivalrate due to potatoes joining high ranks. Its too easy to win as survivor.
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Selfcare, Botany Knowledge, Iron Will and Balanced Landing
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@Jesya said:
@Weederick I think they are taking their time so they don't have another Freddy nerfed to the ground because of knee-jerk reactions again. I think they want to see how the community handles the perk before changing.
But I think after a month it's time to make some adjustments... throw exhaustion on there or something.... it's just a terribly thought out perk and should have never been introduced into the game as it currently is.
Yes i can agree on that. But it bothers me, that a month after release, there has been no plans and stances from the devs. Which usually means "plans abandoned, lets move on and never touch that again"
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/454552#Comment_454552
You know these things take time, right?
Knowing bhvr, they will take years before MoM gets even on the priority list. Sometime in 2021. I wish i would be joking, but if it doesnt get changed quickly, it wont get changed. Look at the long list of planned reworks since 2016. Its safe to assume, MoM is gonna stay the way it is for the next years. And that is reason to use the forums to give feedback to change this ######### perk
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Its been a month with largely negative feedback towards MoM. How can the devs NOT see a problem in this perk, which is essentially old Decisive strike, the most hated perk in the game.
######### balance. 5€ 2nd chance perk it is
Really disappointing to see all the feedback ignored. Why even bother
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/443602#Comment_443602
Once again missing my point. If you're getting looped extensively, either go patrol gens because you're actively letting the survivor waste your time, or learn how to route. It's not hard
I know very well how to play killer, thanks.
The problem still persists with MoM. A good looper, who already takes too much time to catch, can equip MoM and increase the length of one chase by ~50%. If you regularly play highranked killer, you know that this perk basically becomes "equip 4x to win"
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/443583#Comment_443583
Basic chase strategies apply in the same way my dude. Take advantage of healing times to draw out the game. A good killer can route a survivor in a chase, and if they're in a position where they can't, they leave to patrol gens and slow progress. And hey if you really suck at killer and can't end chases without being run around for 5 minutes, try just insidious camping around a corner from where they're hooked. I'm so sick of killer mains that just don't know how to do their job and complain about stuff like this which only takes focus away from actual problems killers face.
So you have no argument other than swapping topics and assuming im a bad killermain.
If you dont believe me, we can go KYF. I'll loop you and you try to not hit me 3 times.
Sounds as ridiculous as it is
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/443553#Comment_443553
I'm not saying don't chase survivors. I'm saying be smart about committing to a chase that could lose you the game. No it doesn't have a direct complete counter. But it's a time waster and killers have time wasters at their disposal too. MoM requires the survivor to properly ration out the hits they take and spend time healing to be able to take more.
MoM requires nothing, no brain. You can literally be afk and activate it. Atleast DS had a skillcheck and could get dribbled.
You mean like every chase against good players? Because they all have the potential to win the game. Having MoM is literally just a free healthstate. You cant play it smart as a killer.... because it is just a free tanked hit. Tell me how to play it smart against potential MoM
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/443519#Comment_443519
If one hit changes the tide of the game that much, you were doing poorly already. The big perk I recommend is Sloppy Butcher to extend healing time and effectively remove any extra time MoM got. If you find it's making chases THAT much longer, either learn when to break chase and tend to generators, or run perks to help in chases such as Enduring or Brutal Strength. And yeah, worst case scenario, try NOED.
Enduring, Brutal Strength doesnt help. Not chasing survivors doesnt counter MoM.
Just like not doing generators doesnt counter noed. This perk is a guaranteed time waster and that is a problem at high ranks. Same problem as old DS
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Why was the Pig nerfed? She wasn't very strong before and now the traps lethality is basically gone. The terror radius change doesnt even prevent crouching to let the timer tick down in a chase, if that was the reason.
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A LOGICAL change.
Behaviour, dont go back to pleasing survivors -.-
Those are unnecessary nerfs no one asked for
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@Roobnus said:
We can ignore gameplay objectives for a moment and focus on the part that's about "providing a funny gaming experience for everyone", which is something Survivors expect Killers to do but never consider doing the same in return.
- Dealing with loopers and gen rushers is not fun
- Dealing with 4x DS, MoM, Adrenaline is not fun
- Dealing with flashlights and instaheals is not fun
- Dealing with SWFs / Voice Communication is not fun
Now it you think about it, that's exactly what the majority of Survivors is doing on a regular basis, right? It doesn't matter if it's required to win or not, let's just focus on the "fun for the opposite side". Most players claim that they "just play for fun".
Do they play for THEIR fun or do they play for the fun for everyone? Do they consider that their playstyles might not be fun for the Killer? And if they know that, why do they still expect the Killers to care about THEIR fun even though they don't care about the Killers fun at all? And even more importantly, why are they insulting players that don't care about their fun, all while they certainly don't care about random players fun either?
E: Sorry I know I'm kinda late, I was busy the weekend :)
Its okay, eastern is a busy time.
Regarding the fun problem. That is dependant on the triggerability of the killer. There are some shortfused killers around who get triggered by palletlooping, which is literally core survivor gameplay.
Thats a mentality problem of killers, if they cant deal with killer gameplay. Getting triggered by palletlooping or calling palletlooping an exploit. lmao
If a survivor is teabagging with instaheals and looping infinites, sure give him the good old tunnelcamp. But most survivors are pretty open at the start, they play like a dick if you do.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/435339#Comment_435339
Did you read your post? You said a good looper could last out in one health state and then said “but sure go down in 5 seconds”.
Most survivors are not good loopers.
See it this way, the reason why repairing gens injured can work, is because a good looper is occupying the killers time, so everyone can do gens even if they are injured.
If everyone is injured though, no one can loop to their full potential and the killer ends chases quickly, forcing you off gens or can quickly catch injured people at gens. This yolo genrushing is not very smart, unless the game is about to end or you really cant last in a chase whatsoever.
If you dont go down, everyone else can do gens. If every survivors does this, the survivors win.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/434376#Comment_434376
Five seconds? Are you staying on a gen despite the heart beat getting closer?
Good that you read my post
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@Andreyu44 said:
Facts: only bad players run SC.
SC is worth for good loopers. It actually takes very little juke time to make healing worth, to which SC still is the most efficient way. A good looper can carry games with one health state, beeing injured limits your playstyle.
But please, go down 5s in the chase and let me snowball. Who needs healing right
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Follow the shaking corn movement, not the survivors themselves.
Outside the chase, search parallel to the cornrows, not perpendicular to see through them. So you look through them this way "I I I" instead of this way "---"
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/427202#Comment_427202
Not very practical for slow Killers, and even regular speed Killers take more than 20 seconds to get to the other side of a large map in the event the hatch spawns far away.
Slow killers only lose 4m. They still travel 88m during that time.
Which is about 5,5 tiles. Should be enough to cover most maps and one exit gate atleast. There should be one exit gate in the vicinity of 5-6 tiles that you can reach.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/427189#Comment_427189
No it doesn't. It makes it way easier. Now you just camp a gate and wait for the Killer to power it up for you by getting impatient and closing the hatch.
Ez win
Still a 50/50 he comes for the right one. 20s opening time = 92m for the killer to walk.
If he guesses right, he will find you before you open the gates. Would be better to wait out the killer at the gate and then open it.
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@TheRealDweard said:
https://forum.deadbydaylight.com/en/discussion/comment/426978#Comment_426978
What are you talking about? That is very different because that is a killers abillity compared to this where it’s just a skill less tactic. Also you can still possibly escape the basement even if it’s a camping leather face . The chance are lower but it’s still possible unlike this where you can just block the enternece for 3 mins.
If you know you are gonna die, why do it in the first place?
Whats more skillless: Protecting the only objective left in the strongest place? Or hookrushing said basement knmowing you are gonna die.
Dont feel entitled to save the last survivor from a camping killer, especially in the basement. Thats holds true already. Altruistic hookrushers who suicide and blame the killer are the reason why games are balanced lol
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@TheRealDweard said:
https://forum.deadbydaylight.com/en/discussion/comment/426964#Comment_426964
It’s not the same because you die after 3 mins.... blocking the basement was considered holding game hostage if you did it long enough.
You could say the same for leatherface camping. There is no counter. If you still do it, you deserve to die tbh.
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@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/426912#Comment_426912
And what's the counter to move the killer? Oh wait there is none which is a huge problem.
The counter is to not go into the basement to get yourself predictably bodyblocked.
Dont take bad decisions, then you dont need counterplay to mitigate them
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@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/426872#Comment_426872
Not even close for an example. And yes it is free kills. I want to actually have to earn my kills not stand still while I go make a sandwich.
There is an easy counter. Do not rush the basement.