thesuicidefox
thesuicidefox
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/498370#Comment_498370
Failing to do gens, failing to help keeping your teammates alive, and failing to find the hatch first don't deserve any pampering. And still, you have 2 possible exit gates.
The thing is, survivors are so used to old hatch that they feel egc is so unfair, whereas in reality the game is still giving them 3 free chances to escape regardless of what happened during the trial.
Tell me how a killer gets 3 free chances when he failed at everything? Maybe NOED is 1, which can be 100% defused even before it activates. And EVERY SURVIVOR HATES. Because it's cheap AF.
THIS IS NOT A TEAM GAME STOP TREATING AS SUCH.
While it is generally in your better interest to work with others and keep each other alive, as it increases your OWN chance of survival, you are not bound to each other like other team games. Similarly, as 1 survivor there is only so much you can do. If the other 3 don't do gens and don't make saves, you get punished for it. I could do 3 gens by myself and still die because no one else did anything. Explain to me how it is then fair that I should die with the rest when I did WAY more than my share of the work? Why should I not be given a fair chance to escape, especially if I outlived the other 3?
Failing to do gens just means that not EVERYONE gets to escape. If survivors do 5 gens, ALL of them have a chance to escape. Otherwise only 1 gets a chance to escape.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498358#Comment_498358
Survivors played bad: hatch spawns.
Killer plays bad: teabagging spawns.
Or did I miss the update where 4 are about to escape and the gate closes before the last one gets out. So the killer gets a kill?
The losing side shouldn't be rewarded!
If the Killer played good to get his kills, that 4 kill isn't free.
If survivors played good, the game shouldn't punish them either.
Survivors tell killers to use blood Warden in order to get some kills. How about using left behind to get out?
There's no bias in my post. Can you say the same?
Except that's not really what's going on. Again I could play way better than the killer and other survivors but still die because I was the only one doing gens. You're saying that I played "bad" when I actually play exceedingly well and did more than what I should have had to do as an individual. On the flip side, if killer played well then there shouldn't be 4 survivors making it to the gates. To say that a killer played well in that situation is just asinine. That is like saying a survivor that did no gens and got caught in 10 seconds should escape. And if the killer killed 3, then they have the advantage on the 4th kill, not a guarantee on the 4th kill, which closing the hatch basically does at this point.
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@Visionmaker said:
I like how it is now.
Actually, one change is that I would like for the hatch to only spawn after 4 gens being done and not based on survivor deaths.
That way, it's more of a toss-up.
This I could support also, but this doesn't solve the underlying issue with hatch closing in that killer is guaranteed the kill unless they mess up.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498354#Comment_498354
What about situations where the Survivor knows where the Hatch is, though?
Doesn't matter because my hatch close overrides their use hatch. If I'm standing on the hatch just before it opens, survivor can't use it. Doesn't matter if they know where it is and are standing there waiting with me.
@Condorloco_26 "Well if you played perfectly until that point, why should the survivor still be highly able to beat you? He failed all his previous "tests", so?"
First, they aren't "highly able to beat me" it's 50/50 and I have control over whether or not the situation even happens in the first place. Second, if both players play perfectly killer still wins in this situation, because all things considered it's just impossible for the survivor no matter how well they play EGC. Their only chance is that I make a mistake, and mechanics that rely on a player making a mistake in order for the other side to have a fair opportunity are fundamentally broken. See old DS.
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@[Deleted User] said:
No mither is perfectly fine. Being able to calmly walk away from a hook knowing you’re not leaving any blood to follow is tremendously undervalued and overlooked by this community.
Using No Mither is one of my favoutite perks, especially in a full ninja build: No Mither, Iron Will, Calm Spirit, and Tenacity
I agree with you about how the community looks at NM. It has a lot of untapped potential, the thing is it requires a completely different mind set from the normal survivor. You have to basically play like you can die at any second, not play like you want to escape. Escaping as NM is a privilege mostly.
Also I use the exact same build!! Calm Spirit is another very underrated perk, especially now after it got some buffs. NM + IW is really good, and Tenacity is just a natural pick for NM. However, I find the "hook me now or else" technique to be super effective, whereby you put the killer in a position where they HAVE to hook you right then and there or lose the hook. This let's you put killers in a sort of catch 22 (ex. NM guy jumps out in front of EW3 Myers while they chase a healthy survivor and forces them to either waste EW3 by hooking the NM guy or continue chasing the healthy survivor who now has distance on the killer... in both cases killer wastes time and resources). For that reason, I find BT to be of more value than Calm Spirit as you can just kamikaze a hook and force the killer to pick you or the other guy, where for a regular survivor that would just give the killer 2 hooks if you went down during the save.
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@Tsulan "Hatch shouldn't exist in the first place."
So again, killers should get a free 4k when they actually only earned a 3k.
Do you really not see the killer biased in this statement?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/498347#Comment_498347
I feel like the problem you're trying to solve with your idea can be easily fixed by adding a maximum/minimum spawning proximity to the exit gates. Yes, high mobility killers can take advantage of the exits, but it's better than nothing tbh.
I agree that can be a solution, however it favors certain killers over others and may potentially break some maps due to their shape. I guess since we are getting a map rework this might not be a problem in the future but as I see it survivors should have an equal chance to take the hatch. If killer knows where the hatch is, it's just impossible to use. I will just hook the third guy and rush to the hatch, and even slow killers could do this by hooking as close as they can to hatch and rushing over to it.
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@DoctorFreaky said:
https://forum.deadbydaylight.com/en/discussion/comment/498341#Comment_498341
That sounds pretty good although I'm not sure 100% in all categories would be good because that would be basically Were gonna live forever
No I mean the earning rate. It would be like Distressing/TOTH/Beast Of Prey for killer. You can't actually earn more than 8k per category, you just earn BP twice as fast. Considering both NM and WGLF are David King perks, that turns his kit into a BP farm kit. Since you are injured you are more likely to die (that is pretty much the point of running NM, to die often) so it only makes sense you 'live fast die young' in a sense.
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@Mochan said:
I'm against this. It seems like an unnecessary killer nerf.
EGC hatch is supposed. To be stacked against survivors. It's fine.
In other words, if killer closes the hatch is should be a guaranteed 4k? Because that's what it sounds like you are saying.
No mechanics should be guaranteed in this game, for either side.
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@Condorloco_26 "And if the killer closes it, the survivor still has 2 more chances of escaping. It won't be easy, though. But the exit gates spawn right from the beginning of the match and the survivor can spot them beforehand. Besides, it wasn't easy for the killer to lead into this scenario either."
"Won't be easy" no it won't, it will be near impossible. Literally no one would have been able to escape from me after I closed the hatch if I played perfectly. It's just not possible. And the times I escaped myself were times when the killer made a mistake. Escaping shouldn't be based entirely on whether or not that killer makes a mistake, because as survivor you are just screwed in this situation.
"And from personal experience: As a killer I very rarely spot the hatch before it comes into play, so looking for it becomes a race vs the remaining survivor, and I've seen plenty of them escaping. And dying."
Then you are a fool. Once I get down to 2 survivors and the hatch has spawned (remember this is the important part), I will slug one and go looking for the hatch. Once I find it, I come back and take the hook. Sometimes the survivor is revived before I come back, which then I just play out the game until I down one again and take the hook, then rush to hatch. It is IMPOSSIBLE to take hatch if killer does this, and near IMPOSSIBLE to escape through the doors after the killer closes hatch using any sort of skill.
Having a fake hatch would make killers more carefully consider killing the third survivor, and/or give survivors a more fair chance to actually hatch.
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As a No Mither player here is what I would like:
- Gain 100 % more Bloodpoints in all categories.
- Remove injured music.
- Allow 1 free escape attempt on the hook (not guaranteed but doing it once doesn't reduce the bar).
- Always perform fast vaults when running.
- Bleed Out timer speed reduced while recovering.
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@Tsulan said:
I think, when the killer had a bad match, and 4 survivors are about to escape, the game should spawn fake gates. Which open just normal, but behind them, there's just a brick wall.
Survivors have a 50/50 chance.
Since we are rewarding failure...
Its not though, because if survivors didn't do enough gens to spawn hatch early then fake hatch wouldn't even spawn in the first place. It's the exact same as it is now. They aren't being rewarded for failure.
The difference is in those games where survivors do enough gens to spawn hatch. That means they did the objective enough to be given a fair chance to get it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498316#Comment_498316
Is their chance to take the Hatch normally 0, though?
It is when the hatch has spawned for long enough that killer knows where it is. Like I said, against my Spirit exactly 0 people have taken hatch (both in situations where it had spawned and I knew where it was and it did not spawn and I just happened across it first, but the focus here is on the former not the latter), and only 2 made it through the gate after I closed hatch, and only because I messed up not because they outplayed me. This is from about 20-25 games, where these 2 were 50% of the total survivors that had escaped me legit (the other 2 were in a bad game I had where the survivors actually made it to gates). Literally almost every time I close hatch, I catch the last survivor on the gate and they have no option because as Spirit I can patrol both gates easily unless they are clear across the map on the largest maps in the game.
PS. By legit I mean they did it on their own. I gave a few free escapes but I had the guys dead to rights.
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@TAG said:
I'm confused as to how this gives Survivors a better chance when both Killer and Survivor have the same opportunity to find the wrong Hatch first just as how they have the same opportunity to find the right Hatch first.
Because their chance to take hatch goes from 0 to 50/50. This assumes that the hatch(es) have spawned and players are aware of their position. If it's a situation where no gens were done then it would be the same as before as only the real hatch would spawn anyway.
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@Dreamnomad said:
I think it would create unnecessary animosity. As either side, I would be greatly annoyed if I found a "fake" hatch. I don't really see any upside to this either. If the killer does like you say and slugs the second to last survivor and finds the hatch then hooks the survivor and immediately closes the hatch then that is just smart play that deserves to be rewarded.
But it's so guaranteed is the thing. Like if fake hatch was a thing, then killers might want to consider other options if they want to avoid being at the wrong hatch. OR maybe position themselves so they can go to either hatch quickly. Or maybe make an effort to find the last guy before killing the third guy, at least to know he isn't by either hatch. That sort of thing.
Like if you found the fake hatch as survivor, it's pretty much as it is now. The only difference is that, where before you had 0 chance to escape if killer knew where hatch was, now it's 50/50 and you could just luck out. As killer it might be lame to pick the wrong hatch but again you have control over the situation. If both hatches are in bad spots and you have nothing to find the last guy, you might want to avoid letting hatch open. Alternatively, if you hook the third guy and say see the last guy with BBQ you can focus on going for them instead of the hatch, because that's more efficient way to get the kill. It's not just given to you for making the obvious checkmate move. Like as Spirit, you literally cannot escape if I close the hatch. The only reason dudes escaped from me after I closed hatch was because I messed up, not because they did anything particularly skillful. Had I not made mistakes, it would have 100% been death for them. It's like, what even is the point of letting survivors open the gates if at the end of the day killer will get you anyway?
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🤔
..
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Sorry I main Kate. What was her "old voice"? I've never noticed a difference and I've played her since release.
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Probably because it's not an easy thing to fix. You have to make sure whatever you do only explicitly helps people that need it and can't be abuse by normal sighted people to see better.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/497578#Comment_497578
@thesuicidefox I know, that is why it is wasted by lightborn is because you blind them for like a second
But you can still use it for saves more reliably than a flashlight.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/497559#Comment_497559
They are easily wasted by Lightborn and looking up, and the timing is so hard to master
Actually they do blind through Lightborn very easily. I had someone use it against me when I had LB on Spirit and it blinded, but the effect went away super faster because LB.
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IMHO firecrackers should be permanent as green rarity.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/497546#Comment_497546
Ok. No point arguing with you if you can't see it.
Likewise
🤦♂️
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Hey I'm not the one complaining about an easily avoidable perk. Maybe don't be so hungry to just scoop up anyone you down right away. 😉
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If you have an obsession, just get into the habit of slugging if someone's been hooked recently. If they run right at you then they definitely have DS so slug them.
Honestly not hard to counter. Where is that Doc meme when you need it?
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Sleep them all again and get them to blow another skill check on that gen. Survivors get very attached to gens that are almost done so take advantage of that. Let them come to you. Hit them and let them run off while the gen regresses. If you can down someone, leave them slugged and get another to hook. It's winnable, but honestly if you are that point in the game your will be in the losing position.
Most killers wouldn't be able to do much about this situation either.
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@Blueberry said:
You have to intentionally draw the game out very long which is obviously difficult in the gen rush meta we have.
Not really. Just don't go out of your way to slug everyone super early in the game and you will be fine. If you have one on a hook and 2 slugged, take another hook and let the last guy make a save. If you are a good killer it honestly shouldn't be hard to maintain control in that situation.
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Pigception
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Wait until you get camped or tunneled or 1 hook mori'd.
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Make Your Choice is the bees knees for Hag. She can make the best use of it because she can instantly return to a hook from >32m.
Ruin because she is slow and needs time to set up. Also it's her perk, and you can use it as bait by trapping it.
Monitor & Abuse is very nice because it shrinks your already small TR to 16m. This let's you sneak up on survivors more easily. And the wider FOV helps in corn or to spot them from a distance.
Whispers is nice for her because it gives you a way to set "hidden" traps. If Whispers is dark, unless you are wide out in the open, chances are no survivors are watching you and you are free to place traps wherever you want.
Nurse's Calling is really good because the aura reading is 28m and her TR is 24m. So you will see them healing before they hear a heartbeat. Combine with M&A for greater effect.
Franklin's Demise is dirty but very good for Hag. Once you hit an item out of a survivor's hand, place a trap. Majority of the time you can catch them trying to get their item back.
NOED is also dirty, but it gives a speed boost and one shot. Combined with her power makes it very dangerous. Plus it can help slow the game like Ruin if they go for every totem.
Haunted Ground is a good extra bit of defense if you run Ruin.
Sloppy Butcher is good to slow the game and combos well with Nurse's Calling. Can also help you track survivors.
Save The Best For Last is good for her as it helps in a chase. I personally don't like it though, mainly because I hate ALWAYS having an obsession.
For add-ons you want range (Dried Cicada, Dragonfly Wings, Dead Fly Mud) and trap duration (Cracked Turtle Egg, Half Eggshell, Powdered Eggshell). Those are her bread and butter. Mint Rag and Rusty Shackles are both super powerful, and even more powerful when combined. Gramma's Heart is fun and can make it easier to sneak up on survivors.
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You need to get a big lead, then play fair with the survivors as long as you can. By playing fair I mean letting them make saves, chasing everyone equally, and sometimes even giving out some freebies by slugging or ignoring survivors that are easy pickings. At your rank you don't need to do this too much, but at red rank you basically need to play a perfect game to get Merciless.
And if you are doing Freddy, you should be using Zblock and Class Photo. That will help you control the match enough that you can play a fair game.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/495304#Comment_495304
Oh yeah, the increase on those are sick!
https://deadbydaylight.gamepedia.com/Nancy%27s_Masterpiece
This says the best one increases the range by 12 meters, making the total range 22 meters.
So 2 of these makes 34 meters.
Nancy's Masterpiece and Nancy's Sketch stack to 32m, which is basically the same. It's actually very fun on corn maps with Whispers.
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Double Mother Daughter Ring. You would move at 345% movement speed, basically almost 3 and a half times survivor run speed. That's faster than a Nurse blink.
Trapper could carry 6 traps.
Hag could teleport to a trap something like 80m away.
Huntress could have 9 hatchets.
Wraith could instantly vault windows, break pallets/gens, and check lockers.
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@MasonMyers69 said:
As long as my dick kek lmao ez 10/10 original joke
So 3 inches then? How disappointing...
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@Peanits said:
It's a bit trickier than it seems. Punishing disconnects is pretty safe to do since people had the opportunity to leave in the lobby if there's an issue. Punishing people for leaving a lobby gets messy because there's multiple reasons why you might decide to leave. For instance:
- Bad pings
- Racial slurs
- People being toxic in chat
- Negative past experiences with one or more people in the lobby
In simple terms, we wouldn't want to punish someone because they don't want to play a laggy match, or for avoiding a guy that started insulted everyone last time they played and so on. Something like that could only work if there was a robust system that could determine if someone is a problem player and allowed people to leave, but that's out of the question at the moment. For the time being we are just focusing on disconnects from a match in progress.
@Peanits Have you guys considered doing something like Overwatch does, where you can put players on an "avoid list" which only allows a limited amount (3 in OW I think) and resets periodically. I think this would cut down on dodging IMMENSELY because most instances of dodging are the same killer multiple times in a row (at least on Xbox). If a killer could put a player on this list and avoid them, if even only for a few days, they could search for a match and not worry about them showing up in the lobby and being forced to dodge. It would also help with DC's, as survivors can put killers on this list and avoid playing against the same toxic Dbag multiple games in a row.
It's worth looking into.
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@Timtom24 said:
yeah a behaviour account would be nice to transfer the progress. i agree totaly.
that would help much with their mobile version then .. i dont want to grind everything AGAIN and to purchase every chapter and skins again.
Yea for me it's mostly the PC version I would like to get, but I'm interested in the mobile version too. But I'm not about to grind for all that stuff again.
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@se05239 said:
Battle Passes are just the modern version of a subscription-based monetization model that heavily exploits the fear of missing out, which a potent psychological trigger used to get people to spend money.
And once they've spent money, they feel the urge to complete the Battle Pass, otherwise they feel like they've lost money.
This process repeats over and over, and over and over.
People need to stop parroting this FOMO bullshit. None of you are psychologists. None of you actually know what you are talking about. You got a buzz word from a Youtuber that complains about the game way too much yet does not play survivor AT ALL and even admits himself he does not even play the game that much. As much as I like the dude, he has a propensity to make very whiney videos about stuff he personally just doesn't like.
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@Entità said:
@NuclearBurrito No, you cannot gain 2 extra add-ons by sacrificing 2 perks: too powerful. I wrote it in the OP.
@thesuicidefox You cannot see the scratch marks with the Ring: when you phase to my gen, I run away before you reach me, then you have to wait 15 seconds to recharge your power. DCB doesn't add any relevant power, and today you can combine MDR, PB, Stridor and Ruin, if you want. Of course, you ignore I have Spine Chill. I accept to lose, if it happens: can you accept new mechanics in this game?
If I have MDR and PB I will get to your gen before you leave. At worst, you will have a mild head start in a chase. But then DCB kicks in, you don't know which way to go around the loop I get a free hit because my movement is so janky. Then you are dead, because you are injured, I can hear you cry in pain no matter what and from a good distance, and I am almost 3 times faster than you. Spine Chill will only prevent me from grabbing you off the gen, it won't save you in a chase especially against a Spirit that can simply run to the other side of a loop to cut you off, as I wouldn't be looking in your direction anyway.
What I'm saying is MDR + PB is already OP enough. If I could use DCB or amulet, or dirty shoes, or flute, or talisman, or literally any other add-on WITH these 2 it would be seriously OP.
@Entità said:
@DocOctober It's very curious that you fear survivors would be too strong with a 5th perk, while @thesuicidefox is sure a killer with 3 add-ons would be unrelenting. Maybe the truth is in the middle: both sides earn power and a new balance appears... 5 perks vs 3 add-ons: I'd like to test it, it's amazing!
@MJ_Out Read above, please.
Some killers suffer from the lack of a perk slot. Nurse and Spirit would not, especially if they get a third add-on. Nurse could have omega triple blinks. That by itself is broken.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/494203#Comment_494203
You may confusing Myers with another killer. You can't buy licensed characters with shards.
Auric cells. My bad.
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@JAWS_BDSM said:
They need to rework Fuming mixtape completely. That gen tracking sh*t is pointless.
This ultra-rare addon goddammit, why is it more useless then grey ones?
Yea I honestly feel that the "see repair progress of gens" should be a baseline ability for all killers whenever a gen is completed.
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@Entità said:
@thesuicidefox I call your Prayer Beads Braclet + Mother Daughter Ring + Dried Cherry Blossom and raise with Spine Chill + Sprint Burst: bye bye Rin's ambushes... The Dried Cherry Blossom is not as powerful as the other two add-ons, in my opinion.
About Iridescent Head, Infantry Belt and Flower Babushka, no killer can harm you if they don't see you: be stealthy, be happy.
@Chad_Kensington No stackable barters: two add-ons for one perk or one perk for one add-on.
@ABannedCat Even the Nurse can be avoided with a stealthy gameplay: just adapt, or lose.
Dude with Stridor and MDR I can outplay you so hard at any pallet, even shack. I'm so fast I can run around to the other side of a loop and catch you. I can run you down in just a straight chase so easy. Add in PB for silent phase and DCB for janky movement during a chase and you will not get away. MDR > Sprint Burst. And Spine Chill only works if I'm looking in your direction. Moonwalking during phase is a thing.
Trust, if I had just these 3 add-ons, Stridor and Ruin, YOU WILL DIE.
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Iridescent Head
Infantry Belt
Flower Babushka
OH BOI AGAIN
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But she doesn't have anime hair...
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TFW fences are the most evil thing in a horror game.
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IDK about picking from a list, but I would like the option to say "I only want dailies for these characters" or "I only want survivor/killer dailies". That sort of thing. I hate getting a daily for like LF, who I will never play. I literally bought him for the perks and that's it. I also hate "Open Exit Gate as X survivor" because all that does is cause frustration for me, either because I don't make it to the gates or someone else opens them. If it was "Save 3 survivors from a hook as X survivor" that's not as bad because I can just rush saves and if I die I can still get my daily.
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@NuclearBurrito said:
Actually Spirit isn't hurt that badly by dead hard. MoM is a different story of course, but if you are hitting them out of phase then they won't be able to react to your attack.
MOM almost doesn't even bother me as Spirit unless it's during EGC. Most of the time I just let the guy go because if they heal it's EZ chase. But if I really want them I just wait a bit for my power and get them in less than 10 seconds. Mild waste of time.
Dead Hard is tricky. Most survivors suck at using it against Spirit, but I had a couple very good ones. Unfortunately I'm not a baby killer, I will just come out of phase walk and wait for the DH, they do it every time, then swing and they are down.
The hardest perks for Spirit to deal with are ironically not meta perks. Iron Will, Lightweight, Spine Chill, and Quick & Quiet. Get a survivor with this build and it will be VERY HARD to catch them during phase walk.
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WAH
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D
O
C
T
O
R
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Yes I get Black Splinters even though I own Myers. However, Myers I purchased with shards, unlike every other killer before Legion who I got by buying the DLC chapter. I think that has something to do with it.
Someone told me if you prestige the killer they stop showing up. But I can't do that just yet, I don't play Myers much but I don't want to lose all my add-ons either.
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Prayer Beads Braclet
Mother Daughter Ring
Dried Cherry Blossom
oh boi
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Spirit is definitely OVER 9000!!!!
b/c her hair...
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IMO the only thing Billy has over Spirit that makes him definitely higher on the tier list is a built in one shot. As good a Spirit you might be, you don't have a built in one shot. They are definitely both in a tier above everyone else though, with Nurse being alone in the tier above them.
EDIT: Made this just now for fun...
S tier is Nurse, hands down the strongest in the game.
A tier is Billy and Spirit. Strongest in the game after Nurse. Way above every other killer but still way below Nurse. For the most part, killers in S and A tier can just power through survivor meta perks.
B tier is Huntress, Hag, Myers. These are the most "balanced" killers IMO. They are very strong but have some glaring weaknesses and can fall victim to bad RNG or really good survivor groups. All killers this tier and up have very strong snowball potential.
C tier is Clown, Pig, Trapper, and Plague. Clown is one of the strongest in a chase, but that's really all he has going for him. Pig has a good mix of abilities. Trapper and Plague are really strong but very reliant on survivors making mistakes. However when they do, these 2 killers can snowball very hard, similar to B tier killers.
D tier killers aren't exactly BAD killers but they have a few big weaknesses that are hard to overcome. Old Legion would have been higher, probably B tier, but new Legion is definitely weaker overall. He is right below Plague and the only reason she's not in this tier with him is because of how powerful Corrupt Purge is. Doc can slow the game and find survivors easy, but has nothing to really help in a chase, and his power is almost useless against good survivors (though IMO he is still the most annoying killer to face, even if he isn't hard to beat). Wraith has stealth and speed, but not much else.
F tier are the "bad" killers. LF has nothing but a multi-one-shot, and this is the only reason he's not on the bottom (because if he catches someone he can guarantee a kill). Freddy is obviously the weakest, however with the right build he is still a formidable killer. But he is so build/add-on dependent that it drops his tier ranking, on top of the fact that he can't do anything for a short time after he approaches you. Meta perks like Adren, Unbreakable, Borrowed Time, and Self Care hurt him more than any other killer.

