thesuicidefox
thesuicidefox
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@Marcus @PolarBear Huntress also has a normal TR on top of the lullaby. Freddy's lullaby flat out replaces his TR. TR perks still work on Huntress. Same cannot be said about Freddy when asleep.
And remember this hurts Freddy too. He loses the option to use TR perks (which was a problem with old Freddy that was fixed with the rework). While the current options aren't amazing, it means any TR perk in the future will be worthless on him.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/716229#Comment_716229
Then it is better to leave because I don't think you gain bloodlust.
Huh? Huntress can definitely get bloodlust.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/715216#Comment_715216
How is it a problem? It's not like you can proc BT against Ghostface or Pig either.
Yea but they have counter play. GF you can break out of stalk, and Pig has to either take time to stand up or go for an ambush which is easy to dodge. Freddy has 0 limitations. And if you wake up he simply needs to hit you to put you back to sleep. If he has Black Box/Paint Brush then waking up won't exactly be a valid option.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/702638#Comment_702638
If BT was "tweaked" when Legion came out then oblivious in dreamworld is a tweak as well. You already did not hear the terror radius while in the dreamworld so it would only make sense to apply oblivious to the survivor.
Both changes were made to simplify the game. Rather than add a whole new health state exclusively they instead combined BT's effect with Deep Wound. Rather than make it so oblivious is inconsistent and not have it for survivors while asleep, they added it to keep consistency.
BHVR has recently been trying to make the game more consistent overall. For example, the recent change to Pig's dash that made it not apply the effects of sloppy butcher as it is not considered a basic attack.
Except that
1) This "tweak" for this killer is absolutely unnecessary, unlike the BT changes. BT was changed because it was either that or you could literally never play against Legion without Self Care (and then later changed again because of Legion and their strong link to BT effects). It was necessary to make the character work. Adding Oblivious to DW isn't that. It's not needed, especially because Freddy is a very strong killer now.
2) There's nothing inconsistent about lullaby. You are asleep, lullaby replaces TR. It's pretty simple. If there was absolutely nothing then you would have a point, but the fact there is SOMETHING that can be construed as a TR means it's not a very consistent change.
This just simply is a bad decision. PERIOD. End of story. Freddy doesn't need a free anti-BT mechanic. He is plenty powerful as he is right now. This coming from someone that plays Freddy (old and new). They literally just threw this on him because they could, not because it was needed.
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I find usually you either need to leave the chase or just brute force it (just follow, no mind games). Usually you can bait them to drop the pallet in front of you and hit them with a hatchet, but really ballsy survivors won't do that. That's when you just hug the loop as tight as possible and got for a normal hit. Though even against those ballsy survivors when they see you not wind up a hatchet at the pallet and totally disrespect it 3 times in a row, then you are right behind them, they will still drop the pallet and you can hit them.
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@Acesthetiic Mr. Stark, I don't feel so good...
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No, the only things that affect infection time on objects are add-ons. You can just barely hit an object, as long as you get the "Contagious" BP score event the object will be infected for 35 seconds (and up to 50 seconds with stacked add-ons).
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Trapper has a total of 6 traps. He starts with 1, and there are 5 others around the maps.
https://deadbydaylight.gamepedia.com/Trapper#Power:_Bear_TrapPerhaps survivors sabo'd your traps. Or maybe you just didn't see the aura. They are very small and hard to see sometimes at a distance.
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@Acesthetiic said:
This would put Freddy in S Tier.
Yes, but only because he is Hat Man. Freddy is a fictional character. Hat Man is REAL.
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Interesting about the obsession's heal buff not mattering against Plague. Makes me wonder if this would also be effective on Legion too, as survivor avoid healing against him too, and if the obsession has to heal everyone it just means they waste their time. Good find.
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@PolarBear said:
Borrowed time also got an unjustified buff when Legion came out and now that is works like it used to against one killer it's a problem?
No the problem is that BT doesn't even proc. If you unhook someone they are awake. They have to get hit or be chased for 60 seconds to fall asleep. What you guys are talking about is irrelevant to the discussion.
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The penalties stack. I'm not sure about the aura reading, but at the end of the day if it doesn't 4 seconds should be plenty.
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I was saying this is a bad idea since when the Oblivious status was leaked and it was said Freddy's Dream World would have it.
BT not working when it needs to is a problem. Unlike other "stealth" killers that can suppress their TR, Freddy has no counter play other than "wake up" which may not exactly be an option. Wraith has to decloak and can be burned by flashlights. GF's shroud can be broken and his stealth removed. Pig has to stand up or do ambush, both of which give the hooked player a chance to get away. But Freddy has none of that. If you are asleep, it just doesn't work. He could be right behind you. What's worse is that he can put you to sleep just by hitting you.
OOO being a problem is just icing on the cake. Oblivious doesn't need to be a thing when asleep. It let's Freddy using TR perks, and let's survivors use TR perks. Having a killer where literally half the time perks won't work is a bad idea. This stuff was broken on him before because of how the old Freddy worked. Then they fixed it with the rework, now they don't work again. It's one thing for perks to be better or worse for/against a killer, but for them to be useless as killer or inconsistent against killers that's bad design.
This coming from a Freddy player, both old and new. Freddy is plenty strong right now he doesn't need this buff.
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Iron Will and Spine Chill are a must if you want stealth. Also take Adren, it goes well with IW, just play injured all game and rush gens. Last slot could be whatever, I'd take Balanced but that's me.
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There should be a "do not play with" list but it would be limited. Max of 3 players blocked at any time, and it will remove players automatically after like 72 hours. This way you can avoid that one killer you keep getting over and over that is being toxic, or a survivor that you just don't want to keep dodging for whatever reason. That would help the game a LOT, but not break MM where no one could find games.
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@Kerbert said:
https://forum.deadbydaylight.com/en/discussion/comment/704571#Comment_704571
Idk about other people but I just think Prayer Beads and Fathers Glasses should switch rarities.
Father's Glasses are actually very powerful because it hard counters Iron Will since you can't hide blood while injured.
That said it does need something more to make it worth the rarity.
Prayer Beads are fine except that they basically give you free gen grabs. If that wasn't a thing then PB wouldn't be so damn OP. When I used PB I tend to go for hits instead of grabs because grabs are super lame and easy.
@Ghoste said:
Changing the rarity of an add-on doesn't really matter when players have stockpiles of them already. Prayer Beads deserve a proper re-balancing.
I would like to see collision removed while phasing as well. The Spirit should have to rely on sight and sound while phasing, not bumping into a survivor out of dumb luck.
Outside of that, I'd agree she's not OP, but she's regarded as the 2nd/3rd best killer in the game for a reason.
Changing collision won't have the results you will expect. It just opens a new set of options for Spirit. Not to mention that good Spirit's will body block you on purpose. I will get ahead of someone to block a pallet/window.
@Kerbert said:
https://forum.deadbydaylight.com/en/discussion/comment/704553#Comment_704553
You can see grass moving and her footsteps if you really listen. And as a Spirit main, whenevr I run Prayer Beads, I'm usually only able to get one gen grab off and thats in the start of a match. After that I'm either constantly in chases or survivors are cautious enough.
And survivors have no problem not being able to tell where Spirit is in a chase, but all of a sudden they do care when not in a chase?
FALSE
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Changing PB to pink rarity will only make it worse. The are 3 pink items a killer can get in their blood web... 2 add-ons and ebony mori. Maybe more if splinters are available. Maybe less depending on the killer.
There are 8 purple options in the blood web aside from perks. Oak, fog, coin, ward, and the killer's 4 purple add-ons.
So you make it from a 1/8 chance of getting on per web to a 1/3, and after p3 50 every web has at least 1 pink item. It will be easier to get them.
Instead we need to add some drawback to Prayer Beads. Currently there is a "bug" where you can hear the Spirit's footsteps. I think this should be fixed, BUT for PB it should be the drawback. Make the range something like 6m, this way you can't get free gens grabs on survivors that pay attention. You could still definitely get the free hit though.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/701496#Comment_701496
It was indeed buffed twice. Not intentionally, as they were merely byproducts of the Legion's release (Deep Wound change made it so the timer no longer goes down while chasing the person protected by Borrowed Time) and the Legion's re-balancing (now Borrowed Time timer doesn't go down as long as you are within the Killer's TR, which is a buff against anyone minus Wraith, Pig, and Ghostface; also the Killer can no longer see the timer going down), but they are changes that made Borrowed Time better. Freddy's buff undoes most of that and allows Freddy to counter it similar to other killers who can shut off their TR.
No it wasn't buffed. It was tweaked because of new Legion.
This isn't a tweak. It's a direct buff, a very strong one. They just give Freddy Oblivious when you are asleep. He doesn't need a counter to BT he is a plenty strong killer. Again I play him regularly.
And it's not the same as other killers...
-Wraith has to decloak first. You can also force him out of cloak with a flashlight.
-Pig has to either stand up or ambush which is not a very effective attack on someone that was just saved.
-GF can be broken out of his stealth.
-Myers has to be in tier 1 for proper stealth options which means he is slow.
All of these killers have counter play options to trigger a BT proc, and if they can deny a BT proc there is at least some catch. Giving Freddy Oblivious in DW is neither of these. He can just hit you, put you to sleep and now BT just won't work. You can go wake up but the fact he puts you to sleep when he hits you makes this pointless. He doesn't have to decloak or do some sort of easy-to-dodge attack out of stealth, he can just do whatever he wants when he wants.
This is not a good change, at least not for Freddy. If anything, make Pill Bottle inflict Oblivious in DW instead of what it currently does, but as base kit no this shouldn't be a thing. Freddy doesn't need this kind of buff.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/699327#Comment_699327
Counterpoint: Borrowed Time didn't need to be incidentally buffed twice. This is just dialing it back for one specific Killer. :P
It wasn't "buffed twice" it was tweaked. This however is a flat out buff, one Freddy doesn't need.
@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/699327#Comment_699327
Anyone with 2 brain cells to rub together would gladly give up Coulrophobia and Unnerving Presence shenanigans to counter Borrowed Time. It's not like those are meta perks. While this change is a buff for Freddy it isn't going to have big implications in terms terms of where people will put him in their killer tier lists. I would classify this change as one of those intricate knowledge changes for both sides. If you are a survivor that doesn't keep up on the details of this game and like to use borrowed time then you might be in for a surprise.
Doesn't matter my point is that they fixed these perks to work on Freddy, now they are broke again. Any future within-TR-range-effect-perks won't be of use on him.
Also Coulrophobia was very strong on both the old and new Freddy. Slowing down healing is a big deal. But now it's not even an option.
Borrowed Time is just fine right now, they don't need to add this new status effect, especially to Freddy. Lullaby should count as a TR. It's about balance not wanting a free anti-BT on an already strong killer.
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/699327#Comment_699327
Unnerving presence was already a bad idea to put on him since it increases the chance of getting a skill check. Him not equipping that isn't really a loss to him...
If you do Overcharge with stacked dresses you can make a skill check cost like 15% of a gen. Without Unnerving that loses all point though, since base Overcharge skill check is easy to hit.
I use to main old Freddy and I've played quite a lot of new Freddy with a lot of tactics. I'm telling you guys that giving him a free anti-BT is really unbalanced. Old Freddy yea throw the dude a bone, but the new one no he is plenty strong.
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Freddy was in a good spot after his rework. He didn't need this.
The Oblivious effect also negatively affects him since now some perks are useless on him, such as Unnerving which was useless prior to his rework too, and is no useless again.
This new status is a bad decision. Just nerf OOO we don't need this.
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Mindbreaker is mainly a counter to the UE around gen/Sprint Burst away from gen tactic.
Furtive Chase has more potential in the fact it's the only killer perk that switches the obsession. A smaller TR in chase doesn't hurt either.
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@Alice_pbg said:
1) I like that
2) pretty sure that's to avoid accidentally killing someone on the ground when you're trying to hit someone close
Mori should be a specific button. On console they don't even use all the buttons when playing killer. It could easily be set to X on Xbox or something. PC has plenty of extra keys.
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You can see survivors moving grass or corn while phase walking, but you cannot see auras except for gens. Any survivor that reads your aura while you phase walk will see the aura of the husk instead.
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The lullaby extends from the Huntress to 45m and overlaps the TR. You just can't hear the lullaby while inside the TR.
So if you use M&A, your TR will be 12m and the lullaby will start at that point. No deadzones.
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No Freddy seems odd considering he is actually really strong now. On Xbox we have a lot of Freddys, I play him too.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/683341#Comment_683341
Stealth counters every killer(arguably better than looping imo) I’m much more scared of stealthy survivors that ultra-aggressive ones.
Yea but stealth isn't equally effective on all killers. A 110 killer is easier to stealth than a 115 killer because it takes them longer to search an area. Spirit is indeed a victim to this.
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@TATAHARAMBE said:
https://forum.deadbydaylight.com/en/discussion/comment/683369#Comment_683369
I'm a Blendette and I like this build but instead of No Mither I would put resilience/balanced landing xD
You want NM so that the killer could never slug you in a situation where there are 2 of you left, and because you don't leave blood. If you never get found you can never get hit...
EDIT: Also NM + IW = 150% quieter which will beat Stridor 100%. So if it's a Spirit with Stridor, or a killer with Bloodhound they have no way to track you except scratchmarks. You can use the crows as an early warning sign something is coming near you, and Spine Chill will tell you if it's the killer or not. Calm Spirit also counters Doc and anything that makes you scream/reveal you position. Since you don't need to heal Nurse's is useless against you with NM, as is any exposed effect.
You just focus on hiding. The build and Claud will do the rest.
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I wish we got BP in KYF because then I could convince my friends to play with me as the killer or something. If they limited you to like 1 million BP per rank reset to earn in KYF that would stop farming but give some incentive to play it once in a while.
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P3 Claudette, No Mither, Iron Will, Calm Spirit, Spine Chill
Just be immersed. 1000%.
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IMHO if you can play Huntress very well, you can play any killer very well except Nurse.
Huntress is the only real slow killer in the game. If you play her you have to know optimal pathing and such. You also need to know when to prioritize certain things based on distance and time.
Because her power has to be reloaded you also have to learn how to prioritize certain actions. Do you kick gen - reload - break pallet - pick up survivor? Or break pallet - pick up survivor - hook - reload - kick gen? That can make a difference to Huntress because in on she has hatchets in another she does not.
This besides her power itself has the highest skill cap in the game. How good you are at Huntress is basically... how many hatchets out of 5 can you land consistently? From what range? Is the target moving? Etc.
I found since I started to play Huntress again I am just better with all other killers. On my alternate account I'm rank 4 just playing Huntress, and I do dailies for other killers basically 1 perk of their 3 teachables (ie. baby rank 1 killer). I notice that most killers I still dominate games because I'm 115 and can just run survivors down easy. Billy, Clown, Doc. I found these killers super easy to be good with because of this effect. Only had like 1 or 2 perks and maybe an add-on.
TL;DR I believe that the killer you play most will dictate how well you do with other killers, and if you play Huntress well you should automatically be good with all killers because she is the hardest killer to play well.
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Clown is mid tier. His chase potential is the best after Nurse/Spirit. He has 0 map pressure though which hurts him.
IMO Wraith and LF are below him for sure.
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People say stealth isn't a valid counter play option against Spirit, yet any time I ever lose as Spirit it's because I had to look for immersed survivors all game.
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TBH, reverse moonwalking is more popular.
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LOL this post
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I have hatchet.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/680765#Comment_680765
It only comes in red.😬
I don't want it then. Calm Spirit with a red background is a contradiction xD
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@Peanits said:
It's something that we've started doing a couple months back. Right now, it's basically just a way for us to recognize people who have been around for a while and either helped people or posted a lot of constructive feedback (good or bad). We'll usually offer them to a couple more people each month.
Can I has orange Calm Spirit? 😁
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Jersey Devil
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Huntress - Whispers, Iron Grasp, Deerstalker, Sloppy Butcher. Your whole strategy should be to slowly pull them towards the basement. Once you get someone in the basement don't let them go without at least a trade. You can secure a lot of 4k's from this and by slugging often.
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C
H
U
C
K
Y
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The perk icon for Borrowed Time I like because it's creative.
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@BadgerT40 said:
https://forum.deadbydaylight.com/en/discussion/comment/675672#Comment_675672
Actually she does move grass. I’ve been playing as and against her for a while and I can garuntee she moves grass
FALSE
https://onedrive.live.com/?cid=e6e304621526d0b0&id=E6E304621526D0B0%213442&authkey=%21AKBOgnbxetLYlSI -
Gen teleport.
This is part the reason I think Demo will end up being good. They can teleport around the map.
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@anarchy753 said:
I'm happy to play on Haddonfield the rare times it shows up. It certainly isn't fun, but I'll suck it up and deal with it.
However, if there was a map offering, you better believe I'm gonna work out which person's running Unbalanced Landing and make sure they get the lowest points for the match.
There's a lot of maps that are killer sided or survivor sided, but Haddonfield is pure exploitation when you build specifically for it.
I run Balanced all the time, and I've been face camped on Haddonfield because the killer assumed I was the one that gave the offering.
This is just spiteful and childish honestly. Besides the fact that you really have no idea, your taking your anger out on the wrong person. The devs are the ones you should be angry with because they made the map.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/673998#Comment_673998
You minus well call it an infinite because killers can't spend 2 minutes trying to get one hit with Bloodlust and Entity Blockers — That's just asking to get gen-rushed. :(
Through, regardless if it's near infinite of infinite, it does need a look at for sure. I use Balanced Landing a lot in the case I get a map that has an infinite with BL. :)
Technically speaking if the killer can catch you it's not an infinite. A huge time sink but not an infinite. Yea you still don't want to take that chase if you can help it, but if you REALLY want the guy you can catch them. Only exception is when that exact window is open because then it becomes a true infinite where the killer can never catch you.
The only killers that can't be looped here (either normal or infinite) are Trapper, Hag, and Freddy. Trapper can trap both top windows which completely breaks the loop, and you can't disarm those traps except with your face. Hag can also put traps there and teleport, though a really good survivor can still avoid a hit. Freddy can put snares all inside the house on the bottom floor to break the loop. Also Nurse but she's never loopable. Every other killer (including Spirit) can be looped here for a long time.
Honestly all they really need to do to fix this is remove the windows and just make them doorways, then remove the window at the top of the basement. That would completely destroy this loop.
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@NMCKE said:
You do know if the survivor uses Balanced Landing, the perk makes Haddonfield an infinite (like an actual infinite from the beta).
Yeah, I'm like, 99.99999999999999999999999999999999999999999999999999999999999999999% sure BHVR is reworking this map next! :)
It's actually only an infinite if the window above basement stairs is open, because they can use that every 3rd or 4th loop to "reset" the loop. Running the top windows is not a true infinite as the killer will eventually catch you, but it is way longer than any normal loop in the game. However against a 110 killer like Huntress, yes this is an infinite, but she can also be infinited at some other points in the game.
Haddonfield desperately needs a rework. If it's not the map to be reworked in the next next patch then I seriously question BHVR's priorities.
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OOO is the only perk I have a problem with as killer. I completely agree it's rather gamebreaking, especially in an SWF.
Rather than add new status effects they should have just reworked OOO, because now perks that were totally fine (eg. Alert) are getting nerfed for no reason while OOO will still be OP.
It should only reveal auras for a short time, then have a cooldown. There also needs to be a greater drawback for using OOO when not the obsession to add more risk to it. Do this and OOO would be fine honestly.
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PPPfffffttt you just got no style bruh
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I got called trash for using Iron Maiden and green exhaustion add-ons on Huntress.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/673360#Comment_673360
Firstly the wiggle bar won't pause when he hits someone, it literally regresses. It is quite detectable by human eye, unlike his missed attacks. At missed attacks the wiggle bar is barely moving, basically doesn't move.
Secondly, when he has no cool down at all, makes him accelerated. He moves faster than any perks can provide by doing something against normal game play. Do you honestly believe this movement style is completely normal and not like a miner gone crazy?
It might cost him 3 perks I haven't seen on anyone else just running Mad grit. But it completely ruins that game. I thought insidious basement camp is boring to play against. But this right here. Makes it impossible to escape killer grasp or avoid basement. On Coal Tower map, he could carry every and each survivor down to the basement while still managing to chase and hitting others in the process. It is not just frustration against a player. If this is the exact purpose this is designed for, it is frustration against developers. I thought they were against the designs that don't have a counter.
What possible counter play do I have here? When a killer chases you while carrying another survivor almost as fast as normal. And that carried survivor will get hooked in basement no matter what you do? I really can't seem to find any. Could you help me find one?
The wiggle bar pauses when he hits someone in the second GIF you posted. There is no regression at all.
Killer doesn't move faster. That's Agitation at work not Mad Grit. Killers move at ~109 with Agi so they can easily catch up to you while carrying.
If you don't believe it try for yourself in KYF. You move at the same speed regardless of using Mad Grit.
It may appear they move faster but it's an illusion created by the very janky attack animation with no cooldown.
