Xernoton
Xernoton
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I play 90% killer at the moment. The reason is that I don't have to worry about anyone else. I feel more in control.
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You forgot Unbreakable, Prove Thyself and Hyperfocus + Stakeout. I don't see that many DSs anymore though. My games have been less predictable than before. That is for sure. Sometimes I can even go for a hit immediately without waiting 5s just for the survivor to Dead Hard for distance to the next pallet. I 100% agree though that the current killer META is horrible to play against. Full Slowdown and nothing else.... Great. Too bad they didn't buff BBQ a little so that it's pick rate would not drop beyond reason.
The 90s gens are probably going to stay. Which is a good thing considering they are constantly adding ways to make gens go even faster.
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I had a match yesterday as Deathslinger with the most disgusting gen spread I've ever seen. We were on Suffocation Pit and 5 gens spawned right next to the main building. Even though my chases were very quick the survivors still managed to complete 4 gens and got the last to 95ish %. They were well coordinated but not all that good at looping and they still managed to almost win this even without super strong items. I'd say most 3 gens are fine considering how long the average survivor lasts in chase and how many strong items they usually bring into a match.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3266216#Comment_3266216
You are proving my point. You enjoy annoying people. You get a thrill from it. You cannot stop yourself from wasting other peoples time. You could ignore me. You could say we just disagree and move on, but you keep on bumping this thread and proving my point.
Good job, Doctor main, good job at being the most annoying killer you can be.
A bit hypocritical, don't you think? When you are literally the one with the most posts in this thread? If I do annoy you, I'm sorry for that. My intention was to inform you that it isn't every Doctor, not to annoy you. The reason I keep on about this, is because the picture you paint on Doctor players is absolutely inaccurate. Accusing a group of people to go into the game with the goal to annoy the survivors, which is a reportable offense, is a pretty horrible thing to do. I could say every single survivor in the game is a bad sport (which obviously isn't true) and most people would tell me I'm wrong. If you can't stand to hear when you are in the wrong this forum might be the wrong place for you, no offense. It is a place where people come together and discuss after all.
If you seriously think every single Doctor plays to ruin your experience of the game I suggest you remember that DBD is in fact a game. The killer doesn't know you. Doctors playing the way they play is not personal. Its just how the game works. They shock survivors to gain an advantage and win the game, that's it.
At this point you're showing me that I do something right. You see, many people will just try to shut the other person down as soon as they realize they won't be winning an argument and your response is exactly that.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3265659#Comment_3265659
No, Doctor players do. Only Doctors. Not every Legion only wants to cause everyone to mend, and not every Plague only pukes on you beyond the usefulness of it. Clowns aren't made up of players that ONLY intoxicate you well beyond what is necessary. The Doctor does this every single time. There are a lot of slightly annoying mechanics in DBD, yet only the Doctor is used this way every time I've faced him.
I am talking about my experience. It may not be your experience but I would argue that you lack experience if you don't regularly encounter this. I am certain that my experience is more than most. I play DBD at least one four hour session a day, and most days eight to twelve hours. Doctor is used roughly 1 out of every 30 matches, and this is how they always play. They ALWAYS shock beyond what is needed. Not sometimes, not once a match. EVERY SINGLE TIME. Heck, they even shock player's dead bodies just to annoy the f out of that player.
Believe me; no killer goes into a game thinking: "Yeah Im gonna play Doctor so I can annoy the ever living heck out of these survivors." If a killer wants to be malicious they are more likely to play Basement Bubba. The Doctor will shock you even if you are in tier 3 Madness. That's how he works. No shock means no anti-loop and therefore no hit.
There might be a few people out there that only shock you to be annoying. There are bad sports on both sides that will do anything to ruin the game for their opponents, sadly. But its definitely not every single Doctor. Since you seem to be the only one with that experience I would argue you are either very unlucky or you completely misread these situations.
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They should simply buff DS to it's pre 6.1.0 state. Making it activate twice would be unfair. It was already ridiculous what people got up to just because they knew they couldn't get hooked. I don't ever want to go back to the time where everyone would run up to the killer to use their DS instead of using it as a last line of defense. Reckless plays on the survivors's side should be punished, not rewarded.
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@FrodoTbaggins said:
Just finished a match against a SWF. Was going pretty good and managed to get a 3k. Went to the TTV's stream to say hi and gg's. Before I could even begin typing I heard all sorts of crude language from the whole group centered around how I was a toxic killer for X, Y and Z. Needless to say, I left, but it got me thinking...I know everyone isn't like this, but is this the general consensus among people when they lose at this game? Do I need to not hook survivors quickly? Do I need to allow someone to loop me a bunch before I down them? Isn't the objective to win?
I need to know so that I can be a kind killer.
Your first mistake was queuing up as killer. There are quite a few people that get offended by this. Next you probably didn't pick their favorite killer to against. How dare you? Hitting a survivor is a big no-no as well. And please, please, please don't ever outplay a survivor or use their mistake to your advantage. That makes you automatically a big meany.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3265104#Comment_3265104
Do I think so? Absoeffinglutely. They are definitely doing that. If you think they aren't then you aren't paying attention. There is absolutely no advantage to blocking a survivor in a corner and shocking them over and over even after they are already at the snap out of it stage. NONE. Yet EVERY SINGLE DOCTOR plays this way. In fact, this is usually how the match starts vs. a Doctor. They find someone, body block or just loop them into a dead end, and proceed to shock them over and over and over again. Not for game advantage, but to be annoying. It isn't the trophy or the tome challenges, because then you would face some doctors that wouldn't be wasting their time doing this. Since it is always every single one of them, it is the fact that they enjoy being annoying. I think the only time I've faced a Doctor that wasn't doing this is when they were standing still, farming, yet EVEN THEN they were still electrocuting everyone.
Right, because killer players just love to waste their time and losing matches. Just as much as they love getting teabagged at the exit gates.
I used to main Doctor and I never did this. Doctor does not have the time to go out of his and annoy you. Its also interesting how you make claims that are obvious lies. "EVERY SINGLE DOCTOR plays this way." means they all bodyblock you into corners. How would they even do that? XD Its your decision whether you run into a corner or not?
Most Doctors I've seen use their shock for the anti-loop ability more than anything else. Because they actually want to win. If what you stated was even REMOTELY true we would see Doc's kill rate dropping beyond reasoning. That doesn't match with the numbers we have.
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I mean, sure, Doctor is not bad. He is actually very capable in the right hands. But perfectly balanced? There are just too many situations where Doc can't keep up with the survivors. For example playing around dropped pallets is almost hopeless. You need to shock the survivor twice and then still catch up. Its not worth it. So instead you break the pallet and the survivor runs to the next one and pre drops again. That sounds quite good until you realize how many pallets there are on some maps. Also Doctor has no map mobility and little map pressure. That means as long as the survivors have some info about the Doctor's whereabouts they can work on gens pretty much without any risk.
I'd put him at top C-tier. He is not awful but he could use a little buff.
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Play in which ever way you like, as long as your intents are not malicious.
You felt like slugging was the logical choice, so you did exactly that. I don't see any problem with there. Unfortunatley some people will be bad sports no matter how you play.
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You should not get a free escape after already losing the match. If 3 of your teammates died and you didn't manage to open the gates, hatch should not guarantee you escape. That part works fine. Also, why exactly do you need a third chance at escaping even after the killer closed the hatch? That means you lost TWICE already, yet you can still win. The situation you described is not problematic because of how the hatch works but because of SoloQ teams that run around like headless chickens.
I agree on the part about keys though. They're pretty much useless now because the only scenario where they actually have any value is so niche that you can never predict it. I guess you couldl use the strongest addons on a key and gain a significant advantage but honestly for the item itself there really isn't much utility. In my oppinion the best solution to keys would be to completely rework them in a hatch unrelated way.
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A few months ago, I played a game of basement chest protecting Bubba. The survivors all came down and offered me their items in return for the basement chest. I still had to kill them though for touching my stuff. To my surprise they weren't salty at all, just sad they couldn't find out what was inside the chest.
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Honestly, just try her. That's the best advice anyone can give you. Sure, you can get a few hints of dos and don'ts but ultimately your experience is worth way more.
To start however, remember that Hag is very different from other killers. She is not a chaser, so you don't need to account for chase. Most of your games will start after you already lost 2-3 gens, which is why you want do defend the remaining gens by any means. At first playing with Corrupt is not a bad idea. It gives you a bit more time to set up a web but it also leads survivors closer to you. That means they will begin to harass you sooner. STBFL is great on her because it allows you to teleport faster. For the last 2 perks Overcharge and Eruption work quite well. You won't be too far from your gens, meaning survivors quickly have to get back on the gen you just kicked or Overcharge will eat all their progress. Eruption is pretty much a no-brainer. You're gonna kick a lot of gens anyway. You can also go for Call of Brine instead of Overcharge.
More important than your perks is the way you play, though. For example putting a trap around a corner makes it harder to spot and therefore harder to bait. For spots to trap: Bottleneck? Trap. Gen? Trap. Strong loop? Trap. Nothing at all? Trap. Seriously, trap everything. A survivor that is not scared of your traps is a survivor that sits on a gen. For that reason its also important that you always have enough traps set up. If you have less than 6 active traps, that is a sign you need to stop what you're doing get back to setting up traps.
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If you are at the point where you can curve consistently I recommend giving his engravings a go. It makes Billy even harder but it allows him to get hits where survivors would otherwise just go out of the way. Also you should give it a go against real survivors and try some mind games while still holding your chainsaw. From what I've seen that doesn't work too well against bots. Also there are some loops where you have no collision like the snow covered tables on Ormond. That allows you to go for curves where the survivor has very little counterplay. Try to identify those spots.
If you still have trouble with curving or feathering, practise that until you can rely on muscle memory alone. Also it pays off to learn where to use the chainsaw for map mobility for maximum range. For example you can around Rotten Fields in circles without ever letting go. Some other maps allow for that as well but its harder.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3256789#Comment_3256789
You clearly have no idea how inefficient it can be to place and use boons. Go play survivors and measure it yourself. I am 100% positive that if you make them 1-use, the perk is dead (same way as dark theory already is).
Just please do the experiment - play 10 survivor games and try to heal with boon the moment you can heal. Measure your time - but all of it. From the moment you need it until you are healthy - include running time/going to boon and include games where boons are impossible. Then tell us your average (so we can compare it to 3s running time + 42s self care time).
I am sure some of your heals will be way quicker. But as someone already pointed out - you will loose some games because you will want to get healed and you will not be in 2 whole minutes or longer.
Just how DS was dead after they nerfed it from it's broken state when killers were forced to drop survivors every 2 feet? Or how Dead Hard is completely dead and no one uses it now?
Your argument reminds me of people trying to justify Nurse's strength because "She is hard to play". If you can't use a perk correctly, that's a skill issue. If it gets snuffed before you got any value out of it, you either got very unlucky, which can happen sometimes, or you have no clue how to use your resources.
If CoH was as inefficient as you make it out you wouldn't see so many people using it. So instead of trying to explain how bad the perk is maybe think about how to actually use it. Setting up CoH in the killers face or taking him anywhere near that area is the same as killers chasing you into their Hexes or hooking you next to them: A bad decision. Most killers have no chance to walk around the map looking for your boon without loosing 2 gens for it.
Lastly you forgot the most significant part of CoH. It is not an advantage that YOU, the person who set up the boon gets, it works on the entire team. That means you can heal yourself (stupidly fast with the PTB speed) and no other survivor needs to come for you and leave a gen, while they could all do the same for the cost of 1 perk slot and a bit of time to set it up. Combine the speed of CoH with medkits and the entire team can be healed in under 10 seconds. How is that for inefficiency? CoH allows you to heal with very little strings attached.
DBD is a game where decisions matter more than anything. Decisions like finish the gen and unhook or heal later or to leave that survivor and chase another. Wasting your time to run across the map for a heal should put you at a disadvantage, so what is your point with that last part? If you want to heal insanely fast anywhere, use a medkit.
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Nope. That should not be touched. It works exactly as it should. If you time it right you get the save, if not you waste a pallet.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3256744#Comment_3256744
1-time use CoH would make it about as strong as second wind. I mean still better then buckle up, but most of it's usage would come from perk rulet usage. Dead perk. Inefficient heal that can be lost even before 1st use
That is the way it SHOULD be. A perk that is insanely strong but is also risky to use. That was exactly the way Boons were promoted in the first place. Shame they didn't design them that way. To compensate for that I also stated it should get buffed to it's PTB state. No one in their right mind can think that that was inefficient. You also have to consider that there is still less risk the boon gets snuffed before you get any value out of it than there is with Hexes. Its not 4 killers looking for your boons across the map but 1 that simultaneously has to chase and defend gens.
I can't see how CoH would be anywhere near Second Wind in terms of strength in this scenario. It would still be the strongest perk in the game (by a huge margin) but it would allow killers to deal with it. Right now there is no way of dealing with it other than running Shattered Hope every game. Its not a perfect solution because killers with low map mobility would still suffer immensely but I think its better than what we have now.
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Boons are completely fine. The problem is not Shadowstep or Dark Theory. Survivors have to set up the boon to get an advantage in a limited area so the effects should be strong and also reusable. The only problematic boon is CoH. CoH is so much stronger than the rest that it needs to be treated different.
If CoH was just as strong as it was on the PTB but one use only with the totem disappearing after the killer snuffs it, I would be more or less fine with it. It would be an insanely strong perk but still a gamble, just like the good Hexes.
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So... Bring back Skybilly?
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Personally, I don't have a problem with CJs. But since BHVR is fixing a lot of the exploits this game has, CJ needs to go as well.
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@GrimReaperJr1232 said:
Billy got nerfed because of charge speed. As in, revving extremely fast: reducing 2.5 charge time to 1.8 seconds.
Bubba's rev time is 2 seconds base, lower because he needs to get a lot closer.
Billy's chainsaw can be used to break pallets, catch up, mobility, and down.
Bubba's is purely a chase tool. It can shred pallets and down but that's it, really.
You're trying to compare two killers whose powers are radically different except they use a chainsaw.
Have you ever run double Chillis? There are quite a few maps where these addons leave Bubba with better mobility than Billy. Also Bubba's animations are way shorter than Billy's, meaning you break pallets and catch up quicker. Both should be extremely oppressive in chase. One is, the other is Billy.
These 2 killers aren't as different as you make it out to be. They have very similar strengths and weaknesses for the most part. The difference is that Bubba excells in chase while Billy has more map pressure (as long as you're not on Lerys, GoJ, Eyrie, Midwich or The Game)
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I don't think pay-to-win is the right choice of words for this game. All the strongest tools in the game are availabe basically for free. The problem is that new licensed characters sometimes come with very strong perks and since these new perks can't appear in the shrine for 12 months (I think?) you can either pay for the character/dlc or you need to wait.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248725#Comment_3248725
But then again... When the survivor is out of position you will get a down anyway... My problem with the addon is that it basically makes it a lot harder to come to a spot where you can effectively use your chainsaw... Because the survivor can loop you for much longer because of the lower movementspeed and get far more value out of every tile because of that...
I don't really know about the tiles on eyrie but as soon as you have a tile with a pallet in it the survivor will just drop it early and then there is nothing you can do about it especially with the horrible collision on some tiles on the map... If I understand you correctly on the Eyrie example... You're basically saying backreving is easier on those tiles because of the shorter activation? (correct me if I'm wrong here...) Assuming that's what you are saying... during the additional half a second chainsaw charge the survivor gains 16cm... I don't really think that is that much to be honest... and again you would need to run around it for ages with the survivor not dropping the pallet and as a 4.4 killer.... I cannot see much value there to be honest... Unless you are really close to a pallet and that's why you cannot backrev... and even then you would have caught up faster when not using it... I'm sorry man but I just don't think it is worth it in any situation so far...
I would not even go as far as to say back revving is easier with the addon... Let's say you use it to get close to a survivor and the survivor runs in a straight line away from you... It is a complete deadzone... You have a 3 second cooldown after the chainsaw so the survivor gains at least 12 meters...(we can ignore the movementspeed you have during the cooldown as it applies equally to with and without addons...) While being 4.4 m/s you gain 40 cm per second and therefore need 30 seconds to catch up... while you only need 20 seconds with no addons... This longer catchup time does not justify the shorter chainsaw charge... When you are at their back what does it even matter at that point how long your chainsaw takes? They gain barely any distance when backreving ... They would gain like 1.5m if it took you 5 seconds to charge... and even that would not matter...
I cannot comment on the stealth build suggestion... But I always thought you would run either steering addons or his iridescent ones when you try making a stealth build? Why would you need this addon in the situation? Are you just walking next to them and then reving the saw? xD Because that sounds terrible my man xD
I would need to show you what I mean via video. Unfortunately I'm not able record myself right now. Its not quite back revving but going for the chainsaw when the survivor has something of about 4-8m of distance. On many loops you simply cannot hit them because the charge time slows you down too much that they will make it around the next corner before you can reach them. With the Tuned Carburator this happens less. It is situational but it should not be underestimated.
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248725#Comment_3248725
Also what stone pillars on temple? Do mean the ones laying on the floor the long way? or those really unsafe ones with the pallet? Because I thought the ones laying the long way were curveable? But might be wrong there... Or do you mean the arch thing? that always spawns behind the main building or on the side? with the one pallet?
Yeah, sorry. I was a bit unclear on that one. I meant the 4 (still standing) stone pillars with the pallet near shack. There are quite a few more loops with similar proportions in the game and I find the Tuned Carburator actually helps dealing with them.
Maybe I overestimate the addon a bit. But I think it has it's uses especially on harder maps.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248692#Comment_3248692
But when you loop around the object you take far longer to catch up due to reduced movementspeed in addition to your already bigger hitbox which allows the survivor to loop tighter around the loop.... I don't really see this addon as an advantage in that situation... I'd need an example to make it clear what kind of loop your talking about... Because when we take a jungle gym the survivor can just get in some aditional loops as you're 4.4 and then drop the pallet... So... Need more information on that one...
Most survivors are completely uncurveable at such save loops as junge gyms, if you are not running engravings. They just have too much time to react. In that situation the Tuned Carburator will not help you.
However some loops like the stone pillars on Temple of Purgation and several loops on Eyrie of Pain are mostly complicated to hit because the short wall to long wall ratio is horrible, forcing you to basically backreff. With the Tuned Carburatot that is a lot more manageable because the survivor simply can't get around the next corner fast enough.
This addon is not going to help you, if you have to catch up to the survivor before you can go for your chainsaw, no argument there. But when a survivor is caught a bit out of position or you run a stealth build (which is surprisingly fun on Billy) it can help you immensely.
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My first real main was Doctor. I love how versatile his kit is. You have the ability to play tactical, aggressive and even try hit and run (admittedly that one is situational). His skill ceiling is fairly high and he does ok on most maps.
Now, Billy is literally the reason I still play DBD. I started playing him at the beginning of the year after I was pretty much tired of the game and not enjoying it anymore. I saw some crazy compilations of the things you can do with him on YT and I wanted to learn that. No matter how frustrating he gets, that moment when you hit an insane curve makes it all worth it. I miss Skybilly and even Spacebilly though. It was so hilarious when it actually worked out and allowed me to get a crazy hit.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248360#Comment_3248360
But billy players wont just activate it right away they will almost always feather it at a tile and position themselves in a way to force the survivor in a curvable spot so in those cases it really does not matter how long the charge time is... The really good billys don't even run that but use engravings... either both or doom engravings and lopro... So I can't really agree with that..
Engravings are way more versatile, no argument there. But the Tuned Carburator gives you a considerable advantage. Often enough you'll have to chase the survivor around a loop a few times before you actually get in range for a curve. With this addon your charge time is drastically reduced, which allows you to start reffing a lot later than usual, allowing the survivor to make less distance before the curve.
It is true that Billy has pretty bad addons overall. Mother's Helpers are not very useful imo, maybe because I play around pallet stuns and break them with a 99ed chainsaw right after they got dropped. He has only 3 addons that are really good, some ok addons and a ton of addons that are way too situational to be useful.
You are right, however, about 99ing the chainsaw. When you do that with this addon it really doesn't help. The point is to adapt in a way that allows you to go for insta saws and that is why like the addon. It simply incentivises players to play in a different way.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3248084#Comment_3248084
Survivors have a myriad of stealth perks and play styles, all of which negated by killer instinct. Is that fair? Pretty sure that’s OP’s point.
When the killer's whole gimmick is stealth that doesn't just counter some perks. It counters the killer. Imagine if you had the ability to locate Wraith, Myers and Ghostface just by using these perks and effectively negating their powers in the process. If a perk is countered by a perk, that is unlucky. But if the killer's entire power is countered by a perk, that is unfair.
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They plan to remove locker saves to fix an exploit. They already fixed quite a few exploits and this won't be the last.
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Wouldn't that be unfair to stealth killers, though?
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Honestly, I would be fine with the downside if Billy's basekit was a bit stronger. The Tuned Carburator changes his play style and I actually enjoy using it occasionally because of that. Simply removing the downside of this addon would lower Billy's skillfloor drastically imo and I'm not sure that's a good idea. Its one of his best addons anyway so maybe BHVR should have a look at his other addons instead.
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You cannot get banned for that unless you actually do use third party software.
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Time to change that. *cracks knuckles*
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BHVR is fixing a number of exploits. This is just one of them. Why would it be bad to remove something that can be easily abused in a way that has absolutely 0 counterplay?
Earlier this year they "fixed" Skybilly for presumably the same reason and Blight's hug tech will be fixed eventually as well.
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Hitboxes need to be looked at. I know it doesn't concern everyone but there are quite a few killers that suffer from these inconsistencies like Blight, Huntress, Trickster, Bubba, Billy and Demogorgon. Its just unfair how you sometimes hit things you can't even see with Shadowborn.
Otherwise SoloQ could use some love. I'd like to see an option added that allows survivors to say something simple like "Going for the unhook." or "Killer is on me."
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Twins, Freddy and Myers need reworks. None of the killers you counted need reworks though. Maybe a slight nerf to Artist but Wesker and Dredge are fine. They both offer plenty of counterplay.
I don't know why people think Plague needs a rework. She is strong and after her QoL updates she doesn't feel as clunky anymore.
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Killers seeing gens is not negotiable. It is absolutely necessary. The killer has one big weakness that survivors don't have. The killer's objective is consantly moving. That's why killers need at least some help from the game to localize survivors. Survivors can learn and remember where the gens are on a map. The killer on the other hand can't do that with survivors.
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The more characters get voice lines the less special it'll be. Also I think it would take away some of DBD's vibe if survivors were talking all the time.
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7/10. Maps, outdated killer powers, medkits and SoloQ need to be looked at. But overall the game is in a good spot.
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I know you probably heard this before but don't go anywhere near an opened exit gate. Let them do their squads for themselves. It's probably their warm up for the next match. Instead you can go looking for pallets and breakable walls. That way you get some extra points at least.
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Horrible to play on (as a killer) but my god is it beautiful.
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I don't really hate or like Swamp. Both variations are bad in their own way but they aren't even near as bad as Garden of Pain, Eyrie of Crows or The Game. Still, I would like to see it get reworked.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238905#Comment_3238905
opps, my error. I read your post as reducing cooldown of bump reduces all billy cooldowns. i misread your post. rewarding the killer for failing to use their power makes little sense to me. Otz suggestion for billy is weird.
The dev will just look at billy kill-rate, see that it is 60% which is right on target. See that no changes need to be made. perfectly balanced killer.
Ahh, yeah. I see how you came to that conclusion. Bad choice of words on my side. I will still hold out hope for some QoL changes for Billy.
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Survivors are getting bolder. It happens quite frequently. The funny part is that they will even call you a camper because you are unable to leave the area in that short amount of time.
I mostly go for the unhooker because it was their fault in the first place. But can anyone really blame the killer for tunneling in that situation?
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You gain one devotion level for every 100 leves you complete. So in your case you have devotion 11 and are currently on level 77. That means your actual level would be 1177. Devotion cannot decrease.
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You never get a killer adept naturally. Instead you go into a match hoping the survivors won't be much of a challenge and you start tunneling and slugging. It is all about manipulating the numbers until the game thinks you had a perfect match. Another part is that some killers like Michael Myers, Bubba, Billy, Oni and Ghostface can only go for their insta downs occasionaly or they won't get enough chasing points.
But the worst part really is that no one can escape. You need to slug them until you get them all. When I did this on Bubba and Billy after an increadible amount of failed attempts I was forced to stretch the game into oblivion. The survivors weren't mad but I was because this was not fun for either side.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238318#Comment_3238318
not true. the cooldown for bumping is different compare to the cooldown for missing. An old billy add-on distinguished between both cooldowns. bumping cooldown add-on encourage bad billy play where you can bump into objects on purpose to follow up m1 on survivors.
It's true. I confirmed it here: https://deadbydaylight.fandom.com/wiki/Max_Thompson_Jr.#Power_Trivia
The initial cooldown for the chainsaw is always the same (except with addons). Bumping addons are the same in that regard. But the difference is you still use an addon so it should do something. Looking through the addons you have availabe on Billy, the bumping addons aren't even too bad compared to what else you could bring. Also I never understood why Billy needs to have a second cooldown after failing his chainsaw. You can move normally but anything else is not working for a short time.
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They get stuck on pretty much every obstacle the game has to offer. And I mean they don't just get stuck but they actually freeze. Their AI literally stops working. Zombies need to be fixed, then we can talk about how good they actually are.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3237270#Comment_3237270
I've done it as Doctor.
You pretend to be a clone and wait for them to hop on a gen, then go for a grab. Since Doctor has both a big Terror Radius and an excuse for a lookalike to just be standing around, people generally don't expect it.
Well, that and who the heck runs Insidious besides camping Bubbas?
That is diabolical.
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Most suggestions aren't bad in my oppinion. However he forgot to account for something on Hillbilly. All his cooldowns are the same. So reducing the bumping cooldown, while not a bad idea in general, would mean players would be encouraged to bump.
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It is true that Nurse has counterplay. The thing is she has LITTLE counterplay. Even if you manage to not get hit by the first blink she still has a second. Her recovery is short so she can often enough just go for another try if she misses. The punishment for her making a suboptimal play exists but that is about it. There are a lot of maps that are very open and don't allow the survivor to break LOS easily to have some counterplay. I think arguing that Nurse is not as strong when tshe gets an unfavorable map is not something we should do. Every killer has their weak maps but the difference is that Nurse only suffers from 1 aspect and can adept to it. That is not always possible for other killers. I'm not the best Nurse but I can tell you: It is often easy to read the survivor's movements good enough to get in range for a second blink hit. That is my main problem with her. Even if she gets outplayed she still has a second chance. How many other killers have this? She also has the ability to blink to a survivor from a large distance and negate any counterplay if they didn't know the Nurse was coming after them.
Some of the best Nurse players in the game aknowledge that she does indeed need to be looked at. I think that counts for something.