Chaoxide
Chaoxide
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- Chaoxide
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Its a very weird update. For they are just back tracking and nerfing a perk interaction for a RARE situation for a very underwhelming perk in merciless storm outside of low ranks.
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3091006#Comment_3091006
They actually were not before 6.1.0.
Devs just did pointed the way by buffing the most annoying ones.
What?! Lol Hex ruin + Undying + Pop + Tinkerer was META, or just pop + tinkerer + Scourge + optional. It was the meta
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Slow down perks has ALWAYS been the meta, you honestly prefer one perk giving a free win which wasn't earned over having the killer make their entire build focused on defending the sole objective of the game? Thats wild
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Its cool to see that most of the things mentioned here have almost all been added to the game so many years later.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3089428#Comment_3089428
If you loop the killer for 4 gens and your teammates leave you, who's fault is it? If you went down earlier, it would actually force them to either try to come and get you or run the risk of you dying with 2 or 3 gens left and then guaranteeing the killer a 2k-4k. At some point people need to realize the game isn't designed to reward only 1 teammate having interaction with the killer while the others never have to engage in a chase or save. So yes, it's a skill/planning issue on your team's part. They obviously prioritized their own escapes over yours lol.
So is it dont get downed or just get downed earlier? Lmao
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3089050#Comment_3089050
- so you accept that certain aspects of the game are inevitable? Good start!
- "Unfun" strategies do not need to be addressed just being you find them unfun. If I said "swfs should be removed from the game because they are unfun to go against", would you accept that argument? I think what you mean to say is "I don't like getting eliminated from the game early and as such, I want the game to protect me from getting eliminated early".
- This is a skill issue. There is nothing stopping survivors from cooperating or playing efficiently. You don't need autopilot mechanics to accomplish this.
- Survivor being "unfun" is subjective. and from my first person experience 9/10 times that a survivor says they aren't having fun is because they can't bully the killer lmao. In an asymmetrical game, it is inevitable that at any given point, one side may be having fun at the expense of the other side. But to suggest penalizing strategies we don't like, makes no sense. Teammate getting face camped? Slam gens and body block if you can. But no, let's not come up with counter strategies. Let's create mechanics that will 100% be abused. Makes total sense lol.
Its a skill issue?
So example I loop a killer for 4 gens and then get face camped by huntress or Billy, thats a skill issue?
You're literally that one dev guy who said its not skill unless you escape lol
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3088884#Comment_3088884
I think I understand what you're saying. You really like dredge but don't want to admit it because you're shy.
Yup totally
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Ide rather get face camped by Bubba, instant downed by the greatest nurse in the game, tunneled by Wraith, tombstoned as obsession vs Myers, deal with old doctor, and face old flick Blight ALL in a ROW then face Dredge ONE time
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One of the strongest easiest to use powers in the game with his teleport to which has 0 indication is happening along with 0 cooldown on it and instant grab possibility without even being in the locker. On top of a passive power that makes it basically impossible to see anything thats not 4 feet in front of you. Screw this killer, even worse to fight then old spirit or a face camping Bubba
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/3088674#Comment_3088674
The proposed stun is four seconds, a middle ground between the previous balance point of Decisive Strike and the current.
Addressing the other concerns though, other comments shall be deferred to:
https://forum.deadbydaylight.com/en/discussion/comment/3088594#Comment_3088594
https://forum.deadbydaylight.com/en/discussion/comment/3088575#Comment_3088575
The buffs to survivor will not be ignored, and further balance on the power dynamic shall be applied in the same or following patch/PTB.
Even 4s is too much, giving them one of the most powerful perks in the game can be easily abused and manipulated. Its giving survivors 5 perks
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3088621#Comment_3088621
« Perhaps the paused progression can be disabled if the hook itself is within range of a generator? »
This is easy to abuse on the killer side this time, a lot of hooks are near generators. Most facecamper already use agitation.
Facecamping is only an issue on Booba, that’s it. Don’t create unnecessary restrictions for everyone because of a single killer.
Only Bubba is just a lie, Twins, Huntress are two HEAVY campers even Demo and Hag camp very well or just wait until unhook and instantly come back. Don't act like its just one killer.
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I understand that tunneling and camping are concerns, however with the way the game is currently these changes can be abused to the extreme by every single survivor in the game who has some level of decent gameplay comprehension.
The 5s stun is even more powerful then DS in its current form and gets rid of the need of the perk in the first place allowing easy access to other perks with no consequence such as prove thyself, botany knowledge, unbreakable, quick and quiet, iron will, lucky break or any other borderline meta perks essentially giving survivors a 5th perk slot. The survivors don't need this at all and can run several perks to counter tunneling if they desire or feel like its too powerful like off the record which Is 80s of invincibility.
The Hook timer being paused is more understandable for its a less common if not rare perk comradary being used, but instead of out right pausing the timer it should just make it so it takes half the hook time
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intresting ideas
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@Kyxlect said:
https://forum.deadbydaylight.com/en/discussion/257137/changing-perks-to-improve-player-experience
Mainly just looking at Beast of Prey at the moment. So you basically want to nerf a perk that's never used in the first place? 10 Seconds of Undetectable status as soon as you enter a chase is nothing. In it's current state, it may have some effectiveness versus more skilled Survivor's since they're constantly looking for the red stain but it's also very useless because Bloodlust is not very useful and you lose it after you miss an attack, get pallet stunned, break a pallet or if you can't lock onto a Survivor fast enough.
I kind of thought of another idea for reworking this perk. So instead of gaining the Undetectable status, how about significant buffs as soon as you obtain Bloodlust? +X% Window Vaulting Speed and a unique one, if you're hit with a Pallet while Bloodlust is Active you immediately slam it back up against the wall. (removing the stun as well or significantly reducing the stun duration? The aim here is to shorten chases and retain Bloodlust)
"Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable."
This would also help M1 Killers end chases quicker.
You think thats a nerf?....my guy you lose red stain instantly....
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2232413#Comment_2232413
The Doctor would not be purposefully prolonging the game enough to warrant a ban, because the bleedout timer is considered an acceptable length of time.
That's why you can't be banned for hiding in a corner where the killer can't hook you.
That's also why they're not going to extend the bleedout timer.
extending the timer with a 2x on the ground to make it the same length. And if the doctor smacked someone and then shocked them constantly to make them bleeout the timer would be like 10 minutes, every single gen in the game, every single exit game would be opened. I was referring to someone even being able to slug one while shocking the other. if its the end of the game and those 2 are the only ones alive if you slug one and are now able to just shock this person forever then yes you would be purposely holding the game hostage and it WOULD qualify for banning. Locking someone for 10 minutes when you could easily just hit them and end the match is holding it hostage. And isnt even the main point of the post
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@Trwth said:
I do appreciate some good perk balancing, however, I've got some gripes with a few of these.
We're Gonna Live Forever
Yeah, WGLF stacks are harder to get than with BBQ, but I think that's just the nature of the perk. I don't see a point in adding all of these conditions when you're better off running an Escape Cake. Besides, as WGLF is now, it encourages Survivors to body block and go for slug saves.
Dead Man's Switch
Shockingly, I think this makes the perk weaker. Also, taking the obsession part of it away removes its gimmick potential. I want DMS to be buffed, but this ain't it chief.
Dying Light
Would be excruciating to face, especially against a Legion or Plague with Thanato. Also, the exit gate slowdown doesn't really do much, as it only adds an extra 4 seconds.
For the obsession thing, it gives the perk a gimmick which is fun to mess with... if done right. Old Remember Me was very good, but they nerfed it to the ground following the EGC update. DMS is a cool concept but is just an experiment gone wrong. Dying Light was a rushed change from something unhealthy, though I feel they could do better.
All obsession perks due to encourage tunneling or like never touching them like with STBFL or Play with your food. Its not cool or fun its just dont interact with them or tunnel them. Gimmicks shouldn't be encouraged imo and definitely not ones that do those 2 things.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2245694#Comment_2245694
Short answer: Yes.
Longer answer: Survivors with No Mither still bleed out on the ground, but you are right in that the game wouldn't just insta-end because they can pick themselves up. So, yes, when someone has No Mither this solution to prevent tiresome four man slugs doesn't work. But No Mither is not a meta-Perk and you only ever see it on 1) People doing Adept David, 2) People doing the No Mither Challenge, 3) People with a gimicky "while injured" build, and 4) Cheaters using lag switching. So it not like this would be happening every Trial or all that often.
If the Killer isn't wanting the long wait we have now on a four person slug they would have to actually Hook the No Mither player. As soon as that person is Hooked with everyone else on the ground with no way to Heal then the No Mither person is instantly Sacrificed and everyone else bleeds out faster than normal or just straight up dies after a bit of grace "Do you want to hook?" time. If The Killer does want the long wait for the Bleed Out then they just save the No Mither person for last and stand over them, knocking them back down whenever they get up.
On another note we can't just not do something because of edge cases, Perks already change the base rules of the game so it is not like there being one or two Perks that make it so something doesn't happen every time is a big deal.
No mither tbh is just a gimmick and troll perk, you shouldnt be able to just ######### imo on the ground for hatch anyway since they dont even let you ######### on hook anymore.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2232518#Comment_2232518
Then don't comment.
agreed
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I agree that perks should be changed to encourage less "toxic" behavior, like were gonna live forever shouldnt just reward you not only with the easiest emblem to farm, but the most bp potential for survivors. However i dont think things like Undetectable on start of a chase would ever be fun in my eyes. For i dont like guessing games, its why i dont like Spirit. And i can see Insid being extremely un fun to fight,bubba just stops moving for 2s now he chainsaws a non swf instantly or maybe even yourself who was in the chase but didnt want to risk leaving the zone, i just dont think it would be healthy. It would or could be fun a couple times but not healthy if the killer just wants to kill someone they would with these perks. Deadmans just creates late game snowball, i like the idea of it but many good killers would just snowball with one slug.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2232564#Comment_2232564
They're one of the forum trolls, I'd take what they say with a grain of salt because you might be getting baited.
@ALostPuppy ah thank you for telling me.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232496#Comment_2232496
the topic itself sadly does not really interest me, I have no issue with the way spirit works.
However your way of making it seem like some general consensus does, you are not the only one doing this btw, not by a long shot and ill point it out every time I see it with every forum user.
You had to click the topic to see the sentence in the first place? So that means you had some interest in it. If not then dont click the topic. And i never said it was a general consensus i said "many players" because many players DO in fact find it frustrating, i among them.
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@Satelit said:
The passive could be removed and Spirit would still perform the exact same.
She doesn't need it while she has the 2nd most powerful power in the game.
@Satelit i dont want to ruin Spirit as a character, just wanted to bring up what i believe to be the most frustrating aspect of her kit and express that it should be removed. It is nothing but a bad feeling to face.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232450#Comment_2232450
I did read that....and I have no problem with that, hence it wasnt mentioned or focused on.
I said what i have a problem with, imagine making a spelling error in the first sentence, someone pointing it out and you getting defensive thinking you need a counter argument and thus stating its not a problem because there are no spelling errors in the rest of the post......
imagine needing to comment on a opening sentence rather then give any input on the topic
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@mynameisBlade said:
I 100% agree... The Spirit makes this game so much less fun... My least favorite experiences in DBD all include her... And just 1 time a face camping basement Bubba...lol
I mean tbh i just dont like fighting Doctor. Hes the most frustrating to me. But as much as i like Bubba getting face camped by the basement king is never good lol
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@Kira4Evr yeah i dont like it either. It just ruins any mind game plays etc.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232353#Comment_2232353
No, my point is how fox news makes claims by saying "some people say" and what they really mean is "I say" but when you say "some people" it seems like a general concensus and more like a fact then an opinion, it enforces your claim as truth.
You do the same with: "Many players from streamers to casual players" and "although many dont like her power".
Just speak for yourself.
Dude: "myself included" " "in my opinion" "many dont like her power i find it just to be the ultimate mind game power at times and dont find it frustrating to face" "What i do find frustrating however is her passive phase" "In my opinion Spirits passive needs to be changed for its just not fun to experience during a chase" Every single one of these quotes is me saying that i myself think this therefor speaking for MYSELF. Just because literally the first sentence is stating a fact, or observation made that MANY streamers and players dont like facing Spirit it doesnt mean ones not expressing their own opinion. It is just making a observation, hell i even said in the post that they find it frustrating to face her power and basically think its bs, however i said i disagreed with it and then stated my direct thoughts that her PASSIVE was the issue. If you bothered to read more then just the opening statement you would have realized that. Instead you just said nah im done and labeled it as a garbage news station.
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@Mat_Sella said:
so killer kills two people, last two survivors are injured.
Killer slugs one and auto wins because they're both going to bleed out eventually.
Also Doctor. If one survivor is madness III and he shocks them for the duration of the timer they're both still going to bleed out because there is no way to heal.
Would No Mither be immune to this timer? Is there any compensation for perks that apply the Broken status effect to yourself?
there's a lot of things that aren't being thought out here.
Doctor would just be purposely pro longing the game which is a ban able offense, you can get banned for that thats why you cant just trap someone in a corner until they quit or dies to end game. Holding the game hostage isnt allowed. No Mither could be buffed to prevent bleeding and perks that cause you to not bleed could also be a counter to this timer for you shouldnt bleed out if you're not bleeding. And Killers already slug for 4ks anyway but now they would have to slug ALOT longer unless the survivor allowed themselves to bleed out which is the purpose of the suggested change, to force survivors to heal so they cant just ignore being smacked by a machete or katana etc and sit on gens.
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@BioX said:
Can you drop this fox news nonsense and just speak for yourself?
This is how you form a question to create a discussion. If i was being Fox news ide just be ranting and saying borderline slander
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@vladspellbinder said:
I do like this suggestion, because it would make healing more of a priority and help slow down the game just a bit without being too oppressive. It'd also encourage people to cleanse more against Plague which is a bonus in my book.
I'd say just double the bleed out timer to 480 seconds and while you are Injured and Bleeding* you loose Blood at what is the current rate while Dying and change it so that while Dying you loose Blood at twice that rate. This would mean being slugged still takes the same amount of time while on the ground but takes twice as long if you just run around Injured and Bleeding* all the time.
The Haemorrhage status makes you Bleed Out at 1.5 times normal rate while Injured, and doesn't change the rate you Bleed Out while Dying. Not many people run Blood Echo or Sloppy Butcher for the Haemorrhage part of those Perks and it'd make all of the various Haemorrhage add-ons actually mean something more than just for tracking.
*Babysitter, Lucky Break, No Mither, and Self-Preservation all stop Bleeding and should also stop the Blood meter from going down while Injured. While Dying you still loose Blood at what will be the new rate, twice as fast as what it is now. Lucky Break doesn't really need another buff but we'll just have to take that hit, it's still only 60 seconds over all. And this would be the only way that No Nither would even be viable, and it might not really be a buff... In a better world I'd say that maybe a bit could be added onto No Mother that you only bleed at at half the normal rate while on the ground, so it'd take twice as long for you to Bleed Out while dying but we don't live in a better world and have to deal with cheaters who use No Mither in combination with hacks to avoid being slugged while they can't be hooked because of the hacks.
i just think it should be longer due to the very much disliked slug style becoming a major staple in the game and thus i wouldnt want it to get encouraged, its not fun to just lay on the ground. With a longer timer it means you still have to heal more but slugging isnt as strong as it could become.
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@Toblerone007 said:
It should be changed.
It's too free and removes some skillful interaction between killer and survivor. If Spirit could have it as a secondary ability on a cooldown, I'd be for it.
The current main power is so much more prevalent than the passive phase though.
And i think her power is stronger but not more frustrating to fight.
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@Toblerone007 said:
It should be changed.
It's too free and removes some skillful interaction between killer and survivor. If Spirit could have it as a secondary ability on a cooldown, I'd be for it.
The current main power is so much more prevalent than the passive phase though.
i agree and the power idea could be interesting, perhaps cause a slight glow on her before she does it so a survivor can counter it or cause a slightly different phase noise
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@Sup3rCatTree said:
Yeah, Spirit is really annoying in general and needs to be changed
i just find her passive frustrating tbh, i dont think she needs a full rework but i do think a slight one is in order
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@DemonDaddy said:
I would suggest if implemented;
Injured bleed out be slower than dying state and a mori becomes available when it drops to 10% or lower.
I said in the post ide suggest bleed out at a 1s rate, while the dying would be 1.5s rate. I doubt the mori would ever be implemented.
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I agree that the amount of BP should be greater for a safe unhook then a regular, however why the 2500 less BP for surviving? Will that be split elsewhere? For i dont think the true goal of the game should just out right be less rewarding.
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I agree with this video whole heartedly but i would also add that if a killer stalks or "reads a survivors aura" in anyway the trial begins as well so that they cant get a cheesy stalk etc, And give killers a 25% movement speed bonus until any of the prior mentioned things happen aka Chase begins, first hit, stalk, being within 4m of a survivor.
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Still like the idea of this, creates a reason for the totems outside BP
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Isnt he and jane a thing with couples outfits? If anyone was gay ide imagine it was ace or dwight.
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I dont understand why posts like this even get this much attention. People are commenting saying hes playing at a godly level or something when hes picking up survivors WHILE they are doing the gens in his face rather then just leave them down and go for the other survivor, he also is going for chainsaws on INJURED survivors as well as trying to chainsaw between 2 gens that are mere feet apart from each other. Im not saying gen rushing isnt a thing but this video is a bad example and those saying it was played at a god level is just fanboying or defending their favorite streamer. Im surprised at how little toolboxes are even used on PC when on consoles they are used to ridiculous degrees every match, if you wanna complain about gen rush or toolboxes do it, but dont sit there and act like he didnt missplay heavily several times and was being "nice" to which is his own fault.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043155#Comment_1043155
I like most of these, however Cattle master will just let Billy sub out infectious fright for another perk and be essentially playing with 5 perks.
Yeah thats what add ons essentially are, especially ultra and rare add ons.
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@ModernFable said:
https://us.v-cdn.net/6030815/uploads/901/XIFW2J7KFH9S.jpeg
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Behavior has made it very clear that new secondary objectives are not coming anytime soon; and that touching Gen speed is not something they want to do.
The main issue with this is that a killer lacks enough time to properly hunt survivors. However, increasing generator times is not the only way to increase a killer’s effective time in a match.
So I’d like to propose some new possible effects for one of our current secondary objectives: Totems. In hopes of reducing time wasted by the killer and give survivors a worthwhile secondary objective.
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- The killer receives a +7% speed bonus to the “Picking-Up, Dropping, Hooking, and Generator Damaging actions” per remaining Totem (max 35%)
- The killer also receives a 10% cool-down reduction “on basic attacks that downed the survivor” per remaining Totem (max 50%)
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Many dislike mechanics that directly affect a survivor’s ability to play (e.g. Dying Light, Thanatophobia, Old Ruin, etc..). So rather than nerf the survivor’s speed, let’s buff the killer’s ability to time manage.
I would like to note that Hexes would be indirectly nerfed from these changes. However, that does not mean they can’t be buffed during or after the fact.
Ultimately, the overall health of the game should take priority over a few already niche perks being nerfed.
And yes, maps are a larger problem, but map adjusted will take months or years to finish.
—————————————————————
Edit: [Made additions to text for clarity]
Edit 2: [This wouldn’t be the last update of DBD, Hexes and maps can still be adjusted, relax]
Edit 3: [Made adjustments based on feedback]
Glad to see you've made the changes, i still believe the totems would need to be decreased slightly in time for testing at least to see how impactful the changes are. It would still increase the need to do totems but also not make them too long too do while providing needed comfort times for gens to not be rushed.
@not_Queen @Peanits What are some thoughts on this from more prominent figures in the community?
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1043025#Comment_1043025
Does bubba even have 1 ultra rare?
Nope
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@Peanits said:
They're on the list. Any killer that doesn't have that distribution of add-ons is planned to be looked at (at some point).
Whens at some point though? For Bubba has 0 ultra rare adds ons, and neither does Billy. Both of which have been without them for years. If all killers are suppose to have such things as said on stream then they should as well, maybe even just make it so they change how both killers play similar to Pigs for example which gets rid of traps but makes stealth attacks easier and better for you can see them.
Suggestions for Bubba;
"Mommas helper" a ultra rare add on that allows the cannibal to continue the additional swings of his chainsaw while breaking pallets thrown in his path. "Must help momma ~Bubba"
"Greased up" a ultra rare add on that allows the cannibals chainsaw to Tremendously increase charge rate of his chainsaw, however afterwards will suffer a tantrum with a increased timespan regardless whether he hits a survivor or object.
Suggestions for Hillbilly:
"Greased down" a ultra rare add on that allows the hillbillys chainsaw to tremendously increase in charge rate, however upon full charge the hillbilly will travel until he hits a survivor or object.
"Cattle master" a ultra rare add on that makes it so whenever Hillbilly downs a survivor, survivors within X meters scream like lost cattle
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@Aven_Fallen said:
They will get it, eventually.
What is missing:
2 Ultra Rares for Hillbilly
1 Ultra Rare for Huntress
1 Ultra Rare for Doctor
2 Ultra Rares for Leatherface
Eventually? Its been like 3 years since they introduced Bubba, and longer since Billy. Should people have to wait 5 years for these things?
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Interesting idea, however gen speed is something i do not believe the devs will want implemented. Action speeds for the killer would be the way to go
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I myself believe this to be a very healthy change if implemented, however the numbers i believe would need tweaking for perks that combine with these changes would create a ridiculous power spike.
The Perks:
Brutal Strength +20% to destroy action speed(generators and pallets)
Fire Up 4% stack-able buff to many actions listed
It would also make perks like Thrill, and Small game see much more use however and possibly create a ruin scenario for playtime to which is not something the devs want.
So in order to compensate what do you believe should happen? If anything the cleansing speed for totems would be REDUCED not increased most likely, to about 10s in order to lower the strengths as fast as reasonably possible
- Increase Cleansing action time from 14 to 15 seconds
- The killer receives a +5% bonus to the “Picking-Up, Dropping, Pallet Breaking, and Generator Damaging actions” per remaining Totem (max 25%)
- The killer also receives a “10% cool-down reduction on basic attacks that downed the survivor” per remaining Totem (max 50%)
The above is your suggested changes however i myself fear that it would create much to large of a power vacuum on good killer players or those who constantly chase for it makes many time consuming things very little, and the big one being the time needed to break a pallet for with brutal again you get roughly a 50% increase to your breaking speed thus making pallets almost worthless if theres not another being 2s away, so heres what i believe the numbers would need to be instead along with some changes to what they effect;
- Decreased Cleansing action time of dull totems from 14 to 10 seconds
- The Killer receives a +7% bonus to the "Picking-Up, Dropping, and Hooking survivor actions" per remaining Totem (max 35%)
- The Killer receives a "5% cool-down reduction on basic attacks that down any survivor" per remaining Totem (max 25%)
- The Killer receives a +2% bonus to the "Destroy Pallet and Generator actions" per remaining totem (max 10%)
These numbers to me are much more reasonable but still provide a strong buff to things that just hinder the killer in the animation sense(also prevents flashlight stuns in a way), but not overly powerful to where key defensive things like Pallets are not just non existent(in all honesty 10% might be changed to 5%) this will provide a want to require totems and sense of need and make it slightly easier to do so and if you do not it will punish you in a fair but strong way. This also will theoretically provide more time for the killer to down a survivor before 3 gens are popped for hopefully some are cleansing totems to which brings me to one final change:
- Totem Number icon is now displayed next to the generator icon for all to see
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1026912#Comment_1026912
Behold the gracious bringer of salvation as he brings a true end to the entitys' trial without dirten his hands in mud by noed. Those who seek mercy shall be devoured by the face of the uncrowned king, but not by the crutch of the poor.
But nice build ideas btw ^^
in seriousness it can be changed for sbfl but why not just be sadistic? i usually hate noed too, only use it in this build to f with people. You honestly dont need it though for no gates are getting done against demo lol
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1026890#Comment_1026890
Dude the first two are just cruel xD
Noed can never be the choice for salvation :p
Noed is not needed for salvation but helps guide survivors to their demise quicker in the path of Cerberus
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1026890#Comment_1026890
Dude the first two are just cruel xD
Noed can never be the choice for salvation :p
Those with mercy can never truly embrace the salvation that is Demo, you must not care about the survivors idea of salvation for their only true path towards it is death by Demos hands in the most unwinnable savage cruel way possible
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@Chaoxide said:
My good sir, today i plan to show you the ultimate path towards true salvation when playing the Demo, the uncrowned king of the basement, the cerberus of the gates of deadbydaylight, and hidden prince of gen grabs.
There is only THREE correct ways of playing the Demo
1.) Uncrowned Basement King
2.) Defender of gates
3.) Ninja doggo
The first path "Uncrowned King" uses the perks:
Make Your Choice-Territorial-Iron Grasp-Agitation
To make this build be at its full power you must let go of any foolish mercy given to survivors of dead by daylight, kindness does NOT exist with the demo, remove it from your system and make the plague of the survivor community scream with rage. All you must do with this build is one thing, one very small thing. Down ONE survivor, ONE thats it. Use the powers of the old king bubba and bring foolish survivors to their demise within the basement aka Demos den. Once they have been brought there place a portal at the ENTRANCE to the basement and then just walk away do what you want, EVENTUALLY someone will come for the poor soul, they always do mwuhahaha AND THAT IS THERE MISTAKE, as soon as they get close you will know with the hidden gem of power Territorial, when triggered use its power to look at their auras while you place a portal instantly at your feet dropping ANYTHING that youre doing idc if youre gonna down someone stop instantly. Then use the power of the king and transport yourself to your den after they unhook the fool. You now can instantly down 2 survivors and place them in the den and due to your hidden abilities you can do the impossible and make the survive with friends fav perk borrowed time nothing but a dead waste of a perk for demos power prevents it from ever happening due to the game not registering you being within its radius of activation in time to save them. From this point onward you snowball to victory with the only potential means of escape being the hatch to which if you truly embrace the no mercy mentality you will SLUG that 3rd fool and either find the hatch if available or stalk your prey to its demise. Congrats YOU WIN.
The second path "Cerberus" uses the perks:
Remember me-Noed- followed by 2 perks of your choice(recommend gen slow perks like pop and thana)
The true beauty of this path lays in the ability to make hatchs just a pathetic last hope thats snuffed from the hearts of survivors and making every gate a true last defense unable to be passed by the unworthy peons daring to cross the gates of hell back to salvation and thus just like Cerberus preventing souls from escaping hell or entering, you prevent all from crossing YOUR gates. The key is to use your portals to the fullest during the end moments of the game. Place 2 portals at both gates if gens are being close to done(2) from there if possible you can try to find the hatch if its down to one survivor or just ignore it if its not possible to be opened and teleport from gate to gate almost instantly using add ons to increase recovery speed and travel speed(you may also place some portals on the gates to hold your power and see the heartbeats of survivors if they attempt to open a gate). One thing to know with this build however is that shred does NOT stack remember me, if you are facing your obsession smack them, move on if need be never get too blood lusted. If done correctly no one can escape the demo outside of keys of salvation. The cowards escape.
The third path "Ninja Doggo" uses the perks:
Ruin-Servaliance-Discordance-Optional
This build is by far the weakest of the three paths but is a fun build to do, use add ons that increase oblivious duration and place portals at all gens that you can(6+), however make sure to place them behind a wall away from the gen out of view or behind some obstacle preventing line of sight but close enough to be able to reach the gens that are being worked on and grab any unsuspecting fool, this creates many jump scares and grabs and can be a fun experience for all if you want to be merciful and not sadistic like a true killer.
Congrats you now know the true paths of the Demogorgon, go forth and make survivors cry
And to add on, you lose ZERO emblem points in the uncrowned basement path
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My good sir, today i plan to show you the ultimate path towards true salvation when playing the Demo, the uncrowned king of the basement, the cerberus of the gates of deadbydaylight, and hidden prince of gen grabs.
There is only THREE correct ways of playing the Demo
1.) Uncrowned Basement King
2.) Defender of gates
3.) Ninja doggo
The first path "Uncrowned King" uses the perks:
Make Your Choice-Territorial-Iron Grasp-Agitation
To make this build be at its full power you must let go of any foolish mercy given to survivors of dead by daylight, kindness does NOT exist with the demo, remove it from your system and make the plague of the survivor community scream with rage. All you must do with this build is one thing, one very small thing. Down ONE survivor, ONE thats it. Use the powers of the old king bubba and bring foolish survivors to their demise within the basement aka Demos den. Once they have been brought there place a portal at the ENTRANCE to the basement and then just walk away do what you want, EVENTUALLY someone will come for the poor soul, they always do mwuhahaha AND THAT IS THERE MISTAKE, as soon as they get close you will know with the hidden gem of power Territorial, when triggered use its power to look at their auras while you place a portal instantly at your feet dropping ANYTHING that youre doing idc if youre gonna down someone stop instantly. Then use the power of the king and transport yourself to your den after they unhook the fool. You now can instantly down 2 survivors and place them in the den and due to your hidden abilities you can do the impossible and make the survive with friends fav perk borrowed time nothing but a dead waste of a perk for demos power prevents it from ever happening due to the game not registering you being within its radius of activation in time to save them. From this point onward you snowball to victory with the only potential means of escape being the hatch to which if you truly embrace the no mercy mentality you will SLUG that 3rd fool and either find the hatch if available or stalk your prey to its demise. Congrats YOU WIN.
The second path "Cerberus" uses the perks:
Remember me-Noed- followed by 2 perks of your choice(recommend gen slow perks like pop and thana)
The true beauty of this path lays in the ability to make hatchs just a pathetic last hope thats snuffed from the hearts of survivors and making every gate a true last defense unable to be passed by the unworthy peons daring to cross the gates of hell back to salvation and thus just like Cerberus preventing souls from escaping hell or entering, you prevent all from crossing YOUR gates. The key is to use your portals to the fullest during the end moments of the game. Place 2 portals at both gates if gens are being close to done(2) from there if possible you can try to find the hatch if its down to one survivor or just ignore it if its not possible to be opened and teleport from gate to gate almost instantly using add ons to increase recovery speed and travel speed(you may also place some portals on the gates to hold your power and see the heartbeats of survivors if they attempt to open a gate). One thing to know with this build however is that shred does NOT stack remember me, if you are facing your obsession smack them, move on if need be never get too blood lusted. If done correctly no one can escape the demo outside of keys of salvation. The cowards escape.
The third path "Ninja Doggo" uses the perks:
Ruin-Servaliance-Discordance-Optional
This build is by far the weakest of the three paths but is a fun build to do, use add ons that increase oblivious duration and place portals at all gens that you can(6+), however make sure to place them behind a wall away from the gen out of view or behind some obstacle preventing line of sight but close enough to be able to reach the gens that are being worked on and grab any unsuspecting fool, this creates many jump scares and grabs and can be a fun experience for all if you want to be merciful and not sadistic like a true killer.
Congrats you now know the true paths of the Demogorgon, go forth and make survivors cry