Withered8
Withered8
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1809697#Comment_1809697
That's debatable tho....
How? Gen regression perks are clearly gamechanging. You would just never be able to tell with stats because killers who are better at the game tend to run less regression so will get on average the same amount of kills.
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Sure they may not be as strong as moris but they are heavily unbalanced. Either they'll literally allow 2-3 survivors who shouldn't have escaped escape or often they'll just be completely useless, one or the other. They need a rework which tones them down but also makes them useable more often and outside of swf.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1809763#Comment_1809763
This argument is full of cherry picking (only stealth counters Ruin and Undying), outright falsehoods (reworked maps not having a large number of very safe pallets, unless we're talking about Ormond this is just outright wrong), and once again ignoring the possibility of Survivors knowing how to loop. You act like all Killers are this unstoppable force in a chase but the truth is, all the above scenarios where the Killer can "apply pressure" relies on the Survivors making enough mistakes to give that pressure to the Killer unless they're playing one of the three ez win Killers I mentioned before.
You can practically just sit at safe pallets and chuck them as soon as the Killer gets near and as long as other Survivors are on gens whenever this is happening, the gates will open in minutes. Or you can just hold W and most Killers have no chance of catching you. Wasting the time of most Killers isn't hard to do at all.
Ruin and Undying takes effect when Killers apply heavy pressure. But most Killers are so weak that Survivors need to make continuous mistakes for that pressure to be applied.
Sorry but this isn’t 2016 dbd. There aren’t safe pallets at every corner of the map. You don’t NEED survivors to make mistakes in chases in order to catch them. That type of mentality will never allow you to down survivors fast,
Let’s look at Macmillan right? Potentially most balanced realm in the game. You have shack pallet, and that’s pretty much it. The next safest pallets you’ve got are jungle gyms and pallet gyms, but those are only truly safe pallets if the killer has let the survivor pull the pallet the way they want to or if they drop it instantly, which will get the survivors no where because now one of the few safe pallets is gone and the killer can rotate after a ten second chase which lead to a free pallet drop. All tiles a mindgameable, rock loops are mid gameable, shack is mindgameable, the boxes pallets are a fair game as if the survivor chucks em at the wrong time the killer can go around the side and just smack the survivor. Once again this isn’t taking into account survivor mistakes OR killer anti loops OR free hits from stealth and low TR killers.
Stealth is the only half decent counter you’ve given me which helps tackle ruin undying. Just do gens or just do bones is not a valid argument, especially considering all the scenarios I gave you which proved it wrong.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1809734#Comment_1809734
You're not taking into account the fact that just because one gen is regressing doesn't mean two more aren't being repaired, or how slow Ruin's regression actually is, or Survivors splitting up after an unhook, or Survivors wasting a Killer's time with immersion so the Killer gets nothing done, or Survivors actually knowing how to loop and use safe pallets and windows, or how none of the things you mentioned about heals or passive slowdowns are actually nearly that effective or true.
If one survivor is hooked, then it’s not hard to go an pressure one of those two gens being worked on you treks about, like I said previously. Ruins regression is absolutely not slow, idek how you can think. If a survivor runs to a hook save and it takes say 15 seconds to run there, 16 seconds to heal and another 15 seconds to run back, that’s 45 seconds of ruin regress, which is 22.5 seconds worth of survivors progress down the drain, more than pop would take out of a gen. Sure you could say they don’t have to heal, but regression is still happening and now that survivor is vulnerable to being one shot by the killer and will have a much shorter chase.
At the end of the day, survivors are naturally forced off of gens all the time, and if not, then the killer isn’t doing their job properly. By the sounds of things you want a gen perk which baseline makes gens 30% slower or something without not requirements or anything.
”Survivors using immersion to waste killers time,” so we need to play like blendettes to beat ruin undying do we? That’s boring for both sides.
Reworked maps have a very limited number of safe places for survivors to run to, everything is fair game for the killer and can be mind games or played around. Plus there’s also half of the killer roster which completely counters looping or makes it a million times harder.
How are they not effective? You may not see the active results of slowdown but play a trapless trapper or something and you’ll see just how much faster gens pop without a killer power providing secondary slowdown.
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There’s no problem with gens. If you get bogged down on the first couple of gen pops then of course you’re never going to win. Gen pops are not comparable to that of hooks and state in the game. The first gens will always pop much faster and are often far less out of control. It’s how you do with the last 2-3 gens that determines a game.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1809705#Comment_1809705
Multiple of the Killers you mentioned either have extremely mediocre mobility enhancements or their mobility requires time to set up/can be dismantled, making it still easy to cleanse their totem.
Against Survivors who actually do gens, the Perks don't do anything for you unless you're playing a Killer who has high mobility AND high pressure intrinsic to their base kit. You can still only pressure one Survivor at a time with most Killers, and the other ones either doing bones or, better yet, just doing gens means your Perk combo is effectively useless. The counter to Ruin and Undying is literally just being an efficient team. If Survivors can get gens done without Ruin and Undying up, they can just as easily get them done with Ruin and Undying up.
Most Killers run Ruin and Undying because stall is absolutely necessary even against mediocre Survivor players, and Ruin and Undying are the best option for most Killers. That doesn't mean it's good. It just means that everything else is worse.
You’re not taking into account any other things survivors have to do and other things killers can do. A hook/down immediately takes one survivor out of play. Then another survivor is forced to jump off their gen to go for the save, allowing the gen to regress TREMENDOUSLY. Then it’s not hard to go and chase/down one of the other two survivors or pressure them both. This isn’t even taking into account the slowdown which every killer power applies, Oni forces heals, stealth killers encourages heals and makes you jump of gens earlier and be more wary, nurse spirit and blight literally down survivors at insane rates that finding time to do gens is very hard, Freddy has insane passive slowdown, pig has head traps, trapper and hag require survivors to go out of their way to look for and pop traps etc etc. You see how much slowdown a killer has at base when they use their power correctly and you look at it?
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1807386#Comment_1807386
You keep using Blight as an example of Ruin and Undying being OP as if Blight isn't practically a 115 Nurse with 5 blinks when played optimally.
What about every single Killer who doesn't move at the speed of light and is countered by holding W? Yes, believe it or not, Ruin and Undying are next to useless on most Killers because, shocker, most Killers aren't Blight. They simply don't have the kit necessary to pressure gens and totems at the same time.
It’s not like half of the killers have some form of map mobility? Billy, Freddy, nurse, spirit, demo,wraith, hag, twins.
Im using blight as an example because I’m showing you how lethal the combo can get on some killers. It’s still very strong on ur average killer because it negates a huge part of the game, gen regression. The perks literally do it all for you and you hardly need to worry about it.
If it’s not strong on other killers when why does the majority of killer players use it on every killer?
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806904#Comment_1806904
First of all if you want to be taken seriously maybe don't type like you're ten years old.
Second. That's bollocks. Anyone who has ever played killer regularly at high rank knows that totems can and regularly will go down instantly in regular games and ruin especially does nothing against a really good team who are constantly on gens because the gens will never get time to regress. As for DS unbreakable not winning games I'm not even gonna bother showing the overwhelming evidence that it does because the evidence is everywhere for anyone to see.
I’ve got over 2000 hours on killer so yes, I’ve played killer regularly.
if a team is on gens constantly and they are never allowed to regress, then what are you doing as killer? Partying in the basement? Go pressure them off and get downs and hooks and pressure.
DS unbreakable shouldn’t be a game changer when ur playing killer unless ur actively tunneling or you get extremely unlucky in endgame, but it’s endgame then so the games fate is pretty much already sealed.
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1808196#Comment_1808196
Because they wanted to try to do their own version of anti-gen rushing? most are hexes which can be deactivated if found.
If they were trying to find their own version of anti gen rushing and they couldn’t find it, then I’m pretty sure they woulda stopped using the perks by now.
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Ehh visibility isn't really a problem for me on the new maps if i have to say.
Something does feel a bit off when you play on Autohaven over and over again i'll give you but it's still very aesthetially pleasing regardless.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1806703#Comment_1806703
I know they did a right thing but jesus christ it's such an absurd amount of whiny killer mains. I wouldnt even say it's a minority since the minority on the social media of dbd is survivors.
Nah it's 100% a minority. There's just a bunch of loud ppl running around claiming that it shouldn't have left, it's what happens when any sort of killer change or "nerf" happens. Any decent killer player will know they were busted and needed to go.
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1808119#Comment_1808119
I dont see the double egde sword gen slowdown perks barely do anything...and powers like those are either on cooldown or a limited uses.
"Gen slowdown perks barely do anything"...
God i don't know where to start with that.
If they do nothing, why does every killer run etiher 4 gen slowdowns or ruin undying and claim you can't win the game without em?
And pretty much every killer power applies slowdown in some way, whether it be making survivors take time to disarm and crawl past traps and trails or forcing survivors to heal or do secondary objectives.
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Using the logic from ur edit, gen slowdown perks, freddys and any powers or builds which slow gens are a huge community problem.
I don't think there really is a problem these days, especially when you look at kill rates edging 60% these days, an astonishingly high number.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807316#Comment_1807316
The magic counterplay to undying is to do totens, maybe you need to do 2, maybe five. If you remove one of your second chances perks for small game (as I do), you remove half the killer perks 2 minutes into the game.
Ahh here we go, the just do bones argument.
it doesn’t work if the killer is half decent. You physically do not have enough time to clear the totems without throwing the game unless you get insanely lucky with the spawns. That’s not even starting on the points about how killers can see when ur on a totem and just push you off and not taking into account hooked or downed survivors or killer powers.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1807316#Comment_1807316
Seeing as the game for some bizarre reason gives me ormond non stop I have to disagree. You can run down the stairs on balcony pallet up top and the second one allows for quite a bit of mind gaming if you have enough distance. I don't think you can catch someone from behind that rock near crane with bloodlust 1. On top of the already mentioned pallets the tracking on ormond is terrible. I don't know if it's due to the graphic change but it is definitely harder to track scratch marks on the new maps. I think the grass all over the place and scratch marks appearing in odd spots or not appearing at all is definitely affecting things.
I haven't seen oppression in my survivor games, only when watching streamers, seems kinda mediocre, just a better version of surge. If you are a solo queue player, I'm assuming you are, you will definitely run into issues with undying. At red ranks, not as much. I'd suggest using undying at red ranks for a couple of days on killer and see if it changes your perspective on it a bit.
I’ve ran ruin undying for a week straight on blight. Not one loss. Not one. Then used it in a tournament where survivor are meant to be some of the best, yet again won fairly comfortably.
i hardly play solo anymore since the addition of undying, and when I do I come in with the mentality of I’m probsbly gonna loose this match anyway so it doesn’t matter. It’s just so boring.
i will give you tracking is awful on ormand, but that is far less of an issue now considering most of the map is open with hardly any LoS blockers.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1807320#Comment_1807320
A hook every minute eh. What killer is this? Stridor Spirit? Forever Freddy?
Its why Noed is not really an issue. Its not hard to take out five totems between four people.
There’s a problem if ur taking on average longer than a minute to get downs. Most if not all decent killers can do it. Only a very limited number of exceptions exist, often involving very good survivors, a rare sight.
Noed isn’t an issue because you have the whole game to take it out AND it’s easy to take out in endgame. You can’t afford to spend the whole game getting rid of ruin undying it just doesn’t work. Sure you may get rid of it but by then the game’s almost over.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1805699#Comment_1805699
I've played at rank 1 for years. I have gone against a few NA tournament squads. I can tell you from experience you cannot beat them if you are not using a Mori unless you are playing Nurse or Spirit. It's just not possible. Even with a Mori they usually just leave the person on the hook until 2nd stage anyways.
And I rarely play strong killers, because I find them too easy against solo Q teams most of the time. But now I'm locked into them when I recognize an Object SWF that I have played against. And I will have no answer.
The only answer is to stop playing the weaker killers, or dodge.
So ur complaining about loosing to a good team?
when do the complaints stop? Once you can’t loose at all? How is that fair?
Its like a solo q team expecting to beat a decent nurse or spirit or blight etc.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1807248#Comment_1807248
I disagree. Most games ruin and undying are gone within 5 minutes. Until they come up with better totem spawns, that combo will never be good.
You think ruin undying is bad do you?
Try finding the time to look and take out totems when you’ve got a killer who’s getting a hook every minute.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1807298#Comment_1807298
There are at minimum 4 god pallets that spawn on Ormond. Two upstairs, one on the side of crane and one in killer shack. Go ahead and name any other map that has 4 god pallets.Yes oppression was nerfed prior to the hotfix, the lunge was shortened. Undying at least has sufficient counter play, which earns survivors points.
Crane is not a god pallet. Idk who’s telling you this but it’s more than bloodlustable. You can literally just walk around the rock side and catch up. And the pallet upstairs next to the drop off isn’t a true god because the survivor will get stunned for a huge amount of time once they jump off the ledge, giving the killer more than enough time to jump down and hit them after they break the pallet.
That leaves two god pallets, almost every map has more than that. And apart from those pallets what else have you got? How is a god pallet gonna help you against half of the killer roster with sufficient anti loops?
I think you mean coup de grace, which was the perk that got nerfed. Oppression is still a very strong gen regression perk.
Undying has no counterplay unless A ur in an insanely stacked and skilled 4man or B you’re willing to throw the game away and take a chance that the killer doesn’t know how to down or pressure properly.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806656#Comment_1806656
Given that the ebony mori was released without even the first hook requirement they were meant to be a power trip offering.
As of now they have completely lost their purpose and are generally speaking detrimental to use as it takes more time to mori someone then it takes to hook them in most situations.
Also before you bring up DS I'll have to ask this:
Doesn't bringing up countering DS halfway(as it doesn't stop the first DS timer) as an advantage of a ULTRA RARE offering makes it kinda telling how over powered DS is?
Think about it.
Why SHOULD a killer has to bring an ultra rare offering to counter one perk halfway?
If DS lasted infinitely and let the survivor instantly leave the match, then sure it can be a pink offering and equivalent to that of a mori.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1806377#Comment_1806377
I think they are referring to the hotfix patch but anyways to your points. Ormond was not nerfed to the ground, it still stands as one of the strongest survivor maps with multiple 'god' pallets. Opression was nerfed, not nearly as useful and not a meta perk. Twins are mediocre. They are currently still broken- like, literally broken. But once they get completely fixed they still won't be A tier material I don't think. Still a little early on that one. And lastly, undying wasn't released with this chapter but last chapter.
Apart from the tiles, shack and the one or two pallets which may spawn upstairs, the rest of Ormond is unsafe as heck loops or dead zones. It is no where near one of the strongest survivor maps now. I’ll take Macmillan or autohaven anyway over that map as survivor, two realms which are considered balanced realms.
Oppression was nerfed?
Twins may not be top tier but some of the plays you can make with them are insanely busted. Ever had one block the basement entrance or use victor to camp hooks or slugs?
Point I was making is that undying is still in the game and didn’t get a nerf whatsoever even though it’s completely game changing and what 80% of killers run.
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People on these forums tend to just take things completely out of proportion whenever a change is made. Ask majority of the community and they are happy with the changes. Doesn’t make Moris completely useless but they aren’t so busted anymore.
Only thing is the new mori is pretty useless on phead.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806490#Comment_1806490
Ah yes undying ruin. That combo that requires two perks just to benefit from the effect of one as well as good map rng and can still be completely countered 10 seconds in by spawning right on top of the totems having a map, small game, detective's hunch, or simply not being blind.
Meanwhile object is only countered by the otherwise useless third seal offers free zero counterplay information for an entire swf prevents multiple killers from even having a power (Trapper Demo Hag Freddy) all but guarantees that none of your swf will EVER be caught unawares allows you to run around maps like Midwich without ever being in the killers hit range and kills any fun in playing killer...
Yeah they're sooo very similar.
Then let's look at survivors meta perks. DS can win a game with no other perks needed.
Borrowed time can win a game with no other perks needed.
Adrenaline can win a game with no other perks needed.
I could go on but if you don't get the point already then you never will.
If gif you think ruin undying is fine and doesn’t win games for killers with ease and make beating killers extremely hard, then come vs my ruin undying blight, and bring ur best team along whilst ur at it. I’ve literally gotten 4ks because of ruin undying on blight in tournaments. No survivor perk combination can be said the same for, not even Ds unbreakable.
If ur losing because of borrowed or Ds or adrenaline, then you need to shake up ur game play. All of those perks are extremely situation and require the killer to be committing to some sort of tunnel or camp play to work. There are plenty of ways to avoid those perks, which can not be said for ruin undying.
The only argument I accept is ds unbreakable in endgame, but even then you arguably could have avoided getting to there.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1806377#Comment_1806377
This hot xif 4.0.1 not the last one the last one was sorta useless love the map rework tho
So ur complaining about the hotfix which just made some small QOL changes?
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806051#Comment_1806051
And how about the way hoarder already a weak borderline useless perk now literally benefits the survivors? You want to nerf something nerf Object of obsession! You know that perk that literally breaks several killers and completely removes any semblance of fun from the game?
Or how about doing something about keys soon and not two years down the line? Yeah Mori's needed a nerf but only when keys get the same treatment!
But back to the topic at hand 10 seconds is obviously nowhere near enough time as if Charlotte isn't already close to the locker you get nothing and have wasted considerable time during which the survivors will have no pressure at all on any of them.
I'd be down for an object nerf once ruin undying gets nerf and pallets get buffed from being almost totally unusuable, you see where this goes right?
Strong stuff on both sides, don't act like it's just survivors.
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So this whole update was bad for killer was it?
I guess ormand was never nerfed into the ground, or opression wasn't released, or the twins who are insane at camping and slugging were never released. Ruin undying ofcourse isn't in the game anymore cause why would it be right?
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1803876#Comment_1803876
Oh yeah it's dumb how they haven't changed keys at the same time, aka the free escape mechanic that's right behind mori's in terms of BS.
Now all you have is franklins, and if they swap to it at 6 seconds?
You also can't loot a Mori out of a chest.
But it's kinda expected in a game that babies the survivors so hard most of the time. At least there's still a ton of other BS killers have left.
Hotfix Mori's but Iri heads have been in the game for years now......
Let's be real exactly how many survivors bring in keys? Very few, and often it's bad survivors who don't know how to play the game.
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Wraith will get total invisibility most likely.
As for demo, watch them break his lunge or add some stupidly op addons and he'll be the next pyramid head.
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I'd be onboard if it means less ruin unzzzing
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1800131#Comment_1800131
Yes, but if the survivors are easily dodging him all the time, then it doesn’t matter how quickly he respawns. There’s no point using him against those teams.
Hm idk i find im way more likely to get a hit on average than a miss but i guess we all have our own experiences.
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So you want to buff a killer who already exels and promotes camping and slugging?
These buffs sound like the most killer sided changes i've ever seen in a long time.
How on earth are you meant to counter Victor if you can't kick him and he can be recalled at any time?
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His hotboxes rlly aren't that bad. If it was easy to hit as victor and impossible to dodge as survivor, then Victor would be broken as hell, there would legit be nothing stopping the 150% double demo range lunge gremlin.
Also remember that you have a 6 second cooldown on Victor. That's legit nothing. You kick him and he's back on you before 10 seconds has passed. Being kicked hardly punished you unless you've sent Victor to the other side of the map.
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If a killer knows what they are doing and they have ruin undying, you ain't escpaing unless ur in a stacked 4man. Sorry but it's true. How often do you see a good killer loose with ruin undying?
Although funny thing, most good killers won't run it because they know it's busted.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1799681#Comment_1799681
Okay, so just look at Oni, Deathslinger, Pyramid Head, Pig, Ghostface and Demogorgon.
I don't see what's wrong with deathsligner's, pyramid head's, oni's or pigs. Ghostface and demo i can see but demo's even getting an addon pass soon so.
The point of iri addons isnt to provide game changing benefits that are easy to use, but rather to apply some decent benefits at the cost of a downside or change in playstyle. That's the thign ppl don't realise. Often they make you change ur playstyle and ppl r unwilling to adapt to them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1795556#Comment_1795556
Considering most iri addons are trash I highly doubt this can be considered a buff. Just look at Nurse.
Nurse's iris were intentialyl made weak because of how strong she is without addons and how easily they could break her.
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The cooldown is needed and actually is very smart and balanced the way it's implemented. Prevents nurses from just zoning ppl by holding their second blinks.
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The onyl way to rework him would be to give him the legion treatment (IE make him unable to down with his gun) or completely redesign his gun.
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@Sif said:
In the time it takes for slinger to make one hit a huntress could have potentially landed 3 hatchets.
Don't nerf underpowered killers just because you don't know how to play against them.
3 skillful hatchets as opposed to one braindead deathsligner m1 or shot.
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@vintageethot said:
DS needs a rework, it can be abused way too easily. Make it so that DS is active for 30 seconds, but the timer pauses in chase. DS can also deactivate if someone else gets unhooked or if you do anything to progress the game, such as healing or doing a generator/gate.
That wouldnt work, because then moonwalking exploits like on old legion would become a thing and killers would just avoid chases. Also you should be able to heal because you can still easily be tunneled whilst healing.
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@TrapperClaus said:
I LOVE this perk, purely for the surprise factor. I think this is going to be the kind of info perk that survivors are going to very rarely anticipate or figure out that this perk is being used for quite a long time. Almost always when it procs and I act upon it, that survivor is usually in an unprepared, compromised position. This perk is at its most beautiful when it gives away a survivor in the basement. This used to be the one reason I used to use Territorial Imperative, but comparatively Hoarder gives me my intended outcome more reliably. One successful hook in the basement is enough for me to confidently say I got value out Hoarder (even though I get more value out of it than that). Be brutally honest, even without camping the basement, a hook down there dramatically pushes the match in the killers favour. Hoarder helps me “engineer” that.
Hoarder doesn't work....
The notifications work, just not the decreased rarity and extra chests.
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@Speeddemonsaif said:
Also you're kinda entitled for wanting to torture every killer main. (Including me)
Removing bloodlust is "torturing killers"? If you're needing to donw ppl with bloodlust then you need to improve your gameplay sorry.
Also because spirit, deathslinger and freddy don't torture the survivor's experience in anyway shape or form.
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That's the balance aspect of the power. Stop ppl from just holding it down and then flicking to hit a shot. It's like his tradeoff.
You get used to it. You've gotta learn when to go for shots and when not to. If you go for shots all the time, you'll be punished by his sens.
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@Uistreel said:
https://forum.deadbydaylight.com/en/discussion/comment/1795556#Comment_1795556
But nurse and hillbilly were given not one but two iri's, that must mean they were super buffed
Billies iris are actually quite decent, and nurse doesn't need addons anyway to compeltely decimate teams. I don't get why ppl don't understand the reasoning behind nurse's pink addons. They couldn't add anything strong without completely breaking her. An extra blink without any penalty would be broken as hell.
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1460748#Comment_1460748
Ahh, the classic "CAMPING AND TUNNELING, REEEEEEEEEEE".
Just admit to it, you can still easily get gen-rushed if you spread the damage. Numerous videos of streamers getting 2 hooks on 4 survivors have only lead them to their demise. 1 kill and "Brutal Killer" in the match lobby.
They show these games of them supposedly getting genrushed but then they don't show their 80% of other games 4king and stomping.
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I had someone with the twins camp a basement in shack by blocking of both entries with Charlotte and Victor, and all they would do is wait for someone to use the window and go down and they would just grab onto them as Victor and then smack with Charlotte. tell me the counterplay to that.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1796376#Comment_1796376
Yea, it could be. They'll probably nerf iri head so maybe BOTH ultra rates will hinder her.
The reason ppl always complain about the iris being weaker these days is because the devs don't wanna create another iri stone or iri hatcheta. They are playing it careful. If you want good iri add-ons, I would look to someone's like pyramid heads, blight or plagues. Strong but not game changing.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1796575#Comment_1796575
https://forum.deadbydaylight.com/en/discussion/comment/1796583#Comment_1796583
Because it looks good on Paper? At my level if a gen reaches 75% you can assume it's completed and focus to maximizing on something else, like finishing and hooking your current chase. Tinkerer doesn't really help with that. You sneak up on the survivor you are already in chase with? You go up to a gen that they are watching your direction anyways (because stealth is useless against good survivors).
You're trying to tell me that at ur so called high level of gameplay that killers just ignore tinkerer procs?
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1796533#Comment_1796533
... Why would you run Tinkerer on Freddy. Tinkerer doesn't hide dream world lullaby, and doesn't stop blood from spewing from Gens.
Quite literally that's all you had to say to confirm to me that you don't know enough about what you are talking about to actually have a strong argument. Tinkerer on Freddy is so incredibly weak, against good survivors he's completely stomped. Waste of a perk slot, when you need 4 consistent perks on any Killer to even have barely a chance against a strong team of Survivors. Next you're going to tell me that you have trouble against Ruin/Undying, and make yourself look like a complete fool.
I don't run tinkerer on freddy, let alone play freddy mr. If it's so bad then tell me why every second freddy runs it?
If you honestly think "just do bones" works agaisnt ruin undying, then come vs my ruin undying blight and lets see how much fun you have then.
For the sake of it, I ran ruin undying tinkerer corrupt blight to see if a team could actually beat me. So far? Not one team has gotten all the gens done. Not One. And if you try and pull that you're vsing bad survivors card, then how about you hear that i've been against the fungoose swf?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/211104/no-killer-is-inherently-m1
When people talk about a killer being an "M1" killer, they talk about the killer power not actively helping them in a chase/anti-loop. Examples of killers that are NOT m1 killers:
- Nurse
- Spirit
- Freddy (on asleep survivors)
- Death Slinger
- Huntress
- Hag
- Pyramid Head
- Cannibal
Examples of killers who has a power that does not actively help them in a chase are:
- Trapper (Arguable, but requires quite a bit of setup to be useful in a chase and is very unreliable)
- Legion (Sure, they get a single hit, but that's it, they have to m1 after that
- Wraith (Similar to Legion)
- Hillbilly (Arguable, but Chainsaw is hard to use in chase)
- Blight (Power isn't so good in chase, it is good in between loops though and getting around the map)
- Clown (Arguably, if you just drop pallets his power does nothing.)
There are others as well, but this is the general idea.
Idk blight, clown, billy and trapper mains will beg to differ. Just look at the otzdarva trap mindgames at pallets.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1796472#Comment_1796472
"Look I agree freddy does have counters, and is balanced when your in a good swf. The problem is as soon as you have one weaker player freddy is just able to absolutely snowball off of that and gen wins he doesn't deserve."
So the Killer doesn't deserve the win, for playing literally the first thing the in game tutorial tells you to do? The Killer doesn't win for doing exactly what ever "educational DBD streamer" tells you to do? The Killer doesn't deserve the win for playing exactly how the dev's said they intend for you to do.
What's the point of playing Killer if you're not meant to exploit the Survivors weaknesses, and maximize on their mistakes?
That's not what Killers powers should be about at all. THEY ARE THE POWER ROLE. They should have THE POWER. That's the most confusing part of this game. Survivors literally have so many things that gives them more power, with 0 fall back. Without perks, you have Windows, Lockers, and Pallets. With Perks, you have things like Decisive Strike, Borrowed Time, Dead Hard, Iron Will, etc. All these things that make you incredibly stronger, and gives free seconds chances - but supposed to be the weaker role?
Because of this there already is very little dynamic gameplay.
I like this little timbit;
"PREVENTING SKILLFUL PLAYS on the survivor side, which is what happens with freddy. Hold m1 on gens, throw pallets instantly, hell looping him is boring as hell. I would rather loop a nurse or huntress ANYday."
Here's a suggestion, don't throw pallets instantly against Freddy, and yes it's faster to do gens when you are holding m1. You're welcome for the two facts that literally applys for all Killers, and the only people that don't have problems agastin Freddy are the Survivors THAT KNOW HOW TO PLAY THE GAME.
It's not just that, you can hold a nurse and help your team out, where as holding a freddy will do far less because he'll just teleport away or rotate the instant he gets a tinkerer and wont be punished because of his insane slowdown.
The whole "killers are power argument" is just silly. You don't just deserve the rights to be the power role and dominate in games. Balancing a game is not about having a power role. If one role was a power role then the game would be immensly inbalanced. You shoudl have to earn wins and not automaticalyl get them because you're a power role. This goes for BOTH sides.
If you don't throw pallets against a freddy who knows how to play the game then they'll just chuck down a snare and your screwed.
And no if you looked around the killer base instead of killer main cities like the forums then you'll see that a majority of players want a chagne to freddy and believe he is too strong.