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thesuicidefox

thesuicidefox

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  • 5 pools. However it seems that there is a limited range, both as killer and survivor, where the aura can be seen. I feel like this range is bugged for killer since sometimes I can see them even if they are far and sometimes they just disappear and "pop in" when I get closer. For survivors though I'm pretty sure it's intentional so that they just have less knowledge of where all the pools are.

  • @Acesthetiic Sadly I don't consider myself in that 5% 😥 At least not for Nurse. Huntress maybe but I need to practice for a while. I've semi-retired her as part of my killer rotations until the game is a steady 60 FPS on Xbox One X. I only pull her out for dailies. Spirit and now Plague are my main killers, with Trapper and Pig being secondaries. Also I still play Freddy but only if I'm having a good night. But for the foreseeable future I'm all Plague, with Spirit mixed in until I get Plague to p3 with all perks, then it will probably be more of an even split.

  • I like Brutal Strength on Plague for 2 reasons.

    1) Survivors tend to drop the pallet a loop early when they are about to become Broken. Similar to how they might do it against a Huntress or Clown. For this reason, you're most likely going to have situations where you puke on someone until they are Broken, then they just throw the pallet down to gain distance. BS let's you break the pallet faster and this tactic becomes less effective letting you catch them before they reach the next loop.

    2) Because she can puke on gens, sometimes that means your kind of kicking a gen twice (kick then puke). BS let's you kick the gen faster so now it's more like kicking the gen once.

    Not sure about builds yet. Still trying out a lot of perks. Mostly been doing the basic killer with BBQ and Ruin, then experimenting with the last 2 perks. Infectious Fright is a really good perk though, I use it like BBQ to keep tabs on survivors and like Whispers to zone out survivors. It can also help you get a lot of pressure through slugging, especially if the slug is sick and Broken because then whoever heals them up will get sick also.

  • @Acesthetiic Yes exactly. You can count on 1 hand the number of Nurse or Huntress players that are good enough to demonstrate their power. 95% of the Nurses/Huntresses you encounter on Xbox are no where close to being that good. But that doesn't mean they are bad, just harder to get to that level than on PC. I wish I could share the names of a few just to prove this point but that's against the rules -_-

  • Looking at my only prestiged killers, I think you may be right. I have way more pink mori's than green ones. Probably because the green ones have to compete with 5 add-ons and like a ton of offerings, while the pink ones only have to compete with 2 add-ons and maybe 1 offering (splinters). So when a green item shows up, it can be a lot of stuff. When a pink item shows up there is a 1/3 or 1/4 chance to be a mori.

  • @MegChicken Just because there are fewer players will to put in the time to get good with these killers DOES NOT mean that these killers are weaker than on PC. It just means you don't see those killers as often, and when you do they aren't usually as good. But trust me, there are quite a few really REALLY good Nurse and Huntress players on console that prove these killers are strong no matter what platform you are on.

    @SovererignKing No I'm on Xbox. That is PS4.

  • Actually no. The best strategy to depip survivors is as follows.

    1. Pick Freddy.
    2. Make sure you have no totems.
    3. Go AFK.

    It is now IMPOSSIBLE for survivors to safety pip against you at purple/red ranks, unless someone is greedy. Let's look at the numbers...

    Survivors start with bronze Benevolence. Since you never hit or hook anyone, this emblem just stays the same. 1 pip point.

    Survivors can only get Evader emblem points if they are asleep. They could literally stand inside your hitbox awake and get NOTHING for this emblem. 0 pip points.

    Unbroken is an automatic iridescent because they never go down. 4 pip points.

    That leaves Lightbringer. Now in order to get silver you need to do 1 gen solo (100 emblem points). Very likely every survivor will do this. So minimum 2 pip points now. That puts us at 7 pip points. To safety pip, purple ranks need 8 pip points (gold Lightbringer) while red rank need 9 pip points (iridescent Lightbringer).

    HOWEVER, if everyone shares Lightbringer, then it is IMPOSSIBLE for anyone to get a gold emblem. There is a total of 500 emblem points to be earned from doing gens, 25 emblem points for gens being completed, and 30 emblem points for the Exit Gates. That is a total of 555 emblem points. Divided by 4 survivors means if they all share perfectly then they each get 138.75 emblem points. But for gold you need 190 emblem points, and for iridescent you need 270 emblem points. Even if they let 1 person do BOTH gates, that's still not enough because it's only 180 emblem points. So it is mathematically impossible for you to even safety pip at purple/red ranks against an AFK Freddy if you share. YOU MUST BE GREEDY. And if survivors realize this at most only 2 can safety pip, because 555/3 is still only 185 emblem points. But considering that survivors are very eager to gen rush it is very likely each will do a gen solo before they even realize what's happening, and at this point they all just depipped themselves. Now only 1 person at purple rank can get enough point to safety pip while the other 3 depip (assuming those 3 just let the guy do the last gen AND both gates, very unlikely). Red ranks cannot safety pip at all if everyone already did 1 gen solo.

    Best part is that since you are Freddy they can't bully you either. GG EZ survivors.

  • Same as the usual tier list. Nurse is still the strongest, despite what people say, she's just harder to use at her maximum potential than on PC. Same with Huntress. There is a dude I played a few times that plays both of these killers and is CRAZY good with them. Like sniping from across the map and over short walls with Huntress to perfect blinks with Nurse. I told him to get on the forums and show people his clips and make it clear that these killers are not trash on console like people believe, so far he hasn't taken up the offer.

    So because they are harder you see way fewer top quality Nurse/Huntress players. But they do exist, this guy was just one from recent memory. Most suck though because the killers are so hard to play.

  • @Boss said:

    But how well do you know him? 😉

    Well enough to know he doesn't lag switch. Not to mention this is on Xbox, and while lag switching can be done it is EXCEEDINGLY rare to see someone do it. I can literally tell you of 2 killers, in my nearly 1800 hours, that have lag switched and 1 of them I'm not 100% sure either (the other one definitely did though).

    To give you an idea, I had JUST played him in the game prior where EVERYONE escaped. He likely depipped that game too, because we did gens rather quickly and I don't think he got enough hooks. Not even a hint of lag switching. Pretty sure if he woulda done it he woulda done it that game, and not this game when everyone but me was a complete potato.

  • I wouldn't put Billy and Spirit in the same tier as Nurse. Nurse is a whole different level, Billy/Spirit still have to deal with loops and such, and they can't just teleport through walls/floors at will cutting out huge chunks of travel time. Here's a copy/paste from the other thread...

    S - Nurse

    A- Billy, Spirit

    B - Hag, Huntress

    C- Clown, Myers, Pig, Plague

    D- Legion, Trapper, Wraith, Doc

    F- LF, Freddy

    The way a tier list works is that when you find a drastic difference in strength between 2 characters, that's where a new tier starts. This is why I put Nurse in her own tier at the top, then Billy/Spirit on a tier below her, then Hag/Huntress below that. The gap between Nurse and Billy is quite large, as is the gap between Spirit and Hag. That doesn't mean B tier is bad killers just that they aren't on the same level as the ones above them.

    You could put Plague at the top of C tier on my list but I don't think she is better than Clown, Myers, or Pig. Again being bottom of C tier doesn't mean she is weak, just that she has less potential than the ones above her. I'd say the only tier that is "weak" is F tier, everything above that is entirely viable at high ranks it just requires more effort the low on the tier list the killer is.

  • @Bithard said:

    Dip in connection, lags witch normally makes everyone freeze in place.

    I doubt it. This guy's connection was very stable, you don't even see my jitter or anything like you would if it was a lag spike. And I've had it happen before, also stable connections. If it were lag spike I would have teleported back immediately because that's what always happens when it's lag. This is the game not lag.

  • Reduce all tiers by 10 seconds and reduce the activation timer to 2 seconds to make it more usable.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/394311#Comment_394311

    @thesuicidefox I'm on PC. Turning down the graphics have seemed to help, but it kinda feels like it's gotten worse.

    From what I understand, the devs said something about how they use a tick based system in the game to track stuff with timers. I feel like notifications might fall into that. They said that in a future update they were switching to an event based system. IDK if that's been implemented yet but if not I'm hoping it improves the notification lag issues.

  • WHAT?

    I CAN'T... I CAN'T HEAR YOU.

    WHAT?

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/392118#Comment_392118

    @thesuicidefox Hag is still A tier, she has so much advantages on every other killer (yes she even has some over Nurse and Spirit) to be put in the B tier. Only a sweaty SWF can destroy her, but even at that, with STBFL and route traps (not trapping loops) you can still keep up and win if your skill is good. So no chance she's B tier.

    I mean, B tier doesn't mean she is BAD. It's just that, both Billy and Spirit are a full tier ABOVE her. Hag and Huntress are still very strong killers in B tier, but they have some glaring weaknesses that the ones above them don't have. You have to look at how things scale. It's not that I think she is bad she just isn't on the same level as those above her.

  • I agree. I think that the notification should be set to 3 seconds for all tiers, then it should make survivors glow red (think like Legion's Frenzy) for 4/5/6 seconds. Not an aura so it's fair, but not an annoying bubble that you can't see through either.

  • Pikachu can't be a killer unless he looks like this

    pikachu-%E2%9A%A1%EF%B8%8Fby-er-pokemon-pokemongo-pikachu-cool-badass-pokeball-pok%C3%A9mongo-3615708.png


  • This has been a thing on console since forever. It got slightly better with the most recent patch but it's still a problem. If you are on console you just have to get used to it. If it's really bad maybe uninstall/reinstall.

  • Q&Q and DWM are on different timers (20s and 40s respectively). If you know how to use the double window jungle gyms this combo is really strong for looping killers. And as @LordGlint said Lithe works very well with them too (especially now after the buff). If you want to get away it's best used on windows where the killer can't see where you go after vaulting. Most main structures have at least 1 window spawn that let's you do this. Shack window can also do this if you go from the inside to outside and you have a tile next to you with a lot of stuff to block line of sight (rocks, trees, etc.).

  • Good bump I was thinking about before.

    The game already includes a rating system for the match. I dunno what this is used for but it would be cool if it could somehow act as a reward system. Survivors would rate killers on the scale of 1-5, and the game would track and keep an average of your rating. Then at the end of the season, before rank resets, you get some sort of bonus based on your rating. BP, shards, auric cells? Dunno. But then your rating resets afterwards, so that if you maybe get shanked by salty survivors one month it's not going to permanently affect you. Though maybe keep a running rating average that the killer can see just for them. For survivors IDK how it would work since killer would have to rate them individually. Maybe they can just give props and every time you as survivor get props from a killer you just get a bonus then an there. I think that's fair and wouldn't be abused. If you have a low rating as killer, it doesn't negatively affect you, you just don't get a bonus. And if you don't get props as survivor, same thing. But it would encourage good behavior through rewards.

  • "Stealth" is based on your proximity to the killer. The closer you are the more points you get. Basically if you want iridescent in this emblem only using stealth you have to be in the killer's heartbeat (or 32m) for something like 7 minutes. I've managed to get gold and iri just from hanging around the killer a lot.

    It looks like you were never even near the killer, otherwise you would have at least bronze. THAT SHOULD NOT BE REWARDED. Staying on the opposite side of the map from the killer is not stealth. Stealth is when you EVADE the killer when there is a chance you can be caught, hence why you need to be closer.

    https://deadbydaylight.gamepedia.com/Emblems#Evader

    Here is the wiki for Evader emblem. Notice how once you leave the standard heartbeat range (32m) the point earnings drop significantly.

    You need to get chased by the killer. Period. Stealth is easy in this game and shouldn't be rewarded so heavily. If you win 4-30 second chases that's probably going to net you an iridescent emblem. If you win 2-60 second chases that is DEFINITELY an iridescent.

  • This Is Not Happening should just get a buff to the size of the skill check to make it more of a counter to Ruin. I think increasing the gain from greats wouldn't really make it that useful.

    Beast Of Prey should give 100% BP in Hunting at all tiers.

  • @Duckodb12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/393452#Comment_393452

    If they took ranks out it would mix and match everybody which is already happening whether it be because the matchmaker is screwy or because of swf. I have a group of about 10 people I play with regularly with ranks spread from 1 to 20 and so do a lot of other people. No matter what rank I am playing killer, and I’ve been a 1 several different seasons, I’ve found it more common to have survivors spread out in ranks than to have 4 red ranks when I’m a 1. It’s not worth all the hassle with the matchmaker when most players don’t worry about it and cause the mix ups in ranks themselves anyway. And what about people like me, I’ve been a rank 1 survivor several seasons too and I’ve made it a point to stay around 8 to 12 now, if I’m a 12 now but was a 1 for 6 months does that mean I lost my skill? Maybe after the last reset I haven’t played much so I haven’t ranked up again or I went in and let the killer hook me once and I died immediately to keep my rank higher several matches so I get in lobbies faster as a higher rank. Whatever the case I’d still really be a rank 1 playing in lobbies with rank 15s and we all know lots of people purposely keep the rank higher. You want the ranks because your a 1 and like I said it’s a status thing for some.

    The matchmaking in terms of ranks was mostly fine up until this last patch. Devs claimed to have reverted it but I got 3 games in a row last night against a full set of rank 15's as rank 1 killer. One of them said I had to be cheating and I had to explain the new ranking system is messed up.

    Like if the game is going to put me against these people, fine, because then at least I'm not sitting in a lobby by myself for ages. But at least TELL ME they are low ranks. I will take off my meta build and do something fun, and I'll play around with them and such knowing I could pretty much win at any time I want. I know some killers will froth at the mouth for these games and put on the most OP meta build they can with mori's and all, but those of us not starving for kills would actually try to play nice with others.

  • Killer: Mother's Dwelling. I can just never to that well on this map. I also hate getting Haddonfield as slow killers.

    Survivor: IDK, probably Family Residence. Middle area is a pallet desert and I'm constantly running into stuff I didn't see. Also the 2 shrine areas look like you can use it for BL but really only 1 of them works, and they look similar from a distance when you are focused on running from the killer.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/393435#Comment_393435

    Pressure can be done if you had a good start like having 2 survivors already on a ground but please show me your killer against competent survivors where you just playing nice by survivor rules and not getting gen rushed before 3-4 hook. Can you? I think no.

    Never said you had to play nice, I just said tunnel/camping are NOT efficient ways to win. If you get pressured into doing it, that's a different story. If you set out to do it from the start you are almost literally putting up a neon sign that says "PLEASE GEN RUSH ME" because everyone NOT being camped/tunneled will just go and do a gen while you ignore them.

  • Being camped would usually depip you though.

    However the OTHER survivors are now punished if the killer camps, particularly at red ranks. That's because at red ranks you need 13 points to pip. Considering that an iridescent emblem is 4 points, that means if you have 1 category that is DEVOID of points you literally cannot pip no matter what. If killer camps someone, you lose your bronze Benevolence emblem, it is now impossible to pip.

    And to those saying "remove rank it doesn't mean anything". Ok then why do rank 15's get absolutely bodied when they are matched against me, a rank 1 killer? Why are the only games where I even have a CHANCE to lose are against red rank survivors? Rank does indeed mean SOMETHING. If you take out rank then it's just a clusterluck of getting bad players with really good ones. Is ranking PERFECT? No, but it does have value in matching you against reasonably equally skilled opponents.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/393411#Comment_393411

    You want to play against skilled survivors with no op ######### and see how fast gens are going to pop if you dont tunnel \ camp?

    You wanna try putting pressure on them so they don't do gens so fast? Because that's how you actually slow them down. Go after 1 person and the other 3 are free to do whatever they want.

    It's pretty obvious by you thinking tunneling/camping is the best way to play killer that you're not a very good killer. That's literally how you throw a game. Good killers pressure everyone and make it harder to do gens.


  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/388699#Comment_388699

    Lol lame killer tactic tunneling is the only way to prevent gen rushing unless you play with crutch addons that allows you to end chases in few seconds.

    Bt is definetely a crutch survivors can just fix gens without even bothering which gens they are fixing(gen rush) then when killer hooks survivor close to gens that all are close to each other borrowed time allows them to still save that survivor.

    BT isn't a problem for us killers that don't stand near a hook nor go after the guy that was just saved. If you find yourself encountering BT often then you're doing something wrong as killer.

    Tunneling BTW is not an efficient way to play killer. It's actually the worst way to play killer because you put ZERO pressure on other survivors. They gen rush you because you tunnel. Try IDK going after other survivors to stop them from doing gens. If you think tunnel is the best way to play killer then that says everything about how bad of a killer you are.

  • Meh, survivors don't really need "builds". Killers do. Only time survivors need to do a build is if they want to use a specific perk that is ONLY good when combined with others. DWM is a "build" perk because it's only worth using if you have Q&Q and/or Lithe. NM is a "build" perk because it's only good if you use stuff like Resil, Tenacity, or DH. Urban, Sprint Burst, DH, Bond, DS, WGLF... not build perks you can just throw them on with no synergy to other perks and be fine.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392889#Comment_392889

    As a killer I'd be okay with that but I don't think that would be good for the health of the game in general, it'd ######### lowrank survivors and it'd reward genrushing highranks to run a no mither genrush build and just escape for maximized BP/minute gains.

    If that's bad for the game's economy then so is BBQ and Distressing. SMH.

    "Just run NM and gen rush and escape" yea WHILE INJURED. You seem to be ignoring that part. If the NM guy does this to you then they are a good survivor and deserve the BP.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392884#Comment_392884

    Dude, you're not getting 60k bp with what you suggested you're getting up to 90k BP unless I kinda misunderstood you.

    And I don't have a problem getting BP in my survivor matches, they usually end much faster than killer matches if I die so it averages out anyways.

    Max BP you can earn in a game is 32k. If you have 4 stacks of WGLF it's +100% or x2, that's 64k. More than likely you won't max EVERY category, so 60k is a more reasonable expectation for a good game.

    I'm saying NM boosts your EARNINGS. It doesn't increase the cap. You get BP at a faster rate than normal, that's it. You don't get more than the category allows. But since you are ALWAYS INJURED that means a higher than normal chance you will die sooner rather than later. The net result is that you might end a game with slightly more BP than you would normally but you would be dead in presumably half the time. Then WGLF boosts the BP earnings post game to a max of x2.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392871#Comment_392871

    Distressing only adds to deviousness and only lets you reach the cap faster at a MASSIVE disadvantage of having a huge terror radius (at least on many killers, exception being ofc the doc).

    a 30k points killer game would be a game where everybody made a ton of points because the game would last a long time there. With my suggestion on no mither boosting survival and altruism you'd walk out with the same BP as the killer ontop of having the chance of keeping your items+addons. If you made NM work like WGLF you'd break the economy and maybe even the game because NM+WGLF would enable survivors to farm others for quick BP.

    HUGE DISADVANTAGE... what do you thinking being permanently injured is?!?

    Not to mention, considering the fact you are most likely to die early it would be very unlikely you will max out every category. If you do, then you get more BP... AT THE COST OF BEING INJURED ALL GAME. WGLF is a BP booster, and pretty much the only survivor perk that does so (NOLB is awful and the BP boost is a joke). So why is it a problem to let survivors boost BP like killers can, ESPECIALLY when the average survivor BP earnings are already way below the average killer earnings on a per game basis.

    Giving NM a BP boost wouldn't break the BP economy any more than killer perks do. Like seriously, if someone plays a game injured the ENTIRE time and maxes out their BP super fast then gets a double BP boost from WGLF, that's 60k BP for playing EXTREMELY well. They had to not only stay alive for long enough to earn that BP they had to make 4 saves. All while injured.

    Like really you can't be serious with these posts. It just screams "but I don't wanna give survivors BP only killers".

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392867#Comment_392867

    I talk about actually really losing in a way where he won't find you again. This can happen if you have iron will+DWM and he doesn't use bloodhound. But yes a good legion you can't lose them but you cannot lose any good killer. Maybe it's because I don't hear sounds and I don't want to use bloodhound unless I play sweaty so you can lose me.

    You won't lose them where they won't find you again if they are a good killer. If you do "lose" a good killer 99% of the time it's because they let you go. Losing a good killer, even Legion, is a very rare thing. Just because you play a certain way to make it fair to survivors doesn't mean it can be done normally otherwise.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392850#Comment_392850

    uh no, then survivors could get 200% blood points after match if they played as david king with no mither and WGLF.

    Why is this a bad thing?? Are survivors not allowed to boost their BP earnings? Killer can easily walk out of a game with 60k if they use BBQ and something like Distressing.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/392841#Comment_392841

    How is losing a killer in a chase not fun, legion's counterplay is losing him during his frenzy, it's especially possible once he second time hits you and eats the ministun. Ofc he can't have bloodhound for this to be possible.

    Esp at rank 10 I lose legions SO often it's funny.

    1) At rank 1 you're not going to "lose" a Legion. Good killers generally don't lose survivors. Doesn't matter if you can't see scratch marks, good killers will use sound, blood, or just basic LOGIC to find you (jump through a window and suddenly no survivor? probably did a window juke or Urban'd away somewhere, but he can't go far doing that so just look around and you will find them).

    2) If you lose Legion then you have to Mend. If he is a good killer then he will likely KNOW where you went. Now you are in a catch 22. Stay still and mend so he can just walk up and hit you with a normal attack, or keep running and let the timer run out. Either way you are screwed. Heck some Legions lose the chase on purpose to force this, then cheese the chase mechanics by moonwalking and following blood. There is nothing you can do against it.

  • NM should give BP earnings boost to all categories, like Distressing does for killers' Deviousness. Then maybe it decreases hook progression by like 15% (think like an inverse Monstrous Shrine) so that it's harder for killers to camp a NM guy (which a lot do sadly). I think these changes would improve NM without going too far.

  • @projecteulogy Yea, Doc and Legion aren't OP or anything but they are both insanely annoying to play against.

    Doc annoys me because doing more skill checks is not fun. Keyword is FUN. It's not difficult to hit those Madness skill checks that appear in different spots or shake, but skill checks themselves are the least fun thing about survivor, so having a killer that does something to skill checks just make them even less fun to do.

    I also find it annoying that he can lock you out of actions, specifically vaulting which feels so incredibly buggy. So many times I've vaulted a window only to randomly scream and teleport back to the other side. I understand why he has it, because it helps him deal with loops, but dear Jebus it's just so janky and makes the game feel like crap. I don't get why it can't force a slow vault, or maybe stop your run so that you have to release and press the button again. Something like that would feel way less buggy and laggy.

    The fact he can lock you out of doing gens makes him the ONLY killer that can legit hold a game hostage. People often say "don't 3 gen yourself" well the thing is Doc can 3 gen even when the gens aren't the closest ones. In fact the only time he can't 3 gen is if you completely split the map, but Docs can still play to stop that and force you to leave 3 gens close enough together to do a 3 gen strat. Not to mention, 3 gen Docs love to offer Game which is impossible to NOT 3 gen yourself.

    And locking you out of healing means that you can't heal a slug, giving him free 4k's if he slugs the third guy and gets you into Madness 3. There is literally no way to heal the other guy, so it's just a matter of time before you go down. Against any other killer you can at least make a play to heal the slug, and keep the game going.

    Oh and he can completely stop you from unhooking via shocks too, which makes it super easy to camp with Doc as it's near impossible to save someone if he is standing there shocking the hook.

    It all just adds up to a super lame experience. I'd be totally fine with him getting a rework, making him STRONGER in some ways if they remove all this crap I mention above that just makes him super unfun to play against. But so many killer mains jump down my throat, claiming I just get beat by Docs or that I can't do skill checks, or that I never think ahead to avoid a 3 gen, or that he's low tier and NEEDS this garbage to compete. No, NONE of this. He is just not fun to deal with, difficulty/counter player has nothing to do with it. I'd rather do my taxes on pen and paper than play against a Doc. It's like saying that hardcore camping in a shooter is fine because you can beat these players with X strategy. That doesn't change the fact that X strategy is a super lame, unfun and tedious experience. Sure camping is beatable, but you have to play like a derphole and it sucks. Same with Doc.

    And people make similar points about Legion, a killer who actually has no counter play. This doesn't make him OP or anything, just lame to play against. And any sort of counter play that does exist is not fun. Again, taxes. Yet somehow these complaints are valid while my complaints against Doc are not.

    Sorry for the rant but I just hate these killers so much.

  • Wraith, LF, and Clown I have no interest in playing because I just find their powers boring to use.

    Legion and Doc I hate with a passion as survivor so I won't play them.

  • @Acesthetiic said:

    @thesuicidefox Psst. Do me a favor and move Hag up to A tier behind Spirit please? Thank you.

    She's weaker to SWF than all the killers above her, that's why I put her at top of B tier. Also flashlights hard counter her power. Those two things kinda hold her back a bit.

  • I would like to see a killer that has some sort of AI that it can control. The idea being there are not multiple killers around. And while yes, AI is generally stupid and does strange things, a good killer player would mimic the AI to mind game survivors (assuming they share the same character models, like clones of the actual killer or something).

  • I agree that kicking a gen should automatically regress it 5%. AFAIK it regresses it by 0% unless you have PGTW. Adding an automatic regression amount to a kick would deter survivors from tapping the gen during a chase.

    However I disagree with your other ideas. Regression speed is currently 0.25c/s. I think it should be 0.4c/s instead, which is a tad bit higher. So where a 99.999% gen would take 320 seconds currently, with the increased regression it would take 200 seconds.

    @DocOctober 280 seconds? How did you get that? Unless I'm wrong in how much it regresses, 80/0.25=320

  • @OrionsFury4789 said:

    https://forum.deadbydaylight.com/en/discussion/comment/392003#Comment_392003

    @thesuicidefox yes I did , it won't work unless they're flat out abandoning their power and trying to bloodlust in a chase, dont know if it's intended that way but I think it should stay because that's a good balance and it's a one time use on top of being hit 3 times before it becomes available, so you have to interact to use your perk slot

    Hmm... I kinda torn on this. I feel like, particularly against Nurse, this makes MOM useless since she will almost ALWAYS blink before she hits you. But at the same time it means the perk won't be as OP as people expect it to be.

    I will lean towards it SHOULD count only because it makes sense that it would for Nurse/Spirit. And considering they are 2 of the strongest killers in the game it might be a fair trade. IDK we will have to see how it works out.

  • 1) All main buildings are generally the strongest loops on the map. Coal Tower tower. Cabin on Mother's Dwelling. The temple on Temple. Boat/Pantry on swamp. Preschool on Badham. Ski lodge on Ormond. If you are never sure where to run, these spots are almost always a safe bet. HOWEVER, it does come with the catch that basement can spawn in these spots, so you should check that first. If it's NOT there it's generally a very safe place to go. If it IS there then be sure that the pallets have not been used, and/or that you are aware of the exact layout (so you're not just scrambling around, there is a lot of RNG here), and/or be sure in your ability to run these loops before you go there.

    2) Unsafe pallets are ones with very short loops around them where the killer can always hit you if you don't stun them. Temple has the PERFECT example of the unsafest pallet ever. Downstairs, right next to the gen, there is a pallet that AFAIK always spawns. This is the UNSAFEST pallet in the game because if you drop it and DO NOT stun the killer, they can just walk around to the other side and hit you right after you drop it. And no amount of mind game will help you here, killer can just walk around the side and will always hit you.

    3) Safe pallets are ones with longer loops such that the killer can only really hit you if you mess up. So pretty much any jungle gym, the Z loops on Autohaven (where if you drop the pallet and look down from above it would look like a Z), etc. These are pallets that killer can potentially mind game or blood lust you, but it's generally better for them to just break the pallet. If you are really good at these loops and the killer never breaks the pallet, you can never be caught if you play it perfectly.

    4) God pallets are pallets that the killer can almost NEVER get you even if you mess up. They are also pallets that can single-handedly end a chase for you even if you don't stun the killer (ie. you can drop it mad early in the loop and still get away). Killers are forced to break God pallets immediately or it will cost them very greatly. Most maps generally have only 2 God pallets, sometimes 3 with good luck. The only map with more than 3 God pallets is Game (2 downstairs by basement, and 2 upstairs in planning room). Shack pallet is the most common God pallet. If you drop this pallet killer has to break it. You generally want to avoid dropping a God pallet unless you are on death hook (or killer has a mori), or if it's near the end of the game (2 or fewer gens left). If you drop these pallets early it can really hurt the group. Temple has the strongest God pallet in the game, right next to the unsafest pallet in the game. If you finish the gen, the doors to the middle area open. The pallet that spawns inside this area (right in front of the gen) is a God pallet (the strongest one) because if you drop it killer has NO CHOICE but to break it right away. On top of that, the act of simply dropping it will end the chase because it is IMPOSSIBLE to catch you with that pallet dropped. While the killer breaks it you can get away. Unfortunately, the power of this pallet is offset by the fact there are only 2 exits from this downstairs area, but considering how large it is and the limited line of sights, you shouldn't have a problem hiding or sneaking around and getting out if you drop the pallet.

    5) Windows work very similar to pallets. The longer the loop is with a window, the stronger that window loop is. That's why those very tiny Z walls on the outer edges of the map with a window are so weak, because killer can just walk around the side and hit you even if you fast vault the window. If the window spawns such that you can run straight at it (allowing a fast vault) it's even stronger, and you always want to run in the direction that let's you fast vault. Window spawning is a lot more random than pallets, and sometimes a window loop can be broken if there is another opening nearby, while other times a window can become a God window if you get a specific setup. On Haddonfield/Preschool, the red house that spawns the not-really-a-basement basement area (where a gen usually spawns, and there is the room in the back with lockers sometimes a totem) can spawn a potential God window if the window above and in-line with the front staircase spawns. You run downstairs, then upstairs, then outside, then hop through this window to land downstairs, it gives you a TON of distance from the killer. Against slow killers they can never catch you here in a straight chase unless they bloodlust you or use their power. There is also a pallet that usually spawns downstairs, and if you get that window with that pallet it's an infinite if the killer never breaks the pallet.

    Hope this helps.

  • LOL does he really have the chainsaw hand?!? OMG the memes will be God tier.

  • S - Nurse

    A- Billy, Spirit

    B - Hag, Huntress

    C- Clown, Myers, Pig, Plague

    D- Legion, Trapper, Wraith, Doc

    F- LF, Freddy

    Hag is better than Huntress but not as good as Spirit.

    Plague is better than most killers, probably the most "average". I have her at p2 right now and played her 90% while getting to rank 1 (did other killers for dailies mostly). She is actually quite a solid killer, but she requires forward thinking. Like you have to puke on stuff, something I NEVER see Plague's do. You also have to know when to fully puke on a survivor and when to just spray a lil bit to increase the sickness a pinch at a time. Also you need to know when to just run the loop and when to go for sickness. Corrupt Purge makes her QUITE stronger but she loses the object denial ability so you really cannot just spam it all the time. You need to use it strategically, if you just grab them every chance you get they are wasted and by the time you get back to normal Vile Purge the game is nearly over and you won't be getting any more fountains.

    Myers is not better than the Huntress. He is slow in tier 1, and while he gets a one shot he has NOTHING else going for him besides stealth which is honestly super easy to counter as survivor. Even with M&A if you have killer detection perks, a good headset (to hear him breathing), and/or good awareness his stealth is a moot point. Myers is good, but not THAT good. Huntress can down you from almost anywhere on the map if she has good aim. She can burn through BT and down multiple survivors quickly. She can be looped yes, but you are still forced to drop a pallet early and she can making vaulting very unsafe from a distance.

    Wraith is better than he used to be, but again stealth means nothing against good survivors. They will see or hear you coming, you won't get the drop on them very easily. And while he can body block or do some other tricks at loops, he doesn't have many options that are very reliable. Trapper is still better IMO, because at least he can shut down the strong loops before they start. He suffers against SWF, but there are some instances where survivors can KNOW where a trap is and it doesn't matter. Case and point, attic hook in Thompson House. If Trapper puts a trap at the top of the stairs, it's now impossible to save that guy. Trapper just comes back when you trigger the trap, resets it as you save, now you are both stuck up there with him. It's extremely costly for survivors to make that save. And there are other situations where he can do stuff like this, mostly at shack but also at main buildings. He's also the only killer that doesn't have a BAD map. Most maps are neutral for him, and the 2 that are generally considered bad maps for all killers (Haddonfield, Lerys) actually favor him slightly.

  • @Free_Hugs "The survivor goal is to escape, which getting hooked is indeed a failure state of. DS removes that failure state at no cost and provided a do-over."

    By this logic, letting survivors do gens is a "failure state" as well since they are now a step closer to escaping. If ALL the gens get done survivors are literally on the cusp of escaping. That's like being downed when on your last hook. You can still pull out a W but it is VERY unlikely at this point. You basically lost.

    Also by this logic, NOED provides a "do-over" since it gives the killer a one shot AND speed boost that can be used to quickly catch survivors.

    Like do you not see your own hypocrisy here?

  • Yes for survivors it is a zero sum game. What that means is that there is no way for everyone to have equal opportunities to win. At red rank you need 3 golds/1 iri, 3 iri/1 bronze, or 2 iri/1 gold/1 silver.

    If you NEVER get the chance to save or heal someone (which can happen because the killer is bad or just from dumb luck), you need to do 3 gens solo, get chased by the killer for something like 3 minutes, and NEVER get downed. Considering just Lightbringer and how other survivors are doing gens, you will NEVER get Iridescent in this emblem AND Evader unless it's a really long game and other survivors die super fast. But then if the killer decides to camp, or a survivor decides to die on a hook, POOF, it is now literally impossible to pip because you have 0 Benevolence.

    If you only get to do 1 gen (which is extremely common) then that's silver Lightbringer. You need 2 iri's and a gold. Benevolence is the easiest to get iridescent but if the survivor is a potato and runs to the killer, or the killer tunnels that guy, you probably just lost points. Bye bye pip, it's now impossible. Assuming you can get that emblem, now you need 1 more iri and a gold. If you got down EVEN ONCE, including at the Exit Gate, you now need iri Evader. This means either 1) staying in the killer's terror radius for literally the ENTIRE game (and that game lasting more than 8 minutes), or escaping something like 6 chases. This is very unlikely not because it can't be done, but because you probably won't get the OPPORTUNITY to get it. Killer might chase you 4 times at most throughout the game. You can't reliably get iri Evader now. So basically you can not get a pip if you only get silver Lightbringer, UNLESS the game is excessively long, which almost never happens. Either survivors do gens and escape or the killer kills you all. Those long games are very rare. Now factor in the BS like camping, tunneling, OP add-ons, bad luck, bad survivors, DC's, and now pipping at red/purple ranks becomes a unicorn. You will safety pip a lot, and pip here and there, but due to BS you will depip enough to offset the few pips you have the OPPORTUNITY to get.

    Also I agree with the killer part. I often just kill the third guy and give the last a chance for hatch. Hell I will catch them and straight up DROP them on the hatch. GG, I'm fine with letting someone go. But you can't do that on the new system at red ranks. I MUST KILL EVERYONE. If I don't, I lose my emblem. If I kill 3 I get only silver. And with Gatekeeper being mostly beyond my control as killer, I have to ensure I get as many points as possible for a pip. It means I have to play like a Dbag to get a 4k which I don't want to do. And while I'm currently rank 1 so yes I can afford to let people go NOW because I can just play for a safety pip, getting there is an entirely different story. It's not as lame as the survivor ranking system, but it honestly doesn't make the game better or more skillful. If survivors DC I'm basically forced to farm them, and even then it's likely I will just get a safety pip. It's not enjoyable.

  • If dull totems counted towards Lightbringer and destroying one had a map-wide sound effect similar to, but not the same as, a Hex totem, that would solve a LOT of problems.

    Survivors are incentivized to destroy totems beyond avoiding NOED. Might not exactly decrease the chance of it being proc'd but will at the very least bring more awareness to the fact it can exist.

    Killers get more time whether or not they use NOED, since survivors will be trying to get more emblem points.

    Survivors are given more opportunities to get LB emblem which right now is a zero sum game. If every survivor does 1 gen which is a reasonable expectation, no one gets higher than silver. Maybe 1 person will get gold if they do some of the last gen and an exit gate. It's dumb.

    Everybody wins.

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