nars
nars
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no way, both were super broken and needed nerfs. take your 16s
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Disagree, theres no point in chase without kills. Just following someone for no reason.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485481#Comment_3485481
What slowdown perks?
PR, deadlock, corrupt, PGTW, DMS.
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You can waste 10000 hours and be garbage
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@CatnipLove said:
I feel like she's the only killer that has to be played badly for you to be able to beat them. If the Nurse is roughly as skilled as the survivors, the match will almost always result in a win for the Nurse. You have to be a much better survivor to dodge blinks than you do to land a blink as Nurse. That's not even accounting for aura reading which makes her blinks even easier to land.
Even after the nerfs she's still too strong. But she needs nerfs that don't require Nurse players to relearn her from scratch. I haven't put a ton of time into learning her, but some people have spent 1000's of hours learning her. So their time investment shouldn't be patched out of the game.
Shes pretty balanced right now. The only reason someone loses in a 1v1 is because the nurse is better. Shes got counterplay people just refuse to learn it.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485409#Comment_3485409
Find me a killer who is both fun and strong and extremely popular that isn't Blight or Nurse that released before Wesker. I'll wait.
huntress, before wesker she had the highest pickrate according to nightlight. people also really like demo even though he doesnt show up often, but thats due to dubious circumstances.
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he downed you, he earned the hook. Your fault for not dodging better
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@LooeDbD said:
I wouldnt delete her, just heavily rework her power
thats like the same thing
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she has counterplay you just dont know it. just because she stomps you doesnt mean shes op.
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i think they should both be reworked.
Tombstone piece: Evil within 3 now lasts forever after the gens are completed. You can kill a survivor, then it deactivates.
Judith tombstone: Evil within 3 now lasts forever after the gens are completed, you can kill any survivor and it wont deactivate.
now their endgame and I can still get cheeky bloodwarden kills on tbaggers
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@TurboTOne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485294#Comment_3485294
Thank you.
I really didn't get how just 3% could make such an impact.
But i also did a calculation in the Meantime.
If you are about 5 metres away from the Killer. Made for this is gonna give you roughly 1 seconds more before the Killer is able to Hit you. And 1 single second is sometimes enough to reach a Pallet or Window in Time.
Precisely. 1 second extra means an extra 4m of distance, meaning a pallet thats 4m from you when you go down without mft would be reached with it.
for reference a survivor model is about 2m, now imagien that on chase wide scale. it can get crazy.
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Basically the 3% speed, while seemingly worthless, is quite impactful. Think of it this way; if a survivor moves at 100%, and killers move at 115% (typically), then the speed advantage the killer has over survivors is 15%. MFT takes away 3% speed from that advantage, effectively increasing the time it takes to reach you by 20%. I know it sounds ridiculous that the 3% bonus is that impactful, but it is. Essentially any killer who has no way of downing you beyond m1 takes 20% to down you period.
This actually applies to all but the S tiers. Any killer that isnt nurse, blight, or spirit cant use their power to down you at ever single type of loop. Wesker for example cant use bounds at short pallet loops, meaning that with MFT he takes 20% to down you at those loops.
Think of any killer; can they use their power to down you at any loop? If not, what loops make their power pointless/significantly less good?At those loops, MFT can guarantee at least 10s extra time since it will take 20% longer to reach them.
That effect is very powerful, but you might say being injured puts a limitation on it, making it balanced. However, in the context of MFT, being injured is not a requirement or earning it. Theres no reason to stay injured outside of chase with MFT, because MFT's benefits are useless outside of chase. So, you heal. Being healthy with give you a longer chase, and you still get MFT value. This is contrary to resilience, which provides gen speed bonuses that are just big enough to be worth the risk. MFT has nothing to encourage that risk, all its effects are only valuable in chase and will get more value from choosing not to take that risk.
So essentially, peoples issue with MFT is:
- its very powerful, and overpowered against many killers
- Its extremely easy to get for such a massive effect, rewarding you for the killers success
- It has a secondary effect for no reason
- it affects low tiers far more than high tiers
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they are literally removing camping
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485177#Comment_3485177
But on hit burst is better then DS. It gives both speed and short stun. DS gives just short stun. I am absolutely not surprised nobody ever respects DS.
The only real usage of DS is to remove bleeding status, so that you actually can use DH even if hit during basekit BT (so in practice 2 perks for single second chance in case of tunneling killer).
yeah DS needs a buff, buts its not useless like everyone says. Its still at least B tier.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485124#Comment_3485124
Right. Like with my pinhead. STBFL, after hit instant chain. 2nd hit in like 5s...
thats a very specific scenario, and by that logic on hit burst is useless everywhere in dbd.
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DS is only feared when its widely used. If everyone still used DS then tunneling would still be a risk, but nobody recognizes its value anymore and just uses OTR. Which to be fair OTR is way better, but DS isnt useless.
i'd totally be up for making it 4 seconds again. 5s would be too much though.
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3rd best killer in the game
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484754#Comment_3484754
Whats unnecessary is tunneling, and your argument basically defends it. This is not a suggestion I made to make tunneling more tolerable. The idea is to discourage tunneling entirely to which much more is needed than just what I suggested.
Tunneling is only bad when its hard tunneling early into the game. Its completely fine to use it when theres like 1 gen left and everyones alive; you just arent getting multiple kills without tunneling in that scenario. So making tunneling take upwards of 40s at base would just guarantee that match is a loss for you.
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@Gandor said:
4s and disable stun animation so it's in fact really 4s instead of 2.8s (or 1.8s right now).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483746#Comment_3483746
What would you call a perk that has just 1 task to do and that thing is to protect survivor when being tunneled - but the perk does not do basically anything, if you get tunneled hard?
Trying to be very kind - I would call it bad design. No matter the effect - if it does not work upon being hard tunneled AND IT being anti-tunnel perk, then I don't care how good it is when being just soft tunneled. The perk is just bad. It basically asks killer to a, hard tunnel b, being abused by taking up to 3 hits. So no. Calling it bad perk is 100% deserved.
i'd say its at its best being hard tunneled. They cant wait out your BT, and are forced to give you an on hit burst. any non hypermobile killer will waste so much time catching up to you. I can only think of 3 killers that would count as hypermobile though. Its good design because it makes chasing you take the same time as chasing the unhooker since you both have two health states.And if the unhooker took a protection hit for you, then you get to keep OTR and chasing the unhooker is significantly easier.
only buff I can think of to improve consistency would be to have the iron will effect kick in 10s in. That way the killer doesnt know you have it until regular basekit BTs duration is up.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483746#Comment_3483746
Saying blight doesn’t need nerfs has made you lose any credibility to comment on survivor issues when you obviously main killer I looked at your discussions and they are concerning to say the least and proves you don’t know anything about the game
i have 2000 hours on the game i'd say im relatively knowledgeable. Blights addons need nerfs, not his basekit and as far as I know thats the general consensus in the community.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483746#Comment_3483746
OTR is bad coming from a survivor who has been playing since 2017
OTR guarantees they cant just wait out your BT. If they choose to tunnel you then you get a full on hit burst, making any non hypermobile killer to waste so much time catching up. You will lose so much progress choosing to tunnel someone with OTR. Then the chase is also much harder since you've got iron will, and if you dont get tunneled you are extremely safe anyways since your aura cant be read.
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@Jhei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484752#Comment_3484752
15 is 100% of 15. Do clowns hindered bottles give you 100% speed boost? This sounds hella broken, how is he allowed to have that?
Yeah guess so. Bottles slow you by 15% so he does gain distance 100% faster. He doesnt literally move double speed... he just doubles the advantage of speed, effectively gaining distance doubly quickly. Throw on a yellow bottle and you gain distance a whopping 166% faster. Its a very powerful effect, sucks its completely negated by shift+W.
Unlike this thana idea that has 0 counterplay whatsoever. I think my math was a little off, one injury equates to a 7% quicker distance gain.
Throw on sloppy butcher and some other hitnrun stuff and thats and easy win. With sloppy 2 or 3 should be injured at all times if you are doing it right, unless you are up against a very coordinated SWF or something. But that essentially means every chase is 14-21% faster. Doesnt seem fair to me.
Its the same argument for why MFT is overpowered, its very easy to get for a massive effect. granted 1% isnt all that much, and is only minimally impactful... with hit and run you can ensure a massive boost to your chase consistently with little counterplay.
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Thats unnecessary. 10s of basekit BT guarantees you can reach any loop within 44m. Thats plenty of protection; basekit OTR is going way too far.
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@Jhei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484745#Comment_3484745
I'm confused by what you mean with 15% faster? Two people injured with this rework would give survivors a 2% hindered effect. Clown's bottles give 15%, Wesker's infection gives 8%, I'm confused as to how the maths works out. Can you clarify for me?
2 is 15% of 15. Your speed advantage on the survivor is increased by 15%, you gain distance 15% faster etc etc.
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thanatophobia is useless, you need everyone injured just for it to have any meaningful effect at all. And then that will probably only be happening for like, 20s and for 16 of those they'll be healing making the 20% kinda useless.
i dislike this rework idea because it gives easier chase for not really doing much. So if I've got a guy on hook and I just hit a different one, I just catch up 15% faster? i just dont like messing with movement speed.
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@madoniflicks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484579#Comment_3484579
Wow, that's super helfpful.
How do I counter play then?
dead hard would explain why sometimes, injured survivor just didn't go down when I used my power on them too.
dang, that's a lot of good information so far, thanks.
something I forgot to mention: dont always commit to downing somebody. Always think about what the other survivors are doing; if their all gonna be on gens its not worth 1 hook to lose a generator. Killer is about defending the generators and taking the kills that are easy. To get those easy kills to need to build pressure. Pressure is anything that keeps survivors off gens. For example, hooking someone gives massive pressure. One person on hook, another coming to save them... 2 people off gens. You can gain pressure by doing anything really. Injure a survivor and they need to heal. Chase one and they cant do gens. etc etc etc, basically dont commit to downing someone if you dont have a lot of pressure at the time. If you've got everyone healthy and you're in chase with a healthy person, thats like 1 full gen worth of progress by the time you get that down. But if you've got one hooked and 2 people injured, its a great idea to commit to that down.
also accept that all the gens will most likely finish. The average killrate (last we saw, the devs dont often share stats) was 61%. Thats good, that means the killer typically 2ks and sometimes 3ks. But since on average the killer gets a 2k, that means that on average all the gens get done since 2s can only escape if the gates are open. If you get a 2k with like, 9 hooks consider that a win/tie in your favor. 4k's really only come if you absolutely stomp them or just tunnel at 5gens.
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@madoniflicks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484579#Comment_3484579
Wow, that's super helfpful.
How do I counter play then?
dead hard would explain why sometimes, injured survivor just didn't go down when I used my power on them too.
dang, that's a lot of good information so far, thanks.
Speed exhaustion perks dont really have any counterplay. At least not in the sense that theres a strategy that will deal with them effectively 100% of the time. Some perks give exhaustion to the survivors which will prevent them from activation. Examples include:
Fearmonger: When a survivor is repairing a gen, they get blindness (prevents seeing any kind of aura) and exhaustion. These effects linger for 6s after getting off the gen.
Blood Echo: After hooking a survivor, injured survivors gain exhaustion and hemorrhage(causes healing progression to drain while not being healed) for 45s.
Those are the ones off the top of my head. Blood echo is bad, dont use it haha. If you dont want to deal with sprint burst though I highly recommend fearmonger. Survivors wont be guaranteed a pallet if you find them on a generator and they've got SB since it wont activate.
Certain killer powers also counter exhaustion perks. Most directly are the very speedy killers. To understand this part you'll need to know a few things. So basically, speed is relative to that of a running survivor. A survivor running moves a 4m/s, which is classed as 100% speed. So for example, killers move at either 4.4m/s or 4.6m/s, 110% an 115%. So for example, a survivor using MFT will be moving at 103% speed and so on. Just so you know, exhaustion perks give a 50% speed boost when used, in total making the survivor move at 150% (35% faster than killer).
Blight: 2nd best killer in the game. In his rush, he moves at 9.2m/s or 230% speed. Exhaustion perks are nothing to blight, he will catch you anyways.
Oni: As I mentioned hes faster than that boost in fury. I believe he moves at around 8m/s or 200%, so aout 50% faster than the boost. But he will definitely struggle out of fury against exh perks.
Nurse: Moves at like 16m/s 400% in blink. You need to be incredibly precise but she can theoretically ignore exh perks.
Artist/huntress: Ranged killers, distance is meaningless.
Wesker/The Mastermind: Incredibly good at gaining distance and moves at 300% speed during a bound.
If you really want to stop dealing with exhaustion perks play blight. Blight functions similarly to oni as a speed based killer. Basically blight has fury permanently, except he sacrifices the instadown for more speed and higher maneuverability. Very fun killer and very strong.
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Dead hard can be tough to counter. In the past, it was actually a regular exhaustion perk with infinite uses. It was very annoying to play against as certain killers and tiles. And before then it would actually instantly give you about 4m of distance when used and had 0 counterplay... just happy its nerfed now lmao.
So to counter DH, there are a few things you can do. Like I said dont lunge at injured survivors unless they are animation locked and thus cant use DH. And make sure you ALWAYS wait it out. For example, a survivor is running towards a window. You are almost close enough to hit them without giving them time to use dh. So you walk to them and swing, assuming they'll vault... but they actually preemptively used DH predicting you'd do just that. Now, they get through the window and you lose distance. This situation is quite easy to counter. You have nothing to lose here by waiting to see them use DH; if they go through the window, you can down them mid animation. If they instead attempt to bait you into hitting their DH, you just wait for the animation to end and down them there. Its hilarious when that happens; dead hard has a unique animation where the survivor sticks their arm out in front of them kinda like superman. So its so goofy to just see them get downed after.
However there are some situations where their isnt anything you can do against a dead hard. For example on short pallet loops; Lets say you are close enough to do a lunge and hit them. However, you think they have dead hard. So even if you do hit them, they dont go down. But, you arent close enough to down them without lunging. And you wont be there by the time they reach the pallet and drop it on you. Either way, you lose distance. Theres nothing you can do here unless the survivor messes up. One of the main reasons it got nerfed.
There is a more killer specific scenario where its uncounterable. For example if you are about to hit a ranged shot as huntress, the time between the audio cue of you throwing the hatchet and it actually landing on the survivor is long enough to use DH by reaction. The same goes for a hillbilly saw, you can easily use DH on that before he hits you since its so highly telegraphed. This will be the same fore any killer that has no method of waiting out DH inside their power.
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Also as a sidenote, I did say that tunneling is a dick move but im gonna backtrack here. Tunneling is only toxic if you do it when its completely unnecessary. If you kill someone at 5 gens... you just win. its over for the survivors and they have 0 fun. but, if you tunnel as a last resort to turn the tide of a very close losing game then its 100% fine to do. Ex: Nobody is dead and theres 2 gens left/lots of gen progress at like 3 gens. its reasonable to tunnel here, as if someone doesnt die the gens are definitely getting done and theres going to be 2 or more escapees for sure.
Basically treat tunneling as a clutch mechanic, not something you just do every game for an easy win.
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As another caveat about endurance, I'll mention some perks here that cause it.
BT: Extends the endurance effect on an unhooked survivor by 10s. Just so you know, if someone says "basekit bt" they are referring to that 10s effect off hook. This is because in the past, that effect was limit to a perk named borrowed time (BT). And was made basekit about a year ago. Hence, Basekit BT.
Off The Record (OTR): Extends the basekit BT effect to 80s. Does not increase how long the speed boost lasts. This endurance will go away if you do basically anything not related to chase. Look what conspicuous actions are on the dbd wiki; if you do any of those it deactivates. But the secondary effects of OTR will last for the full 80s even if you do a conspicuous action. These effects are as follows: For the duration, your aura cant be seen and you make no sounds of pain or breathing. (this is whats referring to as an anti tunnel perk).
Mettle of Man: This ones rare, you might think its DH. After taking 3 PROTECTION hits, MoM activates. While injured, you gain the endurance status effect. MoM deactivates ones the killer hits you while that endurance is active. How to tell its not DH: Basically, hitting someone with endurance will make them need to mend. This takes 12s, and a yellow bar is shown under their username if they need to mend. if it was MoM, they do not need to mend and thus there is no yellow bar.
Made For This: Upon healing a survivor from the dying state while injured, you gain endurance for 10s.
Buckle up: Upon healing a survivor from the dying state you both gain endurance for 10s.
We're Gonna Live Forever (WGLF): upon healing a survivor from the dying state, they gain endurance for 10s.
those are all the ones I can think of.
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by the way, since you're new I'll save you some time. Heres a website I wish I had when i first started playing:
Has everything you could need. Perk tier lists for both sides, killer tier lists, addon tier lists for each killer, map tier lists based on how good they are for either side, a quiz to find the perfect killer for you, a spreadsheet showing which perks belong to which character and what they do, really anything you could need is there. Theres even a chart showing just how stealthy each survivor is based on visuals, audio, and volume of that audio.
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I hate the survivor meta rn. Its so braindead. Seriously, explain how looping is skillful when you have MFT making you loop better by default, WoO optimizing your pathing automatically, a third health state in DH, and hope just to make you unkillable in endgame? Not that reaching endgame is hard when you've got 3 perks making every chase take an extra 30s. not to trash on people who use them or anything their just using whats been given to them. Obviously good survivors get far more value... but a decent survivor with that build will loop just a good as they do without.
i used to play huntress before MFT released. Now all im allowed to play is wesker with full meta
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@Solomonkane said:
Simply stop caring about winning
wow i'd never thought of that! i guess I'll just go turn off the competitive side of my brain! thanks for the advice!
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useless power. Uninteractive power. Useless addons. Constant oblivious.
Simultaneously boring, useless, AND annoying to face
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Finally someone actually gets that boring meta=/=kill every perk in it. I feel like the meta for killer was healthier pre 6.1.0. No braindead gen kick meta. More than 2 non killer specific good slowdown perks. At least ruin undying took two perk slots, and had no synergy with PGTW while they were active. original pain res was stupid busted though, even though it rewarded skill it was just too good
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484564#Comment_3484564
I don't condone that at all and would absolutely go through the effort to make a ticket to get them reported but that made me laugh so hard I'm sorry.
it was actually hilarious he was tbagging the entire game and the moment he got outplayed he just couldnt handle it haha
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484566#Comment_3484566
overcome is still very strong and really is just a flawed design and sbing away from gen is using an exhaustion perk in chase by using it at the very start of a chase
yeah but you dont have anything for tile chaining. Unless you are caught in a deadzone then theres almost no difference from just running when you see the killers on his way. its at its best when you are in a deadzone or caught by surprise. If you arent in those situations, a mediocre survivor will find lithe more valuable.
i see your point on overcome. Same gripe I have with lithe, huge value for minimal skill.
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Survivors have a type of perk called an "Exhuastion Perk". Most of them provide a short, but large speed bonus after a certain action. Thats why they are sometimes faster than you. For example:
Sprint Burst: When you begin running, you move 35% faster than the killer for 3 seconds. You become exhausted for 40s afterwards. Exhaustion does not deplete while running. Exhaustion perks cannot be used while exhausted.
Lithe: 35% faster than killer for 3 seconds after a rushed vault, exhausted for 40s
Balanced Landing: After dropping from a ledge, 35% faster than killer for 3s. 40s exh
Think of them like a chase ability survivors can have.
The white shield is from hitting somebody while they have an effect called "endurance". While active, endurance prevents a survivor from being downed. Example:
After a survivor is unhooked, they gain endurance and a 10% speed boost for 10 seconds. This is where endurance is most commonly seen. This happened to prevent the unhooked survivor from going down because of their teammates mistakes, and subsequently being tunneled out of the game. Tunneling refers to hooking the same survivor over and over, ignoring all others, to get a kill as early as possible. Its most commonly seen as a dick move since it makes the survivor being tunneled have 0 fun that match.
Back on exhaustion perks: Their is not much you can do about them unless you are playing specific killers. Oni in demon dash is actually faster than the speed boost provided by exhaustion perks though. A little note about exhaustion perks: Right now there is a very powerful one called "Made For This". While injured you get a 3% speed boost. Sounds bad, but the killers speed advantage over the survivor is only 15%. This means that it will take 20% to catch up to that survivor. This is bad for oni, since he has no power in chase out of fury. So chasing injured survivors out of fury becomes a total waste of time. If you dont see a big speed boost from the previously mentioned exhausted perks, they likely have made for this. As a side note, survivors using MFT also use Dead hard frequently.
Dead hard: After being unhooked, dead hard activates. Press E to gain the endurance effect for 0.5s. After use, dead hard deactivates.
This can make lunging futile. If possible, do NOT lunge at a survivor who you think might have it and instead opt to walk up and slap them from super close. They can also use this on your demon strikes as oni, so wait a second or two before actually hitting them if possible.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484553#Comment_3484553
Overcome requiring you to get hit only goes to prove it's skillessness even more
SB certainly is not lmao, you can make 99 plays with it but even if you don't its still so ez to just SB off a gen like a bot and it gives huge value
BL I think is fine but I just don't understand your point with it
Overcome: Its not skillful but its not as good as the others. Its ease of use comes at a cost of versatility, sorry for the miscommunication
SB: Sure anyone can just SB away from a gen but then you have no exh perk in chase, you just guaranteed that you arent injured at the start. Very powerful yeah but maybe not as good as a lithe in that same players hands. The skill comes from managing exhaustion mid chase to get that crazy value, thats why its the strongest perk in the game.
BL: You need to go out of your way to find drops on most maps. A certain ones maybe not, but on the majority of outdoor maps you need to lead the chase in a specific direction just for value. Basically relying on your mental map and ability to loop to keep you alive until you get there.
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he said dbd was keeping me from the rope 😭
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484513#Comment_3484513
you can slug. too bad all generator will be done before it matters.
i can slug someone trying to use current boil over too, doesnt make it any better
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some meg called me a bad wesker bc I won
(he was being carried by MFT and windows, didnt even need to think while looping)
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the only exhaustion perks athat are completely skilless would be lithe and maybe MFT. Lithes skill floor is in the mariana trench, but it does have skill in trying to conserve it.
Overcome requires you to get hit, making it provide less value than more versatile perks
SB is the most skilled perk in the game
BL requires very good pathing to get value from consistently
Overcome just gets you out of a deadzone, and you are sacrificing SB for that
Smash hit needs a stun and is very easy to play around
Head on requires team coordination
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Its just MFT and Lithe that can be called skilless, the rest are fine.
Also since you mentioned crouching you play either pig or ghostie... both C-tiers. Dont complain about balance when you are playing a bad killer if you can still 2k consistently.
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uh no that makes it 100% worse, its only swfs who abuse boil over. now they'll be taking hits and you'll never get a hook
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I was seeing your point a little until you pulled out the p6 nea as the example
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484324#Comment_3484324
I don't know how pc nurses do it but they hold to blink far away but then cancel it of you run closer to them. They can do it instant without looking down. Nurse pc flicks should be removed and then give range back. On console you just have to quess what survivor most likely gonna do and blink to that position. That how she is playable for me.
you look down, you go through the blink you just dont move. Thats the "blink cancel" type thingy.
removing flicks would remove half of what makes her skillful
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its bad game design and should be removed
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nice, lets punish people for playing popular killers with longer queue times!
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483721#Comment_3483721
So the fact that a killer is forced to tunnel right at the start to get a 2k against good survivors is the definition of a balanced game ? 🤡
against a 4 man swf? if you can 2k the issue isnt that big as you think.
you dont need to 3k every game.
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@TheRealConsent said:
The Singularity is A tier.
Any non-console player has NO right to complain about his strength. Cut the copium and admit that you just aren't good enough to play the damn killer.
Singularity is arguably the third hardest killer to play and master. (Blight > Hillbilly > Singularity).
If you don't like playing him, just say so. But just because you can't get kills doesn't mean that Larry lacks anything.
In fact, I'd argue he'd still be relatively powerful in his PTB state. I was worried about a nerf when it was going live, and was very surprised with a buff.
Woof, someone got a lil angry there. Never said my opinion on him, just wondered why everyone else 180d <3
nice assumption though!
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483797#Comment_3483797
I have done pretty fine with her on console. And she is way easier on pc and you can cancel blinks middle blink if survivor outplays you. So she is still 2nd best killer and those selected few can make her 1st.
what? you cant cancel a blink midway. You can look down mid charge... but you probably wont land the hit because you have one blink to land it. A good survivor wont let you get that hit. I say this as someone with like 500 hours on nurse so im pretty qualified to say that. But honestly if you are doing good on console as nurse? goddamn you must be the best nurse player in the world, if you can play her without flicks.
shes got counterplay on both sides which is super fun to engage with once you know it. She just makes mindgames, the core of DBD, the sole method of playing chase. so if you cant mindgame you suck on either side. You also need very good juscle memory, flicks, and perfect predictions just to get the hit on good survivors.
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2v8
All-Kill Map
Billy buffs
Sadako rework (not a fake rework thats actually a nerf bhvr)
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on launch it was bugged to spawn a pallet at every possible location
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@Pepsidot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483678#Comment_3483678
It's extremely overstated how hard she is to play. You can have a few hours on Nurse and beat SWFs with her that you can't beat on your main killer which you may have hundreds of hours on. Aura reading perks like BBQ, Lethal and especially Nowhere to hide make it much easier too.
People have always used the excuse that Nurse is fine because she's difficult to play. Even when she had a default of 3 blinks and no cooldown. She isn't!
Disagree. Sure you can learn the muscle memory in like 5 games but actually learning her takes forever. Against survivors who actually understand how to counter her will do just fine. shes only broken in the right hands, and theres only like 2 pairs of hands that make her an instant4k.