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Sabor44

Sabor44

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Sabor44
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  • @Friendly_Blendette said:

    Yeah she is still decent.

    How bad are hit boxes currently?

  • @GoodBoyKaru said:

    Yeah it's purchasable, can confirm since I bought it.

    Ah thank you very much! This thread can be closed ^^

  • Tea bagging is rude, disrespectful, and obnoxious. That being said it does have its purpose's and I even do it sometimes. Not to be disrespectful but to purposely draw attention to myself. Like for example there was one time a bubby was chasing me and he was running really close to a generator being worked on. I tea bagged so he would fixate on me. Not to be disrespectful and I never sit around at the gate doing it.

    That being said, I have found few things as satisfying as downing a survivor who thinks they are good when they teabag and flashlight click at every pallet.

  • I want to bump this, I also logged in the 25th, but i couldn't play a match and was not able to get the item.

  • @Haku said:

    I thought slow killers would benefit the most of this /minus spirit cause shes dumb regardless/. It is like devs forgot what the game is/was after the last killer and suddenly early in the morning they decided they have to fit the maps for them/slow killers/, nevermind BIlly is still the same or that they gave a freaking teleport to Freddy just a few months ago/. So yea I am happy for huntress. At least now people will be reminded why she is actually one of the top killers and extremely powerful/ she is also broken same as Billy in someones hands who can actually play her at her best - can't really tell if you are one of them cause you seems to be more annoyed with just maps and not the I can't win with her type/

    Definitely can win with her. Just it's not as laid back as I would like at times unless I run speed wind up addons. If I run anything but those I have to be ruthless. If someone unhooks someone in front of me you both go down. Can't just ignore one and move to the guy that unhooked you. Just on certain maps it's nearly impossible to apply gen pressure aside from the casual hatchet throw that makes people let go of a gen for a second.

  • Not sure about deadzones, but devs did confirm they only changed number of pallet spawns on a single map. Which is insane asylum which now only spawns 2 pallets Instead of 4.

  • @Todgeweiht said:

    I like Scotts idea of making her a 115% speed killer, with a catch, each hatchet she has decreases her movement speed by 1%, that way, if she has all 5 hatchets, then, her movement speed will be 110% (her current movement speed).

    That would help her when she runs out of hatchets, she can just go back to being a normal speed killer and M1 survivors easier.

    I like this idea, it has potential and would give her utility outside of hatchets

    @Tactless_Ninja said:

    Wat? Her Lullaby isn't directional anymore so you can sneak in a hit while they're trying to figure out where you are. Much different from a terror radius. She's also a huge pain if you can master hatchets at pallets which doesn't require open space.

    Yes you can sneak a hit at low ranks or areas that there is zero visibility. I scarcely see a huntress sneak a hit at low rank where it is easy to 360 your camera. Also yes if you can throw hatchets at pallets when they drop them, most survivors at low rank won't even bother dropping a pallet unless they know you swing through

  • @Majora said:

    New ruin is only useful for rank twenty killers it's a bad perk probably worse than third seal.

    I don't know I would go that far. It definitely took a massive hit from the nerf bat, but provided you can get it to late game, survivors don't bring tool boxes, and they do other things besides gens it can have it can be useful.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039928#Comment_1039928

    1/3 of the progress being lost is less than ALL of it.

    My point being is that someone who misses 5-6 he skill checks will have an identical effect and stall the game longer

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039879#Comment_1039879

    Had a gen 90'd at Thompson house and got interrupted and hooked. By the time I came back, it was back to 0. I was hitting all my greats, so old ruin wouldn't have done anything, but this new ruin actually helped the killer. We essentially had to do 6 gens.

    A generator that is at 99.99% takes 320 seconds to regress. A generator with Ruin fully upgraded takes about 100 seconds to fully regress. If you were gone for almost 2 minutes as is then it would have lost a third of its progress already anyway without ruin. You can achieve the same result with 2 missed hex skill checks

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039865#Comment_1039865

    And if the killer is able to pressure survivors off those gens?

    For the kinds of players that allowed a survivor to loop them for 2 minutes then yeah its worthless.

    For protecting gens on the far edges of the map then yeah its likely going to do little

    For controlling the most strategic gens on the map though near the centre? Or for killers who are able to keep all survivors busy? Its arguably far more powerful.

    Still I respectfully disagree. Put a situation where both old ruin and new ruin are in the same situation. Lets assume you 3 gen lock a match with ruin perfectly in the middle so you can protect it. This is literally the most ideal situation where new ruin can thrive. Yet it still pales compared to old ruin. If you were able to patrol all 3 generators and keep survivors off them for say....15 seconds at a time. A mere 5 seconds with a toolbox will repair any progress that was lost. While a single failed ruin skill check (lot easier for them to fail one when you are patrolling so close) will not only stall but force them to lose progress and draw the match out.


  • @ClickyClicky said:

    It hasn’t been nerfed. After going against it a number of times it can actually be more powerful than old Ruin.

    I strongly disagree. Playing over 50 matches this weekend it actually ENCOURAGES survivors to stay near gens. Even ones that killers patrol I see survivors rush to finish the gens because time is of the essence to get them done before they regress. I only played about 7-8 survivor matches, the two killers that ran ruin I would rush back to any gen I started unless a killer was hard camping. Before if two people worked a gen and one missed a skill check someone would leave. Now there is absolutely no reason why a group would not hug a generator to ensure it finishes before doing literally anything else.

  • @Watery said:

    While I like your idea, I think this needs to be stated: Giving a perk to make killers viable is not a good method of balance.

    The same goes on the survivor side of things, you shouldn’t have to run a perk to have decent counterplay over a killer.

    While I whole heartedly agree with this statement we must face reality. bE is never going to make every killer the same level of competitive as per base kit. Ruin is already a staple to most killer builds because they need more time to snowball. If a trapper does not bring ruin he can expect 1-2 generators to be done or near completion by the time he sets his third trap.

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/comment/839389#Comment_839389

    Pair this with play with your food and it is too deadly, think about it

    Not in the slightest o.o if it you have to hook someone to get this to proc that means that at most you could would be two stacks (except in extremely rare scenarios) so yes you would have 135% movement speed a survivor hears your heart beat still long before you are able to melee them as soon as they see you, you are dropped back to your normal speed amount with two stacks.


    If you are persistent about that being a problem a base speed movement cap would be easy to implement. Would also scarcely ever be reached except by a handful of killers (obviously does not apply to Billy chainsaw etc).

  • @beatddb said:

    Should be included into another perk like bbq, using a perk slot just for this can cause more map pressure lost than it gives imo

    I disagree. Ruin is already almost standard for most killers. Being able to efficiently get from one end of the map to the other would allow ample time managementand could encourage other perk combos

  • @hematophagy said:

    https://forum.deadbydaylight.com/en/discussion/104474/new-perk-idea-to-make-every-killer-more-viable

    Killers who are already extremely fast will be able to hit a survivor before chase starts, and although it is 10%, if you think about it that is still very fast.

    The fastest killer you can expect with this is a trapper (at 115% movement speed bumped up to 125%) a survivor still has ample time to vault a window or cross a pallet. As soon as line of site is established it is a standard chase as the speed increase goes away same as blood lust would after breaking line of sight.

  • I actually agree withthis list for the most part. The point of contention however seems to be Anna. I have clocked in around 500-600 hours as her and I will say this, she is strong for sure. Maybe not bill or spirt, but strong nonetheless. Anna has suffered several nerfs that have never been fixed. One of which was the rework to tinkerer. They nerfed two of her wind up addons, while also providing buffs to every killer that was affected by it except for her. When she had machine gun hatchets she was irrefutably better than even billy. I think she is strong, but a 10-20% increase in hatchet wind up speed is needed given her severe lack of map pressure.

  • I think the most toxic thing a Killer has ever done to my team was the following. They were playing Doctor on Haddonfield we has just finished our first generator when the first person went down and was hooked. I quickly ran over to get them off the hook but the Doctor was just staring at them in treatment mode. I ran up to the hook to try and bait a hit since I was running Borrowed Time and he just walked up to me in treatment mode. Did not try to switch to punishment mode, simply waited until I grabbed the person off the hook. Well I tried and this was how I found out you can pull people off of things in treatment mode. Well my teammates go and get the other person off the hook and then try the same thing with me. Know and behold the Doctor just sits and waits staring at me. The second someone tries to pull me off of hook he grabs them and carries them to the next hook. This went on for about 8 minutes before the last generator was popped.


    Moral of the story? It really sucks when a killer can GUARANTEE one person will be hooked no matter what happens.

  • Like things free, do you?
    It's a virtual set of clothes for virtual characters in a virtual world. If you cannot get it (although two weeks is plenty), well... I think you'll still do fine.
    You completely missed my point or did not read my post at all. What I said was is that the Halloween items should only be available once a year. I do not care if they are paid for or earned free.
  • @Master said:

    @Sabor44 said:
    Can anyone confirm this in game yet that her base hatchet wind up time has not been buffed? As a Huntress main I think the machine gun hatchet build was overpowered. However I think it is a bit much that I have to take two add-ons to get the speed reduction of one from the previous patch.

    I used to run a single babushka and at some pallets the wind up is simply too slow. Now you will be looped into oblivion I think, we just gotta hope that they forgot the base kit buffs in the patch notes

    This is what I am hoping and crossing my fingers for. I am currently at work so I cannot even check for myself. Babushka + Grass braid was really strong before, but not really overpowered since you are only taking those two add-ons. What made it overpowered was coupling it with tinkerer and getting a fully charged hatchet in about one second.

  • Can anyone confirm this in game yet that her base hatchet wind up time has not been buffed? As a Huntress main I think the machine gun hatchet build was overpowered. However I think it is a bit much that I have to take two add-ons to get the speed reduction of one from the previous patch.

  • To answer the OP's question I think that Hillbilly, Huntress, and Nurse are very strong to the average survivor. There are several factors to consider though when playing all of them you cannot simply say they are overpowered or under powered out of the gate. Coincidentally the three killers you are focusing on are also the killers with indisputably the highest skill cap with Nurse having the highest.

    With the three strongest killers their ability to play is largely determined by the person playing them. In my opinion someone who has mastered nurse (someone who has dumped literal dozens of hours perfecting her blink) will never lose regardless of composition or map. Out of the three mentioned I think she is the only one that could stand to be tweaked slightly. Hillbilly is arguably the third hardest killer to play, but the second best in eliminating survivors. While the Huntress I would argue is the second hardest to master, but does not have the same level elimination power as the prior two killers.

    While it is true that all three killers require a decent amount of time to master it should also be noted that these three also have the highest level of map control which is critical! Being able to remove or ignore pallets is crucial in playing a killer. The other aspect that is even more crucial is ability to down a survivor as quickly as possible then move onto the next target.

    The Nurse with enough practice can take down someone with minimal effort. Jukes, pallet looping, or decisive strikes are irrelevant or very minor inconveniences to the experienced Nurse. Hillbilly can easily track someone down and chainsaw them, timing is required in certain cases. However his ability to sprint from one end of the map to the other makes him top tier. Finally The Huntress is the one disputed the most that her hatchets can be easy to dodge or she is easy to avoid because of her enhanced terror radius. I would argue she is the weakest of the three because the hardest struggle for her is finding survivors, couple her with Whispers, BBQ and chili, or any other survivor locating perk she can be very strong. Once you have enough practice with her even the most experienced survivors will struggle or think they have enough time to vault somewhere only for a well placed hatched to be lodged in their back.

    In conclusion I truly think Huntress and Hillbilly are balanced. Nurse I think needs something to make her more balanced to play against. However she is a product of the games faults. Everything that gives a survivor a chance to survive or delay the killer she is a direct counter to.