immortalls96
immortalls96
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- immortalls96
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@Steel_Eyed said:
I think in the post-map rework era, a nerf was justified. He was a king during an age of absolute bonkers imbalance. Insta heals, god windows, pre-nerfed toolboxes, etc.
I still flip back and forth on whether it was too much. His addons are just not that good. That’s my primary gripe.
He still wrecks teams, but can be wrecked. My main issue when I lose with him is going for chainsaws at loops too often. Which is what makes him exciting even now: The chance to hit an unexpected chainsaw.
My favorite is chainsawing at a T&L loop.
The Map changes didn't make him any better..ges actually weaker with the extra pallets to stop his saws..and the age of imbalance is still very much present..a few map updates arnt enough to fix the mess..especially if gideon is what's considered balanced
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The issue is in most cases their sexuality becomes their dominant trait..its boring and it makes the company look like suck ups , that leads down a rather rocky road for everyone involved..now this isn't always the case, take apex legends, Gibraltar a giant Hawaiian looking dude is gay, in his lore they mentioned he had a bit and that was it, he wasn't flirting with the guys, he doesn't dress like the joker, he's just a cool dude who likes to help people..he feels real and not manufactured for a few brownie points
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1950092#Comment_1950092
I would definetely say that his sonic tonic helps him dealing with a lot of safe pallets,even if they are pre thrown
Example:
1 example would be at 6:50
People underestimate the sonic tonic
I'm Still experimenting with it..in theory it should help in certain situations..is it enough? No idea
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Safe pallets..thats why clown was the worst..camping safe pallets left clown with nothing , nobody ever denied clown was scary in the open..but at that point every killer is strong because there's no obstacles , the thing even now he struggles with is he has to burn through a lot of pallets to snowball and his antidotes are still dodgy on usefulness in this area
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1944378#Comment_1944378
Nah, they aren't..period.
They are in fact EXTREMELY strong, but their main problem is that they are very snowbally. Either they manage to create a chain of slug and win very easily, or they don't and will lose. If you don't know how to use it properly, don't just assume its the case for everyone else too.
Also, after testing here again, the reveal of Victor aura is just for a very short period after you switch back to Charlotte, I dont understand for the love of me why the devs are so reluctant to do what SHOULD be done, and let his aura be visible at all time. Having victor on your back should be a massive target that needs to be removed, not something you can keep on for a while, to the point that the killer is forced to recall Victor.
The simple fact that the dev were forced to add a recall button for Victor if he stays for too long on a survivor should have been a slap in the face and a wake up call. Just make his aura always visible ffs!
Yeah..the twins arnt allowed to do anything they should be..hence why they suvk and why nobody plays them
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1944124#Comment_1944124
They aren't the weakest killer in the game, as long as you slug with them.
Speaking of Victor not being a killer, am i the only one that really dislike that part of the twin kit?
Having a killer that dont use M1 already cut you off from a lot perks, but having the main character you control not use any perks at all reduces drastically their builds potential which is pretty lame ngl.
They are weak..period, their camping strat doesn't even work if you run any healing boosters because victor dies after he hits the guy, then sharolette takes 6 years to get there to attempt to catch the survibor..in fact using pallets against victor turns out to be double efficient lol, because you can use it to screw vik..then use it AGAIN when charolette tries to get you
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1944154#Comment_1944154
He is literally the only part of the Twin's power. He's honestly more of a killer that Charlotte.
Yes because he's the power
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/1944124#Comment_1944124
except...he is. because The Twins are a package, the killer is The Twins. The killer is not Charlotte. The killer is not Victor. The killer is The Twins.
Victor isn't counted as a killer because he has no tr, cannot break things, cannot pick up survivors, cannot hook, cannot use perks , cannot vault , he is a power..nothing more nothing less..its not rocket science
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So..the weakest killer in dbd is slightly better..and of course victor won't prevent tokens , he's not a killer
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Lol someone hasn't done their dbd homework
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Yep..arnt we glad totems spawns are still ######### yet they gutted undying?
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The Hudson all I want is the gen counter to be in a bottom corner , the animations..eh I would like to see the injured one spiced up maybe
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So survivors can't abuse the bad animations anymore? Sounds like a positive to me frankly
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Very much so..that perk has been a plague for years..now it's actually got a legitimate purpose and isn't so game breaking so easily
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Its because she's weak and frustrating to play because of all the stipulations to her relatively mediocre power
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1900960#Comment_1900960
At the very least Small game should be given a totem counter token system like Toth. If not baseline it should be a perk. Too much time can be wasted tring to prevent noed against a decent killer solo.
In a group I just say "how many totems have you guys cleansed?" and thats pretty much it.
Yes but 1 totem perk being slightly viable doesn't require such drastic measures that'll only make totems even worse
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1900035#Comment_1900035
At this rate thats not happening. The devs have been saying they'll balance solo for years and so far we have a single visual indicator of a specific survivor being chased. It's not happening. We still don't even have a totem counter.
A totem counter shouldn't be a thing tbh, at least not for survivors..thats just beating down perks that are already not viable, but with matchmaking coming back..this could be the turning point we have been waiting for if done right
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1898403#Comment_1898403
Congratulations. You've just understood that 70% of matches are solo players. That's the problem Freddy is tuned for SWF. One bad player in a group of 3 good players in a solo match is game over, its just how the game works.
And thats why swf needs to have some of its advantages brought to base , then upgrade the killers as needed, you can't ignore such a huge balance factor
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/1896724#Comment_1896724
For now I just gave the idea nerf that affect every Freddy kit but I don't disagree with the idea that his teleport could be more restricted.
https://forum.deadbydaylight.com/en/discussion/comment/1896977#Comment_1896977
This nerf forces the killer to be more aggressive to make the most out of his passive.
More Like it just makes dropping pallets full counter the killer ..if clown and demo are bad..imagine having no power till you m1..and still have no anti pallet even when you do..its not complicated
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1896977#Comment_1896977
If slight nerfs to Freddy would "kill" the character for the people playing him, chances are an overbuffed killer is carrying them. I'd like to see these players play a match as Oni or Huntress, high tiers that work for their kills.
Not being able to instantly shut down a loop with mindless Snare spam wouldn't kill him. Slowing down his teleport recharge wouldn't kill him. Removing passive sleeping (a level of free slowdown and map pressure no other killer in the game can even compete with) would not kill him.
I mained OG freddy for close to two years and was so disgusted with how easy they made him to 4K against anything but the top tier SWF players that I dropped him a long time ago, I refuse to play him now out of principle as hes so boring to play against. They took all the micro-management/chase management out of his playstyle and made him a brain dead M1 god.
Old Freddy didn't take much mechanical skill, but he was a true test of wether you knew how to equally spread your map pressure and wear the survivors down over the course of the game for a strong endgame play with Blood Warden or Remember Me.
Any moron can throw Ruin/Undying or Pop on current Freddy and be unstoppable.
Then your playing with bad players im sorry to say..
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I mean if you wanna kill the character go for it I guess
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@Qikin said:
I feel what you mean is not PoV (which stands for Point of View) but rather FoV (Field of View). There was a discussion recently on this topic here: https://forum.deadbydaylight.com/en/discussion/221489/why-does-monstrum-2-currently-in-beta-have-more-graphical-options-than-dead-by-daylight#latest, you might want to check it. My points from this thread still stand.
Well Then allow me to add my voice with yours^^
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Heh..nooo..there's so many good anti slugging tools in game and slugging itself is a necessity thanks to how this game is balanced currently
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1869590#Comment_1869590
Feelsbad
Itd be cool if they did update blight models to match base models because of them being mutated versions but its BHVR so probably not
Ah well
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1869562#Comment_1869562
They might make some skins more high quality but there is unlikely any more big changes because it's taken 4 years to get the skins we have now, its take another two to overhaul them all
I had a look and recolours also follow the brand new base model!
Well I use the blight nurse so..the remodel does very little for me sadly
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Too bad its only base models yes?
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So its ok for him to skin and wear a mask..of everyone except claudette...because thats offensive correct? So the solution..is for the person of color to be excluded..because that's somehow more inclusive..?
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1864459#Comment_1864459
You didn't get the point. I was not arguing DS UB isn't overpowered.
OP's argument was that the statement "We don't actively seek to tear down perks just because they are used a lot" only applies to survivors. I pointed out BBQ as a counter-example of a killer perk that has been solidly overused for many years and doesn't need changes.
Yet it has received additional counters..one of them a base game mechanic
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@SquirrelKnight said:
The problem is how the devs tend to tweak stuff when they balance. Players get better over time, so if you buff one side and nerf the other, they may look equal on paper.
However as this trend continues, one side being lowered again and again, and the other side being improved again and again. You start to notice that one side does better and better, even with worse tools.
I think thats whats happening with survivors and killers. NOT SAYING BOTH SIDES HAVENT BEEN NERFED. I am saying though is that survivors tend to get more impactful buffs and killers more impactful nerfs.
Survivor nerfs generally involve something absolutley broken or overpowered such as instaheals, infinites (though they were reintroduced with breakable walls like i figured they would be), toolboxes (kinda) pallet vacuum etc...
Killer nerfs apply to a killers kit or perk combination that is declared "unfun" to play against. The changes to the Spirit, the changes to Legion, poor Pyramid Head, Old ruin, Old undying.
AGAIN THERE ARE OUTLIERS Moris were definitely overpowered and had to be changed, did i agree? Not entirely but i get why they had to be fixed. There are several survivor perks that get changed that just..... Noone cares abiut? They try and buff it but its never used so.... I mean survivors get a lot of kinda pointless perk changes.
But the main design philosophy, behind Major changes in the game boils down to kill rates, if they are too high you nerf the killer, nerf perks, or buff survivor items. But because of their 2 kill 2 escape philosophy, it is very easy to inflate these numbers, and that means that lots of stuff gets over adjusted.
I wonder what escape rates or dc rates look like.
Good heaven above im sorry for the wall of text
No its great impactgul conversation is important
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@Shirokinukatsukami said:
I don't like the idea of increasing FOV for killer -- stealth in the game has been penalized enough and it doesn't need to be beaten, dragged out and slaughtered any more than it already has.
Stealth is unhealthy and if it requires the killer experience to be sour then I say to hell with it
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@freddymybae said:
devs be like what are killers?
It feels that way at times
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You forget it did nothing unless the killer was applying gen pressure..and was still easy to remove
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@Johnny_XMan said:
Maybe they know there is balance in the combo of DS + Unbreakable, because what they counter are built-in mechanics that can be used MANY times during a match.
As a killer you can tunnel as much as you want.
As a killer you can slug as much as you want.
With 0 penalty whatsoever. Not even a perk slot required.
But, sure, let's keep "claiming" there is no counterplay to those perks, even though one has a timer attached to it, and can be further reduced by not actively seeking them as a target... while making the other useless by reducing the recovery timer needed.
What happens if they're on a gen? Then what?, because that's how ds is used by experienced players
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@Shirokinukatsukami said:
Mettle of Man was nerfed in 2 weeks of its release.
Get over yourself.
Meanwhile BBQ is still going strong for like 3 years now.
Mom broke the game..vastly different
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@lagosta said:
I think you should look at the other side of that statement. BBQ is also used a lot and the perk is good, but not oppressive plus people like extra BP. Should they change BBQ bc of that? It's the most popular killer perk.
Its been requested more than you thing
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@TAG said:
This makes Undying + Devour Hope a lot spicier.
a lot is a bit of a stretch when totems never last to be fair
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@CheyeneKL said:
Honestly I just see this as making Undying more consistent. Of course a lot of killer mains aren't gonna get it, but it's the same logic they used for the Ruin change.
It 100% is a nerf overall, because it takes away the chance to get the "cleanse 4 totems, but the 4th one was finally Undying so you still have to get the 5th one". That is a rare occurrence, judging by the hundreds of matches I've played since the chapter Undying was introduced in, but it does suck for killers that now you are 100% guaranteed to have Undying go first and then Ruin (if that is what you're running).
It DOES buff other hex perks, though. Devour+Undying is much, much more powerful now.
Now, I am wondering, is the aura read on dull totems connected to having Undying up, or is it an ongoing facet of the perk simply for bringing it in the match, no matter how quickly it gets cleansed? Aura reading on dull totems can be very powerful in chases and I'd hate to see it go since there is 0% chance that the first hex totem you cleanse WON'T be Undying. It just seems like a pretty pointless part of the perk if it doesn't stay active the entire match as long as the dull totem stands, even after the Undying hex totem is gone. (You simply can cleanse those remaining dull totems to get rid of the aura reveal)
It'll go after it's cleansed i can promise that..and I do get it..I get they once again ignored the ds unbreakable God combo but instead nerfed the first viable hex perk since ruin into dust
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@gibblywibblywoo said:
"down to nothing". Lol it has more utility than it did originally now. If you're still an actually good killer getting hooks survivors will be wasting time trying to find it and not doing gens. And now Devour can be used in conjuction with it.
God this forum us going to be a steaming pile for the next few weeks. I knew this would happen with Undying. Too many killers using it as training wheels and overrelying on it.
Say that after you lose your first hex 30 seconds in lol
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@TheMythicalCat said:
Ruin Undying was way more oppressive.
lol yeah no
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1858465#Comment_1858465
Absolutely not. Someone posted math on how many hex totems you'd have to cleanse on average in order to remove Ruin from the game when you just pair Ruin with Undying. The answer was ~2.8, but it could of course vary wildly between 2 and 5. Now it's a consistent 2. It still gives you two ruins along with other tracking, so I'm not sure how this kills the perk.
Plus, you now keep tokens when the totem transfers. I'm 100% expecting a Devour/Undying quick mori meta to spring up, especially for killers that can defend their totems well or with map offerings for Backwater Swamp and the like.
Say that after undying gets removed within a minute if every high level game..they've just made the perk consistently poor
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858465#Comment_1858465
Not really we haven’t seen it in gameplay but already It sounds better. Now hear me out you ran two hex perks Undying and ruin one gets cleansed but the other is still up that’s good now your totem is still up and now when ruin gets cleansed it takes the place of undying which is fair also you can now run devour hope again which is nice
You'll Lose your first hex 30 seconds in, the other a minute later..and then your two perks down..thats what happens when experienced players spawn into a match..but now killers get little reward for high risk yet again..its a gutting of a legitimate perk
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@Chilli_man2400 said:
So the day has come Undying has finally been nerfed and looking at the changes I am honestly I big fan of this change now I can run devour hope without losing my tokens and the aura reading only being on dull totems is a fair change and the hex going to the undying totem is a unique change overall I’m happy they didn’t overnerf it. Also wraith got his true invisibility
You clearly don't realize this outright kills the perk...
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Shocking..they also killed undying without hesitation
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@chieften333 said:
I saw Bricky testing out hitboxes on Autohaven with Deathslinger... what in the actual [BAD WORD] are those hitboxes?
They aren't even accurate to the actual object, the majority of the time you'll hit air.
They were always badly optimized but..now they're taller
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@SunderMun said:
WDYM? Gas Heaven still is majority deadzones, including generators and spawnpoints.
Azarov's Resting Place is still mostly deadzones and somehow was made smaller while already being killer sided before.
Wretched Shop: deadzones.
The rest? Fair play, there are definitely some issues for killers that aren't mirrored by the existence of gigantic deadzones.
Also unsure what you're referring to by 'this'?
Dsmn image won't load in despite me attaching it..and they just updated deadlines recently..its a sea of pallets now
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Damn image won't go up...
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1838325#Comment_1838325
Ah yes he's one of the "best nurses around" that got that huge streak of 4ks with undying/ruin/corrupt/bbq and cd addons. Such a god nurse, imagine not 4king with that build :^^^)
That build is trash tbh..corrupt just makes ruin undying weaker
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This
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Disappointed, offended,
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@xshwahd said:
https://forum.deadbydaylight.com/en/discussion/comment/1833071#Comment_1833071
This is not constructive, this is opinion. You have no relevant argument here other than that you dont do well with them personally. Also the only bad thing about the demogorgon is his portal travel speed which I dont use his portals 1st of all. Other than his portals he is a very strong killer as he can insta break pallets, lunge forward and cover distance even to bee used to zone survivors from pallets of vaults, he can fake his shred with almost no penalty and he also has a way to hit and obsession without taking a penalty using STBFL. Pretty much 4k all my demo games as well.
keep in mind these are casual matches, in a competitive scenario survivors become as efficient as possible sacrificing team and hook states for gen completion. In a pressure sense the alot of killers on DBD roster fall short of being strong. That being said I dont think demogorgon is in that category. He would be placed somewhere below Nurse, Hag and spirit, but far above killers like deathslinger, clown, shade, trapper, wraith, ghostface, legion or pig. Demo would be somewhere close to Oni, Freddy, Blight, pyramid head, huntress, doctor, bubba and billy at least on a competitive level.
The twins arent counted here because IMO they are unbalanced.
As someone who's played over 2 years. I can assure you sans slugging the twins are the weakest killer in dbd without it..just below demo clown and wraith..because at least they shave time instead of wasting it..your entire post is an opinion and one that is factually incorrect to top..time is the enemy of killers..and the twins are very low gas milage in that area..demo has been pointed as weak by players, content creators , stats, and the devs themselves..every killer after clown ive been here to see their entire life cycle..I see patterns and think far beyond the simple what it does against the average survivor which is the lowest point in this game because the game fails to categorize its skill levels effectively..trust me..these killers stand no chance when it counts