ukenicky
ukenicky
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Imagine them removing BT for week and every killer just gets the green light to tunnel people off hook
😐
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@Labrac said:
They don't have to necessarily increase gen speeds. Here are some suggestions:
- Make maps smaller. Every map should range between the size of Coal Tower to Ironworks size being the biggest;
- Adjust tile safety, those super huge loops on Coldwind that you can see the killer over should not exist. Safe pallets should only exist on places where the killer can mindgame (shack, jungle gyms) and the ones you can see the killer over should be like the car loops on Autohaven, where the killer can still outplay you without breaking the pallet;
- Make survivors have to go through a 2 second animation to return a regressing gen to normal;
- Buff gen regression, removing only 15 seconds of a gen after a full minute of regression is just too little;
- Add some sort of early game slowdown so you can't just pop a gen in 40 seconds with Prove Thyself before the killer is even able to traverse the map.
After that you could nerf some of the meta perks that killers use. This would make games last a bit longer without making them more boring.
This guy summed everything up perfectly. Some of these could easily be implemented and would help (Gen regression and tap stuff for example). Others not so much sadly like map designs and tile layout.
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@danielmaster87 said:
This new patch is great and all (not entirely) but it's not changing much.
Gen speed is the #1 thing holding killers back from competing with the survivors. They just take too little time to complete. Killers have to run 4 gen defence perks. "I do just fine and I don't run gen defence." Then you're not at high level. We need to move away from needing gen defence to compete. Perhaps making the gens take longer would fix that. Just add 10-20 seconds. That could just as easily be 10-20 seconds breaking a totem or searching a chest. It's not a big deal. "But the gens will take foreverrrrr." That's what you said with old Ruin, yet even then gens got done in 5 minutes. Granted every map was Haddonfield-level OP for survivor back then, but not much has changed on that either.
Even when killers don't get looped into oblivion, and end chases really quicky, the gens fly. They can run Pop, Ruin, Corrupt, Tinkerer, you name it, but survivors have greater pressure still. All you have to do is split up on gens. The killer can't be everywhere at once. No amount of skill or game knowledge is gonna save the killer from survivors who know how to pressure gens. The last gen is getting done.
So if there's no point in defending gens, because you'll lose them anyway, killers will just start bringing NOED and Rancor for mass slugs at the end. I don't think we want that to be the only viable strategy for killer, which brings into question why strategies like M&A Deathslinger are getting gutted.
"Survivors just need a second objective". Well I'll tell you: boon totems are not it. A survivor will go and activate their boon totem, which gives them some sort of bonus, and then it will be back to gens as usual. It's not slowing the survivors down gen-wise.
So a decision needs to be made here. Are we going to make gen defence perks stronger, or are we going to up the gen times. Because if we're not doing either of those, the killer base's days are numbered for this game.
Ur not addressing any of the issues that come with just casually bumping the time it takes to repair gens up.
What about killers who camp? Even just til stage 2 is still crippling to the person on the hook.
What about every perk and add-on that affects repair speed via penalties?
Tunneling is also an issue too. If gens take longer it's easier for a killer to tunnel someone out of a match earlier and make it a 3 v 1 at 4 - 5 gens potentially.
Ur not taking into account the balance catastrophe that increasing gen times would create
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Dead Hard is fine the way it is. I've said this many times before but if you nerf either aspect of it, the distance or the i-frames, it becomes a dead perk and everyone moves over to Sprint Burst.
If I made one change to it it would probably be to make it not work over bear traps though.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2525673#Comment_2525673
The problem is survivors have all the time in the world lmao again they're 4 people and the killer is one person and investing time igniting boons means the killer has to waste time destroying it and that's where the problem shows. Survivors have time, Killer doesn't.
Then we go into more complicated stuff like totem placement. Most killer don't have the leisure of mobility to waste time just going from place to place. Only Freddy has that time on the M1 killers list since he has built in power to be on top of generators immediately.
As for how powerful boons are. It would be pretty worthless if it doesn't do anything when the developers were to proud of their big brain idea. At least it would be annoying throughout the whole match because that's how hex are and that can be an incentive for killers to remove it wait even if they want to remove it they don't have the time lol.
Survivors don't have all the time in the world though. Time is precious to both sides. Completing gens is top priority and the games objective but survivor has a plethora of other side objectives that they can do/certain perks encourage.
Boons will be another perk that encourages survivors to seek out and bless totems encouraging a side objective other than gens. Unless the boons offer some insane bonus to repair speed I highly doubt that they will become this great issue that you're all making them out to be. Killer doesn't HAVE to waste their time looking for and breaking them.
Again it's all too early to tell since we need to see what the actual boons do. Obviously they won't do "nothing" and I'm sure they also won't have some crazy effects like Ruin. I'm expecting a middle ground otherwise people just won't run them at all.
Again, they are going to encourage survivors to do something other than gens. Literally what more do killers want
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2525654#Comment_2525654
Because that is what people constantly complained about with him: How unfair M&A makes him and how chases with him are so 'boring and unfun' because cutting them short was his one strength.
Now he has nothing going for him anymore. They basically went down the checklist of complains made be people who refuse to change their playstyle when facing him and insisted on one O for ALL killers:
Killers they can enagage in long chases, loop and juke endlessly, who can be genrushed with gen's popping before the first hook etc. And... that's what they got. Wow...
Okay but I still don't get how it makes sense for a tall, non stealth killer with ranged capabilities to have a reduced terror radius and get the jump on survivors the way that he currently does lol
Why not remove that and improve other areas of him? Again idk why they're nerfing SO much about him but so sorry got having that one gripe with him since it really makes no sense thematically
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@Rivyn said:
https://us.v-cdn.net/6030815/uploads/2NCZEDI60P11/alzxdk54-700w-0.jpg
Finally, something that has me coming back. I look forward to infecting you all again!
Ikr I'm so happy they acknowledged and gave her some love and appreciation.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2525654#Comment_2525654
Um...They might be closer than you even realize.
Yeah I see what you did there lol but for real I don't understand why he's always had a reduced TR. Like I don't get it thematically that's all, meanwhile stealth killers like Pig and Ghostface have a standard 32?
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I love how everyone is glazing over the fact that boons are going to be a side objective for survivors as well.
It takes time to bless and put a boon in place. It's already been confirmed that should a Killer find said boon totem they can remove it very quickly = a potential waste of the survivors time.
And we don't even know if the boons will be worthwhile either. I swear.. Watch the boons have weak effects and nobody end up using them 😔
But yeah, the way I'm seeing it is this is incentivizing survivors to do something other than gens and nobody is thinking on that lol additionally it will hopefully be fun. I really like the idea behind it and adding more mechanics into the game. Again this is all too early to be throwing tantrums over but hey go off
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I'd honestly be fine with just the TR change. I'm not sure why they went so overboard with all these other nerfs like who even was complaining about him lol
That being said good riddance m&a deathslinger
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I wish green, broken key was better for aura reading since that's literally its only possible use. I'm excited to try an aura reading key build but I feel like they will pale massively in comparison to just bringing a medkit.
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@Apollos said:
I think at first, people might be OK with them, but I don't see the aggro toward keys lessening.
I'm just glad I finished the really crappy hatch challenges prior to this update because I needed some help from friends to achieve them. Not looking forward to any future ones.
That's fair. I still hate moris since an ebony can deny things like DS or straight up not have to worry about flashlight saves/pallet stuns.
I think keys will still have that annoyance factor of giving one survivor a chance out
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what this means is if you happened to let go of your power before it reached the minimum required to actually puke, it will instead force you to charge up to THAT minimum threshold required to puke. That way you aren't rendered useless and slowed to an absolute crawl while swallowing your puke and enduring the cool-down.
It really isn't comparable to deathslinger
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@RenRen said:
I'm mostly happy with it but I'm a bit worried about the opening time. It's says a few seconds but how much is a few? 3 secs? 5 secs?
Same. I'm hoping it's nothing outrageous because at this point they're kind of nerfing the Hatch + Key interaction into the ground lol I doubt it'll be a long interaction time though.
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@danielmaster87 said:
Don't forget the new joke add-on for Plague! Can't have any killers without those add-ons!
I'm kind of excited to try it though. For being a brown, meme add-on it seems pretty decent. Paired with purple severed toe could make for a pretty interesting play style. The brown prayer tablet fragment was so miniscule it didn't really make much of a difference.
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My favorite way to use Calm Spirit is in my silent build:
Balanced Landing (Reduces falling sound + grunt)
Iron Will (No cries of pain while injured)
Calm Spirit (No screams + no crows)
Optionally Quick and Quiet (Fast vaulting creates no sound)
Sometimes I switch things up though by using Lithe instead of Balanced Landing cuz it has good synergy with Quick and Quiet and other times I switch Quick and Quiet out for something more useful as well. Bottom line, the core is Iron Will + Calm Spirit though.
Being totally silent after being hit allows you to run into the killer, I mean literally INSIDE their hitbox whole you have no collision and confuse them. It's risky but your scream of pain won't tip them off.
Also, calm spirit countering Infectious Fright is massive. I can guarantee you if everyone ran Calm Spirit like they did Iron Will killers would probably be pretty irritated by it. Unfortunately there's only 4 perk slots and Calm Spirit only helps the person using it so alas.
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Ah #########. Here we go again.
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BBQ/WGLF = for BP
Exhaustion perk = must have on survivor
Slowdown perk(s) = must have on killer
Unbreakable = must have for anti slug
DS = must have for help against being tunneled
BT = must have for helping teammates not be tunneled
Kindred = must have for solo queue awareness/combating extreme camping
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I'd feel pretty proud of myself if I ran the killer for 5 gens. Yeah it sucks if I get left behind and or little to no Survival points but I probably wasn't getting much anyways in Objective or Altruism either.
I'd prefer my teammates all make it out alive. Heaven forbid the killer have NOED, STBFL and or Blood Warden and get a cheeky 4k at the end.
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I hope they're good. So sick of bad survivor perks.
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@miketheratguy said:
Thank you again everybody. I have a couple of questions:
I looked at Iron Will and it seems to be all about negating the injury noise and not much else. It doesn't seem that this would be too helpful if my goal is to avoid that initial attack (though it would help for the second one, if the killer isn't also using something to see my aura). Is there something more to the perk I'm not fully understanding? Not trying to sound sarcastic, I honestly just don't know because I've never used it. It's really that meta? Why is it so popular?
Seriously considering Open Handed, because that would extend the range of my information perks. That would only be a plus. Of course it wouldn't change anything about me being screwed when I do get caught, but it fits the criteria of what I was asking about.
How do you guys (no gender assumption, just a figure of speech. :) ) go about using Spine Chill? It sounds helpful in that it will tell me if the killer is headed my way, for sure, but how do you know where to head off to without knowing what direction they're even looking at you from? I mean I kind of assume that the killer is ALWAYS looking in my direction, you know?
For those who have used it enough to give an honest and objective answer, do you feel that Prove Thyself does much in the way of bonus BP? My playstyle already hampers my points as it is (doing gens doesn't seem to count as much as going through the loop and hook process, which I find kind of strange). I definitely do plenty of work - please don't misunderstand this - but I accept that because the work I do is largely of the kind that's not directly confrontational, I get less BP on average much of the time. That (and the coop speed boost) is the only reason I've been using Prove.
I guess, in short, you've helped me narrow down the information and distraction perks really well, and I appreciate it. The last thing I'm wondering about is these avoidance / defense perks to try to figure out which one may work best for me. If I'm giving up Dark Sense and / or Prove Thyself I'm giving up some info AND whatever extra BP I may make, so I'm hoping that whatever I use as substitutes would leave me more likely to escape with my teammates (and thus make up the points). And again, I understand that some people view my playstyle as selfish or detrimental but if you played the way I do you'd understand. I'm always doing gens and totems, making the saves when it's logical, and sometimes directly intersecting the killer and taking protection hits. I'm 100 percent a team player. Just a sneaky one. Not just because that's what's most fun for me, but because I am just really, REALLY bad at looping. Really bad. I see other people do what seem like the same things I'm doing, but what I'm doing just doesn't seem to work. The killer zigs when I expect them to zag. They hit me no matter how tightly I try to spin around after that first hit. I don't understand "tiles". I know I have to learn, but at this point being aggressive would screw my team way more than what I'm currently doing.
Let me tell you why Iron Will is ridiculous: it can completely throw off the killer without you doing anything. Let's say the killer injures you and you run to a loop, it's very possible a killer can mind game themselves at said loop and you could just keep running past said loop to another structure. A highly hypothetical situation but it happens more than you might think.
Going completely silent during chase is huge. It also allows ratty plays like tucking into a corner immediately after breaking line of sight with the killer and them running right past you/fun stuff like that and then trying to make a quick getaway in the opposite direction.
The reason I recommend Iron Will so much for stealth players is that, I know people who opt for stealth play styles aren't usually very good at looping or feel hopeless/like they can't get better at it and I won't lie it's very difficult to get good at because some killer players are just amazing at prediction and mind games. Stealth and ratty tricks are so incredibly fun, I try to mix them into my usual looping repertoire because it's just so fun doing something as gutsy as hiding right under the killers nose and seeing them run past you or lose you because you're harder to track.
But yeah, additionally I think it's not a bad idea to get used to playing injured and Iron Will helps immensely with that. Certain killers it can be detrimental to constantly stay healthy against (Healing vs Legion / cleansing vs Plague etc.). NEVER getting injured is highly unrealistic but with Iron Will you can raise your chances of escaping to heal and live another day.
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@FentV1rus said:
Franklin's is bad for this build, use only hoarder. With Franklin's, you are forced to stop chase, pick up the box and solve it. Without Franklin's, if you just down the person with the cube, you auto solve-it and start the hunt. Tons of time saved, and you get a hook state off a survivor.
Also, I can foresee them changing it so hoarder doesn't notify when the box is picked up. If this is done, it kind of kills the entire concept of the build.
The reason people use Franklin's is so they can start a Chain Hunt immediately rather than take their chances dedicating to a chase with a survivor that could have Dead Hard or be potentially very good at looping.
You can easily go back after the survivor you just injured after solving the LC since it makes everyone, including them scream and reveals their position to you. Bam, now you get back on them and chase an injured survivor being harassed by Chain Hunts. It's an extra step but if everyone else is also being harassed by chains they can't do anything so the game is paused for you.
Survivors can't really do gens.
Survivors can't cleanse totems (Ruin).
Survivors can't heal each other.
I mean, I get why Pinhead players are trying to capitalize on the oppressive part of his kit as much as possible because survivors literally can't play the game while being chain hunted but this is ridiculous.
I'd rather they improve other aspects of him. Using one or two perks to make him oppressive and good is silly. Why wouldn't you want him to be better on his own?
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Drop Dark Sense for Spine Chill or Alert. I recommend Spine Chill but Alert is fantastic if you like seeing the killers aura. Additionally you can keep track of what pallets and walls they break throughout the match which is incredibly valuable information.
Drop Prove Thyself for an Exhaustion Perk of your choice.. Since you sound like you like to avoid confrontation I'd recommend Lithe. Lithe makes you very unattractive to killers. When they hit me the first time I use that speed boost to get to a good window / structure and vault to get Lithe off when they get close. When I go zooming off from Lithe they almost always drop chase with me because I can make it to a really safe structure with those two bursts of speed.
I also highly recommend dropping Kindred for Iron Will. You can't attempt to play sneaky without Iron Will.. Unless you're playing as Kate or Ace I guess (They are the most quiet survivors when injured but far from silent).
Prove Thyself is nice but honestly survivors need to be spread out. Stacking up on gens is one of the worst things you can do.
Kindred is great for solo queue but imo highly overrated. Additionally you can ask someone else to run it or just hope someone else runs it. When I was new I would NEVER switch it for anything but now I get a bit more selfish with my perks. It's important to have strong perks that help YOU out.
There's nothing wrong with playing this immersive play style but I encourage you to not be afraid of confrontation with the killer and to get better at looping and losing the killer. Successfully escaping the killer will buy your team time and preserve yourself. It's unrealistic to expect anyone to loop a killer for multiple gens and good killers won't even commit that long to a chase and will drop it so don't listen to anyone here that says you need to do that or that you need to stop playing this immersive style.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/280157/slightly-worried-about-a-new-pinhead-build
This is not a bad thing more killer should have synergie like that. What do you prefer a killer stacking 4 gen regressing perk or a killer that can use a variety of build and still do good. Personaly i prefer the variety but if you prefer all killer to be played exactly the same you can continue to do a lot of post like that or hope almo face a punhead using that so he can nerf it the next week
I'd rather go up against 4 gen control perks because you can still play the game normally unlike an eternal chain hunt which disables you from playing the game.
@Clubs said:
First time using the forums in a while, but I wanted to bring attention to the devs a new way of playing Pinhead that was used against me and my friends. Keep in mind that while we aren't diehard survivor mains, we all probably come out to around 500 hours on survivor each, so we're not shabby.
The idea of the build is for Pinhead to run Hoarder and Franklin's Demise, along with addons that make the Lament Configuration take longer to solve. He plays the game like normal until he finds the survivor with the box using hoarder, then interrupts them from solving it using his addons and possessed chains. He will NOT teleport to it, which would cause the box to disappear. After interrupting the survivor, he hits them with franklin's, making them drop the box and allowing him to pick it up. He forcibly starts a chain hunt, then downs the survivor. The newly-started chain hunt FORCES the other players into picking up the box. Pinhead then goes to that survivor and begins the process anew. For good measure, he can also bring ruin and undying.
The problem with this build is that once pinhead gets a chain hunt going, survivors can no longer solve the box. Once they pick it up, chains will interrupt the solving process, giving Pinhead plenty of time to come over. Then he can just force survivors into multiple chain hunts over and over, until the game ends. I normally wouldn't post about a build that bothered me, but this felt like a special case. Usually when I lose to a gimmicky build as survivor, I understand that it was our fault for misplaying the situation. However, this build felt OPPRESSIVELY good; like, to the point where there was genuinely nothing we could do.
We couldn't do gens, we couldn't do totems, we couldn't heal. The chain hunts only ended when another survivor picked up the box, which would only last about 20 seconds before Pinhead was on top of them ready to start another hunt. I don't know how the devs could tweak this, but this build is something that should potentially be looked at. Maybe we just didn't have the right tools, or maybe it was a bad map for us (it wasn't, it was Crotus Prenn Asylum, which would've made him walk FAR to stop the box), but it was the first time a game of DBD has felt genuinely unwinnable. And mind you I have over 1200 hours so I've seen my fair share of bad situations.
Good luck trying to get any killer mains to sympathize with you on this topic. I made a thread about this combination/my concerns and all they do is accuse you of being a potato survivor who complains about everything -w-
I'm convinced that the people who are defending potential eternal chain hunt oppression are the same ones who think old Ruin and old Undying were fair and balanced lol
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@dnj510 said:
I'm a filthy casual, and after MMR was enabled, my matches have been like I've been playing in a tournament, not to say they weren't like that before. Why does every killer have BBQ and Infectious? I just want to chill and laugh while playing, but these past few days have been donkey balls.
What should I do?
Try to stay out of the killers terror radius when they are chasing and down someone. By doing so you will avoid Infectious Fright. Alternatively you can use Calm Spirit..
BBQ is run by many killers for the BP but if you want to hide from the aura reveal effect you have two options: 1. get in a locker quietly before the person is hooked and wait a few seconds before getting out or 2. Stay hidden behind the gen you're working on as best you can/align yourself so that you are straight with the person hooked that way if the killer looks your way your aura will be hidden behind the gens aura.
These are just some tips for dealing with those two things but otherwise if you want "chill" matches just play as casually as possible and MMR should supposedly put you up against people of your same skill level. I don't recommend griefing your teammates by AFKing or trying to die as quickly as possible to depip as it ruins things for them.
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@Yui_TheBeauty said:
Here comes the cry baby rank 20's coming in to get another thing nerfed, killers need good perks for there power too, and PinHead ain't that good so leave him alone.
I'm sorry but I think that having to run a certain perk or perk combo to make a killer S tier is poor design. We saw what happened with Stridor Spirit.
This is why I think other areas of him should be buffed to compensate rather than making the oppressive aspect of his kit the only thing everyone focuses on.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2494242#Comment_2494242
Right, almost like how his power was designed? The point of it, is that you want to prevent the chain hunts. In order to take this build, this pinhead likely isn't stacking gen slowdown perks. They are taking 2 perks to use a combo that synergizes with their power. This combo IS their gen slowdown. And for once we have a killer that isn't using ruin/undying/tinkerer to do it.
Ruin is still pretty strong on Pinhead. If / when Chain Hunts starting triggering, survivors can't do the gens and Ruin regresses them creating a very nasty cycle of perpetual regression and bringing the game to a halt.
I know no one is listening but I'm not necessarily asking for this interaction to be "nerfed" I just wanted to know if it really, truly was intentional because seeing people keep survivors in a Chain Hunt for almost the entirety of the match seems crazy but if you all think that's fair and balanced then okay, no need to be so rude. You guys need to chill out, I just wanted advice, clarification and sensible discussion not skill shaming and drama. It's like if someone has a different opinion or a concern on here you all flip out.
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@Maperson said:
And later survivors will cry that all killers run the same build. He has to chase you if he wants to get it, meanwhile other survivors are doing gens, ffs use your brain
You can't do gens while being chain hunted. You can't really do anything while being perpetually interrupted by chains. If Chain Hunt starts and he refreshes the Chain Hunt by getting the box from the person holding it everyone across the map is effectively paused from doing things or massively hindered in doing so.
@blankfaced said:
And it begins.
I give it a month before the potatoes get this nerfed.
Hint: The box respawns 10 seconds after the killer solves it. The killer shouldn't even get the down before another survivor finds it and either forces the killer to focus them or they solve it negating the chain hunt. Even if he was teleported directly on top of the survivor (which it can't because he'll never spawn closer than 10 meters to you) you'd still have enough time to evade him easily without getting hit because the TP animation and cast time are that long.
By all means generalize everyone. I play both sides and I'm simply making an observation that using Franklin's to keep chaining Chain Hunts is nutty because it is. Survivors can't really do anything except find and solve the box while being chain hunted and if Pinhead keeps going straight to them and interrupting them before they can solve it and resetting chain hunts, how is that fair exactly?
What's the play here? Hold the box hostage like Victor? Please give constructive feedback instead of jumping to accusing my concerns to me being a "potato" because it's insulting. I don't want Pinhead to be nerfed or weak I just think this play style is potentially very problematic. Had I known everyone would be so rude I wouldn't have made this thread, goodness.
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I wonder if Nurse could even really be affected by Doctors Shock treatment. She's already past the breaking point of insanity.
If anything I'm more concerned about the physical parameters of these matchups. Nurse is a little delicate thing compared to Doctor. We had this same issue with Trapper vs Pig thread and if both killers are powered by the Entity for these fights then they SHOULD be evenly matched in their strength and endurance due to the Entity's blessing.
Anyways, I want to say Nurse personally only because I feel like she probably wouldn't be affected by shock treatment at all or could blink to dodge it and then hit him. The issue is her fatigue after blinking which realistically, anyone would have enough time to land a hit on her but would ONE hit really be enough if she's empowered by the Entity?
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/279727/give-nurse-normal-walk-speed
If BHVR does this, Nurse will break the game itself
She already breaks the game lol
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Genuinely wondering if BHVR intended for Franklin's to work on the puzzle box because it's absolutely oppressive when a Pinhead chains Chain Hunts together and survivors are never able to stop it from happening.
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I'm not really sure, Cenobites seem like they can only be killed by other Cenobites / demons so wouldn't that mean Freddy could harm Pinhead?
But at the same time, can Pinhead harm Freddy then? I know Freddy is "an immortal dream demon" but Cenobites are also said to be immortal and impervious to almost everything and yet they can be destroyed by fellow demonic powers so I just wonder if that doesn't apply to Freddy as well.
Personally in terms of power I feel like Cenobites are probably evenly matched. Do Cenobites even sleep? I'm guessing not so I don't think Freddy would even be able to affect them unless they fight in hell.
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It's natural since right now he's new and people don't fully understand his mechanics.
I think he has big potential to be very oppressive with the passive chain hunt which is why I'm worried about how BHVR decides to move forward with changes to him. Hoarder + Franklin's Demise allows him to very easily chain Chain Hunts and pressure everyone map wide with passive chains which is actually really, really strong and I'm not sure how to feel about it.
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I want to main her full time but the dedicated servers not registering vile or corrupt purge multiple times in matches is a big deal breaker for me.
If they somehow fix / rework her puke hitboxes and hit validation I would be using her full time but it's basically 75% Pig and 25% Plague due to that.
I bought the game because of her, she just seems so fascinating in lore and gameplay. I love esoteric, weird characters lol
I think another reason I enjoy Pig over Plague is Pig has built in slowdown with her RBTs whereas with Plague holy crap survivors gen rush like I've never seen before instead of cleansing and tend to play strangely optimally leading to frustrating matches as her at times.
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One of my friends does this when we play together and honestly I just don't care after that. If you put yourself into stage 2 just for a chance to unhook yourself and giggle at me for wasting my time to run over then don't expect me to body block for you or heal you.
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Thanks for the input everyone. I appreciate all of your opinions and discussion!
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Soul Guard is fine since they added a cooldown to it.
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Nothing is ever good enough sheesh. Today's beauty standards are too unrealistic smh
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I'd like to add some bits:
Deliverance is a strong early - mid game perk. While it can be used late game as long as everyone hasn't left yet it starts to get risky when used that way.
Decisive Strike is an extremely powerful late game perk. I understand the idea behind using them together for end game but this is what leads to my next point which is Deliverance is so much better in a SWF / with communication over solo queue. Sadly there is no real way of telling your solo Q teammates that you have it other than pre game lobby chat and even then maybe they don't understand all the intricacies of it.
For solo queue I would recommend running a different perk. Maybe DS Unbreakable or Adrenaline. Adrenaline is extremely solo queue friendly.
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I'm a survivor and this doesn't upset me too much. If anything the fact that this helps Nurse and Spirit potentially is what is upsetting (Those two don't need more positives lol). That being said my favorite part of this patch was them fixing Spirit's audio issue.
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@Unicorn said:
title. ^
p.s: yes I do not like Kate. You can blame her cult fanbase 😭
I’m just kidding, don’t lynch me.
She already had her face turned ugly with the character rework. We don't need any more losses please..
Had to change my main to Cheryl and Feng full time 😭
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I get it, it's frustrating. I've been in this exact scenario and yet.. I feel shame if I haven't been hooked yet by the end game because ideally, you should be sharing hook states with your teammates.
I think of the game not allowing you to take your chances as a punishment for not doing that but still ehhh it doesn't make a whole lot of sense but at the same time it does since if there are absolutely no other survivors left in the trial you die immediately on hook. It's just always been like that
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Poor Freddy running Any Means Necessary
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If anything remove his ungodly loud grunt when vaulting smh
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2477933#Comment_2477933
That isn't an "Issue" its an intended feature. The fall stun is there to punish you for dropping from a great height while in the middle of a chase. Its unnecessary and stupid to remove a killers ability to lunge in the air.
The issue I'm referring to is that you still suffer a small stagger when using Balanced Landing which has been enough for me to get hit through. When using balanced landing you do want to jump from high places. I've no problem with survivors suffering from a stagger upon landing by default.
Again this is why I just don't use BL since it's too niche. Sprint Burst, Lithe and Dead Hard are all more consistent/better. There's a reason people don't really use Balanced Landing it's inconsistent unless stacked with Haddonfield offering.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2477933#Comment_2477933
People aren't meant to throw themselves off a balcony when being chased by a killer. If they do, it shouldn't be expected for them to suffer no damage.
That's fine but a killer being able to lunge mid-air is silly
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@vacaman said:
Killers can no longer lunge while falling :)
If this is true then good. Sorry but survivors suffering a steep stun penalty when dropping down from literally any height is enough for a killer to catch up in most cases. Lunge is just overkill. Killer is lucky enough they suffer absolutely no landing stagger.
I've been hit through balanced landing because it doesn't reduce the stagger completely and the killer lunges into the fall and actually hits me before I get the speed increase from BL. Idk, hopefully this helps alleviate that issue somewhat.
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This is a newer one but I'm not joking, I've noticed Yun Jin players tend to ACTUALLY be the most selfish people and play for themselves/sacrifice others to escape 10/10 times.
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@FatallyIconic said:
https://forum.deadbydaylight.com/en/discussion/comment/2475102#Comment_2475102
Will definitely give that second build a try XD
I've gotten bored of running more meta builds, so I'm mainly using memey or thematic builds.
Do ittt. Be the best sole survivor you can be!
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I've been taking a break lately. The reduced map pool has made things really awkward lol
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If you want to go the useful route you can literally just do a build that's very good for you and you alone, eg.
* Your choice of exhaustion perk *
Iron Will
Adrenaline
And Spine Chill or something else useful
If you want a memey build that is all about Yun Jin literally putting herself before others maybe something more like:
Sole Survivor
Iron Will
Self Preservation / Lucky Break
Left Behind
Run with a key for maximum Yun Jinness