tehshadowman33
tehshadowman33
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Like really, she's the best, well why you even play other characters, ofc i understand console players and ofc you don't need to play her all of the time, bc it's boring, but trust me, most of your killer games, you should play as a nurse.
It's really annoying when you 4k as Nurse, and the survivors get angry and say things like "Zubat could've done that without addons or perks".
Gets really annoying when salty survivors compare you to professional gamers, lol.
I mean, these people are literally paid to play games.
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@Pierpalle said:
Here I am. 260 hours on pc with the nurse, currently rank 2 2 pips, ready to get to rank 1.
Great killer design,broken addons that's why I don't use more than two blinks.
The only time more than two blinks is justified is if the entire team is running Dead Hard.
I swear, people in Red Ranks run Dead Hard JUST to screw up two-blink Nurses.
Without three blinks, you basically on your first blink have to land within lunge range to bait out the Head Hard, and then get lucky with the second blink's timing to down them.
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@LapisInfernalis said:
@Mänzel Same with Billy or Insta Huntess/Clown. Trapper also, when you trap a lot of people and don't hit them in the trap.
I had one game with Mirror Myers I blackpipped, because I could pull them off of everything and got only few hits and they killed themselves on the hook.
As with any other strong/funny build as Impossible Skill Checks Doc, Russian Roulette Spirit, Tombstone Myers etc.
What does the Russian Roulette Spirit build look like? Out of curiosity.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/546589#Comment_546589
@tehshadowman33 Make a list of all killers and the survival point event you'd associate with them.
Okay!
I won't list the survival point events for killers that already have them, but I'll also be expanding where I see fit. Heck, I'll even include other category scoring events like Altruism and Boldness. Names for scoring events aren't final... They're just what I could think of off the top of my head, and I don't assign the actual point reward values for anything, mind you.
Trapper:
Trap Buffer - (Altruism) Rewards points when buffering a trap allows another survivor to pass over it unscathed. NOTE: To prevent farming abuse, each survivor can only get this scoring event once per trap, even if that trap is reset by the Trapper or his ultra rare addon.
Wraith:
Ambush Survivor - (Survival) Rewards points when as a survivor, avoid a lunge from a decloaked Wraith (who has movement speed buff applied) by less than or equal to 2m.
Hillbilly:
Chainsaw Dodge - (Survival) Rewards points when as a survivor, during chase, avoid a chainsaw rush from a Hillbilly by less than or equal to 2m.
Rodeo - (Boldness) Rewards points when as a survivor, during chase, cause a Hilbilly to collide with another object by less than or equal to 2m from you.
Nurse:
Duck and Weave - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from a Nurse directly following the Nurse's blink by less than or equal to 2m. NOTE: The point reward is higher for this depending on the number of blinks the Nurse used before lunging.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun a Nurse during her blink. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
Michael Myers:
Cheat Death - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from Michael Myers by less than or equal to 2m while Michael Myers is in Evil Within III.
Hag:
Ambush Survivor - (Survival) Rewards points when as a survivor, avoid a lunge from a Hag (who has teleported within the last 5 seconds) by less than or equal to 2m.
Tempting Fate - (Boldness) Rewards points when as a survivor, trigger Phantasm Traps while the Hag is carrying another survivor and you are within the Hag's terror radius.
Doctor:
Treatment Resistant - (Survival) Rewards points when as a survivor, while shock stunned, avoid a lunge from a Doctor by less than or equal to 2m.
Huntress:
Hatchet Dodge - (Survival) Rewards points when as a survivor, avoid a hachet throw from a Huntress by less than or equal to 2m.
Leatherface:
Chainsaw Dodge - (Survival) Rewards points when as a survivor, during chase, avoid a chainsaw rush from a Leatherface by less than or equal to 2m.
Rodeo - (Boldness) Rewards points when as a survivor, during chase, cause a Leatherface to collide with another object by less than or equal to 2m from you.
Freddy:
Dream Warrior - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from Freddy by less than or equal to 2m within two seconds after you fall asleep.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun Freddy while you are awake. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
Pig:
Ambush Survivor - (Survival) Rewards points when as a survivor, avoid an ambush lunge from a Pig by less than or equal to 2m.
Clown:
Who's Laughing Now? - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from a Clown by less than or equal to 2m while under the effect of Intoxication.
Spirit:
Ninja - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from a Spirit (who has movement speed buff applied after coming out of phase walk) by less than or equal to 2m.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun a Spirit while Spirit is in phase walk. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
Legion:
Frenzy Dodge - (Survival) Rewards points when as a survivor, during chase, avoid a lunge from a Legion (who is in Feral Frenzy) by less than or equal to 2m.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun a Legion while Legion is in Feral Frenzy. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
Plague:
Vomit Dodge - (Survival) Rewards points when as a survivor, during chase, avoid a vomit stream from a Plague (who has Corrupt Purge) by less than or equal to 2m.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun a Plague while Plague has Corrupt Purge. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
Ghostface:
Cheat Death: (Survival) Rewards points when as a survivor, during chase, avoid a lunge from Ghostface by less than or equal to 2m while under the exposed effect from being stalked.
Adept Killer Stun - (Boldness) Rewards points when as a survivor, pallet stun Ghostface while Ghostface has Night Shroud activated. NOTE: This scoring event replaces the standard 'Killer Stun' scoring event when it triggers.
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@Elk said:
Left Behind needs something to help it out. Maybe like 'Leader' but for only you, or if you haven't been hooked yet and get hooked at the end you have a chance to struggle off with 50% chance.
Not much point to that if Killer stays near hook.
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I think we can all agree that this perk needs a complete rework, before it was kind of useless but now?
I would be fine with that. It'd still be mostly a dead perk and depend on you losing the game, losing the find-the-hatch-first race, etc.,
In this way, you could make a "I hate low rank solo survivor" build:
Left behind + Kindred + Wake Up + Deliverance
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Yeah. This perk needs help. It's way too niche.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/71829/ds
I would agree with that and be ok with the change provided it also stated
"if another survivor is hooked or put into the dying state your DS becomes inactive until the next time you are unhooked. This perk remains inactive if your the last survivor alive."
That way if your tunneled and good at looping it will remain for the duration, but if your just being stupid and want a free second chance its removed. This also means they can't wait 60 seconds and pick you up.
It's a good idea, but I do have a minor gripe. The problem with this, though, is what if you have a team of 4 identical survivors?
All Bills with P3 bloody prestige clothing and toolboxes, etc.,
Only the Obsession mechanic gives everyone direct knowledge that the Killer is in a chase with the Obsession survivor.
You won't have any idea as a Killer which survivor you're chasing until you down them and check the status HUD in the bottom left to see who's in the dying state.
This potentially opens it up for Killer misplays on 3 out of 4 survivors, which is mostly beyond their control were we to implement this change to DS.
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20 second cooldown on Night Shroud is fine. Ghostface's current cooldown for Night Shroud is more than 1/3rd of the time it takes to solo repair a generator, god forbid multiple survivors working on a generator.
That's just not acceptable.
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@Jacoby2041 said:
When you run into a sweaty 4-man SWF in red ranks on haddonfield with all BL and optimal loops you'll see the problem with looping
Stop. You're triggering my Haddonfield PTSD, lmao.
But seriously…
I. Hate. That. Map.
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@Fng36 said:
https://forum.deadbydaylight.com/en/discussion/comment/552207#Comment_552207
Yes I agree tinkerer is fun but yet another example of a perk that needs an increase in durations. Unless ur Billy nurse someone who can quickly cross map travel . It is over before u arrive at gen not to mention generator same thing complete before u arrive making it pointless . Need to have it activate earlier in gen progression
I suppose if one wanted to make a 1,000 IQ big brain play, you could combine Tinkerer with Discordance and Pop Goes the Weasel. Keep in mind, this build is pretty stupid...
1) See Discordance go off
2) Head towards generator that Discordance marked but keep far enough away that your terror radius isn't heard
3) Wait until Tinkerer activates
4) Approach generator and get a generator grab
5) Hook survivor
6) Kick the generator, so Pop Goes the Weasel applies during the mass chaos that ensues among the survivors wondering what the hell just happened
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You're not the only one to point out this perk's flaws. SpaceCoconut did a video, but I think everyone agrees that for Dark Devotion perk, yes, the time limit needs to be increased, much like the buff Pop Goes the Weasel had in the previous patch.
Right now, the perk is only good in VERY specific meme builds:
1) Low-Terror Radius T3 Myers - Run Monitor and Abuse perk. Down Obsession, get out of the terror radius on the dying survivor, and hope that you can make it over to another survivor and down them as well
2) Hag - Combine this perk with Surveillance/Discordance perk and Mint Rag addon + Rusty Shackle addon. Find and hit your obsession. Manually teleport over to generator that has survivors on it. Get a free generator grab.
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What if we tack onto the perk that Inactivity Crows are drawn to inactive survivors x% faster for the duration this perk is active? It would at least force survivors to move about.
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True. If BHVR ever makes another killer whose best addons are common/uncommon, one might as well keep them unprestiged.
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@White_Owl said:
This discussion reminds me of people complaining that they get spotted from afar as Wraith while cloaked because they run around in open areas without consideration for LoS.
To be fair, a lot of people, myself included, think that Wraith should have 100% full invisibility at distances further than 32m from an observing survivor while Wraith is in Cloak mode.
It'd give Wraith a tiny bit more viability on maps that have mostly open areas like Shelter Woods, Farm Maps where Survivors perch on the tractor for a bird's eye view of their surroundings, Blood Lodge, etc.,
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/548762#Comment_548762
They were rank 10/9 I think.
(Perfect matchmaking tho)
I almost forgot to mention something funny.
Both Meg and Jake had Urban Evasion
This means they could have saved me no problem in the basement,but nope.
Wew lad. That hurts just reading that.
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Get rid of the button mashing. I hate the fact I had to bind it to my mouse wheel and constantly spin the thing to make this work.
WHY
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They need to give Myers back his multi-stalking.
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Also, generally speaking, Franklin's Demise makes it quite hard to locate a dropped key. Keys are brown and therefore blend into dirt very well.
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Key = Mori
Mori = Key
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Thanks! The idea for my rework of instaheals is it becomes a risk vs. reward option.
If you have a GOOD survivor against a GOOD killer, the survivor has the option of:
1) Keep moving
2) Risk the channeled action giving the killer JUST enough time to land a killing blow
So whenever line of sight is broken between killer and survivor... That is when the survivor is presented this choice... Do I want to use the instaheal? Let's even be generous in saying that this channeled action is not considered a 'healing' action, so things like Nurse's Calling won't function during the time spent channeling.
Unless your build includes Calm Spirit, the Red instaheal will reveal your location to the killer via popup (NOTE: This is NOT an aura, because that'd make red instaheals complete garbage vs. a good Nurse player), or it's going to reveal the survivor teammate you healed from dying to full health.
I think it makes things more interesting without letting players get away with cheese, frame advantage, and everyone stacking the survivor team with ×4 insta heals.
:D
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/547263#Comment_547263
I'd be fine with it being 5 seconds if DS reset upon hooking another Survivor. That way, it only punishes real tunneling and doesn't allow the Survivor with it to make stupid plays, such as bum-rushing the hook since they know they have an instant escape.
Agreed. I want Dead By Daylight to be free of this notion of "100% safe unhooks". Borrowed time shouldn't stack with other second chance perks whatsoever, without some SERIOUS work done on survivor's part. You can still get that 100% safe unhook, but you'll need a 3 stack MoM, which is quite difficult, but if you pull it off you get your free escape at endgame.
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@FrenziedRoach said:
What's irritating is you can completely wipe a team quickly and still just get a safety pip.
Makes no sense - are the survivors being punished by being forced to be dominated by me over and over again because I will never rank past them?
By the game's logic, it means that they were boosted survivors and were higher than their alleged skill level. Yeh, it makes no sense to me.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/545953#Comment_545953
@tehshadowman33 It'd be kinda cool to be honest. It'd be easier for some killer powers to add a survival point event to but some are really obscure.. so it'd not be as easy overall to design evenly between all killers.
Name a killer, and I'll give a sample of what survival point event would be. Keep in mind, a good portion of our killers already have them, but they could also be expanded upon. For example, dodging a Pig ambush attack where she narrowly misses hitting you by like 2m = Survival points.
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I wouldn't have any problem with them if they couldn't be used in a chase. It would take a channeled action to use, and it still consumes the medkit.
Purple: 2.5 Second channel.
Red: 3 Second channel and also causes the survivor to scream, revealing their location (like Doctor/Infectious Fright).
EDIT: This would also prevent that frame-perfect input garbage of where killer can swing to down a survivor, and they heal to full health while killer goes on weapon wipe cooldown.
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I wish they'd buff Hope, so more people would use it.
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Adrenaline would be fine if it had a hard counter. NOED is the only thing that keeps Adrenaline from being OP by being a soft counter.
@Mister_Holdout said:
For the most part, I think Adrenaline is fine.
Part of the reason killers hate it is because good survivors tend to use the perk. And I'm sure we've all had games where four adrenalines activated all at once lol.
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@Ember_Hunter said:
I think Adrenaline is good, awards team effort to do generators. NOED should get a requirement like hook at least survivors 4 times? But both seem fine anyway.
OK, I'm fine with that condition, but then NOED becomes a non-hex perk.
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I'm confused.
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@LordGlint said:
After playing at rank 1 as Freddy and doing just fine, I think ALL killers can be played at any rank. Stop looking at the game as a 1v1 where you take turns. The other 3 will then be free to work on gens. Don't be afraid to hit and swap targets often, as this'll keep survivors off gens and often times your new target won't know which pallets your old target already used. I got really good at juggling survivors by playing Freddy...
Off topic, but...
You just as scared as I am about the rework? =(
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/423483#Comment_423483
Nearly every game with hag, I can consistently guarantee that I will max out the deviousness category before the game is over. That means the no one escapes score event is worthles to me. I'm sure this is the case for most people's main killer. I can also guarantee that I max out chaser on most of my killers, and this is unavoidable if I bring Beast of Prey or Thrill of the Hunt. Sarifice points are the oddball in this category, so let's not talk about them. Brutality points are either not even close to max when the trial ends or are maxed halfway through.
For survivor, I can max out chaser is the killer is bad pretty quickly, and I often max out objectives because I'm at heart a gen jockey, so that means activities like escaping chases at the end of the game or scouting with maps are pointless even if it's important to gameplay.
It's not hard to max out a category especially if you plan around it, and it doesn't require you to "do much, much better than normal". I can't vouch for you or the rest of the community, but I personally want the points for the actions I'm doing. My suggestion is one way to see that happen sometimes.
Survival category is incredibly difficult depending on the killer to max out that last 3k. You would have to escape the killer's shoulder SIX TIMES and escape alive to max out survival category.
Every killer needs to have some form of survival point event. Dodge a Leatherface chainsaw where he comes within 2m of you during the chainsaw charge? Get survival points.
Altruism points are hit or miss and survivors compete over them. Not to mention healing takes forever, so meh.
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@scorpio said:
Plague was so good in the PTB. I think the idea someone had above where a survivor being broken from the Vile Purge for X amount of time should lead to one of the fountains becoming corrupt. That gives the survivor however many seconds to get the benefit of the cleanse before one of the fountains becomes corrupt, and if they are too slow then they either a) have to stay broken or b) cause another fountain to become corrupt. That sounds like a brilliant fix to me even without putting her speed while holding a charge back to what it was in the PTB.
That sounds a little overpowered.
I'd say do this:
1) Make it so that if a survivor is sick they immediately become contagious. Everything they touch becomes infected. Infrequently, they sniffle or cough.
2) If a survivor stays broken infected for a minute, they become weakened and suffer a 10% penalty to all channeled actions (Repairing/healing/cleansing totems/opening gate/hook sabotaging)
This should encourage survivors to actually use fountains as the penalty for not doing so becomes too great. It still gives a newly infected survivor the time to finish a generator before they hit that 10% penalty though.
The 10% penalty is there to encourage survivors to use fountains as well as give Plague more time to patrol the map.
:)
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During what time of the throw is Clown slowed, exactly? Is he still slowed after he throws?
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Posting in a legendary, wholesome thread. ♪
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Ghostface was weak on the PTB and buffed up (which was needed) but now that he has been live for a bit I wanted to talk about some of his mechanics that seem to be unfun to play against and can and will be abused as more players figure him out and get more games on him similar to old legion.
I disagree.
If he's focusing you. Then it's your job to distract him. Break line of sight, hide, and loop. Unlike Myers, he's not a global threat once he pops that exposed on you.
Nerfing anything in his kit would make him just Trapper level of garbage. He's already not viable in high rank games anyways.
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@Alther_Primus said:
I completely agree. Current Freddy is a ton of fun, and is currently the only reason to ever use Furtive Chase. This rework is going to be a slap in the face of people that liked his playstyle, and is going to solidify Furtive Chase being about as meta and gamebreaking as the likes of Mad Grit and Overwhelming Presence.
https://forum.deadbydaylight.com/en/discussion/comment/540641#Comment_540641
I get that you're excited for the rework, but let's not pretend that he's going to have anything besides the telegraphed Generator Teleport. If you get to use your traps it's because you're either versing potatoes that think that Killers are OP because they can click M1, or you've chased the person for so long the game's giving you a pity power. Unless they do some major reworking to the rework, that 60 second sleep timer is already getting the shovel to dig the rework's grave, and Entity have mercy if his slow is as meh as Clown's at base.
On the note of the Aura Reading, it gives Freddy a ton of fun setups and ways to 20,000 IQ Survivors + you have to be asleep for it. I have less issues with Freddy's Aura Reading than I do Legion's Killer Instinct. Also, this is pretty much the only reason to actually run Furtive Chase for literally any reason outside of Adept Ghostface or (maybe) some Make Your Choice cheese.
Honestly next Mid-Chapter will actually drop Freddy from my rotation, he's becoming some poor Hag/Clown hybrid rather than retaining his current role as dedicated stall with potent tracking. I guess if I want to actually impact Gen Speeds without relying on Ruin I'll have to run more Impossible Skillchecks Doc until they inevitably remove it for another Le Ebin Top Tier clone like they're doing to Freddy.
Oi, don't crap on Mad Grit. It's great in a bumper car build. It's got great meme potential, which is better than I can say about most other useless perks.
If we can get one more perk that does something good while carrying a survivor, it might become quite good.
(Play With Your Food + Agitation + Iron Grip + Mad Grit = Bumper Car Build)
^
It's actually quite fun to play.
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I'm terrified this rework is going to be a killer that's worse than even Plague.
At least with Freddy, once you learn his mechanics, you can do very well due to his high skill ceiling.
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/540613#Comment_540613
But the fact that most people you fsce will drop pallets for no reason on certain killers makes said safe pallets go pretty quickly. I burn that offering every now amd then when im trying new builds. Or using vanity mirror myers
Vanity mirror is like the one Myer's addon that needs some slight number tweaking. The movement penalty is too harsh for what it gives back in return.
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The only things that needs to be fixed:
- Decrease time it takes to switch from Punishment mode to Treatment mode and vice versa down to 0.25 seconds.
- Increase the shock range without addons to 12m. Nerf the percentages on range increasing addons to compensate for this buff to Doctor's default range.
- When using shock in treatment mode, Doctor moves at 110% movement speed.
- Nerf the time that survivors are stunned (cannot perform any actions) by shock to 1.5 seconds.
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Who wants to place bets on how long it'll be before Ghost Face goes the way of Clown and Plague, never to be seen again?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/540405#Comment_540405
His perks are quite bad.
That said, he is hella fun. I am enjoying playing him a lot. Might be my new favorite after Spirit.
Like I said though, he's not rank 1 viable so the reds will still trash you.
If they seriously do ignore all of the community though and go through with these nerfs they are going to kill him and lose a lot of support from the community as it's pulling another Freddy.
Yeah, there's not any point in buying a DLC killer that has trash-level perks (you can't even put them in a meme build. They don't have any synergy with anything) and does not have red-rank viability.
Pass.
No point in paying for a killer that I'll only use on Rank resets.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/540379#Comment_540379
@tehshadowman33 Yeah I use the Pig a lot, so this is probably why I don't mind being a killer on that map. It is however, 100% survivor sided, as I feel a sense of relief when I get that map as a survivor, as I know there's a high chance the entire team is going to escape, and you shouldn't feel that way. The map shouldn't dictate the outcome of a match...
Yep. Which is why I'm super annoyed when survivors burn that Haddonfield map offering. You just know they're going to use Balanced Landing and know how to abuse infinites.
That sort of gameplay outdoes even most other forms of cheese in this game. Even Max Range treatment mode Doctor on the Game Map pales in comparison to Haddonfield shenanigans.
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@Horus said:
I had splinters in my web probably bad rng spwan for you
Splinter? Screenshot it?
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/530959#Comment_530959
I mean if I killer wants to wait 45 seconds to get BL3, he's only going to get like 2 hooks maximum. Before all the gens eventually get finished.
I don't know why you're getting downvoted. If a killer has to hit T3 Bloodlust to down a survivor, he's wasted a minimum of 45 seconds in the chase + x seconds to reach and down the survivor + 5–10ish seconds to get them to the hook and + y seconds to get into the next chase.
That's a guaranteed 50–60 seconds of time survivors would have to repair generators PLUS the time it takes for the killer to move around the map makes that more like 65–75 seconds of generator repair time.
That's almost a guaranteed 3/4ths of a generator completed before a killer MIGHT get into a chase.
Only Hillbilly and Nurse can break that, so it'd be less for those two, but still that's impressive repair progress. If everyone's on a generator you're guaranteed two generators to pop between the time the first person is hooked and the time the killer gets into a chase with the second person.
The two survivors working on generators can just finish their generators and one of them can then go head for the unhook while the hooked survivor still has plenty of time left before they get to the second hook phase.
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@Blueberry said:
I don't think he needs any nerfs at all.
He's almost rank 1 viable but just needs some small buffs.
His detection rate feels almost perfect from both sides to me and his addons are just good, definitely not near OP or needing a nerf.
His Outdoor Security Camera ultra rare needs its duration increased to 6 seconds imo
His perks are pretty awful. Is he worth buying? I always end up in red ranks.
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@TheLastGreatStar said:
I actually really love the Haddonfield map, it's one of my favourites. But that might just be the Halloween bias in me speaking, as it is my favourite horror movie.
I find quite a lot of moments to surprise attack survivors on it, especially in the houses as the rooms with generators are pretty small. I can see why some killers wouldn't like it, but every map in the game has the ability to show a killers strength and expose their weakness. One killers dream map is another killers nightmare.
I'm guessing you use Pig a lot?
Yeah, Pig's not bad on Haddonfield thanks to stealth. If you can manage to get close enough to block a window, you can do well sometimes depending if they decide to heal or not.
These are the only killers that have any real shot of getting a 4k against a team of competent Rank 1 survivors on Haddonfield:
Pig
Trapper
Myers (specifically Vault Lord Myers meme build)
Nurse
Hag (unless survivors are running flashlights)
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@samination said:
I'll take Haddonfield over Spirits map anyday. I once got in 3 times in a row as killer when I first played. Ugh.
Yamaoka estate's problem is that there's WAY too much debris everywhere. If you're playing Billy, good luck knowing which routes you can go through without hitting something in the dark of that map.
At least that map got a good nerf in that survivor's cannot blend in as easily with the reeds and bamboo due to BHVR adding more saturation to dark clothing. :)
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@miaasma said:
if someone wants to call a legitimate balance discussion "whining" then they should be denounced from the discussion since they have no intention of participating constructively and are only here to argue in bad faith. i don't consider it uncivil to point such things out
nobody here is yelling at BHVR or making sweeping claims about anyone (except for the person in question)
Agreed. I hate tone policing. If we have an issue with something and offer a criticism and alternative, it should not be labelled as "whining."
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/539250#Comment_539250
a 4k on that map is the result of the survivors screwing up. that wont happen with decent survivors, unless they get really overconfident at one point, resulting in the teams ultimate downfall. that is not how majority of the haddonfield games go and we both know that.
also, imagine the round with a wraith or clown. would you still have been able to get that 4k?
also also, there is a difference between "people performing better on a certain map" and "people getting hard carried by the unfair map design".
and did you hear from the shelter woods "fix"? they "slightly increased the amount of pallets" on the map, so you now have one every 15 meters. yes, the map used to be the most killersided map in the game, but if you can manage pallets you can buy a LOT of time for your team without going down on it.
I don't even want to THINK about trying to play Wraith on Haddonfield in Red Ranks. Jeez, by the time you uncloak, they've already jumped a window and are ready to start the window loops. *Sigh*
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@Andreyu44 said:
Grim Pantry is way worse.
I always wanna DC as a killer on that map unless I run 2x BpS offerings.
Grim pantry is sometimes horrible. It depends on RNG, where the building ramps spawn, etc.,
You get punished pretty bad if it's a bad variation, and basement doesn't spawn in the main tile.