thesuicidefox
thesuicidefox
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I posted this idea already 😜
My friend kinda mentioned how he has been using MoM for bodyblocks and it got me thinking. What if the only way to get tokens was to take bodyblock hits? -
@Kilmeran said:
But where would the cut off be? Player disconnects at load in, so it becomes a 3v1. Pop-up asks about continuing match. Killer votes yes, survivor votes yes, the other two vote no.
So now it becomes a 1v1? Or two survivors vote yes along with the killer and the fourth player votes no. So now a 2v1? Or is it majority rule and the survivor(s) who voted no and were out voted are stuck unless they DC? What if two players vote yes and two vote no?
It's just too many variations to account for in the coding, unless it is made into a simple all or nothing vote. All four vote yes, or the match ends with a single no vote.
Plus, how many would actually vote to continue considering the 3v1 matches have been a complaint ad nauseam since it screws with the ability to pip and earn BP.
I just don't see where the time and resources for the coding are worth it.
It would just be a simple message as the game loads in "This game does not have enough players. Play anyway?" Then simple y/n. If anyone votes no the game ends. If everyone votes yes the game continues. It would be like the controller disconnect message.
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@PolarBear said:
I don't want to participate in matches where there are less than 4 survivors. Makes the game much more killer favored. Especially when playing solo q.
You don't have to. But if you and the other 3 players agree the match is played anyway, for those that would.
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@Someissues said:
Killer's emblem system is fine, in fact it's too easy for Exp Killers. But this heavily depends on which killer you play
Some killers like Trapper will suffer heavily from the new system, because he waste so much time going around picking up traps - Reduce Emblem Points
Survivors emblem system should be easier until rank rewards are in
I just don't like how GK is calculated because if you get a game where they gen rush during your first chase but then 4/3 gen themselves and you snowball from it, you get screwed because they did those 3 gens SO fast and there is nothing you can do about it. Ruin doesn't affect good survivors, if you chase someone they can still pop 3 gens and lock you out of iridescent even if you end up 4k'ing and they don't ever finish another gen.
Devout also needs to be more forgiving just so that if I want to pip I don't NEED a 4k. If I get minimum hooks and a 3k I'm fine with letting the last guy hatch. Usually I just hook the third guy and take my chance finding the last one, but with the way Devout works currently I'm forced to slug for a 4k and I hate doing that. It's boring and just extends the game for no reason. I'd rather kill the guy and hunt down the last one. I'm sure he would rather me do that too, because if I slug that's gonna be a lame experience for him.
It's not a matter of how easy it is, it's more of a matter of the emblems forcing you to play a specific way to get them. GK and Devout are the 2 I had most issue with, and I've see a lot of complaints from Billy players that don't get enough Chaser because of chainsaw.
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@Bug_Reporter What was your build?
Guys at rank 1 killer, in order to double pip you have to get 4 iridescents. In order to get iri Devout he had to get 9 hooks AND 4k. In order to get iri GK he would have to have ended the game before gates and kept it at something like 3 gens most of the game. In order to get iri Chaser he needs to win like 23 chases (which if he caught everyone 3 times is 24 chases). And in order to get iri Malicious he would have to get hooks from those chases, and slug a few and such.
Plague can be VERY strong. I'm discovering a way to play her that is very effective, something to how Doctor would play to slow gens but not as lame.
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@Peanits 👍
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UPDATE: 4/12
After playing with the new survivor pip requirements, things are better. However, survivor play is still a zero sum game as you're likely to get no more than silver in at least 2 categories over the course of the average game. Emblems themselves need some changes still and I stand by my suggestions above.
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I got my Plague to p3 and I finally got a working build for her; BBQ, Ruin, Brutal Strength, Overcharge. My add-ons will usually include 1 apple, and the effectiveness or cooldown. The apple is VERY IMPORTANT.
So one strategy against Plague, which works very well, is to not use the fountains and just stay broken as long as you can. This is great, unless she has an apple. If she does, then once you are all sick she can get corrupt and basically force you to give her more corrupt or go down super easy the next time she finds you. Corrupt is like a machine gun Huntress. No, more like a mini gun. If you are healthy that ish is dangerous. If you are injured you won't make it 10 steps, and even if there is a pallet/window you will still get hit. It is crazy strong in this situation. Then as killer you just play smart and don't spam the fountains. Get a few sick then take another. You get them in this constant cycle of refilling the fountains.
This is why I think that 1 fountain should start corrupt at base. It makes it so you can punish survivors that don't use the fountains.
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@GraviteaUK I have 40+ and I have 25+ wards on Spirit. I can play something like 60 games in a row right now using Prayer Beads. If I took my BP and just dump it back into Spirit I can get probably a 75% return on either it, meaning I could play another 45 games. A total of over 100 games with Prayer Beads. They are not that hard to come by.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/412296#Comment_412296
This I run them occasionally and smart survivors as well as ones that run that perk can generally avoid getting hit let alone grabbed.
I've never once been gen grabbed by a Spirit running those except when I wanted that last 1-2% ona gen.
Don't take offense to this, but if you were a top tier Spirit, and I mean absolutely mastered her, it wouldn't matter what survivors run. Prayer Beads are RIDICULOUS. You can basically do whatever you want and no one will know. You can moonwalk to avoid Spine Chill, or change targets often to avoid Prem. No extra perks needed.
Good survivors would not stand a chance against a Spirit of this level using PB. I don't even feel like I'm at that point myself but I can see the potential in these things. It's more than omega blink/5 blink Nurse levels of OP.
Removing grabs wouldn't make them much less OP. BUT it would at least force killers to play more tactically and give survivors opportunities to counter play. As of right now, SC/Prem are pretty much the only counter play options, and as I mentioned you can beat them both pretty easy. If she had to hit you then at least survivors would come out of the woodwork and do gens when healthy. If they get hit, that starts a chase, other survivors do gens. The game keeps flowing. Right now it just feels like once I kill someone using PB with gens left NO ONE ELSE will do gens. They just stop doing them and wait for me to find someone. It's boring, hence why I refuse to grab because after a while survivors end up doing gens since they see I won't grab them.
The game is just better for both sides, and PB is still VERY strong. I don't see why you wouldn't just remove the ability to grab when using this add-on.
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But can MoM sponge the timer?
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@Fres0c0 said:
1. I should say this but DS isn't anti tunnler since you don't know who has DS until used so really makes tunnelling harder.
2. If you are constantly trying to take hit while survivor is being carried you are not doing gens and wasting time healing so it would hardly be used and waste time in the game
Yea it deters tunneling if you see an obsession. Someone could DS you. If you tunnel you either have to slug or eat DS. It's existence is what makes it anti-tunnel.
Taking a hit for someone is actually pretty easy. It adds a level of counter play for all killers and makes the requirements the same against all killers. You should be wanting to do it anyway, because there are a lot of instances I see nowadays where killer hits 1 person while carrying and they end up dropping the guy. If it succeeds it can buy you a LOT of time.
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@Cymer said:
Prayer Beads are fine, Premonition, Spine Chill ect. counter it.
If you don't like to play around it with gen tapping use those perks.
But that's my point. When I use PB, AS KILLER, the game becomes mad boring because people just stop doing gens. If I couldn't grab them, then you can do a gen while healthy and I can still hit you coming out of phase walk. I still get a free hit and you don't get instant-death.
Like really how can you guys defend this? Prem/Spine Chill won't make a difference against an actual top tier Spirit player.
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Look man, I just got all Ash's and Janes perks. I just got them all on Kate. Now I can go back to my p3 Plague and put some BP into her. Give me another 2 days I will have actual builds to use on her.
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@Acromio said:
Prayer beads are the only thing that make her somewhat useable. If anything, they should be a baseline trait.
Dude do you even play Spirit. She is entirely usable without PB.
All you guys are literally asking for easy mode. That's what PB is, it's dumb. How someone can think they are fair in any way makes me question their skills as killer.
@Mister_Holdout said:
Heaven forbid that survivors need to use a little intuition.
Heaven forbid that killers need to use a little skill. 😏
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/411272#Comment_411272
Did you use only Prayer beads or did you use the ring also? The ring + surveillance makes the build BS so I understand where you are coming from with this post. I main spirit also and would like to say I am pretty sure it might be impossible to win against a spirit with PB+ Ring + Surveillance
I find amulet a better combo because it stills lets you chase effectively. Mother's Ring is strong too but sometimes not having scratch marks can make it hard to chase. Then since I can chase I can drop Stridor and put on NOED. PB + Ruin + Surv + NOED. That's a little ridiculous there.
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@Shad03 said:
There is a bug that prevents grabs, at least 100% of the time for me.
And really? Preventing grabs just because of a add on? It's not like you grab them during the phase itself.
I don't play a lot of Spirit myself, however, I would agree with switching Prayer Bead's rarity with Father's Glasses or something. Sure it really wouldn't change much in the grand scheme of things, but at least the rarity would have it make sense.
But honestly, no, Prayer Beads should just keep the no sound emission with no drawbacks.
It's just from someone that plays Spirit without PB, when I use them I can see how ridiculous they really are. If I run Surveillance with it you won't be able to touch a gen after I kick it. It just makes the game lame for both sides IMO.
I don't see the harm in removing the ability to grab. The add-on would still be insanely powerful. Just not lame.
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No one wants a ward :(
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I asked my friend about this idea and he liked it but we came to the conclusion it should be 2 hits instead of 3. I'm still for it though because it's 2 body block/protection hits.
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It's a bug. The "basic attack" clause is the same as the one for MoM and they said it not working with Nurse is a bug. If they fix MoM but not DD or Infection Fright then we have a problem.
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@SamuraiPipotchi said:
It's not a bad idea, but unfortunately people would only use it for the sake of being toxic. Even if being toxic isn't the survivor's intention, I can assure you that that's how most killers would perceive it.
Then those killers have psychological issues they need to work out. If someone is trying to use a perk it's not inherently toxic.
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He is right about red/purple ranks requiring you to do everything perfectly just to pip which is ridiculous.
There is not enough Lightbringer for high ranks to pip unless someone refuses to touch gens which never happens. Each gen is 100 points, and completing a gen gives everyone 5 points. Gates are 15 points each. Do the math and that leaves 555 points possible to earn in this emblem. Divide by 4 survivors is 138.75 points each. Silver is 100. Gold is 190. Iri is 270. If survivors share 100% perfectly then they all get silver. In fact only 1 player can get gold where the other 3 get silver. If they get iridescent someone doesn't even get bronze. The only way for more than 1 survivor to get gold is if the killer brings totems, or if the survivors let the killer kick and regress gens but that's just throwing the game at that point. You shouldn't have to do this for a reasonable emblem.
Make all totems count for 50 regardless if they are a Hex or not, and increase gates to 30 points each. That would be enough to fix Lightbringer, and also build NOED into the emblem system such that, doing totems to avoid NOED rewards you. And it helps killers since survivors will take time to do totems it means they get more time, whether or not they have NOED.
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@Slayer said:
Great idea ive also tried gaining tokens with bodyblocking against huntress etc (killers that csn counter it)
Well if you take a hit and it says "protection" it would count too. So it would work against m1 and powers as long as you are taking a hit for someone.
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LOL no, but it looks that way! It's just a perspective trick, like the one's where it shows you 2 lines and asks which is longer.
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Iron Will is meta but you barely see people use it. It's the best stealth perk in the game. Only Stridor can beat it and killers almost never use that. It's also the reason I use Stridor on my Spirit, to beat Iron Will.
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You mean when I was playing survivor?
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/407676#Comment_407676
I agree with your moral points about how he does it, but the fact remains, he is a fog whisperer, and shouldnt be doing it at all.
People look up the game and see the behavior selected streamers de ranking on purpose, it sends a bad message.
But he can't play if he doesn't. If devs fix ranking and MM then he has no reason to be doing it.
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I don't I've ever had a survivor tell me to use NOED when I wasn't. More I could get salt if I did use it.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/407646#Comment_407646
But he is still hitting DC to purposefully lose rank.
I agree it's better than starting the game and screwing everyone over immediately, but it's still intentional de rank dcing. If anyone needs to de rank queue wraith and afk in basement. Watch YouTube.
Well he's also not deranking to like rank 12 to play games like other people do. He deranks to rank 2 or rank 3, still within his rank range. So I don't see a problem with that for the sake of finding games. The problem with deranking is people do it A LOT to get easier matches. They go from red rank to green rank. At this point queue times be damned, you're doing it to bully another player.
There is a line. True IMO stays under that line. He doesn't ABUSE the deranking, which is the critical factor here. He just does it a little here and there to find games, while staying within his rank range. The survivors he gets are still high rank and therefore he's not bullying anyone or ruining their experience by going AFK or quitting at the start. Until the devs fix ranking and MM, he doesn't have much of a choice but to do that.
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1) The queue problem seems to affect different people differently. I don't have problems finding games at rank 1 killer within 5 minutes, and rank 3 solo survivor within 2 minutes. However when I play SWF it can take upwards of 10 minutes, but I have been playing with low ranks and high ranks. Seems to happen more when I'm with people way below my rank. If I'm with another red or purple rank we still find games quickly.
2) True still plays out the game he just DC's at the end. That's the honorable way to do it. He's not hurting anyone but himself when he does this. The other players still get their emblems/BP and he deranks so he can find games. The only one that might get screwed is the very last guy he kills, but I still think it's gonna be the same for him.
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@Slayer said:
Great idea ive also tried gaining tokens with bodyblocking against huntress etc (killers that csn counter it)
Yea and it makes it equal against all killers since no killers can use their power while carrying.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/406880#Comment_406880
do you mean you get the stacks like you do now, but all you gain is a “free” bodyblock? If so, that would be an absolute garbage perk. Not a single person would run that.
No, you take 3 body block or protection hits to activate it, then you get a free hit. Those kinds of hits are harder to come by and more risky, plus it applies equally to all killers.
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I think there needs to be some change to the obsession mechanic. There should be some punishment for it on survivor side.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/405802#Comment_405802
Absolutely not.
Looping was made possible with Patch 1.1.1 in August 2016, more than a year before Leatherface was added. It started to take on the epidemic dimensions it has now at around 1.3 and 1.4. in December 2016/January 2017.
I just checked the patch notes on the wiki. What exactly about this patch made looping possible where it wasn't before? Because to me it looks like it was still possible before.
Like I said in my previous post, the increase in looping has more to do with skill of the average player and less to do with mechanical changes to the game. If looping was possible before but killers weren't so good that you needed to loop, most people wouldn't loop. As killer got better, looping became more and more necessary to extend a chase, so now more people loop more often.
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@SpaceCoconut I think you do need a break from this game dude. Not to be a dbag, but you have been getting really salty lately.
Is it dumb? Yes. Is it an exploit? Not really. Some killers will slug a survivor for the full 4 minutes to get the 4k which is super lame to deal with. I personally will slug but not camp the slug at all, make an effort to find the last guy for about a minute, and if the slug is still there I just take the hook and risk the hatch. Sometimes they get hatch, most of the time I actually catch them first. Short of it is, that you don't need to be greedy for a 4k every game. If you really want that other survivor, or you need the 4k to pip that's one thing, but if you had a solid game and will definitely pip then there really is no need to drag out the game like that.
Like I keep telling you play survivor.
You complain a lot about killer issues but don't seem to understand survivor issues at all. Trust me you will see why survivors DC when you get a game where the killer slugs you for 3 minutes, then drop resets you and follows you around until they find the other guy too. The game will go on for 30 minutes when you just want to be killed to move on. You really need to play survivor to gain this sort of perspective.
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@BigBlackMori said:
https://forum.deadbydaylight.com/en/discussion/comment/405981#Comment_405981
There you go, assuming everyone enjoys the same things as you. How many thousands of times will this thread be made? For some, winning is what matters no matter what so long as they aren't cheating. And as i've also often said, there is a great deal of skill in successfully and effectively using a baited hook to lure in and catch more victims. If the game was intended to be nonstop chases and nothing but, then they wouldn't have bothered with a chase-stopping mechanic like hooks. It'd just be 'x hits then you go down and die'
" there is a great deal of skill in successfully and effectively using a baited hook to lure in and catch more victims"
I'm sorry but what? There is no skill in this. It's luck that people fall for it. Good survivors aren't stupid to fall for obvious bait. If you see a good survivor going for a save on a camped hook it's because they want points and nothing else. They don't care if they get caught usually.
Camping in DBD takes about as much skill as camping in a shooter. ZERO. Literally anyone with 2 brain cells to rub together can sit in some corner of the map waiting for someone to walk by and pop them. Just as anyone can put someone on a hook and walk around the hook waiting for someone else to show up. There's no skill involved here, just dumb luck.
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@Sinner said:
https://forum.deadbydaylight.com/en/discussion/comment/405816#Comment_405816
You didn't read what I said. I said ALL survivors.
Let me give you a short history lesson since I am probably one of the few that have been here since the beginning.
Before BBQ, there was this category of survivors called toxic. They looped the killer whole match and abused infinites, actual infinites. Obviously everyone hated them, normal survivors and killers alike, since no one was having fun. Killer was not having fun for sure, survivors were not interacting with the killer and there is no fun in that.
A lot of normal survivors, myself included, used to body block these individuals to help the killer catch them, so we can have a normal game.
After BBQ, at rank 1, all Billies and Nurses went apeshit with that perk. It was impossible to escape. There was no counter besides going in range, but teammates were not using it. So pretty much all matches were a disaster for survivors. The only matches when survivors managed to escape was when one of those toxic survivors that I mentioned above entered the lobby.
So it suddenly became obvious that the only way to adapt is to do what they were doing. I started looping, tru3talent started looping, everyone started looping and gen rushing. Also rank 1 dictates the playstyle so It spread like wildfire at all ranks.
If you check steam forums around 1 month after LF release, you will see there are loads of threads about looping, that were there before, sure, but not in such a large amount.
What you're talking about doesn't have anything to do with changes to the game but the skill of the average player. Infinites were dumb yes, but the reason players didn't need to loop back then was because killers weren't that good. Over time, killers became better so the only way to reliably beat them was through looping. Outside of infinites, this is a problem of skill and not a problem of game mechanics. Like, how did BBQ affect looping in the slightest? Sure it helps killers find someone faster but beyond that, once found what would be the difference when it comes to getting chased by the killer? Nothing.
Killers got better at catching survivors, so survivors had to get better at running from the killer. This is why stuff like double pallets and pallet vacuum weren't a problem early on. It wasn't until players got to a certain skill threshold where the faults in this design started to show. So they removed double pallets, reduced pallet count overall, and removed the vacuum. Now we are in a spot waiting for the NEXT threshold, however I feel like we are to a point where the next threshold might not exist. I could easily be wrong, but the game has been out long enough now that we can all see how the core dynamics of the system play out.
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@BBQnDemogorgon said:
I prefer my Fog Whisperers to be as close to Mr Fred Rogers as humanly possible thank you very much!
Hello there neighbor
STABS YOU
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Clementine is the main character of TWD games BUT I feel like she's too innocent to be an actual survivor. All the survivors kind of have some morbid quality about them that helps them fit into the game. Well morbid might not be the right word, but I think you see what I'm getting at.
Another character, probably Kenny, might fit better. Considering he actually dies (though I never played all TWD games, maybe Clem dies at the end IDK) it seems to make more sense.
I'd be for it, just IDK if Clem is the right pick from the series.
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If I get attacked by a serial killer my first instinct will be to find a pallet to drop on his head.
Dunno how much that might help me though.
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@HURRI_KAIN said:
Even without corrupt, unless you're in Lery's or the Game, she can puke over most walls, T walls Z walls etc, if you watch through the wall where they are moving (like on farm maps) then you know where to puke, puke high over walls it falls on them. Like you said once they get sick and then broken one shot them. Corrupt is VERY powerful for this reason, if you have corrupt you can literally be on the other side of a wall and down them while they are working on a gen on the other side of the wall. Only a few people have realized and used her to her potential. She is very strong. They can loop you, but She's not a 110% killer. So loops aren't that bad. If they are looping you badly, go puke on someone else lol. Then you can pick up corrupt. PS. ALWAYS puke on hooked survivors if they are not infected.
The thing is Vile won't help you break the loop. If it's a strong loop you still have to power through it, albeit only once because they may already be injured from Broken. But once they are Broken, she is basically just an m1 killer.
Also it's better to puke on them when they are in dying than on a hook particularly if you have BBQ so you don't waste time and lose the aura. It's also easier to do, puking on a hooked survivor is tricky, sometimes it doesn't work. Prolly a bug though.
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Spirit, Plague, and Kate.
AKA The Sexy Bitches Club
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@HURRI_KAIN I mean she is weak to loops unless she has Corrupt. If she only has Vile then she can be looped just like any other 115 killer. If she has Corrupt, she becomes more like Huntress where she can break certain loops, or make the pallet/window very unsafe. But since you will spend majority of your time with Vile (unless you have the pink add-on) then you're going to have to deal with loops like normal killers. The only benefit you might get with Vile is that if they become Broken then you don't have to worry as much about doing a new loop after you hit them. But they can still indeed loop you while Broken.
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@Poweas "good Spirits do not use uo all their gauge, good Spirits dont even need half to get past the pallet to get their hit."
Yes I know, I'm one of those Spirit players. But when you get really smart survivors they will still juke you at loops. You probably won't lose the chase but you won't get the hit out of phase walk and thus the chase continues. Nurse can just brute strength them down by going through the wall and if you juke it's more luck based that she misses in that, it comes down to her messing up and not you making a good move. Spirit comes down to you making a good move, on top of the possibility she can also mess up.
Also everything you said about Nurse being weak to stealth can apply to Spirit as well. I tend to give Spirit players a very hard time because I both play Spirit at a high level and I use Iron Will all the time. I know that grass and footsteps give away my position, so when I know she is phase walking I walk and avoid those spots. Another trick I like to do is slow vault a window, then fast vault back through and she will think I vaulted in the other direction. And while Nurse is slower, almost the instant she finds you she can hit you. Spirit still has to use phase walk and even at a short distance you can juke the hit as she will have to guess where you are since scratch marks take a second to appear.
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Puke on stuff often. Not only does it give you BP but it will infect the object for 35 seconds at base (up to 50 with stacked add-ons). It can act as an early warning system (think Surveillance but for more than just gens).
When chasing a survivor don't go crazy trying to puke on them until they are Broken. This is a big mistake I see Plague's make. If they are out in the open or in a bad position, yea go for it, but if there is a loop close it's often better just to puke on them a little bit to get them sick, then hit them normally. Usually by the time you catch them they will be Broken, which means anyone that saves will get sick also. It takes 1 full puke at base to inflict Broken, so keep this in mind (ie. if you bodyblock someone in a corner it's a guaranteed semi-insta-down... do full puke then hit them, they can't get past you).
If a survivor is already at a loop, puke on the pallet and window and try to force them to use it to get them sick. Goes back to the previous point.
Don't go too out of your way to get Corrupt Fountains. If they are far from gens and other important stuff sometimes it's better to keep getting survivors sick until they use one that is closer. This forces them to come to you rather than forces you to leave and waste time.
Speaking of Corrupt Purge, you should be tactical with it. Don't just always take it the instant you have it available. Be sure to puke on stuff with Vile first before taking it (eg. if it's near a running gen, kick/puke on the gen THEN take Corrupt).
When you have Corrupt it's basically like a machine gun Huntress with less range. Windows and pallets become unsafe. You can also use it like LF chainsaw and hit multiple survivors at once. Great for catching them coming out of the basement.
You don't need to fully charge puke to use it, but you do need to charge for about a half second or it auto-cancels. Again, don't always try to fully charge it unless you are in a good position/survivors are in a bad position.
Effectiveness add-ons are currently her most reliable. The pink add-on that gives you Corrupt when survivor finish a gen is very strong. Apples I find are good too, and while they can stack you are better off just using 1.
She is weak to loops, so you will need Brutal Strength or Enduring/Spirit Fury if you have trouble with loops. It's hard for her to mind game because she is so tall, so you often just have to power through the loop.
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You know maybe if this was worked into the game's mechanics it could solve the problem of gen rush. Maybe a gen gets too hot as it is being repaired and if you don't stop for X time after repairing it overheats and you can't work on it. So then you want to work on it until it's about to overheat, then let it cooldown. Then anything that increases repair speed does so without also increasing cooldown, so you can get more repair before it needs to cooldown.
Then as a safety mechanism, every time the killer gets a hook it automatically reduces the cooldown time of ALL generators by X%. So then if the killer is doing super well and you are forced to rush gens, you kind of still can. Maybe it could even be tied to how close each survivor is to death as a means to offset tunneling and encourage the killer to pick new targets (so if they hook the same person twice in a row the cooldown reduction is greater than normal, and 3 times in a row maybe resets the cooldown altogether). I'd also say that if a gen is overheating that a killer cannot kick it to regress, otherwise it would be unfair they can regress it without survivors being able to stop it.
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Billy is a very strong but straightforward killer. He's pretty easy to learn and master, but he's a little boring I think.
Spirit is potentially stronger, but she is way harder to both learn and master. But if you do then she's quite a monster. And IMO she is more fun than Billy because you can jump scare people all the time, even without Prayer Beads.
@Poweas said:
Spirit, Nurse, Billy/Hag are the 4 top tiers in that order.
Nurse can pass through walls and floors. This automatically makes her the strongest killer in the game. Spirit still has to deal with loops while he power recharges and if you get a survivor with Iron Will and/or Lightweight it will be REALLY hard to track them in phase walk. Plus some survivors are really good at just juking her phase walk enough to avoid getting hit when she comes out which extends the chase.
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Omega blink (Ataxic Respiration+Catatonic Boy's Treasure) is the best combo followed by extra blinks.
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Gramma's Heart > Disfigured Ear IMO. DE makes them deaf which is good but they will know they triggered a trap still and it only affects the survivor that triggered it. GH affects the killer and basically has the same effect. But I could see the potential in this build.
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@LegitAdventurer said:
I personally have no issue fighting against the plague. If you never heal than she has no power at all. The actual puke is such a weak power, takes like 4 full pukes to actually harm a survivor which is like a realllllyyy slow m1. And if nobody heals she basically is a m1 only killer because her puke is very weak on it's own.
Two things.
1) You can inflict broken with 1 full puke. If you have stacked effectiveness add-ons she can do it in like half a puke. But it has to be the ENTIRE thing, or close to it, to inflict Broken.
2) If you never heal, yes she is an m1 killer... the same way Myers EW3 is an m1 killer. If she uses an apple add-on (starts 1 fountain corrupt) or that one pink add-on, you are going to get smashed really hard if you never heal (unless she's a derp and takes the fountain at the start of the game).