dont_ask_me_again
dont_ask_me_again
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- dont_ask_me_again
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I think 90 degree flick is fine by what I’ve seen people coming up with countering it... is it really the whole thing?
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@Janick said:
Awesome thanks!
Is there any issues that was with Oni on controller that might be on survivor/killer too? One thing I noticed with regular controller settings is that... when you moved the analogue to move forward a tiny bit, you only moved a tiny bit as opposed to maximum speed straight away. I would suggest giving this maximum speed rather than needing the pull the analogue fully.
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I need to see a vid of how much was changed since I don’t own him. Can he still 90 degree turn? Has controller actually improved?
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Also if there are ways to change societal issues... it’s easier done through games/media than other methods sometimes... politics can get too heated... media outlets can develop bad names... games can change outlooks with a bit more advantage too them as they’re 3D and you can move around like say compared to a film... devs can be a positive force or scurry around the negative force. Long term - the positive force helps the devs... just look at Death Garden which was 1-sided both times... now devs have a playerbase that think they have the power to boycott and if the devs tried to make a positive outcome then general decent behaviour just vibrates around... trying to summaries the positives such as etiquette is hard but if you’ve read history you can see major quality of life changes in the world when people had positive reforms... which normally started from artists. People who don’t change remain miserable till they do, - if they do anyway and in the moment only pursue trying to make other people miserable believing it’ll be a solution then never is.
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/910934#Comment_910934
the bully complex would be a societal issue and not a community issue.
community issues would be things like teamkilling, rage quitting, afking, harassment, boosting, disingenuous developer community relations, swatting, server hijacking, biased board censorship, stalking, impersonation, theft, phishing, modding, botting, trolling, third party advertising, win trading, and so on. things that would relate to a game community. things that cant be directly tied to gameplay or the creation of the game itself would be more societal or political based.
It’s the way the devs balance to allow it... they could prevent it but people in the community retaliate... it’s definitely a community issue or the devs would have fixed the problems with solo-swf gap and buffed weaker killers up. People in the community would rather the game be bully-based rather than competitive based. It’s not even casual... casual has a competitiveness to a core it’s just that players aren’t expected to take the game seriously - i.e. a lack of ranking system/stats etc.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/910864#Comment_910864
Fixed an issue that caused The Nurse to move at 3.85 m/s when fatigued if she charged the 2nd blink.
Devs bought insurance
Hmm... I might stop playing nurse for the time being xd was fun though ngl. Wonder if they even fixed her with the new map or maybe thought to give her less suction. Or possibly fixed the M2 bug. Who knows.
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To sum the dark side of this community up, people have a bully complex on both killer and survivor whether it’s aggressive or passive-aggressive or there’s a trolling to the point that every mechanic has a harm (that makes the game exist) that doesn’t allow the player to necessarily benefit from. Basically a lot of players with a low mental age, takes things too seriously thus strives for blatant imbalances rather than working on their own where they blindly hate people they don’t know/come across.
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/910802#Comment_910802
been here (owned the game) for 3 years. worst thing i've ever had to deal with is someone calling my playstyle cheap or someone quitting early because they got upset. There used to be glitches to make games never ending and so on, but all of those issues get addressed when they come up and as someone above said matches are complete around 15 minutes. you can't insult your opponent through the game other than on pc and interactions are minimal between survivors and killers other than for objective purposes. worst thing people can do to taunt is finger point, butt dance, or hook slap. and to be quite honest that's fine.
Sorry there’s tonnes of smokes and mirrors... Some killers want to bully solos, SWFs want to bully Killers... people who are solid at solo-play or with M1 killers are forcefully cemented a better status/skill level by the formers and get shot down in discussions as being impolite rather than fairly critical for being through the worst.
dev’s can’t be bothered to fix the cycle which would be admitting that the bottom suffers and have a better idea on the solutions...
the dev’s try to please everyone and that’s the problem... you can’t please bullying (rather than competition where the balance is equal) without keeping bullying. Sad fact is there are salty people when they lose in this community and rather it remained imbalanced.
Then there’s people pretending they’re at equal to people playing on hardcore mode but either are very naive or trolling because they only play in the easy positions.
I remember when bubba was difficult but viable... swf players wanted him nerfed (Emblem system) because he could actually make a competitive game exist. People would be like “huur duur” you’re trolling as literal trolls even to this day... burning through old ds/bt, infinite sprint burst and other crutches was extremely difficult at the time.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/910829#Comment_910829
Yeah, if you take a bug into account and only chase with one blink. But we shouldn't base things on bugs.
Without abusing bugs she's 4.2 m/s with one blink and 4.3 m/s with 2 blinks in a straight open field. That's if you go max distance with perfect timing.
Happy accidents can occur though, no one’s complaining about it in how it affects her performance... there’s the meme “not bugs but features”... but really it’s an indication that if that’s gone she needs something in place and where she’s kinda weak... large objects are one of those things because it’s pretty damn predictable for the survivors what the nurse plans to do around those.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/910780#Comment_910780
She is faster but slower than a 4.4 m/s killer in a open straight line.
Take into account that bug though probably gives her the necessary extra distance... if that’s patched I hope they at-least make traversing through large objects take a bit less suction on the blinks. Right now there’s no chance blinking to a survivor around those there’s too much time.
Also there’s bugs atleast for me where I’m trying to use M2 and it’s not responding. always seems to occur at the times I’d have definitely hit. :P
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DBD is toxic to the core... the community is better at hiding it is the only difference.
On R6S they can atleast make changes to the game without people threatening to boycott it just as an example.
People have invested too much into DBD to give it up but devs hold back.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/910745#Comment_910745
Speaking from the survivor side, Nurse used to be my favorite killer to go against because you couldn’t loop her.
let me repeat that to be clear: I enjoyed versing nurses more than any other killer.
This is because I cannot loop. 800 hours in the game, 100% achievements, and I can’t loop for #########. What I can do is mindgame and juke well. Who does that work best against? Nurse. She forced survivors to not rely on the same thing, running in circles, which I’m glad for since I find running in circles boring no matter what side I’m on. Intelligent play is far more rewarding to me, and Nurse FORCED that.
Post rework her best counter is running in a straight line with a single juke here and there. Much less entertaining to go against.
She‘s faster than survivors moving in a straight line but you have to read them... if anything she is now what you’re referring her to be... a mindgame killer... before she didn’t need that and would always just eventually catch up for free giving several chances to land on the survivor’s legs.
She’s fine now but the game objective isn’t nor is the swf-solo gap.
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@LordRegal said:
The problem with Nurse is she was already the only killer who was objectively punished for using her power. No other killer in the game is forced to look at the ground barely moving every time they press M2 (Trapper and Hag look down, but that’s to activate the trap to use later).
Post rework, she is DOUBLY punished for using her power. You blink, you fatigue (wait), and then you have to wait a second time for her power to come back fully. That feels extremely unfun and actively discourages using her power. Add in the fact she’s the slowest killer in the game to force her to rely on her blinks, and now she’s being punished for not blinking and punished twice for blinking.
Is she still effective? Yep, I as a former Nurse main can still 4k with her. But it is a 100% unfun experience now as the killer. I am punished through game mechanics no matter what I do. It’s an experience in masochism playing her now, and I’d much rather play any other killer than her (well, except Leatherface or Clown). I’ve dropped her as a character completely, except for “no blink no perk no addon” Nurse games because somehow that’s legitimately the most fun I can have with her now.
That’s literally how nurse worked on survivors though... punished purely based on mechanics... it has to work both ways for her to exist. You can’t take mechanics away from survivors and expect her mechanics to not get limited too.
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So what you’re saying is stop serving SWF... I agree.
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Everytime there’s an idea to help fix the gap... it’s met with killers threatening to DC or SWF shaking that the game could lose easy mode.
Yeah devs don’t give a ######### about solos and would rather cater to losers.
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It’s because SWF gets matched with the highest player... the devs should do what siege does lately where the MMR needs to be a certain distance apart.
i.e. Reds can only swf with reds/purples, purples can only swf with reds/purples/greens... etc.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/910422#Comment_910422
Neither simply stating the facts, you already have people saying killers abandon if they even think they are an SWF. If that's the case that means there's enough killers that hate SWF so much they would rather not deal with them at all.
If they hate them that much do you really think that a DC penalty will bother them? I see plenty of posts in here from killers who talk about how much they hate SWF. Thus the reason I say many are disenfranchised with the balance of the game
Finally survivors already say they have a hard time getting into matches. So logically speaking if you have even a small percentage of killers taking DC penalties that has a compounded impact on matchmaking for survivors.
See my post above. Yeah I think you don’t have an argument that people will ignore DC’ing to lose their account. Killer’s have stayed through rougher times and I doubt something that’d benefit them long run would throw them off to all leaving. I don’t think we should be stuck in a stone-age mentality.
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I get told the other day that my post should get edited because it prompts using an unavoidable bug... but apparently it’s okay to start DC’ing if something were added to the game that’d benefit you as a player and would allow for further development of the game.
It’s not excusable, you would have been vs’ing swf either way. The DC penalty is there so you won’t try to DC.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/910412#Comment_910412
I agree but the killer base is already extremely small if even 1/3 of them DC on swf that drastically increases wait times for survivors and the killers who aren't dcing will always get plenty of matches in timely manner
So are you saying you’ll DC if you’re given information that you’re going against an SWF once the game loads? Or are you fighting on behalf of a fictitious case for non-existent people since no one’s actually said they’ll do this.
Like, honestly I would imagine more so: SWF players who are toxic would make this stuff up so the game stays easier for them while it can remain that way. Information doesn’t hurt anyone... hence people don’t advocate for censorship.
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@TheCrookedMan said:
If people can see they're versing survivor with friends then no one's every going to play against them. EVER. The commend the devs for taking the better, more difficult, healthier route. Instead of fixing this broken feature directly, they're balancing everything else around it which makes it no longer broken. If Killers have the option to not face a SWF team then they won't. Which would hurt the game's population.
If you read the post there’s no dodging available. So that’s not a reason against this change.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/910385#Comment_910385
I agree but you still have no control over whether or not it's a solo and giving killer the ability to see swf will just result in DCs if that's what they have to do. SWF just isn't fun to go against they are toxic as hell and quite frankly they ruin the fun of being "the power role" because killer does not feel like the power role when against SEF
If you DC you’re just gonna get banned... that’s just being immature at that point... sorry but other people who want a better fighting chance through information shouldn’t be rejected this because some people threaten to DC. They can get banned/timed-out. The devs can’t fix the issue if they give into incendiary type tactics.
Hope the devs take a more mature approach rather than shadow-damning honest players.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/910356#Comment_910356
You pretty much hit the nailon the head in that statement I always play like they're swf if you assume the worst you can't be surprised
But if you get solos knowing they’re solos... you’d probably go for a more chill game... the more chases you let etc... the more chances of pipping and solos usually lead to more relaxing games for killer.
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The only somewhat counter I’ve seen to Oni (powered) is on this video at 3:30-3:50...
No clue how effective it is though as I’ve only been playing killer... can the Oni player slow down soon enough and block? Alsorts of questions on it.
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@MarsAttacks said:
I really don't think knowing they are an SWF helps all that much yeah you can adjust perks but there are very few perks that can actually do anything to SWF coordination and that's where the problem lies.
Not knowing they’re SWF gives SWF a huge initiative in the early game... the killer currently has to hand over freebies (play normally) to find out it’s swf (they will work around regular play trying to bait & switch + alsorts of strats) or the killer just has to play unfun from the get go which usually results in solos having a terrible experience if the killer was vs’ing solos where it could have been swf.
If you played normally from the start against a sweaty swf you already lost... swf can still win if you play unfun from the get go if they gen-rush as it is.
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@Fibijean said:
Just letting you know that the person you tagged is a random forum member, not the dev who I'm assuming you meant to tag.
Fixed cheers.
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So for my “ruinless” Nurse build it’s BBQ, Sloppy, Knockout and Thanatophobia right now... but SWF can really cheese it is the only issue... I just played mother’s dwelling and somehow everyone knew where their teammate got downed on the largest map... huh. Managed to 2k because they greeded but man... if it’s not ruin popping in 15 seconds it’s SWF ruining alternatives to hex’s. :P
Knockout is a legit strong perk if SWF didn’t exist. Survivors have to come off gens to find teammates but yeah... “oh I’m downed by shack”... Stuck on a wall I keep black-pipping on :P
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@MeatBycicle said:
The killer ones are phenomenally easier than the survivors ones lmao. The survivor ones literally cannot be completed outside a full 4 man SWF.
@NoShinyPony said:
😂
For most survivor challenges you need a SWF to help you. No way you get these challenges done as a solo player.
And for some of the killer challenges you need some really bad opponents. And on top, you have to pray that they don't dc. When was the last time you had a "basement party" and none of the survivors dc'ed?
I don’t think completing 4 gens solo wouldn’t be impossible in soloque tbh. The opportunity will probably arise now and them. There are times you get altruistic teammates that don’t do gens and get snowballed.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/908181#Comment_908181
I feel really bad for you. 😢
The Devs prioritize the new map and its buggy as hell for the Nurse. I just float around and let the survivors do gens. No point in getting cucked by bad map testing.
Same lol. Pointless matchup.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/907889#Comment_907889
Good advice, but I would edit that second-last line if I were you. Encouraging someone else to exploit a bug is against forum rules and could get you punished and/or banned.
It’s not really exploiting considering there’s no abnormal steps to trigger it. (Often nurse’s will collapse the 2nd blink intentionally because going forward 12 meters will do more harm than good) And I kinda support it being a base-kit thing tbh... doubt nurse could do much without it.
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@Mr_K said:
Learn to count to 6. 😉
Blink timing is important but is a minor piece to being a good Nurse. Depending on the rank, survivors will react differently to you. Learn these patterns and use it to predict their movements as your default meathod. Adjust your tactics from there when a survivor doesn't fit the norm.
From what dont_ask_me_again stated earier, the "flick" technique is a higher level technique use against survivors who pay close attention to your movements. If the survivor runs without looking at you then it's just a wasted effort. To use, you have know your blink timing well enough to move the correct distance and land where you want while not looking in the direction you want to blink. Save this one until you are confortable with your blink timing.
Know where you cannot blink. Where the Nurse can blink is handled the same way as A.I. pathing. Unfortunately, this path or mask is often corrupted when the Devs mess with tiles. Expect dead zones whenever maps get touched.
Avoid the two Yamaoka Estate maps as they are full of dead zones right know. Statues on the new map and just about every structure on Family Residence.
I keep getting that new map and it’s actually annoying.
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Oh yeah and keep trying to land on the survivor more than trying to cut ahead of them... cutting ahead is far more situational and is really based around blind tiles only... the more you practice landing on the survivor the easier it gets as you’re practicing to aim.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/907889#Comment_907889
i figured out the speed boost when fatigue myself too.
Btw can you do well without ruin? i don't have any slowdown perk currently, and usually 2 gens are done when i down the first survivor
I will be trying pop for ruin after levelling clown then nurse but I can imagine that games will be more stressful as it’s like playing without ruin everytime but recovery would be more possible compared to games where ruin instantly got destroyed. Might stick to ruin if it’s too meh.
All the things you need to consider with nurse:
- 360’s, survivors will turn left or right but are actually going to end up on the vise versa direction.
- You can turn while in a long blink which makes it easier to stay on track of a survivor if you expect the 360’s if they’re coming too - they can not see you turn during blink.
- You optimally want to land exactly where the survivor is standing which would push them forward making them stuck from being able to 360.
- Paired with the above point, the flick mentioned earlier, you might aim ahead of a survivor making them believe you’re going to cut them off (so their response is to 180 the other way seeing this) then you flick to that location instead... has to be done while charging the blink and timing it correctly.
- Watch out for long blink jukes, if you blink ahead of a survivor they may back-peddle, if you see a survivor doing this then do a short blink that they’d turn into and if they don’t turn into it you have your second blink to use as they’d be kinda locked from turning to not be able to juke.
- The survivor might also go for short blink jukes where they just keep moving forward in a straight line... to beat that is just to guess it and long blink in the first place.
- Watch out for fat tiles... the nurse takes extra time to pass these with blinks... you literally just have to guess where the survivor wants to go and it’s best to avoid chases with these if possible - if they’re injured then it’s arguably viable to chase around these but otherwise it might be better to just go for a different survivor, the new map and indoor maps literally make nurse unplayable since that pretty much sums up the whole maps.
- It’s far better to just not blink if you’re really close to a survivor and just follow them... they have to look at you constantly and usually ends up with them running into something and if they do look forward (you can see this) you can just quick blink hit them. If you want to use a blink to hit remember you’re leaving it to chance... don’t do it especially if you’re not desperate to do so but could do it for practice if you’re way ahead time-wise.
- Slug, always keep someone on the ground if you can, it makes the other survivors come to try to save and if you get 4 people injured with thanato it’s a lift up.
- Always only blink if you know you will hit... a new nurse will blink, blink, blink etc... even before the nurse basekit nerf... the oldest nurses just followed never blinking and waited for the moment it will land.
- Never double-blink to anywhere unless it’s really far and you know all the other survivors are there. (Unless you’re catching up to a short blink juker too ofc in chase but mean in terms of map pressure).
- Do not swing after blinking to a survivor that’s injured most of the time unless you saw them use another exhaustion perk.
Think that’s about most of it. :P she’s really not weak like a lot of people say... she’s viable without add-ons once you get the hang of everything.
Also gotta work around BT/DS in mind and never slug claudettes last (hook them), some reason her scratchmarks are bugged in 1v2s and she has sound issues.
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Learn to flick with her while charging her blink so the survivor has to guess the direction you want to blink too.
I’m nearly at red rank with her already no add-ons...
Also take thanatophobia and slug... I’m using BBQ, M&A (so you can close gaps easier), Ruin, Thanato.
Always keep 1 blink in your pocket till you know you will hit.
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why not show them in game? What’s the excuse for this?
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/907280#Comment_907280
Pig, Legion, Leatherface, Clown, Doctor. At the bare minimum. Nurse.
Nurse isn’t weak... she’s op on most maps then really trash on others (indoor/new map).
Obvs if survivors can power through ruin then the killer is weak... that’s all of them though. Devs need to make a solution on this. No killer can counter this.
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4 lullaby totems to make it viable.
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NOED is nowhere near the powerlevel of DS/BT comboz... noed stops working at like rank 10.
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I think it’d be a fun idea for event... survivors can take/bring guns that only stun the killer (not kill) in exchange that for bringing them they’re instantly mori’able without needing to be hooked lol.
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@Heartbound said:
I like it, I'm just teasing. Myers can just stalk the gen to completion.
Lmao true... i mean it’s not without it’s flaws... like thanatophobia would be the new no mither for killers lol.
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@Heartbound said:
Killers do gens though, don't they? Every time I'm in a chase with a killer gens start popping.
The purpose behind the crazy idea in the post is that basically 1 gen gets operated on at a time... which results in dissolution of strong coordination between survivors on gens. It’d be easier to scale length of games too and also there’d be less boredom of holding M1 for survivors... the killer can try a more gambit strategy of trying to kill all the survivors themself before the built in timer is up.
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Billy doesn’t need a nerf lol... they could change his faster charge add-ons for stuff like steering add-ons but give him spark plug built in... like something like that with the rework would be cool imo.
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Like my only issues if I could DC in peace would be:
As killer: Having a terrible map for a specific killer... i.e. nurse on the new map with tonnes of deadzones... I only just remembered now we can open doors so might just opt for that when I get it.
As survivor: Mori’s with a top tier killer and teammates with BT sandbagging one of my life-states.
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@GrootDude said:
Fence loops are my only problem with this map.
Yuh that can legit be an issue... that’s pretty much all I see wrong is that RnG can be insane where you’re completely blocked from hooks and sometimes there’s a close double window at fences.
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I don’t play him but if it were up to me... allow him to fly in FF so he can apply pressure better finding survivors (:
If the devs ever did add a flying killer... it’d fit what FF does far better honestly... it’s not a strong effect and there’s time to get away when coming out of it.
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I did kinda foresaw that, people will have fun playing Oni, then give it a week after release a lot of people will be sick of him but it was hard to really say anything of that... I feel like he needs more turning again (so console players can enjoy him more potentially) but needs to lose the tier 3 lunge so windows can be used to waste time... where Oni is now does make myers obsolete... haven’t played against him on live as I’ve been playing killer but there is no real time-waste option against the killer.
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I honestly don’t find haddonfield too crazy when I play killer (totems normally last pretty well and just know how to counteract some of the loops from survivor gameplay)... if it were up to me I’d rework that winter map before any other... I dislike it as survivor and killer. It’s like doing loops blind as a survivor and for killer it can be hell if the survivors somehow navigate the stuff. - it’s mostly excessive guessing.
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TTS and Lullaby just need a buff tbh... rest are basically fine.
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I use controller on pc... all I can say is gotta wait till next gen until stuff can be improved for controller/console :P only a year away now.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/900961#Comment_900961
I'm admittedly not really sure what you are trying to say here.
Survivors hook rush if they have BT... there’s just no risk not to... if the killer will down you for doing it you still get benevolence points and the teammate is hit and still potentially tunnelled. You’d just have to down the hook rusher, follow the unhooked waiting 15 seconds then down them again... would work before the end game anyway.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/900946#Comment_900946
There's a difference of being within the Killer's TR and being about two inches from the Killer.
People still make the save just for the free emblem... sure they go down but they can do it multiple times and if they’re in an SWF... they can do it also... ultimately also removing skill-based MM in a sense of boosting.