gibblywibblywoo
gibblywibblywoo
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are you seriously complaining about a situational 6% speed boost...?
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@TheDarkTyrant said:
I have been here 4 years. I think its about time for me to stop playing this game.. Thanks behaviour for finally letting me go. I've waited so long for this chapter. I loved this game at one point. I was hoping you would treat RE with as much respect as any other license. It just upset me. I cared so much about DBD and the RE franchise. But you ######### it all up. I just wanted a good Resident Evil chapter.... I couldn't even get a mediocre chapter... Once I P3 "Nemesis" I'm trying my hardest too stay away from this game. It makes me so sad to say that to. Please make the game better. Maybe I'll come back. But you put the final nail in the coffin. Now excuse me while I go cry myself too sleep because I have to let go of something I once cared s deeply about that ruined something I still care so deeply about.
Your mistake was expecting a good chapter after the Oni
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You know what's funny? This game can make my PC heat up more on Low settings than it did in my entire playthrough of Control with RTX enabled.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2284507#Comment_2284507
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.
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.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2284189#Comment_2284189
Granted I watched only the game in the video of the OP. I don't disagree with the statement that Wraith isn't viable against the best teams in the world.
However, what I notice is that there's a disconnect between the purpose of the test and the actual test conditions. If we want to determine what happens when both parties bring their A game, then you need to actually show up with your A game. This wasn't a test to see if Wraith is viable against the best survivors who are tryharding. This example was a test to see if Wraith is viable against the best survivors when using subpar add-ons for killers, employing a strategy (hit'n'running with Nurse's) which is known to be a soloQ stomper and that falls apart otherwise, while reading chat on top of that.
Again, I don't expect the result would've been much different with better test conditions, but those weren't it.
Also, I understand killers having different degrees of strength. It's literally impossible to make the entire roster exactly the same level of power. Just like it's impossible to make every survivor team the same strength, even if stuff like comms and mmr were added. They might help, but the problem remains.
That last sentence, that's what I think a lot of people don't understand. In what universe could Wailing Bell or Evil Within have the same power as Spencers last breath? Without completely destroying the power design and thematic design of the killer? W
What, would Micheal just teleport a survivor to the hook if he stalks them long enough?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2284487#Comment_2284487
Pick a genre…they all balance for top level.
Yes but Asyms are a special case, especially one as RNG and perk heavy as DBD. Where 2 teams can get the same map and one has an even spread of pallets all over the map and the other side gets half of that only on one side.
Also, yeah, Guilty Gear Strive and Street Fighter 5 are REALLY balancing for top level players, what with the removal of one frame links from SF4 and such.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2284495#Comment_2284495
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.
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.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2284085#Comment_2284085
You say we should not compare those swf and players to regular ones, yet in every nerf spirit-thread they just talk about the top spirits with 2k $ headphones. The average spirit is never the point in those threads, and i really think we have to use the same metric for all aspects of the game, not just for one side, whichever metric we chose.
That is a fair point, but the difference is that... there isn't much disparity in skill between someone playing Spirit for a week and a year. For her power her actual skill cap is relatively low. Compare that to Nurse and its a world of difference. Nurse takes crazy mechanical skill and map/survivor knowledge to play effectively vs a good team.
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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...
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.
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@MrCrazyCat62 said:
His bottles just don't work. Just had a sad match against one. Hit me with the bottle seversl times. It did absolutely nothing besides make my character scream.
The clown a rank 20 with only frosted eyes. He lost hard and only got 1 hook. New players don't read the forums or the subreddit. It could disillusion them from killer,clown, or DbD all together.
Trust me Clowny Boi is my favorite killer to play as and against. But this isn't right to leave him this messed up.
I've noticed that when on the very edge of the cloud you'll scream but not slow. Same with Plagues vomit soometimes making you scream but not proccing sickness.
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@Bwsted said:
I got this one in my dailies. I re-rolled because I always do with 30k rituals when I have the option, but I was wondering if anyone knows what actually is required to complete it.
https://i.postimg.cc/024cWvrw/nemesis-daily.png
The wording seems to mean that you have to reach mutation 3 and do so 4 times. Considering you reach max mutation only once per match, because you don't tier down unlike Myers, then you would need to play at least 4 trials no matter what, which doesn't sound right.
I checked the wiki and it hasn't been updated yet https://deadbydaylight.fandom.com/wiki/Daily_Rituals#Killer_Rituals
Wait so 4 matches for one challenge? That's almost as lame as Pigs old Daily
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2284455#Comment_2284455
Fighting games are balanced for top level play and people leaving isn’t an issue. Games like MK11 and Injustice have been out half the time and have probably far outsold DBD.
Fighting games aren't Asyms.
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I can only assume you blocked their offering but it just gave you a farm map randomly? Or do they remove that map from rotation entirely?
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2284129#Comment_2284129
I mean, is that really such a terrible thing though when you consider things like the fact that the amount of players that are even close to that level of skill or coordination to play like that (let alone do it outside of scrims with their team.) is extremely low? I mean, it's not like DBD has a super big tournament/comp scene, even if people try to say it does. (Sure, there are some tournaments here and there, but the amount of players that are actually in those teams and or even close to that level is extremely low.) It's not like every SWF you face is that level of coordinated, or every Killer you face is a god-tier Nurse.
Idk, I just don't think balancing around the top percentage of the game is an option. It's boring. Survivors finish gens too fast for that, and unless they added comms, solos will never have the coordination needed to pull off half of what a SWF this coordinated would do. (Besides, I think a lot of the community agree that they enjoy chase in this game- be they a Killer or Survivor main. Might just be me, but I think the game would die if you'd be lucky to get a chase in a game as Survivor, and as both sides the only way to play chases is to play the two Killers that pretty much eliminate Chases by having them last for 2 seconds, since both killers pretty much ignore Survivor input and ignores fun mind games and fakes.)
Idk, I've just always thought this whole 'Top down balance' wouldn't work for DBD.
It wouldn't. Not even remotely. But people on here and other places want to act like high level play in this game is like CS GO or something.
And you're right about Spirit and Nurse almost entirely removing survivor skill. That's an issue with DBD as a whole though. Its not an easy fix. Killers need counterplay to remain fun and interesting for both sides imo, I dropped Spirit and Nurse a few months after starting playing them because there was no challenge anymore in public games, and I didn't care enough to want to try playing against competitive teams. When you remove survivor agency and make a killer whose only counter is the lack of a killers skill you basically turn it into a single player game and those killer powers just encourage genrushing further as its the survivors only option.
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@aarongai said:
I can understand it being necessary back when the killer's pick up time was almost 5 seconds long, but now? It's only 3 seconds to pick someone up and that isn't much time to get into position.
There are many moments where survivors are in position for a save, but miss it because their timing was a few milliseconds too early or late. It's silly how exact survivors have to be.
How it works currently: The killer must be blinded at the moment they complete the pickup animation
How it should work: If the killer is suffering blindness when completing the pickup animation, they drop the survivor
Because while it might not seem like it from a survivor perspective. Time is EVERYTHING for killer. I've had games where I got a flashbang save recently that snowballed a potential loss into at least a 3 man escape.
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I mean, as a giant Resident Evil fan I think this chapters content is great. New perks are fun and fit the characters, the map while a chore to play on as killer is incredibly faithful to RPD outside of some gameplay contrivances like rotated rooms and added doors. And I think Jill and Leon look great, Chris and Claire do look off though.
Also the Nemesis remake design is awful in general so that complaint is kind of irrelevant.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2284368#Comment_2284368
His cooldown “buff” isn’t noticeable. I main Nurse. Why would i invest time into a killer who isn’t as rewarding but is instead super capped to appeal to baby survivors? I know DBD in and out. PH is a worthless killer.
Different strokes for different folks.
Personally I don't like to play killer like Nurse and Spirit as I find the lacking counterplay makes them extremely boring and makes every chase and match identical. It's also incredibly rare to go against a team in pubs where that level of power is required to win.
I mean, I think Freddy is one of the most boring killers power wise but I enjoy playing him because its freddy and I love the glove animations and such. Micheal is weak as hell but I love playing him because he's Micheal Myers.
If all you want is to win then yeah Spirit and Nurse are the go-tos.
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@WiiFitTrainer said:
I mean it's nothing new.
Everyone knows at the skill ceiling survivors are the ones in charge unless you are very good with spirit or nurse, and that's only because those killers bypass a lot of chase and loop mechanics.
This game was not meant to be that competitive which is probably why they balance for brown ranks.
Another reason is that the vast, vast majority of player (on both sides) aren't very good. If they balanced around this top 5% or so (if that) they'd probably lose a lot of casual players. Balancing around tournament teams would be ridicolous considering what a mess this game is and was never intended to be played that way.
Plus if they started balancing around SWF Tru3 would need to find a new boogeyman to complain about when he loses lol
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@crixus006 said:
I think this represents how powerful it is to face a team of 4 survivors.And as only spirits AND nurses They are the only killers that can stand up to swf Because the other killers don't have enough skill
Its not that other killers don't have enough skill. It's that their powers are designed within limitations that Nurse and Spirit to an extent aren't. The best Nurse in the world could also be the best Trapper in the world and still lose when not playing Nurse.
They only stand up to these top teams because they literally break the game and bypass mechanics EVERY other killer abides by in some way. And I think that says something about the base design of the game.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2281429#Comment_2281429
I agree wholeheartedly with this comment. They should simply make the 11 or so info perks swf potentially gets for free via coms basekit and close the gap between solo and swf IF (big if) the don't leave killer in the dirt.
And yes the killrates and way inflated but not only because of solos but in my eyes mostly because the bell curve of survivor player is not peaking at rank 10 (an even distribution) but way more than 50% of it sit at rank 1. The same (but not to the same degree tho) happens on killer side. And swf throws another wrench into the matchmaking together with the imbalance of killer vs survivor player base size (I guess something like 1:8 or more instead of the perfect 1:4).
Without building those foundations there will never be a chance to correctly balance this game but most people have become to accustomed to the status quo because change would maybe break more than it already is in the transition time until it gets better and don't have the patience anymore in today's fast society for that.
That's another good point. The skill disparity of red ranks survivors (and a fair few killers) is staggering. I regularly get red rank players in my game that will insta drop strong pallets on the first loop or throw a game commiting to a generator when there's still 3 left to do.
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In 2 straight days I've had 4 matches against not-Nemesis. so no.
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If the survivor can wiggle free they get points. It's all about BP, baby.
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I don't really care if I get a 4K or die as long as the match is fun. IE an actually fun killer that is dynamic and also good. And a killer that doesn't just tunnel off hook like seemingly everyone right now.
As killer I just want a decent team on a fair map.
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@hailxsatanxeveryxday said:
I'm not familiar with the specifics, but a lot of people have said that when Pyramidhead was released, he was an S-tier killer before being nerfed to B-tier once BHVR had turned enough of a profit, and now I'm scared they'll do something like that to Nemesis.
Granted, Nemesis definitely isn't an S-tier killer (he's a low A-tier at the very most), but nerfing him any would make him unplayable. I want him to stay exactly the way he is.
I actually hear some people here complaining that he might be underpowered, but I don't think that's the case, either. Maybe it's just that I usually play Myers or Ghostface, and being able to win loops and have map pressure without perks is a new experience for me, but I don't think the comparisons to Trickster are fair (Trickster is a ######### dork).
The zombies are stupid, yes, but... they're zombies. They're not supposed to be rocket scientists. I'd like it if they turned around as soon as they ran into a blocking object instead of aimlessly shambling into a rock for ten seconds, but that's mostly because it just looks goofy. Otherwise, they do their job well. They provide decent map pressure by forcing survivors off of gens, and they also provide decent tracking. They can't actually down survivors unless survivors are repeatedly running into them, and they aren't generally able to hit survivors unless both of them are on the basement stairs or something. The zombies are my favorite part, and I feel like nerfing them would be an especially huge mistake.
The hitbox for the tentacle attack is small, and the cooldown animation is annoying, but it makes up for these by being able to break pallets and hit survivors that are well out of reach for M1. It's going to take some practice to be good at it, but I imagine it will be very usable once one gets the hang of it. I've managed a Merciless once out of four or five games, and I'm not a great killer yet (12 is the highest I've gotten).
The contamination mechanic and the vaccines are also a powerful counter to Nemesis, giving survivors an extra health state as well as free healing. This seems fair, since survs are going to get tracked frequently, but nerfing the killer any more on top of this would knock Nemesis down to D or C-tier.
On top of all that, the RE Chapter gives survivors some of the most impressive and powerful survivor perks in the history of the game, including a game-changing counter to Hex perks. (And I don't think that any of these should be nerfed, either.)
Nemesis seems like a fairly well-balanced killer, and I hope his playstyle doesn't change significantly. I wouldn't say no to tweaking the zombie AI slightly to make them less likely to try to walk through walls for half a minute, and I'd also make it so that T2 and T3 could break pallets and hit survs at the same time (it only seems to do one or the other), but, overall, I think he's a unique but very well-balanced killer.
You all have got me paranoid. What is the likelihood that BHVR nerfs this killer into the ground once I've really started to enjoy myself with him?
I don't really think his kit needs changes. I would like to see the zombies become infect/injure only though. It's pretty absurd how effective they can be at chasing people off gens and getting downs when RNG helps them. Make it so that when they hit an already injured and infected player they activate killer instinct for a few seconds or something.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2280811#Comment_2280811
I get that that sucks but what do people expect the devs to against that? Balance the game so that even with potato teammates like that the 4th solo survivor can win? It is still a 1vs 4 and none can help if the 4 can't work together.
A proper matchmaking would be the only help in my eyes. But because most people think they belong into the top 10% of the skill based bell curve and would end up with the only 3 really viable killer there (Nurse, spirit, blight) or death squads instead of floating around in the middle were variety would be plentyful, they scream bloody murder everytime behaviour tries and stops after 1 or 2 days.
I think making Kindred base kit is still an incredibly good idea. It's pretty much a must have for solos anyway. And it sucks to have to dedicate your few perk slots to info swf just get for free in larger doses.
Another good idea is making it so that the obsession "I am being chased" icon is just a thing for every survivor. I see no reason why we only get told the obsession specifically is being chased. It still doesn't even come remotely close to the info just having Discord open with friends makes.
And we're never going to have proper killer or map balance until the devs actually follow through with their "buffing solo" promise. I mean, most SWFs are simply carried by the info they have at their disposal allowing them to optimise their time, not because they're actually good.
If that gap was closed even just a little bit it would give the devs a clear idea of where certain killers ACTUALLY stand in balance. Remember "Micheals kill rate is high, we have no plans for him"? Anyone with more than a few hundred hours would consider him one of the weakest in the game but because of unreliable solo teams his stats are boosted. He's atrociously weak against a good team but teh devs don't think so "cus stats".
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2281108#Comment_2281108
Huntress is easier to predict than Nemesis.
This is true, He readies his whip significantly faster than Huntress and has less "travel time" on the hit. So its not directly comparable.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2281152#Comment_2281152
I actually agree with you, I think for now we should let it sit, I don't think Nem actually needs any buffs.Hm, I don't know about buffs either.
I think however Zombie AI needs fixing, and if a zombie hits someone that it doesn't give a sprint burst, at the very least they should consider giving the nemesis some of his power for zombie hits because rn the meta for vsing him is letting zombies hit you for either a sprint burst during chase, or/and to nullify his T2/3 from being obtained.
Right now there is almost zero counterplay to him outside of using that additional infection hit to hold W and waste as much time as possible, he can play most loops and its very hard to dodge the projectile if the killer doesn't panic.The counter play with him is the same as most other killers, albeit with more precise movement needed. Safe loops are still safe, although dangerous loops are insanely dangerous with him so he can get cheeky hits there. Certain god windows he can play around, other ones he is completely countered by. Just depends really, but there is counterplay.
Low walls are an immediate win for him, much like Trickster, but unlike Trickster he can ready his power extremely quickly for hits at pallet drops and can even chew through pallets once at Level 2.Not really, you can't really hit through walls it seems and this seems to apply to low walls. Least I haven't been able to hit anyone through low walls, although if the survivors just pay attention to you they don't really have to give you the choice to either.
Nemesis... isn't very fun to play against.Thats subjective, I don't mind playing vs him and my friend likes it.
Really fun to play as but there's no real counterplay as survivor. If they remove the speed boost on infection hit his kill rate will skyrocket and he'll probably get nerfed anyway.
You can definitely hit over most low wall objects in the entire game. Its just that the hit is inconsistent. It happened in the PTB too. Nemesis couldn't hit you over a trash can but could hit you over something that was as tall as him.
As of right now I honestly think he can ready the tentacle too fast. Even when I was pre dropping pallets on high walls the nemesis could easily ready it up and hit it at an awkward angle and land on me. I think that might be because of that weird lingering hitbox though.
I'm still unsure if its actually the tentacle or the blue line that deals damage.
I like the zombies thematically but I do dislike how they can essentially play the game for him. Maybe make them infect/injure only but not down.
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@Sonzaishinai said:
They actually aren't half bad.
I've even seen them chain tiles together sometime.
They are like better the a third of the survivor base
I played the mobile game for a while and they were better than 90% of randoms.
I even got red stain mindgamed by a killer bot at the shack multiple times
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@TAG said:
BBQ is fine, bur Distortion could probably use a buff.
MAybe get a token for every gen or two gens completed. That'd be at least 2 additional per game.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2280905#Comment_2280905
Nope. He’s stronger than Hillbilly, Ghostface, Trapper, Pig, Clown, Legion, Myers, Trickster at the very least. All of them need buffs, Nemesis is completely fine where he is, minor QoL changes and he never needs to be touched again.
I actually agree with you, I think for now we should let it sit, I don't think Nem actually needs any buffs.
Right now there is almost zero counterplay to him outside of using that additional infection hit to hold W and waste as much time as possible, he can play most loops and its very hard to dodge the projectile if the killer doesn't panic.
Low walls are an immediate win for him, much like Trickster, but unlike Trickster he can ready his power extremely quickly for hits at pallet drops and can even chew through pallets once at Level 2.
I've played a straight day as survivor and now a straight day as killer and I'll say this.
Nemesis... isn't very fun to play against. Really fun to play as but there's no real counterplay as survivor. If they remove the speed boost on infection hit his kill rate will skyrocket and he'll probably get nerfed anyway.
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Bethesda at least lets their community fix the bugs.
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@Northener1907 said:
I am killer main and most times i am escaping as survivor. You just need to be better at chases. Then killer will leave you or killer will all time on you and generators will fly.
And kill rates are normal. I do not know how survivors have problem because all maps are safe for them. Good pallets, good t-l walls etc
Doesn't matter how good you are at looping if your team came in with the purpose of doing Rift challenges or just doesn't want to do gens. I ran a Blight for 5 minutes yesterday. Like 5 ACTUAL minutes and 1 gen got done. I died on my first hook. They were all red ranks.
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@gendoss said:
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.
I've been playing solo the last day and its truly been a nightmare. Left to second phase with kindred whilst people loot or dont do gens, body blocked in the middle of chases by people who shouldn't even be there, constant 3 genning despite me trying to prevent it.
Almost makes a man want to go back to SWFing.
But you're right. I think starting with 2020 or so Solo has just been near unplayable. Rarely you'll get a decent team but most of the time there'll be at least 1 or 2 weak links that decimate your chances of escaping.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2278352#Comment_2278352
Ofcourse survivor mains happy, now they have new weak killer. Devs showed their survside face again.
I think people would rather get outplayed by a killer then get into an unlucky no-win situation because an RNG zombie blocked their one path away from the killer. You literally can't plan around them on some maps.
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@kingbojenbo said:
I've been reading the 50,000 threads on Nemesis and this is what I got from all of them:
So some Nemesis players want to have zombies pursue survivors that are infected, have more zombies depending on map size, Nemesis to have longer reach, have a wider hitbox on tentacle, hit survivors and break pallet while survivors are sliding over pallets, also infect and damage on the same hit. Did I get all of that?
You need survivors in the game to play and no survivor is going to play against all of that. This game needs killers that are balanced for the health of the game which is what we were given and some want an easy 4k machine.
I appreciate those that know Nemesis is balanced. This forum is full of complaints about game balance, killers like Nemesis are part of creating that balance.
I've seen people talk about the entitlement in this community and it's very obvious.
Not that I'm for or against nerfing them, but isn't it explained in RE at some point that the zombies don't bother X/Nemesis/Tyrants is because they are also infected with the T virus?
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Give us the classic nemesis.
Remake design is trash
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I don't even bother with those achievements. 90% of killers have one decent perk at best.
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Yeah, that's how people figured out he was the legendary from the ptb code.
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Pretty much just play SWF really.
Some maps you can't even see the trap outline before hand because the texture either doesn't allow it (Hawkins is a perfect example) or its hidden in tall grass.
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Flashbangs would probably be too easy to build up. Those afaik they are literally just reskinned firecrackers entirely so eh.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2277623#Comment_2277623
Careful. People don't like you proving there's ways to beat regression perks. On top of tinkerer(the current witch hunt). It's meta perks or bust.
No one uses it. So it's a little known fact that it stops ruin regression as well
Don't reveal our secrets my fellow repressed alliance Chad
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I think I would have preffered REmake or CVX Chris. This is supposed to be the Raccoon city saga right? Why's he turned into roid monkey boulder puncher?
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funnily enough I've had more Billy matches in the last week than I have since his nerf. Though they all seemed inexperienced and were probably new.
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I don't think it really matters if the killer is fun.
95% of survivors aren't good enough for tiers to even come into play of a win or loss anyway. Trickster not withstanding.
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@CapricornZeus3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2276912#Comment_2276912
I don't mind nemisis' power, I just wish I get mutation when I accidentally hit one of my zombies, lol
Sometimes I just punch them in the face for the sake of it lol
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/2277321#Comment_2277321
I don't know what to tell you dude. It sounds like you want pallets to end up the "be-all, end-all" against killers, which I personally find boring.
Not exactly, I just feel that if a killer is removing a mechanic mostly from play they should add something new. Nemesis "technically" has this but its just making him have to hit you one extra time.
It doesn't change up a chase in any way, just makes it last slightly longer.
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I've seen a surprising amount of players left to second hook while I'm chased or on a hook myself today. Weird
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/2276992#Comment_2276992
You face him the same way you face huntress: You can drop the pallet, or just run through it for another loop. Readying his power will slow him down enough for you to reach the pallet again. So if you think he'll ready his power, run through the pallet. If you think he's just gonna keep running after you, drop the pallet. He can't ready his power fast enough to hit you if you've already dropped the pallet
The difference there is that once the pallet is dropped, Huntress usually has to respect it and break it or attempt to get a hit over it if possible. Nemesis can miss and still get the pallet break and keep the chase going.
I've already had a few games where all the pallets that could potentially prevent a hit are gone 2 minutes in which makes playing not very fun for solos.
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@Paina said:
https://forum.deadbydaylight.com/en/discussion/comment/2276952#Comment_2276952
I usually don't mind complaints as long as people stay respectful, that's what this forum is for, I just hate the us vs. them mentality from people that only play one side. When I've started to play both sides, good lord how this expanded my horizons
Yeah. it's blindingly obvious when someone is complaning about something that they clearly haven't used themselves. The second someone making a balance/feedback thread makes it obvious they only play one side I immediately invalidate their opinion and slose the thread.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2276796#Comment_2276796
More like the forums
It's funny how both point fingers at eachother when both of them are 90% not.. very good players acting like they're know it alls (myself included).