Xerge
Xerge
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- Xerge
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It might not matter now that everyone is being pushed to red ranks, I've had a few matches after the rank reset and I've felt like I'm playing against green rank survivors.
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DS: Deactivates when you've been fully healed, started working on a gen or unhook someone else.
Noed: Could apply the exposed status effect only to the survivors who start opening an exit gate.
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I knew it.
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@Demiurg said:
Yeah, killers will be better tunnel because it is logic antigenrush option in future.
Yeah, some form of tunneling will become meta; focusing on one or two survivors until they're dead while just injuring or sluggin the other two.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/997330#Comment_997330
This is no bait and i'm talking about reworking, not nerfing.
Did all the killer mains from the steam forums invade this place?
I play mainly survivor btw.
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Has every killer nerf begun with baits?
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It's already happening. I've had some interesting matches, feels like I'm back to the green ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/996939#Comment_996939
Aaaand you are the 3rd person to elude that I'm a survivor main.
That makes the score 3 for survivor, and 4 for killer.
Wonder what side I will be claimed that I main more of at the end of the month.
@Xerge Any wagers?
I would like to read your thoughts on the new ruin after it goes live first.
I'm already running surveillance on almost every killer to get used to it.
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Wouldn't recommend.
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I used to run the spirit fury + enduring combo a lot, but then realized I don't really need it, because you can win mind games. It can be really useful in map with a lot of safe loops, but I've been sending map offering as killer to avoid those, so I'm no longer interested in using that perk.
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I would also like to see a prison, a manor, an abandoned amusement park, a summer camp, an abandoned ship in the middle of the ocean (with lots of rain) and a Mall.
I hope that's not too much.
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I've been wanting to try the PWYD + Nemesis combo and see how that works with his bottles; slower survivors and a faster clown, doesn't sound bad, but I haven't tested it yet.
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I don't think the devs understand either. 😛
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It could have a cooldown.
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Try the Frustrated Clown build: Pinky finger, a mori and rancor.
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@Bill_I_Am__Overbeck said:
Here's my stuff for my mains:
For Nurse, I'd say Wooden Horse and Dark Cinture (Use wooden horse with Unrelenting to deal with not losing those pesky DHers).
For Oni, I'd say Bloody Sash for the extra movement speed while absorbing, and Wooden Oni Mask/Splintered Hull for the extra blood orbs.
For Clown, either of the feather addons (it's quite silly to be slowed down while throwing by a power that is supposed to slow survivors down) and either reloading addon.
For Myers, I like the Dead Rabbit and Monitor combo, as well as any of the addons that make gaining evil faster.
Monitor stacks with dead rabbit?
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Send an oak offering and if you are playing with a friend make him equip break out.
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Always use it on Wraith, Jumpscare Myers, Hag and Ghostface. Ocassionaly on Pig so they waste time healing with an active reverse bear trap on their heads and in case they choose not to heal they become easy prey.
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Respect if you manage to get or stay in red ranks just playing as them. It's hard to pip with Plague, you might have a decent match a 2K and still depip. Clown is depressing, but PGTW is one the best perks in the game.
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Who and how old are these people? They sound liketroubled teenagers when they say stuff like this. Why are so many weirdos playing the survivor side?
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Rank 3 survivor and Rank 4 killer atm (don't have a main).
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/992359#Comment_992359
Early insta downs are actually bad for Oni. You don't get the power progression when downing healthy survivors and downed survivors don't spawn blood orbs. That slows your power down.
@HeavenRoad @LordGlint Monitor makes it even better: you get the high TR notifications and then the chase is over, making the TR small again, so you have a better chance to approach your next target, making snowballing double effective.
@GaunterODimm for addons:
I think the passive charging addon is really bad. The rate is so damn slow that it almost never makes a difference if you take the addon or not. In rare cases it might be that you need one or 2 blood orbs less than without the addon, to get to your next rage mode.
The red addons are not even near OP but they are not too bad if you adapt your playstyle a bit. The aura reading was pretty OP on PTB. Now you need to keep the blood orbs up instead of consuming them and more rely on healthy hits. That makes you get to demon mode less often, but gives you a lot of information. Healing and injured cleansing/repairing is not possible anymore without you noticing, so this is even better than nurses calling. Mapwide and applying to any interaction. The "Infectious Fright on missed demon strike" addon is bad in chases. You have to use it as kind of sonar. When you like to slug in demon mode to get more pressure and dash to gens, you can use it to find out if the progressed gen has a survivor around. Think about the easiest or best hiding spot and try to cover most of it with your 12m radius and hit randomly to the ground. The addon shows you if anyone tried to cover, so you waste much less time to find someone while charging around the map
In my experience It's actually pretty good, because you don't have to waste time building up your power to get one or two instadowns and gain some momentum, plus they do leave blood orbs after they're unhooked, because they're injured. We'll make it would be a problem, but I hardly see anyone using it.
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Oh yeah, eventually everyone is going to be pushed to red ranks with the current rank reset.
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For add ons I prefer: Scalped topknot + Akito's Cruth or Kanai-Anzen Talisman
For perks I tend to use; Haunted grounds (to get those instadowns early), infectious fright and rancor.
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@Auron471 said:
I mean. Everyone is punished.
It's like when we used to be kids and smashed the controller until it broke.
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@Colovorat said:
https://forum.deadbydaylight.com/en/discussion/comment/991892#Comment_991892
Yea, i said they need to change other perks, but imagine new ruin as base kit, it would be so good
Not having to kick gens would be nice, considering survivors can just tap a gen to stop the regress .
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I think making it basekit would be too strong with survelliance, unless they nerf survelliance somehow.
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@SupaSlay3r20 said:
https://forum.deadbydaylight.com/en/discussion/comment/991559#Comment_991559
A 2k with only six hooks would basically just be a killer tunneling 2 people for the whole game.
Well, I was just thinking, maybe killers are indeed the power role; they have ebonys which are really strong. You could camp and tunnel someone right off the hook and take him out of the game, but I know that killers have been used to play nice and by some moral code that survivors and other killers came up with.
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@Malik1178 said:
As a dedicated veteran player of dbd i disagree. Theres a lot that survivors can do but killers usually put themselves in a bad situation where the survivors can do things where the killer has no to little control over and thats entirely the killers fault. The only reason im saying that killers are more powerful is bc they have control over the entire game besides how many gens get done and they can do things that survivors also have no control over whats so ever(tunneling,camping,patrolling 3 gens so the survivors cant escape) oh and i almost forgot about noed the most "balanced" perk in the game
Tunelling has become less efective due to ds, but you are right.
You could also bring an ebony and call it a day.
Camping, tunelling, moris, noed... killers are already saying they are going to adapt doing those things after they nerf ruin. Maybe killers are indeed the power role, but somehow a lot of killers got convinced to play nice and by the survivor rules.
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@ImmortalReaver said:
To anyone that thinks gen times are fine, do the math. You need 12 hooks to kill everyone. An average match in high ranks is allegedly 5-7 minutes. That's almost 2 hooks PER MINUTE!
And to get 2k you need 6 hooks, that's one hook per minute, plus the odds being in your favor; coming across the same survivors you've already hooked.
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I remember I had fun running iron grasp + agitation and putting everyone on the basement when I was in the green and purple ranks, but that doesn't seem to work very well on the red ranks.
I still think he is okay, not bad, but not really that good.
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Sounds good, but honestly I don't feel like buffing survivors until we see how this ruin nerf works.
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This is coming from a red rank survivor/killer.
After playing 1.8k hours both sides, mainly survivor (and that's solo btw), I agree. Survivors have a lot on their favor, an extremely easy objective (holding m1), lots of safe spaces, lots of second chances, being able to coordinate using comms... and there's 4 of them with the same amount of second chances.
However, in my opinion the main contributing factor to this gap (which is enough to make the game unbalanced) are probably the maps. You'll start having more fair matches against good teams of survivors if you use map offerings
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/991083#Comment_991083
I forgot to mention that progression bonus. It's only 2% progression. That is not at all enough to make the perk strong. Especially with a toolbox, or gen speed perks.
It being passive wasn't a problem, it's the fact that it's a passive that requires players to be bad at skill checks. It was a passive that was solely in the survivors control.
I think you got it wrong then.
If the passive effect wasn't a problem, then being a passive effect to justifiy a nerf isn't really a valid argument anymore, because you just dismissed it as a problem. Then the conditional is being bad at a game mechanic; in this case hitting great skill checks.
Or is it the other way around? It's unbalanced and unfair being punished for being bad at game mechanic (being bad at hitting great skill checks), because a passive effect punishes you for being bad?
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/991083#Comment_991083
I forgot to mention that progression bonus. It's only 2% progression. That is not at all enough to make the perk strong. Especially with a toolbox, or gen speed perks.
It being passive wasn't a problem, it's the fact that it's a passive that requires players to be bad at skill checks. It was a passive that was solely in the survivors control.
2% progression bonus for each survivor working on a gen, which could be two or three. Judging by the inconsistency of the skill checks, I still consider Ruin did a decent job against that.
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It denied progression bonus, that was good enough against survivors who are good at hitting great skill checks.
Also; if we are gonna nerf perks because they have a passive effect that doesn't require any effort, then more perks would need to get nerfed on both sides.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/990894#Comment_990894
It COULD though, lol. Ive ended a game in 2 minutes with OG Freddy, right before his rework. Typically other times this happens though, its with 1 shot killers like Billy.
Honestly, when a game can end in 6 minutes or less with low tier killers I personally tend to question my opponents' skill rather than thinking I outplayed good survivors, but that's me.
What I'm saying is coming from a scenario in which you are actually playing against a good team. Judging by my own experience playing every killer and not just the top tier, I have difficulties seeing that happening, it may be possible, but extremely rare, unless you are playing killers like Oni, Billy or Nurse.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/990745#Comment_990745
I've had games end alot sooner than that due to being able to snowball hard with abit of slugging or just being able to intercept rescue attempts and down would be rescuers before they can unhook their teammates. Ive also had plenty of cases where the last guy to die had never been hooked previously. Add in things like infectious fright and 1 shot killers... you can get downs pretty rapidly if ya catch people out.
Heres an example...
Me too. I've ended games in 6 minutes with certain killers sometimes and also had my team wiped out in 6 minutres, it's just that these scenarios aren't very common, specially not likely to happen with most killers.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/990745#Comment_990745
More likely 10 chases. You don't need to 3 hook all 4 Survivors, even if you are trying to min max hook perks and devout.
That's true. Sometimes you get lucky and run across the survivors who are dead on hook.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/990745#Comment_990745
No, sometimes people die on first hook. Or with two hooks instead of three. Sometimes they just come to you and you don't really have to chase them (read: you're near a Survivor on hook and the other goes for an unsafe unhook).
It's true that happens sometimes, but judging by my experience that's not very common; most of the time survivors go for the save before someone reaches the second stage of the sacrifice or gets sacrificed. And most high rank killers don't stay near the hooks, because they'd rather pressure the gens instead - but maybe things are about to change.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/990745#Comment_990745
No, sometimes people die on first hook. Or with two hooks instead of three. Sometimes they just come to you and you don't really have to chase them (read: you're near a Survivor on hook and the other goes for an unsafe unhook).
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Agitation for killers. I think you lose too much time going for the hook.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/990150#Comment_990150
If you 4k before 9 minutes, you still get credit for your gens up to the 9-minute mark.
Doesn't a 4K in 9 minutes mean ending 12 chases in 9 minutes? You'd need to find four survivors and end four chases in three minutes. I honestly don't see that happening against a good team of survivors.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/990661#Comment_990661
do you have any idea how rare this scenario is?
also, you, the survivor, screwed up. why do you want ANOTHER second chance? you already have tons and tons of these already!
It's not about having "another" second chance. The perk itself is a second chance, although it's useless unless you're also running ds, but then the problem would be ds, not deliverance.
I was just replying to what you said; even if you camped the survivor and he unhooked himself with deliverance the truth is that the game isn't over.
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@Mister_xD said:
so you can be instadowned, slugged for 1 minute and then rehooked?
why waste everyones time, the match is over at that point.
If you are close enough to the exit gates and they're opened you could crawl or use ds if the killer picks you up.
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Alwaya use it on Hag.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/990164#Comment_990164
Yes something very common nowadays. There are several threads even on this forum pointing out how busted mm is, which also is the reason why ranking down changes nothing.
Most games will probably look like that now. Unless they really manage to push every survivor into red ranks with the new rank reset.
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@Unicorn said:
How do Killer mains do it? I swear I'm on edge 90% of the match, there is way too much pressure. I'm pretty bad so I guess thats a portion of the reason why. How do you guys keep map pressure?
If you are playing killers with low mobility use map offerings.
If you don't want to sweat too much try playing as Ghostface with sloppy/nurse's and use map offeerings for The Game, Lery's and Hawkins. Juggle and don't commit to chases too much. After you notice you are actually applying pressure with him I think you'll get the idea of how to pressure the gens with other killers.
Hope this helps.
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I'm a red rank killer, but I'm a baby huntress. Just finished leveling her up to unlock the perks I want. I need to practice, it's frustrating when I don't hit survivors with the hatchets and Iri Heads will make me feel less frustration.
Experienced survivors need to git gud and dodge them. I'm just a frustrated noob.