Withered8
Withered8
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1796381#Comment_1796381
Which in most cases makes sense, but with so many other effecting factors. Freddy's 70% winrate isn't because he is good, it's because kit doesn't limit the player. His kit gives back the power role to the Killer, and gives the player freedom to actually apply all of their skills in a single match. Meaning the survivors are actually facing a balanced Killer for once. The game is too easy for Survivors - most don't bother to learn even the basic's of the game. How easy it is to play Survivor, when you mainly play survivor also builds entitlement. With so many factors that give survivors second chances without any real skill build entitlement aswell. So then when they do face a moderately good, or expert level Killer they cry they were OP, or they mistakenly accuse the Killer of playing unfairly. I can't even count how many games I play Nurse and get accuse of Camping/Tunnel, simply because I have expert tracking skills, and am on top of all 4 survivors for the entire match. That's not camping, or tunneling. Which is why the only players that don't have an issue with Freddy are the ones who have learned how to play Survivor properly.
The problem I am seeing. I am so high in ranks with Killer I have long wait times, because I only get matched against strong 4man swf. My Freddy games I win about 45% of the time because he's easy to beat, or I am against a team that is just fooling around making it easy. I get all my wins from Spirit and Nurse. I can't play any Killer anymore because they don't have the ability to traverse the map quick, or is severly lacking in other areas.
Then we have twitch streamers creating a poor look on the game as well. Players looking up to Otz, Tofu, and Tru3 as these "godlike" killer players, when they havn't reached the top either. I completely stomped them which in turn made even themselves say on stream that "Survivors are too strong", but yet that's the only thing the viewer base doesn't listen to?
It's dissapointing to see in these forums too. Barely any of the Survivors in these forums know how to play the game right, and it shows in their responses. The lack of knowing how to counter Freddy, when to counter Freddy is as easy as playing Survivor right - that's it. Know how to loop. Know your map layouts. Always be on gens. Everything else is extra. To beat a good Freddy you gotta know how to wake up, and stay awake in a way that doesn't waste time. (I.E. Failing checks when Freddy's distracted, forcing him have to choose his chase or teleport/run to you. Waking up everyone after a hook save. Looping/Fixing Gens towards your clock).
The game is in a sorry state right now, and when they Nerf Freddy because their playerbase doesn't want to learn the game. I can only see the game getting worse from there till we have another Deathgarden (because this exact same thing happened to Deathgarden). Which if you don't know what Deathgarden is, you shouldn't be giving opinions on the forum till you educate yourself more on BHVR's company itself.
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.
As for your point about how his kit doesn't limit the killer player, there's the problem. Killer powers should be about providing benefits at the cost of a mild-mediocre expense. If killers didn't have weaknesses and downsides then there would be very little dynamic gameplay, and countering him would be far far more limited 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.
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They are pretty fun to play, also very strong if used well. Highly underated killer.
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You don't need corrupt these days. The game is far more balanced and running multiple gen regression perks is sometimes even too much, especially on stronger killers.
I use 1 maybe 2 regression perks at most. Often it's simply just surge, pop or opression.
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One of the most balanced and well desgined killers to date, next to billy and huntress. Doesn't need any change apart from maybe bug fixes, which goes for half of the roster. Although undying probably does need a look at. Pairing undying ruin tinkerer on him is nutty, and good blights won't use it on him because they know how busted it is.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1795546#Comment_1795546
They don't matter. I only ever got this game because I liked Nightmare on Elm Street. Sure I don't only play Freddy now, but I don't want to see him made back into the original Freddy again, simply because Survivors don't want to put the same amount of time learning the game like I did.
On the other hand I actually enjoyed playing old freddy far more than new freddy, so I would like to see him turn back.
You see? That's just a preferential thing. The devs chagne killers according to balance and when a killer has 70%+ win rate then there's more than enough justification to make changes, especially if balance is designed around 50%. Can you imagine if a league character had a win rate at 70%?
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/1795546#Comment_1795546
Well I could see why as people had to buy Freddy while the others can be earned by playing the game.
That being said, I don’t play Freddy so I wouldn’t know what happened to him
When you buy content in this game or any game your not buying for the character to never change, they have more than enough rights to change them according to game balance. I could argue that I'm not happy with the initial buff they did to him because I enjoyed old freddy.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795556#Comment_1795556
They could pull another nurse and make her iris hinder her. I honestly wouldn't be surprised at that either.
They could, but that's no worse from having no second iri addon.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1795546#Comment_1795546
Huntress buff? I highly doubt that the add on rework will buff her in any way
She's getting another iri addon, I don't see how that's not a buff.
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I've noticed there are a few invisible walls on some of the loops, but there are still many gaps which you can throw over, it's just harder now and takes more skill. There's also that nutty hole in the jungle gym wall which you can throw through as well.
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Jeez calm down. A potential freddy nerf and everyone's gone crazy, but forget about the clown, huntress, demo and wraith buffs. They don't matter.
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Yea only 6 seconds. Honestly this needs to be longer because countering Victor is hard enough, ant ouplaying him well just to have him sent back on you within a few seconds is just too much.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/1793095#Comment_1793095
Freddy is pretty easy to go against. Wake yourself up if you're having a problem with his snares or pallets. Be mindful of his phasing as you can't see him from far away. Be alert. Like...I don't understand why people have such a difficult time against him and actively just choose to kill themselves on hook against him because they can't be bothered to learn how to counter him...or they're just bad.
You have to wake yourself up every 60 seconds, which takes a huge chunk out of your time and means gens pop far far slower, creating really long and boring games. Plus you fall asleep everytime you're hit which is just a pain. Vsing him isn't nescaserily hard, especially in a swf, it's just a pain and not worth it.
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I don't have any problems with new autohaven, although Ormand is kind of yikes with its deadzones.
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Pretty similar to what the other guy commented.
Because she's the strongest killer in the game, it would be insane for her to have strong addons. We've already been through 3 years of her with the literal strongest addons in the game and the devs learnt that the balance was just completely skewed. Extra blinks don't work, range addons without an increase charge time don't work.
I think her addons are great now, recharge and range are still actually very strong. Some of her other ones aren't as strong but provide some interesting benefits.
Another thing is, nurses base with no perks or addons is more than enough to competently win games. She was desinged in a day where survivors had some of the most broken stuff imaginable, and other killers could hardly compete. These days, countless changes have brought other killers and killers in general up. Due to this, there really is no need to play nurse any more and completely decimate teams. Other weaker killers are able to do it perfectly fine, and people have realised that why play nurse when you're good at her and can get consisten wins, when you can play another killer who may not be as strong but will provide interesting and closer games, requiring you to play smart and carefully and proving more of a challenge.
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There's a difference between having a sulk because you got one or two hooked occasionally and wanting normal games without being forced death or left on hook. Remember the killer's objective isn't so much to kill as it is to please the entity, by getting many hooks. If you're one hooking ppl, sure you're killing them but that's not rlly how the game is meant to be played, and that's the problem. Sure i don't think everygame should be a 12 hook game but I also don't think games should revolve around forcing death, leaving ppl on hook and getting 4hooks but killing everyone.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793095#Comment_1793095
Yes..and as someone whos on both sides..im calling out this nonsense for what it is
So you enjoy vsing freddys? You enjoy sitting in games for twenty minutes playing gen simulator only to have ur gen popped or destroyed by ruin? You enjoy watching freddys spam puddles around a loop so you cant do anything? You enjoy swingy chains and jump rope?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793076#Comment_1793076
Because I want all killers to be fun and good to play..not just some..and they're using bad metrics on their decisions
It's not just the metrics. Vsing freddy is one of the worst experiences in the game as survivor, especially in solo. Just because they are fun to play doesn't mean they are fun to vs. There's two sides to this.
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Your complaining about a potential freddy nerf when this year we've gotten: Bubba buff, Doctor buff, Blight, Pyramid head, Spirit still in the game for some reason, clown and demo buffs coming.
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The twins r more than strong enough atm i don't think they need any buffs. I do think there needs to be a longer cooldown when victor is kicked, i mean 6 seconds? Basically if you outplay him in a chase and kick him, well it doesn't matter cause he'll just respawn instantly and rush you down again. Can get very annoying.
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I actually really like opression and the combos it can create. Far more interestign and dynamic than zzzundying ruin. It's also good at taking down ppl who try and split gen pressure which is what good teams will do, meaning they may end up staking, wasting more of their time and starting a party if i have discordance.
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@Obonto said:
https://forum.deadbydaylight.com/en/discussion/comment/1790083#Comment_1790083
Have you tryed it?
His pounce needs a second to charge. Long enough to be on the other side of that tree. Also running bubba on a tree is fun. It's much more effective as to try to vault him. He just jumps after you.
Victor moves at nearly survivors movement speed as hes charging his thing so he has no issue catchign survivors.
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Autohaven actually looks like something out of a horror movie now. I mean have you seen bloodlodge? Sure there are some annoying things about it but for the most part it's pretty decent.
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Wraith is definitely an outdated character, his stealth is appaling compared to the other three stealth killers. Incredibly underwhelming. Other than that though I would say most killers have managed to tag along with the games pace at least somewhat. Trapper can still be very good at shutting down good loops, infact potentially easier these days with less strong loops needed to be trapped. Doctor's rework definitely put him back in the meta, able to antiloop and detect ppl easier. Spirit, Legion and clown are definitely starting to feel outdated, all with powers aimed at shutting down nasty loops which largely don't exist today, makign them either very underwheling or too opressive.
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I don't mind dead zones if they are kept limited and spaced, but i have problems with deadzones on the edges of maps and in huge chunks. Deadzones on the edges basically prevents play from happening in that area of the map without a guaranteed hit or down because you will just get zoned if the killer comes.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1790576#Comment_1790576
Those were the days though. When people thought clown was genuinely good. I remember watching tyres video and if my memory serves right he was saying he liked clowns design.
Haha yea it's actual hilarous watching older tier lists and seeing clown in A tier as a "better huntress"
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I've always believed he has potential to be insane, other ppl take time to see killer's strengths or weaknesses, remember when clown was supposedly top tier and spirit was bad?
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/1790114#Comment_1790114
Wait until you versed survivors that knows how to exploit this, its not well known yet
Maybe I havn't yet that's possible, although consdidering victor's pounce is far easier to hit than billy's chainsaw and no-one complains about a way to exploit agains that, idk doesn't seem very likely.
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/1790083#Comment_1790083
its true, looping around a tree will prevent victor to attack u, hes one of the weakest killer. tru was also countered by this the ohter day
This is due to Victor being slowed while charging, it doesnt work on all trees only some on specific map
Playing nonsotp twins the past day I havn't run into that issue once. His charge is barely 1 seconds so you can pretty much hit people anywhere. Whilst charging he actualyl doesnt move as slow as when he's fully charged fyi.
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@Obonto said:
Victor is incredible easy to dodge. Just go to the nearest tree (the smaller ones are better) and loop the tree. As long as you stay on the other side of it his speed won't help him. Dropped pallets have been mentioned. And ofc lockers.
What kind of victor's are you going against that let you run them around a tree?
That's like trynna do that against a bubba or billy.
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Because his pounce is already pretty darn strong, and that would be overkill.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1787057#Comment_1787057
I didn't say I would be going after the unhooked in that situation. But if I walk back there and I can't find anyone else (which happens often in my experience, a lot of unhookers go hide immediately afterwards) except this guy who starts repairing a gen in front of my face, you think I'm supposed to ignore them? Or even if the unhooker is found, the fact that there's a survivor just sitting there repairing a gen because you'll lose pressure by going after them for the next 60 seconds is kinda stupid.
Just slug him srsly it's not hard. Sure they'll use their unbreakable but like I said before they've only got it once and having a slug creates pressure regardless of whether they have unbreakable or not.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1788376#Comment_1788376
That's a bug.Not intended
Ah ok. Actually kinda liked it ngl.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1788246#Comment_1788246
The survivors can kick Victor after a successful attack. If you haven't noticed already, Victor's body flashes red when he is vulnerable.
We just haven't seen a good amount of survivors know the counters yet.
His strength is justified by inability to use perks and hooking, and his vulnerability.
The counter to Victor is teaming up and doing generators together.
If Victor attaches to someone, he can be kept hostage for 45 seconds. Charlotte has no power. Enough said about that.
If you try to attach Victor to someone and then injure them with Charlotte, you will be playing like a Legion. Ineffective and inefficient.
What I'm trying to say is, it's stupid to call a killer overpowered or trash within the first week. Not to mention that the killer's current state is extremely buggy, which may not reflect twins' actual strength after bugs are fixed.
Look I agree that ppl shouldnt jump to nerf or buff conclusions and i dont want any nerfs or buffs or anything just yet, I'm just trynna point out some of the strengths cause ppl seme to be ignoring them heavily.
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1788376#Comment_1788376
Oh wow, I didn't know about that past part. In the PTB lockers just completely countered Victor. I haven't used lockers against him since Twins were added to the live game.
Victor has a little bit of that Pyramid Head chase disease- you either get hit, or you get hit. Maybe not as bad as pre-nerf PH, but it really is the speed that makes him so oppressive. You don't get away from him until he misses, and good players don't really miss too easily. Also, a decent amount of the time, Victor misses so far that you can't even reach him in time to kick him. In that case, it's better to run away, but he catches up to you so quickly that it barely matters.
Yea, I'm hoping time will prove this wrong and he will have counters but I guess we might have to wait and see where the devs go from here. Find it so weird how they design pretty awful killers like PH and then killers like blight who I personally think is one of the funnest and most balacned killers in a long time.
Speaking of PH, have you seen his most recent visual bug? Wondering if other ppl r experiencing it or not.
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1788246#Comment_1788246
Agree. Victor could be in a good place if they just nerfed his speed. Once lockers don't completely counter him, he will be too much. Even now, in situations where you don't have a locker at the ready, you are just heavily struggling to get away from him. Legion is irritating to go against simply because Frenzy is nigh uncounterable in a chase, but at least Legion can't down you in frenzy.
I've only gone up against bad Twins since they were released, but I had the displeasure of playing against good players in the PTB. Victor was extremely oppressive in a lot of spots. The hitbox for him is surprisingly large. A few players set up chases in a really smart way, with Charlotte completely blocking a resource while Victor chased.
We're not even gonna talk about how horrifyingly annoying it is to get camped by them, either. If it comes down to 2 survivors, they don't have a fighting chance against a competent killer- at least not from what I've seen so far. Perhaps better counterplay will be developed; I'm not ruling that out. But Victor is definitely extremely difficult to deal with if you don't have a locker nearby.
Yea definitely nerfing his speed would be the best thing to do because currently his insane speed can negate pretty much any loops effect.
ATM it seems like all you can do is hope that he misses you so you can kick him or maybe get a pallet stun if possible, although that's hard considering his speed.
Also you can actually hit ppl in lockers if you just pounce at the locker. Idk if that's a bug or intended.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1788246#Comment_1788246
assuming they are injured, if a team keeps up with healing and doesn't take victor off you barely can do anything with him. also unless your slugging simply using him to down survivors and then switch to charlotte is a big time loss compared to other killers so you have to down them near charlotte.
also survivors are barely using lockers once they start doing that more even after you can hold them in it will put a stop to your pressure especially if you can't punish them if they get out of the locker.
Couldnt be bothered to rewrite this so this is what i wrote on another forum page:
- (If the killer has half a brain they won't allow a survivor to do that. That's like saying obstacles like those prevent billies and bubbas from getting downs.
- You know he can hit ppl in lockers right? That's not stopping him anyday now
- Good twin players will either use him to go for injured ppl or go and down them if they keep hold of him. You also know that if someone has him on them they are out of play in that match for the next 45 seconds right? I more often leave him on ppl rather than recall him because I know that I don't have to worry about what that survivor could be doing and only have to manage 3 others, especially when one of those may be on the ground or hooked. Talk to me once you've spent almost a minute out of play in a game unable to do anything and see if you enjoy it.
- You shouldn't be running crossmap with victor. If you know a survivor is on a gen, get closer to the gen maybe 30 metres, swap to victor for no terror radious, hit the survivor with victor then swap to charlotte and its a pretty easy down.
- That's on you if you miss someone, either you were outplayed or you messed up. Look at the room for improvement.
- Just walk off if you land on terrain? Do you know how busted that would be if he could just climb on top of things and loops? Then you couldn't destroy him at all.
If you think the twins or victor himself are weak, then come 1v1 me with victor and see if you can last more than 20 seconds without being hit by him.
There are so many other strengths and insane points about the twins which I could go into as well. The fact that Victor is a 150%, stealth demogorgon with a lunge that can go over pallets and windows, double the length of his and with an insanely large hitbox bigger than huntress's hatchets. Then theres the ability to camp hooks, slugs and gens with eachother. If you put Victor next to a slug or a gen or a hook, then the survivors can literally not go to those things without the killer spotting them and them taking a hit. Can you imagine the strength if you had sloppy, everyone was injured and victor was near a hook or slug? You literally would not be able to save them. Also victor has great map pressure having no terror radious and a base 150% movement speed.
Stop focusing so hard on their weaknesses, which every killer has and must have btw, and look at their strengths, achknowledge them and play to that ability. )
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Victor is actually insane and i don't know how more people don't see it. He's a demogorgon with a pounce double the range, the ability to go over pallets and windows and low obstacles, 150% movement speed, no terror radious and practically a stealth hunter AND an insanely large hitbox.
I think the only way to balacne him is nerf his movement speed. Currently if your at a pallet as survivor, you drop it you get hit over it, you don't drop it you don't have enough time to make it around cause he rushes you at 150%.
Once you get the hang of it, it's not hard to end even the best survivors career and absolutely annialate them as Victor. Nothing stops you.
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@YukariTheAlpaca said:
https://forum.deadbydaylight.com/en/discussion/comment/1787751#Comment_1787751
- The survivor can just run a circle around a stack of tires (or any thin debris for that matter) and Victor can no longer do anything.
- The survivor can just go into a locker.
- The survivor can just let him get on their heads and remove the killer's power for the next 45 seconds, basically eliminating the killer from being able to do anything. (Seriously BHVR? this is the recall timer?)
- By the time you get a down as Victor, you will need to basically walk across the entire map to pick them up and hook them most of the time. Basically wasting most of your time in an already short game since survivors will probably be genrushing you anyway.
- The survivor can also just kick him in his ugly little face after he misses or hits a nearby teammate.
- UH OH! looks like Victor got caught on debris. Time to die (Why is he so limited to what he can and cannot walk on? Any potential fun you could have as him like setting up cool jumps or taking advantage of the terrain is removed. It isn't like its not able to be dodged anyway and Victor cannot basic attack.)
Playing "The Twins" is basically playing a trapper with no traps who has the ability to slowly transform into a Demogorgon who cannot pick anyone up, vault windows, break pallets, damage generators, or even open lockers. How does this sound strong in the slightest?
- If the killer has half a brain they won't allow a survivor to do that. That's like saying obstacles like those prevent billies and bubbas from getting downs.
- You know he can hit ppl in lockers right? That's not stopping him anyday now
- Good twin players will either use him to go for injured ppl or go and down them if they keep hold of him. You also know that if someone has him on them they are out of play in that match for the next 45 seconds right? I more often leave him on ppl rather than recall him because I know that I don't have to worry about what that survivor could be doing and only have to manage 3 others, especially when one of those may be on the ground or hooked. Talk to me once you've spent almost a minute out of play in a game unable to do anything and see if you enjoy it.
- You shouldn't be running crossmap with victor. If you know a survivor is on a gen, get closer to the gen maybe 30 metres, swap to victor for no terror radious, hit the survivor with victor then swap to charlotte and its a pretty easy down.
- That's on you if you miss someone, either you were outplayed or you messed up. Look at the room for improvement.
- Just walk off if you land on terrain? Do you know how busted that would be if he could just climb on top of things and loops? Then you couldn't destroy him at all.
If you think the twins or victor himself are weak, then come 1v1 me with victor and see if you can last more than 20 seconds without being hit by him.
There are so many other strengths and insane points about the twins which I could go into as well. The fact that Victor is a 150%, stealth demogorgon with a lunge that can go over pallets and windows, double the length of his and with an insanely large hitbox bigger than huntress's hatchets. Then theres the ability to camp hooks, slugs and gens with eachother. If you put Victor next to a slug or a gen or a hook, then the survivors can literally not go to those things without the killer spotting them and them taking a hit. Can you imagine the strength if you had sloppy, everyone was injured and victor was near a hook or slug? You literally would not be able to save them. Also victor has great map pressure having no terror radious and a base 150% movement speed.
Stop focusing so hard on their weaknesses, which every killer has and must have btw, and look at their strengths, achknowledge them and play to that ability.
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If you play well with victor and don't miss, which isn't too difficult, his chase potential is insane, able to stomp pretty much anyone in a 1v1. Survivor's have to hope that he misses so they can kick him.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1785333#Comment_1785333
Ormond is not that big tbh.
@Topic:
Have to look at the Map (maybe will burn an Offering today), if there are Deadzones, it is bad. Nothing wrong with unsafe Pallets, as long as there are a bunch of them.
I agree, I mean i would hate hawkins but it's got plenty of pallets to make up for how unsafe they are so I don't usually have a problem with it.
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It may be too early to tell but you do have a point. I think ppl r severly underating the twins, they just havn't learnt how to play them yet. They have a completely different playstyle which you need to adapt to. ATM it seems like the counter to victor is trying to make him stuff up once so you can heavily punish him but we'll have to see how good twin players are.
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Twins actually aren't that bad. I've been watching people who seem to be getting the hang of her an dthey are amazing at keeping pressure between charlotte and victor, almost able to pressure two places at once.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1784204#Comment_1784204
So if I haven't found any other survivors and someone goes for an unhook less than 20 seconds after I hooked them, I'm just supposed to ignore that and keep walking away?
There are many other things you could be doing in that situation. Why don't you go pop a gen or push the other two off gens instead of complaining gens go too fast? Or you could go for the unhooker? You don't HAVE to go for the unhooked person everytime.
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I like it personally, kind of a dynamic map in that it's all about gen splitting and area control. Although it's probably getting changed with the rework like how bloodlodge and gas haven r getting a layout rework, can't confirm though.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1779236#Comment_1779236
You could avoid it before the rework. Remember juggling? Now survivors can force it to activate. They can sit on a gen in front of you and you're in a lose/lose situation. Either you leave them on the gen, down them and let them unbreakable, or pick them up and get stunned. All they need to do is find a way to make DS actually counter tunneling instead of allowing survivors to be cocky and toxic. Maybe shorten the timer but pause it during chase/while slugged or something, so as an actually tunneled survivor you're not punished for being able to loop the killer for 60 seconds or more.
Are you trying to say that old ds had counters but new ds doesn't? Seriously? Did you ever play a game against decent survivors with ds? Would basically take away ANY benefit or advantage or pressure you might have had. Old ds gives you a MINIMUM 4 hooks where you don't have to worry about it at all. If someone sits on a gen infront of you slug them. Sure they'll use their unbreakable but during that time they can't do anything, teamamtes will mostly likely jump of gens to potentially help out, you've got pressure from a slug AND they are going to use it meaning they can't use it ever again. Oh and if ur running into someone with a ds sitting on a gen infront of you, what were you doing going near them as they were getting unhooked anyways?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1782681#Comment_1782681
'when they don't facecamp' is like saying 'if huntress doesn't throw hatchets' and you know that. Are you... are you actually playing the game? Because I am starting to have severe doubts about that.
So you think bubba's power is facecamping? How on earth are you playing bubba?
Just because someone plays scummy with a killer doesn't mean thats that kilelrs playstle, thats the players playstyle. You must hate hag and freddy then because they have facecamping benefits.
Go watch some actual decent bubba mains out there and find out exactly just how many times they facecamp people.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1782404#Comment_1782404
Some farm maps are annoying like haddonfield. Atleast cowshed. But i guess as original realm they will be reworked before haddonfield.
Temple of purgation can have some unmindgameable loops close together in the middle and its a big map.
Temple is actually quite small now since they shrank it, I personally like what they did with the map and think its pretty balanced. Although yea theres one tile which can spawn with the wide and flat curved pillar with a bush next to it which is probably too safe.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1782431#Comment_1782431
I did tell you:
outwitting the killer, and that has a lot to do with adjusting to their skills. With caleb it's being sneaky, with pig it's popping all the gens almost at once after she ran out of traps while you 99d all the gens.
this is why bubba and freddy genuinely aren't fun, as their 'counterplay' boils down to 'giving up' how are they more 'fun' than caleb?
bubba involves giving up? Bubba has some of the best interactivity in teh game when they don't facecamp. Good balacne of being able to do well in chase but also counterable.
Also "outwitting the killer" sounds like cop out talk for genrushing.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1782413#Comment_1782413
removing the chain would, as stated, make him a cheap-knockoff huntress, and you might as well remove him entirely then. At least have the guts to outright state you want him removed.
I don't get how people fail and fail and fail to understand that cutting chases short is the one strength he has. He has little mobility and smaller map pressure, even with the dreadful ruin/undying combo. yet so many call for removing everything that makes him unique if not his entire removal. and that is when they don't outright utter deaththreats to people who like him for any reason. All because they try the same MO on all killers.
wth
That's the problem with him. His design is awful. A killer who is oppressive and unbeatable in chases but gets stomped gen and map pressure wise. You look at the fun to vs/play and strong killers and you will find that whilst they have some form of an antiloop, it's no where near as oppressive and is often combined with some sort of map pressure.
I've literally given a suggestion which completely changes him and makes him more different than he his now.
I don't nescaserily want him removed because i think his lore is somewhat cool and the character himself, but his desing is awful.
And you STILL havn't told me what you find fun about this game other than interactivity.
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It'll be somethign ppl less expect or know about. Like how no-one was expecting stranger things or silent hill.