hillbillyclaudmain69
hillbillyclaudmain69
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1702400#Comment_1702400
Yeah, it doesn't count as a loss if you dc before the end... JK
Lol I'm being serious. Ive actually never lost with her.
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@Tsulan said:
Because killers are obvioulsy OP.
Haven´t you seen the stats, where Pig is S tier and the Clown is more lethal than the Huntress and Nurse?
I mean, ive never lost as pig so...
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@BenOfMilam said:
We'll Make It has the magical property of ensuring you'll always go against Plague or an OSD killer every time without fail ;)
And that's on why I don't run healing perks
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@lowiq said:
https://forum.deadbydaylight.com/en/discussion/comment/1693247#Comment_1693247
Nurse is extremely fun. Nobody wants to spend the 15 hours it takes to learn her to a playable level.
I spent three months in her and am loving the easy 4ks 😆
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@Iron said:
https://forum.deadbydaylight.com/en/discussion/comment/1693247#Comment_1693247
I'm with you on that, I've loved playing as and against nurse for a very long time.
Also I've played 2 games with revamped PH and feel he is much more fair and fun than before.
I haven't played as or against the New PH yet lol. Its been ALL ######### LEGIONS LIKE GIVE ME A BREAK I JUST WANT PH! That's been my day 😆
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@batax90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693224#Comment_1693224
I cant really see that kind of scenario happen. If your the last survivor you should try to find the hatch if the killer close the hatch the EGC start. If the killer bodyblock you in a corner and you still have some teamate up the survivor will finish the gen open the door and the EGC will start. Honestly i dont know how a survivor can be bodyblock in a corner whitout the EGC starting
I've been trapped in a corner before. My teammates were tbagging at me and wouldn't do gens. Sometimes the killer will cooperate with other survivors to grief.
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@ClickyClicky said:
Actually they have much more time to avoid hits now.
I agree he looks clunky though. Many killers do. Compare that to how responsive survivors feel. I get they want to balance things but there comes a point where its just not fun anymore, Nurse being a good example.
For the most part hes been made unfun to play as and severely hurt on loops. Exactly what survivors wanted. Now I guess the few PH’s out there that didnt feel the need to tunnel will be compelled to do so like they are with all weak killers.
I swear to god I'm the only ######### person who find nurse fun to play as and against.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1690758#Comment_1690758
Then the devs should do better, BHVR isnt an indie company, maybe they should put some effort into their game
You forget that they're a company. They don't need to fix everything wrong with their game ASAP. In fact, it would be counterproductive to do so as they aren't getting paid for it, unlike cosmetics and new dlcs.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1690696#Comment_1690696
Yeah but how can the devs differentiate whats intentional and whats not? You could accidentally come across some bug and then get banned for it, no?
It wouldn't be permanent. To me, it sounds like youre trying to defend yourself because you exploit bugs and want an excuse.
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@batax90 said:
The only side who can hold the game hostage is survivor and they need to be 2 or more for that to happen. I know the DC penalty are back but its only 5 minute and its not like you encounter that kind of toxicity everyday
The killer can bodyblock you in a corner.
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@carnage4u said:
I understand and have seen some clever use of putting a generator to 99% or healing to 99% based on perks/builds and I understand why people put gates at 99% (gives more time to save survivor, not trigger certain perks, or more time to troll even)
It just bums me out the gates don't regress a decent speed if let go. Mainly because two killer perks that are questionable useful already have so much less value, and its such an easy tactic to extend the game (and usually only in survivor favor)
maybe this was different in the past, but I'd like to see the gates regress at a moderate pace when let go. (sure sometimes the killer scares someone away) but it would be nice to still see some regression in that scenario.
That is my Ted talk
Yeah...no. Egc isn't meant to be a pressure tool for killers. You can open the gate yourself. If you want to use bloodwarden open the gate yourself.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1692789#Comment_1692789
Half of the map is always deadzone; it is killer sided and if I get it as killer, no matter my build, I'll win, because of this.
It really is. I played a killer I haven't played since January(plague) and won really easily, even though can't aim VP at all.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/199243/bl-shadow-nerfed
Because that was a dumb exploit to begin with.
Hows it an exploit? Its literally the only place you can activate it.
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@Zorae42 said:
Dude, you've prestiged. Go play someone else until you've got enough bloodpoints to level up your prestiged killer again.
Unlike survivors, the matchmaking for killers is separate for each one. So if you played a ton of Meyers but not a lot of Wraith, then you'll face easier people with Wraith usually.
What you're suggesting would make the game unplayable as survivor at low rank.
No the matchmaking is the same. They removed mmr.
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@Blackscales said:
https://forum.deadbydaylight.com/en/discussion/comment/1689416#Comment_1689416
Branching off my original post, in order to balance it better the killer starts off slower than their typical speed so they need a couple hits just to get up to normal. That way you don't start out the game with being faster from the very first hit but gives survivors a good bit of hope if they are decent at evading and can avoid getting hit at all. Like The Shape's basic ability, you can only hit each person maybe 8 times for a maximum effect of 24 hits with 24 tiny speed boosts.
That would be a nerf. Leave movement speed alone.
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@tarotking said:
Low-key I am hella down for survivors to be slower n stuff.
My ranking is super super low and I still get paired with really really high level survivors who it seems like they've been playing since launch. At this point I barely play because as a killer main, I don't find it fun to have to deal with toxic survivors like you have. If Nintendo did refunds, I'd be annoying the hell out of them for one honestly. Unfortunately, they don't, and Ive wasted my money on a game I thought I'd love.
This is a game mostly meant to be played with you and your friends or else you'll have to deal with toxic people on both ends
How is it toxic to win? Its not their fault matchmakings broken.
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@D_1031 said:
I propose an idea, that every time you are hit by the killer you slow down. This is to give a killer a chance. Here are some ideas:
Across all ideas: You begin slowing down after your initial burst of speed to get away
1 You get hit, you leave blood like normal, but gradually slow down. An energy bar will show this effect.
2 You get hit and it works like being hit by legion, except across all killers.
3 It works like legion, except that you leave no scratch marks for 8 seconds.
You reset your energy if you get up to full health from a med kit.
The problem here, is that when people have the ability to run full speed after being hit, the killer might have absolutely no chance. If this is wrong, correct me, maybe I and others just need to learn our killers better.
Another idea is that all killers get more energy every time they hit someone, and their speed permanently increases, or it stays fast until all survivors have healed themselves 100%
Just trying to balance things, because survivors have all gotten so many abilities now, it seems to ME, and I could be wrong, almost impossible to get more than 2 survivors.
Yeah....no. Killers are mostly fine where they are at and the ones who arent shouldnt have that kind of buff.
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@timbologna said:
How exactly do you pip as her if you can barely get chase points?
You blink. I'm not going to tell you how to play her, because as a nurse main, I believe all nurse players should have their own playstyle. But I will tell you one thing: dc if it's Midwich. It has a lot of places you can't blink.
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@Dead_by_Gadfly said:
Go play killer, get to r1 without ever camping or tunneling. I dare you. Show us how God like you are
That's easy. I did it. Its a little thing called NURSE
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@FFabeq said:
title.
Bully swfs are fun. I slug the whole team 30 seconds into the match.(I main nurse)
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@crow13312013 said:
https://forum.deadbydaylight.com/en/discussion/198817/ebony-mori-vs-devour-hope
Its OK to keep them because people let's say they tbagging pallets & trolling the killer its for those survivors or any1 caught by the killer or gets in the way
They arent fair. If you don't agree you're entitled, no exceptions.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1688756#Comment_1688756
^ this.
You cant keep Ivory Moris like this, the only "good" thing about them is that they are kinda rare compared to Ebony Moris, which are the most common Moris. Removing 25% of the enemy team early is basically a win.
Also, to add - Devs said that Key and Mori Changes might not come in the same Patch. So we will see the Forum burn if one of it is changed and the other thing later. :>
I hope they do a shadow nerf to them, because if they don't, everyone will spam them until they run out on every character. The game will be unplayable for weeks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1689974#Comment_1689974
I understand you as well and I rejoice when I find a good Claudette main that isn't toxic and helps the team, but they are so rare.
I was a toxic claud main, but I was toxic to the killer. Now, I'm the same thing but with feng.
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Freddy
Slinger
Spirit
In that order.
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@ThePolice said:
They should change the bar when working on a generator to be yellow cuz its faster
Its red bc theres a progress penalty for how many people are in a gen.
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@Kamizake12 said:
PERKS: DS + UNBREAKABLE "SMALL PP" COMBO IS NOT OP AND SHOULD BE NOT CHANGED.
Small PP survivor Combo vs a good killer (I asked if they were good killers on end game)
These were my matches back to back and it confuses me so much that many threads here ask to nerf this combo of "Ds + Unbreakable" because "it's so OP", "It obliterates killers", "Makes the game unfun" and etc.
Like you can just dont tunnel and slug to counter this but no. another argument is "Any Killer with half a brain would slug you for 60 seconds"
Are you guys playing the same game as I am? because the last time I checked it's 1v4, take a look at the videos of the "Overpowered small PP build" against a Good killer and a good spirit. While I am being chase the killer just slugs or doesn't tunnel effectively destroying the combo. A survivor can't just walk away when they're being tunneled
In my honest opinion all the people who complain that this combo is super op on highly mobile killers are just lazy to find slug , too lazy to dont tunnel cause y'know it is more easy to tunnel or just want to 4k every game
TL:DR - YOU PEOPLE WHO COMPLAIN ABOUT THIS COMBO AS OVERPOWERED JUST SUCK AT THE GAME, GET GOOD! (Like the killer at the video.)
@lowiq done
This is great. Take my upvote lol
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1685503#Comment_1685503
Somewhat often, actually. I'll see if I can grab you some postgame screens when I play tomorrow. About every 3rd match is 3-4 people playing together, one with OoO. Always Claudettes, for some reason.
Spinechill negates stealth and 'looky' killers amazingly hard with almost no way to counterplay, unless you want to try scouting gens while running backwards.
And yes - this is a strong build. If it's pushing other killer builds to the way-side, perhaps it's those other builds that need a look?
Yeah its pretty much always claud or David running see builds imo
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@MusicNerd_TC said:
Also, please change the loops where the killer and survivor have 100% visibility of each other, there is no mindgame potential there and it is so boring.
That's what I mean by bs loops.
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@Zero_Velocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1684799#Comment_1684799
NO. Just get good You know how much Survivors had been Nerfed? And Killers Buffed? I don't think its necessary and there are killers who can overcome these obstacles
You shouldn't have to play a bs killer to counter bs loops. The devs don't realize that to fix bs, it needs to be removed.
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@NepalibyDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1684740#Comment_1684740
There are no true infinites.
Three tls are actually infinites if you're good. You can't get hit there.
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@Zero_Velocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1684742#Comment_1684742
Do you know how overpowered the killers are and you really want to remove all the safe pallets? Apparently you haven't play Survivor long enough to actually understand how overpowered killers are
How are killers overpowered? Explain it to me.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1684794#Comment_1684794
Oh ok sorry, I thought you were complaining about loops area because you just weren't good enough to deal with loopers. But you clearly not, if you main Nurse then I get what you are talking about. I'm sorry. And I can understand a bit, but that is why blood lust exists... no? I mean, there are safe pallets as there are unsafe pallets... so there are strong looping areas as there are also weak looping areas. I think this can be a way for survivors to bring killers in a strong loop area to win a lot of time while you chase that surv and the others gen rush.
I don't think this is unknown by the devs. I think this is why they put strong looping areas: to bait the killer.
I think that when you see that happens, what you need to do if the survivor is a good looper, is to leave him alone if he gets in that kind of area. Then, just remmeber the spot not to be bait again. I think this is just a way to improve the mindgame potential, in opposite.
That's my opinion. Maybe you still don't agree with me? But I think it is an interesting point.
(My bad, still sorry to not understand you in the beggining)
It's ok. I don't have a problem with strong loops, just the bs ones that you cant do anything about unless you're nurse, hag, spirit, or slinger. Like, three tls next to each other is an infinite, and then there's that one loop on Macmillan, then the crotus prenn main building. I know when to leave a survivor as well. I don't lose the games with bs loops most of the time, but I don't think that they should be in the game. Pallets that can't be mindgamed shouldn't be in the game imo, because mind games make this game fun.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1684740#Comment_1684740
abbatoir? it's strong but it's not an "infinite" anymore?
Disturbed ward definitely, pale rose has one too on the boat.
There's only one infinite left: three tls right by each other. You'll never die there is you're good.
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@PatWesker said:
Lol, just get better
I know lots of killers can anti loop pretty easily, learn to know hot too
I was talking about the bs loops where you can't mindgame. I shouldn't have to be nurse every game for the chance I'll get a bs map.
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@SnakeSound222 said:
I hate those loops so much. They're just run in a circle until the Survivor drops the pallet. No mindgame whatsoever. The only Killers that can play differently here are Nurse and Spirit (no surprise there).
I agree about the tile spacing. A patch was supposed to fix it (3.7.0), but we still get these BS spawns like jungle gym-shack-jungle gym-T/L or multiple T/L walls together.
https://forum.deadbydaylight.com/en/discussion/comment/1684740#Comment_1684740
Don't forget the funbus on Autohaven. Maybe add Suffocation Pit because I don't really see what changed. It looks the same as it was before 3.7.0 released.
The only time spacing i have a problem with is 3+ jungle gyms, which is a semi-infinit, depending on how far away they are from each other, and 3+ tls, which is an infinite.
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@Steel_Eyed said:
It seems to me the definition for god windows has loosened quite a bit. My DBD age is showing.
I think the only loop that a good survivor cannot be caught at is Crotus Penn Asylum.
The others the loops are complex but can be countered with map knowledge.
https://forum.deadbydaylight.com/en/discussion/comment/1684740#Comment_1684740
If the survivor is good, 3 tls are an infinite.
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@PatWesker said:
Lol, just get better
I know lots of killers can anti loop pretty easily, learn to know hot too
I main nurse. If i don't want to, I don't have to deal with ANY loops. But ive been playing other killers and its opened my eyes to how stupid this game can be.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1684663#Comment_1684663
sorry looping was not meant for this game also looping not fun for both sides
looping fun for one the survivors
I find looping fun as killer. The only loops I dont like are the bs ones where you can't mindgame or do anything about it. Looping is fun for both sides, because it gives both sides a chance to outplay each other. And yes, looping was meant for this game, because if it wasn't, why would the devs make loops?
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@rickyray101 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672049#Comment_1672049
I played against a doctor that ran infectious fright, iron maiden, save the best for last, and deathbound so tell me that perk is useless 🙄
Why does that make calm spirit good? As I said, good survivors don't care if theyre found, making it worthless at high tier play. Calm spirit is bad.
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@Chechia said:
This is probably not really a noob moment but it kinda gives me the same feeling:
Everytime I am about to down a survivor and then accidently blink into the basement. Feels bad man.
That pisses me off so much. Thats why I leave people near the basement 😆
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@TapeKnot said:
There's been a lot of talk around The Deathslinger ever since The Executioner changes were announced, but I can't seem to find anybody suggesting fixes. If The Deathslinger was to get a rework, how would you make him more fun to play against while also maintaining his concept?
Make him 115, remove quickscope, increase ads sensitivity, and remove reload.
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@Slashstreetboy said:
Under these circumstances, they´d have a decently good chance of beating Pig, Legion, Ghostface, Bubba, Clown, Deathslinger and Billy.
They´d have a very slim chance of beating Trapper, Wraith, Huntress, Plague, Doctor
They can´t possibly beat Hag, Nurse, Spirit, Freddy, Oni, Myers, Pyramidhead and Demogorgon.
Obviously the gaps between each Killer´s power are very huge in some cases, even within "tiers". For example, Oni is so powerful he´s on a whole other level compared to the other Killers except maybe Freddy, but Demo and Myers would be just as unbeatable for them using only sticks and stones.
Evil Dead fan btw, but if we take Ash´s lore into consideration, we have to account for his opponent´s lore, too. Depending on the Version we´d have a literally unkillable Evil Incarnate Michael Myers for example. Against "magic tier" Killers like Nurse, Hag or PH sticks and stones won´t do much either.
Theyd probably beat plague, but they would get infected and die though...
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@unluckycombo said:
Someone had a bad game.
Anyways, it happens. It's all a part of solo queue. Your teammates won't always know when it's safe to save you, and your teammates also will make bad plays. It's all a part of it.
Dude i just had a match where this claudette sat in front of the hook tempting at me until I died. I ######### hate solo queue.
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@Auron471 said:
https://us.v-cdn.net/6030815/uploads/C9JUUUKL8LEX/image.png
Bubba: Self explanatory
Doctor: Im *pretty sure* that doctor can just span stock therapy on the hook, and the hooked survivor can never be unhooked.
A-Tier: Killers that can easily avoid borrowed time
Freddy: Just M1 the savior, and tada! no more BT!
Hag: Just spam traps near the hook and teleport back the moment the survivor is unhooked. The survivors will be forced to crouch, or trigger the traps and die.
Wraith: No TR
Ghostface: No TR
Pig: No TR
Myres: No TR/ or a VERY small TR
B-Tier: Killers that can stop the unhooker from getting too close, or able to hit multiple survivors
Huntress: M2 into an M!
PH: M1 into M2. Or just an M2 face-camp
Oni: Has a multi-target instadown
Hillbilly: Has a single target instadown
Plague: Most survivors will be broken, making them all instadowned
C-Tier: Nothing special, just has a slightly smaller TR, so it makes it easier to avoid BT, but otherwise doesnt really have too much to help him hook camp. Spirit should be here too, but i messed up and dont feel like fixing it.
D-Tier: Every other killer. They dont have much to help them camp hooks.
No you can't camp like that with doc.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1676102#Comment_1676102
Yes, it's a prediction on where you think he is going to shoot.
The exact same thing happens with huntress as you do not know where huntress is going to throw until shes already thrown it.
So, it's either you can dodge slinger and huntress by predicting them correctly, or you cant because apparently predicting isn't a dodge?
Its not. When you go against huntress, you can pretty much tell when she'll throw it. And you can dodge hatchets, because it's pretty obvious when she'll throw it. Slinger doesn't have that, meaning that you cant dodge him. Predicting isn't dodging. Don't get the two mixed up.
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No idea what youre laughing about. Survivors aren't even MEANT to hide, my guy.
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Yes. Old ruin was really healthy for this game. It kept good survivors at high ranks and provided decent slowdown for people who can't hit greats.
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@bjorksnas said:
good meme, corrupt + pop don't carry trash players, maybe if they were good enough at downing and hooking survivors they wouldn't need game slowdown
Nice joke.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1673368#Comment_1673368
Her movement speed does not matter when it comes to dodging, all it means is that she catches up slower. If she holds she's just a really slow deathslinger that throws trains. It's still by the logic of some people not dodgeable because the movement speed doesn't matter, the projectile speed does.
You can already do small strafes side to side and move totally unpredictably to the point where it's borderline impossible for him to hit his shot. Along with dodging at corners despite if he has drawn his weapon or not - this is where he turns into a 50/50 whether he will shoot or not.
More importantly, he is not lose lose like you are proposing. If you start going around a corner he has to guess whether you will dodge or not. He doesn't react to what you do, he guesses along with you as survivor strafe speeds are near enough instant. This lets you dodge him.
As for reference, I do think that you can dodge both a slinger and a huntress, I'm just pointing out the hypocrisy of people saying you can dodge a huntress but not a slinger by using the same logic.
You can't dodge slinger. See, you can only GUESS if he's going to shoot. Thats not dodging.