gibblywibblywoo
gibblywibblywoo
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@glitchboi said:
Probably got bored of it, DBD gets stale if you play it too much which is understandable.
I'm amazed that people like Zubat can just go 24 hours or longer without stopping. He even did it during that awful desync period and almost exclusively played survivor. Mans not human
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I don't really get it, I see people DC on last hook. Like, good job, no BP for you AND a cooldown.
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Killers should be a threat, but not because they remove survivor agency in chases. Oni is a terrifying threat in good hands and he obeys the rules, Doc has a decent anti loop but can be outplayed by predicting where he'll shock, and so on for most killers in the game. With Spirit you're only winning the chase/losing the killer in ANY situation if the killer is bad. It's as simple as that.
I've said this a million times and I know some people on here agree with me but...
I don't want Spirit "nerfed" I want her to be more enjoyable to play against and have more dynamic chases. How would you do that? I dunno, but I'm not a gameplay designer.
Right now, especially as a solo player, Spirit makes me stop playing survivor for the day, and I also don't enjoy playing her as killer as I find her way too strong for how little effort I have to put in. The threat of even going up against Spirit the like (slinger) is enough to actively make me not want to play at all, in the same way that I might get Hawkins or Midwich as killer.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2238257#Comment_2238257
Yes, and someday you can prove to us that you're a god at countering Spirit.
Not yet though, Scott put the challenge on hold.
Bad arguament by that dude, Scott himself has stated that there's almost no difference in skill or gameplay between a 10 and 100 hour Spirit, and I can stand by that. I didn't play her when she launched until a month or two after. I don't think I EVER got less then 3 kills and a lot of those games were only using 1 or 2 perks.
Thats why I don't even play her anymore. I thought her lack of counterplay made her way too easy and subsequently boring.
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@Carlosylu said:
Yes she has, and it's a really helpful perk against most killers, It's called "Fixated"
Here's an example against a rank 1 Spirit
https://xboxclips.co/carlosmg-yt/b0b019e2-96c1-40c5-8da4-51ddf46b4806
Please feel free to share any other counterplays against her to help survivors who think she's OP
EDIT: Please note there ARE really good spirits out there who can outplay this, BUT, most games against a Spirit, even against rank 1s, this is going to work. "please prove it by accepting scottjund challenge", ahm... MOST spirits are NOT as good as him... just saying...
IS this the thread where we pretend short phasing isn't the number 1 strategy by good Spirits or the "throw down all pallets chase 1 and screw your team over" thread?
Also, claiming a specific perk is a counter to a specific killers power is dumb as the devs have been trying to move away from that for a while, hence the small game and saboteur changes.
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Use furtive chase.
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@gatsby said:
You’re using the best addons. They’re both green and not sustainable to run every game.
In my eyes, a Killer is only good if they’re viable without addons or just brown ones
Also, not to downplay your skill as your better at him then me, but there's an absolute shitload of stupid plays by the survivors.
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I don't want her nerfed, I want her reworked to actually be interactive, I don't care how strong she is if she's actually satisfying to play against and there's actually room for counterplay.
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I don't care about his overheat. Just please fix his weird ass headbob and hitbox when chasing around loops, I get caught on random crap that I don't with any other killer and the headbob makes me nauseous
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@BronzeHandModel said:
Hi everybody. My Wife started playing DBD recently. Wraith main...she got everybody hooked 2 times and killed one survivor at the end. Then someone said its a rule of Honor to let the last person go when 3 others already escaped. I mean.....really? Am i stupid or are the survivors getting more and more toxic? When i play survivor, i never complain when im the only one getting killed?
What do you think?
No, that's not a thing. Sometimes I give hatch if I'm feeling chill and had fun but there's never any expectation on my end as survivor to ever be gifted the hatch.
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I think RE4 outfit is a given. It's the most popular RE game by a pretty big margin and the game that made Leon the poster boy of the series for the last 15 years.
Legendaries I hope we get Claire or Ada. Maybe Carlos.
I really REALLY hope we get Classic Nemesis. I've said it too many times on here but I detest the remake design.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/253859/nerfs-needed
You're not gonna get better against them if all you do is hook suicide. 🤷♂️
Also, way to screw over your teammates as well...
There aren't many ways to get better against a killer that's designed to only ever miss if the killer ######### up. And don't pulll the tru3talent "but you're MAKING him miss" no, you aren't not against a player with a good aim.
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@Bradyguy99 said:
Like we have so many killers who do his job better and faster... I never see him in games and when I play him it's an easy escape. He truly did go from top to bottom real quick. So you guys having the same experience or is it just me? And if you are how should the devs fix him?
It's called power creep and it exists in pretty much any continually updated game.
Billy more or less plays like he always did. Overheat was a very stupid addition but it can be almost entirely removed by a common offering.
The truth is that Billy is still very strong in good hands (I'd say curve billy is one of the hardest killers to learn in dbd), but 99.8% of Billy players were trash and relied on charge speed add ons. They couldn't adapt after the nerf and jump ship to easier killers that can give better results.
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I often see that excuse used "I'm playing Wraith, I HAVE to camp". No you don't that's absurd.
@[Deleted User] said:
Yes, I'm sure this post will knock some sense into those scummy Killers.
No, seriously, people (survivors or killers) will find any excuse to play a certain way. Doesn't matter what they use or how they justify it, they're gonna do it if they want to do it, period. The only way it can be stopped is through direct action on the developers side. Even then, scummy players will continue to be scummy, nothing you can do about that. DBD is a breeding ground for it.
^ is right. It's a player mindset problem. These people won't change. They think of themselves as victims and do this to "get back" at those evil survivors.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/2230782#Comment_2230782
They do not exist solely for face camping. Twins are one of the most strategic killers in the game.
Also, their power is not weak. Victor moves at 150% movement speed, which means his chase potential is very strong. Victor can pounce on survivors through windows and over pallets. Not only that, but Victor is quite stealthy (he doesn't trigger spine chill). What's more, he counters all the main stream exhaustion perks with ease.
Like all killers, the Twins have weaknesses. But none of those weaknesses make the Twins a weak killer. Your traveling in pairs strat sounds powerful in theory, but I actually haven't seen it play out in practice.
The strategy is down someone, hook them and leave Victor nearby. Then slug. Rinse and repeat. They aren't deep, they have the depth of a puddle which is saying something for dbd killer design.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2231089#Comment_2231089
Corrupt and Lethal sound like a really bad combo. Yeah, Corrupt hinders the rest of the team while you chase the first guy, but ignoring the fact where you're doubling up on the timed-perk problem that leaves you with two perks by the two minute mark... Corrupt makes survivors move from their initial positions. They will run around aimlessly until they find an uncorrupted gen, switching directions frequently as they run to gens and find them blocked. So you're pretty much gambling that one of them will spawn close enough to you - IE, not in corrupted territory - that the information you got in the first seven seconds is still valid by the time you run across the map.
Without Corrupt, you can generally guess which gen a survivor will go to if you see their spawn. With Corrupt, they'll get lost, and it's less clear which gen they'll eventually settle on. It feels like you could pretty easily get no value out of Lethal Pursuer this way, especially on a big or indoor map.
I feel like I'd get way more out of Corrupt Intervention and Discordance if my game was to do Corrupt with additional locational power. Better returns throughout the game.
True, but Nemesis in no way needs chaser perks like Bamboozle or End/Fury and ontop of that any killer worth their salt will easily be able to steamroll with one hook off before first gen. So at the very least it will be good on him and most chaser killers. If you're that worried about gens you can just stack more regression/slowdown on.
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@Anniehere said:
As a survivor i find this perk quite annoying when Nemesis spawn not too far from me, and less then 3 seconds we're in the chase.
It's not a big deal of a perk and maybe a waste of slot but, it gave your position for at least 7 seconds.
I don't know, i wish we could have some kind of balance with auras.
What is your opinion about this perk and do you think it will change?
I think its pretty strong despite what you'd think for a 7 second aura read once per game.
Getting in too a chase as soon as possible is the most important part of killer. Any chaser killer will use this perk, whereas setup killers will probably stick to Corrupt/Pop.
I've been trying just Corrupt/Pursuer and its been doing quite well.
@bibibib8 said:
If i need to make a choice between lethal persuer and corrupted intervention im going 100% of the time with corrupted intervention. My issue with the perk is i already know most of the survivor spawn so for me this perk do nothing that why ayer should play both role. I saw some youtuber say this perk is great but honestly i think its a waste slot in you build
You can use both and 90% of the time they'll spawn together or maybe spread out by your blocked gens. You can get a down before they even have 1 gen to 20% and that can do wonders for your game long pressure.
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@MadLordJack said:
They exist purely to facecamp and have one of the weakest powers in the game. Their only advantage is that survivors don't seem to ever remember that lockers exist or that maybe they should travel in pairs.
They have one decently strong playstyle but its so incredibly scummy and boring that it seems like even the biggest ######### killers don't want to get invested in them.
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@NomiNomad said:
Still complaining about DS, huh?
Well, at least Feng didn't do any totems.
Or gens, or heal herself, or unhook anybody.
This. With old DS this could happen sometimes and it really felt unfair, but OP is complaining that one player literally gave him free pressure ontop of his hooks for an entire minute and achieved NOTHING except a 4 second stun.
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It is quite fun more or less throwing games to activate it. I'm surprised the aura aspect still exists considering how hard it is to trigger but I guess it was more of a panic nerf than proper rework.
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I think the range is kind of ok. I know its only a 1 meter increase but the normal range is deceptively long anyway. It hits farther than the blue line shows.
I think a quicker cooldown or something on missed hits would be better. Very few survivors are using Vaccines anyway, and most are using it on death hook when Nemesis is already tier 3. Not to mention with Marvins blood it only takes 4 hits to get to level 3.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2230579#Comment_2230579
If you're getting bullied with 2k hrs, you haven't mastered your killer.
Someone who is knew to killer doesn't deserve to get bullied but that's Darwinism.
Winning with god nurse / spirit =/= not getting bullied. You can achieve this with all killers. You won't win every game but that's okay. It's a pvp game.
I both agree and disagree with your first sentence.
The truth of the matter is that over half the killer roster is massively limited in its skill ceiling by power design. I mean, the best killer player on earth could play Micheal, or Clown against a good team and get their ######### pushed in because the killers lack utilty. There will be times in a chase where they know what they have to do to win but simply won't be able to due to power design. Not through lack of skill.
Don't get me wrong, whenever I see someone on here unironically use the term "bullying" I laugh my ass off, but those killers are a joke in high level play.
I hate Nurse and Spirit because they outright ignore entire game mechanics survivor and killer are designed around, but that's the reason why they're basically the only killers that CAN counter top tier groups. Because the rest of the roster is confined to a specific gameplay loop.
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It's hard to quantify. Trickster is just Deathslinger but worse, you just click and shoot. That's sort of his skill ceiling, but he can't really do the cool shots through holes Slinger can because of the weird left/right knive trajectories. Outside of basic aiming his skill ceiling is pretty low.
You can be the best Trickster player in the world and you'd probably still lose if you got a map that didn't complement him.
I played a lot of him last month or so and while I was landing my knives on the vast majority of throws, there were so many tiles where Trickster could just simply do nothing without the survivor MASSIVELY screwing up and running out in the open I would feel powerless. Some games are decided against Trickster before they even start thanks to the amount of high wall tiles.
If you get a map with tons of low wall loops like Gas Heaven, Wreckers Yard, etc. It's basically a free win and there's zero counterplay to the knives, even for an actually good survivor. I'm not saying he's OP by any means I think he's trash. But it's not very fun for either side I felt.
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@ill_Boston_lli said:
What joy does one get out of facecamping first hook? Do killers ACTUALLY get rewarded in rank for face camping? I am soo confused?
Rank is based on time played, not skill. I get survivors who don't even know what looping is most matches as killer nowadays.
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@aliquis said:
Why do some people always try to make this an killer vs survivor argument. A lot of us play both roles and only want what they think is best for the game. I play both killer and survivor, on the survivor side a key/hatch rework (is happening) and a DH and iron will nerf is very high on the list. But i also want a noed rework/nerf, bloodlust (tier2 and above) removed, spirit nerf, and more perks for killer that encourage/reward them to play the 12 hook game.
You only have to look at half the posts in any thread like this to realise 90% of the players here only play one side religously and don't have the slightest clue about how the other side plays or how to look at balance from both sides.
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@latinfla4 said:
What are the worst ones you have heard in this game?
Git good? I am just playing the game? Ranks don't matter? Tunneling is toxic? Camping is toxic? Fix dead hard? Gen rushing is toxic? Trickster sucks(well I agree with that one actually especially adept trickster🤣🤣🤣)?
I got accused of "short lunging" once in my early days as killer. This one player kept spinning me so I just got close and M1ed him.
@ALostPuppy said:
"Killer is hard and stressful"
I've always found the stressful complaint funny. If you aren't having fun just don't play it. I occasionally get a game that makes me tense when its a really close match against a good team, but that's a good thing.
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Not really.
I'm glad they aren't very popular. Dodging Victor's missile sized hitbox and kicking him only for him to return 6 seconds later isn't very fun. And if you get hooked you're pretty much dead on first hook thanks to Victor proxy camping.
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@MadLordJack said:
Dead Hard exists because the Devs didn't think about the consequences of giving survivors a bunch of second chance perks in a game where killers have to trick survivors into making mistakes.
Sounds an awful lot like Bloodlust.
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I'm quite satisfied with his power. I'm really glad they didn't go the weapons route. I didn't expect the zombies.
I just wish/hope they add a Legendary set of his original design. I can't stand that awful remake design.
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One thing I noticed from 4 days of PTB is that the whip, while massively inconsistent on hitting over objects, has deceptively long range. It can hit father than the blue line by a meter or two which is weird.
Anyway I really enjoy him, his pallet breaking power that allows ranged pallet breaks and movement during feels incredibly oppressive at isolated loops.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2230454#Comment_2230454
I played as him so much and actually i still playing sometimes, he is fun. But he was not felt me stronger like when i play Freddy, Hag or Huntress. I wish they would take back him nerfs, he was not op. I do not know why he got nerf.
He was nerfed because he could force a lose/lose situation for survivors at every single pallet or vault. It wasn't healthy.
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@Superyoshiegg said:
You've got it backwards.
The problem with Dead Hard is that it gives you free distance in a chase at the push of a button with no possibility for the Killer to counter it. Dodging attacks isn't the issue, because that requires timing and skill to pull off.
Not to mention thanks to latency it doesn't work half the time.
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Just people whining. It's the killer equivalent of nerf billy threads.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2229525#Comment_2229525
I couldn't upvote this statement fast enough.
As someone who plays 50/50 killer/survivor, I am absolutely THRILLED that I pretty much don't see it in the killer rounds I play. As I'm usually playing The Pig at Red Ranks, it's imperative that I get an early down to put pressure on the team I'm facing -- losing an early chase can be devastating for a killer like her that can't afford to waste a chance at early game pressure, and LB/IW is definitely something that could turn a whole game around if it causes me to lose said pressure because my first hit on a survivor ends with them vanishing into the ether without a trace.
As a survivor, I've played it numerous times (with IW) -- I am decidely mediocre at looping, but I've lost what turned out to be really good killers in chase simply by turning a corner. and breaking LOS. And even if the perk hasn't led to the killer completely losing chase, it will still buy me time while the killer needs to pick me back up again, often extending a chase long enough to get me to a safer area of the map and/or to allow my team to finish gens while that's happening, instead of me going down in a heap much quicker without it.
I've heard many content creators who play survivor almost exclusively at a high level talk about how stupidly strong the perk can be (paired with IW) -- and that doesn't count the number of killer mains who've seconded that thought. I'd take the word anyway of the people with thousands of hours of experience playing the game when they say the perk is strong. but my own potato self has seen it work well for me, and that's been enough to convince me.
I think the reason we aren't seeing it so much is because people don't want to dedicate two perk slots to escape a maximum of maybe 2 chases if they're close together.
Sure, that wasted time can win your team the game, but I think most players just want to use more interactive perks.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2230513#Comment_2230513
Unfortunately, I understand you all too well. Just remember it is a "forum" and the moment you post, you are inviting others to discuss your thoughts, debate them, and sometimes show you the folly of them. If you can't stand the heat, stay out of the kitchen.
Lies, people just come here to be pat on the back by other bad killers and told they're right.
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Dude BBQ is such a brainless perk, you just play normally and get massively rewarded for it.
All jokes aside, BT is absolutely fine in its current form. Anyone who says otherwise is either brand new to killer and never played against Old BT or is insane. Also, just hit the unhooker.
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@ShamelessPigMain said:
I distinctly remember that a lot of people here were panicking over lucky break becoming a new meta-defining OP 4-man SWF perk. Even after the timer was cut in half from the PTB to live, the same fears abounded.
Yet, I hardly ever see lucky breaks now. Everything looks exactly the same, save DS. If anything, lucky break was more popular before the changes, for what I can see.
The same thing that happened with Power Struggle and is happening with Flashbangs.
People freaked out and then quickly realised they overreacted. Don't get me wrong the effect is extremely strong, but its good for one chase max. I get that that can end a game is the killer overcommited but I don't see it becoming meta.
If the beta version got added in it would have been a must take perk, but with its shorter timer now you're getting one escape + heal with it and its done.
I think its a glass cannon perk. Long timer is OP and short timer is "meh, not worth a slot".
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2230433#Comment_2230433
Huntress is stronger, she can also hit you behind pallet or when you jump windows. Problem about PH, him power can dodge so easyly. He is clearly m1 killer, sometimes m2 helps him that's all. He still has not map mobility, so he can lose generators so fast. So i do not think he is so strong, avarage killer. There is so much killers stronger than him. For example Spirit, Nurse, Hag, Freddy, Oni, Huntress etc
Huntress is arguable. As time goes on map reworks make her worse and worse like with Junkyards new loops. Huntress' playstyle is compleley different than PHs, they aren't comparable. She still has insane potential on a map like Shelter woods or something, but reworked loops like the pickup truck on Azarov's have screwed her anti loop.
PH is an M1 killer with free hits on animation locks, and a faster hooking mechanic. Because of this he can excel on any map that has pallets or windows. Huntress is screwed on a large map with lots of LOS breakers or spread out lockers. He can even scare bad loopers into dead zones by just leaving a trail in a pallet.
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@TheBigGoo said:
I wanted to ask you all what is your worst map when playing survivors or killer?
For me, playing killer on Badham Preschool just makes me want to rip my hair out. There is no real loops in that map that you can find anywhere else, and so it sucks trying to figure out how to run it. And don't even get me started on the destructible walls there that are just terrible. I never feel like I can properly defend generators on that map no matter what I do either.
Playing survivor on the swamp just does not vibe with me. I don't like the loops, I think we all hate the totem spawns, and I just think the map is the ugliest in the game next to crotus. Unlike crotus though, I never do good on the swamp.
Survivor? Most indoors maps or any map that is split into two like Azarov's or Suffocation Pit.
Killer? Any Red Forest map as they're huge, indoors maps for most killers that aren't stealth ones. Or Badham because you can't see 4 feet in front of ya.
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I was on xbox for 3 and a half years and after just 1 week on pc I couldn't go back to choppy 20 fps at best.
Shame I never got to port my save over but its been about a year and I've got most of my grind back.
That said, its nice reducing the grind by not unlocking the trash teachables this time around.
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@Northener1907 said:
Pretty weak.
He is good at chases but survivors learned him powers. So hitting with m2 is pretty hard when survivors are smart. So you are gonna hit them with m1 and he is turning standart m1 killer. Cages are good but also you can not see them. So when someone go to save, you can not see. He has not map mobility.
There is so much killer stronger than him.
Disagree, PH is definitely in the upper echelon of killer powers.
It doesn't matter how good a survivor is, if you drop that pallet or vault that window you ARE getting hit by PH. That alone makes him stronger than half the roster.
Then there's the time save from cages. You probably spend well over a minute or even two a match carrying to hooks and picking up.
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I never lost a match in the ptb but most players aren't taking it seriously there.
I think his whip is going to be very useful vs a lot of loops but right now its inconsistent. I've hit survivors over walls I can't see over and have had it get blocked by tiny rocks it clearly hits over visually.
The zombies are deceptively strong, some people say they're only good on indoors maps but I've had them block Shack loops, block the god bus window, or even lock down one end of the map like Azarovs while I chase on the other end.
I think level 3 should be buffed a bit as right now its not a huge bonus and takes a while to get to without Marvin's blood.
But this is the most excited I've been for a killer in a long long time. Heck, I was still playing the ptb today, usually I just go back to live after a day or so.
@[Deleted User] said:
can't mindgame effectively because of height and stomps
power is the shortest, thinnest, and has the strangest hit detection of the 4.6 ranged killers
power has a tier up mechanic that can be partially controlled by survivors
power has a 3 hit mechanic against non-infected survivors
add-ons have the ghostface problem (just run tier up add-ons)
zombies are complete RNG
with all that being said, he's the only killer that can break pallets at an off angle
I'd say that you don't even need tier 3 in regards to the tier up problem. And marvins blood will give it with 4 hits on survivors.
I'm surprised by how strong being able to basically zone a survivor whilst breaking a pallet is too.
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Remember when party streamers were common tier? I member.
Also triple the amount of stage offerings and such. It's not as bad as it used to be.
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He's OK. He's simple. He still pretty much gets a free hit in any Pallet/Vault situation so he's in no way bad.
Not every killer needs to be Spirit tier. His add ons are lame af though I agree on that. Haven't played him in a while but I genuinly don't remember any being particularly useful.
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Wee woo survivors stop using your best perks its unfair no I won't stop using end/fury and ruin/pop
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@danielmaster87 said:
She has counterplay, much like Spirit and (kind of) Nurse. You basically need to aggro her, at least 1 of you, so that she can't set up. If she gets a chance to set up in an area of the map and y'all keep running into her traps there, you lose. You can't just let her do her thing and then loop her like you can other killers, because she doesn't go for chases, she goes for tp hit tp hit. And when you know you're about to run into one of her traps, you can try to spin into it and turn around so that she whiffs when she tps. It's a double back mindgame you can do just like with Spirit and Nurse. And when she traps the hook, just crouch through it. She can come back of course but that's still camping and will get punished if the other players are doing gens. But the way y'all talk about her, she has no counterplay and apparently is as strong as Spirit. Perhaps this just goes back to the main problem which is solo teammates generally being bad.
This is why Hag is the only "top tier" killer that is destroyed by SWF. Because only a swf can have one player say "she's locking down this area" and actively screw her over and annoy her.
That isn't even remotely viable for solo players. And its why playing against her is such a pain for solos.
My last game against Hag, 2 of the hits that downed me on 2 seperate occasions were because she'd laid a trap on a texture that literally didn't have a trap texture over it. Like the grated walkways on Hawkins.
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You can also somehow dodge over vaults by crouching. Which HAS to be a bug. There's no way thats intended.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2228031#Comment_2228031
I mean I'd say the most consistent gen defense perk but if you think PGTW is better then a ruin that stayed up even half the match then you're insane. Don't get me wrong I prefer PGTW over ruin but ruin is objectively stronger.
Ruin is way stronger but is dependant on a more mobile killer. I prefer PGTW as it at least feels like I'm in control of my perk.
But Ruin is WAY stronger, especially if the survivors gen rush and ignore the totem until late game.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2228209#Comment_2228209
I'm 38. I've also played difficult games "back in my day". Too little reward for too much work in this game though. Perk levels should have been removed two years ago.
At this point I think the devs are somewhat aware of the addictiveness of the grind. That's why despite it being grindier than ever (and less appealling to newcomers once they realise how perk heavy this game is) they almost never do double BP anymore.
Maybe they're worried that by reducing the grind they'll lose some concurrent players.
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@bigbeefynacho said:
Nope. I actually enjoy working for something and feeling satisfied that I completed a tough objective. But then again I grew up with games that didn't hand you ######### on a silver platter because you felt some sense of entitlement to receive something for doing little to nothing to achieve it. 😉👍
This reeks of boomer ideaology. Is paying for the DLC not enough to access your content?
They need to remove Perk levels. They were designed around when there were literally 18 perks on each side. Now there's almost a hundred EACH.