immortalls96
immortalls96
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- immortalls96
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Comments
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@Shirokuro said:
https://forum.deadbydaylight.com/en/discussion/comment/1105300#Comment_1105300
It's only 80 seconds. It also shouldn't affect you much anyway unless you deliberately try to find and tunnel the OoO user. The unhooked gets some time to avoid the killer and to get healed.
Ah yes 80 seconds of aura immunity and iron will is weak..interesting
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If sabo becomes meta that's bs because it's just a less countable flashlight save
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I'm relieved it's not pin head honestly
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It's a bit early to celebrate, after all the new mechanic may not enter other maps for months
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The devs made a change and it has essentially made nurse a chore to play..they nerfed much of the killer meta in a very short time..
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1084706#Comment_1084706
I wholeheartedly agree with you on that. If they could make some fixes with wait times and balancing maybe lobby dodging wouldn't be such a problem. But for those of us that have long waits between matches lobby dodging may mean you wait an hour for a single match.
Yeah it's a viscous circle
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1084712#Comment_1084712
I should make it clear that I am not against the system as it currently is. I am merely disagreeing with one specific person who disagreed that hostage holding and bugs that prevent the game from being played/finished are legit reasons to DC.
Yeah because those are very very very rare
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1084496#Comment_1084496
Bugs that prevent the game from being played/finished and hostage holding are also legitimate reasons to DC.
In that case itll only be 1 minute
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The real issue is to make people feel less like lobby dodging yet despite hundreds of posts over how badly balanced higher ranks gets there has been very little done to help..its been going the opposite way in fact, so it's not too surprising..at least a lobby dodge doesnt result in lost points, pips, and stressful games so you cant really compare the two
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Hence why have advocated for a sickness stage 3 that's time based
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So the point was the legion bug was just as much an exploit as the hook bug because if done properly even bubba's chain saw cant hit through , the difference is how the devs treat it
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1081735#Comment_1081735
Survivors were able to stand under the hole at the Swamp ship and the killer would just be stuck on top of them for the whole match.
That's literally holding the game hostage so of course they were banned
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Agreed..especially without ruin to cushion any mistakes , she should make a return..I think people will be surprised how much the addon nerf hit her..heck I'd say make nurse the only addonless killer if you want, just let us enjoy playing her lol
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1075450#Comment_1075450
No he’s right hawkins is completely killer sided and the pallets are garbage. Don’t be a hypocrite.
Lol I'm not I'm just taking every factor into account because I'm the one being honest here..I'd advise you to do the same before getting in someone's face
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@Dehitay said:
If it's the Oni, one of his ultra rares looks like a splinter but isn't. It confused me the first time I saw it.
No it was Billy and nurse actually
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@Huntar said:
If you are getting them on new bloodwebs, please make a thread in the bug report board.
I just may if this doesnt get moved
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@Elk said:
What do you mean? The red offerings to play as a DLC killer?
Yes
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Against current nurse very much so
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Map changes wont fix the issue..the new maps prove that...so I dunno why everyone cant see it
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I'll pass..we need more good killers, not less..the devs are already planning on limiting killer perk interaction for crying out loud...
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1075625#Comment_1075625
The safest one is in the big room with the two pallets, which you can easily mind game.
Where are the rest of them?
Theres a double pallet room that's completely safe for m1 killers..the double semi safe pallets with the strong vaults..moderately safe pallet with another upstairs vault , semi safe loop under the main stairs..that map has a lot more safe pallets than people pretend
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1075450#Comment_1075450
Building bloodlust isn’t wasting time.
As I pointed out you can literally ignore the pallet thrown in front of you because by the time they are throwing it down you are already walking around for the hit.
If anything you are saving time not wasting it.
A good survivor wont make it that easy..also you didnt uptake into account that 2 of the gens are almost impossible to defend and there are quite a few safe loops on that map as well..but let's just avoid all the factors to make a point I suppose
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1075566#Comment_1075566
I'll use them if I like.
Fine, just dont expect people to take it serious..I'm not being sarcastic either
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@ImmersedNurse right I'm certain the crouch walking survivors dont skewer that at all..especially now...honestly man think..the stats are useless and even the devs have said this..so quit trying to use them..theres no point
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1075369#Comment_1075369
Hawkins Lab - Virtually any corridor/hallway. The amount of unsafe pallets this map has is incredibly bad. (For survivors)
You can literally ignore the pallet and go around while you build up lust, and get a guaranteed hit.
Unless they use more than two pallets together and ignoring the fact that this plan will 100 percent make you lose from time waste lol ..soo yeah no
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name one map that hands killer the ball as much as a corn map..and killers dont have crutches akin to certain survivor perks , ruin was the only one and it's gone now
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Ehh..I like how he can just be anywhere..hes hard to keep track of amd pre setting a good snare is very satisfying
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@thrawn3054 said:
Four out of the five have high mobility or an ability to end chases quickly. Doc kinda has the ability to end chases quickly, but mostly finds survivors easily. Therefore doesn't waste time. If I'm drawing a connection between them all it'd be time efficiency.
They have a pressure and chase tool and it makes them less perk reliant as a result..that's why I feel they are the solution to many issues
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I'd say with practice hes definitely huntress/hag level or higher
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1061500#Comment_1061500
I recently watched Ohtofu review GF gameplay at high ranks and it really got me thinking...if a killer at high ranks using a low map pressure killer on a huge map can perform this well, is the game really all that far from well balanced?
Ghost face works because he has his own form of map pressure and can get people through mind games and out positioning better than most killers
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@thefallenloser said:
Console player here.
New Nurse and Oni are basically soft nerfed on console, as they way they play is completely reliant on how you can turn the camera, which is not good on console killers at all.
Old Nurse, Billy, Spirit, and yes, Oni (flick is possible, not many people know how to do it, and it's tricky, flick the analog sticks in opposite directions while in Demon Dash) all have insane map pressure and chase potential. Oni especially has what is probably the second best power in the game, after Nurse. If he didn't have to build up his power, it'd be insane. Both Nurses can bypass all survivor defenses and have high movement speed. Billy has insane movement and a one-shot. Spirit has absolutely mental mindgames and movement speed. Oni has a power that literally makes survivors want to hide, because it's so fast and has a one-shot.
Doc is REALLY good. He can stop survivors from looping and their main objective for a long time, plus, he has the best information in the game.
Lemme add in Huntress. Huntress has the highest skill ceiling in the game. Her hatchets are quick and deadly, and scare survivors out of doing certain things. Her small terror radius lets her sneak up on survivors. She can down survivors from across the map. She's insane, but requires a ton of skill.
I dont include huntress strictly because shes the most limited killer in the game on her effectiveness..maps are EVERYTHING..hell I'd add hag but she has a slight issue with maps which could be easily fixed if they removed her distance limits..will help her use more addons to boot
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1061153#Comment_1061153
That's a true statement. Gotta be able to pressure map and have something to help in chases. Like freddy,nurse, spirit, and Billy. Totally agree.
The two keys as I call it
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1061452#Comment_1061452
Framerate...use of a controller as killer, just to name two key differences, which are huge.
Frames are nearly there now..controllers just need a little sense boost and they'll be set..this isnt a shooter..its not as big as many figure but it does have things that could be improved
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1061442#Comment_1061442
I play on both from time to time...I assure you, it's a different ball game lol.
I fail to see how honestly
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@Yung_Slug said:
Mobility and/or insta-downs.
Not sure about Doc being one of the best. People probably just aren't used to taking him seriously. We'll see how well he does over time.
In my opinion theres two big ones
A pressure tool of some sort
And a decent chase power to go with it
These two things also are interestingly shown to make killers non reliant on perks as their source of power ,/ rather they are boosters
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1061351#Comment_1061351
Oh well, fair enough. Console is a different ball game.
Not as different as people think
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@Starr43 said:
Hillbilly’s chainsaw is always going to be a threat from beginning to end...
Also the only killer that you can completely ignore gens popping in the first few minutes and go have fun trying to parkour..
And how is he similar to the others?
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@terumisan said:
High mobility cept doc who can locate people every minute so he's constantly creating pressure
That's one thing
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I wanted to compare the upper strength killers as they also have little to no reliance on perks to be effective
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@Dustin said:
Nurse - Ignores obstacles and pallets meaning once they hone in on a target the chase can end very quickly. Doesn't need to walk around obstacles to reach objectives either. Overall good map pressure on most maps and good chase potential.
Spirit - Hard for survivors to read and they pretty much have to guess how Spirit will react. Has good map pressure due to power enabling them to move around quickly.
Hillbilly - Good map pressure and a one hit down ability although against good survivors is a basic M1 killer
Oni - Good map pressure ONCE your ability is charged after first chase and can snowball pretty hard. Okay-ish tracking with power since you can at least guess how long ago a survivor was there if you recall no blood drops being at an area prior.
Doctor - Excellent tracking and doesn't need to waste time searching for survivors. With Shock Blast you can save a few seconds by forcing them off a generator from a distance. Can shorten chases by shocking a survivor before they vault or throw down a pallet.
The main thing these killers all have in common is their ability saves them time during the trial in one way or another.
Pressure tool amd chase tool..the two keys to success
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@coppersly said:
The reason old Nurse and Billy worked is because they were designed during a time when they wanted the player to decide how and when they were going to use their power. It was very free flowing and at your discretion.
What makes new Nurse bad is the janky cooldown that makes her gameplay a constant start and come to a screeching stop every 3 seconds. It breaks flow.
What makes Oni and Spirit good is they still have some tools outside of their power, although much weaker (Oni with blood tracking, Spirit with her passive fading.)
Doctor is kind of a mix between the two schools right now since he has a pretty open shock power AND a cooldown power. I still wish they would go back to designing powers without a cooldown meter. It artificially limits the players and creates a low skill ceiling based around the timing of the power instead of the power itself.
Yeah not a fan of their new love of cd especially when it's pretty much just on killers
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1061333#Comment_1061333
That is fair. @immortalls96 I play on console, so that influences my opinion. Doc kills FPS for everyone. His Shock Therapy is hard to land, and its useless on the really powerful loops.
Oni does have bad early game, but at least with my experience on console, he cannot keep up with Survivor's jukes and movements to contend on a high level. Basically, he is in the same boat as Nurse on console. Totally possible to play at a high level, just super difficult and not worth it for most people.
As a console player myself I get it
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1061304#Comment_1061304
Doc has information, not map pressure. That being said, he also has limited chase potential.
Oni is very difficult to use and his power is lackluster.
I respectfully think otherwise
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@Pulsar said:
Old Nurse, Billy and Spirit all had decent map pressure and very high chase potential.
This allowed them to traverse large maps quickly and to end chases fast, preventing gens from being done fast and putting pressure on the Survivors.
New Doc and Oni do not fit this. Doc has no map pressure and mediocre chase potential.
Oni has good map pressure but average chase potential.
Doc has map pressure in a different way hence why I think he potentially qualified , oni is the same as he can snowball very well
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@Starr43 said:
Old and New Nurse is still the only Killer that can turn certain God loops into a lethal blink death blow..
But shes too slow at it now...so it doesnt matter against decent teams
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1061270#Comment_1061270
Just one thing - New Nurse, Billy and Spirit still have decent map pressure:P
New nurse wastes too much time
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@Clockso said:
for one, their map pressure, you can notice that what these killers you mentioned have either high map pressure or map awareness, and their power can be a tool for map pressure and it helps them in a chase as well
Heh..precisely..that's the solution I think to it all
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@ZoneDymo said:
Ermm are you just asking what makes those killers good?
Yes..what do they have In common ?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1061055#Comment_1061055
I am hoping that the ruin nerf is the beginning of balancing the game. I understand that with optimal survivors the gens will be done in a few minutes and hence they will feel way too strong.
But I do think we need the data without ruin to start creating a true balance. I think eliminating toolboxes as well the hatch would be a big step in the right direction.
I think we should be looking at why the upper tier killers are so successful and start modeling killers off that..if they expect the killer to constantly keep strain on survivors they need to give the tools to do it
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1060999#Comment_1060999
Stereotypes don't have to be negative, rather they are just qualities we assign to a group as a whole while not allowing that each is an individual who have their own traits and behaviors.
It sux that you have such a high occurrence of running into these types of survivors. I have been lucky myself as killer. I rarely get any negative messages. Even on games I got outplayed. Still get the occasional teabag. But it is fun to put them on the hook. But that is all the attention I will give them.
The issue is..that when something becomes unusable or too strong and easy..you get those types..and it really sucks when it feels like the dev team turns a blind eye to issues the rest of the community sees way before them..its quite annoying