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gibblywibblywoo

gibblywibblywoo

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  • @AhoyWolf said:

    I remember that he could, I didn't play Myers for a while, is it a bug? Because if it isn't, why does his addon Judith's Tombstone still tell that you cannot stalk while in EW III?

    He definitely used to. I never understood what it was for though.

  • @ToxicMyers said:

    So basically I was doing quite well in a match and had pretty much had a win in the bag. Then I see this hatch opens and both survivors leave. That is my main issue with keys. If you find hatch it's a get out of jail free card that can be used for bad play. It kinda ticked me but still. Unbalanced and there was nothing I could have done to stop the key besides hooking the 3rd person.

    Evidence: https://youtu.be/gWLfLBOMeU8

    I think if a hatch escape happens before the gates are powered the killer should get some bp compensation or something. I really kills my fun when I'm chasing a david or whatever with 1 gen left and I run around a corner to see Nea teabagging the hatch and 3 guys all escape at once.

  • @BaldursGate2 said:

    None. I have so many occasions where i did not tunnel / camp and they just made up a story how i tunneled or still t-bag at the exit gates.

    Why should anyone bother to not suck out the fun for survivors in every game? Behaviour doesn't ban people for something like that, so you wanna risk to play "fair" and still get t-bagged or eZ gg at the end?

    The toxic cycle will continue until this unsportsmanlike behaviour will be punished.

    I've had multiple 12 hook games in recent memory where I've been called a tunneler or camper. Thats including that I dont double hook a survivor if I have the upper hand.

  • @GHOSTfaceP3 said:

    The nurse avoids every defense the survivors have the blight doesn’t..it’s stupid that survivors can get outplayed but avoid his attack just because they turn right I don’t care what you say he needs a flick

    Nah. once you get a hang on him hes pretty strong. Giving him an easier to control lunge would make him OP imo. I would like a pov height raise tho.

  • I have noticed that even while actively pressuring gens and getting fast hooks even with undying and ruin it seems like survivors are foregoing healing more than normal to try and get the exits powered as fast as possible. Not sure why.

  • @NaughtiusMaximus said:

    The one who camps and tunnels people to death for no reason other than to be an ass.

    Pretty much this. I'll only ever taunt a killer that I think has gone out of their way to make the match boring for everyone.

  • Yeah its a weird situation where a perk is outright worthless on solo but game-breakingly strong on comms/swf. I had a game with a swf using it the other day and it was a completely miserable experience.

  • The only one I think is downright terrible is Forced Pennance. The other 2 have their uses.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623834#Comment_1623834

    Lockers arent safe vs a bubba. He can always go into tantrum in front of locker and you'll never get out alive

    This. People have tried this on me a lot. If you tap open the second in ends you can grab them before it even looks like you've ended your tantrum. its a death sentence.

  • Only if I know where they are when I down the second to last survivor. After that its the hatch hunt and whoever wins wins.

  • Windows are his kryptonite. He'll only be able to get around using his chainsaw with chilli add ons and even then you can just vault back.

  • His ultras are extremely boring and situational. His higher rarity add ons are extremely hit or miss.

  • @Pipefish said:

    Its the least used out of the meta perks but its so good. That faster recovery plus getting up once from the dying state. It can instantly ruin a killers snowball. I don't get why more survivors don't use it. Instead I see so many survivors use DS and rage when they don't get picked up in 60 seconds. 😂

    Its insane. I've lost more games to unbreakable than I ever have DS or adrenaline.

  • Poverty blight for people that cant afford the new chapter.

  • I think a harpoon gun is pushing it as it is. A flamethrower/rocket launcher/minigun would be going a bit too far. The original Tyrant from RE1 is the only one that would fit.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1621205#Comment_1621205

    They have not said this time and time again, to my understanding. Peanits in particular has said that he himself is personally against Rules No. 2 being base kit.

    They said this back in the devstream q and a back when she released and its been re-iterated a fair few times. Its a pretty unreasonable thing to be base kit when you take solo play into account.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620890#Comment_1620890

    I was a professional fighting game player, and they 100% do balance around top players. If they didn’t, there probably wouldn’t ever be another projectile in a fighting game ever lol.

    If they balanced around top players Tekken 7 and SFV would absolutely not be in the state they are in.

  • @AhYesIPlayKateAndPig said:

    So im a pig main and i think her power is fine but her Add-ons COULD DEFINITLY BE BETTER. So here is what i would change.

    1)Make Rules Set No.2 Basekit

    2)Remove Razor Wires and Workshop Grease as they work against her

    3)Replace Rules Set No.2 with(just thinking of these but just anything that's an actual good add-on i will take) Iridescent Creation

    4)Replace Razor Wires and Workshop Grease with Weighted Combat Straps and Silent Snoot

    Iridescent Creation- Makes every reverse beartraps key on the 3rd or 4th jigsaw box searched

    removes 1 Bear Trap

    Weighted Combat Straps- Moderately decreases time it takes to crouch

    Slightly increases time it takes to Uncrouch

    Silent Snoot-When Charging an Ambush you don't roar or make any noise(ok so i know its kinda OP for a grey add-on but i like the name)

    And before ya get pressed in your reply these are just ideas i will take anything somewhat good for new addons the most important thing im trying to say is that i think her add-ons should be better especially razor wires and workshop grease.

    Rules no 2 will never be basekit. They've said this time and time again.

  • My favorite is when I'm playing so well that I literally don't even remember hooking the guy and I get DS'd. Really gives me that Gob bluth "hello darkness my old friend" feeling.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619094#Comment_1619094

    Good survivors being rare doesn’t make them less Op. Every game is balanced around the best players, but for some reason, people think DBD is the special case that should be balanced around people who don’t know how to play the game.

    Im sorry but not even fighting games or RTS, probably the two most intense, high skill genres out there balance around the top 1%.

  • On one hand it can be powerful near the shack or corner loops. But on the other hand its a hex and a good survivor will never run to the closest loop when hit. They'll use their speed boost to get as far as possible to the furthest loop they can reach to extend the chase.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620621#Comment_1620621

    DBD is hilariously favored towards survivors, so the point system reflected that.

    True. It says a lot that the only high level matches where a killer really dominated were the games where they 3 gen'd and immediately tunneled and patrolled the area. As NURSE. Now imagine if they didn't limit perks. Would have been a slaughter.

  • @adalesmo said:

    It makes no sense to balance killers around a strong 4-man SWF when a strong 4-man SWF is exceedingly rare, and neglects the current situation with solo queuers. The devs have repeatedly shown that, statistically, well over 2 survivors are killed each game - it's usually closer to 3. So what you're saying is likely not a statistically significant issue.

    this is prertty much my view on it. Yes it decimates the balance of the game and is extremely unfair... but its quite rare for a 4 man swf at least for me. And even rarer for them to actually focus gens. I do occasionally have an absolutely miserable match against an obvious swf with OoO.

    I do think gen speeds are a problem. Heck I just completed a gen in 47 seconds flat on blood lodge. If we balanced around what the upper echelon of players are capable of gen speeds would have been tripled by now and Nurse would have been completely reworked.

  • It was fun to watch but I wasnt really taking it seriously. The point system was hilariously favored towards survivors.

    And Nurse despite breaking the game entirely is the only killer that can actually keep up with a team that just, y'know does gens. Game needs and entire rebalance from the ground up before its e-sports viable. It's not designed for it.

    I commend Hexy for all the effort he put it though. And Dowsey and him being on the mic for that insane amount of time without losing it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/191683/buckle-up-needs-a-buff

    Buckle up is alright.

    As a solo player here’s the thing: not every slugged survivor bothers to recover while slugged.

    Buckle Up truly has been a valuable regular perk in my loadout so that I can know from quite a distance away who to NOT bother running in to assist from the dying state. I lose count of the amount of times without Buckle Up i’ve tried to go get someone up, accidentally got the attention of the killer, the slug hasn’t bothered recovering, and now I’m taking a hit/in a chase for absolutely nothing.

    The only buff I’d like to see to Buckle Up is if the user is in the dying state this also triggers reading the killers aura when you and your rescuer revive you.

    This. I've lost games going for a save on a slug only to thing over a minute has passed and they aren't even half recovered.

  • Maybe Ash is where he has all his perks? I know that if someone came to me and said "no you cant play jane she has a temp bug" I'd just tell them to get lost.

  • I get multiple saves a day solo queuing with sabo and breakout. New sabo is way better. also healthier because one survivor cant shut down half the map for 2 and a half minutes by 99% every hook.

  • @stoob7 said:

    Can we have some more protection from killers who camp within 10 metres of hooks and refuse to leave for chases or gens?

    I understand camping hooks is not a strong strategy, and that if the rest of the team do gens then you will likely get out with 3 survivors.

    However, my experience of playing online is that around half the killers I play against sit at the hooked survivor until he dies on hook.

    Generally the hooked survivor gets frustrated and kills himself on the hook.

    Someone on the team decides he wants to save and goes down and is then camped immediately after.

    Even if the team decides to go for a 2 or 3 person save on the hooked survivor, unless the survivors are very good someone is going to go down for it because it is not easy to coordinate properly without communication.

    I just think that given how much it ruins the entertainment of the game there should be a stronger incentive to leave hooks, or some stronger survivor mechanics to punish killers who do.

    Generally speaking the players that are punished by hook camping are the less experienced ones, so I would argue that coordinated rescues aren't really viable as a solution.

    In terms of suggestions, perhaps killers that are too frequently within terror radius of hook could receive a temporary slowness debuff, or the killer can't enter a chase within a certain range of a hooked survivor, or vaults can't be blocked within a certain range of hooked survivors.

    I appreciate that some or all of these suggestions may have some big problems associated.

    Kindred. Anyone with a brain will stay on gens, the killer may panic and leave when they begin to pop.

    If your teammates still crouch near the hook expecting him to leave any second then just leave the match.

  • I'd like to add that having played him a lot recently. You have to pick your zone and lock it down as fast as possible so the survivors dont spread out and ruin you gen set up. Having traps spawn on the opposite end of the map to him means that he may have to simply write off those traps due to the risk of losing a gen while gone.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618157#Comment_1618157

    Being able to 1-shot and vault windows instantly is power in the chase! With how maps have been redesigned with a cap on pallets, so many dead zones, you shouldn't be having an issue. The new buildings are now even killer sided because killers refuse to break down the walls, and all the windows are closed! You want to talk about fair, we can talk all day about that. The Ghostface has no counterplay to his close proximity. Every ghostface tries to catch people off-guard in an injured state with NO TERROR RADIUS, and kill them. They also use it to have a huge advantage. That's the only thing making ghostface better in my opinion because that aspect of him is grossly unfair. Not every killer needs to be able to get to the other side of the map instantly, with BBQ, and other perks, this is too much advantage. I think killers are spoiled by Freddy and Spirit.

    Rank 10 energy. Myers and ghostface are countered pretty significantly by just rotating your camera on a gen. Micheals faster vaults are only marginally faster without Bamboozle or Fire Up. Not enough to make a difference in an area where the survivor was always going to be hit even by T2. The breakable doors on the new map literally only help in the preschool. You have to break the house ones now or they're literal infninites. massive surv buff.

  • @Cutiaddu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618190#Comment_1618190

    Basically an entire rework... Mh that sounds good actually, but hey I thought of a buff not rework, but yea you're right

    It would be nice if they could find a way of keeping the "ambush" aspect and make him stronger and more skillful. Wraith has just been this "why would I play this dude" killer since back when I started. It sucks because I like his design a lot and his cosmetics are cool.

    I would appreciate Clown getting a rework first if given the choice, however.

  • @Cutiaddu said:

    This is my third post about a killer buff (and the last for now). In my opinion wraith is the actual WORST killer in the game, his power does very little during the match, so listen here to how I think we could buff the wraith (without making him broken ofc).

    1)Buff his base movement speed while cloacked, make the green windstorm add-on as a base kit power.

    2)Remove the wraith's outline while cloaked, make him completely invisible while walking.

    3)Make him break/kick things faster by default.

    4)Remove flashlight burn (even if I'm not sure about this, because that's actually a really cool mechanic)

    5)Make him uncloak faster by default.

    6)Make him hear things normally while cloaked.

    7)When the wraith uncloacks keep him undetectable for 4 seconds.

    The wraith is a very good killer when you start playing the game, but as you play more and more you find that he becomes quite useless, at least this is my experience with him. So what do you guys think?

    Eh. Those are all almost entirely just band aid fixes. Wraith cant be good with his current kit because of how low his skill ceiling is. Everything he does other killers do way, way better. Stealth as a main power is not and will not ever be viable against good survivors. He needs mobility and the ability to use his power in a chase. And I mean properly. Not just with faster decloak add ons.

  • Level 50 and still no level 3 Teachables on my Jake or Felix. Very cool, very glad I levelled them. Awesome.


    Awful system.

  • I just wish his vision was higher. And the collision worked better. I lost an entire game earlier just because the Felix I had injured and went to pinball managed to get to some jungle gyms becuase despite running head on into a hill I smeared my face across it and lost the chase.

  • @Maníaco_da_garrafa said:

    Remove tier 1?

    This. What's the one thing holding back 90% of killers. Mobility. Having him so slow at match start can lose him the game simply by checking the wrong gen first.

    Keep the lunge so theres a reason to level but let him be 115% at start. Heck maybe make him risk reward and give him 120-5% in level 1 but no bloodlust or lunge.

  • @thesuicidefox said:

    IDK I don't have this problem. I just sit up straight so I can see over the top of the screen better.

    I....what?

  • I plan on getting Shadowborn at some point. Maybe Ruin, undying, Shadowborn and Brutal strength will end up my final build.

  • @crixus006 said:

    I don't know why you want to nerf him, he isn't op nor weakness, he is a good killer.... I have played vs him. Sometimes won and lose ... Please check it carefully

    Could be a nerf/buff/rework. We won't know until they tell us. Chances are he's been over performing.

  • The lunge is definitely whats giving me trouble right now.

  • I'm losing survivors more than I do when I stop to place a trap at the loop as Hag and they run off. Or Nurse fatigue. I love pretty much everything else about him even if I suck right now but this is really hampering my enjoyment.

  • I enjoy playing Clown but his power is not strong enough to justify all his drawbacks (only 4 bottles, slow itself isnt even that strong, slow reload that is always the same length and slows him to a crawl).

  • @OmegaXII said:

    It's a genuine question. How do you track survivors with iron will?

    I know you can hear footsteps, breathing, scratch marks and grass movement, but nothing seems to work for me.

    Footsteps: if survivors stop running, it's literally cannot be heard from my experience

    Scratch marks: again, stop running, and it disappears. Also it's delayed, which really mess up my tracking.

    Breathing: i can't hear it if they're not running. I think with iron will even removes breathing.

    Grass movement: not every map has grass, and it's only reliable in some specific condition.

    You may say prediction, but if it's out in open, it's very hard to predict survivor's movement because they have so many ways to go.

    So any pro tips?

    Its possible. I've done it myself a lot of times. It requires a lot more liberal use of short phases. Long phases work with breathing/injured sounds because a survivor will panic as they know they're most likely screwed. If they see you dont have stridor and they have IW they'll try to fake you out way more.

  • Yeah. I didn't even bother getting it on my main xbox save. First dlc I've just straight up said "no, you clearly aren't even considering controller in design".

  • His skill floor is unusually high for a killer. It feels like the last killer like this was huntress maybe Oni

    Im having tons if fun even when failing with him tbh

  • @Sunbreaker7 said:

    I have now been playing the new killer Blight for a small good while to be able to give my early opinion on him. He is super fun to play and my new number one favorite killer in the game. His fast mobility is so much fun and he is able to mind-game survivors in a whole new level thanks to his pinball-like behavior that is often hard to predict if matched against skilled blight player who knows each working corner to bounce off from. Mastering him is fun and rewarding feeling.

    He is very short klller, so seeing him over fences and objects proves quite difficult for the survivors sometimes, I have noticed. But also, it's even more tough to see the survivors myself when playing him, I often need to trust the blood trail and not my eyesight so tracking perks has proven quite useful on him for me at least.

    The new perk "Hex: Undying" which came with the new killer is the crown-jewel of the new killer. It has single handedly revitalized the hex meta, thus allowing hex perks to be used more in builds because players no longer fear that their hex totem gets wiped out off the game before they even got any value out of it. Now the survivors really need to start cleansing totems if they want to counter these builds. Cleansing a dull-totem no longer feels like a waste of time because it counters the undying hex from allowing any hex to be transferred to that totem. It's quite brilliant, an amazing perk overall I think.

    What do you guys think about the new killer and hex: undying?

    I feel like this is the biggest meta shift in a while. Killers finally have a new meta, that while not necessary for a lot of killers will give weaker killers a much easier time. But survivors sort of do two with that Cheryl perk and detectives hunch/small game.

  • Same when shes in Corrupt mode. ######### tall as hell. Looks like a radio tower.

  • @Auron471 said:

    survivors will be cleansing totems like crazy with undying in the game, which will make them better at knowing where totems spawn. Thus noed is less likely to get any value, or even activate.

    I'd call it a buff to killers overall. Noed was always kind of a weird perk that didnt have a place in experienced players builds outside of endgame builds.

    Survivors now have a forced secondary objective if the killer is good at pressuring gens. Shoudl make the next few months interesting.

  • @delilahsupastar said:

    I'm confused.

    I played against a Rancor, Devour hope ebony mori player earlier. Some players just have no logic to their builds.

  • Hags only strong if a team misplays and gives her the time to set up. Its like Trapper. If you get yourself into a 3-4 gen situation with all the loops shutdown its your fault for playing into their hands. You can also counter her in her entirety by just sprinting through nearby loops while shes hooking or chasing someone on the other end of the map. Then shes just a 110% killer with no anti-loop. Then theres perks and items revealing and potentially destroying traps.

    Hag doesn't see enough play as it is and as someone who tried playing her before her rework creating even more counters to her would make me never touch her again.

    Urban evasion is fine as it is.

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