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WitchKing

WitchKing

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WitchKing
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  • Most favourite: Oni. When you learn to play as him he is so rewarding and fun killer. He can be really problematic to play on huge and safe maps because you can play as trapless Traper but still. Fun, strong, balanced and pretty hard, almost perfect killer (just like Wesker)


    Least favourite: Mayers. Maybe a bit controversial but I don't find anything funny about playing him. He is slow as #########, his power is staring on survivors to have them exposed for a minute (or something around this). Unlike Ghostface you are not stealthy all the time, you can't use your power on just one survivor and the best part is... YOU CAN RUN OUT OF YOUR POWER! It is so much fun when you barely have any chase power and still can end up with nothing. And both his mirror and tombstone playstyle are not fun. Mirror is at least pleasant for survivors but tombstone is like AIDS for both sides.

    Traper is not much better but I find him more funny to play.

  • @WesCravenFan said:

    Are we STILL complaining about Circle of Healing?

    Yes, yes we are. This perk gives every survivor botany knowledge without medkit penalty and also a bit slower than normal self heal. One COH can change very easy game for killer into the missery. Killers that benefits from hit and run tactic (Wraith. Sadako, Dredge, Freddy etc.) are countered by this perk but Nurse and Blight don't care about it, they are simply too strong.

    It is broken perk and argument "I don't see it so often anymore, maybe one or two perk game" is not valid, this is 1 perk for 4 survivors

  • @BlueRose said:

    I personally don't like reworking eruption to block a gen for a set time bc it goes against the idea the idea of a regress perk. If a gen gets blocked by the entity that means the regression gets paused. This means survivors could easily just camp the gen and wait for the block go away then tap it to stop the regression. I saw a suggestion another thread I like a lot more. Instead blocking the gen make a new effect with that gen just can't be worked on/touched for few seconds. I don't I'm just not a fan of gen blocking perks and we have so many of them already. Corrupt intervention, DMS, TT, and deadlock. I have mix feeling on most of these tbh. The only one I do love is corrupt bc I feel I get value out of it every time I run it unlike deadlock where most of time it feels like the perks does absolute nothing. I know this doesn't happen all the time but I still get over the one match I had where a swf was able to compete counter deadlock by 99 the last two gens and popping them at the exact same time, virtually deleting my perk.

    Anyway I rather them do something different with eruption than just making it another gen blocking perk. That the end of the day though I'm pretty sure the devs going to take the lazy way out and just nerf the perk to the ground like they did with Thana and Ruin.

    Fun fact, yesterday Otz discovered on stream that this is bugged and blocking generator doesn't stop its regression

  • @Riski said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330674#Comment_3330674

    Yes but they need to bless for 14 seconds to get any value out of the perk, meanwhile you could completely forget you have a hex perk and it still carries the game for you. I'd say generally hexes are fine as there is a significant reward when they stay up and winning a match as killer with 3 perks is doable, basically what happens with no way out or noed if you win before all gens are done. I'd say the reason they get the reputation they do is that hexes like ruin don't win matches solo off not being cleansed any more and there aren't any super generic hexes beyond pentimento, which requires more hexes. Blood favour, crowd control, face the darkness, plaything and ruin are all good hexes which can be run by themselves on the right killers but not on everyone, and with pentimento, there is always a reason for any killer to run a hex. I feel like some players need to understand risk rewards better and how to use these perks, just because the perks go early sometimes doesn't mean it needs to solo handily win you the game the rest of the time you do have 3 other perks and 2 addons.

    And you are also right but there are maps like swamps or Crottus Prenn where totems are in shithole spots visibile from a kilometer. I had a lot of games where i had no build because all hexes went down in under a minute. Hexes CAN be good but don't have to

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330662#Comment_3330662

    Ruin is trash, 100% or 500%.

    All the Totem-Spots are well known and Ruin doesnt survive the first minute if u do not babysit your totem anyway.

    There are still perks like Pentimento and Thrill but it is true that hexes have a bit of a problem. I mean, killer has to bring another perk to save one of his hexes, meanwhile survs may just hold E for 14 seconds and get their boon for free

  • @Riski said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330627#Comment_3330627

    I would say it's an issue not due to efficiency but due to commitment. Being able to reliably and repeatably do gens in that little time with two people leaves little room for the killer the defend the gen or interrupt it. Unlike toolboxes, the perk has no upper limit on how much it can be used but unlike resilience or fast track, it can be used right out the gate. If it only worked early due to having capped usage or late due to needing to be earned, which could be a funny play on words given its name, I wouldn't mind it or if it was a little slower but doing a gen in that time repeatably is a bit much. Maybe it's a play-style thing and against other players it's not too bad but it's not something you can exactly adapt to in a match because you never have a solid idea on if they have it unless it's too late. Hyperfocus is inconsistent when you try to use it due to needing to get skill checks, resilience doesn't work early game and toolboxes have limited use, prove doesn't really have any of these things though. Not saying it's the end of the world biggest problem ever but suggesting it gets changed isn't unreasonable. I will say however, it's a perk that is useful for breaking 3 gens which I can appreciate being in the game.

    Probably the best summary about PT I could imagine, giod job about it (plus i also admire the 3 gen part of it)

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330645#Comment_3330645

    If Eruption is the only perk left on killerside which is, as devs love to say, "just a liiiiiiiiiiitle too opressive", kill it. For that, I want old Pop back. Deal?

    A deal indeed but... how about old ruin numbers too (kill switch may stay)

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330644#Comment_3330644

    Twins can get nerfed more than they already are with the insane healing speed and CoH?

    Killer that you have on profile pic shows that EVERY killer can be nerfed more no matter what

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330637#Comment_3330637

    Just let Incapacitated not block everything. Repairing + Healing blocked, Cleansing Totems, Opening Chests or Blessing Totems should work.

    A copy of DMS is no idea, its still just a copy.

    Yeah, maybe you're right

    But still

    Better than the current one

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362749/lets-talk-about-eruption-prove-thyself-and-other-perks

    You would make Eruption to Dead Mans Switch without hooking?

    Okay... disagree.

    Not for 30 seconds but for 10 or 15, why not?

  • @Pulsar said:

    PT isn't an issue.

    It saves you what, 7 seconds? It's better for you if Survivors group up on gens, even if they have the massively OP perk Prove Thyself that shaves off a completely ludicrous 7 seconds.

    I really wouldn't care if it got nerfed because it doesn't do anything anyway, but I think we should be focusing on different perks that ACTUALLY cause issues.

    That is the reason why I asked "what would do about some of the most problematic perks?"

    It is just my opinion about PT but u know, some people think that eruption is a balanced perk

  • @Unimatrix00 said:

    Hey all,

    I'm looking for some assistance in completing a killer challenge I have. The challenge requires the use of Hex: Devour Hope, the hooking of 5 survivors, putting two survivors into a dying state while they are exposed and finally, killing a survivor with the killer's own hands. So basically, the challenge is to make complete and total use of Hex: Devour Hope.

    The challenge I am running into is that the hex always seems to be cleansed way before I can make use of the hex. I have tried bringing Hex: Undying and Devour Hope, but it's the same result.

    So please, lend me your tips, tricks and suggestions on how to complete this challenge.

    Thanks!

    Ok so first of all i did this challange 2 days ago... but while doing another one.

    I was playing as Mayers on Dead Dawg Saloon with thia build: Devour Hope, Retribution, Undying and Thrill of the Hunt

    Build was made only to hit 6 survivors while they are exposed but it did surprisingly well and gave me 3 kills from devour so... maybe try it. Just use other killer than Mayers because he kinda suc