Toxicity23
Toxicity23
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- Toxicity23
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It ain't midnight during new years yet.
All we can do is wait if they'll achieve what we all wanted.
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I don't have a per se 'main' yet, considering I'm a bit of a jack of all trades.
Though, I will say that I love playing as Myers.
Spookiness is turned WAY up with him. And I love his perks too. PWYF, especially. (I have no issues in letting my obsession go, and I typically just use it to scare them off. the 5% speed boost is good enough for me. I'm easy to please, since I go with the statement: 'something is better than nothing', and it helps me consider 1 hooks as wins, or existing long enough in battle royales. Though, I suppose I'm more susceptible to acts of toxicity. Ironic, innit?)
Call me toxic if you will, but I like running with Laurie.
Not because she has DS + OoO, though. (Terrible with chases and the DS check. I avoid t-bags and all that, so I usually don't get tunneled.) It's, surprise, Sole Survivor that gravitates me towards her!
I generally play selfishly, only sometimes going for unhooks just to get WGLF stacks. (Bad at escaping chases more than I am at ending them with Killer. Yeah that's right, killer main right here.)
I hope they add an option to have folks gain BP in a way that's less than WGLF, but is still a BP bonus. *Unless something like that exists, already, though, and would love it if someone can point it out to me, nicely.*
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There's a reason I turn off things that motion my camera automatically. Automated motions are too clunky at times and often make you miss more than you hit.
Even a cosmetic functions such as this feels more inaccurate.
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Instead of a rework, I think it's better that they add in a timed action that's longer than instantaneous.
Say... 3 seconds? 5, maybe 6?
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I have a heart attack when I start hearing suspicious breathing or just suddenly hear the Level 3 noise followed by approaching footsteps.
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Rewards the killer for doing good when you get a 4K.
Would be better if the devs stated a win condition, though...
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1920467#Comment_1920467
It literally encourages more tunneling.
So a DS perk that's meant to counter tunneling causes more tunneling?
Wouldn't that technically make it stronger because now the killer is expected to tunnel, and therefore, gain a disadvantage from it?
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bup
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@ukenicky said:
Killers won't stop complaining about it until it's rendered 100% useless.
As you can see they want it to deactivate on interacting with lockers lol
Y'all really just want to tunnel and have DS be totally useless huh
Personally I can't wait to see if picking yourself up with Unbreakable/Soul Guard counts as healing (It should, 1 health state) and deactivates it. If so DS Unbreakable is officially.. Not a thing anymore? Which would be huge.
I'm happy with these changes but killer mains need to chill. I know you want survivors to having literally everything nerfed to the point that they have a hard time but it's getting there. Will you still complain and argue for more nerfs even once keys get reworked and all the problem perks are addressed? (Probably)
Maybe not all killers. I love playing Myers, and yet, I'm A-ok with this DS, even if it activated in lockers.
Horrible as a survivor, though. I do love killer, it would really help the psyche if they kept making changes like this.
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It turns DS from "haha 60 sec no touch" into a proper anti-tunneling perk that punishes the killer for going after the same survivor.
Leaving in the locker DS, true, might be annoying to deal with, but honestly, I can work around that as a killer.
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@[Deleted User] said:
I mean honestly the ######### matchmaking is usually what bothers me more. Most of the matches are horribly unfair; and the toxic things on top of it are usually just only tilting because of the balance in power in that game in the first place.
Yeah, but now you have 2 less perks to worry about that have been in the meta for god knows how long.
It ain't much, but it's something instead of nothing.
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Aw nice, a post all about me, you shouldn't have!
(Do not take this seriously, this is literally a joke post-)
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@Beelzeboop said:
I've played a game similar to DBD before that taught me the proper etiquette for these kinds of games.
First it would put completely random players in a lobby.
Then, one out of all of them was picked to be the killer analogue by the computer. The others were survivors, trying to complete an objective the computer also decides.
When the match ended, all the players are returned to the lobby.
Toxicity was punished by other players. If you were a jerk, expect to get tunneled by someone, even if they were on your side a minute ago.
I was taught that everyone who played wanted to have fun, and will gut you like a fish if you get in the way. I apply that knowledge to almost every multiplayer game I play.
I'm never actively malicious unless someone deserves it. I reward meekness and punish anyone who thinks that I'm willing to be T-bagged at pallets or sit there while they farm other survivors.
My mains are Executioner and Pig, if you couldn't tell by that last statement.
To note, I do not actually punish other players.
I'm really just a tsundere.
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And to you too, sir.
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@landromat said:
" which means it denies them the capability of slugging you."
How dare survivors to escape from me in chase
No. Because in case with DS, Killer caught you already and you just want to stun him or make him go away. Annihilating option to slug you. There is nothing else Locker DS do. Just prevents slugging. If killer is tunneling - he'll pick you up anyway. If not - he wants to slug. And you jump in a locker because of that
What the [bleep]? Did you just go against your own logic?: "If killer is tunneling - he'll pick you up anyway. If not - he wants to slug. And you jump in a locker because of that"
Maybe he will want to tunnel and eat the ds. But for starters, there's a chance he's tunneling and will just leave you there regardless. After all, not all killers think alike.
Secondly, you've just admitted that the perk does nothing when you're on the ground, and therefore, does not counter slugging.
If the perk counters slugging because you did something to prevent that from happening for a moment, such as hiding in a locker, then you've just said every perk that wastes the killers time is anti-slug.
Every word you say is a contradiction on it's own, and is becoming less and less meaningful.
Want to say that's not what you meant? I'm afraid you did when you said this: "Annihilating option to slug you."
You've said it from your own mouth. DS in locker counters Slugging because "it removes the option of slugging you". You'v effectively said most of the perks in the game are anti-slug, which I'm sure is not your intention, since you have also said that "If you're slugged you have a chance to get picked up by teammate or perk." which means, DS is NOT a slugging perk because you were never slugged to begin with, and even if you did, it did nothing to help.
Congratulations. You've now become a walking contradiction that has spouted nothing but nonsense in a baseless argument. Any and all further argument against this will no longer have any meaning simply because you continuously defy your own logic in an attempt to sound right, and all because you refuse to accept losing.
Good day, and
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@landromat said:
"Hiding in a locker to force the killer to hook someone else is not successfully countering tunneling, but is instead countering 'slugging', despite you not being slugged in the first place."
So even you just told me DS prevents slugging in fisrt place Which means you can't slug survivor even if you want. Which means perks has anti - slugging purpose
Perk that prevent's slugging is an anti-slug perk too, my friend
For starters, I mentioned the first part to set the logic you're trying to tell me here, though I failed to mention that I was doing that. I was not agreeing, nor intentionally saying that the perk counters slugging, for [Angy bleep] sake.
I'm standing by my statement that the perk does not counter slugging.
Once again, I said the first part (before deleting it after I realized I had just gone against what I said, accidentally) so I can reiterate the logic, work through said logic, and break it down.
And if perks are considered 'anti-slug' by preventing the killer from doing so in the first place, then that would mean Sprint Burst is anti-slug because it prevents the killer from catching you for a few more seconds, which means it denies them the capability of slugging you.
Do you not see the logic you're placing upon DS in locker right now? You've literally said that most of the perks in DBD counter slugging by your line of thinking.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918173#Comment_1918173
Slugging unhooked survivor is not tunneling. That called applying pressure and locker DS prevents this. If killer is chasing you after unhook to leave you on the ground that's not tunneling. If you're slugged you have a chance to get picked up by teammate or perk. Killer trying to hook you again is tunneling. Killers should be able to slug whenever they want whoefver they see. Picking up unhooked person? no. That's tunneling.
Idk why i have to explain this
Sigh, you're absolutely thick, aren't you...
If you want a perk that can be described as 'anti-slug', Unbreakable activates when you are downed, and relies on slugging to work in the first place. It is useless when you are being tunneled, because you're not on the damn ground to use the perk.
DS relies on tunneling to work, which by your logic, is 're-hooking a survivor' which means the killer has to pick you up, but it does nothing against slugging, which becomes useless for as long as you're on the ground until you are picked up, in which instance, the killer is not slugging you, but is instead tunneling because he is trying to re-hook you.
If the guy with DS hides in the locker, he's not countering slugging, he's countering tunneling because he cannot pick you up to rehook you without being stabbed.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918067#Comment_1918067
yes. really. Slugging is making survivor do nothing and forcing his teammate to pick him up. Slugging is basically applying pressure on 2 survivors, which you can't apply if survivor is in the locker. Killer must decide when to pick you up, or when to leave you on the ground. Not you
I literally do not see how DS can make this Anti-slug if it does nothing to make slugging less useful.
For starters, DS activates when you've been hooked. The perk does nothing if you're downed before you get hooked. IF the killer is looking to slug people, DS would do jack.
If the killer downs you after you've been hooked, he'll either wait you out, or leave you alone regardless because DS is in play. That effectively makes the cause, you having DS and the killer knowing it, lead to the effect, the killer either waiting you out or leaving you on the ground, and both options involve slugging. It doesn't prevent it, it incites it, and does nothing to reduce what slugging does to you or to your teammates.
When you hop in that locker, you're "countering" slugging? True, you're not on the ground BLEEDING to death, waiting for god knows how long for that one survivor to come in to save you. While you're in that locker, now you're effectively the most safest teammate with 3 others working on generators, with the killer pressuring a SINGLE survivor, so that means they're all free to repair for as long as he's in front of you. This perk counters tunneling more effectively whilst in lockers because that killer either has to wait several seconds for DS to expire whilst you're inside the locker, which only happens if the killer wants you dead, I.E: tunneling you, and be punished by letting 3 survivors work on generators with absolutely no fear for up to 1 minute. Or the killer can leave, pressure other survivors, and you go out until you do anything useful as a survivor to stop DS from working, effectively countering tunneling, because now the killer is pressuring the other survivors.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918042#Comment_1918042
because they want to force DS and don't want to be slugged im not missing anything
Really?
Because I've heard literally no-one but you say that "People use DS to not be slugged".
Frankly, people who use DS are GOING to be slugged regardless, it makes killers slug them, even when they don't want to. That's it's counterplay. Survivors hide in the locker to not be slugged while holding onto DS, yet the perk is literally useless when you get downed.
You try to kill someone using the 4-minute timer that is the 'downed' state, purposefully. That's slugging.
An anti-slug perk limits the effect of that, or just plain defies it, by bringing you up a health state, or by making it easier to crawl to other survivors/avoid the killer.
The point of anti-slug limits the downside of being downed, and punishes the killer in some fashion if they do slug.
However, DS does nothing of the sort. DS simply prevents survivors from being picked up by the killer. It does nothing to minimize the problems that come from being slugged, in fact, it's weaker when you're being slugged with DS, because it's countered by it. You're both dying AND unable to be picked up without the Killer risking a stab to the back.
Still think you're well-informed on how DS works and what it's used for? Didn't really think through that DS causes slugging more than it makes slugging weaker.
Tl;dr: Decisive strike is useless when you're slugged. While it's still in effect, you're on the ground, dying, and the killer is waiting because now both scenarios are both in his favor when he's slugging you. He can either wait for you to die on the ground, or wait for DS to expire.
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The idea of protection or advancement is neat with DS now.
I can feel strategy being used for this perk now instead of "Haha no touch 1 minute"
You actually have to consider the options. Either be a useless, but invincible survivor for 1 minute...
Or cut the time short to become useful.
It's really neat, and I genuinely can't wait for the change to come in because of how shockingly interesting a trade-off this perk is about to be made into.
Also, I believe the 'healing' part of it is referring to you healing someone else, not being healed.
Pretty sure they would have slapped a 'Broken' during the effect if they didn't want you to be healed by other people.
Well, we really can't say anything about what that part means until it's actually applied.
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@landromat said:
You can still hop into a locker to avoid being slugged. Forcing killer either to eat DS or leave you to chase someone else. In 2nd case you just start healing or working on a gen. Killer won't come back to check if you're out of the locker already, this is not efficient. So basically locker tech left unchanged which is just infuriating anti-momentum situation, The main reason why killers hate DS. It should be on killer to decide if he wants to pick you up (tunnel you) or leave you on the grond to apply pressure and give your teammates/perks chance to pick you up.
Slugging is not tunneling. Locker should not save you against slugging. Make DS Anti-tunneling tool, not swiss army knife
.....
I think you're missing the point...
Of why people hide in lockers...
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YEEEEEEEEEEEES!!!!!
DOWNLOADING THIS [Bleep] AGAIN, LETS [Bleep] GOOOOOOOOOOOOOOOOOOOOO
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The Survivor's are the real killers in the end, I suppose.
I want to see this game flourish, but it's kiiiiinda hard to do so when you're not only feeling unwelcome, but you're also bullied to the point of submission because people are constantly hypocritical, toss around hackusations like a monkey with their [Redacted], or just give the middle finger to the killer.
Not only that, the developers are poorly handling this game, to the point where the ripoffs on roblox sound more appealing than the actual thing. And boy doesn't that say a lot when a random person can literally make a better Dbd! (I'd be lying if I said I didn't want to do this myself.)
It wouldn't kill to just play the game like it's intended instead of using the gameplay to intentionally be a horrible person.
Rot in hell to all of you who decided it was a better idea to throw racial slurs at a newbie killer instead of just going on with your day.
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But why though?
What poor soul in your mind told you to say this and be genuinely serious about this?
Do you need a doctor? Give you the 'shocking' truth?
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Wait.
People hate the pink map?
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@GoodLookinCookin said:
Survivor is too boring to play I admit, but killers at max potential vs survivors at max potential are very weak in comparison. That doesn't mean nerf SWF or survivors though, the game is just in need of some big changes which the devs wont bring to the table. No need to bicker over it.
If only...
If only, laddie.
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@Warcrafter4 said:
Soul guard is a problematic perk due to how hard it counters hexes...
What keeps soul guard from being problematic is most hex perks suck and there's no guarantee that there even will be a hex perk in the game.
Soul Guard just isn't a well designed perk but its going to be ignored until we get ENOUGH better hex perks to were they are more reliably seen and that your going to have more then 1 curse up at once(Even in undying games I have been on both sides were undying and ruin go within the first 2 mins of the game).
Soul guard doesn't counter hexes, actually.
It's countering if you have an ability meant to kill off a hex in the first place.
It counters slugging more accurately. And a damn fine perk too. The perk shouldn't be touched. The effect of reviving on your own is already incredibly niche, you might as well shoot the perk in the head if you want to make it single-use and make another not-so-decent perk into the trash bin.
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Fixated makes it easier to perform jukes, provided you aren't injured.
SC is actually a meta perk that allows an early warning, basically gutting most, if not all killers on the element of surprise.
It's actually hard to counter because that killer has to navigate terrain they aren't looking at. Which suffice to say, is *difficult as hell.*
Can't survive long without it. Definitely give it a shot with SC.
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I've laughed for a good hour at how ridiculous you sound. Thank you.
I wanted to laugh at someone being an utter idiot as they miserably fail before they start at arguing why Killers are strong.
... You sir, are not just the clown.
You are the entire circus.
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But why though? Is this a clown post?
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Greato!
Even after 2 years, it still has that *spark* about it!
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Still remember this. And still satisfying to look at.
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@Axe said:
Just dont have it light up when you are undetectable but it should still work if survivors are oblivious (looking at you Freddy)
Doesn't it still work when the survivors are oblivious?
It does state that Premonition and Spine chill works when you look at the killer/killer looks at you, but says nothing about needing to hear the terror radius.
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@mistar_z said:
Premo is fine, but only because the cooldown for it is so ######### garbage to play with.
Spine chill is strangely strong in that way, but it also comes with the pro of being an action speed buff and you can use it in way more situations.
Premo needs a shorter cooldown.
How does this translate into "does Premo or Spine Chill need to be changed to make stealth killers better?"
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@Seiko300 said:
This is something I've been thinking for a long while now actually to be totally honest. Spine Chill and Premonition uniquely affect Stealth killers far more than any other killer on the roster because that is their entire ability, the element of surprise is what makes them fun to play as and scary to play against.
Stealth killers as a broad category generally don't need direct perk counters like these (especially since the devs are moving away from perk concepts that single out one [and by extension multiple killers] with their rework of slippery meat) considering for the most part they are either generally (arguably) well balanced to begin with (Ghostface & Myers) or are on the weaker end of tier lists (Pig & Wraith) such that perks like these are straight up unnecessary. This, on top of the fact that SWF is a thing, where players can accurately make call-outs if they see a stealth killer walk past or head in a particular direction.
I think instead what should happen is Spine Chill should be nerfed so that it no longer trump's stealth abilities. Why do I say this? Well comparing the two, there is quite literally no reason to run Premonition so long that Spine Chill exists, Spine Chill quite simply is more accurate, with no cooldown it lights up activating at any time that the killer is looking in your direction. Combined with your own personal intuition about the map you're on, where you saw the killer last, or where he / she is most likely to be, it is impossible to be caught unaware with this perk on. Not to mention it provides other really nice abilities as well like faster action speed (repairing, healing, etc.), and vault speed as well. It's powerful and more importantly, it's passive.
Whereas premonition is far more specific since you must be the one looking in the direction of the killer, it is also limited providing only an audio cue, and then is subsequently put on cooldown for a decently lengthy period of time before it can be used again. Beyond this you're not given anything else and have to interpret what that means, the audio cue could just be popping off because the killer was passing close by, or because he's heading in your direction. Whereas this intuition isn't necessary for spine chill, if it stays lit consistently for longer than about 5 seconds, you can guarantee the killer is coming in your direction, if it only flashes, you're fine to continue whatever it is you were doing. This objectively makes spine chill a far superior perk (in their current states) when it comes to information
So what this does is when Spine Chill is nerfed what this does is it levels the playing field between the two perks balancing the relationship between both. Premonition will now be the only perk survivors have access to that trumps stealth abilities, and this makes sense because it requires the survivor to perform some kind of action (correctly look in the killers direction) and has a cooldown. Now with this change there is more incentive to use premonition than before and you have to weigh the pros and cons of what you're looking for, either more passive information and increased action speeds, or "all-encompassing" information that works consistently all the time.
Why not nerf both? Well simply put: because Spine Chill is meta, and Premonition is not. To reduce the gap between the strongest perks and the weakest ones and encourage perk diversity, perks that are most frequently used should be toned down whereas those which are not should be tuned up.
And on a personal note, I say this with a bit of a heavy heart and internal conflict because Spine Chill is my mainstay perk that basically never leaves my loadout. I really don't want to see it nerfed, but at the same time I know this is reasonable and healthy for the game, pushing stealth killers up to greater levels of effectiveness, as well as generally making matches against them more interesting since now you might actually be caught by surprise for once.
If developers had your mindset, you'd make a god-like game, bro.
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Doctor. I'm genuinely freaked out by how his face is contorted into a seemingly forceful smile. His cosmetics don't help in making me feel better.
Knowing the visuals of his backstory from the rift isn't doing it either.
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@TapeKnot said:
Premonition itself isn't that bad, because you don't know if the killer is coming for you or if they will stay in that general direction. However with Spine Chill, you'll always know the killer is coming for you unless they look away. And even then, that is NOT fun counterplay. Being forced to look sideways when approaching just to counter one perk is both annoying and potentially detrimental if something happens where you would've otherwise been looking.
Couldn't have said it any better, lad.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668441#Comment_1668441
comparing specifically oni's blood fur to myer's ew3 because they are similar:
they are both limited time melee abilities gained from survivors for increased abilities like the ability to one shot down, increased lunge range and mobility options.
the only real diffrence is oni gets more value out his blood fury than myers gets from ew3 due to his dash being so much better than a few % points in various actions for a few seconds
That's still a poor reason to compare them both. Even with the most obvious clarification.
I'm not entirely sure how comparing killers through how their abilities work, but not in how they activate, or what they grant is apparently worthy enough to compare a killer in the first place.
It's basically saying that you can compare Legion and Plague because they both have the capacity to easily render someone in the injured state in varying ways.
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And to answer my own question: Wraith is the worst Stealth Killer. Period.
Their ability takes a long time to get out of stealth. By the time you get out of cloak, the speed you travel at basically places you at the where you could have been if you weren't slow in reappearing.
I say that BHVR returned the cloak time to it's original time, but do nothing to the speed. At least make him effective in the beginning of the chase and for hit-and-runs.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668398#Comment_1668398
myers in ew1 and ew2 is comparable to ghostface and decidedly worse than ghostface
myers in tier 3 is comparable to bloodfury oni because it is a limited time 1 shot down duration with enhanced abilities but oni is just better. he has infinite bloodfuries he can get while myers can get like 8 maybe max. oni has better mobility options in his one hit down power and even has a better lunge.
I dunno why, but comparing "Oni" and "Myers" just might be the dumbest compare in my life.
Like trying to compare the silent kid to the crazy one.
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@Elcopollo said:
Wraith is incredibly weak without his addons. Clown is probably the only killer who is weaker.
With addons, though, he becomes much stronger than Mikey, Piggy and to an extent even Ghostface (depending on the build and level of skill).
The next weakest stealth killer is Pig (who is not here god knows why), next Michael. Ghostface is the strongest one basekit-wise.
The reason why I dis-included pig was mostly because of me thinking their stealth ability is moreover an *extra power* instead of it being the main focus. The focus was on her traps and capacity to slow down the game, not to sneak around and kill.
You might retaliate through saying that "Michael Myers'" can instantly down folks and remove his own stealth, but he has the capacity to be stealth-focused and be effective.
Pig can only be effective through their traps, and even then, it's still weak.
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@jayru said:
Micheal for the sole fact oni/ghost face are a better version of him and it makes me mad lol...
For ghostface, I can understand.
But Oni?
In what way is Oni similar to michael myers?
If it's in terms of snowballing, that's fully false as Oni is effectively a killer with no power until he hits someone. Myers just needs to look at the survivor and boom, powerful killer.
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Maaaaybe I made a mistake including Pig in this...
The stealth mechanic seems more like a secondary effect rather than the main focus.
Frankly, it's definitely not giving everyone an accurate table of this.
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Dunno, I really like it that way.
Makes it feel very faster and clearer! Smooth too.
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This game definitely needs some rebalances, tweaks, updates, everything. Just a massive QOL update to get everything more even for the good of the game.
We're already up to our necks filled with killers and useless perks. I'd kinda like for BHVR to slow down and get all the garbage perks in order. Nerf a few meta perks, etc...
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Finally! Someone gets it!
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I should probably mention using "feet" in a game is extremely, EXTREMELY unreliable. It's normally measured in hammer units. And even then, you sayin 100-200 feet make it sound like they're not even on the damn map at all, and like you knew exactly where they were. It's not easy to see killers from a far distance. Maybe you were fighting against a killer who can go invisible, or just have a terrible internet connection.
That autowreckers match is DEFINITELY issues with latency. If they just stop in place, it's likely because of a hiccup in your internet. Teleporting behind every player? You haven't mentioned how far they were from you. It's likely you were all grouped up, and not in far distances. If they were, then you were going against a Nurse that match.
That Huntress fight wasn't a hacker. It was an issue with Hitboxes. (It's always inconsistent since the hatchets, for some reason, have a large hitbox. It tends to hit people from behind cover, or just hit the cover.)
The game itself is filled, FILLED with errors of some sort. Hitboxes and Latency being the main issue.
The chances of running into a hacker, fortunately, is extremely low. But the chances of someone calling someone 'good' a hacker, or calling someone who had no idea about the issues you were running into a hacker is much more higher than the chances of meeting an actual hacker.


