gilgamer
gilgamer
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i'd rather see who's a swf or not I dont mind having to go through 1 menu to find out who was who.
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@quazzi76 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237960#Comment_2237960
Put a bigger hit on bp points that make the killer stop babysitting or tunneling. Awhile ago killers lost blood points big time for that. It did stop a lot of it. I learned to read the screen at the end of the game to see where I screwed up and where I needed to improve to get better points.
I guarantee you it wouldn't stop almost any hard campers and only punish people for either A. just chasing a survivor around a hook, that's your teammates fault not the killers, or B. During endgame when if you only have 1 person on hook and at least 2 others alive and well that basically your best option and it would be stupid to punish someone for. And killers who want to camp are gonna camp they already don't care that they aren't pipping why do you think a bloodpoint hit bigger then what they're already eating is gonna change anything. If you camp every survivor you down you are already losing a massive amount of BP and even if you 4k you are likely not even getting 20k points. I don't even know why we still see people complain about a problem so easily counter-able its a damn TOOLTIP in the mobile version like c'mon dude.
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@ADM_Biscuit said:
Now I know the killers have to be "op" to a certain extent for them to be able to win against 4 other people. In the case of leatherface and the doctor they are overpowered to a point where it's not fun to go against. Which I am many others can probably agree means they need to be toned down a bit. For example earlier today I had a leather face who hit me when I went through a window and was about 10 feet away from it. Now part of it was probably lag but still that's pretty insane. Now with the doctor I know his whole game play is structured around slowing down and annoying the survivors, but he really shouldn't stop you from doing action for a couple seconds after he shocks you. For example I've had many doctors shock me right before I used dead hard, and whether your in a dead zone or not your basically dead. So I propose that Bubba gets a longer cool down on his chain saw attack not much longer but longer. I also propose that the doctor doesn't stop actions like dead hard or vaults and only slows down the survivor for a few seconds. Please let me know if anyone thinks this is unreasonable thanks you for you're time.
Wrong on all accounts, good day to you sir/madam.
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Ah yes lets nerf a series of perks that are already barely used and largely ineffective, also that blood warden "nerf" would 100% be a buff.
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@Noth1ngY3t said:
https://forum.deadbydaylight.com/en/discussion/comment/2237159#Comment_2237159
Borrow time - 50/50 the killer can get you before you unhook a survivor
Kindred - Just shows the surviors and the killer if its close to you, that doesnt do anything to stop camping
Decisive Strike - Bruh thats to get off the killer, does nothing while on the hook
Deliverance - Good job you got yourself off the hook, now the killer can chase you and tunnel you, NICE
Camaraderie - if survivors dont go for the unhook its useless
Surprise surprise you wont get off for free that's the game mate. I'm sorry do you need an armed guard to escort you to your gen so you can focus on not missing skill checks, like c'mon my guy you make it sound like any of those perks don't help at all, they do if used correctly. You aren't always gonna come out on top even with every perk in the world to help and some killers are better at camping but the devs have basically tried this before and it didn't make it out of PTB because survivors were abusing it too much.
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I swear sluzzy always brings out the worst of the worst takes in people. How do people agree with this person.
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@Prex91 said:
Like title. I dont simply understand why the perk has to work only if you down the survivor, and not when you injured them. It has a cooldown so you cant spam regressions, but seriously now is to weak in comparing to other stronger gen regressions perks. It can be a nice alternative to ruin. Maybe make it work with powers also, and not only with meleee could be to much, but now is not that good. And kick gens is terrible without perks. Or in alternative buff base gen kicks.
Look I honestly think surge needs a buff but not in the way you want, I think they should do one of a few different things: reduce cooldown, lessen restriction on activation, or increase range. But making it so it procs on just injuring is ignorant at best and stupid at worst.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2237363#Comment_2237363
I’m just frustrated. I really hate BBQ. I do (or attempt to do) the right things: reach a locker in time, reposition myself on the generator, try to get within BBQ’s blind spot range, get myself near a loop with a pallet ready for the killer.
But quite often I’m quickly screwed or cucked. I’m tired of the idea that somebody ELSE losing their chase punishes other players. And the part where so many killers are putting in zero mental effort to find survivors.
Its a team game though for survivors. No matter what a survivor going down is gonna hurt the team, by this logic wouldn't your feelings around IF be the same? Also I'd be totally okay with making the BP stacking base kit and removing it from BBQ but as a tracking perk its fine, I wouldn't even but it in the top tier category.
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@Ruma said:
,,long range attack"
More like Smol range attack
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I try not to ever but basically if i've had several really bad games in a row and for some reason or another I kept playing then i'll just give up once I hit my limit of bs I can take, even then i'll finish the match im in as best I can then turn the game off. Also its usually bugs that piss me off the most.
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Well since we're here for the umpteenth time, how do you propose a method for to stop "supporting" killers that do this exactly, that isn't abusable in some fashion because many methods have been tried in the past and I'm sure most never even made it out of internal testing let alone out of a PTB, and in true BHVR fashion there's a perk for that, several actually. If you or your teammates aren't running BT, camaraderie, DS, or kindred then camping and tunneling must not be that big of an issue for you.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2228240#Comment_2228240
You can use both, to have pop when ruin gets cleansed.
I tried that for a bit but I usually just prefer to have 3 non gen defense perks and just run pop
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2228240#Comment_2228240
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.
exactly
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@TheArbiter said:
I think it was intentionally designed to not work on slopes for balancing reasons.
i highly doubt that unless you have some proof, and if youre getting your reasoning from pyramid head please remember that it does actually hit slightly up as well as travel somewhat up or down and incline but his ranged attack is also has a significant range increase but can also hit through objects.
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remember when they said that they were happy with how billy was performing and that in chases the better player usually came out on top only to nerf him into no one playing him anymore. I remember, and I'll never not be salty about it.
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@WexlerWendigo said:
Does one of the strongest perks in the game really need a buff?
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.
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@Marc_go_solo said:
Firstly, I do empathise with some people's concerns over autoban being abused to ban people for basically playing a game better than the opponent. It can feel very uncertain with no other information at that stage. Also, I do feel it's right to air these concerns to make devs aware of potential problems.
So now the worries are out there, it may be prudent to take a step back and not panic.
For a start, the fact there is no information means we do not have all the facts (by a large margin). Sure, we hear "autoban" and immediately jump to the idea it can be flaunted, but the devs will be aware of this. They'll understand bans are not going to be as simple as pressing a button. If it were, there'd be a lot of this:
There is one other thing I've not heard mentioned: that the person reporting the ban will not be anonymous to the devs. If someone is running about trying to report everyone, then their profile will be made aware of by the devs and the system. This may very well invalidate their complaints. Compare it to "The Boy Who Cried Wolf". If someone is going to report everyone, they are gonna be noticed for doing so, which may in turn ban them for false reporting.
Also, there would need to be evidence as well, as there is currently required when people claim someone is working with the killer or hacking. The autoban feature may simply bring details to the attention of those who make the final decision. BHVR is growing, so more people could be put towards the role of dealing with these issues.
Ultimately, it is a wait and see. Let's not unduly panic just yet until they disclose the full details. Then we 'll have all the info and can challenge them then if there appears to be a floor. Points have been raised, so now let's just wait until we know more.
Oh i'll wait alright with popcorn out to see if its as much a disaster as I think it will be and if isnt well I still had a bowl of popcorn.
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@Miles said:
Didnt they supossedly and allegedly fix his collitions some time ago alongside his height? Because it just slide off 3 consecutive trees i was facing directly at swamp and got stuck rushing at a pile of snow on ormond, also some cars at autohaven have no collition no matter the angle.
What the heck.
What am i supossed to do with that.
Also remove the Window log at the swamp please that ######### is just too large
Only thing they did was add some more butter to the pinball man.
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Please hit the DELETE button.
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@Sup3rCatTree said:
It's going to be disabled anyway after the rework for weeks, just like every other map that is reworked because they didn't finish it or made a mistake 🤣
Oh no what a disaster that would be......please bhvr this is a risk worth taking.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2209538#Comment_2209538
Yes but other's have a requirement except SB. You want nothing but DH and SB? That's exactly how you accomplish that. I just want an exhaustion perk that I can actually use without being a detriment to my own skills.
The down sides to both those perks are fairly explicit last i checked, but for anybody who doesn't know I guess, Dead Hard can only be used while already injured and Sprint Burst can only be saved by walking everywhere. Are these downsides worth it for the power they provide, absolutely without question, does that also mean that the other exhaustion perks aren't worth using? if your only going for using the absolute meta all the time then not really, however every exhaustion perk even head-on can be powerful, arguably the best set of perks survivors have.
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Lightborn is fine as it is and doesn't need further changing and frankly this idea isn't very good either. For 1 changing that many stats so quickly and for such a short duration almost certainly lead to development issues and more then likely a buggy ass perk, 2nd the blind immunity after being blinded is almost completely pointless if you get hit by blind you've most likely already lost something as the killer having blind immunity isnt really gonna net you much, not to mention you can just LOOK UP TO NOT GET BLINDED.
Also I have another issue with the whole point of this post in that you think that a perk you bought cant be countered by a perk that's been in the game for years, with that kind of design philosophy is how you get legit pay to win dlc's that become must buys to be relevant against the other similarly strong perks. I'd say that BHVR has actually done an alright job of keeping the free to play perks pretty relevant and very worth using, perks like dead hard, sprint burst, iron will, and unbreakable are all very good perks.
Moral of the story we don't want bhvr to design perks around making a dlc more worth buying, that would be a disaster.
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@Mandy said:
I understand that you don't like Haddonfield, but frankly this is not the way to leave Feedback.
If you explain more about what you dislike about the map, what you feel needs to be changed etc it's more likely to get viewed and considered rather than just say "this is trash" which helps nobody!
I'm fairly certain people have been making plenty of well thought out and courteous criticisms of Haddonfield since it was released and sure its been changed slightly and mostly for the better but it still gets a lot of complaints for a reason and after so long of it not getting the full redesign it needs, I don't see how its all that surprising people are just kind of done with the map in general.
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its strong but fine, plus you wont really get a massive amount of value on killers that cant either end a chase quick or can sneak up on survivors easily. Personally i've been running it on my wraith with agitation, works pretty well.
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no mither
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@piggygooik said:
His perks are( at tier 3)
Lethal purser:
see the survivors for 7 secs at the start of the game.
eruption:
when you kick a gen its highlighted yellow
when you down a surv all highlighted gens will regress by 6% and any survivor on the highlighted gen will get the incapacitated status effect for 14 secs
has a cooldown of 90sec
hysteria:
when you put a surv in the injured state with a basic attack all other surv will get the oblivious status effect for 30 secs
60 sec coodwon
Lethal pursuer is neat other then that eruption could be neat but takes a lot of setup for not the greatest payoff and hysteria is just kind of bad.
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The obvious answer is the delete button but since that'll never happen maybe make it have less random crap in the way as well as make grim pantry's main building less annoying.
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i'd say no and Im a killer main, do i find UB annoying? yes, yes I do. Does that mean the perk should be nerfed into uselessness? absolutely not. It serves a good purpose which is to punish over slugging just like killer perks punish many things survivors do. I honestly think UB is perfectly fine the way it is, my only problem with it use to be its busted combo with DS and now thats not as much of an issue unless im actually tunneling which means it was a fair DS.
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@WTBacon said:
I see people say this all the time, but I have never seen Blight rated outside of S or A.
people who couldnt wrap their head around him when he first came out have just assumed that he's bad since then and now that people are realizing he's in fact kinda nuts so now its all because the youtubers and no one can form their own opinion or anything, its weird.
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What? yeah it gives you a speed boost but lets be real, the time it takes to find the obsession and build up your stacks far exceeds just chasing normally. It doesn't even work on bubba anymore which was the one use case scenario that it use to have that I wouldn't laugh at.
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@Kate_Main_01 said:
Hi all! Survivor main here! This question might sound salty and/or bait-y but I genuinely want to know something! This is not an anti-Killer post, this is not an anti-perk post, this is not meant to provoke anything negative.
Do you enjoy chases? Be honest!
So often I've been seeing Starstruck paired with the terror radius increase perk (which is a clever build!) or the Michael 'Exposed' perk. Those Killers who didn't have that (and most who did) also have Sloppy Butcher.
Now let me clarify something! I've played this game for a long, long time. I understand that a shorter chase means quicker return to applying gen pressure. I'm not asking for reasons behind the tactic, I get it. I've just noticed that at the rank I'm at now chases are like... Not a thing. At all. I'm seeing red rank tier 1 Survivors run for 5-15 seconds max and get downed. And my casual playing self sure isn't doing any better. 🤣 In 23 rounds tonight I saw two Survivors escape and one only got it by a pure chance hatch. Every other one was a very short round 4k with basically no chases.
Chases are my favorite thing about this game, I really love seeing well executed plays where Killers mindgame me and lure me to a hit. Of course I am excited if I manage to outsmart them and escape. But between 7/23 of my rounds tonight being against Bubba, 5 against Spirit (4 who had Stridor), and a surprising amount of Exposed perk, this was personally one of my least enjoyable nights I've had in DbD. Not because anyone was doing anything wrong but because the chase was ending with one hit right out the gate - it was boring.
I know so much of this is because the game railroads even casual or not skilled players into red ranks where people are good and do play seriously, but just... It shocks me how little Killers seem to want to do any kind of chasing.
I'd also love to know what your favorite part of being a Killer is since I rambled a bit about my favorite part of Survivor! 😊Happy gaming, everyone! <3
just because a chase is short doesn't mean a chase isn't enjoyable, this is like saying that I must not like chases cause I like to play billy or bubba or something
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@Mister_xD said:
i mean, a majority of the Spirit counterplay relies on the fact that the Survivor runs Iron Will and the Spirit doesnt run Stridor.
that there is no counterplay any time one of those two requirements isnt met is pretty common knowledge, so him proving that there is no counterplay when the Survivor isnt allowed to run Iron Will basically just shows something everyone (at least a vast majority of people) already agreed uppon.
thats why my change for Spirit would be to deafen her for grunts of pain and instead replace them with normal breathing, aswell as immediately cutting the chase music once she starts to phase.
that way we get rid of the annoying perk reliance, Stridor wouldnt be OP on her (while also not being useless) and the stand still "mindgame" is much harder to do.
do that and fix footstep sounds for both sides and i think she could be a really fun Killer to go up against.
you'd be surprised how many people think spirit has counter play not tied to IW purely because they play against bad spirits, most of the time.
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@Crowman said:
I like how a better survivor comes out and lasts longer than the first guy, but instead of accepting that spirit isn't some uncounterable behemoth people are just looking for excuses why it doesn't count.
People have already made up their minds and these videos will do nothing to change a person's mind.
Yes cause immediately throwing every pallet will work so well in normal games.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2207593#Comment_2207593
Wraith has been improved, period. Saying that a bunch of people just independently chose to bag on him for arbitrary reasons ignores their arguments. Which are, that facing him now feels overly cheap. Free hits are lame and he's become much more difficult to avoid so those free hits are now quite common.
You may not find him frustrating, but plenty of others do.
Oh no you have to pay attention, he still has shimmer but sure you cant see it from the other side of a map. Trust me if you attentive and prepared you can still easily make it to a pallet before he can get a "cheap" hit on you, can a wraith do things to mitigate that yes but so can you.
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This is why we cant have nice things, a bad killer gets buffed to actually not need an add-on to be fun and we get people complaining about it once a week till they remember his weaknesses.
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@Ivaldi said:
There's no way someone can say this doesnt give someone a massive advantage.
https://us.v-cdn.net/6030815/uploads/UCY8FV0L8QGY/image.png
https://us.v-cdn.net/6030815/uploads/9OD3X5DJ9GXB/image.png
Tbh this looks like a detriment, looking at that would hurt my eyes. Also that looks like a game meant for gameboy color
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2198114#Comment_2198114
You dont see how? I mean, sure, give all survivors the absolute strongest version of each perk, see how terrible survivors get. Weaker perks allow you to use perks in your advantage, without using the perk as an absolute crutch. Which is important the first 50-ish hours of the game. Its the simple fact that, theoretically, you could start out as any character.
Again, if anything, Prestiging should be more rewarding than it is right now by removing some of the grind, and considering you can prestige with only 30% of the perks at T3, is why I think perma unlocking everyone at T1 on P1 to be the logical step and everything T2 at the start of P2 and T3 on P3.
Note, that this already reduces the total BP grind by more than 50%, from 12 mill BP per character on average to 5 million BP per character on average(assuming P3 lvl 50), especially if you unlock all the perks first. Having all T3 perks on multiple P3 characters, I can tell you, you earn too many bloodpoints as you can run 2 iri addons and get 2 iri addons back from bloodpoints alone. The hardest addons to get are actually the green ones because map offerings are green. At least, for killers. For survivors its still #########, but that is simply due to the fact that survivor BP needs to be reworked.
Every minute survived should grant you 650 BP, capping at 5850 points after 9 minutes, giving 1.5k additional points on escape and an additional 650 on top of the 1500 if you escape through the hatch. Every generator fixed should give survivors across the map 1k points with the 3k remaining done by actively working on gens or opening chests. Every survivor being healed should grant everyone points up to 5k with the 3k remaining due to actively healing. Then you have 3 catagories that are based on teamplay, with 1 catagory actively encouraging you to distract/sabotage the killer. Sure, you could argue that it would boost other survivors, but does it really? It only gives them slightly more BP but guarantees your BP to also be high if you're being tunneled. It would reflect the emblem system slightly better through BP gained, meaning you no longer have 8k BP on a pip or 20k BP on a depip.
Oh no people wouldn't have to get the same perk 3 times, since as we know perk tiers matter so much on so many perks. Only a few perks at tier 3 actually make a sizeable difference like Iron will for instance there is a big difference between them but on the flip side the perk is mostly useless until it gets that 3rd tier so no I don't think newer people should have to use the bad version of a perk since the ones where it matters its a completely different perk until it gets to tier 3. I'm all for making prestiging matter and being beneficial but if want to also use them as a form of grind reduction make each tier give a stacking discount to the blood web. I do agree survivor blood points are borked but that's a different topic.
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2198281#Comment_2198281
Well this is what happens when the survivor playerbase relies on pallets like they're god's gift, and the devs refuse to make the gameplay not extremely boring by adding new ways to evade the killer.
Pallets are literally survivors main defense what are you on about plus they just started adding breakable walls a new defense against killers strong setups or chase enders once a match or until broken and guess what, they're awful in almost every implementation they've been used in.
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I'd definitely have to say billy. He has almost no good add ons
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Was this on disturbed ward.
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Yeah the chat filter takes the kill everything even remotely related route, not even sure what the relation could be but hell even some killer and survivor names are censored so who knows
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2148492#Comment_2148492
eh, I dont think they should remove them completely, I actually think that you should be able to access lower tiers on perks if you unlocked a higher tier. I think the initial grind is fine because it helps people to learn to use their perks on their characters.
What I DO think should be done, is that Prestiging unlocks all unlocked perks on their tier. Meaning if you have 40 perks unlocked as you P1, you start out with 40 perks at T1. Meaning the most optimal way of leveling is unlocking all the perks first before you prestige a character. Because if you're able to prestige a character, you've already learned about all the perks that are useful on that character, and there is no reason to re-learn all the perks from t1.
This way, if you P3 a character, you would have all unlocked perks available at t3 instantly(I calculated it before, this means that reaching P3 lvl 50 with all perks would "only" cost you 7 million BP, instead of the current 15 million BP, cutting the grind in half).
Having additional access to prior tiers for the sake of challenging yourself would just be a QoL.
I don't see how having the weaker version of a perk allows you to learn the perk. If anything it would dissuade people from using the perk till they unlock the better version of the perk. The only real way to learn how to use your perks is to use them and the annoying farm that's only gets worse and worse the more perks you unlock adds almost nothing to the game except I guess a reason for people to farm which is insanely boring and certainly doesn't teach anyone anything.
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Okay here's the thing, DH is the best exhaustion perk WHEN USED CORRECTLY BY A GOOD PLAYER. Is it inconsistent, sure it can be, that doesn't really take away from it being very strong when used properly
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It's purely because nurse is harder to play and as such a good nurse that takes advantage of her lack of counter play is pretty rare. Spirit is basically just easy nurse as long as you have functioning ears and stridor.
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@WishIcouldmain said:
I mean it's baffling Doctor is balanced and even on some maps fairly weak. I mean the OP Calm Spirit crushes doctor (joke don't take seriously).
1. A common complaint is that he ruins stealth. Well you're not suppose to stealth against Doctor. Like you're not suppose to heal against Legion or Plague. (No one says they're OP) Or clump up against an Oni or Bubba. Or stay in Los with a Stalky Boi. So people simply don't like their playstyle needing to be changed a bit. And you can hop in a locker to counter the power. Once more I've seen people simply not move when I go into a locker to avoid his Blast. So some simply just don't change their playstyle. And you get a notification if he'll pop his static blast and it has a cooldown 60 seconds base for reference that's the Cooldown of Blood Echo or Starstruck. Here's the official. Static Blast takes 2 seconds to charge however it has a 60 second cooldown, countered by lockers, and tied to the terror radius.
2. He makes skillchecks harder if you actually know how to hit skillchecks you'll be fine it goes in a different order they don't change sizes. New players will struggle but that won't last longer. And tier 3 madness will have you waste oh no if you can hit skillchecks (if you don't that's your fault not game balance). Less then Q & Qs cooldown.
3. He can spam his power and shut down loops. One you can play safe and drop the pallet early. People do this against Clown. You can do it against Doctor. Shock therapy has a charge time of 1 second with a ten meter range and will deny of you vaulting or dropping for 2.5 seconds and he's slowed to 3.08 meters per second slower then walking Nurse. Now that seems quick the therapy but if you're on the other side of the loop what's the point. He can't blink or phase around to suddenly hit you. And once more pre dropped pallets hurt him. And those ten meters will reach your small basic loops and T L walls. But once you get into monsters like Badham, Mother's Dwelling, or Fractured Cowshed where loops are longer then 10 meters you'll be in trouble and even with add-ons to increase range a significant amount of time will be spent catching them since he has no instant down.
4. He can do so much. Well not as much he has can't zoom across the map like Hillbilly or Blight so that gen across the map is done. Unless your Blast isn't on it's Cooldown then slim chance you stop it. No instant down like Bubba or Oni to cut down chase time. His anti loop and 1 v 1 is good but it's not on the level of Slinger. He is good with many things but not all and minus his anti stealth he's not the best with anything else.
5. His add-ons are powerful. If there's a SWF static blast's side affect are worthless. So he's not a SWF fighter. Now yes in Solo Q he can be a problem his add-ons can create misinformation where there is already a struggle in information with Meg Heads, and CCCs (Corner Care Claudettes). And on weaker survivor maps it's a problem. And you won't know which pallets have been dropped. Mostly a struggle on stronger killer maps. And yes you anti doctor survivor mains. Going like what if he burns an indoor offering with Distressing, Unnerving Presence, Overcharge, and Huntress Lullaby. And double calm add-ons. Okay you're now talking about a niche build on the levels of no power Oni which also needs a map to work.
6. Final conclusion Doctor is definitely not in C or F tier like I made it seem he has the best Anti-Stealth in the game, good anti-loop, a little bit of slowdown and good synergy with terror radius extension perks and skill check perks which falter on everyone else. Without needing a niche build which is cool. But no mobility, no instant down, doesn't dominate outside of stealth which isn't fatal. And people who say he needs to be nerfed have a poor understanding of how his power works. He isn't on S or A tier. But he's balanced he's comfortably in B tier only seeming F tier by the very best and S Tier by the very best. And yes he can be annoying but that doesn't make a killer OP.
Anyone who says he's op just don't know how to drop a pallet early and even then he's still not really OP just doesn't have much counter play, having little to no counter play in chases doesn't mean a killer is OP, look at Death Slinger he has almost as little counter play in chase as spirit or nurse the difference is that nurse and spirit have good mobility as well as being able to down survivors much quicker.
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This supposed to be bait or just a blatantly ignorant statement. I'm gonna assume the the latter cause its more fun.
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I feel it but that's just how multiplayer games are sometimes
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Yes though I was in survivor red ranks for several months while barely playing it and solo queue till I just stopped playing survivor for several months
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100% I play casually and I cant get out of red ranks
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2179569#Comment_2179569
I just think special events should...feel special. Having them every weekend could also backfire - why play during the week when I can get 2x bloodpoints every weekend??
Cause you like the game???, also the 2x BP doesnt need to be a "special" thing. I dont see how making the game less annoying to grind as a bad thing, will it make a very small portion of people only play on the weekends where as they might have played some during the week, sure I wont deny the possibility but it will also make people who otherwise wouldn't have played it all play on the weekends, it would also lessen the chance of people leaving the game entirely because of the grind, and I know people who have done this since I have 3 friends who stopped for that exact reason.