txcrnr
txcrnr
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488940#Comment_3488940
These are completely unrelated things. A) The match has not started yet, so there is no penalty for leaving. Anyone who leaves will be backfilled by a new player OR the match will be cancelled and any offerings used will be returned. B) This is not one sided at all, everything you just listed goes for both sides.
Leaving in lobby is the same thing as DC’ing against a killer you don’t like. Killers can choose to leave games they don’t think will be fun, whereas survivors can see nothing and get punished for doing so. If you think it’s fair, then don’t let the killer see survivor prestige and items and characters in lobby.
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@Peanits said:
I can confirm that they are not being removed. The DC bots are there as a backup plan: They're better than not having a teammate at all, but they aren't expected to be as good as a real player.
Beyond that, this is a multiplayer game first and foremost. Abandoning the match affects other people. The DC penalties exist to discourage people from leaving an excessive number of matches over the slightest inconveniences. Removing them would only make it more acceptable to quit and leave your teammates to play with a (possibly) less capable bot. If someone cannot be bothered to commit to a match, or has such an unstable connection that they regularly lose connection, they need to reconsider whether or not they should be playing an online game. It is not fair to expect the other people in the match to deal with the consequences because of them.
Ok, so… why are killers not punished for lobby dodging? Why can killers still force close task at loading screen to avoid a map offering they don’t like? Seems pretty one sided. And doesn’t having DC penalties just mean they’ll AFK or let go on hook?
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I’m gonna go ahead give a different opinion. Pretty much the only argument I have seen is “it guarantees a free escape in endgame.” No, it doesn’t. You have to ACTUALLY REACH ENDGAME first. All DS does is secure the win once you reach that gamestate. If you hadn’t used it yet all game, you’re effectively giving up a perk slot to ensure that once you reach endgame, the killer can’t just facecamp you to death.
Much like my disdain for hatch being a pity escape, disabling DS and OtR feels like BHVR giving killers a pity kill, but it feels much worse for the survivor who is forced to “lose” so that the killer can get his guaranteed 1k (assuming they’re playing a killer with a chase power).
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2945888#Comment_2945888
There is a difference in being the most powerful and the best killer, and being overpowered/broken/etc.
She is the former. She is not the latter. If you want to dispute that, give actual proof or your claims are meaningless.
On the contrary, I could ask you to prove WHY she is not overpowered. And before you go for the classic, "burden of proof" argument, when something like Nurse's power is common knowledge, the burden of proof I would argue should be on the person DISAGREEING with everyone else.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2945843#Comment_2945843
But a coin flip is better odds than with most killers, because with most killers, walls, windows, and pallets all provide options for the surv. Those things are largely irrelevant to the Nurse. She just has to get close to you.
Boil it down to this: you are on one side of a safe loop, and the Nurse is on the other, do you feel the same way about your chances that you would if it were the Trapper? Or anyone else, really?
Is it an accident she is played at such a high rate at top tier/comp?
These people are just blind to how powerful Nurse is, and I am certain it is just on purpose to try to shut down this argument. No actual top tier player in this game, like, 4k hours or more, would ever disagree that Nurse is by far the most powerful killer. They just want to pull a "Gotcha!" moment when we admit that we haven't spent 40 hours a week researching to prove that Nurse is the best; and why would we? Every reasonable person on here knows that already.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2945554#Comment_2945554
Making up strawman isn’t helping your case. If you want to claim something is overpowered, then you should have proof to back up your claims.
Your argument is also a fallacy. We all know that nurse is over performing; you are just asking for unnecessary statistics to prove something the community already knows and agrees on. If you genuinely think she’s not powerful you’re in the tiny, non-vocal minority. Everyone at the top level agrees she’s absurdly powerful and the strongest killer when mastered, the argument is simply whether or not that power is justified by a somewhat difficult to learn ability. I’m not going to spend 200 hours analyzing games to prove something everyone but you already knows.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2945503#Comment_2945503
So, it should be quite easy to find conclusive statistical evidence she consistently over-performs against players of equal skill on an even map then. Let me know once you have the proof to back up your claims.
Aight so does this apply to everything or just nurse? Do we have to now do a peer reviewed study on why Dead Hard is a good perk? On why Circle of Healing is OP? On how Spirit overperformed pre-nerf?
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@SuzuKR said:
Please give conclusive statistical evidence that Nurse consistently overperforms against players of equal skill on an even-sided map. If she is so obviously overpowered and uncounterable, this should be very easy. She is not a guaranteed win, nor is she uncounterable. Matchmaking putting better players against worse players for the sake of queue times is not a balance problem. You can look at how good players loop a good Nurse for an idea of how they mindgame back even without cutting off LOS.
https://forum.deadbydaylight.com/en/discussion/comment/2945450#Comment_2945450
This is a commonly-regurgitated myth. Nurse has been out but this has not stopped significant buffs to perks such as Hex: Retribution/No Way Out/Deadman’s Switch, all of which are extremely good on her. It also has not stopped perks extremely good on her from coming out, such as Pain Resonance, Deadlock, Floods of Rage, Starstruck, so on and so forth. Killers do not really need global buffs in the first place, and the only ones they do would not be an issue on Nurse.
the “conclusive statistical evidence” you’re asking for is the reason BHVR nerfed Pig multiple times. It’s clear that Nurse over performs at high levels despite her global kill rate being low.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2945322#Comment_2945322
These are line of sight breakers. It's more than enough to break a chase. You have to remember the Nurse has to charge the blink. Just by sound you can guess where she can land. And when she lands she still has to scan around to find the survivor in a pretty short amount of time. Just try it : take the Nurse and chase in these places. (If you never use her you may need to win a few games to go against good survivors but it should be easy, right?)
I almost forgot: big maps are usually pretty strong against the Nurse too, unless she has range add-ons.
I have played against a ton of nurses. Do you think I’m new to the game? I’ve got over 3000 hours so the nurses I play against are consistently the best in the game; simple trees or TL walls don’t work against them because they know the area you’re confined to within those loops once you break LOS into them. I can literally do the same thing while playing her.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2945278#Comment_2945278
What are we considering an LOS breaker? An actual tile? Because trees, random junk at the edges of the map, etc, all work as LOS breakers.
If her second blink is consistently a short follow up, you're not managing the initial distance properly. You have to make distance earlier against a Nurse at the start of chases than you would with other killers. If it's a corner blink, you need to move your camera to see where she's aiming and move accordingly. If you can't see her but hear her charging, separate from that tile and get behind another LOS blocker if you can.
Point being: like I said in my initial reply, if there is a handbook for looping M1 killers, there would be a separate handbook for running a Nurse with *some* overlap. But if people's expectation of counterplay is a Dark Souls no hit run, I would like them to list every other killer they're consistently pulling that off against. You're supposed to take hits in an asymmetrical game.
Simple trees and walls are not strong enough LOS breakers. We are talking best of the best players here, not 2 year olds that lack object permanence. If you break LOS with a tree, there is only one line of positions in which you can be which vastly simplifies the blink for her.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2945278#Comment_2945278
Often? You'll have to give a few examples. If you are talking about the few small dead-zones that exist in the various map: just don't be caught there if you can't juke her yet. Running through dangerous places isn't mandatory, going around is an option.
Ok, so basically any map that doesn’t have multiple indoor segments or massive jungle gyms. A simple t-L wall or long wall L wall tiles aren’t enough, as she can simply first blink into the center to see where you went then correct with second blink.
-All autohaven maps
-Coal Tower middle area, Shelter Woods
-Most of coldwind, outside of main buildings
-Most of Yamaoka
-Most of Crotus Prenn. Again, main building is the exception that you’re basically required to reach in order to break LOS.
-About half of Dead Dawg. There’s a huge dead zone she can force a 3-gen in, made even easier because she can easily blink up to the hangman area.
-Most of Red Forest.
-a small portion of Ormond. This is one of the few remaining maps with actually large jungle gyms rather than small, single tiles.
-Most of Eyrie of Crows. The main building is especially unhelpful against nurse on this map.
so… basically most outdoor maps. Ever since the change to the tile weighting system, most loops are just single tiles that Nurse can easily blink into and see where you went because every exit leads to dead areas.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2945190#Comment_2945190
Again, that's not correct. There's more to it than doubling back or not.
A Nurse can't 100% account for LOS breaks on both of her blinks. You might only be breaking LOS on her first charge and not her second.
You're not making her second blink difficult enough if it's a minor corrective blink every time. You only need to take one step to the right or left of her landing spot on her second blink to make her whiff on a long second blink. Yes, a double back is an option. But distance+LOS+left and right is the better play on her second blink. Like I said, players don't know how to play against her.
Often times, maps lack LOS breakers in large portions of the map that have to be commonly traversed. And given her recharge and distance addons, no, the second blink is 95% of the time going to be close enough that there is no chance to make her whiff.
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@[Deleted User] said:
I disagree with the notion that good or great Nurses are impossible to run. The issue is that most players are really bad at dealing with a good Nurse, and I don't know how to rectify that.
She has unique chase mechanics and most players never develop those beyond the bare minimum basics. 99% of players and content creators think doubling back at corners on her first blink is her counterplay when that's something you should literally never do unless you visibly see her aiming for a prediction blink. The entire conversation starts from incorrect information and goes from there. The vast majority of the playerbase starts the counterplay with things that will never work against a good Nurse and then uses those things as evidence thet there's no counterplay to begin with.
I don't think it's a problem with Nurse herself. You have a unique killer with unique mechanics that players will see in maybe 5% of their matches. Of that 5%, maybe 20% of those Nurses will actually be good. So how much practice are people getting?
There isn’t really any counterplay, though. If you double back, fake double back, don’t attempt it at all… these are all accounted for by the nurse player. If they whiff the first, regardless of which option you went with, the second blink is always going to be enough for them to correct. Maybe the fix is just take away the second blink, lol.
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@HectorBrando said:
You are not wrong about the outrage against god-loopers impossible to catch, thats why BHVR got rid of infinites on several maps because once you were somewhat decent at running them a M1 Killer couldnt catch you in ages.
And that was fine! The problem is, Nurse was made so strong in an era where it was necessary because loops were super busted. Now, they’re throwing out amazing slowdown perks, nerfed heal speed, nerfed DS (if there was any time the offensive use of DS was justified it was against Nurse!) and it just makes Nurse stronger. If they keep balancing the game to try and give Clown a 50% win rate, then great- I’d be fine with bringing up weaker killers to a fun, fair level of strength. But when they do that by buffing killers as a whole or nerfing survivors as a whole, it just makes Nurse stronger over and over.
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@Icaurs said:
Nurse comes from a time where the devs prioritized fun over balance. Nurse is one of my favourite killers to play and vs and I would not want a thing changed about her. However, part way through DBD's life the community pushed for more of a competitive mindset (especially the killers), which I strongly disagreed with. The fact is Nurse is 100% broken. If the game community wants to keep taking the game down a competitive balanced mindset, then yes she needs to be nerfed. But if they want to allow wacky outlandish things for both survivors and killers, then Nurse is fine, and should not be touched.
Do you like facing ALL nurses, or only nurses that make a decent amount of mistakes? I can assure you that I have never once had fun against the 4000 hour Nurse mains that land every single blink perfectly and yet still feel the need to tunnel and slug people to death.
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@blue4zion said:
Also curious, did you link your DBD with a BHVR account?
I don’t recall to be honest.
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Here’s my soul guard buff suggestion:
Give the perk tokens that show how many Hex perks the killer is running, regardless of whether they have been revealed yet.
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@Lexilogo said:
I really like PREY, much more than the average person, but I think the only franchise that could truly justify DbD going sci-fi would be Alien. With other stuff, it feels iffy to me.
The Killer power idea is passable, though I kinda feel like depending on the map, it would either be worthless, or totally invalidate loops and result in ultra easy downs. It also feels a bit generic- I'd want a Typhon power to invoke the Coral, because that's something much more unique to the creatures and touches on the semi-eldritch horror that's probably the best thing about them.
It's also worth noting that part of the reason a PREY chapter is kind of iffy is the Mimic problem. They're the most iconic enemies in the game, but totally unsuited to a Killer role.
Of course, this is all hypothetical fun stuff, and part of me is kinda just happy to see other people recognising such a cool immersive sim, so thumbs up for that!
Listen, I respect the opinion on what genre killers should come from, but we just got a kpop chapter where it’s implied the killer knows it’s a game so I threw all that out the window. Also, the survey before the most recent one mentioned Prey when asking what horror games players knew about
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@Fantasy said:
If a killer gets hit at any point with a pallet it should be a stun. Why do we have to wait until they can move again before dropping the pallet to save someone being picked up, it's dumb.
Yeah, and the fact that they can actually swing BEFORE they are stunnable is BS.
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@Freki said:
no they are side by side. so if you have a BPS, an ESCAPE CAKE, and the event 100% bonus on a match you get 20K, since you played the escape cake you get a total of 20K + 3*20K. that is how it has always worked even before I started playing myself. So anything that does not actually put the points into the categories BEFORE tally will look at the tally and do it.
to be more specific, lets say the killer played a BPS, that is 100% of all categories for everyone in the match, and you play an escape cake which is the same as a BPS but only for you is another 100% and the event is 100% your total would be match talley = 20K, then the bonuses add in AFTER so that's a total of 3 extra 20K added to the 20K
This is not what I am talking about. The new event offering gives you 3,000 FLAT bloodpoints. Previously, in the Halloween event, the 3,000 bonus BP for doing an event gen WOULD be multiplied by Cakes and Streamers. However, during this event, this no longer happens.
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@TheClownIsKing said:
Isn’t that the whole point of that hook?
To make Thompson House an extremely dangerous place to lead a chase near, or in?
I thought that the stairs can be body blocked was 100% intentional, and survivors are meant to be aware of that, and not recklessly lead a chase near there, or be too bold about the gen upstairs if they know the killer is nearby.
They specifically changed it so that the survivors could no longer be blocked in upstairs, but they forgot the fact that the killer can block you from going UP there when you need to. They removed body blocking basement, I see no reason why the Thompson house should be an exception.
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@SMitchell8 said:
Instead of standing on the stairs gawping at the killer, why don't you leave the building and go and get on some gens? Give the killer the incentive to leave the stairs, he aint going to leave the stairs if survivors followed him up to them. Going into the building should be seen as a highly risky move.
I only go up there unless I have a toolbox with sabo add ons so that I can drop the hook and atleast waste a good chunk of time, or the killer carries me out to a nicer hook :)
Game was over, dude. I was first hook but we had the exit gates 99'ed. We had BT specifically for scenarios where the killer facecamps in endgame. But because of this oversight, there was literally no perk, no strat, no technique that would let them save me no matter how well my teammates played. This is the same reason why they made it impossible to bodyblock basement.
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@youarewronglol said:
mettle of man is invincibility, borrowed time just gives you an altred health state, but that is damage.
But i suppose i'm the one splitting hairs now
I mean, it's not a big deal, and I agree, Mettle of Man is much more accurate than Borrowed time, good thinking on that. But yeah, either way, I think it is important that survivors and killers can pass thru each other in cases like this.
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@youarewronglol said:
https://forum.deadbydaylight.com/en/discussion/comment/1700336#Comment_1700336
"It's not invincibility frames; that would be more akin to Borrowed Time" that's wrong, and the rest of your post is splitting hairs
It's not invincibility at all though. Do you understand what invincibility is? If it were invincibility the killer would not be able to damage you; hence the comparison to Borrowed Time. Intangibility means you can't interact physically, and while not completely accurate since you can still be hit, it's a much better description than invincibility frames.
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@SMitchell8 said:
Survivors can body block on the stairs and can body block hooks. Fair play that Doctor 👏
No, it's not fair at all. First of all, the devs don't want this to be a thing, hence why they removed the ability to do it in basement. Second, the reason survivors bodyblocking is balanced is because the killer can hit them to be able to pass through them. Don't reward killers abusing bugs; would you say it was fair play when survivors were able make the killer unable to move by standing below them in dropdowns on Blackwater Swamp?
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@Veen said:
https://forum.deadbydaylight.com/en/discussion/comment/1699656#Comment_1699656
It's called game design and inviciblity frames.
Been a thing on most good video games so far who isnt competitive.
It's not invincibility frames; that would be more akin to Borrowed Time. It's intangibility. And it is incredibly important because it would allow killers to land 2 hits on survivors who are trapped in a corner by some means if they couldn't pass through them, but still allows killers that first hit. Also it's important on Meyers to prevent him from full stalking someone he blocked into a corner or room
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@Tactless_Ninja said:
They fixed a similar issue with basement stairs. Honestly there should be two routes in and out of every area.
Yeah, clearly they don't want this to be a thing or else Basement stairs would still be able to be bodyblocked. Hopefully they do the same here!
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@VonCrow said:
Are the Ace's perks the worst ones on Survivor side? Even worst than Quentins?
Ace in the Hole is useful for keeping addons, Open Handed is good if you are with a team that likes running Bond, Kindred, or Windows of Opportunity, and Up the Ante is really fun with Slippery Meat and luck offerings.
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@anarchy753 said:
I feel like the intention is to utilize the abilities of a map or a key with Open Handed. What else are they gonna do for it? Read 4 auras?
Open Handed does not affect maps. Maps have infinite "Aura Reading Range", and the only thing that affects them is what is currently tracked. Open Handed does not increase the map tracking range. The only item Open Handed can possibly affect is a key, but if they intended for us to use the effect of the perk on a key, why not specify that it must be a key?
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@Nicholas said:
Ace would make more sense or to simply enter a match with a Map and escape with it while using Open.
Open Handed does not affect maps. Maps have infinite "Aura Reading Range", and the only thing that affects them is what is currently tracked. Open Handed does not increase the map tracking range. The only item Open Handed can possibly affect is a key, but if they intended for us to use the effect of the perk on a key, why not specify that it must be a key?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1389200#Comment_1389200
I am mostly playing in a 2 man SWF. The bugged Gateau only gives 140% extra BPs, but my friend and I will give each other 208% Bonus BPs.
Right, wait until they’re fixed and if the event is still going THEN use them. Forgot to mention that
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1389183#Comment_1389183
You can repeat the same again, I am not that dumb. I understand you.
But like I said - during Double BPs players tend to use those Offerings. If I throw in a BPS on a random day, I will get 100% Bonus BPs, while everyone else gets 100% + whatever they are using. So the guy who uses an Escape Cake/Pudding gets more BPs than me, who actually uses the Offering to give everyone double Points.
But during Double BP-Events, the chance that other players are using the Offerings is higher. So it might not only be me using a BPS, but also another player. Sure that those are additive, but 100% (for double BP) + 100% (for my BPS) + 100% (for the other BPS) is 300%. If the number of BPS used would not be higher during Double BP-Events, players would not use them. Basically a cycle.
it doesn’t make any sense though. If you don’t use them you still benefit from other players’. And if you do use them it doesn’t matter when, you’ll always benefit from them. What you SHOULD do is use them now so that you get to buy more for whenever you feel like using them.
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@Aven_Fallen said:
The reason why people are using those Offerings during Double BP is that others are using them as well. Or at least the chance is higher that other players will throw in a Gateau or a BPS.
Yes, but that also is pointless. How is that going to get you extra BP? They also don’t stack multiplicatively with each other, they’re still additive.
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@SeekerOfSouls said:
Don't bother me none.
Whenever they do get fixed, I'll have a stockpile of them for the next 2x BP event.
No big deal honestly.
For the hundredth time, they don’t stack multiplicatively with double BP. If you used a cake during the double BP event you’d get 100+100+104, not 204*2.
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@GreenPufferFish said:
i dont mind this bug iam saving my cakes for crossplay so i can use them with friends
Oooorrrr you could be getting 500% every single game and you’d be able to stockpile even more at a faster rate for when Crossplay is added. If you could get 3 every game from the extra BP youd be getting, you could have double what you have now saved up for when Crossplay is enabled.
don’t buy into the lie of “I’ll just use them later!”. If you were able to use them now you’d be getting more every game and end up with more total after the event.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1386235#Comment_1386235
Why start an event the day before a holiday? Don’t they typically avoid doing it on weekends for that same reason @Peanits
I guess it’s because it’s exactly the anniversary, but you would think this would have been bug tested even more than usual if they knew they wouldn’t be able to fix it until 3 days later, lmao
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@Peanits said:
Two things:
1) We mentioned that we were looking into it the day it was released, and then mentioned later that day that we've figured out what's wrong and will fix it ASAP. The only other thing we can say at this point is, "It's still on the way, don't worry."
2) Yesterday was a holiday in Quebec. There was nobody around to comment on it.
Does that mean it’s intended to be a hotfix, or that you’re going to wait a week and that it will be released halfway into the event with no extension?
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@thrawn3054 said:
You want them to comment that they are still working on it? That's all it'll be right now.
Which is an embarrassment since it should have taken 20 minutes to copy and paste the code. Though, then again, we all know how much of a speghetti mess this game’s code is.
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@Mozzie said:
Wait, I'm confused. What is the 'exploit'? Anytime I'm in a game and someone plays a cake I never get the bonus bloodpoints with one exception. I got it on a killer who didn't have bbq.
The “exploit” is that you, yourself, get 140% extra BP but nobody else gets any. But of course, everybody getting 520% extra is leagues better, but BHVR acts like we can’t do basic math and says “oh you’re free to abuse this to your advantage!”
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1174521#Comment_1174521
Nooooo. Don’t even compare keys to a Mori. Don’t compare keys to ANYTHING because it still requires the survivors to DO THEIR JOB down to the last gen and that’s if someone’s died already😂 they still have to put in ALL or almost all the work for hatch to even spawn. Wheras killers only have to hook once with Mori, EASY! survivors have 3 sacrificial stages, Which is supposed to be 3 hook chances. The key (if you even still have one after dodging franklins demise or you weren’t dead already) is an alternate escape if survivors 3 gen themselves or sometimes that doesn’t matter because the gens can easily be patrolled anyways to the point where it’s guaranteed death if someone can’t distract the killer long enough. Alternate escapes have always been a thing. F13 has more of them. Such an addicting game for that reason lol Besides can you just open your eyes as a killer and watch for hatch as you’re plowing through the map scouring for survivors. Memorize the locations. Map knowledge. Be good. Don’t be lazy. It’s not that serious to even Remotely compare a key to anything EXTREMELY game changing like Ebony Mori where you’re literally allowed to delete someone without that person having much of a fair chance at all 😂
The crying emoji spam tells me you’re either a kid who doesn’t know what he’s talking about or an obvious troll.
Gens are ######### easy to do. If you aren’t getting 4 gens done by the time someone is dead it’s on you.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1174104#Comment_1174104
I know right? I just don’t want to go out like that. You know I understand killer players believe it helps them catch up and all. But not when it ruins someone else’s experience. I mean I just feel like I wasted my time coming into the game and you don’t need to make people feel that way I don’t care who it benefits for what reason. That’s just upsetting that I spent money on a game to please some random killer that is allowed to bring an ebony Mori in every single game because it’s not even ultra rare item. It’s more like “common” with how much I saw it in my blood web past like... level 40. I saw them too much to where I was like, might as well bring this in every game because I got the points to get more. No worries. Screw everyone that queues up to play this game, and the next, so on and so forth. I just don’t think you understand that gen speed being too fast is the reason Mori’s are used is a viable excuse for this because, well, killers can still 4K without an ebony Mori. Bad killers can’t 😂 besides, I think gen speed needs to be fast for that reason. Killers can down and hook people too easy as well if killers are good at searching for them. I’ll admit I’m not the best looper, but that really means I deserve to go down, get hooked and Mori’d? That’s what I paid for? To please the killer? Especially since the killer walks out with 20-30K BP at the end of the match? Interesting. And they think survivors should be treated the same when it comes to losing ad ons and offerings. Killer ad ons are so much better. A brand new part doesn’t guarantee gen progress and even then its progress can be negated with ruin. An ebony Mori is almost a guaranteed ez kill that survivors can’t counter. How is it not counter able ? What about survivor offering that insta completes a gen to make up for it or something? Think about how hard it is for someone to get a hook off on someone when there’s hooks like every 5 feet. Not only that but how easy it is to either go undetectable and wait for someone to unhook or be the billy/spirit that goes away and comes back so fast you can’t even get away. Then you just get Mori’d? Nah.... that ain’t the type of game I like to play. It’s not a fair offering and I think it gets abused.
like the guy above me said, this isn’t a thread about moris. It’s not about balance either. It’s just the fact that this game doesn’t work properly when trying to stalk as a killer who is already only mid tier.
but since you asked, keys are your cheat to let you cheese the objective. You can escape without completing all the gens when one person has died, just like one person can escape through the hatch for doing literally nothing all game when the killer got 11 hooks at 5 gens
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@SurviveByDaylight said:
I’ve seen no problem with them acquiring evil within 3. That needs to be slowed down anyways imo. It’s hella OP 😂 Especially the ad on that gives Michael infinite evil within 3. Complete bs. Complain, complain, complain, complain... hmm. Just have fun and get who you can. Is rank 1 really that serious to get that these people need to come onto a forum and complain about nonsense? Complain because survivors actually survive because killers think they should just be able to spawn in and deal death to all survivors by looking at them for just a few seconds? I think that needs to be nerfed it’s just not that serious😂 it’s filthy to throw ebony Mori on with that. I don’t want to play a game where someone thinks they deserve to run on me every game while im playing as a survivor.
This reeks of a salty player who doesnt understand how Michael works. You're missing the point of this. His stalk mechanic just doesnt work sometimes. And if you really want to play the survivor main side of things, sometimes it lets Michael stalk through walls. Fixing it would benefit both sides.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1047274#Comment_1047274
You realise that any stun immediately ends FF and depletes whole power gauge? Just learn to drop plallets man. And its not like these "free hits" give Legion much advantage. Actually, if you dont heal then you make it harder for Legion.
umm... that’s if you ever MAKE it to a pallet with legion sprinting at your ass. And because you don’t want to heal everyone is at 1 hit the whole game, grunting in pain if they don’t have iron will, and feeding into Thanataphobia. Also, he often hits through the pallet, getting to get off with a weaker stun because pallet stun isn’t as long AND he lands the hit anyways.
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Yup. People are obsessed with legion for some ######### reason, either they’re a horny teen girl who lovhes Frank for some reason or they can’t actually win chases normally and like the free hits that Feral Frenzy gives them. You wanna know how I know that? Because they always complain about how “terrible” legion is because they can’t down anyone... really? Try playing any other M1 killer, at least then you don’t get the first hit for free. His power is so braindead and easy to land, there is no counterplay, and none of them are good enough to actually land M1 hits that other killers completely rely on...
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Infectious Fright for me. God, I love chaining 3 downs with only one activation of Oni’s power. I have won a red rank game in less than 2 minutes even against a SWF because I hooked a Claudette after farming her for blood, saw with BBQ that they were all on the same gen, sprinted over there and downed all 3 of them. Game was over before it even started :P
Funnily enough, I got matched up against them literally the next game- I still beat them handily, but they were really nice and chill and we all had a laugh about it. Oni can be really scary :)
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@DNZKY said:
I always use Scalped Topknot and Akito's Crutch.
Same here. Honestly they seem like the only addons that make a significant different as opposed to other killers who have stuff like Iridescent Head hatchets... Hell, even Hatchet Windup time is better than the addons that slightly increase blood orb absorption speed...
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@FleshTorpedo said:
Speed and charge rate, or the aura reading and blood orbs.
I’m not a huge fan of the aura reading on, assuming you mean the Bloody Glove, since it denies blood orbs and basically just becomes slightly longer range nurse’s calling but doesn’t allow you to get your ability off of it.
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@yandere777 said:
Personally I feel his common addon cracked sakazuki is his best one. It makes him feel less clunky from transitioning to his power and decreases his dumb transition out of it. I swear every time I get taken out is right when I'm about to pick someone up. Takes so damn long lol. The uncommon ink lion does sakazuki's job better but it is an uncommon so it ain't as common. I feel these paired with his dash charge rate addons are a deadly combo and probably his best combo.
what do you guys think though, got any different opinions on his addons and if you do what is your fav or best addon combo
Ink lion isn’t that rare so I don’t see the issue with using it over the other one. For me, the Topknot (charge activation time) is his best Addon, with the Akito’s Crutch being the second best because it combos so well with the Topknot. But Ink Lion or any duration or extra blood orbs are fine as well. He doesn’t need addons, but the Topknot is so ######### good you can’t ignore it.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1004773#Comment_1004773
Interesting idea though itd likely be very limited via cooldown..plus he needs a chase enhancer if he wants to compete
yeah it would be limited but it could force some gen regression and prevent survivors from powering thru the last gen when you’re nearby. As for chase competition, being able to lock pallets and windows solves that (similar to bamboozle but doesn’t require crossing the window but can be undone by a few skillchecks)
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1004747#Comment_1004747
YOUR PRIVLAGES ARE REVOKED!! -slams gen - XD
EXACTLY! His power could be locking things like gens, pallets, and windows and forcing the survivors to do something to remove it. Kind of like a RBT but on the object instead of their head :P