Xernoton
Xernoton
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- Xernoton
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I don't know if I'm missing something with him, but the rate it takes to tick down the debuff seems obnoxiously slow (slower than his power CD)
But that's only natural, isn't it? I mean, if the cooldown took longer than getting rid of the status effect, there wouldn't be much point in it. So far it seems manageable. I played 2 games against Unknown and while it wasn't particularly fun for me, it didn't seem to be all that impressive. I was more annoyed, that I kept getting hit through walls. That's a bit unpleasant.
The projectile bouncing off obstacles is my favorite part about the killer. It's something that no other killer (besides Trickster with an addon) has and it is honestly pretty fun having to think about whether or not the killer might prepare to shoot a UVX that will bounce.
The teleport is probably my least favorite part about it. It leads to free hits when one of these illusions is in the loop you're playing around and I have seen people stand still to wait for it. It's basically Dredge's remnant on crack with none of the downsides.
We'll see how Unknown performs in the following weeks but I have a feeling it will drop a bit. It's a new killer and people take time figuring out how to deal with it.
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That's how I feel too at the moment. I played a few games yesterday with some weaker killers and any time I didn't win, I was ridiculed for it. Then I switched to Plague and could actually have fun. Surprisingly, I wasn't insulted either. And I didn't even play nice like I normally do. I just hooked whoever I found first and focused on survivors that came fresh off the hook when I had the choice, instead of avoiding tunneling altogether.
I know it's not every survivor but a good part of the survivor player base (probably killers too, although I don't see that nearly as frequent) seems to consist of incredibly sore winners. What happened to good sportsmanship? If you win, then that's good for you. Just say "gg" and leave or don't say anything at all. But don't be a dick about it. This only leads to more players changing their play styles and adopting that same behavior.
Although, that last part is not really dick-ish behavior but just using something busted. I can't blame anyone for using Buckle Up + FTP. The devs have brought this into the game and for some reason it hasn't been changed yet.
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If I had the option, I would pick none. If I had to pick one, then Skull Merchant. She is neither fun to play as or against in my opinion.
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@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679186#Comment_3679186
Why would you run a perk which is only good vs bad/new players. You can beat them with anything anyways. You want to run perks which help you compete vs people who are as good as you
Why would you run a perk which is only good vs bad/new players.
Same reason I only use 2 perks at the moment. Because I can. Also, you can use it in the "Skill Issue" build. It consists of Huntress Lullaby, Distressing, Unnerving Presence and Undone on Doctor with Restraint and Calm Addons (in case it's fixed, pick Order instead). This is good enough to beat most survivors with absolutely no trouble.
You want to run perks which help you compete vs people who are as good as you
I did not defend Huntress Lullaby. It's a bad perk and it should be reworked, I agree. It's just a perk that is cruel against beginners.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679289#Comment_3679289
No, we don't, but I'd rather assume worst case scenario than not.
Especially, if that part REC is true. Better to not play for a while than risking your pc and maybe even getting banned by EAC in the process. Until we have further information at least.
Thanks for the heads up, @Majin151. I would have missed this otherwise.
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You'd be surprised how good Huntress Lullaby can be on Doctor but mostly it's a very mediocre perk.
It's one of the strongest (if not the strongest) things against less experienced survivors but it's a wasted perk against good players. The problem is that they can't really buff it because it's already quite powerful when it actually works. But at the same time it's useless when survivors can hit skill checks anyway. So they'd need to rework it and we all know how slow the devs are when it comes to these.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679053#Comment_3679053
The killer has a disadvantage but it is very far from impossible. I would even argue 0 hooks is still winable. Many resources are most likely gone, sluging may come into play, perks like PR, Pop and Grim are still live. If we have a decent 3 gen, i would not eve be worried to much.
Good example:
https://youtu.be/6YoJQyoh5ac?t=721
2 hook stages and yet the survivors are in a difficult postion.
Is the game still winnable? Yes. The game isn't over until it's over. I've lost games with 6 hooks at 5 gens and won games with 1 hook at 1 gen left. But this is not done by tunneling or proxy camping.
Slugging can sometimes work. But mostly it's the killer playing nearly flawless and the survivors making mistakes. Tunneling will not help you so late in the game and neither will proxy camping (even less than tunneling). Which is what op complained about. If the killer truly does turn the game around at that point it's because they play well, not because they tunneled or proxy camped.
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There isn't much you can do when every tile has multiple check spots and is long enough for you to simply wait. I mean, what do you want the killer to do? Last time I checked, killers still couldn't fly and (except for Nurse) couldn't go through walls either.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678929#Comment_3678929
How can anyone not be happy after nearly winning 2000 games in a row? Sometimes players forget winstreaks are SUPPOSED to end.
No! My precious win streak can never end. I am the very best killer player like no one ever was. You have no right to try and break my streak!
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Because they haven't fixed it yet. Which is kind of understandable considering that this is actually based on a safety measure to ensure Blight is even playable and given DBD's janky hitboxes, this will probably take some extensive work not only on Blight but also on maps.
With Oni we haven't had word, if they even want to fix this. It's not super problematic and it wouldn't be the first time they took something that is technically an exploit and consider it a feature. Just look at CJ techs. Or Skybilly for the first 5 years.
Wesker's Urobend (I think that's what you're referring to) was fixed several times already and it always ended up as a nerf, that was neither necessary nor asked for. It's a skill expression, that also allows you to play around difficult maps.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679049#Comment_3679049
Why would that be? Maybe i am missing something here but there is still plenty of ways to get the 4K. Many games fell apart for survivors because they could not finish the last generator.
With 4 hooks we can assume, that all survivors play decently well (in comparison to the killer). At that point, when nobody is dead, the killer can only chase 1 person and possibly kill them seconds before the last gen is finished. That's already optimistic. When the exit gates are powered and the killer proxy camps another survivor (assuming they even get someone else before they escape), then the last 2 escape with no trouble.
There is simply no way for the killer to turn this around by tunneling / proxy camping. Not anymore. Back when 60 minutes games were still a thing, you could have argued that it was at least possible but now not so much. You don't get to activate Pain Res when tunneling and Pop will not prevent the last gen from getting done either.
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How does that work? When 4 gens are done and the killer only has 4 hooks, then there is no way they can get a 4k. A 2k is the best possible outcome that they can still get at this point.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678205#Comment_3678205
The initial version of Mettle of Man might count as well.
You're right. That was pretty ridiculous.
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And then you face a Bubba, that finds you in the basement...
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Killer. No doubt. Everything that goes wrong is entirely on you, you have nobody else there to help you and the feeling that you absolutely cannot lose or you'll be ridiculed make for a a very stressful combination.
As a survivor I know, that I don't have as much impact on the match and that even if I perform less than ideal, there is still a chance I can make it out.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678211#Comment_3678211
That's not nice! 😂🤣
Maybe. But it's true.
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Welcome to the real DBD experience.
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4 survivors with Distortion holding me hostage. I've dealt with that twice but I will not do it again. The same goes when only 2 survivors are left and I can't find them for more than 5 minutes.
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We already had one. It's name was DH.
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@Mandy said:
If a Gen is blocked it cannot be progressed or regressed - so yes, this is not a bug but by design of the perk.
Yeah but if I were to work on a gen, I wouldn't spend 120 seconds in the basement and not even finish a gen but only give it some extra charges. With the downside of being broken for the rest of the game.
That perk is already beyond bad. This might make it the worst perk in DBD.
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Both sides have a ton of bad perks but also quite a few useful ones. So I wouldn't say that killers are worse off.
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If you're too far away from the killer, it doesn't go down. This is likely so that the killer has the capacity to pressure multiple survivors.
Running without looking in that direction simply takes practice. It's not something you'll learn overnight but as you get more accustomed to all the maps, you'll start to notice patterns in the spawn logic and will be able to look at the killer while running without much of an issue.
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This can happen on some maps. Whenever all pallet spawns are used up by real pallets, he has no spots to place them in, so you basically start the match without even the possibility to set up dream pallets.
I've also seen this happen on the swamp and Midwich.
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I doubt this was anything personal. He just tunneled you because tunneling is the most effective way to play and you were the first to go down.
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Once. It was against a Pinhead, who unfortunately had the Original Pain addon. I did not make it very far.
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Don't worry, when you start it's completely normal to struggle. You haven't learned any of the skills on either side yet and there is pretty much nothing you can carry over from other games.
Just keep playing and don't worry about the results. Those will come later but more importantly you'll gain experience and see how others play. You'll find out what works and what doesn't work by watching what other players. There are also a lot of videos on YouTube that can help you figure it out.
If you have any specific questions on what to do in certain situations, then we are happy to help you.
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Nah. It's the best perk in existence. Trust.
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@C3Tooth said:
DBD would be in a good spot if killers can play fair and get 60% kill rate. Which its really possible by the current balance.
Its only that killers want 100% kill rate so they tunnel with their (suppose to have 60% kill without tunneling) strength.
Devs could make Huntress holds 7 iri hatchet basekit and that will not stop the tunneling.
The only way to make DBD grow (if you mean in players) is to cut off tunneling so more people would play.
The only way to make DBD grow (if you mean in players) is to cut off tunneling so more people would play.
I don't think that would help DBD grow. It would maybe help (slightly) with the deteriorating player base but it doesn't bring in or hold new players.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676376#Comment_3676376
I also play without headphone, and I main Spirit second to Myers. I really dont like using headphone. When I was younger I got ears infection for wearing it many hours a day. Never again.
The scratch mark idea is to make killer lose sight after all.
Though increasing flash light blind time should do it too.
It's one thing to lose sight of a survivor. But losing the chase (ending the chase with the killer being unable to find the survivor again) is a different caliber. I mean, you would need to consider that this wouldn't happen once per match but almost every chase. For the cost of 1 perk slot and an item. Worse yet, this wouldn't even affect the really strong killers. Like Nurse or Blight.
If we want to buff Residual Manifest, then why not give it a slightly longer blind (0.5 seconds) and more battery life instead? If that is still too tame, we could test with a 1 second longer blinds but tinkering with scratch marks is dangerous. It's a fundamental mechanic of the game to ensure the killer can win chases even when a survivor breaks line of sight (which is not all that hard).
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674685#Comment_3674685
Really? In my experience its been M1, chase begins, get downed 3 seconds later from his ranged attack. Am I just going up against the cheaters or am I missing something here? This killer is overpowered. He has too much in his kit. Survivors being able to dispell his clones isn't enough. In fact I don't even really care about that part as much. Its mostly just his ranged power.
How would that be possible? They would need to hit you with a M1, catch up again and then hit you twice with the UVX. The first hit (and only the explosion) weakens you but isn't damaging. Then they would need to wait for the cooldown, charge the attack again and hit you with the explosion a second time. This is all assuming you don't dodge and they don't miss. This takes a lot longer than 3 seconds.
The really unfair part is the Hallunications because they make Unknown a 4.6 m/s Dredge that can constantly teleport to the remnant. But even that isn't overpowered. It's just poorly designed because it has no counterplay.
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Please no. I play without headphones and I already struggle with tracking survivors with laggy scratch marks. A perk that removes them, while probably not a big deal for some people would affect others way more. It's also a problem with accessiblity, since there are people with hearing impairments that play killer too.
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Unfortunately, that is not feasable. You can nerf slowdown of course but the entire killer roster depends on these perks. And nerfing them, only leads to killers doubling down and using even more slowdown.
You can never buff killers to the point where they can comfortably play without slowdown (or even weak slowdown) simply because killers by default are heavily outpaced. It takes about 90 seconds for the first 3 gens to be completed. In that time, the killer has to make their way across the map, find a survivor and get a down. With all resources still up and exhaustion perks being ready to use. Then you also need to pick that survivor up, carry them to a hook and hook them again. Which easily takes another 10 seconds.
You just lose so much time every step of the way. Fixing this is not possible. You would need to give every killer a form of mobility so that they don't have to deal with large distances and you'd need to buff every killer to the point, where they can get a down in 45 seconds on average. Trapper can never reach that level. Neither can Clown or Myers. Their powers just don't work that way.
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I think what he was trying to say is, that they don't balance around super coordinated teams and you can kind of just do your own thing and still get out. Which is not completely wrong but it's also not a good mindset in my opinion.
For survivors DBD is a team game. That means all 4 survivors have to carry their weight and work together or they simply lose. Especially when it comes to working together, solo survivors have a lot of trouble. Sometimes because players are selfish and sometimes because they cannot coordinate well enough.
While there are perks to help coordination (like Bond), it is true that seeing other survivors' perks could help a little. It won't fix solo queue because let's be honest, the Meg on your team that runs 4 meta perks and hook suicides immediately isn't going to be any more useful just because you know each others perks but it allows for some perk synergy across multiple builds.
What would really help solo queue though is better matchmaking. Most solo games aren't ruined by the killer but by other survivors. Take the Dwight that's hiding in lockers all game or the Meg that suicides on first hook for example. Or the Claudette that self-cares in a corner. Or the Nea that is way too busy running after the killer and click her flashlight to do gens. Sometimes it's just one team mate that is in way over their head and simply doesn't play on the same level as everyone else, that ruins the match.
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@Rulebreaker said:
...we genuinely can't tell, are you serious?
It must be real tough to play against a killer with 3 perks.
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@Lit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676035#Comment_3676035
this is what I meant about No Mither - feed blood right to Oni.
So a survivor coming into a game with that perk, buffs Oni to have his power all game. It can (but yes shouldn't) work both ways, but it does.
Agreed. Although that can hardly be fixed. Technically, you couldn't get any blood from the No Mither survivor, if it didn't work like that. It wouldn't be too bad but kind of weird.
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@Lit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676011#Comment_3676011
Find about freddy - but it's in the perk name/nature to wake you up. That can be removed and given to Wake up instead lol
As long as Freddy remains in his current state there shouldn't be any perk that counters him specifically. I mean, he literally has no power in end game against survivors that use Adrenaline. Absolutely none.
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Yes, please! Random perks are great. It makes you appreciate some perks you would never use otherwise.
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I really hope history doesn't repeat itself here. Not only would it be sad to see these cosmetics gone but it also wouldn't fix the issue anyway. The people that go out of their way to harass others will continue no matter if they can use certain skins for it.
Also, what happens next time something like this happens (which it will)? This issue is not going to go away by covering it up. Instead the individual people, that actually do act in this way should be banned immediately (with sufficient evidence, mind you).
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There are 2 issues with Adrenaline I'd like to see fixed:
1) It counters Freddy. If it was Nurse, fine. But it's Freddy of all killers!
2) It incentivises slugging over hooking. A slugged survivor is healed to injured while an unhooked survivor is healed to healthy.
Other than that, Adrenaline is fine and I don't think it will be nerfed too harshly.
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Vaults aren't walls. Of course you can be hit through.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675314#Comment_3675314
Because your whole point is that tunneling is a must to win. Its not do you not remember the original argument? You say its a must to win in comp and in regular I said in comp maybe but regular dbd no comp is a whole different game and you tried to say its not now your saying just because a strategy works in both its the same game make up your mind.
Because your whole point is that tunneling is a must to win.
And that is where you're wrong. I never argue that tunneling is a must because it isn't. I argue that people tunnel because it allows them to win when they can't win otherwise and that instead of blaming this on the players, we should blame this on the people that are actually responsible. The devs.
There are quite a few reasons for a killer to tunnel but only 1 reason to spread hooks, which is to play nice. But playing nice, most of the time is neither appreciated nor rewarded.
I kept on saying that it's the most effective way to play in comp, which is why people adopt it into normal play. Because at the end of the day, that is what most care about; winning.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675303#Comment_3675303
Enlighten you okay if I play uno and I change the rules to if you have 2 cards in your hand you can day dou. its basically a different game. I'm not about to argue if you agree a game with different rules isn't a whole different game. You cant reason with someone who wont admit when they are wrong, and you are clearly wrong or out of reach.
Only in DBD comp there are some extra rules. The existing rules of DBD are not changed though. So you could compare this to the extra rules that allow you swap hands by either using a 0 or a 7 in UNO. It's fundamentally still the same game. What you can pull of in normal UNO you can still pull off with the extra rules. And partially this is also true, if we reverse it.
Tunneling works in comp DBD. It also works in normal DBD. It's highly effective in comp DBD and it's highly effective in normal DBD. People tunnel to win in comp DBD and people tunnel to win in normal DBD. It's not always necessary but it allows you to win more often, which is what most players care about.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675220#Comment_3675220
Because they have restrictions
Enlighten me.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675296#Comment_3675296
OP didn't mention any of those things aside from info to be fair.
If I had to guess, they are likely a style of player who prefers stealth to chases. Those players used to only have to slot in Distortion, now they need Calm Spirit as well to cover their bases.
To be fair, if they aren't found, then they don't need an exhaustion perk or any other kind of chase perks. So the second perk slot for Calm Spirit is not a big deal. There is nothing a killer can do to find you with these perks (other than being lucky), so it's only natural that you're in a rough spot outside of stealth, isn't it?
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4 slowdowns aren't ok, info is not ok, STBFL was nerfed, NOED is not ok... What perks do you propose killers run instead?
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675225#Comment_3675225
Question do I need a flashlight to also spam if I teabag?
As a matter of fact, you don't. But it can only hope.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675218#Comment_3675218
It's a bit more than colors. It's a symbol of existence. It's a symbol of being able to stand after being dragged down repeatedly.
It holds a lot of meaning to those who wave it, which is why certain people dont like it.
To some people they mean something. To me they are just colors. I don't associate colors with people and I couldn't care less what flag someone uses. It's the person that I base my opinions on, not a group of people they consider themself part of. Everything else seems like overgeneralisation to me.
It holds a lot of meaning to those who wave it, which is why certain people dont like it.
I guess this makes sense but I will probabably never be able to comprehend the thoughts behind this.
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@ScottJund said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675125#Comment_3675125
You are drastically confusing "highest level" with "highest MMR." Highest level is competitive tournaments, a completely separate game that does not apply to anyone here. Highest MMR is extremely simple to get. I don't know how you could possibly rationalize someone winning 95% of their games and still not being high MMR.
Highest MMR is extremely simple to get.
This seems very unlikely given what the developers themselves have stated (player distribution across MMR is shaped like a bell curve - few people on the extremes, most in the middle). And no offense to you but I reckon that they have more knowledge on the matter than either of us.
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The Council of Meg Mains has decided on your fate:
You did not sufficiently teabag the last Nurse. As a penalty, your request was denied. You may redeem yourself by teabagging 20 random people on the streets or paying 1,000,000 BP to [email protected]. After which the counsil will reevaluate your case.



