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zoozoom6

zoozoom6

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zoozoom6
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  • for killer: sloppy butcher, noed, whispers ( the rest are selectively useful except monstrous shrine)

    for survivor: kindered, spine chill and we'll make it( the rest are too niche or bad)

  • ghost face teabagging master race rise up

  • not running at least one meta slowdown perk slow down perk is always a loss thats just where the game is now

  • assuming i am in a call BT always also MoM meta?lol

  • context matters too much to say well its good if you are solo q-ing kinderd and self-care are amoung the best perks in the game but if you have even one guy you can talk to then not so much

  • as survivor i hate brown/yellow ranks. real camping ie: litterly standing in front of a hooked survivor despite not seeing any survivor nearby is common at this rank


    as killer red rank b/c sweat squads ovi

  • for just exclude base game perks from the shrine

  • because pallets are limited and the number of them varies wildly from like 5-30 and they want to get the stun to tell themselves they didnt waste it

  • seems like a huge buff to hag and nurse not that they needed it

  • when miss your m1 by a hair and as you recover you notice the survivor is locked in a corner so you stare into eachother's eyes longingly before m1ing them in between teabags

  • Oh i feel it so many things to change:

    at the tippity top of the list for QoL: make her M2 a full commit please for the love of god stunning myself because i undershot her m2 hold time by 1 millisecond and stunning myself in the middle of a chase is the worse

    decrease the movement speed reduction for charging a corrupt purge

    @Withered8 said:

    The biggest problem with her is that she gets genrushed because cleaning takes an incredibly short amount of time. If cleansing were to take as long as healing and ppl were more incentivised to cleanse, she would be fine. I don't think she needs a rework tho just some QoL's.

    i would also love to see a longer cleanse time

    corrupt purge needs a soild buff like a large speed increase during currupt purge and not charging or holding

    right now people love to say "well no one ever clenses so she has a one time use power" but in my games i just never see this. if i can get everyone fully infected i use my currupt and that eats through enough hooks to make them think again about being injured and from there it only takes one clense and then you win and its an easy win.

    there are other games where they know the exact timing of vomit and arc and be near impossible to hit and they know it and they will clense constantly to the point of auto corrupts but i cant commit to chases because they will go 3 man a gen in 20 sec and i cant get them out of the tight corners

    aside from that plague more than any other killer's games tends to drag out games. you know the drill 2 dead 2 alive the 3 or 4 final gens are infected the survivors arent and no one does anything for 5 minutes. also her perk corrupt intervention does the same thing : players see its you you infect the unblocked gens and nothing happens until 2 minutes go by and your down a perk.

    plague's best part of her power is still worse than just playing huntress in alot of circumstances what does corrupt purge have on huntress really? crowd control for when you see a bunch of survivors together which is rare outside of healing which they dont do against plague.

  • @NoOneKnowsNova said:

    Right now I’d say low B high C. With some changes I’d say they can be a low A high B tier killer depending on the changes made.

    like on par with demo and plague?

    @Owlzey said:

    Currently? Like D tier, but I saw a Dev mention that something is being done about lockers + the survivor being able to have Victor all game so they are making changes at least. I'm hoping they'll be around B tier once changes are made.

    what is D tier? like clown in terms of strength?

  • bbq is huge for the grind but bubba isnt that good i would pick GF

  • i would much rather they just hard cap iri heads at 1 hachet no infanty belt for 3 one hit down or belt loop for 2 one hit downs.

    3 downs 1 minutes into the match is nearly unrecoverable for survivors its as bad as perm t3 myers starting with t3.

    also arbitrary range minimums sound like it would just shift the frustration

  • so with an ebony it would be nearly guarenteed that all totems would be clensed? also what happens if all totem are broken? nothing?

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1733178#Comment_1733178

    Fighting a person with a knife is much easier than one without one. They will use the knife, leaving an opening to disarm them, and take away all of their power, adding it to your own. That being said, anyone with minimal training could easily take down the legion.

    lol ######### no its not and they know how to gang up on people this isnt a 1v1 street fight and the 4 random survivors dont have minimal training

  • DS and limited time killer powers makes slugging mandatory you cant really fault killers for doing it

    facecamping for no reason is not ok and if this was its own choice i wouldve chosen that

    proxycamping you mean see scratch marks everywhere around you right after hooking someone so you choose to look for the person that will unhook in .5 seconds if you leave? naw

    tunnneling is often worse as there isnt much you can do about it and even when its very nearly out of the killers control they can still choose not to hook after the down but often times what people call tunneling is playing substaintially worse than the rest of your team by being caught out in the open every 5 seconds when everyone else has the game sense to hide. but it is still unfun and more often than not not a result of toxic survivor circumstances and just killers being toxic

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1733162#Comment_1733162

    Experienced? Doubtful. Most to any adults could take them all down with ease.

    ok even if you dont think they're experienced even though they are its still 4 teens with knives vs 4 randoms

  • @Yords said:

    With or without their powers? If so, legion, spirit, and hag would be taken down easily.

    did you forget legion is 4 people? its 4 experienced killers vs. 4 randoms it wouldnt even be close

  • obsession:

    is a survivor that spawns with the entity tendrils on both side of their icon on the bottom of the screen( if spawned by killer it is random if there is an obsessions survivor perk it will skew the odds)

    its spawn mechanics are linked to perk choices of players in the match, with survivor perks telling you if they will increase or decrease your chance to be the obsession. most of the perks are related to the shape's dlc with all of shape's personal perks spawning an obsession. At least 2 of Laurie's perks spawn an obsessions: OoO and DS. i cant think of any other survivor perks that spawn an obsession there are a few more killer perks that spawn it: rancor and remember me come to mind.

    it gives more points for end results like you said

    if the obsession is being chased the tendrils will start moving on the icon that spawned at the start of the game. this is visible to everyone killer and survivor alike. it may let survivor know they are free to work on gens or that a kill will lose or gain stacks if they pursue this chase.

  • maybe an 8/10 with wraith with prefered addons(bone clapper and ghost) 7/10 with trapper (still widely inconsistent but i guess hes just like that) 9/10 with shape( i feel he doesnt have a high skill cap and that i am pretty close to it)


    7/10 as solo survivor with kindered

  • what addons are op on demo?

    free wall hacks if you dont clense portals? are you just standing on portals constantly?

    PH's ranged attack can go through walls its much better than shred, DS's harpoon can go through pallets and windows its better than shred and before you parrot the tried and true "well you cant down survivors with it unless you have a clear pathway" a free deep wound and possible injure makes up for it

    i'll just leave this here: freddy's gen tele>>>>>>>>>>>>>>>>>>>>>>>>demo's portal tele

    demo is on the weaker side he is consistently ranked with myers, bubba and plague in B to C tier range

    he is widely considered to have the worse addon selection in the game even worse than current nurse

    the only things he has going for him is amazing stbfl synergy being objectively better than clown by having answer to 3 out of the 5 things freddy has base kit opposed to clown's 2 out of 5 and demo doesnt have a tacked on reload.

    you're really over selling him hes just not that good

  • i would love to see plague's auto cancel replaced with a full commit like with everyone other killer.

    nothing worse than going to just a little spurt of vomit and having to to sit through a self stun animation for trying to use your power.

    is it any wonder she is such a rare pick?

  • not really but some killers benefit massively from it: hag and spirit. otherwise its just an ok beginner perk

  • wraith is among the weakest basekit killers only comparable with trapper in terms of no addon strength. the thing is wraith has what might be the 4th 5th and 6th best addons in the game them being coxcomb, purple windstorm and purple all seeing.( behind of course iri heads and the tombstone addons)

    realistically hes spirit with tells for everything he does where spirit has none and he has a reappearance penalty where spirit does not and his lack of a cooldown low comparative cloak speed and default movement speed is not enough everyone agrees spirit is better.

    getting a 4k this those addons and nurse's with sloppy is easy especially if you get a great map like say the game. this proves nothing

  • as a killer main:

    don't facecamp

    don't proxity camp (unless they are then i will)

    dont slug on first down

    dont mori on second down

    dont tunnel

    but if they play toxic gloves come off

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728534#Comment_1728534

    I'm not saying Old Discordance was better. I'm saying both versions are now practically the same.

    Old Discordance didn't have consistent fade off, but as the fade off could be anywhere from 0 seconds to 8 seconds it still averaged 4 seconds of fade off.

    did you test before and after in game?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727068#Comment_1727068

    I said compared to old discordance. This change is making it on average the same fall off as old T1 Discordance.

    yes compared to old discordance with gave a maximum of 8 seconds of possibly wrong information compared to now with a maximum of 4 seconds of wrong information at this point the only way you could argue that old discordance was better is if you think

    the difference between the implied map wide range of old and 128meter of new is meaningful in any way

    or if you really need a sound notification every 8 seconds

    and only if these changes are better than 4 less seconds of wrong information.

    new discordance looks better than old

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726930#Comment_1726930

    Actually it's not really a buff the change from 8 to 4 compared to old discordance. It's more equally out the two extremes that could happen.

    With old discordance 1, survivors could stop working together right before the tick or right after the tick either giving 0 seconds or 8 seconds to fade off. 4 seconds is just a good middle spot giving the perk roughly the same value on average.

    more accurate information isnt a buff? what?

  • depends on context: am i playing a killer i consider myself bad at? were they teabagging at every chance? did i do something that in hindsight was incredibly stupid? was i just memeing?

  • all huntress's and demo's perks need another look:

    HINTRESS'S PERKS

    BEAST OF PREY

    i would like to see beast of prey significantly buff bloodlust maybe a bigger speed increase with undetable or maybe link the tiers of blood lust to strong effects like those of devour hope. only for the one survivor being chased of course and goes away the second chase is lost, pallet stun or get a hit

    TERRITORIAL IMPERATIVE

    delete the cooldowns and range limiter stuff

    HEX: HUNTRESS LULLABY

    if they want it to stay a hex: do away with the token system and have it keep the 5 token effect from the start of the match until destroyed

    if they want to keep the current mechanics just make it not a hex perk. the wind up is the same as devour hope and effect is so much much worse.

    DEMO'S PERKS

    SURGE

    this is his best perk and its still not very good pop is better based on the simple fact that it doesnt have a cooldown delete the cooldown and if need be maybe adjust its numbers other numbers accordingly. maybe 5% regression instead?

    MINDBREAKER

    this might be better if it caused blindness instead of exhaustion so instead of being a sprint burst counter it could make teams as uncooridinated as possible.

    CRUEL LIMITS

    this one would either need a massive buff or a complete rework to be usable. for a buff it would need to affect pallets too and have something along the lines of double the radius and time or 1.5 times more of each

  • try asking this question again in 2 months

  • tar bottle and stitched bag while u place ur traps in grass and around loops you'll get it first try. good luck

  • you didnt have it on here but "escape artist" without deliverance is the hardest one i know of

  • as long as they can take it as much as they can dish it

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689693#Comment_1689693

    If you would like other killers to be as strong as Freddy and you think he's the third best killer in the game, the most reasonable way of getting there is to nerf Freddy and then to buff killers overall. It doesn't make sense to buff almost 20 killers individually when you could just nerf/buff the killers that are way stronger or weaker than average and then buff the whole roster.

    most killers are around or at A tier the only ones that arent are legion, clown, trapper, wraith, plague and depending on luck pig.

    most killers are up there maybe t3 myers could use a buff, spirit needs a visual power tell and demo shouldnt sound like a 1900'S steam engine when he is "undetectable" both over all most killers are up there in A tier.

    it would be easier to make one or two choice addons base kit for a few weaker killers as well as standardizing how many box searches pig can give out or delete plagues auto cancel.

    to be clear when i say A tier as killer that with experience can go toe to toe with an experienced 4 man swf as opposed to S tier with spirit and nurse which are unbeatable regardless of survivor experience levels after a few hundred hours

    compared to B tier killers like huntress and plague that just depend on outside factors like maps and survivor choices outside of chases.

    Being A tier is where all killer should be. they need to have a chance at winning otherwise where's the fun?

  • @dugman said:

    One small tweak that would help Clown in a chase (without giving him literally unlimited bottles) would be to make it so his gas causes survivors to vault more slowly at pallets and windows. If survivors had a bit of a delay vaulting over pallets while intoxicated then it would make a few more pallets still mindgameable for Clown after an early pallet drop that he currently can't quite beat without just kicking the pallet.

    what do you mean? like doctor's shock?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689363#Comment_1689363

    Freddy plays like Clown at loops, but without the downside of having to slow way down to reload his snares after using four of them. Clown's bottles have the benefit of AOE and a bigger max range, but in a loop they're just about the same as Freddy's snares. If a survivor wants to dodge Freddy's snares, which isn't always possible, they have to cut the loop so wide that they're still going to lose a lot of distance. As far as I know the slowdown from Freddy's snares will stack, while running through the clouds from multiple bottles will not stack. Freddy's snares are also persistent until triggered while Clown's bottles only have a temporary effect, so score one more for Freddy. A big theoretical downside of Freddy's snares is that that they're useless until you fall asleep, but in practice it is far too easy to fall asleep against him and far too hard to wake up. Even if you're lucky and he shows up while you're awake, once you loop him for a bit or take a first hit you're going to be asleep regardless. In practice you're going to spend the vast majority of the game in the dream world. So, really, each has their advantages. Clown's bottles are clearly stronger with add-ons imo, but they're at least comparable without them.

    Trouble is, this is Clown's ONLY power! This is meant to be strong enough that he can apply pressure solely through the chase. He has no built-in stealth. No built-in BT counter. No extremely good mobility from teleporting (including the best ability to use Pop & Thrilling/BBQ in the game). No ability to scare survivors off gens by faking a teleport, and no ability to use that technique for free hits when when approaching an unsafe gen (especially one in a corner of the map). Clown has audio cues when he vaults, throws bottles, etc. that Freddy doesn't have when he vaults, places snares, etc. Clown doesn't have passive slow downs and time wasting in his kit like Freddy does with the "waking up" mechanic and his slowdown add-ons. Clown is even physically taller, so it's easier to see him over some loops, like the hay bales on Coldwind maps.

    "So? Clown is one of the weakest killers in the game." Yes he is, but with this power alone he's still not entirely hopeless. He's much like Deathslinger in that he gets pretty much all of his pressure from quick chases, and that's still enough to make him plenty usable at red rank. I regularly 4k with Clown and I'm not even a particularly strong Clown player.

    Freddy just has too much going for him right now. I'd personally nerf his snares somehow, possibly by putting a low cap on the number of snares that can exist at once, or by forcing him to slow down while placing snares, or by reducing the strength, duration, and/or stackability of the hindered effect. I'd also remove the penalty for survivors to wake each other up multiple times and fully remove his slowdown add-ons.

    i like freddy i dont think he should be nerfed i would much more like to see the other killer get to his level i only brought him up because freddy is objectively stronger than clown even without bringing up all the stuff he has on clown:

    passive slowdown, alt objectives, teleport, alt terror radius mechanics. focusing just on dream snares to bottles clown has an answer to everything freddy has: over double area covered by slow down? freddy has 2.5 times more snares than clown has bottles. easier to use in a chase? freddy can put the snares down minutes before the chase starts. both give a notification scream when slowed but clown has a reload and freddy just doesnt and thats enough to put him over the edge even without considering all his other abilities.

    clown is just weak freddy is about 3rd best killer in the game i dont think he needs a nerf

  • @GoshJosh said:

    So what does he do, just pull the next five bottles out of his butt instantaneously? Or he has an infinite number of bottles to just spam indefinitely? Think it through.

    i was more thinking of increasing cooldown from throwing bottles to like 3 secs per throw( assuming infinite bottles) or barring that maybe a single uncancelable bottle reload that can be chained to reload them all with no movement speed penalty and a higher reload time

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688544#Comment_1688544

    but the first line is objectively false if you don't include those qualifiers (which you haven't).

    i guess it is pretty vague but when i was writing this i was thinking of freddy and how his dream snares dont have a reload and DS doesnt induce hindered in his base kit power but you are right i didnt include that in the first line.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1684074#Comment_1684074

    No I agree clowns reload should be reworked but you should change the 1st line

    its not as long or as slowing as clown's

  • not as heavy of a movement penalty and its a lot faster not to mention terror radius diffrences

  • had basically the same experience right down to most of your huntress loadout.

    a couple things: nurse's calling is one of if not the best perk to run on huntress it helps you figure out hit boxes which is probably why you are losing in the first place. bbq can be amazing on huntress but only if u can hit your shots if not and your fine on bp you might need to pick something else maybe bitter murmur or rancor? you don't really need more than one gen slowdown perk ever pick pop or corrupt not both.

    if you dont accept that you will derank due to lack of experiance you're going to have a bad time maybe switch between your best killers your mediocre and you worst and go back again or just try one game a day or something so you dont feel as bad about losing 20 games in a row due to mismatched skill

  • clown is about as consistent as a killer can be and trapper is only beaten by pig in rng based power kinda hard to compare

  • to automatically give an extra 6% regression penalty when they miss the skill check that they only see for a split second because of the scream from dragon's grip

  • its the only thing she can see in her power and making it more accurate makes them easier to follow and makes hit more likely especially against healthy survivors. that off sets not being able to see walls painted red when a survivor runs by.

  • 1.no reload and replace it with a passive bottle regeneration and increase the hindered affect

    2.direct bottle hits induce the knockout visual effect

    3.increased pallet breaking speed and vaulting speed similar to t3 myers

    clown needs alot of help but i think this will go a long way to making him something other than an inferior freddy especially with his reload. no other similar killer has to reload like be does

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668550#Comment_1668550

    Predator is bad on every killer. It makes scratch marks not spawn on walls.

    i disagree it helps spirit end chases faster

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