konochivu
konochivu
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- Username
- konochivu
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Comments
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Oh boy looks like this dude baited you all 😂
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@Brokenbones said:
The thing I noticed the most in my games was the speed
I was playing with a healing build and I'd unhook people and I'd try to follow them to heal them and they'd zoom off like roadrunner, leaving me in the dust with my we'll make it active. Pretty funny
Also to the people who are running BT the perk, my hat goes off to you because it is insanely strong now
Now combine that with guardian lmao
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@BreadSilence said:
Appraisal, Pharmacy, and now Blast Mine.
Seems to me that BHVR hates fun, gimmicky perks for survivor.
What's next? Diversion? Head On? Red Herring?
It's gonna be the pebble
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@Ula said:
I haven't faced a nurse or a blight yet since the update. Sure they are much stronger now (and they should be looked at) but making more killers viable is good for variety.
Fixing a lot of issues, but not all of them is enough for you to say they're killing their game?
Instead of directly addressing the issue they nerf everything else entirely, nice.
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@VEXEnzo said:
Usually it takes 2 players to heal (1 injured and 1 to heal). Self care made so u could heal yourself at half speed (instead of 2 players losing time now only 1 loses time so it makes sense, half the players, half the speed) now that other play that was supposed to be with the injured player can be anywhere doing gens. This made 50% still being profit for the one self-caring. Self care now is where it pretty much don't even make it broken nor terrible since u heal yourself and don't need anyone to come for you. If you want to heal at 50% again, use CoH. It takes 16 secs to place and allows EVERY player to heal themselves. If you get 3 heals out of it, it's already worth the 16 secs. Also you can use BK that makes healing 50% faster and now you are healing at normal speed while self caring
-> There's better option so there's no point in using self-care/*name your perk*
That is exactly the reason why original meta was born in the first place, because players and BHVR refuse to acknowledge weak perks and buff them so they can compete with strong perks or be at least viable to use.
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@Ksekwlothreftis said:
I mean stop jerking the IW nerf so much. Even with the 75% decrease there are survivors like Ace and Yui who are almost completely silent. People completely ignore the fact that when a killer chases a survivor there is music playing which further conceals the survivors' sounds. The nerf is 100% deserved since IW made most loops completely busted since u couldnt mindgame them as killer
Oh great so now I'm forced to use certain survivor to just get the value out of 1 perk that is already gonna be bad after update drops, nice. Don't forget it's not only IW I'm complaining about.
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@WeslleySim said:
https://forum.deadbydaylight.com/en/discussion/comment/3047678#Comment_3047678
Sorry, Nurse literally needs a nerf. She is by far the strongest killer in the game, and in the hands of someone who knows, at least, to play with her, have high destructive power.
Whenever I play with my friends and it's a match against Nurse, the first thing everyone does is complain, because we know that the chances of losing are very high.
And unfortunately, the current perks, especially after the rework, don't do much to counter her.
People don't know how to versus a good nurse because she requires skill and knowledge hence why most survivors have bad time facing nurse simply because it's rare to see a good slugging 4k 5 gen nurse.
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@VoidOfMe said:
don't you guys get bored of playing the same perks over and over?
do you guys really want to run iron will and dead hard for 6 years?
It's the dev's fault that other perks are being outshinned by the meta. Since when you saw someone using peble, autodidact, wake up, poised, buckle up..... (I can go on at this point) in a serious game? None, these perk are trash and have no use hence why people used meta in the first place but all BHVR did is they buffed camping and gen time for killers + butchered some perks completely to the ground. If behaviour wanted they could've easily buff premolition to do something similar to how pre-nerf spine chill works/nerf one part of the spine chill and not everything at the same time.
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@Remedicist said:
Weirdly, they meant to buff Calm Spirit yet the drawback is more severe than the benefit of the buff.
Oh yeah I forgot about that one.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2934170#Comment_2934170
Sometimes in DbD, you make a decision to forgo the better of one survivor for yourself. And no meta perk or SWF is going to save anyone from facecamping Bubba.
Glad to think you consider facecamping a “healthy match” too. 🙄
Glad to know that you're not based and cringe.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2929269#Comment_2929269
Because killers can get value standing still staring at a hooked survivor? Agreed.
No because DBD for survivors is a team game, if you act selfish in a team game not only you screwing yourself, but you're also screwing other 3 people that wanted to play healthy match. So stop being either selfish or start running SWF / meta perks in order to not get camped.
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@GoshJosh said:
https://us.v-cdn.net/6030815/uploads/T2GZEFKX52BG/image.gif
Or you know, BHVR can always address it after four and a half years?
This is why solo que is hell for normal ppl.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2414938#Comment_2414938
Well this is where we are. A killer mechanic that barely kicks in, doesn't even make the playing field even, because we know the time invested already is game-throwing, never seen at high level and maybe once or twice at rank 20, but it has to go? Why? Because the killer doesn't know when to quit chasing, and he gets rewarded anyway? Hmm, let me think of an equivalent. Imagine if someone was like, "Pallets should be blocked after 3 slides, because survivors don't know when to quit looping, and they get rewarded anyway." Sounds stupid, doesn't it?
Well, there are some perks and killers who blocks/ignore loops, entity blocks the window once survivor used it 3 times in a chase, and pallet loop is gone once killer realizes that he needs to kick a god pallet/decent pallet loop. So what's your problem with removing Blood lust tier 3? Bloodlust tier 3 is a hindrance to new killers giving them false incentive to keep chasing good survivors instead of dropping chase and doing more important stuff (or learning on how to run a tile properly/forcing survivors to drop pallet early) which is why I think it should be removed as a pointless gimmicky mechanic. I never stated that Bloodlust itself should be removed since it's used as a fix in map design flaws.
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@WeenieDog said:
I just don't think this is that great of an example. You probably would have downed her just as fast if not slightly faster if you chased her normally and broke the pallet in a way that boxed her in.
Like, nothing in this clip screams "it would have been different if BL3 wasn't a thing". In every universe except the one where you have a stroke while playing (god forbid), the situation would have ended the same.
It may be not the best example, but it's good enough to realize that BL3 shouldn't be in the game because it gives incentive to not drop the chase (when needed) or to git gud and learn how to run a tile properly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2414690#Comment_2414690
It’s only showed how you have no idea what you’re talking about
No I do.
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@Boss said:
This is indeed a good reason, removing it will force Killers to not waste time getting to BL3.
That's what I'm keep saying, you don't need BL3 in order to play killers, if BL3 is not needed then why still bother keeping it in a game?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2414690#Comment_2414690
The game was already over at that point, it didn't matter. Any situation where bloodlust 3 "matters" in terms of getting downed, you just let 3 other survivors sit on gens for 45 seconds, meaning you just lost 3 gens when you factor in picking them up, finding a hook, etc.
which is why bloodlust tier 3 should be removed, it's pointless.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2414690#Comment_2414690
The game was already over at that point, it didn't matter. Any situation where bloodlust 3 "matters" in terms of getting downed, you just let 3 other survivors sit on gens for 45 seconds, meaning you just lost 3 gens when you factor in picking them up, finding a hook, etc.
yeah you're right, it's not busted, it's pointless to gain tier 3 which is why I think it's should be removed.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2414690#Comment_2414690
The game was already over at that point, it didn't matter. Any situation where bloodlust 3 "matters" in terms of getting downed, you just let 3 other survivors sit on gens for 45 seconds, meaning you just lost 3 gens when you factor in picking them up, finding a hook, etc.
This is why bloodlust tier 3 should be removed and doesn't have any point to exist.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/2414632#Comment_2414632
It should be removed because its not needed whatsoever. If you need BL3 you shouldn't be playing killer altogether. Bloodlust never was a good substitute for map design fails. It should go. If you "waste that much time" you shouldn't get anything. They should get better at chase and considering playing killer is easier now more than ever before I'd say that isn't such a hard feat when it comes to 98% of survivors encountered.
Dude have you watched that Cows video where Oni refused to kick a pallet? That was the best example of bad play.
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@danielmaster87 said:
No, if a killer is wasting enough time to get to bloodlust 3 he should get the survivor. I don't see why survivors need to be able to loop killers for 5 gens, and then still be mad when the killer downs them. Should the killer get nothing from that chase?
They drop the chase or kick a pallet and git gud, end of the story. Bloodlust tier 3 is a hindrance to new killers who don't know how to play and doesn't have any particular use outside of the "there's only 1 survivor left" type of scenario. New players don't have any incentive to drop the chase because they're gonna get rewarded for it with tier 3 bloodlust until they reach a certain rank where that kind of tactic is easily punished. Bloodlust tier 1 and 2 need to stay because BHVR maps sometimes can be an absolute mess but tier 3 should be removed.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2414800#Comment_2414800
Pretty hard to get a 3-man hatch escape when 4 gens are not completed, but hey, we're all red ranks here.
Dig deeper, friend.
I was giving an example of why I preferred to play safe instead of adding extra risk, it was pretty self-explanatory. If you want to read a perfect example then there it is (considering that you're not into 4Dchess and nitpicking). Slug crawls up to Nea, she stuns me or dead hard into next tile, then she would've picked up slugged person, they split up and depending on who I catch first, if it's Nea then she uses deliverance while other goes for unhook and vice versa where I hook a survivor with a key. One of them gets healed up (preferably the person who's dead on hook) and goes for unhook (considering if I hooked slugged person if it's Nea, she's just gonna deliverance). Then they complete a gen while I'm chasing someone, then they either get the second stage or die on hook (depending on who I'll get) if one of them dies, then they get 2 man hatch escape, 3 if I would've really screwed up and 1 If didn't play optimal and safe as the killer.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2414754#Comment_2414754
No one needs to convince you otherwise - They can form their own opinions.
You're the one that posted the video - Don't be surprised that people pick it apart given your topic and gameplay.
There's a difference between forming own opinion and neglecting someone's opinion because they're biased and playing only as a killer/survivor.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2414720#Comment_2414720
the loop is completely unsafe, its not 'better safe then sorry' its lack of skill from your side
and ensuring down when everyone else is dead gives no real value to bloodlust
You see, the main difference on that loop was depending on whenever pallet is dropped or not. If I A. screwed up and got stunned, Nea would've picked up slugged person and even possibly get an unhook and then used key for 3 man hatch escape or B. using a dead hard and getting on the next tile. So in your POV, I shouldn't ensure that person on the hook dies and Nea stays in bad loop until I catch up to her thanks to bloodlust tier 3 (just in case if slugged person would've crawled to Nea and etc). Also, I love how everyone skips the point of this thread. Only thanks to bloodlust tier 3 I managed to get her safely, Nea played perfectly her part but still got killed because I was rewarded for bad play which is why in my opinion tier 3 should be removed.
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@Alphasoul05 said:
It has to be removed because you wasted time building BL3 at an incredibly unsafe pallet, when you could've forced a pallet drop and easily got a hit far earlier?
Wow. You're brilliant. What an amazing example of why BL3 should be removed. Is this live footage of a survivor main playing at rank 20 to prove a point? Lol
*Biassed killer main who insult anyone with a different opinion that is different from theirs*
footage was recorded in purple/red ranks btw, so until you show me video footage of you perfectly running that loop as M1 killer without bloodlusting and playing against rank 1 survivor you won't convince me otherwise.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/271655/this-is-why-bloodlust-tier-3-should-be-removed
so you spent 1 minute trying to use bloodlust where you didn't have to, just to chatch last survivor while everyone else was basically dead?
i don't see the point, anyone spending 1 minute to get bl3 in a situation where it would be relevant instantly loses the game
Because 1. I can spend that minute ensuring to get a down. 2. Better safe than sorry, because why would I bother baiting and risking getting a stun that would let Nea get to the next tile? 3. Nea had deliverance, so gaining bloodlust 3 allowed for hooked and slugged survivor die in time, thus ensuring no DS/Undbreakable+Soul guard hatch escape for Nea.
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@ShinobuSK said:
You actually think I will click on that?
I don't care, this is video evidence showing how busted and annoying bloodlust is.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2335706#Comment_2335706
It's non-interactive, relies on placing a "meta-game" restriction (hey you're all repairing gens slower, but why?), and forces Survivors to run to the killer in a non-organic way.
At least with Corrupt the Survivors can choose to hide or sneak around to another gen while the Killer goes for an initial patrol.
(Corrupt also is non-interactive and IMO could benefit from utilizing a parts kinda thing that has been suggested before, if it becomes basekit)
There's only 2 killers that need to set up and the point of the early stage is that Killer gets his 1 chase without genrushed the ######### out of him while finding survivors. I honestly don't see any problem with 1 out of 4 survivors would start looking for killer and wasting time lmao.
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@Tsulan said:
You are right on one hand. On the other, sometimes its the only decision to unhook in front of the killer.
Why? Because you might be about to enter the struggle/death phase and the other survivors are at the other end of the map and wouldn´t reach you in time. Its the minor evil to unhook you, even without BT. Because you have at least a slight chance, that the killer doesn´t down you.
There's a reason why you just do gens if killer is camping, you don't unhook, you work on gens. Unhooking camped person is just a waste of time when you could' work on gen.
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Had a game right now where I was hooked in a basement against a Nemesis. Cheryl unhooks me without BT and takes a window, I get downed and I'm on death hook while Cheryl only was hooked once. Honestly, if I had an option I would torture these potatoes myself for not running BT.
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@Fog_King said:
Saving other survivors in front of the killer, even with BT, might be bad, if the survivor doesn't wait. For example, a killer hooks the survivor, turns away and 3 seconds later the survivor is saved from the hook. Of course the killer is going to come back and even if BT was used, the killer will probably go for the unhooked survivor. Even with BT, they will take a hit, run away and eventually get downed again. Like, why didn't the survivor with BT just wait for the killer to leave? If the killer doesn't, that's another story, but not even waiting for that to happen ends up screwing the saved survivor.
What I think is unfair is, for example, you get found right at the start, hurt, downed, hooked. Then someone saves you in front of the killer, you get chased, downed, hooked again. And then the same thing happens and the killer goes for you again and kills you. I mean, yes, you are the killer, but you can also see that that survivor had no time to do anything in the match and that his or her team is farming that survivor, so maybe just go for the other survivor the second time around? Sometimes the killers do that, sometimes they don't. Having been in the position to get almost no points and no chance to even run away, I can say it is not fun.
I know that BT isn't always a lifesaver but often times than not I prefer using BT or have survivors unhook me with BT. Like again in that Nancy situation if she had BT I wouldn't reach stage 2 and wouldn't be closer to death (being the weak link) and 12 seconds would be enough at least for me to get to the loop.
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@Lord_Tony said:
The first 2 minutes of the game are incredibly stressful and the spawns don't help. If you ever use lethal pusuer you'll see things like 3-4 survivors spawning at 3-4 different gens and or LIT totems.
So immediately that hex ruin is gone in 10 seconds across the map and 3 survivors have got 3 gens at 50% progress before you even slowly run all the way over to the gen.
Corrupt intervention fixes this problem. Games no longer feel like they are being genrushed and Instead of the devs manually going to every single map and different variation and editing the spawn points which could take months to do the most simple solution would be just making corrupt intervention basekit.
Now the other solution would be slowing down gen speeds but that's just not fun and will provide much more boring gameplay. Corrupt spices the game up a bit.
Or add early stage where gens speed are lowered for a certain amount of time or until killer starts a chase. This has been suggested by ScottJund before, I dunno why BHVR still didn't implement this.
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@LowrenceVonQersrick said:
So tired of this. Why they do this? Some of them reaaaaaaaaly need close this hatch for 500 points. Especially now, every day, at least once, im slugged as last person. And some of them do this for fun, i guess. They just love waste my time. At this point i want game to end, right? But i guess im some wierdo.
######### Devs are thinking? Do they play this game? Yes, i will blame Devs, because Killer is REWARDED FOR DOING THIS, FOR WASTING MY TIME.
Simple question, really. Because last person might have DS active or flip flop + power struggle combo/deliverence. Either these two or because killer want to torture you out of fun.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2310717#Comment_2310717
Idk why you would change that though. 99ing individual survivors is the one decent advantage GhostFace has over Myers.
I don't see why you would think that this gives GF a disadvantage when in reality it isn't. You can still 99%, all you have to do is not get exposed by that exact survivor that you're 99ing. On a side note, this also gives fair gameplay for both sides since survivors have to keep in mind that they can be 99ed and taking bodyblocks might be less valuable compared to other killers since you won't lose your stalk meter after being hit.
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@SMitchell8 said:
Id rather have NS on a 60 sec timer and then a 30 sec recovery. You get penalised for missing an attack and even if you land one. Having 60 seconds of unbreakable NS atleast makes him consistent and allows him to chain/use his power properly.
Having NS long recovery is a terrible idea because 1. Survivor can expose GF even when you crouched perfectly because of latency issues. 2. GF is a stealth killer, what's the point in having a stealth killer that can get less stealth value compared to Myers, Wraith, Pig? 3. My suggestion about NS exactly rewards right decisions and punishes GF for playing poorly.
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@Chocolate_Cosmos said:
Some few things like reduce his cooldown / longer exposed if from far distance sounds like a nice buffs but I dislike the close range detection being faster. Don't forget that power can be used in mid-chase to mindgame too.
I think I don't like this rework overall, sorry
If survivor w-keying without looking behind him then yes, Night shroud can be used mid-chase to expose a survivor however only practical use Night shroud has right now is hiding red stain, that's all. Also I don't like people that dislike suggestions without suggesting anything themselves like that's not how you do the discussion about rework if all you're gonna do is: "GF can expose you during chase and mind game you, so your suggestion sucks"
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@Bran said:
1 and 2: this seems fine, he stalks faster when leaned anyway. kinda thought thats how he worked as is, but thats prob cause im thinkin of myers.
3: pretty neutral honesty, i dont mind the recovery time as is.
4: the first part, absolute terrible. the second part i couldn't really understand.
5: i would omit this.
6: his addons are alright, ghosty can have a hard time and so marking faster so he can close in faster is fair.
pretty good idea though, seems solid.
Well, 4th suggestion is changing his 99% aspect while also keeping it somewhat the same, basically, GF can injure survivors without losing stalk meter and also somewhat rewards survivors for trying to remove night shroud from GF because as it is now you're only letting GF where you are and the fact that GF doesn't get punished for getting exposed like there were a thousand situations where GF 99% someone, survivor expose GF and now he's just waiting for night shroud to recover and he's going to expose survivor for free.
5th suggestion is to make his power somewhat different when compared to Michael Myer + the fact that is harder to expose him when he's leaning from the corner. This is also changing his stalk overall.. I mean if GF close, he can simply stalk you and when you're far away, the best option to 99% or expose you and then come out of nowhere is to stalk while leaning from a corner.
The difference between Myers and GF in the movies is that Myer sneakily get close as much as he can while GF stalking from afar, gaining information about his victim and then waiting for the best opportunity to strike and... I dunno if it's just me but I don't mind playing immersive GF from time to time if I had the opportunity since in DBD you don't have that kind of opportunity right now.
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Well 'bout hexes, my opinion is that they're BS because of three reasons.
1 Totem spawn next to generators or out in the open from time to time and they can be cleansed within 30+ seconds if survivor's spawn decide to do put them next to hex meaning they give you high risk and low reward for most of the time considering how fast they can be cleansed
2 There are 3 anti-hex perks that do decent at their job. Small game lets you learn totem spawns, detective's hunch helps you out cleanse every totem combined with open-handed + map, counter-force lets you cleanse every totem and even gives you speed boost for doing so and completely negates Hex: Thrill of the hunt
3 Undying nerf alongside with counter-force that's basically designed to counter old undying in my opinion and inability for killers to know which hex is one that you must actually protect (for example haunted ground + ruin etc)
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@Product said:
Noed is a terrible perk for four main reasons
1) There really isn't a way to counter it immediately unless you happen to already be next to the hex totem, or magically do all 5 dull totems just in the small off-chance the killer has this one perk.
2) There is no warning that it is coming. You can have an amazing chase at the end of the game whilst trying to save a teammate off of a hook, you try to take a hit for a speed boost, and then bam, your dead for literally playing the game correctly.
3) It is undeniably a crutch for terrible killers. I have been in so many games where I have looped the killer for at least 2-3 gens, and then as soon as he catches up after 2 minutes he manages to just one shot me and then camp me in the basement.
4) It punishes survivors for playing well, and rewards killers for playing badly. This is an extremely powerful perk that only activates when all generators are done. Even perks like Remember Me and Blood Warden at least take some work to get. For Noed, your literally just handed it for free when your about to lose the game.
Spook N Jukes already debated about it, so all I'm going to quote is this during that debate: "as long as exhaustion perks exists, NOED is fine. If exhaustion perks are removed from the game, NOED should be removed too and vise versa" or something like that,
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2280663#Comment_2280663
And as long as survivors stay infected (plague) and don´t drink from the Fountain they get instantly downed...
But this doesn´t stop survivors from pushing gens.
I'm going to say this again if you don't know what insta-down killers are, if survivor's losing one health state by killer's power and next time they get slapped by the killer they get downed that doesn't turn then into insta-down killer. By your logic if survivor don't heal after getting stabbed by legion feral frenzy this makes him an insta-down killer which in reality he isn't. Getting broken status effect means you can't get healed to second health state while killer with insta-down powers take 2 health states. Plague itself after infecting a survivor need to down him and her corrupt purge only takes 1 health state when used on the healthy survivor. SHE ISN'T A INSTA-DOWN KILLER IF SHE CAN'T INSTANTLY DOWN A SURVIVOR WITH HER POWER when you realize that?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2280591#Comment_2280591
With plague, survivors are exposed all the time. Meta is to not heal until the last gen is completed. Meanwhile she is a insta down killer.
Getting infected from Nemesis has no downsides. But the benefit of needing 3 hits to get downed.
Btw, exposed status effects don't apply to his tentacle. Which makes him even weaker.
Oh boy, where do I need to start it... 1 Plague isn't an instant down killer, the insta-down killers are those that can instantly put you from a healthy state to a downed state aka chainsaw boys, oni, Myer's tier 3, Ghostface mark (I'm not going to mention other killers who's got iri addons to insta-down for the sake of saving time) by your logic Legion is also insta-down killer since his power grant you free hit on a survivor. About cleansing, I disagree with that as well, why you should be keeping yourself in broken status effect when you can cleanse from a pool that is far away and plague won't be interested coming from point A to point B just to get her power, if there are other pools available you just never cleanse in the middle or where's gen being worked on unless you can force her to get the power and other pools available back again.
Nemesis and plague infection work similarly the only difference that it don't put you into broken status. Basically iron will counter and with nemesis vaccines are limited while pools are not.
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@Tsulan said:
Man i can´t wait until he faces a Plague!
At least with plague, you got an infinite amount of fountains that heal you and you can force her to use corrupt purge early while with nemesis vaccine are limited, you can get interrupted by zombies or nemesis himself since you have to search it first, then inject it. Pyramid Head takes skill since he is actually hard to master but much easier than nurse oh and you can't turn around with P-head M2 while nemesis can. I wouldn't care about his oppressive part of the kit if it wasn't for the detection part of his kit since it takes less effort for him to find you once you got infected or if you got spotted by a zombie and he can see that as well. My feeling is that he is similar to deathslinger, both have a small range attack, both have a small wind-up time compared to other killers that have somewhat range attack and both don't have any kind of limitation bar or need to reload in a locker when comparing to other killers. The only difference is that deathslinger is 4.4 movement speed killer and requires M&A/STBFL to get the full potential of his power while nemesis have both range attack and detection in his kit. At least that's is my opinion for now.
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also your suggestion to nerf insidious instead of reworking it, so people would use it in other ways is just blatantly stupid and came out of nowhere. I guess you were insidious camped by Bubba without a kindred and you all got downed in a basement.
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@TauNkosi said:
I know. I know. Just do gens and leave. Okay, but what about the guy on hook? Why should his game be ruined, sitting on hook doing nothing while everyone else at least gets to actually play the game in some capacity and earn BPs? Hell, insidious Bubba is the most boring and anisine thing to go against. It's not fun. It's not challenging. It's bullshit that such a thing is even possible and it's needs to change. Survivors deserve a fighting chance to save those on hooks and not be downed instantly and I have just the fix. Here's my suggestion:
INSIDIOUS: Standing still grants the undetectable status effect after staying still for 4/3/2 seconds until you move again. You cannot activate your power for 9/7/5 seconds after moving.
There. An easy fix to give survivors and the hooked person a fighting chance. No longer can the killer just get free kills for doing basically nothing.
I wouldn't be explaining or suggesting anything good since my previous threads were debunked inside and outside of forums. But I tell you this: "If something stupid can be done, will be done" - c Claudette's law
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2229784#Comment_2229784
You say that like it's a bad thing.
/s
These are not suggestions, these are nerfs. If you're suggesting only nerf to the killer without giving her anything in exchange, nobody gonna agree with these suggestions.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2229722#Comment_2229722
I constantly think about the Spirit vs Hag comparison.
At least the spirit player has to still be actively participating in tracking in order to appear within striking distance of a survivor.
Hag doesn’t need to bother with any tracking at all during a chase. Just wait until a trap is triggered, and everything is almost automatic. Press teleport, press attack, free hit/down. It is infuriating, and it makes me angry and confused as to why Hag has remained the way she is.
I prefer Hag over Spirit because you don't have any option against Spirit unlike Hag + standing Spirit is a pain in the ass unless you're using a flashlight unlike with Hag where you have options. If you let Hag time to set up, didn't do gen in time you will eventually die one by one, Hag is the defensive killer for the most time and if you don't harras her you die.
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@TheClownIsKing said:
I am appalled and astonished that Hag is still flying under the radar.
There is absolutely nothing fun about, or fair about:
a) not even being able to simply WALK around the trial. WALK!!!!
b) once in a chase it’s basically “screw you” because there is absolutely NOTHING you can do as a survivor if you run anywhere near a phantasm trap. Not even TOUCH the damn thing. Just run near it.
c) the fact that there’s is anywhere from a marginal chance to NO chance to avoid a hit once Hag teleports.
And...
d) her hook camping by proxy BS that means you’re basically dead from your very first hook, unless magically gifted with the most competent teammates in the entire world.
There is absolutely NOTHING BALANCED about a killer whereby the determining chances of success against them is whether someone in the team happens to have the correct item.
I just don’t get it. How?! HOW?!
How has Hag been allowed to remain in the state she is in.
All she provides is a lopsided experience for the killer using her, and misery, frustration and a sense of pointlessness “why even bother trying...” for the survivors.
Please, why aren’t more of the community speaking up about Hag’s very real, very big problems?!
*additional note* i’d also like to add that ever since the change to Ruin, it is now an absurdly frustrating perk to deal with when hag runs it. Particularly when needing to crouch towards anything that’s either an objective or a loop/vault that’s likely trapped, which just buys Hag even MORE gen regression with Ruin still up. Can’t leave gens when someone’s hooked. Can’t leave someone hooked to die, but it’s going to take a tediously long time to save, only for the unhooked survivor to be tunnelled whether the right thing was done (crouching) or the wrong thing was done (setting off a trap). It’s also enough to send someone homicidal to have been DOING THE RIGHT THING BY CROUCHING TO NOT SET OFF A TRAP, only to have another survivor not knowing it’s there set it off, except Hag hits/downs me upon teleporting.
She is a stain on DBD. The only positive thing about her is that she isn’t played prolifically for some odd reason.
*another additional note* Can I please just clarify that I’m not asking for Hag to be completely neutered without adequate compensation.
I’m not asking that she have all these frustrating issues removed, leaving for nothing to actually help her, or not feel significant enough to bother using against survivors, so she may as well stand in a corner and let survivors play gen simulator.
She should be adequately buffed, especially where flashlights are concerned, if the issues I’ve brought up are reduced in severity, or removed entirely. I’m asking for FAIRNESS. Right now, without comms, her current counters are at best laughable if a solo has not brought in a flashlight, or a rainbow map or map with red twine (is it red twine?). And even THEN, those maps won’t show every trap if you haven’t yet had a chance to keep on the move around the trial.
Most of the current counters a lot of you are suggesting are either hindsight (just bring insert perk or item here, which is never a valid argument. It’s impossible to preplan a build that covers every possible contingency against every killer. You just can’t.), or what is being suggested simply can only be done effectively with a team on comms, and not everybody wants to play that way. Attempting some of these solo can often result in being highly detrimental because of the backfire. I accept and expect that solo play SHOULD have drawbacks and disadvantages, but not so much against a particular killer whereby a solo shouldn’t bother playing. It shouldn’t be “let’s just save some grief, vault spam, suicide on hook, get it over with”
I'll keep this simple. Hag is 110% movement killer, she doesn't have any kind of traverse power and the only way to do that is by teleporting to triggered traps. If you like walking so much I suggest you using urban evasion. Counter to her traps is 1 survivor getting chased while other must harras her traps or simply use a flashlight. The only problem Hag is having right now is that the survivor camera focused on her trap which is sometimes can cuck you up.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2230813#Comment_2230813
I think Nurse's only problem is her speed as long as you can M1 survivors when you make a mistake ,you can recover time but with out matchbook ,playing her can be a drag on console.
also M2 cancelling is a thing + P-head power powerful in tight corners where you can't move to left or right in order to avoid him...
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Down unhooked survivor with trail on torment on and put him on second stage or even kill them while also ignoring DS, flashlight save, pallet save, bodyblock, sabo save. Pyramid head is very strong once you master him and he's a bit easier to master than nurse.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/2228132#Comment_2228132
They also can essentially waste more time then just picking up the survivor and hooking them.
Also if you suspect a flashlight save leaving them on the ground and getting rid of the flashlight saver actually could be a lot better for you because you create more pressure.
Even if you just immediately down to someone right after they got off struggle. You still save more time just picking them up and hooking them worst case scenario you miss out on maybe 300 extra bloodpoints
Even if it's long I take my chances to kill survivor NOW rather risking a chance that 1~3 survivor bodyblock with breakout happens, although that doesn't happen very often but this still should be considered which is why I'm fine with current Morri's.

