Yung_Slug
Yung_Slug
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- Yung_Slug
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Which rank/platform is this? I haven't seen any killers with Franklin's lately.
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I don't think there's an overpowered killer. There's overpowered add-ons, but killers at base aren't OP imo.
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@Zixology said:
Plague.
Deletes stealth. Deletes healing. Turns every match into an infinite tier 3 Myers game. Has an ability that takes absolutely zero aiming skill to use and goes over many obstacles.
I'd rather face literally anything else instead of a Plague.
Deletes stealth
Deletes healing
Optimal survivors don't do either of those things anyway.
Plague =/= Tier 3 Myers. Myers gets faster vault speed and a better lunge. Plague has nothing to help her end a chase quicker once she's done puking.
You can also cleanse as long as you're smart with it. Cleanse in a corner of the map and make her leave an important area to get the fountain. Try for a pallet stun to cancel her corrupt purge (she'll probably respect the pallet but at that point it's similar to playing against huntress).
A good plague will stomp new players, but survivors who are good at chases will give her a hard time.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1021339#Comment_1021339
Guess they finally give Trapper then 3 traps to the start or more...
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... And make a tiny change to his basekit.
From now on the Trapper needs first to walk into his own trap and getting stunned for 4+ secs before the trap counts as active.
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Sry, in desperate times, you need to make desperate jokes, or you driving deeper into madness :|.
You start with infinite traps but they're on a 60 second cooldown.
In all seriousness though, I've come up with ways the trapper can be more consistent and I might start a thread about it soon. I'm excited to see what other people come up with.
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@TrappersTears said:
In a few months we'll hear about Trapper and Legion nerfs I'm sure
I'm sure they wouldn't nerf the game's mascot, but then again he is the most picked character according to their stats...
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@Raptorrotas said:
- Make her crouch movement speed as fast as GF's. Devs love consistency, so having 2 different crouch speeds is weird.
- Addon rework. They need to have multiple effects, similiar to doctor addons: 1 general effect plus 1 "beartrap"-effect. Get rid of the crouch addons, make their effects baseline or whatever.
- Now that oni is a thing, make her ambush work like demon strike ( click M1 for normal attack, hold it for the ambush lunge)
- Make her stance swapping/ crouch animation as fast as GF's. I dont own both killers, but as far as i remember pig has a lengthy animation with an action bar, similiar to the old doctor stance swap, ehike GF just clicks a button and near instantly is crouched. (Seriously devs should maybe cross check older killers if they implement any new mechanics for newer ones)
Her crouch animation is slow, but not as slow as Doc's stance change and it doesn't have a progress bar unless you go for an ambush attack. They've also buffed it a while ago, so you might have seen it before they made it faster. Still, would be nice to see her stealth ability buffed a little more.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1021242#Comment_1021242
Yeah I saw I just worded it like that because I believe there's a few other post that said the same thing and I didn't see quoting 3 people being too necessary.
I get why everyone is suggesting it though because RNG can quite literally screw you over. That's why I'd prefer recycling the head traps as I suggested.
It's certainly an interesting idea that I haven't considered before. Would be funny to see a survivor take their hat off right in front of you, only for you to down them and put it back on.
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I've recently opened threads for Clown and Pig buffs, and encouraged others to start similar discussions.
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@Dustin said:
- Make RBT's activate when gates are powered but don't do so when the hatch is closed
- Remove Pig's ability to see where her Jigsaw aura boxes are however let her re-use RBT's that are removed from the head by picking them back up. Only show aura when a survivor takes them off their head and remove addons that give extra head traps.
- Remove the skillchecks for RBT and replace it with a difficult minigame. This is a Saw character after all the skillchecks are pitifully easy to complete and doesn't represent the franchise how I'd expect it to.
- Also can't agree with the "RBT's won't be removed on first try" suggestion but again I prefer the recycle method for head traps. Some maps are too big to need 2 jigsaw boxes minimum.
I personally think the huge maps should be smaller, as I mentioned in the original post. I have that change in mind when I come up with these changes.
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@TAG said:
The RBT keys are never in the first jigsaw box.
I feel like everything after this line isn't necessary. I think it's completely fine for there to be a 1/3 chance (base kit) to have to search all the boxes. With the rest of that idea, you make it so a Survivor with an inactive Trap only needs to search two boxes before they can just get back to gens. Once they know which box is in, they are basically in the clear and don't have to worry about wasting unnecessary time.
In fact, once an inactive Trap wearer search their first box, they are arguably in the clear because from there, they already know the Key is in one of two boxes, and 2 minutes (this is best case with Tampered) is definitely enough time to get through those two boxes.
While increasing the chances of it being the last box would make her better, it would be an unlikely change as it would be a frustration for survivors.
Note that add-ons that add boxes will also add the amount of yellow boxes to check.
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Myers main here. Lately I've been running Corrupt Intervention (replacement for Ruin), BBQ (I want my points), Monitor and Abuse (Sneaky boi best boi), and Infectious Fright (Snowball with Tier 3 when I need pressure, boosted by M&A).
My addons of choice are Dead Rabbit (M&A and IF synergy) and Memorial (faster stalks are always nice).
Corrupt gives me time to tier up and start some pressure. Infectious Fright is very nice and allows me to clutch a game by slugging at key moments. I usually try to leave Tier 1 asap (unless I get Hawkins) and then I decide whether I should hook a survivor or 99% my tier 3 first.
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Myers and Ace main, and an advocate for buffs to weak killers and perks. We'll win this with positivity!
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I'll probably go back to my old build though, Open Handed, Bond, Kindred, and Spine Chill, because I like knowing what is happening at all times.
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"I must consult with the elder gods."
*falls flat on the floor*
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Yesterday I was running No Mither, Resilience, Spine Chill, and Dead Hard. My escape rate was actually really high.
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Myers main here, with other stealth killers as my secondaries. I just like spookin' people. Any time I get Hawkins or Gideon you better believe I'm staying in tier 1 for a while to have some fun.
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@Lanterns said:
https://us.v-cdn.net/6030815/uploads/867/XT4GXPFOX3MB.jpg
Look at all these people saying they gg. My experience in the game says otherwise big time.
A lot of players don't browse the forums. If you aren't connected to the community you're less likely to care about other players.
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Pretty much always say gg unless I am playing survivor and die early.
If I have something to say, I'll usually say it before gg.
After my gg, I usually follow up with "good luck in future matches, my dudes".
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The "event" is a cosmetic sale.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1016946#Comment_1016946
'Guys we did all the gens in 3 mins, lets ######### around a bit to rank up.'
It's a terrible system.
I have to do that all the time as killer. If the survivors die too fast I don't pip.
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@BlackRainbow said:
Why you all talk about Billy getting nerfed?? I don't understand who even said that. No dev ever said that
People have been asking for nerfs on these forums lately, and Billy is one of the killers that will get an add-on rework. And like what they did to Nurse, they may change more than just the add-ons.
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@LetsPlayTogether said:
First, there were always complains about Billy. So its nothing new.
Second, ruin wasnt out of nowhere. There always were calls for making it more friendly to new players. Lately due to SWF change it came up more and more again.
Third, no we wont stop calling for killer nerfs, cause there are still several issues that needs to be changed.
What are these issues exactly?
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@FabsRinas said:
One buff I'd make for the wraith is to make the bone clapper (the yellow bell add on) a base thing, isn't to op and would make him better vs swf, allowing you to use other add ons, as that one is almost mandatory.
Another buff I would make is to make the flashlight burn a bit longer than the uncloak, I feel weird talking about this one because it would be unfair to one side if it was buffed but unfair to the other if it wasn't.
Doesn't burning the wraith keep him in cloak?
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I tried this back in the Stranger Things patch. The main problem is keeping your Distortion stacks so you can actually use the combo.
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@BigTimeGamer said:
DS deactivates if you hook another person
BT is based on Killer distance not TR so Undetectable doesn't delete the perk
WGLF gives some other benefit, like increased heal speed or something to fall in line with BBQ
My idea for WGLF is for it to give the unhooked survivor 7% haste for a minute to make it easier to get safe unhooks.
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I would rework Predator so that instead of making the scratches closes together they form in a way that indicates which direction the survivor was running.
So if they went right it would look like this:
\ \\ \\ \ \ \ \\\ \ \
/ / / // / // / // / /
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The problem with that is Trapper and Demogorgon can just defend the totem indefinitely.
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@honestlybaffled said:
We need first bug fixes, then nerfs/buffs imo
That would be ideal, but the devs seem to be focusing on game balance every mid-chapter patch.
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@Waffleyumboy said:
If ruin didn't get nerfed billy would have to be because he had access to almost guaranteed wins with map pressure + ruin. Or am I just being biased?
Point is, Ruin inflated kill rates almost as much as the ranking and swf matchmaking system. More accurate kill rates = better balance changes. Of course, who needs balance when survivors have "so many second chances." Dealing with this community must be tiring.
Many good Billy players don't use Ruin because they didn't really need early game pressure. If anything, the new Ruin is better for Billies than the old one because Billy has the mobility to pressure people off gens.
This doesn't mean Billy has no counters, though. You just need to learn when he can and when he can't get the chainsaw hit at certain loops. Billy doesn't 4k all the time, even with Ruin. That's because many high rank players have learned how to play against him.
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@Eye66 said:
We're several dominos into the whole row falling down, it may be too late
It's never too late to make our voices heard.
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@konchok said:
A very well thought out post. It will be interesting to see how the developers choose to change billy.
They're definitely not gonna pass up an opportunity to slap a cooldown on yet another killer.
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She takes a lot of time to master and I don't think she's that fun.
Except on mobile, I play her all the time because of the sheer amount of potatoes that try to save after they trigger a trap by the hook. I just played her to unlock Ruin but I think I'm a Hag main on mobile now.
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Depends on the killer and playstyle. I'm using Corrupt Intervention on Myers because it gives me time to stalk.
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Judging from the comments I get in lobbies, I'd say it's Ace.
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Chances are they're not removing them. They might rework them though if we're lucky.
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@TheBean said:
https://forum.deadbydaylight.com/en/discussion/comment/1009253#Comment_1009253
If the queues were still like they were in the beginning of December... I'd be the first one here crapping on the forums about it, since I've been doing it in the past since the new Match Making system came in, which replaced the Match Making that was giving me instant queues for both sides not matter what rank I was.
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The issue as I see it is Killer became too popular. You could see it when special events were started and players all switched to killer since getting more BP during those events was easier than grinding it out on survivor.
Killer side actually has gotten way better over the last year or so. I never touched killer for the first 2 years cause of all the crap that went along with it.
That is why I see changes such as Ruin only a good thing. Since it might return some players to the Survivor side.. and again removes BS from the game and makes it overall more enjoyable.
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Match Making will never be fixed because of SWF.
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Well as for potato survivors in the high ranks. Survivor has to be easy to rank up. They had made it harder to rank up as survivor and that led to long queue times for red rank killers. Survivors are expected to die... Make it tough for them, why bother wasting the time on it.
If Killer was more popular, wouldn't that mean longer queues for killer and shorter queues for survivors?
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@TheBean said:
https://forum.deadbydaylight.com/en/discussion/comment/1008987#Comment_1008987
Actually not really bait. Over I'd say the last few weeks my survivor queue at rank 5 takes about the same it did in the beginning of December ... can take 3 to 5 minutes. However the queue times for Killer actually got better, rank 16. They used to be over 10 minutes.. but there's been a few nights where they are instant or only a couple of minutes.
Not saying the matching has been perfect but it hasn't been great either.
The OPs post is basically about the ruin change and how it is making the queues longer, since there must be allot of killer quitting.
But to be honest I'm not seeing it, and I'm near Toronto.
You certainly made it hard to tell, considering how mean-spirited your original post was, but if you actually want to have a discussion then I'm all for it. There have been posts from survivors complaining about long queue times already, and 3 to 5 minutes is pretty long considering killer queues from rank 10 and below are nearly instant (though you'll almost always be matched with red rank survivors once you hit green ranks).
I believe the problem is not just that killer is becoming less popular, but mainly that both the ranking system and the matchmaking is broken, which causes the whole thing to be extremely broken overall. It's too easy to rank up as Survivor. You can pretty much run whatever perks you want and still do well. I literally healed just one survivor in a game today and I got iridescent benevolence that game. This creates too many rank 1 potatoes, meaning not only frustration from experienced survivors but also not enough killers for all of these red rank survivors.
The devs should prioritize the matchmaking issues before making balance changes because you're not going to get good data with rainbow lobbies. New survivors shouldn't be matched up with killers who have Ruin, except hags, because by the time they level hag to 35 and get that perk on another killer they shouldn't be rank 20 anymore.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1008865#Comment_1008865
It's not Wraith that's strong. It's the build. That same build can apply to almost any killer.
It only really works on stealth killers, and Wraith has high mobility along with his stealth.
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@TheBean said:
My queues have gotten better, if still not the same time, over the last month, last month they felt quite a bit longer.
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I LOVE MY RUIN CHANGED NOW THE GAME IS GONNA DIE THREADS!
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Hilarious!
Nice bait
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But yeah, I run Myers with M&A, Dead Rabbit, and Infectious Fright but I don't usually use it unless I'm losing. Looks like I'm gonna have to slug more often now.
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Wraith is actually not that weak. Just use the hit-and-run build: Corrupt Intervention, Sloppy Butcher, Thanataphobia, and Nurse's Calling with a windstorm and a clapper add-on.
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Monitor and Abuse and Play With Your Food are both meta on certain killers.
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About 50% isn't so bad for a game with 1 killer and 4 survivors every match
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I main stealth killers in general, but Myers is my go-to.
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@picigu9 said:
I think he is perfect. You just need a mastermind brain to play him, kinda like trapper. Basically predict the future, and then block their paths, because if they are stupid enough to go through it, they slow down. He's not bad, but not top tier. I'm a clown main btw, so I know it works. But if he were to get an add-on that makes intoxicated survivors exposed, he would be really good.
I'm not saying he can't get kills, but even when played optimally he is still weaker than many other killers when played at their best. And I think Trapper needs a buff too, tbh. Right now he is very add-on reliant.
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@MongByeolBuddies said:
I've played clown the most of out all killers, and mostly imo he doesn't need any major changes just buffs to his stats.
- Reduce reload time
- Increase bottle count
- Reduce slowdown when throwing bottles
That being said, I'd love it if they gave him a passive gas cloud that he gives off, meaning he could save his bottles at loops, where he could rely on the passively generated cloud, and use his bottles to gain distance on survivors running away.
I think there are add-ons for each of those points. Well, except the last one. But don't you move at full speed once the toss is fully charged? Unless you meant the slowdown after throwing the bottle, in which case I believe the feather add-on helps with that.
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@dbdVeteran said:
https://forum.deadbydaylight.com/en/discussion/comment/986278#Comment_986278
Waste of 2 slots.
It's okay, I play survivor so I can afford to waste them. Kindred + Open Handed is pretty busted btw.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/1004865#Comment_1004865
Aw, I see. Could be good, but Clown could just spam his bottles if he had a 3 gen strat and turn it into a hostage situation like with old Doctor.
I forgot to acknowledge the maps. Yes, a lot of the maps need to be shrunk. Especially Rotten Fields, both the Red Forest maps, Family Residence, and Mount Ormund. I'm all for some variation, but when it starts to make it unfair for the killer, it's a problem. I think maps like Coal Tower and Father Campbell's Chapel are examples of more balanced maps they should aim for.
3 gens will always be nasty, but it should be on the Survivors to prevent that from happening. And if the clown is refusing to attack anyone and just defending 3 gens the entire game, there's always the option to report them.
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@JacksonWise said:
I like a lot of your ideas! Throwing bottles at gens to kick them sounds really cool and that would give clown a higher skill cap!
Not sure if I like the gas leaking from gens though. It's creative, but I'm not sure it would make sense. How exactly is the gas coming from the gens? Plus, it probably wouldn't do much. It doesn't matter if the survivors are being gassed at gens if clown is on the other side of the map.
Faster or slower skill checks sounds cool though! I think that could be made into a good add-on. Something like, intoxication no longer slows survivors, but intoxication now lasts 30-60 seconds and affects the speed of all repair, healing, and sabotage skill checks.
And yes, there is so much that could be done with status effects after direct bottle hits. Longer intoxification, even slower survivor movement speed, blurrier vision, action speed slowdown, etc. Maybe even, down a survivor after a direct bottle hit and survivors within 32 scream. Would basically give him Infectious Fright as an add-on, kinda like how the Nurse now has add-ons to give her Stridor or Nurse's Calling.
The idea is that you throw the bottle inside the gen so the gas is stuck inside the gen for a while.
Smaller maps was my first suggestion because you can't really make weak killers better without normalizing the maps, other than just giving them mobility. These ideas rely on the larger maps getting smaller.
