gendoss
gendoss
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2284473#Comment_2284473
If matchmaking worked, as survivor I would want the old version and it's not even close, Undying or not. You could just power through that one. It only mattered when you got people who couldn't hit skill checks (so, basically every trial sigh). That's why I mentioned matchmaking.
As killer, new Ruin is probably a lot stronger on fast killers, especially because it pairs up so well with Tinkerer.
Yes this is exactly what I think.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2284569#Comment_2284569
you defiantly CAN you ur skill to counter ruin, your skill on finding totems ( like a killer skill to track a player) looping a killer so they have no time to chase people off gens, grouping together so you one can hop off without the regress.... please name some killer perks that cant be countered..
Not if the killer just decides to leave you and go pressure gens. There also is no skill to finding totems if it's a completely random spawn especially on maps like Lery's that is so huge and complicated it's impossible to look in every nook and cranny. The killer is the force that drives the flow of the game and they can always just ignore you to get use out of their perks.
And to your other question how do you counter something like Pop Goes The Weasel with your skill alone? If a killer wants to pop your gen they will do it with or without your consent.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2284528#Comment_2284528
okay then the same thought the other way around, why should killers have to bring perks like stridor to block ur iron will, blood echo for ur deadhead, regressing perks for all ur repair speeds... ??? almost every perk counter another perk in some way and that's how it should be... no perk should have no counter.
Those aren't really comparable because you can counter Iron Will by just using your eyes and tracking by line of sight, blood, and scratch marks, and you can counter Dead Hard by waiting it out or pressuring them to dead zones. You can't use your skill to counter Ruin, the second you let go of a gen it starts regressing and there's nothing in your power you can do except for running around the map and hopefully finding it before it does too much damage. You can counter any survivor perk by just using your skill as a killer without the use of perks but it's not the other way around with survivor.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2284514#Comment_2284514
It's an easily destroyable hex perk though. It's what most hexes should be. A strong perk that has the capability to be removed from play.
It's also based completely on RNG and the spawn. Sometimes it spawns in an impossible to find location. There are also ways to influence it staying up longer like hooking somebody near it and camping both a person on a hook and your totem.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2284482#Comment_2284482
first off, there are multiple perks, and maps to find totems... Detectives, Counterforce, Rookie, Small Game, Object of obsession and Distortion(since you are talking about undying) … and multiple perks to increase cleansing speed... Counterforce (again), Leader, Object of obsession(again),Resilience, Spine Chill... and one perk to counter ruin while its still up... Repressed alliance... after all this and the fact that killers need to rely on slowdown perks most of the time.. there is no reason new ruin isn't better
So I now need to modify all of my builds and my play style just to counter 1 perk? That doesn't seem fair at all. and I agree that the meta shouldn't be based around regression because regression is just boring to use and play against, but I feel that new ruin is too far. I don't understand why people had such a problem with hitting great skill checks, I get it for newer players but if you had any amount of time in this game and couldn't hit greats the problem is not ruin.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2284500#Comment_2284500
True, but I still consider new Ruin way stronger as it can actually affect good players now. As the other guy said, the fact that its based on the killers abilities now and not hoping the survivors are bad is much better.
Well I agree that it should be based off of the killer's abilities I don't feel that the new ruin does that at all. You can literally just play the game normally, hook people and get chases quickly and it does so much work on it's own. It's way too passive for a huge reward.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2284461#Comment_2284461
This lol
You're insane if you want old Ruin back over new. As someone who can reliably hit greats that perk may as well not have existed.
They reworked it because the kill rate was too high with it. Everybody complained so they finally "nerfed" it. They even confirmed that the kill rate got lower when they reworked it and that's basically only because the newer players didn't have to deal with it.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2284466#Comment_2284466
if they stand next to one gen to let it regress, just do a different gen, a killer doing this will only work out for this if 1). there are not enough survivor alive or 2). if there is a three gen
The problem is that it's just passive regression. If a killer ends up hooking just 1 person, that means 1 person has to let go of a gen to get the unhook and if the killer quickly finds another chase that's 2 gens regressing. All you have to do as a killer is just play the game normally and get huge results.
And then there's the fact that you actually have to stop doing gens (regressing) to run around the map to find and break the totem, and if they have undying you have to do it twice! It's just massive pressure on survivors just for a perk slot (and two if you want undying).
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@IlliterateGenocide said:
nah old hex ruin was not very good against experienced players, while new players had no chance, and anyways i like newer ruin, it takes the killer skill to keep survivor off gens , while old ruin was based on the survivor skill on skillchecks...
I honestly wouldn't call standing near a gen and having it regress at the fastest speed possible very skillful...
It's literally the least amount of pressure a killer can exert on survivors and gets massive results.
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@GoodBoyKaru said:
Me, at level 40, who's bloodweb didn't give him perks he wanted but did give him thrill, ruin, and Undying:
https://us.v-cdn.net/6030815/uploads/TQBS2K1Y6AVM/20210616-151356.jpg
I will hunt you down.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2281174#Comment_2281174
No he does not. I wish he did, that might actually make him really good though. Not sure that would be balanced though so its best he is left where he is in that degree.
I think you've lost all credibility, sir.
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So... an even better Pyramid Head? No thanks.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2281167#Comment_2281167
Well pyramid has the tradeoff of being able to hit through walls, so I don't think you want to die on that hill.
Nemesis hits through walls too.....
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2280982#Comment_2280982
Ah buddy you might want to delete your post because nemesis can't simultaneously hit a survivor and a pallet its one or the other. Also nemesis loses more ground whilst his tentacle is out. Even if his looping is solid which tbh is way to early to say since actual survivor tech is still move awkwardly to make it difficult to hit. I'm sure more nuanced approaches to looping nemsis will be discovered. honestly nemsis just seems like a crappier demo. Just replace zombies with portals. Shred on demo is less slowdown and longer range. It makes so little sense how people can look at the rooster of killers and think nemsis anti loop is one of the best compared to doctor, demo, spirit, nurse, deathslinger, huntress etc.
I already clarified, that's what I meant. If you don't go down the pallet gets broken and if you go down well then it didn't matter anyway, it's a lose/lose with the same tentacle strike. At least with Pyramid Head if he misses it won't take a pallet.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2280982#Comment_2280982
Yes he's the only killer in the game who can destroy a pallet and injure you in 1 hit (except for Lopro Chain Billy).No he can't, if hit then it doesn't destroy pallet .
*he can injure you and break a pallet with the same hit* I misspoke.
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Yes he's the only killer in the game who can destroy a pallet and injure you in 1 hit (except for Lopro Chain Billy). He always can force you into a position where you either drop the pallet and get hit along with the pallet being destroyed, or you don't drop the pallet at all and just die anyway.
His tentacle has no warning unlike PH's shockwave ability and has a lingering hitbox. He definitely has the potential to be the best looper in the game outside of Spirit and Nurse.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2280842#Comment_2280842
That, again, is a matchmaking issue though. You can't just nerf almost every killer because the matchmaking in this game is non-existent. BHRV should just implement a MM already. I mean seriously, every PvP game has it... it's embarrassing not to have it after 5 years of being released.
A Killer having 75% kill rate means that he sometimes gets 4ks and sometime just gets 2k. Averaging around 3k so 75%. With everything below 75% those killers more often than not just get 2ks.
Idk about you but I'd rather sit around rank 10 and have balanced matches than to sit at rank 1 and either get absolutely stomped as Killer or I absolutely stomp survivors.
Because that what my games look like most of the time. Either I get 1k if even that or I 4k everyone without a sweat. I don't have "close" games most of the time because the MM is horrible. THIS is what has to get fixed.
Yes I never disagreed with it being a matchmaking issue although I believe there are some problematic killers like Freddy and Spirit. The first MMR test was amazing for me, almost every game was really close and balanced and all the games I was in averaged around a 2K so it was really good. I have 1400 hours and I get matched with teammates who have as low as 80 hours, it's not a fair game if I have 1300 more hours than my teammates.
Imagine if a game like League of Legends matched people like that, it would be terrible.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2280860#Comment_2280860
I am sure killer rates like %60 for now. Maybe seem like high but most times survivors dying their own mistakes. Sometimes i am playing solo survivor and it is terrible. Some guys coming with flashlight. Killer is chases me for 2 3 minutes and this guys are not on gen, they also following us for flashlight save. And then when i get down, they are failing with save and giving killer free hits. And we are losing game.
If they would do gens when i was in chase, we would win. Cases like that so much on solos. Survivors only losing when they are rejecting do gens or they are bad at chases. That's all.
Yes I agree. I think it's because of the matchmaking. I always get matched with really bad survivors who can't even loop a legion for more than 10 seconds, so when they fix the matchmaking the kill rates will go down. But it's still a problem and solo survivor can be terrible sometimes.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2280842#Comment_2280842
This rates old you know right? Before mori changes.
And before undying. Ruin + undying has like a 50% use rate.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/2280842#Comment_2280842
65% is still just 2 kills a game. Or maybe 2.65 kills a game.
Yeah, it's closer to 3 than it is 2. More often than not it'll be a 3K and that's probably only because of the hatch which is a dumb mechanic anyway.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2280801#Comment_2280801
That's less of a balancing issue and more of a combination of matchmaking + balancing.
Those statistics include kill rates of every rank. Killers tend to be way stronger at higher ranks but start to lose power as they get closer to red ranks.
Some Killers are busted though, I agree with that. Nurse would be one of them. On the other hand though you NEED those Killers to exist because a competent SWF can stomp almost every killers except for a few ones.
No it's separated by all ranks and red ranks. The kill rate actually goes way down at all ranks, they become more powerful at red ranks. That's because the matchmaking is really bad and it's way easier to learn killer than survivor but there is a serious problem that in the average game almost every killer gets above a 65% kill rate and it needs to change.
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Judging by the time you made this thread I assume you play the game in the middle of the night? If you do the only people that really play at that time are people who are dedicated enough to play in the middle of the night, so you'll mostly get red ranks no matter what.
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I agree, the dbd community has a tendency to overreact to basically everything. I'm even on PC where the game crashes frequently and the thought of getting free bp or refunds never even crossed my mind. When you buy a game you are signing up for everything the game gives you, good or bad.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2280772#Comment_2280772
How's a 50% kill rate "killer sided"? You do realize you're not the only survivor in a match, right? With a kill rate of 50% the killer basically kills 2 out of 4 survivors per match, which is precisely what an "even outcome" would be. Anything less then 50% would gravitate to game to be massively survivor sided...
Every killer is above a 50% kill rate. And most of the roster is 60%+. It would be a balanced game if every killer had 50% but it's not even close.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2280772#Comment_2280772
You will surprise how many people dc'ing or suiciding on hook when i play Freddy. And he is not strong like that.
Blame survivors, not killers.
I blame the matchmaking. I have 1400 hours and I get teamed up with people who have as low as 80 hours. It's not a fair game when most of the time I have 1300 more hours than my teammates. It's way too easy to rank up as survivor and it's way harder to learn survivor than it is killer. I barely play killer and I can choose Freddy with ruin + undying and 4K every single game because I get matched up with new survivors.
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Trust me it's not just you, it's all of solo queue. Some killers have a kill rate as high as 75%. Every killer has above a 50% kill rate too so the game is way killer favored right now.
If you go against a Freddy you literally have a 1/4 chance of escaping that game. That's how broken some killers are.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2280723#Comment_2280723
Problem is generators are not slow and we are not on low ranks.
Survivors can take 8 free hits (8 sprints) and after that Nemesis can hurt them with tentacle.
Him counterplay is seriously so easy. Just carry one vaccine with you. If he is try m2 you, run around pallet and walls, that hurts him so much. If he try m1, break pallet and keep run. And ıf you get m2 once, use vaccine when you can. And you have one free hit too. That is ridicilous. Which killers needs 3 hits for get survivor down? Any good survivor can make Nemesis busy for minute or more. And generators will fly.
So clearly no, that's not worth it. I played as him +50 matches and i faced with so much Nemesis. He is max C-Tier.
I think you've only been against bad Nemesis players. Most loops are not strong against him because he hits through pallets and low walls.
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@NoOneKnowsNova said:
I think it's worth it for one reason, and that's because although he starts off slow, over time he becomes stronger and can two hit survivors.
Zombies are useless if you just let them roam free and never try to chase survivors near them, but I've had many times in my already few games where I've seen a zombie on a loop, forced a survivor to run into them and I attack with my power at around the same time to get 2 free hits.
He's like a combination of myers and pyramid head. Yes he starts off slow like Myers, but you have to use power to get stronger regardless of that slow start, as not only is his power extremely forgiving (as survivors can run back into your talk to get hit) but it also saves a lot of time in the long run when it comes to breaking pallets.
Yeah people don't seem to realize that his tentacle can hit you and break a pallet at the same time unlike Huntress, PH, and Deathslinger. He forces you to get into a situation where you drop the pallet, get hit and lose the pallet, or don't drop the pallet and go down anyway. He has potential to be the best looper other than Spirit and Nurse cuz they're atypical.
Also his tentacle is way stronger than PH's shockwave attack because it doesn't give you a warning and you can't dodge it unlike PH.
The zombies are also a nice bonus and are admittedly RNG dependent but when they work they work really well, camping hooks, generators, and people healing.
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@TheClownIsKing said:
The residual blue contamination that you see for a split second can still have collision till it totally disappears. I.e. you can accidentally move back into the attack’s AoE.
That still doesn't explain why sometimes it goes right through me... I don't think it's latency either because Pyramid Head's shockwave ability is alright for the most part.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2280652#Comment_2280652
Really? How have your matches been against Nemesis overall? Maybe I am just unlucky, but in most of my matches the vaccines have all been used by the end of the trial.
I think he's way better than people think he is but he's still probably not as good as PH. That may change tho when people get good at him because I think his tentacle has potential to be better than PH's shockwave attack.
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@[Deleted User] said:
Nemesis is better than the majority of the killer roster, firmly A-tier competing with the likes of Huntress and Deathslinger. Many of my matches against him today have ended with him receiving an effortless 4K on a silver platter. He is VERY strong in chase, with much anti-loop potential and a power that makes pallets and windows unsafe. There are too few vaccines on the map, he acquires his power too fast for my liking. His zombies apply map pressure for him, cut off loops and pathways that would otherwise be lifelines for survivors. Too many times have I been injured or downed by zombies, they are quite strong for the Nemesis.
I kind of agree with you that he's a monster in chase, if you get to a loop you're basically done for and you're forced to just run in a straight line or else you die. I don't agree that there are too few vaccines, I've mostly ended my matches with a few vaccines to spare honestly. He's better than Pyramid Head if you decide to loop him.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2280638#Comment_2280638
Should tell you something about how frustrating the game can be as killer.
Yeah but they still shouldn't BM. That goes for survivor too, I never teabag at the exit gate and I will only flashlight click if I'm trying to get their attention away from tunneling.
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The funniest thing ever to me is when a red rank killer struggles against a rainbow rank game with only 1 gen left and then hits you on hook.
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@Science_Guy said:
Scummy or not, they're currently offering full refunds to anyone who purchased those skins. Just refund them.
How do you get a refund for the skins?
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@miketheratguy said:
This is Chris' very first outfit.
https://pm1.narvii.com/6081/1c469a948ceb73d3992743b1cf6368097a8dcbca_hq.jpg
I'm talking about the remake. He's a part of S.T.A.R.S. not BSAA
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2279071#Comment_2279071
It's not RE1 Chris, you can tell becuz Chris from RE1 is no were near that buff, and didnt get that buff until he needed to fight Wesker which was Re5, I could be wrong and maybe its Chris from a different RE game, but not from RE1
I don't think he looks much buffer than RE1. He's definitely not as buff as he is in RE5 and even if he was, he's wearing the exact same outfit as he did in RE1 which is my point. Why does Chris get an RE1 outfit but there isn't one for Jill?
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@Itslat3ncy said:
That's not chris from RE1 that's why. Its RE5 Chris
No it's Resident Evil 1 Chris. The one on the top is from Resident Evil 5, his outfit in DbD is from RE1.
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I think it's the best totem perk. The speed boost + showing exactly where the next totem is makes it the best in my opinion.
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Are you playing in windowed fullscreen or just fullscreen?
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I think they said they will add more but they have to program the survivors around each killer power so it might take a while.
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I wouldn't say he's weak, but he is a more balanced version of Pyramid Head. Some people even think Pyramid Head is weak tho so take from that what you will.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2278565#Comment_2278565
Because, I don't want to be double blinded and triple blinded by,flashlights and flashbangs and blast minds come on man
Just look down right after.
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I've played with friends who are new to the game and were in brown rank multiple times. I don't do it because I want to go against easier killers I do it so I can play with my friends.
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Yes, Metroid Dread chapter with E.M.M.I. as the killer :)
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Why would you care about the blind? That literally does almost nothing, it's the stun that actually does something.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2276402#Comment_2276402
So is flashlight clicking a reportable offense? Doesn't show it there
No. You should only report if someone is actually griefing your game like taking the game hostage by body blocking or hiding for at least 15 minutes. Teabagging is in the same category as flashlight clicking and you can't report for teabagging.
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Oh yeah I thought of this too. It's better together that works map-wide with a trap.
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When you play a killer other than Freddy.
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It's a recreation of the map from Resident Evil 2. It may be a maze but it's cool as hell.
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It hurts even more the fact that the expansion only gives you characters that you can get for free.


