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Metalhead

Metalhead

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Metalhead
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  • The Cenobites

  • Survivor; Kindred (hands down best solo queue perk in game) Aftercare (unlimited tracking for doing something you would have done anyway), Autodidact (snowball healing), Technician (for noob survivors nothing is better)

    Killer; Enduring, Infectious Fright, Knockout, Agitation

  • I see more Quintin's than I do my boy Jeff or Queen Jane

  • If you run Kindred with it, then you stand a greater chance of being able to use it. In that case it may be worth it as it's a decent amount of survival points when you do it and it can sometimes be clutch during egc

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847466#Comment_1847466

    She is actually not that loud normally, but when she screams or is hooked....my god......

    I was playing doctor several days back against an elodie 4 man and I almost blew my ears out.

    There is NO way they haven't noticed this. I imagine her volume will be turned down next update or something; or fixed if it's a bug.

    Huh, I find her grunts to be on the louder side of the female survivors and as far as size Elodie is thicc, second only to her majesty queen Jane.

  • I play survivor more than killer and even as a survivor main, I have to say that the game is tilted in their favor.

  • Elodie is the newest member of Dead By Daylight's Big and Loud club. We survivor mains who care not for stealthy characters welcome her with open arms.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846955#Comment_1846955

    It's for the lulz. you can easily step out of the trap before the 30 seconds mark. So you just disarm again and complete the opening. But whenever it happens to catch someone is sooooooooooooooo fun.

    It's like people don't realize you can disarm a trap, get 20% or so gate progress, hide out while trapper investigates until your buddy disarms the other gate trap and he leaves letting you go repeat the process.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846936#Comment_1846936

    Yes but they can't actually stop you from opening the door while also tracking you.

    Also LOL at using Stridor or Spies to track someone opening a gate. You have Whispers, which can be dodged albeit it's very difficult. But if done right you can avoid it and get a gate open. Try doing that after disarming a trap.

    Killer knows you're in the area, he just stands in front of the gate switch, blocking you off until whispers stops or a crow alerts him as you run for the other gate. Killer doesn't need a crow to tell him when you're at a gate, only to tell him which one you are moving towards, he can just body block or patrol the switch until you are found or move on and alert him again.

    Leave the trapper be, he's in bad enough shape as is. Start checking gates early on for traps if you know you are playing against one.

  • Any killer can detect you hiding at and attempting to open a gate if they so choose. Stridor, Whispers, Spies, etc. there are many perks a killer can use to sniff you out that you rarely would think to counter at all that are far more effective than a trap.

    I main trapper and he is a thinking man's killer. It seems like you ran across one who was thinking ahead and you lost. No reason to nerf him

  • I agree, getting hooked while in tier 3 madness should drop you back down to tier 1 or two.

  • Traps only take like seconds to disarm though...

  • No need to increase the range effect. Instead add this little benefit;

    When another survivor has an aura effect active, then you see the aura of that survivor in a 32/48/64 meter range.

    Example; Ace is cleansing a totem and Claudette is doing a gen on the other side of the map some 50 meters away. Somewhere on the map, Meg is found by the killer and gets injured. The chase is on.

    Claudette immediately sees Meg now thanks to Empathy. Ace doesn't see Meg, because he doesn't have Empathy but now he does see Claudette because her Empathy is active.

    This makes Open Handed a great secondary information utility to help coordination while keeping it's original buff in tact as well. You might not know exactly what's going on, but you do know who knows whats going on.

  • You were farmed for the unhook bp man...

  • The issue with NOED has never been that it has no counter. The problem is that it goes way overboard on the benefits to the killer for what it takes to counter it.

    It takes approximately 14~15 seconds to cleanse a totem. There are 5 on a map. The counter to this is to spend 75ish seconds doing nothing but cleansing totems. That's the equivalent of 1 1/4 generators worth of time just cleansing.

    Now add in the time to search for the totems on top of that...

    Now add in the time that it will take you to escape a chase if the killer spots you while you are looking...

    Now add in any wasted time you spent cleansing if the killer finds you mid cleanse...

    Even if we are being generous and saying it takes only 10 seconds to go between totems and you dont get chased/interrupted at all, we have now added the equivalent of over two minutes worth of time to the match to counter a perk that you may or may not even know is in play. No other single perk in the game has that kind of power.

    Then factor in that it reduces the killers necessary effort by half if the survivors don't cleanse all totems and that if NOED procs it becomes a matter of rng, not skill on how long it lasts.

    Should a perk exists that boosts a killer at the most crucial moment? Sure. Adrenaline exists so why not have a killer equivalent. But it's not NOED in it's current form. It needs a rework.

    If the boosts stay the same then the NOED totem should be lit and cleansable right from the beginning of the match like any other totem.

    One alternative is to remove it from being a hex altogether and make it a perk that you earn stacks on.

    NOED; for each different survivor you hook during the match you earn a token up to 2/3/4 tokens. When all generators are repaired, each token gained grants you a 3% speed increase and your basic attack ignores endurance effects (borrowed time, mettle of man, soul guard etc.)

    Also whenever a hatch is opened during a match it will immediately shut if it comes within your terror radius.


    Something like this would be a bit closer to being a strong boost for killers imo that isn't so obviously a lazy concept such as insta downs only because survivors didn't play a 7gen+ game.

    It reflects a combination of strong closing mechanics while being viable for every single killer even ones with natural instadown abilities.

  • I agree with the incentive idea. It could be easily implemented by adding a BP awarding mechanic called Roaming.

    When a survivor is unhooked outside of 32 meters (or another reasonable distance) the killer gets awarded bp based on how long he was away from the roaming range.

    This way, camping/patrolling aren't punished, but the killers who do go hunting and instead of camping, now have an incentive to leave hooked survivors.

  • A simple but not game breaking fix would be this; let him start with and carry two traps and let him retrieve more traps from lockers like huntress hatchets instead of walking halfway across the map to a zone with three completed gens to retrieve one.

    Next, whenever a survivor is caught in a trap, he gains the bloodlust effect or a stackable speed boost of some sort until they are freed. Each survivor caught in a trap at the same time increases the bloodlust effect to the next tier.

    Simple, elegant and effective without going overboard.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845895#Comment_1845895

    Pink hair from rift, sweater, and tattered jeans is the best Jane set imo

    I dont think I've ever seen that combo. Got any screenshots?

  • In all seriousness, Huge is right. Although survivors are mechanically identical (hit box size, movement speeds etc.) There are some survivors who have certain advantages and disadvantages cosmetically and soundbite.

    Personally, I would second Jane. Her and my boy Jeff are the president and vice president of the Big and Loud club and it will come with the advantage of being unique in 99% of the lobbies you join since not many main either. I main Jeff and over the last 6 months or so I can count on one hand the number of times I've been in a lobby with another Jeff .

    As for outfits, Jane's Muse outfit is good and the Dia de los Muertos outfit is hands down one of the best out of all survivor outfits imo.

    So if you want unique, great cosmetics and don't care too much for stealth go for Jane.

  • Anyone but Steve...

  • Flashlighting after a pallet stun is a safe way to earn the extra BP for killer blinds as well as give you a a moment or two to run away unseen if the killer doesn't immediately break the pallet.

  • If I am playing killer and there is a disconnect/suicide early on then I go into training mode with survivors in which I try to two hook everyone and still down them afterwards to give them and myself practice in chases. If I down the remaining survivors, I'll pick one up and let them wiggle free to go and get the other two back up. I get my BBQ stacks, they get to escape and everyone still gets to have fun playing the game, sharpening their skills and earning BP. I know the frustration of being a survivor in a lobby for 5+ minutes waiting for a game only to have it turn south in the first 30 seconds and I'm not a killer who is in it just to win in an obviously favorable situation that I didn't even earn.

    If there are two disconnects/suicides early on, I will blatantly let the remaining two know that I intend to let them escape but try to train a little with them.


    As survivor, I dont mind a killer not farming so long as they're being cool about it. If another survivor dc's early on and I get hooked next, I'm cool with it so long as I'm not getting tunneled or camped. If the killer does tunnel or camp, I'll suicide because by then the pace of the game has been decided and the killer just wants to move on.

  • Playing killer overall. I'm mid skill level at best but everyone in matches I've been in as killer always seem to have a good time, myself included even when I dont get a single kill.

    I'd like to see if that holds true at the elite try hard skill level of game play as well.

  • "... you did all this work and the rug was pulled."

    Hardly sounds fair now does it? Let's put the shoe on the other foot. Imagine as a killer that you have 3 survivors on hook and have downed the last one after 3 to 4 minutes of some intense play. You were skilled enough to pressure the survivors so that they didn't get many gens done if any and you are about to enjoy a well earned victory over survivors who played poorly up to that point. You pick up the last survivor and hook him only to discover to your horror that they had the perk Hex: Sandbagger. You are temporarily stunned as the survivors are immediately all unhooked and given a haste effect on repair and run speed until you can find the right generator to go and kick.

    The now buffed survivors immediately begin popping gens with their boosted repair speeds while you are forced to roam around the map once more trying to duplicate the work against much faster survivors you already outplayed to get a victory you already did this work for.

    I've chatted with several killer mains at upper skill levels and they all have agreed that NOED needs to be changed. It's not that it can be countered, it's that it's effects are completely tide turning without the killer having done anything to get to that point. No tokens earned, no time spent in a dangerous situation, no unique goals achieved during the match, you just played poorly and got over compensated for it.

  • I never could understand killers who felt the need to down the last survivor and then give them the hatch only if they didn't struggle and allowed you to carry them. What's the point? If you planned on giving them hatch then just let them limp over and jump in themselves. Why waste the extra time virtue signaling on how you are a generous killer?

  • Killer: Krampus

    Perks: Agitation, Enduring, Iron Grasp, BBQ

    Add Ons: Padded Jaws and oily springs

    This is basically a BP farming/have fun/surprise survivors with cool skin set up. Survivors that get trapped are picked up from the trap (if I get there in time) and agitation + grasp gives me time and speed to carry them halfway across the map to the basement where I can try and lock the game down.

    Yes... I wrote Padded Jaws. I'm that guy.

  • @Scoted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842864#Comment_1842864

    Do killers need that?? I found it fine as a killer finding and downing survivors without the massive dead zones they’ve put in now! It just makes the map look bland and the chase boring!

    They may. There is an opinion that the game is not balanced and that it favors survivors over killers which if continued will kill the game. This may have been a subtle move by the devs to boost killers.

    Many players who main killers may not have deemed it necessary but you won't enlarge the killer pool without making it appealing to casuals and noobs. Granting higher visibility is one way to do that.

  • Many people just can't handle that Metal lifestyle

  • The Oni's hit detection for his Demon Strike is a bit wanky. Best bet if he's on you is keep moving in a jungle gym with a window. If the Oni fully charges his overhead Demon Strike it'll collide with the window frame, just pray he's not experienced enough to be able to pull off quick Demon Strikes...

    If he's charging towards you, then the locker is your best friend. He'll either club the locker or spend a couple moments slowing down from his dash which should give enough just time to sprint out of the locker past him

  • When playing as Krampus and that cocky, toxic survivor who has been flashlight clicking and teabagging from the other side of dropped pallets tries to loop me in the killer shack with the basement in it that has a window and god pallet door that I trapped three gens ago...

    Activate the basement snowball

  • I dont main killer but when I do play as one. I get the most flack as the good Doctor. Not because I'm a particularly lethal killer mind you, but because he can be so absolutely frustrating and annoying to play against.

    Conversely, my main killer is trapper and I've been rolling with that Krampus skin which survivors seem to love seeing.

  • It's like this for many of the reskinned maps. I imagine it was to help try and balance the maps out to be a little more fair to killers by granting them greater visibility/opportunity while secondarily preventing as much gen rushing (in theory anyway)

  • Plague, Twins and Blight. I think the newness of the Blight has worn off, and the Twins are considered subpar at the moment.

    As for the Plague, I'm kind of perplexed as to why I don't see more of her as she is not a low tier killer honestly...