Zaytex
Zaytex
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- Zaytex
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Because you're a one man team and have full responsibility for your actions, whilst survivors only share 25% of the responsibility.
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The answer is no.
The developers already tried this and it got abused. Camaraderie is your best shot.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1811372#Comment_1811372
Clown is just a trash killer. His kit is worthless. That is why they are reworking him. But Freddy's game slow down requires add on's, and his stealth is minor at best. Pig beats him by miles in both of those. His real power is in basically being like a lower skill floor Billy; he has a lot of mobility and anti-loop. But since he doesn't have one shot downs, and his power can be completely negated by doing a minor side objective, his skill ceiling is lower.
Exactly, Clown's only notable strength is how survivors can't loop around one structure or pallet beyond one loop before dropping it, or else they get hit.
His only strength is also one of the three powers Freddy has, but better.
Freddy's having slow add-ons is normal at this point, its like playing Wraith without windstorm, there's no reason not to do both.
''His power can be negated by doing a minor side objective'' - Walking to the other side of the map, isn't just a ''minor'' side objective. That's a lot of time dedicated to waking yourself up instead of doing generators, and there's no guarantee you'll even get there to begin with.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1811401#Comment_1811401
I'm pretty sure the specific design intent of Spine Chill is that it deliberately counters the recently codified stealth condition.
Ah yeah, true.
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Just tunnel them.
They'll learn to not bring them anymore when they're deleted from the match in under two minutes.
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Agreed. A lot of other suggestions can be exploited or abused.
For example, the ''hook everyone once to mori'' will just lead to the last survivor hiding for the rest of the game.
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Make it so Spine Chill doesn't counter stealth killers.
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EW1 should just be removed at this point. Everyone can see him since he's tall and it takes him forever to get out of it and just hinders his ability to pressure survivors.
In fact, against good survivors, by the time you get out of EW1 and down a survivor, 2-3 gens are already done.
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It's a good change but it is quite simple as they're just changing numerical values.
I'd rather this then them announcing mori's are about to be changed, to walk into lobbies as a survivor and see an ebony mori every game because killers are salty their free wins got taken away
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No.
This change is healthier for the game and doesn't give killers free wins anymore because they brought a single offering.
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He's extremely bloated and the easiest killer to play. Please tell me, why Freddy deserves to have:
-Demogorgon's teleport ability but with no counter-play.
-Snares that work in the same exact way as Clown's bottles, but don't have a reload mechanic and can be used much more before exhausting them.
-Free slow-down and pseudo-stealth that makes someone like Pig look even worse.
Any good or competent survivor team can beat any killer, but it doesn't mean he isn't in need of nerfs.
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You already have Borrowed Time as a anti-camping measure. As for this request, you already have it in the form of Camaraderie.
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@BigBrainMegMain said:
I've been at 70 for about a week or so, and I'm not buying it.
The outfits are not cutting it for me.
Isn't it basically free when you get to 70 since you get all the auric cells back?
No point not to buy it..
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The only time I get grabs are from lockers or attempts to unhook in my face.
Other than that, its always the phantom grab on generators, pallets, etc.
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People really are exaggerating about this change. Mori's are still a powerful offering to bring as they skip DS, UB, sabotages or body blocks for hooks, flashlight saves and the time required to pick a survivor up and take them to a hook.
They're strong, but not overpowered anymore and more of a fun offering to bring.
If Mori's become too strong, they make the game miserable.
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She's the hardest killer in the game and as such deserves the most reward for achieving a good level of skill with her.
If you make her weak, why bother playing her then? Just pick an easier killer for equal/better output.
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He's like Deathslinger, it doesn't matter what you do at loops, he'll hit you if you drop the pallet or fake it either way.
Honestly you're best bet is to just split up and do generators, it counters every killer.
You can do small things to try to trick the PH, but it's more on him to miss than for you to dodge.
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Lullaby is horrible, switch it out for something else.
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Just give him circus music.
Done
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Legion is one of the worst killers in the game, I'd argue he's the worst.
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It could work, assuming the Killer can make the crows attack survivors or hinder them in some way.
But considering how there are numerous crows in a match, you'll have to limit it.
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Depends, the survivor getting tunnelled or camped might have been toxic or have something that the killer cannot ignore like OoO or a Key.
You don't really know since you're not seeing it from the killers perspective.
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Ruin only does work if the killer is able to pressure survivors off the generators. It's useless if aren't able to do this.
It doesn't carry Killers, it just makes good ones perform even better, like how DS/UB for survivors.
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Agreed. Let me DC freely against Freddy again, he's insufferable.
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Empathy is underrated when a lot of survivors don't heal and choose to opt for the generators instead. Against Plague or Legion essentially, it's even more powerful.
It's basically global aura information for something that happens every game, to every survivor. Aftercare can be deactivated, Bond is close-range, etc.
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Freddy is the easiest killer in the game and also one of the strongest, easily 3rd-5th strongest IMO.
Snares are basically a mimicry of Clown's power, so you have to drop pallets early or will get hit.
Teleporting is basically Demogorgon's power, but stronger, with less counter-play.
Falling asleep overtime into slow-down addons gives Freddy a pseudo-stealth TR, access to his snares against survivors and makes generators more difficult to complete and easier to defend. Sure, you can go wake yourself up. but every method wastes time and just gives Freddy more pressure for doing absolutely nothing.
He's in a dire need of a nerf.
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It's a good perk, but for generator regression, ruin + undying are just better.
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Keys are bullshit, but aren't as oppressive and frustrating as pre-nerfed moris.
With keys, you can bring Franklins and tunnel the person with the key, eventually having the entity destroy it.
Survivors can't do anything against a mori.
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@DaKnight said:
https://us.v-cdn.net/6030815/uploads/CWHHTLQT1BAH/capture-png.png
Cool, another map and key SWF. Looks like survivors are not taking advantage of the situation or anything. Luckily I am spamming Spirit at this point.
Yup, just had a sixth game in a row where the survivor(s) brought a key.
Time to tunnel with Franklins I guess :)
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Honestly, I don't think like this.
I'll only consider tunnelling if its my only way to pull a game back (meaning the survivors are very very good) OR if the survivors DS me unfairly (59 second stun where I didn't tunnel you at all) OR bring a key.
Pretty much the only situations where I'll do it. If you're a strong or weak link, I could care less lol.
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If you need a mori to win a match, alongside your meta perk slow-down Freddy build, you're just bad at the game lol.
Mori's were OP, all the salt from the trash killers is making me cry from laughter.
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Mori's still make killers stronger, although now its a lot more fairer to the survivors.
If you think they're useless, you're just trolling.
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I agree, Make killers move at 10% of the survivor movement speed. If they hit a survivor, they get banned.
Killers are just there for survivor fun.
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As always said, Nurse and Spirit just negate survivor skill and can down you every time they use their power if the player is experienced/skilled.
There are small things you can do, like a locker juke against Nurse of DH one of her blinks, but in the end she will catch you.
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Same. I can bring them now and enjoy the kill animation instead of the survivors giving up or suiciding half the time.
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@Vetrathene said:
Keys have never been touched by the net bat. Moris have been nerfed twice. Seems to show some favoritism to me.
Killer mechanic: absolutely ######### broken and OP
Developers: Let's make it healthier for the game and nerf it!
Half the killer playerbase: oMg SuRvIvOr-SiDeD
Survivor mechanic: absolutely ######### broken and OP
Developers: Let's make it healthier for the game and nerf it!
Half the survivors: oMg KiLlEr-SiDeD
absolutely pathetic
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@Mandy said:
We've not given a date as to when a change will be made to keys.
But, you're at least working on it, right?
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To say this in the most respectful way possible, I honestly think you're being a bunch of babies about this whole change and even selfish to a degree, since you're wanting mori's to be more impactful, and when they are impactful, they're downright unhealthy for the game and just breed misery for survivors. I'm a killer main, and this is a healthy change for the game. All they need to do is bring keys down to the same level now.
This change makes it so mori's are a lot more fair for survivors, but still add a element of strength to the killer. Sure, you need to hook survivors twice, but after that you get to cut the time from picking survivors up and putting them on a hook which can be blocked by survivors, to also completely ignoring DS on the second hook. So you can still tunnel a survivor immediately after their second hook, whereas without a mori, you can't (or can) due to the threat of DS.
A lot of killers complaining about this change really speaks volumes to the priorities of some people.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802180#Comment_1802180
I like it. Would swap demo for twins. They are much better than people think. Now that most of there bugs are worked out their going to be even more dangerous especially the mini blood warden victor gets. I had 4 survivors escape just in the little bit I used the twins over the weekend they got cocky at end and I jumped on their back wit vic then smacked them down with Big Momma just for them to crawl out while I wipe my blade. I was upset. I don't like the 10 second locker hold though not sure if that's going to be enough.
Demogorgon has Shred to make loops dangerous and a mobility tool.
He's far better than the Twins.
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@MythMage said:
As a fellow Killer main, I 100% agree. I feel like mori's should be purely for a more interesting death than the Entity stabbing you like some weird horror hentai.
I'm not even upset about them not nerfing keys at the same time. I'm really not bothered by keys too much. Survivors who escape with a key, at least to me, essentially say one or more of the following:
"I concede. We can't beat you, so we'll just use a key and escape"
"I want to be an ######### but don't have the skill to do so"
"I could escape out the exit gates, but I want extra BP" (these guys are fine. I respect them)
"I care more about the bold "Escaped" words on the screen than enjoying the game"
Exactly! Mori's are now just an offering that give killers a little bit more power, but introduce the kill animation (which is fun af) which is one of the most iconic and fun aspects of the game.
Before, they were just oppressive and gave killers easy wins. Keys are such a lesser problem than people argue anyway, since you can actually counter them unlike 1 hook mori's.
Good change by the developers.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1804395#Comment_1804395
I agree. If you read anything in this thread you'd have come across this conclusion.
https://forum.deadbydaylight.com/en/discussion/comment/1804437#Comment_1804437
I disagree. Before yes it was oppressive, but now only saving you walking to a hook or a pick-up save is not good enough. It also completely undercuts what makes PH unique.
It went from being a fun offering (too fun lol) to being an offering that is going to hinder you more than it helps you.
Hinder you more than help you?
I'm sorry but you're talking out of your ass right now. Mori on death hook still lets you ignore DS or the survivors trying to pick the downed survivor or stop a normal third hook. It still lets you eliminate a survivor much quicker.
Mori's literally do not hinder you in anyway, you're just overreacting.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1804414#Comment_1804414
It would be, if keys where getting nerfed at the same time. Now people are going to bringing keys out of the wood work because they have no counter to them.
No?
If Keys are THAT much of a problem for you, bring Franklins and tunnel the survivor who brought it, since no one else will be able to find it (they're practically invisible) and the tunnelled survivor won't be able to pick it up before it's taken by the entity.
Keys are so overexaggerated as a problem in this game IMO.
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Mori's being strong just promotes toxic and unhealthy gameplay from both sides.
Now, they still add some element of power to the killer, but aren't oppressive to survivors and are what they should be, a fun addition to the killer's arsenal.
Not something to destroy every single survivor you come across.
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Mori's are stronger, so its fair they were weakened first.
The developers have already said the change won't be necessarily in the same patch, give it a little bit of time before complaining about it.
This is a healthy change for the game.
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People just need to act more considerate to the other side when playing either role. You're just a dick if you're going to tunnel or camp when it's the choice that is the least impactful.
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Honestly, this is a pretty positive change. Mori's were just absurdly powerful and promoted toxic gameplay, now, they're fair and add a fun aspect to gameplay.
I'll be happy to use them now!
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I feel like survivors should have a very weak passive to them that doesn't really significantly impact the game but adds flavour to their playstyle.
Think Claudette with an innate 5-10% healing speed buff, Dwight having a mini leader, Meg runs a little bit faster at the beginning of her sprint for a second or so (4.0 to 4.1 or something).
It would add so much synergy and "role" to the characters.
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As someone who mains both.
For Wraith:
-Remove flashlights being able to burn him at all.
-Make Green/Purple Windstorm base kit
-Only able to see his shimmer within 16 metres and his bell heard within this radius as well.
For Demogorgon:
-Make rat liver and deer lungs base kit
-Rework his addons. Have some of them make spice up the gameplay. A suggestion for one of his red add-ons would be to make his teleporting totally silent, both crawling into it and crawling out as well.
-Give him better skins, lol
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Oh, so stopping the whole switch to a killer you've never played before, for easier MMR, then switch to a killer you've played before mid-lobby?
But it doesn't work?