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Khroalthemadbomber

Khroalthemadbomber

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Khroalthemadbomber
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  • I'll be honest, up until this last month I've dealt with MAYBE 2 or 3 hackers in the.... however long between Doc and Huntress I've been playing.

    This past month though has been nuts. Had a guy who could move at mach 10 and hook himself on air in front of me to keep me from getting out of buildings as well as the 90 second long instant Head On stun.

    Just today, myself and multiple other people dealt with Survivors in our lobbies swapping characters just as the clock ticked zero to become Killers. One friend of mine had a Demo pup at her campfire. I believe a Fog Whisperer today ALSO had a Demo that locked them in place and attempted to force them to get a DC penalty. I, myself, watched as a Dwight in my lobby turned into a Spirit.

    And ######### like this is only getting worse.

    20210922_161429.png 20210922_161401.png


  • Not going to lie, I started reading this post and my face split into a grin.

    I've been running Franklin's and Hoarder lately. Mostly for the lulz.

    I'll tell yah, you want to tick off a crew of flashlight clicking SWF, Franklin's and Hoarder has you covered.

    I've been on the receiving end of posts like this in endgame chats for a week or two now.

    Why do we run it? To get reactions like this, honestly. Is it broken and overpowered? Nope. But a few losses is well worth the pay back against the clickers and last second key/map/offering swap abuse as of late.

  • Killer: Deathslinger

    Perks: Deathbound, Dark Devotion, Tinkerer, and Trails of Torment.

    Add-ons: Reload and Aim Speed.

    I'll be honest, I mostly created this build as a meme. I mean there's NO WAY this build should do well, right?

    But the amount of time you spend not having a Terror Radius is frigging ridiculous, and it CONSTANTLY catches people off guard. Hell, I frigging WELCOME matches when I see an OoO when I run this. Thank you for telling me where my DD target is lmfao.

  • Imho, Yellow Cork and Green Porn are his best reload combo. You get the high speed reload and aren't slown at all while you do so.

    If you want to machinegun bottles, this is how I'd do it.

  • "Bugless Streak?!" Um... I'm sorry to tell you this but there's been bugs on her all the time. One of them has been on her for at least 2.5 to 3 years now.

  • This. For context, yes the rock is blocking the hook.

    unknown-9.png


  • Forgot this one as well.

    Detective Tapp's torso skin with the hanging badge on a chain over his kevlar vest has an issue with the chain. As the match progresses, and the chain moves more and more, it steadily will stretch out. One Tapp I faced ended a match with a chain as long as he was tall. Said chain also sticks out of lockers you hide in.

  • Plague: Corrupt Purge does not always down Survivors who are running around interactable objects like chests. They'll get a vertical invisible wall that gets coated in blood and puke but nothing happens.

    Slinger Harpoons and Huntress Hatchets seem to have issues with aim assist prioritizing interactable objects over survivors themselves.

    -edit-

    Forgot this one: Wraith does not have his weapon during the post game animation run.

  • Honestly I'm still not feeling it with them. The fact that you have to wait 45 seconds without your power before you're alerted to the location of Victor is frigging ridiculous. Now I know that's not the official final word on that, but still, that's Bloodlust 3 for a single hit in terms of how long that is to occur. Also the fact that you can't simply recall Victor baseline or shove him back in your boob hole is stupid.

    As for perks for them, if I WERE to play them, if they made it less obvious you're swapping between the two, maybe Insidious. That way you can punish the people that hang out with Charlotte while she's AFK.

  • Power rework, no.

    Add-on rework, yes.

    Honestly, Legion's power is fine and does exactly what it's supposed to. THAT SAID, I still think it's way too much of a negative effect to lose your full power bar when pallet slammed and lose a HUGE chunk of your power on a basic attack when you compare Legion to a Killer like Oni that keeps the full bar of his power even if he's pallet slammed with it active.

  • Level up Nurse. This is not a "play Nurse instead" bit of advice. It is quite literally level her up to get Thana. Yes the healing slow is gone, but Legion specializes is tagging multiple targets in rapid succession.

    Another perk I've found with some level of success is Death Bound. Has the ability to let you know where Survivors are healing as well ad remove potential Borrowed Time plays.

    Blood Echo is another good one. Due to Legion being able to multi-stab so well, Blood Echo forces Survivors to choose between wasting time healing only to get instantly injured again or to lose their exhaustion perks.

    My last perk I usually run is Sloppy Butcher. Yes, I see all the weird looks, but hear me out. No it doesn't apply to each person you stab during Feral Frenzy. It DOES, however, apply to each person you down. Also, it's not always beneficial to FF all the time let alone always have access to it, so you'll get a lot of basic M1 attacks off and get some decent value out of it.

    So yeah that's my Legion build. Thana, Sloppy Butcher, Blood Echo, and Deathbound. Is it top tier? Probably not. But I see a lot of good results from it so I don't think I'll change it any time soon.

    Another thing to remember is that Legion is very much a Killer that's perk reliant in many regards so make sure what you're using has some level of synergy.

  • @ky_quilt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1703571#Comment_1703571

    well she might be op tbh .

    if balance for killers is a ~50% kill rate , like the devs have said. then yes , she might need a nerf a long with other killers.

    as a killer main & pig main , i never need to use regression perks to slow down the game and get a 3k/4k . when i do use ruin or w.e its usually a guaranteed 4k since the game gets slowed down like crazy . im super welcome to a nerf since i've been hard stuck rank 1 and i've grown bored of constant 4k's when i play pig tbh.

    Instead of offering my actual mental thoughts towards your statement, I'm going to be polite and simply say, no. Just no.

    She is certainly NOT overpowered. And after pretty much a straight year of nerfs due to normalization, she doesn't need more.

  • 2 out of her 3 perks are pretty decent, especially when you combo them with other perks so there's that increasing her usage.

    Also people when facing Pig do so with a bit of false confidence. I mean IT'S PIG! She's on the bottom of EVERYONE'S tier list, right? How powerful could she be?

    So because of that mentality, people tend to forget that they have an exploding mechanism on their heads that'll kill them if they don't take it off. They'll work on a generator, let themselves get healed back up to full, maybe even pull off a rescue or two. All the while that timer is ticking down. Then they realize they done ######### up, sprint to the nearest Jigsaw Box, and have their head explode whilst I just stare in bewilderment.

    I REALLY wish in my recent days of playing Pig that I could say this is an exaggeration, and while it's not 100% accurate, it's close to being about 85% of my matches. People die to Pig because they forget that Pig can passively kill them lol.

  • BHVR and lower tiered perks always seem to flub when in practice.

    Wasn't it year before last where rank 1 of Bitter Murmur was always active if a Survivor was near a gen when it popped?

  • I mean honestly that value really feels like a good chunk of my solo que matches.

    There I am, just trying to do ONE goddamned generator, and my three teammates fling themselves at the Killer like lemmings jumping off a cliff...

    Then I proceed to get screamed at for being a bad teammate because I refused to go to the basement they were hooked in because my Spine Chill kicked on with no TR nearby...

    This circumstance (or some variation of it) is what usually happens with like 80ish percent of my matches lmfao.

  • @Go_Go_Roboto said:

    TDLR of entire comments and OPs post:

    If Blight knows what they are doing = A tier

    If Blight dum dum stoopid = Poo tier

    Got it in one lol.

  • As many have said it's because he's got a LOT higher skill cap than most people have the ability to play him.

    Everyone's basically running the exact same basic build so, just like Overcharge and Old Ruin, people have gotten used to it and it doesn't bug them as bad thus meaning the poor ability of a LOT of the Blights I verse to shine through that much more

  • Freddy: for many of the above listed reasons.

    Pyramid Head: Haven't faced new PH yet but he's most likely to have my teammates dead way too fast and make my matches kinda boring.

    Hag: the Killer most likely to get you killed by your teammates. Honestly I don't mind her. However the actions of my teammates in solo play make her unbearable to go against because the lemmings keep wanting to jump off the cliff...

  • There are, for the most part, two types of Obsession perks for Killer: targeted and ignore. Generally speaking you never want to mix the two.

    Also of note the targeted Obsession perks are usually MUCH weaker. I still don't understand why Furtive Chase loses all stacks if the Obsession dies but Dying Light keeps it's stacks where it was in case you get a new Obsession.

    Nemesis is the black sheep in the Killer Obsession arsenal because it can be used in both targeted and ignore Obsession builds as an easy way to get an Obsession back.

  • When I first started DbD I began as an Ace main so TECHNICALLY Hag was the one I bought first.

  • As stated all a Survivor needs to do is escape.

    A Killer, however, needs to double pip. They can't 4k too fast because if they do they'll not be able to do it. And it's almost impossible to do it at Rank 1 because Rank 1 requires all Iridescent Emblems for a Merciless Victory. Whereas Survivor at rank 1 can be off by two to three pips on the bar and can double pip so you need to generally wait until rank reset.

    In short, it is SO much more difficult for Killer to get Adept instead of Survivor.

  • For me it depends on how "Lemming-Like" my allies have been.

    If all of them reach death hook in under 30 seconds due to constantly trading each other on hook because they rescue before the Killer has had a chance to LEAVE the hook, I generally just leave them to their fate.

    And then the Killer gets bitched at for camping and I get bitched at for not being a team player.

    I believe in Darwinism in this game. I'll be altruistic provided it has some benefit for my survival. The moment I see that that's going to get me killed I'm out. That isn't to say I'll never attempt pull off a risky save, but it's all dependent on the stage of the match we're in at that moment.

  • Honestly that was BHVR's entire idea behind the MMR that got borked and they shut off for the time being. It's also the reason why we can't swap Killers in lobby anymore since they intend to bring MMR back.

    Essentially how it's SUPPOSED to work is that each Killer you have will have it's own invisible "rank" based upon your win/loss ratio tossed into some kooky formula that needs to be fine tuned so that rank 20 Killers brand new to the game won't get fully decked out red rank squads.

    Once BHVR fixes the MMR issue this is what you can expect going forward.

  • Try and use his turning add-ons. They seem to also increase the width at which he can attack during Lethal Rush though the animation still only shows the tiny range.

    In example, let's say his base attack width is determined by uppercase I's.

    IIII

    And let's show the invisible increase in width through lowercase i's.

    Yellow add-on: iiIIIIii

    Green add-on: iiiiIIIIiiii

    With the green add-on you can hit people that are outside of your line of sight and standing next to you.

    Now whether this is intentional or not I don't know but it seems to be working this way for now.

  • Your description of Steve players is close but not quite right.

    You know that friend you have? The one that is super helpful? But you know better than to have them help because if they help you dry the dishes the nuclear power plant nearby will go into meltdown and kill everyone?

    That's a Steve player.

    Yes, they are super helpful, but it comes at the cost like a monkey's paw where hell itself will rain down upon you like a curse to compensate for the good karma they bestowed upon you.

  • Honestly a little bit? I've not had anymore issues where I've attacked a Survivor at a window only to have a server stutter that teleports the Survivor 20 meters ahead of me. That's been going off and on for a while now and thankfully seems to be in the past.

  • Do generators and totems while the Doctor is camping?

    I'm sorry but this is literally the best way to handle this and it'll only stop being a good strategy once Survivor randoms stop being hyper altruistic.

    Seriously I had managed to get a Survivor on his second hook just as the last generator popped. Instead of being smart and, you know, prepping doors to open and escape, they just hook rushed me and I turned what SHOULD have been a 2k into a 4k.

    Leave your teammate to their fate, do objectives, and escape. That is the counter play.

  • It has two issues. It doesn't always show the explosion if you're within a certain range and it doesn't always apply Surveillance on hit if a Survivor immediately clicks back on it.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807

    I dont know if 80% killrate should be the gold standard or can be called pretty ballanced.

    To be fair though that kill rate was listed back when Forever Freddy was still a massive thing and people would suicide on hook rather than face it. I think that number's a tad skewed.

  • Stun the Killer three times in a single match. Killers either refuse to chase me, play Killers that are difficult to stun, or my teammates burn through every goddamned pallet in under two minutes.

  • Now to be fair, if it's two Survivors left and you're the everywhere man, then there's no real point in touching generators.

    There comes a point where when the Survivors feel like working on objectives will get them killed, instead of openly searching for them, you need to just stand in a corner and let them poke their heads out of their rabbit holes. Once you've given them about a minute or so of you not coming over to find them, that's when you pounce on them. I've had to deal with hyper stealthers like this and this is how I eventually get them.

    While TECHNICALLY yes this is sort of holding the game hostage in some regards, it also isn't. They're biding their time for an opening to work on the generators when they feel like it's safe for them to do so.

    I wouldn't say you're being a bad Killer, on the contrary the fact that you got two of their teammates shows you did a good job. I'm merely saying that situations like that require patience and an adjustment of your strategies.

  • People need PWYF to be good at Plague? Honestly just use the green cool down add-on if you're that worried about the slow while charging your puke. It has a movement speed buff while charging that works on both Vile and Corrupt Purges.

    Seriously, PWYF REALLY isn't that great outside of Bubbah or memeing and it's loss shouldn't do anything of note to Plague.

  • Not a problem. Like I said I have no specifics and everything is subject to change. The only thing I know for certain are the three main issues he has being changed.

  • From what I've been able to determine based upon discussions in his Discord server, this is ROUGHLY what I believe is being changed:

    -Double Stun is going to be removed.

    -Being able to swing and miss an attack to freely cancel the slam and not get a stun is being removed. This will trigger the stun now.

    -His the speed at which his power recharges is going to increase.

    -His stun duration is going to decrease to approximately what it would be to have missed a melee attack. Difference being his head is going to be down while recovering instead of being upright for the missed attack.

    -Collision is going to be fixed so it's not so finicky with his power.

    -Camera angle is going to be adjust from it's current location, his belt buckle, up to where it's supposed to be, his head.

    Remember, I am not a dev. All information I have is tertiary at best. As such, the information I've got might be wrong. The three things I know for certain that are happening are the camera angle, the double stun, and the melee swing with no cool down cancel of his power.

  • Point 1: This Killer actually requires some level of skill and willingness to fail in order to be played well. He's not like Freddy where you can slow the game and teleport and slow down Survivors in chase without ever having to do anything.

    Point 2: He is bugged to all heck and back right now due to someone at BHVR grabbing from the wrong PTB save. Apparently like 99.99% of him had been fixed the week previous. I can list some of the things down that are being fixed if you'd like since I've asked around and gotten a pretty firm grasp on what's being changed.

    Point 3: what the hell does a Killer being bad in your eyes correlate to a need for more female Killers? We've got quite a few. On top of that we've gotten a large amount of female Survivors in game too since Plague. I don't know the exact numbers but I feel as though we've gotten more more female Survivors than male, not that that really matters in the grand scheme of things. I just don't get the point of listing off what one has to do with the other in regards to your whole reason for posting this. Almost as though they should have been two seperate posts.

  • I mean a good change I feel would be NOT killing his full frenzy whenever he gets pallet stunned.

    Kinda apples and oranges but if Oni gets pallet stunned while in his Fury mode, he doesn't lose his power, whereas Legion, who can't use their power to down people, loses everything.

    I also feel that melee attacks shouldn't kill as much of their frenzy bar as it does.

    Beyond that though, Legion isn't horrifically bad. Tweak their add-ons a little to fit the newer play style that benefits Legion while getting rid of the older play style (Stab Wounds Study and Frank's Mixed Tape I'm looking at you), and I feel like Legion will be in an okay place.

  • @ABannedCat said:

    I mean, the fiasco started on the 21 Jan when Hex:Ruin was nerfed. So it was kind of obvious this year would be bad.

    Let's be real though, how many people actually had Hex Ruin last long enough in a match to actually be able to complain about the change?

    I know for myself I stopped using Ruin a long time before that and had swapped to Corrupt Intervention.

    Back on topic though, if there's any glass have full to this it's that SURPRISINGLY BHVR seems to be cranking out hot fixes to bugs and balance changes far faster at home then they ever did at their offices lol.

  • Pig.

    She has Amanda's Secret.

    Enough said.

    In all seriousness though, her add-ons in many regards don't work or frigging make sense...

  • Thank you for offering such wonderful insight...🙄

  • @Yamaoka said:

    This is one of those moments where I'm glad that the devs completely ignore forum posts when it comes to balance. Infectious is a mere information perk with a huge requirement.

    The information is not even an aura but a location bubble. If you're really close the location bubble will not even appear and if you're barely inside the terror radius the killer will waste time trying to even find you if you just WALK away from your location.

    Therefore Infectious is not even a questionable perk. It can be good - it can be useless. In any case it can be countered and thus doesn't require ANY changes.

    You're barely in the terror radius for one, but then your teammate who was closer brings the Killer that much closer and then they are downed. Now the Killer is even closer to your location. The Killers that can capitalize on this perk more than most already have extremely high mobility so the distance isn't really a factor. As such, now the Killer is right up your ass, you've got two teammates slugged, and a fourth teammate doing god knows what. From one perk. This match is essentially over. From one information gathering perk.

    I'm not denying that it's strictly meant for information gathering, merely that the amount of information it gathers is far more than it should.

  • Because it's considered toxic behavior and the devs have already stated they want to remove the ability to do that to hooked people as well since it's not respectful.

    Now whether that idea has CHANGED is an unknown thing to me.

  • To add to the above post, a similar perk, Surge, has a 30 second cooldown. It grants information within 32 meters of every generator currently being worked on on a basic attack down.

    Considering the idea that the devs seem to be intent on streamlining and normalizing everything it would make sense that perks of similar stature follow suit with one another.

  • @not_Queen said:

    @BabyCameron10

    The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.

    Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.

    TLDR

    At the moment, we have no plans to change Infectious Fright.

    "Survivors choosing to stay in the terror radius of a Killer with Infectious Fright."

    No disrespect meant but a lot of the time it can't be helped. Too many times I've been outside a Killer's Terror Radius only to have a teammate BARELY bring the Killer into range of me and there's nothing I can do about it.

    Then there's at the start of the match when no one knows. The fact that one perk can end a match in under four minutes is a little bit busted. Sure it's Killer dependent, but on instant down Killers, as well as Killers capable of ignoring looping mechanics, there's really not much you can do.

    If it could be no cooldown on basic attacks and like a 20-30 second cooldown on Killer powers then I feel like that would be acceptable.

  • Essentially it can potentially screw with people used to hearing the Lullaby and then having terror radius at a certain time frame. It MAY potentially let you get closer but only a set amount of times if the Survivors have any intelligence, no disrespect meant, and actually notice it.

    After that, though, they'll be on the lookout for it. I actually kinda likes it back when Huntress was bugged where she'd lose her hum while in chase. Used to sometimes jump the crap out of me.

  • Pig will always be my one true love but I've also been playing a lot of bunny Legion lately. Pig was the Killer that got me to rank 1 the first time back before the second BNP change (first iteration BNP was instant generator completion on use, second was multiple skillchecks until gen completion, third is what it is currently). As such, she holds a special place in my heart.

    As for Survivor, presently I play a lot of Zarina and Ace. Zarina because I like the way she looks and Ace because he's fabulous.

  • -chuckles- you should see Zarina's left arm ^_^

    Goes full t-pose each time you interact with something and then bends like Ragdoll from CW's "Arrowverse" to get in contact with the thing you're touching.

  • For perks run a build that makes them want to cleanse. Thana and Blood Echo are good for that.

    For add-ons use ones that capitalize on Corrupt Purge. I'm a fan of increased speed while you hold Corrupt Purge and Cooldown reduction with movement speed while charging.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497279#Comment_1497279

    Investments return profit, buying things in games is not an investment. ;)

    Could one not state that putting money into something for the joy it could return would also be an investment?

    Investing in something doesn't have to mean monetary return. Investing money into repairing a classic car, for instance, for your own personal collection.

    If you're investing money into something in hopes that it makes your day a bit better, but instead are greeted by constant small little bugs that impede your enjoyment, then you have a right to be annoyed or agitated that your investment isn't returning what you were hoping to get.

  • I mean you figure buying each chapter, new cosmetic comes out and "Ooo! That looks kinda cool! There's a charity cosmetic box and who doesn't like charity? (Remember you used to have to pay for it), $10 for four times thus far because almost none of us saved up the given back $10 from our previous tome.

    Whole bunch of little things add up super quick. It's why microtransactions are so dangerous for compulsory people. "It's only $5." An excuse we've all made and it can come around and bite us.

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