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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • problem is M1 standard killers either end chases at a normal time or the survivor bests you in the mind game and you lose time, with no power to help you in a chase that survivor can continue to outplay you and make chase's last too long, it's why legion is considered worse than most killers even tho he can injure multiple survivors in succession.

    killers either need to have a chase based power or a power that can be phenomenal in another area or a mix of both like blight or pig. However unless the power is truly good at doing something to hinder survivors greatly besides quickly downing them it is usually not very strong. It's why I personally don't like the twins because if survivors don't play well victor becomes a chase based power but if they do he becomes a injure/info power like legion but worse. That's why this killer isn't good, they can only perform well when the survivors allow it.

  • i haven't used flashlights since the chapter started since they are not very effective against a killer with a headset and good pathing, what have they changed this time?

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794720#Comment_1794720

    Right so the point of the video would be to buff Charlotte and victor instead of nerfing suvivors for being strong against victor

    exactly, if they do anything tho it would be to reduce the time you have to crush victor by at least 1 second. 3 seconds is so damn long that one miss against good survivors results in you getting crushed, its ruthless.

  • If something is fun but extremely weak or too strong people wont play it or against it, there has to be some level of balance incorporated into things or it is no longer fun.

    like i enjoy playing as victor but because i get frustrated with how unviable he is and all the bugs i don't want to play him.

  • shut up i did this as a solo in rank 2 in console

    there is a reason it's called power move and why it is a achievement.

  • i have a rework for hex the third seal and honesty as long as blindness is the only thing it does the perk sucks.

    Hex the third seal: As long as this hex is active up to 2/3/4 survivors hit with your basic attack suffer from the blindness effect. When you hit a survivor with a basic attack while this totem is active they also suffer from the oblivious effect for 20/25/30 seconds.

    that would make this perk interesting to run and the oblivious can't be abused by OoO because it also applies blindess.

    edit: also have a good one for blood favor so it is more useful.

    Hex: Blood favor: range stays the same, no cooldown and has a 10/15/20 second duration. can't be activated if it is already activated.

    that would make it so the perk is always active when you hit a survivor or at least it will still be active. the point is it is constantly active and can be way more useful this way because even if you remove the perk being a hex it will still suck.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794414#Comment_1794414

    What about players that uses spine chill, sprint burst, dead hard, balanced landing and lithe?

    However let’s say they don’t use any of those perks. Wraith has loud footstep sounds, allowing players to be able to react and make distance before he comes close. Wraith also goes through a slowdown affect when leaving his cloak form, allowing players to once again be able to react and make it to a pallet. In addition to his cloak noise being able to heard everywhere in the map, allows the individual to once again be able to run to a near by pallet. If there is no pallet nearby then the player is out position and deserves to get down.

    I am not underestimating wraith which is why I went back on to my notes and remove certain aspect. I also make sure to make it clear with the walk through ability being a red add on because it was my fault not making that clearer earlier.

    Bone clapper is there to actually help survivors be adjusted to wraith being completely invisible. So instead of them having to use their eyes, they should use sound to locate him. I think it’s cooler and established a clear different to ghostface.

    I don’t see much a problem with what I put down for wraith currently and I think this would allow him to be balanced.

    dude doesn't matter wraith has always been good at catching up the problem was uncloaking and being seen before he got to you. plus he would be uncloaking on top of you and then get the speed boost that you want to be buffed to get a hit. Wraith usually gets hits if he sneaks up on survivors being invisible completely would just make him even better at that doesn't matter if you hear him he is already uncloaking and probably from wherever the closest pallet/vault is.

    You miss understanding something, by the time you hear wraith he can uncloak to hit you and he usually gets the hit the problem is simply sneaking up on survivors as they will see you.

    As for spin chill cool you know he is looking at you where do you run to? the only option is the safest area and wraith will surely try to cut you off then hit you. sure dead hard and sprint burst and whatever else are things but they affect all killers and they should, wraith has counter play just wait out dead hard or catch up to sprint burst user (you can actually hit them with uncloak speed btw) and for all the others just hit them before they make it to where they need to be before it gets activated and once its activated recloak and catch up.

    for his addons come up with whatever i'm only interested in discussing what his base kit might be and yeah i thought you wanted that base kit for him to walk through stuff. try to see how ALL of your ideas would work in actual game play and determine if that would be too strong, from my view it would be. hell i came up with him being invisible only outside 16 meters and people said that was too strong which of course i think it is the bare minimum he should get.

  • @Boddy604 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794410#Comment_1794410

    If the white is a delay then I'd almost bet that the yellow one deals damage. Can't think of any status effect that'd need a delay.

    i don't think it will deal damage i think it will also hindered but like 3x or more stronger than tonic's hindered effect.

    maybe it would be a UR addon where if they stay in the gas it will deal damage or apply the broken status effect but i don't think it would damage you at base and considering how clown works i think it basically being a path blocker survivors can't risk going through would make sense and would honestly be good.

    however i truly think that you first need to hit them with the tonic otherwise it wouldn't make sense to call this secondary power afterpiece antidote. perhaps we may get a new status effect unique to clown thats similar to plague but considering how his gas works i think it will only apply to you for a short time after being in tonic gas.

    edit: or maybe this status effect lasts until you go into the antidote white gas phase that would be interesting, trying to get into the gas before it becomes a major threat to you.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794313#Comment_1794313

    I forgot to add that the walkthrough ability doesn't have to be base. It's just there if players want to switch wraith’s gameplay or think after the PTB he is still too weak. It can be a red add on to make wraith’s gameplay more fun as diverse or be the default if he is still weak in the PTB. Also, I don't see wraith with all the buff I listed being anywhere near better than Nurse, spirit, hag, oni, Freddy, hibilly, Doctor and pymarid head. I think he would be more in a balanced category or low A.

    dude if nothing changes about detection wraith would get free hits galore combine it with hit and running and uncloaking when the survivor is occupied he would get down after down.

    don't underestimate free hits combined with mobility, the true invisibility alone is enough to make him viable.

  • @Boddy604 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794388#Comment_1794388

    I kinda thought it was white at first cuz the purple hadnt entirely dissipated yet. Meaning each bottle has its own effect and combined they create a 3rd.

    Speculation is fun.

    I think it wasn't mixed, the moment the second bottle hits the ground the tonic gas went away.

    Either it was perfectly timed, only one gas cloud can be out at a time, or your right and they mix.

    actually i do believe it was perfectly timed because you can see that the gas starts dissipating before the next bottle hits the ground and it was around 9ish seconds when it started dissipating which is around the time clowns gas at default lasts.

  • i honestly don't think the second bottle increases your speed (a lot of people think it might), say what you want and i'm not saying it can't but why would an antidote make you faster isn't it supposed to do something when interacting with the tonic?

    I think after you get hit by the tonic gas for a limited time if you also go into the antidote gas you will get a heavy debuff. It would make sense as if you look in the video the tonic gas has its effect right away judging by its color but there's a delay with the antidote gas from where it lands as a white gas until it turns orange.

    I think that once you go into the antidote gas as it is orange the slow down, screen blur, and maybe another effect will be worse than the default tonic effects. However if you only go into it as it is white you won't be affected by it in fact it might even cure you of the tonic effect and i think that because if you could get the effect to apply that easily it would also have a weak effect so adding strategy to the antidote gas would justify it having a strong effect. Meaning you need to throw the antidote bottle to block off routes so the survivor can't pass through it before it turns orange and if they pass though it as it's orange they will be severely punished. the only question is if they need to also be affected by the tonic gas for the extra debuffs to apply when going through the antidote gas.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794313#Comment_1794313

    "blindly buffing a weakish killer with a lot of over the top effects is scary"

    *Laughs in Freddy*

    Exactly but honestly if all these buffs were introduced it would make wraith stronger than spirit from all the free hits he would get, just hit and run until you win then put on devour hope for a game over when you get to 3 tokens.

  • "wraith walks through objects" "bone clapper permanent" "Higher speed"

    No. i can tell this is kinda a joke topic with throwaway ideas but the fact that some think that blindly buffing a weakish killer with a lot of over the top effects is scary.

    making him completely invisible is a good enough buff on it's own and would make him get a free hit nearly every time unless a exhaustion perk comes into play or if they are already at a pallet. think about how implementations effect gameplay people.

  • Skill with anything generally means how efficient you are with it when trying to achieve a certain goal. The emblem system goes off points you earn which doesn't do a good job at evaluating your skill, just your actions.

    the more skillful something is the harder it is to be efficient with it, however more skillful doesn't always mean more powerful or better. Just take a look at a clown that can land all his bottles with good accuracy and uses them properly compared to a decent freddy.

  • @SkeletalElite said:

    Want to know the difference between huntress and victor?

    Huntress moves at 110% speed and victor moves at 150% speed. There needs to be a downside to missing.

    agreed but the downside is so severe like all that time you controlled victor was for nothing, you could use all your hatchets as huntress then reload and that is less punishing then most of the times you get crushed as victor.

  • @Killing_Time said:

    You just have to get better at the game. Hag is top tier, when played correctly, but she's very loopable and 110!

    I mean if the trap isn't set correctly/before hand and the hag is dumb enough to chase you to a loop she can't mindgame or position herself to set a trap while blocking off the next closest loop yeah i guess she is loopable.

    i actually commit to chase's more so than i should but thats why i run trap setting speed addons so i can set up as i chase and with proper positioning the survivor is forced to abandon the loop and likely get hit if i push them toward my other traps, even if i like to commit to chases no hag should go too far from her web of traps.

  • @ALostPuppy said:

    Hag forces you into a very specific campy playstyle. If you don't play in that way you lose, it's as simple as that. The Twins are the same once people start to learn more about them. I suspect a lot of Hag players will enjoy the Twins' playstyle.

    If you mean camping an area of around half the map yes but if a hag is just camping hooks and not placing traps to down survivors before they leave your area that hag player is a bad one. Her power by nature is camping since once a trap is activated she is in two places at once similar to the twins however she is stronger due to being there to punish survivors directly and that's something the twins have trouble with since victor has trouble going against multiple survivors together and charlotte because she has to be far from hooks and has to recover from her "sleep" state unless at basement in which case hag is a stronger basement camper.

    Good hags set up so they can commit to a chase in your web of traps and if survivors go beyond it you drop the chase. it results in you hitting them in your web with either a default m1 or after they trigger your trap then they have to make it to a area your not trapping and predicting that ahead of time and setting up a trap there or in that direction is what good hags do.

    As a hag main i don't like the twins play style for a few reasons. first there is less strategy and planning involved which is one of the things that makes hag fun to play, the second is there is too much counter play with the twins, and the last reason is because charlotte is frustrating to play when a survivor doesn't take victor off or you just chasing with her since she basically doesn't have a power and switching to victor isn't always the best thing to do.

  • hey that's better than what it currently is! Honestly any buff or rework for this perk that isn't unreasonable is welcomed. I like how your idea works but i still think it's too limited, at most it activates 12 times and while that's better i feel like it's not that good until later in the game and it's not like you can reasonably save tokens and reasonably your not getting it to activate that many times unless you hit the winning point where survivors can't recover.

    Another way they could buff it is so it has more tokens to use overall, like you start with 2 and every gen done gives you 2 tokens. that way it will only be used in 1 or 2 chases for every gen done while being consistent with the value the perk gives.

  • Stay in pairs if a survivor is injured if you get victor on you go wait until he is recalled at a loop near a gen no one is on.

    Simply take the hit as an injured survivor and have the other crush victor then heal you, it is very easy to do and pretty consistent.

  • in comes the one persistent ignorant killer main using the twins and winning because survivors aren't used to them to tell you that "no get everyone injured and snowball, use victor to keep survivors off gens after you down someone with him, some other strat that isn't time efficient with victor"

    meanwhile me and my team just stay in pairs when someone's injured, heal, hold onto victor and stay near a unoccupied gen at a pallet, loop the hell out of the killer, and kick then heal whatever injured survivor we paired with after victor downs them.

    na twins strong right? totally don't need just one survivor you can trust with you to either take the victor hit then crush him or heal you when you do it.

  • that should just be a base thing, i would consider that a fix not a buff.

    Even if they do that i think the perk's cooldown limits it too severely, it's cooldown should at LEAST be 60 seconds.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793062#Comment_1793062

    Ruin is a hex, it can be taken out right away and then you've wasted a perk slot that whole game

    Thrilling does not regress gens, has a 60 second cooldown, lasts only 16 seconds and you're not guaranteed to be picking up a survivor every 60 seconds, I can almost always find a gen to kick and when I do I have kicked 3 gens for the price of 1 and have Surveillance which lasts until the gen is done regressing or gets repaired, and a sweet hearing bonus. Pop goes the weasel is just a really strong kick and you only get 1 after hooking a survivor so it's limited.

    On the Twins this usually means I hook a survivor, kick a gen, switch to Victor and go check whatever gen just went off through Surveillance aura/Opression skillcheck (Which is way more often than people are giving it credit for) and switch back to Charlotte when someone unhooks. If Tremors made gens regress though, that would be a better surveillance combo for sure

    I appreciate the suggestion but they're completely different combos. It's outside the meta and it works, just try it

    you can easily get pop to work at least 6 times in any game, i've been using oppression on the twins and 6 times is around the average i get it to go off meanwhile pop activates at least 12 times and if you stay on it all of those activations can be used on a gen for major regression. Also pop gives WAY more value then 3 gens regressing with a random chance to throw a survivor off for mediocre regression which btw is a 1/4 of repair speed. being able to do that every 80 seconds isn't worth running.

    i used thrilling in that example because it replaces surveillance in your combo and does a better job at giving you info because if a survivor is on a gen and you use oppression and they get do the skill check you don't know which gen they are on or if their even is a 3rd gen with progress and if there is did oppression hit that gen?

    i'm just saying that your combo isn't worth using to what's available mainly because of oppressions cooldown, if that cooldown gets reduced to at least 60 seconds preferably 40 i would say it is a combo worth using since you can get it's limited value more often and that would make it more in line with other regression perks major values such as pop's 25% regression or ruins equal instantaneous regression to repair speed across all gens which gives you enough value to be useful as long as it stays for at least 2 downs if no gens get done.

  • @RamblinRango said:

    People don't realize how good Opression is. I've been using Surveillance with it on the Twins and ending most of my games with 3 or 4 gens left

    i promise you that if you simply replace it with ruin you will get more value then it's until usage throughout your game.

    if it didn't have a 80 second cool down i wouldn't say that but the cooldown is just too long to be viable, your basically getting mediocre value and running thrilling and pop would get you more value and info than that perk combo with arguably better info since you would know what gen a survivor is on with oppresion there is only a chance that it applies to a gen a survivor is on and they have to fail the skill check.

  • IRH will probably be an insta down if your hit from further than say 24 meters and you won't lose your hatchets as it wouldn't make sense to keep that downside.

    her exhaustion addon will probably increase in rarity and she will only have one if i had to guess since so many hate exhaustion addons.

    for a joke addon it will probably be you can't down survivors with hatchets or your hatchets charge slower or something else stupid.

    other than that i can't think of much maybe an addon that applies oblivious to survivors who knows after the hillbilly rework i don't trust the devs to give us proper addons without them being weird.

  • if you stick with injured survivors and vise versa let them take the hit, crush victor, then heal them. unless charlotte is close you wasted the killers time and if you use wglf you can heal them almost every time.

    heal and don't take off victor, whoever has victor needs to wait at a loop near a gen no one is on this takes away the killers power turning her into a m1 killer which is very beatable with 3 survivors.

    using victor to down only one survivor or only latch onto one survivor is extremely inefficient regarding time and the reward you get for doing so especially if all the above is being used against you. victor is only good if he gets a down and a healthy survivor or if you use him in a chase and can get back onto the survivor quickly.

    this killer is only strong if you let them be, prepare to be idle for a bit, make sure your team is healed, know when you can crush victor. if you have WGLF follow injured survivors being chased by victor because if they get downed it won't matter you crush victor and pick them back up resulting in the killer gaining nothing. it's literally a god tier perk against the twins.

  • as said by some his tunnel game was insane, i actually went into a few games and i could kill a survivor by tunneling quick AF i think my best was under two minutes since i used insidious and pre tormented my victims.

    you tormented target, proxy camped or in my case insidious camped, they get saved you send them to cage go after cage and often they are already saved and you just down and hook them. literally killed i think 2 or 3 survivors in under 2 minutes this way.

  • myers can't die, can take a major beating, and is strong AF

    PH to set up a perimeter and because im pretty sure he is also immortal and strong AF

    both of those guys can take out anyone else in the options and at worst they can hold off another killer forever, however if this is forever then i would pick freddy over PH since you can avoid and survivor against him for awhile but he will eventually get you.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792168#Comment_1792168

    I'd prefer reducing the sound of his snarls by alot and make Wraith 100% invisible past 32 meters, but this seems pretty nice.

    https://forum.deadbydaylight.com/en/discussion/210677/wraith-mains-unite-also-clown-and-demo

    Different coloured gas? Oh my god my man about to turn into Pop Fizz from Skylanders

    this is 32/24/16/8 meters mate thats way too far, to me somewhere between 16 to 12 meters seems to be the sweat spot.

    dbd distance.png


  • omg is my dream idea of wraith being totally invisible outside 16 meters coming true!?

    the only thing i hate about wraith is being seen from halfway across the map due to a lack of cover, that one change would make him way better at getting ambush hits in the open but it wont do anything to survivors who were already in spots you could sneak up on since the result would be the same.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792145#Comment_1792145

    I don't think you can say "It works; look at the PTB" and "Oh, well people are still learning the ropes" when I tell you that my PTB experiences contradict what you claim.

    then all i can say is your not getting good survivors because im by no means bad and even in games where i was landing the majority of my pounces survivors were doing just fine with gens because they kept up with heals, held onto victor, and did decent in a chase.

    i can legit do just as good with wraith or even better then with the twins against survivors who are not used to her. if she was actually good she would be doing better rn since survivors are not used to her when there is so much counter play/things you can do to hinder her.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792124#Comment_1792124

    I did. The few times it was attempted against me ended in disaster for them.

    We may just have to agree to disagree here.

    people are still learning how to face the twins, i played them for a good 20 matches and in a few survivors knew what to do and stomped me.

    i think you overestimating them mate the amount of counter play you have against them is insane if the survivors do it. otherwise she is a b tier killer against survivors not knowing how to play against her.

  • @gatsby said:

    The Twins definitely do have counterplay. It’s just gonna take awhile for Survivors to get used to it. Thanks for helping with that by giving all of us tips

    im making a list of counterplay that im posting after a week of their release, editing it as i find out stuff. there is already a lot of tips in it there is just so much you can do verse this killer to hinder them.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792037#Comment_1792037

    I'm not trying to argue whether Charlotte is good or bad overall. I simply believe that the hostage plan is bad.

    but its not you make the killer a m1 killer for 1 survivor on standby

    just look at the ptb bruh

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791996#Comment_1791996

    I'm talking about a specific scenario where someone is hit by Victor while healthy, he latches onto them, and they choose not to remove him to deny Charlotte her power (for at least 45 seconds), and Charlotte chooses to leave Victor on the Survivor and continues onward. Not how Charlotte and Victor are overall. I feel like we are arguing over different topics.

    perhaps we are but im just saying that with the time you took to do that and the results that follow afterward it makes charlotte bad. if a survivor holds victor they are disabled but it's worth it simply look at some clips in the ptb where victor was on a survivor for the entire game. even if it's at 50+ second intervals your still losing your power only after one hit (add the regenerate time plus time it takes to get victor on someone else).

    And yes you can down a survivor who is injured but the optimal way to verse this killer is to stick in pairs if survivors do that your only good option the majority of the time is to hit the healthy survivor otherwise you get crushed and the downed survivor gets picked up.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791971#Comment_1791971

    Survivors asleep from Old Freddy couls easily wake themselves up and negate the slowdown, plus they could potentially finish a gen right in Freddy's face because of the time it would take for him to be allowed to interact with that Survivor. We're assuming a scenario where someone is voluntarily choosing to do no gens because they are holding Victor.

    the exact same situation happens if multiple survivors are repairing a gen and you find them with victor, they can finish it in your face by letting one of them get victor then run away as the other does the gen meanwhile where is charlotte? at best she is around 30 meters away which wont be enough to effectively chase who has victor or stop the gen. it's a lose lose situation where you let the gen get done to get victor or chase the person on the gen as a basic killer with the risk of it being done in your face anyway if it's progressed enough.

    edit: also there's always the possibility you miss a pounce and victor gets crushed in which you wasted all that time controlling him for nothing. that is not the main point tho but it is the worst outcome you can get.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791934#Comment_1791934

    None of those Killlers have a player who is just straight-up not doing gens at all, though (this is assuming that someone is holding on to Victor; obviously the comparison is meaningless if no one is doing that).

    how about this lets compare this killer to old freddy who had a way to stall because of the natural penalty that applied to all survivors which cut their progress to 50% or less if a survivor gets chased. but this time he can't find survivors easily or get early hits besides every 50 seconds to one survivor against good survivors.

    that is charlotte but with no stealth and at most can only stall 2 survivors. old freddy was considered bad and only won with his natural stalling literally the only reason he could win. charlotte's stalling is weaker than old freddy and can only stall one survivor with her power, with that comparison and your argument of stalling being enough to win even tho it is weaker than old freddy can you seriously say that this killer is good?

    once survivors understand better how to verse her healing will be a priority and injured survivors will stay in pairs so they can get picked back up after the other survivor crushes victor or so they avoid getting downed because victor has to go after the healthy survivor in which case that's the same as getting a hit you can't follow up on.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791906#Comment_1791906

    If Victor gets crushed, then this is a moot argument, no? Anyways, the stuff you're describing kinda just applies to playing as a Killer in general. Don't waste too much time in chases and make sure to keep the gens in mind. Which will be a fair bit easier if 1/4 of the team chooses to do nothing. Also, if you take a lot of time to get Victor onto the Survivor in the first place, that's an issue with the player.

    then you can understand why wraith, clown, and even legion are considered bad. they can be played safely against because their power doesn't help in the chase at pallets so chases end up being to long and they lose to gen pressure.

    clown is a little extreme but if you stay at the pallet and play more safe he can't fully use his bottles plus he has no map pressure but we are talking about the twins and charlotte has literally nothing to help her end chases.

    edit: you can use victor but that is if he is not being held onto and even then your going to have to add the time it took to down with him plus getting to the survivor as charlotte.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791879#Comment_1791879

    I disagree. You don't have to quickly end the chase if they can't quickly finish the gens. They are cutting their efficiency by 25% at minimum and by 50% whenever one of them is being chased. That's a LOT. And that's assuming the best case scenario where the Victor player doesn't let boredom get the better of them and stays in the corner like a good babysitter instead of roaming around and inadvertently giving away team positions.

    And? doesn't matter if your not making progress by downing survivors, if the chase lasts too long it doesn't matter if only 2 survivors are doing gens its the same pressure on you as a good killer downing a survivor faster with 3 survivors on gens. You have to include the time you wasted using victor to disable only one survivor and consider the possibility that victor will get crushed and you won't gain anything.

    if the killer can't monopolize their advantage which in this case is one less survivor on gens then they are not good. monopolize in this sense refers to applying pressure by downing whoever your chasing, if your not getting downs fast enough gens will progress beyond your pressure.

    edit: point is if a single survivor can last a full gen it doesn't matter if only 2 are doing gens, you can't kill someone fast enough without tunneling at that point.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789106#Comment_1789106

    45 seconds a screaming baby on your back while you can not do anything, sleeping on gens, healing up.. but avoid the chase by any means.

    Very exciting and definitly the direction this game should go!

    I disagree that the twins are overpowered, but come on.. guys.. people.. do we really need another unfun killer to go against? Wasnt PH and Deathslinger torture enough? At least Blight is interesting, but thats the best the devs came up the last 12 months. So sad.

    i was just pointing out that if you want to easily beat this killer the best way is to have one survivor sit back and keep the killer from getting back her power. m1 killers with no tricks are not that threatening even if it's only for 50* seconds (you have to add the time it takes for victor to regenerate).

    without a way to quickly end the chase or apply pressure with map traversal the survivors can win even if one survivor isn't doing gens.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791576#Comment_1791576

    So then what was the point of saying to keep your team healed? Unless you were speaking in general. If so, my mistake for the misinterpretation. And yes, I said that two Survivors are doing gens. That is the point: That they are working on gens sub-optimally.

    If they prioritize healing over gens, then they are working on gens even more slowly, buying you even more time because not only are there a sub-optimal number of people working on gens, but they are choosing to not even work on gens as fast as they are able to given the circumstances. Sure, they have plenty of time to do gens. You have plenty of time to get them by their choice.

    my point was your just a standard m1 killer without a way to quickly end the chase so it doesn't matter if only 2 survivors are doing gens you will lose by not having enough pressure.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791473#Comment_1791473

    The way I see it, Good Survivors would have three people doing gens while the fourth is being chased. If the one holding Victor tries to heal anyone, they are automatically giving away their location. If the one holding Victor is not, then that means that two other people are busy healing up and not doing gens.

    whoever has victor can't heal people the only interaction they have is performing saves, good survivors take victor and wait out somewhere safe away from the others so in reality 2 survivors are doing gens as you chase the 4th as a standard m1 killer and that is a less than ideal situation.

    if survivors do this and split when you approach them and prioritize healing over gens you will lose because you wont end chases fast enough or injure them all quickly as a m1 killer. Even if they put healing first they will still have plenty of time to do gens because your not going to apply that much pressure even with victor as long as they don't get downed by him which they won't if healing is the main priority.

    edit: also if they are in a pair even if you down someone the other can kill victor and then heal whoever got downed unless your close enough with charlotte. if they have wglf or another healing perk they can pull it off almost every time. I myself use we'll make it and when victor downs who i unhooked i just heal them back up and we leave if victor comes again i let him down that survivor kill him and pick them back up. its funny how some killers haven't realized that yet and waste their time trying to get a down and victor onto someone when that is impossible if they stick together and crush him.

  • Annoying no, stressful? yes.

    After playing hag for a long time even if they are destroying my traps i have become numb to getting annoyed instead i use the info the phantom hags provide to predict their next location, it also helps to think of it as they went out of their way to destroy my traps instead of doing a gen and i can replace those traps faster then they destroyed them. if your missing hits after TP'ing you need to think of your trap placement, reactions, and situation after you tp.

    What made me play less hag is the stress of early game and managing late game as it is not uncommon for 2-3 gens to get down before or right after you set up your web of traps and you have to play really smart and not waste time to put on enough pressure so your last gens don't get done. Most games end with you draining their resources and reserved strength (health states) and it leads to them having to retreat or get downed quickly in your web but when they do that you have time to reset whatever you want and it continues until you win. The other way is simply snowballing so hard they can't recover, hag has the best snowball potential in the game right next to oni or nurse with infectious fright but she can do it easier because of the nature of her power.

    anyway yeah if your not used to hag i can understand being annoyed by her but good hags try to use whatever happens to get info as they plan their next move which is usually to set up traps along their next patrol path.

  • considering the main strategy is still holding onto victor if they made him down you in 30 seconds like people want and make it so that survivor's aura is revealed they would become a lot more bearable.

    At the best it would make victor do something in a chase since they would have to take him off or get downed anyway but by doing so they will get stunned when they finish taking him off which could get them downed. you can also use the aura to get to them with better pathing or even in a chase.

    However that is if you used victor and charlotte is close to continue the chase otherwise they will just take him off like normal but hey at the very least you get your power back faster and know where they went.

    Also can we please recall victor from his idle state? with him getting stuck and often being in bad spots when we stop controling him it would make him more convenient to use.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791201#Comment_1791201

    So they're not keeping your team healed, then. Works for me. Two people on a gen, one being chased, and one doing nothing? I can work with that.

    against good survivors you're not getting whoever your chasing quickly without a power and if the whole team is good then they are going to stay on top of heals.

    I have had games where i could keep them all injured because of victor and games where they didn't take him off and at most 2 were injured at once. it really makes a difference when your power is being held back with little you can do other than going for whoever has victor which most of the time isn't a good choice for various reasons.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789106#Comment_1789106

    Two and three seem sus when there's only three gen jockeys and a fourth player who voluntarily acts as the Killer's personal radar. Which as a result makes one seem sus.

    the one with victor on them goes wait at a loop or looks for a hex so they are not doing that, it's also better to have 1 survivor not doing anything for the killer to effectively not have a power for 50 seconds.

  • 1) you don't don't take victor off

    2) simply keep your team healed

    3) have your team keep up gen pressure

    this killer is weak AF you just don't know how to verse him.

  • @Lazerboy88 said:

    I really think anyone placing twins as the worst really must not have played more then a game, I been playing her since she came out and consistently getting 3 and 4ks, I am red rank i go against red ranks, I have been able to do much better with her then killers such as clown or trapper. She is not weak; she is a huge buggy mess yes and once she gets polished and done (something that should of been done during ptb) she seems like she will be in a good spot.

    same but i can tell that games i win are either from ignorance/lack of experience on the survivors part or if it's just me being a good killer.

    Not one game have i felt like victor is strong when facing good survivors even if im landing most of my pounces.

  • i've only been winning with them for two reasons

    • survivors don't know how to play against them
    • I'm really good in general at playing killer

    some games it doesn't even feel like victor helped out all that much and in games where survivors do know what they are doing im only getting by because im out playing them. still lose very often against good survivors tho because this killer is basically a m1 killer without a power if a survivor holds onto victor.

  • @Funkerlied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768502#Comment_1768502

    Facts =\= insults. You have given no factual evidence, just generalist and anecdotal textual diarrhea. I'll make it SUPER simple: DS is invulnerability from a hook for another 60s based on the FACT that lockers, slugging, and doing gens are a thing. Combined with BORROWED TIME (still with me?) The said survivor can get up scott-free and still have their DS because you didn't pick them up guaranteeing an escape from at least 1 hook. It is an anti-tunnel perk, that is correct, but when most survivors use it as a period to buy time in a chase and hop in a locker when they're about to lose to the killer or simply do an action that can't go ignored such as the main objective without consequence is bullshit.

    have you considered the fact that for bt to activate you have to be near the hook in which case you can just go for the other survivor?

    i already addressed all your bs in a previous reply, again and again and again tunnel much? I go against these guys daily and because i am a good killer it's not hard to find the other survivor. At best the ds user is a minor nuisance wasting his time at worst i slug them or take the stun if i feel it's fine i think you just don't know how to deal with them.

    as for doing a gen with ds i agree that it's bs which is why i suggested that ds be deactivated if they work on a gen for a total of 3 seconds, this is a balance thread after all. However your main complaints are not about that and those complaints have a simple solution which is to go after other survivors, slug them, or take the stun early so its out of the way.

    your literally complaining that you can't tunnel because this perk prevents it, all you did was sugar coat it by complaining about its interaction with lockers and perks.

  • that is if you can get them injured and slugged, literally the counter to your play style is not taking victor off and keeping your team healed, good luck slugging if even one of them has wglf or unbreakable.

    Even in games where i didn't get any bugs or noticeable ones that affected game play the survivors destroy me by just playing well they didn't even need to crush victor or hold him hostage they just did the usual of always have 2 on a gen and keep everyone healed.

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