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xni6_

xni6_

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xni6_
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  • if boon - harass the killer, force take hits, heal in 20 seconds, force take hit, heal in 20 seconds, force take hit. repeat until gens are done

    if no boon - rush gens asap, reassurance person on hook to force killer to lose more time hoping for a tunnel, force take hits and take downs/hooks if person is death hook

    its manageable just difficult

  • the first 2 yes, the last 3 definitely not.

    a change i suggest is nurse not seeing auras while actively charging blinks, just so you can always 50/50 vs nurse and not have the risk of her having wallhacks completely negating any and all counterplay

  • @ShadowIce said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279299#Comment_3279299

    Yea true they basically just skins but idk to me they just feel different like i even do better with some then others

    well ace is the quietest survivor and therefore best, so different survivors are TECHNICALLY different strengths

  • survivors are just skins. if you like one particular skin theres no reason to swap off it, im like that. you obv like multiple skins/survivors so you swap. just sucks that the devs think each survivor is different for some reason so they dont share a perk/item/offering pool

  • ah yes using 1/4 perks to counter items, which use 0/16 survivor perks

    why do survivors complain about "being forced to run" ds and otr if they say ######### like this

  • wdym having half the animation buffer to get the save makes it easier

  • everything in knights kit takes too long to get value. you chase with guards, theyre despawned before they do anything or the survivor gets the flag, a speed boost and a free hit if you lunged for it, or they hold w as soon as you start summoning and the guard is left in narnia, or said guard does start chase but the survivor could stand still and the guard would still be too slow to get close before despawning, or another survivor steals the guard so you dont have a chase power for like 20-30 seconds. you can use guards to break pallets while chasing but the survivors get about 12m of distance in the time it takes to summon and regain movement. the guards have specialised purposes but you rarely get to use the correct guard for the situation since you cant cycle between them. its like artist and trapper had a child and it got all the bad genes

    if youre gonna run knight i recommend - corrupt, deadlock, call of brine, overcharge: you wont get consistent downs against half decent survivors so no point in running eruption over overcharge, if youre survivors are bad enough to go down to a basic m1 whos even more susceptible to the w key than the average killer then go for eruption or jolt or both. if you need shadowborn then i recommend swapping out overcharge to be able to play

    i recommend running the cold steel manacles and lightweight greaves as addons. they give you some chase potential if you get jailer, and you get jailer twice in a row.

    p.s youve obviously had a different experience to me, probably due to mmr and region differences, but this is my perspective from constantly vsing 3k+ hour survivors, a good 80% of which are 4man swfs

  • i started with meg, then moved to feng, and since silent hill chapter ive been playing black hair cheryl exclusively as survivor

  • so before readying up make sure you go to the killer menu and choose nurse, its really helped me

  • they seem survivor sided but its just bc they balance around bad solo players and lack the understanding that bad players improve and that swf exists, so they just allow survivors to dominate at high level instead of balancing around it

    also the devs arent very good so they also balance around themselves in playtesting, its the reason garden of pains main building would be an infinite if the window didnt block (and it can be ran in a way that it doesnt block), and the new map has almost 40 pallets on it, and why knights power is so mediocre with so many weaknesses

  • myers nurse

    myers procs t3, all survivors are exposed, nurse 4man slugs in the next 60 seconds and myers camps the slugs in case of unbreakable

  • dont worry, it trains you to do the correct play - not use your power

  • so you can smell the survivors hair better while waiting out dead hard

  • the perk is bad...

    you can hold w after a pallet stun and the exposed will expire before the killer can catch up to you...

    if you really cant live for 20 seconds after a stun then just predrop the pallet

  • it never left the meta. its existence removes the ability to lunge at injured survivors regardless of them having it or not, thats wasted time no matter what.

    what took time was survivors finding out how to use it so it was completely uncounterable

  • remove flags, have minions start chase immediately, have minions move faster, remove the green radius and green orb from survivors perspective, have minions be manually cycled through, add the ability to delete an active minion from existance instead of having to punch them, make it so pallet stuns kill minions, minions kicking gens should apply killers perks, have it so you can see survivors while making a patrol path

  • bodyblocker hag, hooked on top of main on sanctum of wrath, every single trap was placed around that survivor

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270631#Comment_3270631

    Lightburn is counterplay aka a free handout for survivors to use.

    Really? So only bad Clowns have accidentally given survivors the speed boost? What about needing to use 2 yellows and 2 purples at a loop, "And that will make any loop unsafe vs Clown"? There's never a risk that they get the yellow? I just don't accept the idea that the problem is the killer messing up, and not the fact that the yellow speeds up the survivors. You're blaming the player over bad game design.

    Just take what you learned from the flag, and apply that to all the other killers.

    my word choice was poor. more along the lines of "if you just didnt use your power then the survivor would be worse off"

    the flag ACTIVELY BUFFS survivors, the other things are unnecessary downsides to the killer - does that make more sense? its what i was trying to say originally

    and with clowns haste, while it does buff survivors - thats only if you make a mistake, you can play perfectly with knight and still give them a mini adrenaline

  • i dont agree with anything "benefitting" survivors apart from the flag system

    lightburn for nurse and wraith is meant to be counterplay, i dont agree with it existing for poor wraith but devs be devving

    clown bottles only buff survivors if you significantly mess up, i think that pink should cancel out yellow not the other way around tho

    but with the flag its awful. you try to use your power in chase, and then the survivor get adrenaline bc they ran into a particular spot with 0 risk and 100 reward

  • god pallets for both sides

    just "oh now i dont get my hit because its physically impossible to hit the survivor at this pallet, better break it and go pressure gens" or as survivor "oh now i just pre drop this and hold w, man i feel skillful"

  • but if they make it so there arent hook deadzones then you dont get to use the bleedout feature

  • go for snipes with an aura build on huntress, or zoom around the map with double curve as billy and crossmap people. normal killer games arent fun, forced to run 2-3 slowdown, playing only strong killers, being forced to leave chase if i get nothing in 20ish seconds, needing to tunnel almost instantly if the survivors have brains, its just really boring

    but just blasting music and sniping with hatchets or flying across the map as billy is fun

  • its so you have a reason to use the bleedout feature

  • yeah he wouldnt be strong even as a 4.6, but hes already unfun to vs in chase

    id just make main event do something and allow you to hold onto it - blood fury turns oni into the single strongest killer in the game and he can hold onto it from the start of the game until the match force ends

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258403#Comment_3258403

    So a player ignoring 99% of the gameplay, this is quite problematic in my opinion.

    Already causing problems like, Wesker is extremely overplayed just like Legion, I rarely want to play because the same killers all over again, because others refuse to play anything else

    if you feel like playing a specific killer, doesnt matter who, but for example you have a daily for blight, or you feel like nurse, or you simply want to practice a tough killer like billy, the survivors can ban that killer, and then you dont get to play the killer you want to play. this is really dumb

  • id say non alch ring/c33 blight - lots of counterplay, very strong, one survivor mistake can be as gamechanging as a killer mistake

  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258393#Comment_3258393

    It wouldnt.

    At start at the game, they voting for a killer to be banned, then killer player can switch to other killers, which of plenty to play.

    Like we already have over 30+ killers, why is big deal to play other than 1 killer?

    lets say youre a twins main, youve put in 1000 hours as twins, never play as anyone else, and thouroughly enjoy the unique playstyle that twins has that no other killer comes close to

    the survivors ban twins, you want to play twins, not any other killer, so youre forced to dc

    all the killers are unique in their own way. you remove the ability to play one killer, and then theres no alternatvie - you want to play the killer you chose, not some substitute

  • killer bans would lead to longer queues

    map bans should be in settings, just 4 maps as killer you cannot go to, and 1 map as survivor thats the same (so therell be up to 8 maps that cannot be gone to per game, but likely less than that since survivors will end up doubling up on votes - and a swf should get 1 ban)

  • if youre backrevving someone and they do the weird spins, use your movement - not your turning - to line them up with the saw. if you use turning you might overflick with the saw and go to a different dimension, but if you use movement you wont steer with the saw so you will just saw forward into them

  • i have seen hills on rotten fields, the spawn you got there is the only hill spawn ive seen. most of the time theres a safe filler pallet there instead, but i have seen hills a few times

  • good, consistent tracking, its best combined with tinkerer so you get info on solo gens too

  • buff the altruistic healing percentage and remove ability to self heal in it (only altruistic so you cant heal in 5 seconds with a medkit)

  • i agree with blink hits being a special, i think she should keep her green range (and lose green recharge) tho

  • my idea is - unnerf him, but just tune down the old charge addons so at most you could charge 15% faster not 40%

  • yeah? like it kinda is. you get the strongest killer at base, so you dont need to pay or grind for that

    but lets say you want to run corrupt, call of brine, eruption, pain res (a classic meta build) - you need to buy plague and artist for 9000 shards each, so lets say thats 2 weeks of playing a couple hours a day (i think thats pretty generous), and you need to either spend $7.20 (aud since idk other prices) for sadako and another $7.20 for nemo OR get super lucky with the shrine, but realistically that can be months to years of waiting

    so if youre a free to play, you can get most things free, but by refusing to spend money you are missing out on strong and fun killers and relying on stupidly unreliable rng to get some of the strongest perks in the game, and itll likely take multiple months to grind for the content you can get free, when you can just skip out on a few meals for the week and get it all instantly

  • traps are forced to spawn on tiles that are in the middle of the map or that gens are (not in narnia), if you get trapped you down yourself if you free yourself

    or trapper starts with all traps, if you get trapped it takes the full 6 tries to get out, no rng, and when trapper catches someone he gains 10% haste til theyre free

  • @FinestFantasyVI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249293#Comment_3249293

    lmao, I did legit see a Hag complain about it. It blindsided me, Im a trash survivor with my survival rate being 20%ish. 40% at best

    midwich is rough for hag if you dont know how to play the map as her tbf

  • a bottom 3 map. id say the worst map. the collisions were made in minecraft, the main building is a psuedo-infinite, main building is way too dark, map is way too big, there are way too many safe pallets.

    if i get garden i just facecamp my first down and tunnel that person out if they get saved, its pointless trying to do anything else.

  • just tunnel them out. theyre literally asking for it

    if you want to play nice then make this the condition that removes all niceness

  • collision zone is your bump and hit radius. so the addon is bad. use engravings

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247763#Comment_3247763

    The question is though, does killer “having it better today” mean that the game is now killer sided as some people like to claim? Or does it mean that in the past playing killer could be quite a miserable experience and only in recent times is killer more enjoyable?

    "back in the day" there were infinites (as an example; shack had a vault where it currently is and where the pallet is, making it so no matter what killer did they could not catch survivors, this obv has changed) so the game is much better for killer now compared to then

    compared to pre 6.1 the game used to be a lot more miserable for killer, dead hard being completely uncounterable, ds being 5 second stun and being able to be used aggressively, stuff like that is much better for killer now

    as for balance, it currently varies per skill level. bad survivors vs bad killers the killer usually wins, at average level it can go either way, and good killer vs good survivors the survivors usually win. before 6.1 it was survivors basically won for free unless they made a series of unrecoverable mistakes

    so game isnt killer sided, it used to be survivor sided, and the game is much more fun now for both sides

  • just make it usable twice

    a 5 second stun was about 20m added to chase, and then bc killers only make 40/60cm of distance per second in chase its also much further on top of the distance you made during the stun

    current ds is now you use it and chase starts, no 50-60m of w keying first

  • survivors getting kindred without the killer aura, killer being too close to a hook (whatever basement to shack doorways distance is) for like 10 seconds should pause the hook timer until the killer leaves that distance for 15 seconds, maybe seeing survivors within like 12m of them at all times too would give survivors good info to help with things like going second state first hook, being able to avoid running the killer to gens being done (12m im pretty sure is just outside the range that the killer would be able to hear it, thats my idea behind that) and also camping would be stupid, without punishing proxying to secure second state/kill

    then killer buffs should be stuff like no more god pallets or super safe pallets you can technically be hit at but its realistically impossible, having less pallets per map so you cant comp drop everything to win, removing god vaults and super safe vaults, making breakable walls more than just "break this so its not a god loop" so it can be an interesting feature, reworking maps so they have consistent sizes and gen spread (instead of red forest pretty much being 3 wreckers yards), making it so you cant see killers red light through walls, allowing killers to not look through a 70x zoom sniper scope, and if they do all of this then they should remove bloodlust since maps and tiles should be at least a little balanced

  • survivor sided at high mmr, killer sided at low mmr, balanced at mid mmr

  • 12% would be better, 16% is a bit way too much

  • i think make it a scourge, have it affect non injured survivors too, and remove the cooldown

  • myers, trapper, freddy, non condemn sadako, clown, legion, ghostie, slinger, trickster

  • abusing bugs should be bannable, no matter who does it

  • depends per killer. killers that can handle running green and below addons ill do that, but killers like sadako that need high rarity addons to win ill use faster than i gain

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