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Bleediss

Bleediss

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Bleediss
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  • Last year, I got an average of 60-65 cakes per prestige level on Killer. This year, I got 25 cakes by leveling from 11 to 50, then 30 cakes from 1 to 50, so it definitely seems a lot lower.

  • @SilentSpectre said:

    https://forum.deadbydaylight.com/en/discussion/comment/865488#Comment_865488

    The game's not lost until the last survivor is out the door. Giving up prematurely is dumb.

    I mean you don't have to give up.

    Although, pretty much every killer match I've had where I played badly and lost the game by letting 5 generators get completed, once I've found a survivor and started a chase with them one exit gate is already open and they're headed over there with some pallets left to use.

    If I manage to catch them and hook them, then their teammates just do a save with BT and I can't do anything about it.

    Bit of a hopeless situation.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/865488#Comment_865488

    No. The survivors haven't escaped yet. The game is not lost.

    I mean it's all the way at the end of the game, they've pretty much won at that point unless they're greedy.

  • Pretty reliable perk for playing the game with only 3 perks and relying on losing the game to make it usable.

  • Honestly, he's rather mediocre when you use no add-ons and play against survivors who have good awareness of their surroundings.

    Whenever I face him, here's how it goes: I see him coming, I hopefully reveal him (buggy detection feature is always lovely), and now he chases me like an M1 killer with no power, if he uses his power to mindgame me then I just leave the loop and reveal him again when he comes out and we're back to where we started.

    He can be really good on Lery's and Hawkins, but he can be garbage on many other maps as well.

  • What do you mean most of the maps are still completely survivor sided and have windows that are busted and lead to broken loops that most killers can't counter without chasing the survivor so long they lose the game.

    Balanced Landing was nerfed, the game is completely fine now!

    /s

  • Legion and Clown.

    Legion's power is only good for injuring people then it becomes useless and you become an M1 killer with no power, which gives them garbage tier pressure on survivors. Let's not forget you can mend in front of their face and they can't do anything about it, making their power a complete joke.

    Clown's power is only good for ending chases slightly faster and many loops his power still can't stop because the loops are too strong. He also gets punished for using his power since you get slowed when you throw the bottle and the reload time takes forever when the killer already has garbage map pressure.

  • I mean they both have the same problem: they end the game faster than intended in a way that is not fun for the other party.

    Killers don't like keys because they promote tunneling the key user due to the key being so much of a threat that survivors could possibly escape early while not completing all of their primary objective.

    Survivors don't like moris because they promote playing extremely cautious and hiding due to how quickly a match can end due to a mori being in play, while the killer also doesn't have to complete all of their primary objective to get a kill with the mori.

    Both aren't healthy for the game due to their design of ending the game faster than intended with no extra work where it feels cheap to play against.

  • I think the aura reading power of keys should be buffed and the hatch opening feature needs to be removed or given a very long animation.

    Moris also need to be looked at in the future.

  • Being slugged for a 4k is boring because who wants to be on the ground for 2 minutes while your teammate plays like an immersed P3 Claudette.

    I've DCd before when this happens because I want to get into another match and I'm sure everyone else does too, so might as well speed it up.

    Also, I really can't stand killers who slug me next to hatch. Just kill me on hook, close hatch, and patrol the exit gates, it's not hard.

  • I think he looks badass personally.

  • I find that they're just uninspired and don't offer anything interesting to do.

  • I mean it's a valid strategy. To me, though, you should hook someone and patrol gens afterward. If someone is close to struggle phase or death, camp them until they reach that phase, then go back to patrolling gens.

  • Many are convinced you need Ruin to play killer so they run it.

    And BBQ is good for BP so people run it.

    Pretty simple.

  • Running in a straight line using windows so the killer has to go around seems to work well.

  • I don't like the head, but the rest of the outfit is amazing.

  • I'm going to list them assuming Balanced Landing is nerfed and that Dead Hard works properly (no dedicated servers nonsense).

    Also, I'm excluding Adrenaline because it doesn't function like all the other exhaustion perks.

    1. Dead Hard. It's the best to me because it allows you to recover from a mistake at the press of a button and get another loop you normally wouldn't get, which if you're good at looping, can extend a chase by another 30 seconds or more even. A bonus is that the perk works on any map unlike Balanced Landing with certain maps. One drawback that can matter is having to be injured, since some killers just instantly down you, so you can't use the perk.
    2. Lithe. Really good when paired with Dance With Me, still good without it, you can use it on pretty much any map, making it very reliable. The main problem this perk has is that you may not want the speed boost when vaulting a window while in a chase because you want to use the loop efficiently, but the perk forces you to use the speed boost instead and get to another loop, which can be inefficient and annoying.
    3. Sprint Burst. The most reliable exhaustion perk to me because you can use it at any time, on any map, with the only condition being that you aren't exhausted. It helps a lot with doing unsafe generators so you don't get caught in a dead zone and can make it to a loop safely. You can also 99 your exhaustion so you can use it to get to another loop once you've used a previous one efficiently, making it pretty powerful. It has a major drawback of having to walk frequently, though, which is inefficient for moving across the map and can hurt you a lot, although Fixated helps making this drawback less of an issue.
    4. Balanced Landing. I think it'll be just okay after the nerf. The main problem is that maps don't always have drops for Balanced Landing so you may not be able to use it, which is a big problem. At the same time, many drops where you can use Balanced Landing will give you a massive amount of distance on a killer compared to other exhaustion perks because of things like window vaults, forcing the killer to take pathing that's slower than normal for reaching you.
    5. Head On. Super fun perk to me and also quite situational because you don't always have access to a locker when you want one or it's in a spot you don't want it to be. It definitely has the most potential out of all the exhaustion perks, though, since you can save teammates with it, which is huge. I feel like it's also the hardest to use properly since you need to be creative with where you position yourself and think ahead of time when trying to make a play with it.
  • To me, Infectious Fright, Pop, Knockout, and Monitor & Abuse.

    Infectious Fright because this killer needs to slug due to how his power works and Infectious Fright will help you with finding other survivors to go after once you've downed someone. This perk to me is the best on him due to how fast he can snowball off of Infectious Fright with his power and end the game off of the information provided alone.

    Pop because he downs people very quickly and can get really good value out of it when needed. Ruin can also work, but I don't like to run Ruin on my killers personally.

    Knockout because again, this killer needs to slug due to how his power works, and Knockout will generate a massive amount of pressure when survivors are going down quickly while anyone who's still up doesn't know where their downed teammates are and have to look for them, forcing them off gens.

    Monitor & Abuse to help with landing the first hit in the early game since it's crucial that he starts charging his power. Monitor & Abuse will then transition into the mid to late game where you can still get closer to people than normal, giving them less time to react and flee to a loop while you can oneshot them, and once they go down, you have a 40 meter Infectious Fright, that's massive and will help you a lot in finding other survivors.

  • @MightyDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/853063#Comment_853063

    And the other half of the community always attempts to undersell how powerful SWF groups are while getting 4 mans escapes every time they play in one. :P

    Well, yes, there are those people too. The ones who run 4 Decisive Strike and use it in a way that it's completely broken then argue "no this is completely fair."

    I still rarely face them myself, though, most 4 man SWF squads I face are playing for a giggle.

  • Very rarely, this community greatly exaggerates how often they face optimal 4 man SWF squads and tend to use it as an excuse for not playing better.

  • She's a great killer, has a bit of a learning curve, but it's not too bad.

    Also has two great teachables (Corrupt Intervention and Infectious Fright) with Dark Devotion being a meme perk.

  • My only thought is that the long wall loop being right next to shack so it perfectly lines up a double fast vault needs to be deleted.

  • Good perk for trap killers and new players, that's about it.

  • I'm expecting Oblivious to be changed so that the timer can be paused still.

  • Discordance is a top tier detection perk if you want that.

    Iron Maiden and Mad Grit are bad but really fun to use for a bit of a giggle in meme builds.

    The killer itself is fun, but they're very weak, which might change depending on how good Nemesis is for a cheesy old Legion build.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851366#Comment_851366

    I dont want to be a d i c k but I have 1300 hours in this game I play both sides. I know how to play spirit and I know she is bullshit the way she is. Believe me or not I dont doesnt really matter.

    She is not that hard to play. Nurse is hard. Spirit is hard if you are deaf.

    The only problematic addons were her ultras.

    You didnt do one thing I specifically asked you to do. Which just shows me that you cant come up with anything reasonable to counter my 3 points.

    I mean what discussion is there to be had if you need to bring up your hours and state everything like it's a fact, seems like you're pretty set on several things.

    Also you keep looking for a counter. Not sure why the counter isn't obvious to you. Her base form is fine to me so I don't think she needs changes to that, which means I don't think she needs any of the changes you suggested, it's that simple.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851300#Comment_851300

    Again that's all fine if you are healthy. If you are hurt you are royally ######### if they have stridor. Or if you dont have iron will.

    Also they can use 1 second worth of their power too and then use whole phase a second later.... see where I am going with it.

    As I said to one of the other guys. Could you look at my 3 points and tell me why it's not a good idea for them to be implemented.

    Not really sure what to say other than keep practicing juking Spirits and maybe even play as Spirit, it'll help you understand the Spirit's mindset so you understand what will throw a Spirit off in a chase.

    Also, keep in mind, she's one of the hardest killers to play against while in a chase, because she forces you to play differently from most other killers who you loop normally, so it's never going to be easy if the Spirit player is good.

    As for why it's not a good idea, I just don't think base Spirit needs to be touched anymore. Base Spirit to me is fine with the no collision change since bad Spirit players won't be rewarded with a free hit anymore.

    Her add-ons to me have been the most problematic because in her base form she's a very strong killer and with add-ons she feels too strong. They did address this, but I still feel like her add-ons are too good for the strength of her base form, however, I feel this way about many killers yet their add-ons were never touched so I'm pretty sure this is just how it's meant to be.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851178#Comment_851178

    I run iron will, but as I said if they run stridor which in my case happens 90% of the time. Then my iron will helps the killer not me. If you are in the open for whatever reason I am not saying you should be save in the open and they can hear you moan you are #########. Even if you are on the pallet and drop it to confuse the killer and let's say it works. She can phase again in no time. That's why I came with the ideas above. I am not trying to nerf her to the ground. I play killer too. But as it stands new nerfs only help you stay healthy.

    Father glasses is awful. Because you cant predict them having it and any attempt to juke is a fail and you have no idea how she knows until the end.

    If they're running Stridor, again, be unpredictable and use LOS to your advantage, this is the key to countering Spirit.

    If they make a bad read then they have to wait for their power to come back, which if they use all of their power, that's 15 seconds, which is a long time where she's only 110% movement speed chasing you.

    As for Father's Glasses, my best guess is that running back on your blood might work? I say that because the same can be said for scratch marks, but the blood may be highlighted differently.

  • The perks are interesting, I like them, bit hard to use though, as most of them rely on synergy with other perks or a specific playstyle.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851098#Comment_851098

    Dont pick up on me saying loop once it's the best way to describe it.

    You cant be unpredictable when she sees you by standing still. You cant be unpredictable when you are injured. I forgot to mention fathers glass good luck mind gaming that.

    Yes you can be unpredictable.

    She stands still to see your movement, she still doesn't know what you do when she starts phasing unless you give her a tell of what you're doing.

    If she stands still at a pallet, go one direction, she'll start phasing, go a completely different direction, or even stand still and she can mindgame herself.

    You can even wait at the pallet and if she waits then she's wasting time on you, you still have options for when you think she's going to start phasing.

    You can be unpredictable while injured, Iron Will is very important for this, though, if you aren't running Iron Will then I find utilizing windows helps a lot as I've juked many Spirits by playing around windows.

    If she's running Father's Glasses then I'm not sure the best way to counter this add-on as I very rarely use add-ons on Spirit and I've faced this add-on maybe twice.

  • Most Spirits use Stridor, who? I very rarely see a Spirit using Stridor and personally find it to be a mediocre perk on her.

    Also, you say loop, you're approaching Spirit wrong then, Spirit is very similar to Nurse in that being unpredictable and cutting off LOS is the best way to counter her. You can't treat her like every other killer because she isn't every other killer.

  • If he's getting nerfed, I'd suggest reducing the duration of his power a bit, because the main problem I see with this killer on streams is how fast he can snowball due to being able to navigate loops with his charge unlike Billy and downing someone very quickly. His power lasting a long time definitely helps with the snowball potential.

    I think his core design needs to stay, though, he looks like a very fun and strong killer, which is great, we need more of these killers so there's good variety in higher ranked games.

  • Called a camper because I was patrolling a 3 gen with Surveillance.

    Maybe they should have avoided the 3 gen to begin with.

  • He's a better Billy IMO, due to his power being far more usable at loops and good players being able to flick and one-hit down someone.

    Not even factoring in how disgusting Infectious Fright is on him.

    EDIT: If you want, watch Zubat playing him, he's highlighting how insanely strong this killer is.

  • Just play someone like Clown and bloodlust someone until you can grab them at a window or pallet.

  • Billy, no contest. It's what makes him the 3rd best killer in the game along with having instadown potential.

    Hag can also have extremely good map pressure in a confined area of the map since she can be everywhere due to traps.

    EDIT: Completely forgot about Freddy, he also has great map pressure and can make maps like the temple manageable just because of his map pressure alone.

  • Drop them so that the killer has to go around instead of through to create a bit of distance.

    Sometimes you can pallet stun them as well, but it's risky.

    Aside from that, it's just another indoor map, all of them are poorly designed.

    The Game focused on many safe pallets with minimal windows, Lery's took the complete opposite approach with barely any pallets, most unsafe, yet tons of windows, and Hawkins focuses on lots of unsafe pallets, but most of all, it focuses on places to use Balanced Landing for looping.

    Pretty sure Hawkins was made for Balanced Landing players who hate Shelter Woods.

  • Ruin isn't needed to play killer, though. If you apply enough pressure then you'll be fine with 1 regression perk like PGTW unless your killer is absolute garbage at applying enough pressure, then maybe you'll need 2 regression perks; Corrupt + PGTW has been a favorite of mine lately for how reliable it is.

    And if you don't enjoy having to play sweaty to win, I mean... you don't have to play sweaty, you can play casually, just don't care about the outcome of the match and you'll be fine.

  • I play normally and let someone go if I think they deserve it.

    Also, with no DC I tend to let new players go cause they're super cute to me.

  • Well, speaking as someone who can confidently call themselves a Spirit main now, collision would often give me a hit on a survivor I didn't deserve because I randomly bumped into them while not even knowing they were there, or I would bump into someone right before I was already going to end my phasing, which is a bit silly honestly.

    On the flip side, collision has kind of annoyed me when I phase through a pallet and someone is camping it, you end your phasing, and then before you can M1 them you get pallet stunned.

    Now imagine that scenario without collision.

    I can now walk through the survivor and hit them outside of the pallet so they can't stun me.

    Even better, I now don't have to walk around debris to make a guess on which side of the pallet they're going to drop it on. I can literally, with a snap of my fingers, make a quick guess with no collision by simply walking through them and choosing a side.

    But wait, why even guess? No collision means the survivor has zero feedback on when to drop the pallet.

    Collision means from the survivor's perspective, the moment they feel collision, they drop the pallet and Spirit gets stunned. No collision doesn't give them that opportunity and now it becomes a guessing game for them of when to drop the pallet on top of which side to drop it on.

    I feel like many aren't seeing how powerful that is in a chase, though. Too much focus on free hits via collision while ignoring how much more power goes to the Spirit player in certain chase scenarios.

  • Billy and Ghostface are really overrated.

    Many people act like Billy can't be looped like any other killer and that he's easy to use against good survivors when he's really difficult where you need to know how to curve your chainsaw correctly around tight corners to get a down on a survivor or else you can throw the entire game by messing up too many times.

    Ghostface, I mean... some people tell me he's top 5 with a cheesy anti-heal build that uses only half of his power and relies on add-ons to function. Pretty overrated when I can think of 5 other killers that can use the same type of build way more effectively while still using all of their power.

    For underrated killers, Hag, Leatherface, Plague, and Demo. A lot of killers, I know.

    Hag I very rarely see, a good one even more rare, but with the amount of tricks a Hag has to shut down chases immediately and cut off some of the strongest loops in the game, that's very powerful, on top of how much pressure she can have in a confined area of the map where she's literally everywhere at all times due to her traps.

    Leatherface many think is the worst killer in the game; I don't think so when Legion, Clown, and others exist. Leatherface, specifically Play With your Food Leatherface, is quite powerful to me due to how often it catches people off guard that a Leatherface is charging at them faster than normal and now they can't make a pallet they normally thought they would, leading them to getting downed. Let's not forget Leatherface is one of the best at capitalizing on basement hooks and survivors being close together in one area where everyone can get downed.

    Plague I feel like is a strictly better version of Legion and similar to Myers in how she can down anyone at any moment with a single M1 hit and snowball extremely fast due to the instant down potential. Let's not forget she counters Iron Will and immersed survivors because they're loud from coughing and puking, as well as easily visible from the green aura. Healing perks and med-kits are also countered and cleansing changes you from a T3 Myers to an upgraded Huntress that can down an entire team quickly.

    Demo I'm not sure why many think is bad. Once he sets up his portals, he can know where survivors are and teleport around the map constantly, applying massive map pressure and stopping people from doing gens. His lunge is also very strong at completely shutting down loops survivors would otherwise get on any other M1 killer and can work like Huntress hatchets at a certain distance where survivors are so concerned about dodging the lunge they end up losing distance and are put into a losing condition no matter what.

    That's just my opinion, though.

  • He can feel OP when you stare right at him and crappy detection + dedicated servers means you don't reveal him then get exposed.

    At the same time, Ghostface can be revealed behind walls and other structures because of the same things I listed.

    Both scenarios are pretty DC worthy IMO.

  • I play mostly Spirit these days and these changes seem quite fair. The no collision I'm most concerned about, but it may just make her more difficult to play, which IMO is completely fair.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/826718#Comment_826718

    Its true that the immediate regression doesnt do much. Its the equivalent of 6.5 seconds of normal speed repair time. The fact that it popped at all however can be enough to get the killers attention that the gen has been worked on. With that info, the killer could then check the area and either see a sparking gen or if they see a non-sparking gen...know your in the area. This perk is abit of a hybrid perk in that its both a slowdown perk as well as a tracking perk.

    So wait, Surge regresses the gen by 8% not 18%? So many people keep telling me it's 18% and yet in-game it never felt that way.

    Asking because I've thought about testing out Surge on some killers, but I'm not confident about the regression numbers.

  • The game is pretty fun aside from losing a match because of dedicated servers or aim assist throwing my weapon into some wood.

  • Ghostface on dedicated servers is quite broken in the sense you can be staring right at him and he won't get revealed or you can reveal him behind walls.

    Aside from that, just have good awareness to counter Ghostface; constantly move your camera around while on a gen and know exactly where to run if he shows up, this is really important because you can easily get downed by not paying attention them panicking without a plan.

    If you get into chase with him then loop him like any other M1 killer and drop pallets early to avoid risking getting downed.

    Also, if he tries to mindgame you at a loop with his power, treat it like Pig and just leave the loop while he mindgames himself, although be aware it's still a risk because he may expect you to leave the loop then catch you out in the open.

  • Play Legion. Not joking since that's how I reached red ranks.

    Also, don't worry about ranking up because rank barely matters.

  • Pretty sure that would just be broken, especially if you combined it with resilience and balanced landing so you can loop the killer effortlessly.

  • You need sound to play both sides and Spirit relies on sound more than anyone so it would be a bit silly to play her without that.

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