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hillbillyclaudmain69

hillbillyclaudmain69

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  • @Snowbawlzzz said:

    Every perk I want is shoved behind an odd bulb or BNP that I didn't want to spend BP on.

    I don't use ultra-rares because it makes me feel like I didn't really win. The game somehow knows this, and locks the things I want behind them on the bloodweb.

    You do realize that odd bulb actively hinders you right?

  • @TheFrog said:

    I’ve found that Legions are typically the friendliest after that would be Pig and GF.

    The worst killers are Spirit, Oni, LF and Billy, they’re typically the “try hards” and only play the game to win not to have fun.

    Every other killer falls between.

    I don't try hard and I'm a billy main. Then again, I use him for bloodpoints lmao. Bbq and chili is really so good on him and getting more bloodpoints is really nice.

  • @Ghouled_Mojo said:

    Why is there a picture of my ex wife? And why is the word conviction above her head? She’s never worked a day in her life.

    Nice one dude lmao

  • @altruistic said:

    Well you’re one of the few people to admit the aura does something.

    Everyone here will tell you the auras are useless!!

    They are without legion or billy or huntress.

  • @Alphasoul05 said:

    Huntress is one of the most balanced killers in the entire game next to Billy, and while her hitboxes are a bit wonky at times, that's mostly a server issue. The speed of a hatchet it also slower than the speed of DS shot, and you seem to be forgetting that Deathslinger has to reload, which doesn't take all that long, and the Huntress gives you more than enough time to get plenty of distance between her throw, windup and charge.

    Her lullaby also has no reason to be changed because anyone with awareness can hear her coming a mile away and open their eyes or prepare to get to a safer area, which is far more indication than a DS that can easily sneak up on you out of nowhere with M&A.

    And zero counterplay? Well, maybe if you have zero skill, which is something Huntress does take to play. But, you're right, it's the killers fault, it's the hitboxes fault, it's certainly never your fault, you always outplay her and if you can't well, better make a post saying to nerf her in 10 different ways, right?

    Actually a charged hatchet is the same speed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476711#Comment_1476711

    I run leader regularly and it’s extraordinarily useful. Probably one of my most used perks.

    • I can be unhooked faster.
    • I can be healed faster
    • any teammate assisting with healing either me or someone else leads to insanely fast healing without any other stacking (although I will stack other healing buffs for even faster healing)
    • simply running past anyone at a totem, chest, going for an unhook, sabotage, near a gate switch means I’m instantly giving them a speed boost.

    Leader allows me to passively be an asset to the team while still actually engaging in actual objectives, while also still looking out for myself by ensuring I can be unhooked and healed faster.

    That's fair, but the other two...not useful at all.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477963#Comment_1477963

    Right, because it's not a meta perk right??

    https://forum.deadbydaylight.com/en/discussion/comment/1477964#Comment_1477964

    Out of tens of thousands of matches being played every day? I am more than positive your conditions could easily be met and then some by a very large margin. However, seeing as I am neither a developer who has access to such statistics, nor a content creator who records my matches, I have absolutely no reason or obligation to go out of my way and look up that information for you.

    The meta doesn't matter. Not everyone runs it.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477958#Comment_1477958

    1 time use but you've got 4 people running it at one time in one lobby on a regular basis. So call it like it is, it's 4x use

    Not everyone runs it.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475817#Comment_1475817

    Because deleting content of any kind is absolutely dumb and unrealistic, that's definitely a mob. As much as I despise decisive I don't want it to be straight up deleted and removed, it should be reworked into a comfortably balanced state for both sides that's no longer as abusable as it is, but still functions (and functions well) as an anti-tunneling tool.

    https://forum.deadbydaylight.com/en/discussion/comment/1475971#Comment_1475971

    If it were anywhere near that simple, this thread would not be 5 pages long with over 120 comments on it. Eating the stun is precisely the problem, in too many scenarios you have no choice but to eat the stun but it's not the stun itself that's the problem it's the chase you have to go through afterward. I have no idea why people like you suggest "it's just a 4 second stun" that's absolutely absurd, it's a 4 second stun followed by something like a minimum of a 20 second chase.

    Saying it's just a 4 second stun is absurd because that would imply they are standing still after they decisive which obviously: they. are. not. Taking away all factors like map, and killer and for the sake of my point assuming all killers move at 4.6m/s, even if survivors didn't do any looping or vaulting through windows at all and just ran in a straight line it would take the killer roughly 25 seconds just to catch up to a survivor in a static environment. You can get the same number from this simple equation y = 4x + 16 and y = 4.6x

    y = total distance, x = time, 4 m/s is the movement speed survivors move at plus the 16 meters they moved over the 4 seconds they ran while the killer is standing still stunned. You can put this into a calculator yourself if you wanted to check 116 = 4(25) + 16 and for killer 115 = 4.6(25). Assuming lunge distance is about 1-2 meters which is me just spitballing I'm not actually sure about that number, so give or take maybe a second or two depending on how long a lunge is on your average killer.

    25 seconds. Just to catch up to a survivor running in a perfectly straight line, not even considering how long that survivor manages to run a loop after they decide they finally need to drop a pallet or vault a window to prevent getting hit. 25 seconds (minimum) is more than enough time to get a large chunk of a generator done or multiple if you've got different people working on different gens all at once.

    Boiling it down to the "4 second stun" as if it's hardly anything is once again, mis-labeling the issue and deliberately deceitful.

    It's also one time use. If it were both times it would be a problem. You are free to tunnel and kill them once it's gone.

  • @MeatBycicle said:

    How you buff solo queue and not inherently also buff SWF and just make them stronger?

    By implementing in game comms. Make every game swf.

  • @animalmak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477841#Comment_1477841

    If you're running Thana, people will need to heal to avoid gen slowdown, so after someone mends, it procs to show healing. And if people decide to heal against Legion with or without Thana, it procs for that too. I like it for when people haven't touched gens again yet because it helps me find them while patrolling, and then I can get a read on most everyone if I Frenzy again.

    Oh ok I get it now. Thanks.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477838#Comment_1477838

    Yeah that's what it appeared in a more recent video that I was watching. If a survivor keeps running, then the deep wounds won't apply until they stop. That's just an incredibly bizarre design choice. I can understand if it's ticking down slowly, but it shouldn't stop altogether.

    They did that so you can't frenzy and chase them until they automatically go down.

  • @Tsulan said:

    AshleyWB said:
    Its just really dry at the high ranks. Always the strongest killers. They play the same way run the same perks I want variety when I play there. It's not that I don't want killers to stop killing. I want them to try out new things. 
    Survivors gen rush and there's nothing a normal killer can do against it. Killers are forced to use ruin, nurse and billy on high ranks. Don't you think, people would like to play other killers? But not with the current balance.

    Gen rush isn't a thing. Its called good survivors capitalizing on you not being able to apply sufficient pressure. In other words, saying genrush is just as ridiculous as saying someone is "killrushing." Any killer can stop survivors from doing objectives. Get better.

  • @MusicNerd_TC said:

    That movie is the literal definition of torture porn. God please no.

    and saw isn't? Lmao

  • @animalmak said:

    I love playing Legion because it's just a whole bunch of stabbing, and I like feeling zoomy in Frenzy (and being able to fast vault as a killer). But I can definitely see where your frustration comes from! I never got to play Legion when multiple stabs would down someone, but there's definitely a method to playing them.

    The perks you mentioned don't apply to Frenzy hits because they're not considered basic attacks. It's the same as if you hit someone with Huntress' hatchet; things like Franklin's wouldn't proc. But there are a lot of other perks that do well! Pairing slowdown perks like Thana with Legion means that people /have/ to heal to not have the gen speed debuffs, and Frenzy is the most efficient power at getting every survivor injured in a short period of time. And the deep wound timer starts going down once you're out of chase with someone, so if you do stab everyone in Frenzy, everyone else you're no longer chasing will need to mend. It may not be the most time consuming (there are addons to make it longer), but it does keep people off gens for just a little bit, giving you that time to down the last person you frenzied. My favorite add-on combos for Legion are a frenzy end-stun reducer + one of the blades.

    If you can, see if you can get people to play in a custom match with you. Just mention that you want to practice your Legion and the timing with hits while in Frenzy. It's the closest there is to a practice mode currently (which I definitely would love to actually be an option in the game!).

    But overall, my favorite part of Legion is just constantly injuring people with Frenzy. Even without Thana, people will eventually stop healing because they just want to get gens and be out of the match, and that's when you'll start getting your downs/hooks. If you have Nurse's Calling, definitely run that. Nothing is more satisfying than frenzy-ing two people in the middle of a heal tbh.

    Why nurses? Mending doesnt proc it.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477811#Comment_1477811

    Thank you! This is really helpful! Knowing that the deep wound status effect starts going down the moment you run away from a survivor is good to know. The videos I was watching made it seem like the status effect could stay forever paused so long as the survivors didn't stop running.

    Thanatophobia and nurses calling make sense to run on Legion, but what else would you recommend? What are some good builds? I imagine corrupt intervention could work well.

    It is forever paused if you keep running.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477702#Comment_1477702

    It does not help you get better at the game for sure, but its power is undenyable, especially against solo survivors. I dont run noed because i want to earn my victory, but Noed is for sure not weaker then perks like Spies from the Shadow, Remember me or Iron Grasp. Just because it has a really bad reputation does not make it a very effective perk for Trapper?!

    Actually remember me and iron grasp can help you. Noed won't against sentient survivors. I haven't been hit by noed in months. I do bones, and so do good players. I never said anything about it's reputation either. Its just not a good perk.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477633#Comment_1477633

    I dont know about Ruin tho, it is really not that great on Trapper imho. He has low mobility, needs prep time... there are many killers where ruin is better. Trapper has hard time forcing people off gens. In the late game it can be useful, but lets be frank, how often does ruin survivor early and middle game? 2-3 of 10 times? Maybe.

    What makes you think noed is not a great perk on Trapper?

    Its a crutch meaning you can rely on it even if you fail. Not a good perk to rely on. Noed itself is d tier.

  • I like to be bold enough to piss the killer off enough to facecamp. Its always so fun to loop for 3+ gens and watch them want you dead so bad. Thats the reason I got good with flashlight and pallet saves lmao.

  • @timbologna said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390699#Comment_1390699

    So essentially you have to kill the survivors after they've already gotten their pips

    Why do you want to ruin others gameplay so bad? What did they do to you?

  • Wow. You really get upset over a character model crouching? Grow up.

  • @JesterClown said:

    So I was looking in custom games as survivor just to read over survivor perks. I was looking at many of these perks like distortion, alert and especially detectives hunch and I was just wondering about why many perk builds that you see in red ranks are so unoriginal and not varied. There seem to be many potentially strong perks and builds that you can run for survivor. When I saw detectives hunch I just thought about how insane that perk is. More perks that I would consider to be strong are

    Alert: Easy information with little commitment on your end and no real requirements, likely will go off at least three times, more if the killer is running pop

    Autodidact: After 3 heals you get to heal extremely fast, with this you no longer have to worry about using medkits to heal fast

    Botany: Just a strong healing perk, straightforward.

    Dance with me: Paired with life and quick and quiet it can

    Dark sense: Similar to alert, little commitment with good information

    Detective hunch: This perk is literally crazy, you get so much info

    Distortion: Its slightly niche, its kind of countered by bbq so I can understand why its not run often

    For the people: An instaheal

    Inner strength: We already know about this perk but in my opinion its still underused.

    Leader: Basically a second prove thyself

    Pharmacy: A good perk in healing builds

    Saboteur: You can sabo hooks without a toolbox

    Well make it: You can get great healing for 90 seconds, even letting you heal on hook.

    Soul guard: This perk is definitely underutilized, it has a purpose as an anti hex perk, which I would say is good due to ruin being slapped onto many killer builds when theres nothing better to run.

    Theres likely more that I have not mentioned, those are just the ones that caught my eye, but you get a general idea that there are many strong survivor perks. The only viable survivor perks aren't just the exhaustion perks and ds, through my searching I have found 13 perks that I would consider to be a mix of solid and strong. With this in mind, I genuinely disagree with any survivor who believes that survivors options are very limited or that survivors have very weak perks, which are both untrue statements. There is so much room for creativity in builds for survivor, yet a very common complaint in red ranks is that there is no build diversity. This is not due to the fact that survivors perks are weak at all, it is completely the fault of uncreative survivors. There is so much room for originality yet it feels like there are so many builds that use the same 6 perks.

    Before anyone mentions how killers are the same way and run all the same perks, they really dont. Killers often try to find new perks builds with niche perks, as we see with killers trying to tech in forced penance into legion or oni builds. Killers will likely begin to utilize franklins demise and lightborn with those buffs. There are many examples of killers trying perks that arent just the usual stuff like save the best for last, BBQ, and pop. With all this said, survivors should begin to utilize the many solid perks at their disposal.

    How are pharmacy, leader, or saboteur good? Seems to me like you havent tried them at all and thought they sounded good on paper. Those perks are not good at all in actual gameplay. Leader doesn't even apply to gens so exactly how is is a second pt? Saboteur is only worth in a swf with breakout, and pharmacy is a one time use perk that doesn't even give anything good. Please actually use the perks that you think sound good on paper.

  • I hate it as survivor and love it as killer. I love a good challenge.

  • @Squirrel_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476134#Comment_1476134

    What I do is study each survivor's playstyle. Survivors will play differently against you so you can't always stick to the same playstyle for every survivor. I'm not a pro tho lol. That's all I know about her.

    Thats good advice. Thank you.

  • Claudette bc I leveled her up first and stuck with her(not a blendette btw)

  • @Squirrel_Thicc said:

    I'm a nurse main on ps4. Here's a summary of my last match. (Kinda long btw).

    I don't consider myself a great nurse but I did incredibly well during the match. Especially considering I was on haddonfield. All of the survivors were purple and red rank. I'm rank 8. 1 gen done the whole match. The only person that could even somewhat juke me and loop me was claudette... everyone else got downed in a few seconds. I got a 3k and let cheryl go at the exit gate.

    After the match was over cheryl messaged me "ty".

    A RANK 3 p3 ace messaged me "tunneling will get you band soon so have fun". For context... he kept using self care right in front of me. I even gave him a second chance by slugging him when he was on death hook. He then proceeded to start using self care... right in front of me. He couldn't even spell banned right smh.

    Then the other ace messaged me. "You're not good my team is trash chill". Just imagine thinking you're so good that you call a nurse on console bad for destroying you. And he was by far the worst at running me around out of all of them.

    Utterly pathetic but I found it funny. (This thread was just for fun btw).

    Not related to the topic but do you have any tips for playing her? I'm on ps4 as well and ive been trying to learn how to play her. But about toxic survivors, just honestly get used to it. Ive met so many complaining about me playing billy, spirit, freddy, deathslinger, legion, and infinite Myers. Its so common and Idk why people complain about me when they need to get better lmao.

  • @xenotimebong said:

    Full disclaimer: I play both sides but I’ve never played Oni, I didn’t buy the DLC so I don’t own him.

    Aside from the obvious early game stuff (play safe and don’t get injured to avoid him getting his power, which is kind of unrealistic in random solo lobbies), what do I do against Oni in Blood Fury? It seems like he once he gets his power the first time he just keeps getting it super fast after that, and it doesn't seem like there is much actual counterplay to his power besides hoping that they're bad at aiming. But I'm happy to be wrong and I'd love to get some tips to help me survive if so. Thanks!

    There's two things that I do. At a loop, I loop normally. In a deadzone, I 360. 360s are very consistent against a blood fury oni.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475720#Comment_1475720

    And you speak for everyone? That lame anecdotal excuse is hardly worth anything. I can just as easily tell you how many times I've had DS used against me boldly and offensively to singlehandedly win matches where everyone and their mother is running DS so I'm forced to concede pressure and have no means of any kind of counterplay without being pinned in a situation where I'm stunned and have to go through another chase all over again. Hell there's a reason why Scott calls the classic DS-Unbreakable combo "the small pp build"

    https://www.youtube.com/watch?v=v_vLlMdu1Sc&t=4s

    But note that most of this video talks about Decisive Strike, because by itself Unbreakable isn't as much of a problem as DS is.

    Even if I hadn't thrown up Scott's video to corroborate what I'm saying, anecdotally speaking my word is just as good as yours and therefore that would put us at a standstill.

    On top of that the real difference is, these threads are cropping up because people want to see Decisive changed, not because they want to see it stay the same. Pages full of dozens of comments and hundreds of views, all receiving lots of attention, and many pushing for change.

    It isn't a powerful perk unless it's endgame. Its a 4 second stun. Eat it and kill them.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475684#Comment_1475684

    That's a very grandiose way of saying it's unbalanced. You took a dandy term just to make it look "nicer" and less outrageous by deceiving other people by purposely mislabeling it as "anti-momentum".

    It's literally the exact same principle exemplified by Brian in that episode of Family guy where he tries to make Herpes seem less bad by calling it "Boppo"

    https://youtu.be/LXpl03-xUCw?t=56

    When I play killer I have no problem with ds. And although I'm a survivor main(was killer but l2 on my controller broke so I cant use powers until I get a new controller I changed it to square so now the only killer I can play are legion, hag etc.) I have never thought of it as unbalanced. I havent gotten hit by it in months. I go for other people, slug or eat a four second stun and kill them off early game. Ds unbreakable isn't really a problem for me anyways as i go for more slugs than hooks. I slug early game and typically use up unbreakable then. Either way I have two people at least off gens so I'm chilling.

  • @PodgeNotRodge said:

    From what I remember, I know they have slightly increased the radius to interact on the likes of windows while also having issues to which action gets priority I.e Self Caring on hatch, self caring instead of dropping pallet, if a survivor is on a hook beside a locker or window, will prioritise jump before save. But seriously, I've had enough of this cause prioritising is a joke now that hasn't even been fixed. I had a totem tucked in a corner on Saloon and a pallet was beside it. I stood still, looked at the totem and it literally pulls my character backwards (slides her across the floor) to drop pallet, alerting killer WITH NOED to my presence. The funny this is that the camera still looks at the totem when I'm dropping 🤣🤣🤣 this f#ckn game man.

    That's happened to me so many times lmao.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475625#Comment_1475625

    Lol tell me when the devs said it was anti-momentum? That's the first time I've ever heard that made-up bullshit. DS is a problem at all times because it's most commonly used to facilitate aggressive plays, why should I be forced to go for someone else when the person so confident and cocky because they have DS is repairing a generator or cleansing my hex: totem right in my face? Why should I be forced to find the immersed P3 blendette that's been getting all the saves when the cocky guy with DS is running around fast vaulting and leaving scratch marks everywhere and making no effort to hide his presence because he's got 60 second invincibility? Who do I go after if the guy making an unsafe unhook was also recently unhooked within the last 60 seconds and BOTH of them are running decisive? Do I leave them both and concede all forms of pressure I have worked to gain up until that point?

    All three of those commonplace scenarios are all complete bullshit, and are perfect examples of why Decisive is unhealthy and unbalanced in it's current state. It also proves how disconnected you are from the problems that this perk creates.

    The 60 second invincibility as you call it is exactly why its anti momentum. You lose momentum. You just proved my point for me lmao.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473897#Comment_1473897

    DS is meant to be anti tunnel. Therefore it requires restrictions to succeed in that purpose rather than being an aggressive perk that rewards survivors for doing nothing except getting caught, making it a low skill perk that anyone can easily abuse. Especially when used in conjunction with other perks like Unbreakable, Adrenaline, etc. which aren't problematic on their own, only when used with the current incarnation of decisive. Even more so when we shift the conversation from a decent solo squad to an SWF team.

    Ok tell me what dev said it was anti tunnel. It was never meant to be anti tunnel. Thats the community saying that. It is anti momentum. Just go for someone else. Ds is only every a problem at endgame. Its a 4 second stun. 20 seconds later, theyre hooked again and its gone. Ds unbreakable is also fine as its one time use. Slug, get rid of unbreakable and avoid ds. Or eat the stun so its gone at endgame. Ds is fine.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473883#Comment_1473883

    And it's still too strong now even with being an "anti-tunnel" perk, but only because it doesn't actually succeed at being one despite that being the intention.

    Ds is not anti tunnel. Its fine in its current state. Slug, or go for someone else. Or you could not be a whiny ######### and eat the 4 second stun.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472049#Comment_1472049

    It clearly is and you're lying to yourself and deceiving others by saying otherwise. After they made it so that the condition for DS to be triggered was you had to be hooked first that was clearly and undeniably the purpose, there is no other argument to be made there. There is no other reason why they would add that condition of having to be hooked recently if that was not intention.

    As for your middle statement, I refer you to Scott Jund's analysis on "whataboutism".

    https://www.youtube.com/watch?v=7007JzDroCM

    They did that bc it was too strong before. It is still not anti tunnel.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473763#Comment_1473763

    I find legion to be fun and yeah nothing scarier to me then seeing the people getting Deep Wounded and thinking OH GOD CAN HE SEE ME AND AM I NEXT?! lol I like most the killers. =)

    I love juking the ff hit lmao.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473436#Comment_1473436

    I don't really mind any of the killers. I agree there are certainly some that are much more stronger than others but for example people say legion is the worst. I love legion and how fast he is at getting around the map to pressure people. I think he has become one of my best killers. I just chop it up to all a learning experience, like when I see spirit I learned there is a good chance we will all die! LMAO jk jk

    Have a great weekend! =)

    Lol I like legions who chase you. I like the chase interaction.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472056#Comment_1472056

    Just to play devils advocate here your point to Pyramid head and DeathDingleBerry is to have good Reaction times. This could also be said with the Spirit. I mean you see her shell of a ghost standing there you could simply tell she is in chase then and either walk or vault a window and hope you reacted well enough to block her. I think they are all personally tough to go against but personally and I know it's dumb but I would rather go against any one of these than a Doctor any day. I mean at least with these ones they have to find you as with Doctor they just spam zap and you scream I AM HERE! lol......In the end it is always a learning game and thankfully each match is not the same.

    Happy hunting or surviving and I hope you have good luck in your matches! <(^.^)>

    I don't mind spirit anymore since I run spine chill and iron will. I don't mind doc bc its very easy to loop them. Just dont throw the pallet early and make distance. You should only hate doc if you're extremely stealthy.

  • @DelsKibara said:

    Demogorgon - Ability to replace his portals, make it so activated portals still allow you to teleport to them before they disappear from your aura reading.

    Deathslinger - Not necessarily a power change, but replace his Ultra Rare Add-ons with instantly pulling a Survivor into you and having 2 bullets every reload.

    Pig - Have her RBTs be more of a consequence during Endgame, having them beep red the closer the get to the exit gate and exploding if they try to get out (this used to be how it works), forcing Survivors to complete one final objective before they could escape.

    Trapper - Have him have all his traps at once, cannot re-pick up traps that is higher than the bag limit at the start of the game.

    Maybe these are just straight up buffs, but I feel like these killers do need them because they tend to be less of a hinderence to their power and more of an annoyance when playing them.

    Not all his traps thats way too op. Just trap around 3 gens a boom. 4k.

  • @bingbongboi90 said:

    SWF can fight lower rank Killers if one of Them is also lower rank. So you know they are smurfing and want to Bully the killer.

    If i see a 4 man swf in the lobby doing this i will definitely leave or play bubba basement because i am not playing that game.

    Yea smurfing should not exist.

  • It's a reference to deathslinger. Ads means aim down sights.

  • @CertArn said:

    Wounded surv. is slower, louder and basically easy prey. Why healing is bad then?

    Anyway, running around like burned dog is maybe best option and sadly sneaking not. But i like sneaking, not running, so maybe dont tell anyone how they should enjoy games? Thats what i call Bad Habit.

    If anything devs should balance Sneaking=Running.

    They aren't slower. Good players will typically be injured the whole match.

  • @Tsair said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472083#Comment_1472083

    'Most people' should not be included when talking about optimal play XD Optimal play at pallets and windows is what defines the strength of a killer in chase, essentially. Optimal play for phead is omnipotent.

    Still though it works a lot. It rare to get someone who doesnt fall for a good window fake, even at red ranks.

  • @Tsair said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472080#Comment_1472080

    No it doesn't. I play pyamid head. If someone fakes, I just hit them. If they jump, you have time to react to hit them once they do.

    Well its still 50 50. Most people aren't sentient enough to do that.

  • @Tsair said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472056#Comment_1472056

    A good pyramidhead doesn't give you reaction. They don't use their ability randomly, they use it at pallets or windows to guarantee a hit. Stick sword in ground: They jump? Ability hits them while animationlocked. They don't jump? Remove sword and hit. I play a lot of killer, and this is the strategy I use. There's no counterplay to it other than prethrow pallets, but then it's just a bloodlust chase against an m1 killer. And if he's too close when you prethrow, you get hit in that animation. Meaning you can't leave that pallet and go anywhere else, because he'll be too close for any windows or pallets, then.

    Fake the window. It works more than you think. Also you can loop normally against him.

  • @Thiccsty9 said:

    https://us.v-cdn.net/6030815/uploads/7IS8OHX6UHNB/desktop-screenshot-2020-07-23-21-46-02-75.png

    So ever since this new and "better" matchmaking went live I get put in games like this... Its the exact opposite of fun to get farmed by a swf 4 stack that had a combine hour total of 7000+ I literally have less than 150 hours in the game...

    I understand that its "skill based" and I should feel happy I'm considered a good enough killer to play these people. The ######### thing is I literally just do not have enough hours to have enough perks to be able to compete in some of these lobbies. I mean for ######### sake look at the ######### build I'm running because its simply the best build I have on Legion.

    If we're going to match people based on skill they need to make it easier to unlock perks so that I can compete. All this new system makes me wanna do is afk for like 200 games get a ######### mmr and start farming people. Obviously I won't do that but man do I totally understand why other people do.

    As a new player going up against a group of people with literally 50x as many hours is just flat out not fun...

    Thats not that bad. Earlier I was in a two man for a head on video. (Were both red rank btw) and got two rank 20 teammates, and a rank 11 killer. Trust me it can get a lot worse than that.

  • @azame said:

    Alot of people believe these these three killers have counterplay so I decided to make a thread going in depth the reasons why they lack counterplay. If I am wrong and you they do have counter play feel free to provide it.

    Spirit:

    Spirit lack of counterplay comes from the fact that her power has no tell in a chase leaving the survivors mostly in the dark. This lack of tell leaves survivors to guess. This guess is very much in the spirits favor. Add stridor into the mix and you have a broken build more on that later.

    The reason the guess is in the spirits favor is because she can stand still observe your moves and act accordingly. If you walk/run away she phrases to your location and hits you, if you walk towards her she hits you. Against a good spirit there isnt much you are able to do and you are pretty much choosing which way you prefer to die. If you are injured it doesnt matter because like I said a good spirit is immediately phasing towards you and downing you.

    Stridor spirit is a dirty build and has really.no counterplay. This is because it counters iron will which is usually the reply to "how do I counter spirit." When you are injured you are counting down the seconds until your death. There isnt really much to say on this because the majority of spirits run this.

    Deathslinger:

    There isnt much to cover mostly his zoning and quick shots.

    I'm gonna start with his quick shots. The quick shot shoots in less than a second it shoots very quickly you can not react to that. Because you can not react to his shot you have to guess when hes gonna shoot and dodge accordingly. This is the problem let's say you are dodging preemptively you are losing speed and distance, then he can get up close and m1. You either guess right and he misses. Or you dont guess right and he walks up and m1s you due to your constant dodging.

    His zoning is insanely strong and oppressive in chases. He can ads in and out. So let's say you are running from a deathslinger and he aims then you dodge. You start losing speed and distance then be does this a couple more times and now he had caught up and m1'd. His zoning strength comes from the fear of being shot and the fact you have to guess.

    Pyramid Head:

    Pyramid Head is short and sweet his zoning is far to powerful for how easy it is to do. Let's say you are running towards a vault and a PH is behind you, you vault he hits you with his range if you fake he hits you with his m1. The problem is there is zero delay after cancelling his punishment of the damn to m1. I have footage of this if you want proof. That's really it for PH

    Final:

    One more thing before I go the usual answer for all of these is to rush gens but then gen rush is complained about kinda confused here but that's all for now. Until next time.

    Pyramid boi and quickscope boi have counterplay. Its called having good reaction times. Spirit I do agree with tho.

  • @Seiko300 said:

    Soon. Hopefully.

    https://forum.deadbydaylight.com/en/discussion/comment/1194009#Comment_1194009

    It has already been reworked, and then immediately after survivors figured out how to maximize its output and abuse the perk to its fullest extent, hence the need for another rework, again.

    One that puts it in its place, but still achieves its original purpose of being an anti-tunneling perk (and NOTHING more) for good.

    Allow me to explain:

    DS - Problems

    A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility. They're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.

    This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it"

    DS - Solutions

    It should be deactivated under numerous circumstances:

    First and foremost it should be deactivated upon entering a locker, everybody knows this stupid trick, it's annoying to deal with, and provides a survivor 100% protection since they won't even be in the dying state. A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box.

    DS is also meant to be an anti tunneling perk, so it should be deactivated after that purpose is accomplished. NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate. If you are that far away, you are clearly not being tunneled and there is no reason for you to have the perk still active.

    It should also deactivate if you begin repairing a generator, DS is a self preservation perk, it is meant to keep you alive immediately after the unhook. So if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active. This way baiting a killer into accidentally grabbing a survivor off a generator is no longer viable again, taking away that misplaced sense of security that survivors should never feel.

    This also introduces an interesting dynamic, if there is one generator left, it's at 80% and the killer is chasing somebody but close enough that you can hear a heartbeat, do you try to repair the generator? If you do you lose your temporary basically-invincibility but you could repair the generator (popping adrenaline probably) if you don't you might be able to keep your DS maybe even use it and find the hatch or something. This forces survivors into weighing the risks vs. the reward and is a far more interesting gameplay and a tense situation than "Hehe DS will protect me, all gens done time to pop 4 adrenalines now look who's the 4head".

    Concluding

    These are absolutely necessary changes, those who say no are the ones who are keen on continuing to abuse an unbalanced perk.

    However, it's important to note that none of this changes the primary and original goal of the perk who seek to gain that benefit: The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time is preserved, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    This is what the perk should be used for, and absolutely nothing more.

    D's locker strat is fine. If they fix mori off first hook then I'd agree with you. Also it's not anti tunnel. Never has been never will be. Its anti momentum.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471644#Comment_1471644

    truth be told didnt think of that, just leave vaulting out i guess?

    https://forum.deadbydaylight.com/en/discussion/comment/1471651#Comment_1471651

    unless the killer mind games you with iron maiden, in which case you out played yourself trying to dodge BBQ

    Yea lmao. Every vault would be so safe.

  • @Dsalter said:

    i mean both are clearly over-performing if they are in pretty much every build, spine chill especially breaks the ability of stealth of several killers while BBQ allows you to pretty much counter any form of stealthing, especially doubled down with either iron maiden or doctor's powers.

    i mean the whole idea of DBD is that its considered a horror game, doesn't having a perk that works from basically just beyond most killers terror radius and know if they are looking at you sort of take the "horror" from the aspect of a horror game? at least premonition has a cooldown.

    BBQ not only rewards you for hooking someone with more points but simultaneously rewards you for hooking by letting you find other survivors for a whole 10 seconds just outside of most killers terror radius taking away some of the skill of tracking along with denying other survivors any real stealth, seems kind of cheesy right?

    my solution for both of these is:

    nerf spine chill to 12/16/20 range for it to activate so you can still get the "oh no im being found" aspect of the perk without completely nullifying a good portion of the killers ability to ambush you and upgrade the speed boost to 8/16/24% so you have that risk reward of finishing what your doing now or legging it before they grab you.

    reworking BBQ so that instead of revealing survivors outside the hooks radius it reveals them INSIDE the hooks radius allowing you to know if anyone was following you to attempt to break hooks or borrow time unhook and maybe even while revealed they suffer from the exposed status so that they are punished for trying to follow the killer rather than fearing them which in turn will buy the killer some time knowing that a survivor is not nearby or if they are they get a chance to punish them for trying to unhook so soon.

    now your probably wondering why BBQ didn't retain its bonus blood points? i personally think perks that boost your gains outside of matches influence how often something is used to much and with the possible buff to blood gains in future maybe its about time we change those perks to be more functional, speak of...

    surprise rework idea for distressing perk for killer and we're gunna live forever!

    We're gunna live forever can actually encourage people to play quite destructively, selfish or toxically due to the bonus blood points, so instead of speeding up healing or bonus blood points i suggest that if the survivor unhooking is healthy they are blood bound to the injured survivor, if the healthy survivor takes a hit within 12 seconds that survivor is put into the injured state and the injured other survivor is healed by one health state.

    if the unhooked survivor is hit within 10/11/12 seconds of being unhooked the blood bound healthy survivor instead takes the damage and is put into the injured state and the killer is flashlight blinded for 3 seconds.

    this rework will discourage tunneling and rewarding sacrifice and protection over the current "i want my blood points" mentality it currently provides.

    Distressing now not only increases your terror radius but survivors will breathe 50% louder or 100% louder if they have been inside a locker for 7/6/5 seconds or if you are looking their direction (including inside a locker)

    this will make stealthiness harder around distressing without making it impossible and reward a killer with good audio perception similar to how whispers is the spine chill for killers this would be the premonition for killers

    Only reason spine chill change wouldn't work is vault build is good enough as is. Imagine 33 percent vault speed increase. Thats insane.

  • @Unfun_Tunnel said:

    Imagine playing a pretty good game, outplaying your opponents, defending gens pretty well. Then you get 3 kills and you get "entity displeased", I mean seriously? Killer's objective is to kill survivors so if 3 of them are moried/sacrificed/have disconnected you should never get -1. Even if I kill 3 people with mori, but hooking them at least 2 times, it should be a brutal killer, nothing less.

    You can pip off second hook moris at red ranks with legion.

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