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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @Northener1907 said:

    Without prestige i can open all perks right? And good add-ons? Because i saw some people wrote you cant get good addons without prestige

    No you can still get all the addons it's just that when prestiging you're more likely to see better addons by a slight amount of like maybe 1-5 % at most pre prestige, it is noticable.

    For perks it's random, as long as you have gotten the teachable version you can get the perk on any character. The only thing prestiging does is make it more likely to see the perk at it's higher tiers for example at p3 level 50 i always see a very rare perk node as long as i have a perk i can upgrade it to very rare (purple).

  • If you want to first get all characters to at least level 50 or at least do this for the killer side

    then prestige only when you have over 800k bp

    just keep repeating, once at p3 keep leveling them until you get a build you want or until you get all perks for that character.

    Is it worth it? that's up to you for some people like me it is very satisfying and worth it as i didn't waste BP for the whole 4 years i have been playing.

  • @Chilli_man2400 said:

    Still won’t work

    Ok i fixed it this time

    The problem was i didn't have it set to anyone on the internet could view it.

    just in case here is the link one more time

    Killer Perks Fire Up: (reworked) whenever a generator is repaired gain a token. When starting a chase you move 1/1/2 % faster for each token for 3 seconds. Fire up has a cooldown of 80/70/60 seconds. Hex: The Third Seal: (added effect) As long as this hex is active up to 2/3/4 survivors hit with ...


  • Your third seal is really similar to mine but it should 100% not apply oblivious indefinitely instead it should be after hitting a survivor it is applied to around 20 seconds,

    Overcharge I feel should instead apply a base regression of say 5% then additional regression upon a failed skill check, i feel the perk's skill check is fine as it is. in other words it still regresses a gen by 15% but you always at least regress it by 5%.

    Another perk already reduces item efficiency so no to the coulrophobia change

    Blood favors problem is the cooldown instead that should be the main focus of the rework.

    Beast of prey change is actually ok but i think the current version is better.

    Here are all the perk rework ideas i have https://docs.google.com/document/d/1ICP9n8lk7Qab4hliGfCXkChkXr3EmPVrvHn30Ktmarc/edit?usp=sharing

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013155#Comment_2013155

    If they don't cleanse then you have Ruin up in a 4 gen with someone hooked in it. And if you don't have a 3 or 4 gen, something has gone very wrong. There is no chase with the Twins unless a survivor has Victor hostage. Victor wins every tile with Toy Sword/Forrest Stew and Charlotte is there to harrass gens in the meantime. They're one of the most effective killers in the game when played well. They 4k tournament teams all the time.

    sure, you do realize i did say lockers right? lockers are everyware.

    Players don't know how to play against twins, i highly doubt your playing in any tournament with skilled teams that understand how to verse twins.

    Also by cleanse i meant as in using pools not hex totems obviously those should be found.

    I can literally make a list of all the counters for the twins if you want, i promise you not even half the survivors you go against know some of these and a lot of them are easy to use.

  • @ShadowRain said:

    No such thing as tunnelling, gen rushing or kill rushing. All terms used as excuses for losing. Git gud

    people can play however they want but terms used to describe actions are still a thing. Being able to play however you want even if it means you lose doesn't make those terms invalide.

    • Tunneling, going after a certain person whenever the opportunity is presented. This means after they are unhooked you go after them and either pick them up risking DS or wait it out but without letting them get picked up, If you lost them then whenever you find them even among all survivors you go after them. this continues until they die.
    • gen rushing, solely focusing on gens spending as little time as possible with any other interaction as well as travel time to get to gens. Only doing saves if you are the most optimal choice. Playing this way in a swf when in a chase usually dictates using anything without sparing meaning you use pallets too early as long as it means you can waste the most time on the killers part without going down.
    • kill rushing is just another term for tunneling but usually means you also use a mori.

    Of course these are just my terms for it other people can view it differently but they all usually closely resemble this.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013110#Comment_2013110

    Twins are one of the meta killers in comp play. And I've 3 and 4k'd in competitive play with Plague. You just have to be really good at managing the 1v4 and have good game sense with lower tier killers.

    mate i literally main twins, if they don't cleanse and can do well in a chase you lose altho i do win a majority of my games since getting good swf's are not common.

    The twins simply have too many counters they are not viable. The only reason they do as well as they do now is because survivors don't communicate and they don't know the killers counters. As said if players just used lockers more the twins slugging sprees would be way more rare as when a survivor goes into a locker you HAVE to go to that locker or you simply wasted your own time.

  • Hag doesn't follow the classic chase protocol if you trigger a trap your most likely getting hit. Many players hate this but that doesn't mean she needs changes.

    Deathslinger is balanced, he can't snowball or pressure gens he is ONLY good at the 1v1 aspect but sucks in the 1v4. Just like hag players want a classic chase.

    Nurse is "Balanced", players don't like not having options when a nurse accurately blinks but then again those players are not being unpredictable they need to learn how to verse nurse.

    insta down huntress is BS i understand why players DC.

    Freddy is just strong without being skillful at all, many players are frustrated with that and don't want to verse him.

  • @Chchchcheryl said:

    Impossible skillcheck build with the beast and bone/coxcombed clapper

    Speed break Wraith with serpent and shadow dance

    Much more viable since I wont be really slow

    I have never heard of someone using impossible skill check on wraith in that way XD

    I'm going to have to check it out.

  • @[Deleted User] said:

    Something is going very wrong in your chases if 3 gens are popping in a chase in pubs. Check out ScottJund, OhTofu, or CrUsh's videos on youtube about looping basic structures. I can almost guarantee you're making fundamental mistakes there.

    I run Corrupt Intervention on every killer. I'd consider it mandatory for high level play. Maps are simply too big to give the survivors free roam at the start. It's a zoning tool too. Once you get someone on the hook, you have less of the map to patrol when Corrupt is up.

    Every killer is viable, but you can't have sloppy chase mechanics with M1 killers.

    Not every killer is viable, against a bunch of solo's maybe but not against a good swf group.

    Viable to me means that the killer can do well against a good swf, not top tier players but ones that will beat you if you let up the pressure for a minute or so.

    Trapper, The twins (If the swf knows how to play against them), deathslinger, current wraith without good addons, Legion, Plague, and myers cannot beat a good swf within reason, not saying it can't happen but it's usually from luck or mistakes.

    • Trapper has his power disabled too easily as well as the swf tells the location of his traps.
    • The twins can have their snowball/mass slug spree ruined with lockers, injured body blocking then killing victor and healing, as well as a bunch of perks.
    • deathslinger is only good at 1v1's so slitting gens will result in him losing against good survivors and surprise hits are rare because of communication, this killer also cannot snowball against good survivors as they split up to quickly by the time he gets a down and reloads with his power. He does destroy uncoordinated teams tho.
    • Wraith simply can't apply enough pressure and struggles at loops when they play safe, spine chill also really hurts him against a swf.
    • Legion has nothing to help end chases so good survivors can last too long against him at good loops as the others do gens.
    • Plague is in the same spot as legion unless they cleanes and even then she struggles. (I main this killer I KNOW she cannot beat a good swf without at least them cleansing or you get a lucky snowball with your 1-2 corrupted pools).
    • Myer's while he can snowball and insta down has to build it up and good survivors will be split up when that is nearly ready and he isn't chasing someone, he simply can't apply enough pressure without some luck. He can also be looped like any m1 killer for way too long.
  • boy i play hag and 3 gens pop by the time i'm done setting up.

    Then i just demolish the survivors that go into my setup since they couldn't help but gen rush leaving me to my 3-4 gen.

    As for playing other killers most can't beat a good group of gen rushing survivors only like the top 5 have a reasonable chance which in my eyes are Nurse, Spirit, Hag, Pyramid head, and billy/Oni (same killer to me if they are both good).

    You have to be able to snowball and end chases quickly otherwise you can't keep up with gens. Pyramid head is different as he can bypass perks to kill survivors faster but still has a good chase ability.

  • Yeah it isn't that freddy is too strong he is just too easy to play.

    It feels like your losing just because someone bought the dlc not that they actually outplayed you or did anything really special.

    If freddy was as strong as he is but took considerable skill to use he wouldn't even have half of the posts complaining about him.

  • That would be awful, it would extend lobby times because "im not playing against X killer" as well as makes survivors change their loadouts to counter the killer.

    Now i know what you'll say "But killers also do that" but survivors doing it is MUCH more severe as certain perks are hard counters to certain killers meanwhile all killers can do is adjust their loadout to survivor items.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010573#Comment_2010573

    I definitely don't think the twins are as good as hag (I've always placed hag in the top 3 up until spirit existed, and then just below her)

    But I think, again, how you can reposition yourself at a moments notice with twins is waaaaay underrated. I also think we don't have enough examples of amazing twins mains to exclaim the proper way of playing them. My best reason for making the hag comparison in the first place is because people tend to think she's only good at super camping, which as a hag main you very well know isn't the truth, but its also so viable to play with her in most scenarios that for people to assume it isn't off base.

    The twins weren't even given a full month of exploration by the big streamers before they decided what they were good at and how to play them optimally. They seem to think they are only good at camp/slug. I will say anyone who uses the term "proxy camp" is basically placing an unfair stigma on this killer - most high rank killer games have some form of "proxy camp", I've seen countless streamer vids where Killers return to the hook after a cursory search of the surrounding area, even if they don't have bbq or haven't seen a survivor. This does include Otz.

    I think the twins have an untapped potential. I think more research is needed, and that means we need more devout Twins mains who aren't afraid to lose a good amount of games trying new things out. I still say they need time.

    I mean if a playstyle is found where you don't have to mass slug and camp to win i would play them more.

    I just can't see another viable playstyle with them tho besides trying to guard totems which isn't too viable either, they are just too slow at downing a single survivor and as said with lockers just shutting down her slug spree when used as well as forcing her to at least go to the locker i just can't see another viable play style.

    I'm not saying that she IS losing a majority of her games in fact i know she is winning a decent amount but as said it's mainly because survivors are both not coordinating and don't know her counters, like the twins are a solo stomping beast.

  • @IWasLeft2Die said:

    Id say C approaching F tier. He just doesn't have enough utility in comparison to most killers. I think he needs a rework pretty badly to have a second ability to make him a little more effective. He is kind of a glass cannon to me where he is really good at one thing mostly (surprising survivors and chasing them shortly after surprising) but not a whole lot ouraide of that

    You have to play him more in the hit and run style now, his movement speed in cloak is 6m/s at base which is amazing at traversing the map in stealth. That speed can also be utilized to body block survivors in chase which is what good wraiths do and his uncloak speed boost can be used to land hits at most loops with some mind games. Don't underestimate how strong hit and running can be especially if you put on something like sloppy butcher with mindbreaker.

    @Kirkylad said:

    The windstorm at base has made him a bit more viable but the invisibility at 30 metres makes no difference. If he actually got true invisibility like we hoped he was getting he would be B maybe even approaching A. But right now he's just a little higher than he already was imo.

    correction it starts at 20 meters and good wraiths will approach from cover anyway. This also means that even in the open with his 6m/s speed he will get to you in 3.3 seconds from 20 meters in the open.

  • He is at least B tier on the ptb at least, I think with proper addons and perks he is A tier.

    He is now just extremely good at hit and runs, put on mindbreaker and it solves a lot of issues with exhaustion as you can get the first hit and afterwards even if they get distance with anything other than dead hard he can just catch back up with his base purple windstorm.

    You also have so many addons free to use now that windstorm is basekit, example instant break uncloak wraith, stealth uncloak wraith, even faster windstorm wraith. so many new viable addon combinations have been opened up to him.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010312#Comment_2010312

    Why should the killer get an alert if they are opening the hatch? Having it take time to open would make sense. An alert wouldn't.

    Why shouldn't they? Im not saying they should get something like a notification when hatch starts being opened with keys but in some form if the killer is near they should know, read my idea and tell me is this unfair?

    @AChaoticKiller said:

    The problem with the current way keys open the hatch

    The reason hatch is so unfair when it does get opened are the following;

    1. It is instant, the second you get to hatch with a key especially if you're not injured you won.
    2. There is no interaction with the killer that allows you to stop survivors from opening the hatch
    3. Once hatch is found by survivors as a solo you have trouble getting your team to follow you and as a swf you just get there and all escape.

    How to fix this?

    What hatch needs is a way for all players to find hatch and it needs interaction time to open. This will allow the killer to stop the hatch from being opened and the killer can go after the key holder to at least temporarily stop survivors from escaping this way assuming only one key is brought into the trial.

    The basics on how opening the hatch will now work

    Before reading ahead know that numbers are subject to change if a value doesn't set right with you it can be changed.

    • Hatch will now take at base 12 seconds to open
    • Progress on opening the hatch does not save
    • The killer can grab you in this interaction
    • You no longer immediately jump into the hatch
    • If no one has escaped the trial when it is opened with a key the EGC timer doesn't start.

    This allows the killer to stop the hatch without the time being too short or too long for either side, hatch should not be something you can open in a chase or in just a few seconds near the killer. To make this a little more fair and something that can be changed is survivors not immediately escaping this allows them to help other survivors however this also runs the risk of the killer simply closing the hatch and to make this fair EGC will NOT start if no one escaped as that is basically survivors skipping having to do gens as the killer had to close the hatch. So how do we fairly alert the killer?

    Idea 1: directonal audio

    The first one and the one that out of the two idea's I will suggest is probably the better one and more realistic is directional audio. Depending of if the second idea to alert the killer is implemented the values will be as follows:

    • All players can hear the directional audio of hatch being opened at 20 meters
    • The audio is almost constant during the whole 12 second interaction
    • If the second idea is not implemented the audio should instead have a range of 40 meters.

    idea 2: the seal

    This idea is pretty basic basically the hatch will have a seal of some sort this can be in the form of bars, magic, the entity whatever the point is you can't open the hatch until this is broken. once it is broken by an interaction it will alert all players by a noise bubble much like a hex totem being cleansed.

    • interaction time to break the seal 6 seconds
    • once broken all players are alerted to it's location
    • If the seal is not broken and only one survivor is left in the trial the seal will "dissolve" and hatch will still open. This does NOT alert the players of the hatches location.

    What does this all do?

    This provides a way for all players to find hatch mainly the killer and with hatch taking time to open and telling players a survivor is opening it allows survivors to try to help and the killer can try to stop it. I think that both of these idea's should be implemented but if one of the two would be implemented it should be the directional audio. This would make keys fair with how hatch currently spawns as well as how and when you open hatch and provides more interesting gameplay.


  • I mean you're basically just a m1 killer with good tracking.

    Any good swf will destroy you, actually just a bunch of decent solo's could beat you.

    You're also wasting your time to set up victor, not getting anything out of that in terms of injures/downs so playing like that just makes you incredibly weak.

  • PGTW

    It makes my play style which is trying to get 12 hooks easier and gives really good regression

    I use it on nearly all of my killers.

  • DS was the main problem, the combo was good at getting progress on gens without being punished at all as well as stopping tunneling and slugging.

    Now it simply stops tunneling and slugging which is what both perks are meant to do, why do they need a nerf when your using two perks to counter two different things?

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010536#Comment_2010536

    I disagree with that, as alot of those situations you mentioned have counterplay that twins can act on.

    I will say WGLF does cripple them to a degree, but only as much as you don't cover your bases. If survivors group up with the injured one, you just hit the non-injured one, then one of them has to deal with Vic while another has to deal with healing, at most only one survivor is doing gens in that scenario.

    With loops where vic can't do anything, why not just leave vic there? At worst, the survivor has to slowly crouch away while you are busy with Charlotte applying pressure, otherwise you get useful info and potential to force that survivor out of position

    I just don't think you are aware enough of every option available to you at all turns, especially if you are playing safe... Or playing risky in a situation that calls for it.

    People used to say Hag was only good for camping, once upon a time. They said she had too much counterplay and was defeated by crouching as well. I'm just saying, maybe we shouldn't be so quick to assume twins ONLY can play in one way. They are too multidimensional imo.

    you say you just have to hit the non injured one but the injured should be trying to prevent that and also it's difficult to hit survivors without being close to them, don't make it sound so easy.

    leaving victor there or even hitting the healthy survivor with victor won't do much, also if both survivors are injured you can't do anything. The twins are probably the biggest killer in terms of counters wasting too much of their time.

    name the options for the situations and consider how feasible they are, everything i mentioned is easily feasible as long as the survivors are aware of them.

    Hag's power is miles better than twins, it also doesn't have NEARLY as much counters in fact as a hag main i can say that the only reliable counter is trying to get rid of most of her traps when she picks up a survivor and even then with good gens she can easily recover. Even flashlights are not that much of a problem.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010428#Comment_2010428

    Hey, agree to disagree. I'm not of the impression you HAVE to heavily camp, although slugging is pretty much a necessary strat for any red rank killer, so I don't see the problem with that.

    The fact that you can split the map in so many ways means looking at it as simply "Camp" is pretty disingenuous. You can absolutely change the ways you play them, I just don't think enough killers bothered to explore them, since many either say "their trash" despite definitely not being worse than killers like legion, or "they can only camp and slug very well". Most people are immediately put off by these claims, and they just seem forgotten for no real good reason

    I mean they are trash, they win due to a lack of coordination as well as knowledge on how to verse them.

    • injured? stay near another survivor so they kick victor and heal you if that isn't an option go into a locker so the killer loses all pressure.
    • Victor camping? crouch, kick victor so you do the save.
    • Know where charlotte is and she switched to victor? If you know your further than 40 meters just go into a locker when victor comes.
    • Have victor on you? Don't take him off and go to a loop or spot where you can't be ambushed. especially don't take him off in a chase.
    • Just always prioritise healing, the twins can't slug unless survivors are injured.
    • 3 perks heavily hurt the twins which are unbreakable, soul guard, and wglf. wglf makes picking up injured survivors after kicking victor nearly completely save.
    • At a lot of vaults you can just keep fast vaulting them and victor can't do anything.
    • Split gens first, don't let a 3 gen happen if it does keep running away early so less survivors are injured.

    If players just knew these tips even solo's would prove difficult for the twins to beat, I have actually versed survivors like this WHILE playing them the best way and the match was a complete joke.

    As for playing them another way you can't... they don't down survivors fast enough unless you mass slug which you won't unless you get enough injured which you won't unless you camp and try to 3 gen. The best play style for them has already been found they simply are not suited for any other play style or they become weaker.

  • Im sorry but if you find playing twins fun you have a very different mindset from most players.

    Like i can't find having to camp and mass slug being fun and also getting kicked as victor is simply awful. Even if you do that against a swf that is good and knows the counters to the twins they just demolish her.

    Even controlling victor isn't that fun.

  • If keys just took time to open hatch and fairly alerted the killer they would be fine.

    One issue with key's is that they simply have no counters against smart survivors as smart survivors usually last second switch to keys and drop them in an easy to find place. Tunneling also doesn't get rid of the key as other survivors can still use it nor does franklins since you can drop the key to avoid it being affected by franklins.

    Because of the above I hope that when they do rework key's they also lock survivors loadouts at like 30s left on the timer so if a key is brought the killer can at least try to destroy it with franklins.

  • @gendoss said:

    No killer should have been designed around only an item being a counter to their power.

    flashlights don't counter her power nor does urban evasion, the only time flashlights noticeably affect Hag is when 3+ are brought or a single survivor follows you the whole match but i always bait them into basement and it usually works.

    the counter to her power is triggering traps when Hag can't use them, if that counter isn't good enough for you too bad her power is her only means of actually getting people and she needs to set it up beforehand.

    @CryptFriend said:

    I love hearing that I'm right without having to say a word.

    It's super ego-boosting.

    To clarify: the people who are saying that Hag is both hard to play and play against while still being rewarding and engaging are my new favorite non-friend people. Too often I try to make this point and get told I'm stupid and that I've clearly never played this game ever.

    Yes, flashlights are good against hag, but they don't disarm traps, they set them off early.

    Yes, you can crouch past her traps, but you can't easily do so in chase and must instead choose your loops wisely.

    Yes, she can trap the map to have an oppressive presence, but as soon as she picks someone up good survivors will be hitting (and setting off) every trap on the map just to waste her time.

    Both sides to the coin are valid. Hag isn't boring, she's different.

    ... And there's nothing wrong with being different.

    As a Hag main this is exactly right, You cannot play Hag like any other killer even trapper has to commit to chases which he can because he is 115% which means as a survivor you can't play against her like other killers either.

    The best way to beat her is to try to play as smart as possible which is usually triggering traps during a pick up but even then against a good Hag that alone won't beat her as long as she has gen placement in her favor.

  • It's fine, if your whole team got slugged that is 100% on the survivors.

    As for slugging for the 4k nothing will fix that.

  • insidious would still be a meme perk and honestly it's an unhealthy one.

    I want them to make it so after you hook a survivor you become undetectable for like 10 or 15 seconds so your less easy to follow and predict, as high mobility killers it would also help you get the jump on someone.

  • @glitchboi said:

    Mindbreaker is an underrated killer perk that got a buff not too long ago. It forces survivors to walk for 5 seconds in the middle of a chase just for their precious exhaustion perks to come back. The perk can potentially become meta.

    Yeah im running this on nearly all my stealth killers, just knowing that if they don't leave that gen when your close enough they can't use anything to get away is really good especially if they are injured.

    You also get survivors who forget about the perk and don't try to not run for 5 seconds which ends in you downing them, even if they do they still lose distance from not running unless they fully got it back by walking as you mindgame.

    The only thing this perk is meh against is sprint burst but honestly more people run dead hard and lithe at higher ranks than it at least from my experience.

  • Aftercare, once it gets activated at the very least you will always have one other survivor's aura revealed to you and it is pretty easy to get 2 or all survivors revealed with this perk. It also tells you where the killer is as you can see survivors getting chased or hiding and that survivor will not run into you often if they see you healing someone else or doing a gen. Anytime i run a healing build i usually run this perk.

  • Considering the fact that you cannot do this with what is provided in game and a dev said that this itself was unintentional because your turning more in a frame before your camera becomes locked, no this is an exploit by definition.

    you can argue if it should remain or if it's fair but you cannot argue that this isn't an exploit and imo it should be fixed.

    edit: Looks like it wont get fixed, like i said it seems pretty BS for survivors if you ignore the BS survivors have and just focus on the chase. Blight isn't a chase focused killer he has a mix of chase and traversal so he shouldn't be that oppressive to the point where you can do a 270* or something like that.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/233068/nurse-and-basement

    Recommendation from a nurse main, practice going around shack corner to corner in a KYF and get used to how your distance works, in a real match identifying what type of runner they are is one of the most important things you can do , do they double back or do they full send it? If they're a double backer you just blink to the last place you saw them instead of trying to predict ahead and then if you need the other blink you have it, a full sender is usually easy to catch but if they gain too much distance don't commit to a guessing game on blinks and rotate to gen patrol good survivors will try and send mixed signals and will sometimes do a little of both, thats part of what makes nurse difficult to master is being able to identify and keep in mind how each survivor in the trial runs tiles

    yeah im doing that im just having trouble accidentally blinking into basement, i had a survivor literally run up to me and i couldn't hit them if i predicted that they wouldn't double back since i would blink into basement.

  • @[Deleted User] said:

    Yeah, basement seems to have some kind of blink magnet that always atracts the Nurse there. This is actually one of the reasons I think the basement shouldn't exist anymore.

    I think basement is a good concept for this game and I wouldn't want it removed but it would be really nice if the devs somehow had a way for nurse to not accidentally blink into it.

    How they would do that idk im just really frustrated with basement, maybe if they made it so only at a certain angle up and down nurse wont blink onto a different elevation could make it less frustrating.

  • @EvanSnowWolf said:

    I think you should need 50 posts to START a thread. I think that would cut down on these people with like very few posts under their belt coming in and starting some pointless thread like "devour hope needs a rework", with no other substance to the thread.

    https://us.v-cdn.net/6030815/uploads/4IWMKNH9OKHX/nonspecificexample01-4.gif

    That would be great, you see a lot of the same posts by new users like about bbq. would be cool if they had to have spent some time in these forums to understand how other players feel about it and they could just look whatever they wanted to post about up in the search bar.

    Regarding the search bar I would rather not see old posts from 2019 and such to be received, I think we should have an archive system where after a post reaches a few months old it can no longer be edited/posted on.

  • Yeah noed is manageable but current DS did at the very least need to deactivate on gens and totems, it was just braindead simple and effective to instantly go to a hex or gen and work on it with no way the killer can really harm you without taking the stun first and that's after they dropped whatever they were doing to even slug you in the first place.

    As for posts/hours I don't think we should limit players, it would be cool if we could link our hours so other players could see but then it would devolve into "Oh you only have 500 hours!? you don't know what your talking about". It would still be a good way to see if posters are trolling or new as many vets agree on most things so we could filter out the "less meaningful" posts but even then new player feedback is also important.

    For the record i have around 2100 hours, 8.7k kills, and 850 escapes last time i checked.

  • It's common knowledge that keys are broken, the ONLY counter is to not let survivors do 3 gens which isn't a counter since you can't pull that off whenever you need to or you would.

    Franklins is easily countered by dropping the key off somewhere to use later since you don't need it until hatch spawns plus you can use other items until then or by last second switching to a key as most killers don't bring franklins in the first place.

    Tunneling also isn't a counter since the key is still in the trial unless a certain addon is used, as long as the hatch spawn conditions are meet and survivors are playing smart keys have no counters.

    To make keys balanced they need to take time to open the hatch and have a way to fairly alert the killer when it's being done.

  • She is good but her inconsistency hurts her so much it makes her unviable against teams who agree to or not to cleanse, there are two reasons for that.

    • Her power's hitbox still isn't consistent
    • Pools of devotion spawns are too rng and on certain maps like swamp are just downright awful making it so you only can use them as you pass them by in a chase or before a chase.

    Everything else about plague is actually good but these two things hold her back tremendously, besides fixing her vile hitbox she needs a way to use pools easier and while you could rework how they spawn you could also give her a secondary power to use them from a distance and i think the latter is the better choice and i even posted an idea about it.

    New ability: Solicit Chant

    Interact with a pool of devotion from a distance to gain corrupt purge but greatly reduces its duration.

    • Distance 20 meters
    • corrupt purge duration 20 seconds
    • interaction time 3 seconds, movement speed is greatly reduced similar to leatherface in tantrum, you also chant during this time which warns survivors

    If they gave her this ability the only good option would be to not cleanse and plagues could then specialize their perks for that without worrying about survivors choosing to mass cleanse because if they do that she can reliably get her power during a chase or before it. As someone who plays a good amount of plague i think this is exactly what she needs.

  • As demo on the swamp map with the docks i went up a ramp instead of following the survivor underneath and used shred to bounce off a rock+tree to hit the survivor who was running to shack.

    I have landed a few across the map hatchets as huntress but i don't think they were as hard as that one shred and i even TRIED to bounce off those objects and it worked.

  • No anything can be nerfed, Hex: undying was good no matter if it was destroyed 1st or last and if it was the latter it was way too strong in that match.

    However they should be strong, as it is Undying isn't strong it's a prevention measure with a useless aura reading ability. I honestly think they need to replace the aura with something else for example they could switch TOTH reduced cleansing speed and Undyings aura reading and rework TOTH to have powerful aura reading so it's name actually makes sense and it would help Undying stall better.

  • I mean his selling point is his high mobility and ambush style of play now, He doesn't need much else.

    It doesn't matter if survivors know you have cloaked/uncloaked if you can be anywhere in the next 10 seconds (60 meters with not seeing him outside 20 meters) and because of that i feel that it is actually fair that they hear you doing that now.

    As with his invisibility it should 100% not be less than 16 meters at the most, 10 or so meters is nothing wraith can literally uncloak outside that range and with the speed boost hit that survivor. having it at 20 meters adds skill to playing wraith where you have to approach from cover, the whole point of the cloak not being seen outside 20 meters is so survivors can't run ahead of time and track you across the map it's not meant to get that close to survivors.

  • @bigds4killer said:

    Ok but why do the hate ds but tunnel baby survivors with no ds

    Unless there isn't an obsession if a killer is tunneling they don't know if you have DS so it's a risk thing. In high ranks I only tunnel if the savior isn't in sight and even then i will slug unless i desperately need a survivor dead or i'll lose.

    If you are in low ranks where survivors are very limited to their personal perks then killers are tunneling and camping because they don't know the game well and are simply going after the most vulnerable survivor. In other ranks it's simply because they are not good enough to end chases fast enough to win with 12 hooks so they resort to camping and tunneling to kill a survivor early.

  • Yeah no, you apply more pressure by stopping saves you see then continuing chasing or doing whatever you're doing.

    Survivor on hook + rescuer + whoever you're chasing is more than just pressuring whoever you're chasing once the save happens.

    Of course tho going to a save after it has happened is stupid unless you are simply patrolling and are within a reasonable distance.

  • @bigds4killer said:

    So what do you do if they tunnel you off hook with no ds or bt?

    Try to last long, not running DS is your fault and if your unhooked by a survivor with no BT with the killer nearby it's their fault. If no one is running an obsession perk obviously the killer is more likely to tunnel and that's your whole teams fault for not running DS to discourage the killer from tunneling in the first place.

    Also click on "Quote" or @ someone so whoever you're talking to gets the notification and can respond.

  • Because survivors can jump off a hook and onto a gen so for the next minute touching them won't matter and they get free progress on gens. Same thing with cleansing a hex, doesn't matter if you down them they will stay there and you hex is now known by half of the survivors and eating the DS which is what you kinda have to do is a big time waste.

    I don't have any problems with it's interaction with the killer that includes lockers but using it as a safety net for other interactions besides healing is complete BS.

  • @BubbaMain64 said:

    From a technical stand point, Slinger is the strongest in the game, considering he literally has no counter outside of his limited range. But that requires you to be a complete master with him to be true. Being able to judge shots, the distance of reeling and so on. Huntress is a little more simple with an arc to account for, and she doesn't have to reel in survivors to secure her hit. So for the average DBD killer, I'd say Huntress is stronger. But for a god tier Deathslinger main, you literally lost the second you loaded in.

    Not at all, he cannot pressure multiple survivors as he has to shot, reel in, hit, reload. Even a good deathslinger won't be able to get more than 2 downs with his power at best if survivors spread out and use LOS objects.

    Huntress can literally throw 3 or so hatchets by the time deathslinger does that regardless of addons used and she barely slows down when doing so. A god tier huntress will down all survivors near her out of position and can snowball like crazy, deathslinger doesn't have nearly as much flexibility as huntress all he outperforms her in is ending 1v1's faster on average but huntress can do about the same situationally.

    Not only that but if gens get split deathslinger is screwed, huntress can at least down 2 or so survivors to pressure survivors off gens and she can try to snip survivors, deathslinger just doesn't have good options at that point in the game.

    edit: There is a reason you don't see either of these killers in tournaments but the best huntress beats the best deathslinger. As for skill it is way harder to land hatchets at a good range than at any range with deathslinger that includes trick shots through small gaps.

  • Nurse takes skill if you want to play like that use her ultra rare addon or the green one it does the same thing.

  • @Zucker_Schock said:

    @AChaoticKiller One thing i like about Deathslingers chain is, you pull the survivors towards you inside meele range, meaning they cant get as far away from you. If you have reload you can take 2 shots in rapid succession and get a down directly.

    Also you can pick survivors up directly after a down with the attack, making walking towards the downed survivor unnecessary giving you a time gain.

    Yeah in terms of 1v1 deathslinger is a good bit better than huntress but i value crowd control as towards the end game you often find survivors together and unless they are both injured deathslinger just can't reliably get multiple downs.

    The way i have seen it is considering the worst situation where the survivors are all split deathslinger is better than huntress until 1-3 gens are left, then when finding survivors together is more common huntress beats him by being able to down survivors without slowing down as well as being able to get hits faster with her power assuming she is very accurate.

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996051#Comment_1996051

    Well i mean if you can get a little closer before throwing and than hit with the first throw, it is better than missing the first throw and using another one after that.

    There are multiple instances where you would want to try to hit them, a common one is if you run into another survivor in a chase. When you down one or the other it's always work trying to snip the survivor that you let go and often you can hit them.

    Your right that it isn't always worth going for the snip but there are many situations as huntress where you have a lot of leeway to go for it and it's nearly always worth it as you don't get slowed that much, of course that doesn't mean doing it and putting yourself ina spot where you have less then 2 or 3 hatchets.

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996033#Comment_1996033

    While its probably true, that huntress can spread damage a little faster, Deathslinger with reload addons and great timing that breaks the chain early, can actually get multiple downs in a short time aswell.

    I believe that to be the main difference, better stock (without addons) medium range damage spread on Huntress vs faster attacks on Deathslinger.

    Not really you still have to reel survivors in and hit them then reload and do it again.

    if survivors put objects between you as they spread out your not getting more than 2 hits with your power.

    Huntress doesn't suffer from that she can throw 3 or so hatchets by the time you reel in and hit a single survivor.

    edit: Im also considering if deathslinger uses his best addons, he simply cannot snowball well compared to huntress it isn't even close.

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996023#Comment_1996023

    The thing about long range is, if you miss a throw or a shot you loose a lot of time, if you waste more shots or throws than you hit at that range, its not a favorable thing to attack at that range at all, since you loose more time than you gain with it.

    Long range can refer to across the map or somewhere around 32 meters or so as huntress and max range as deathslinger, even if you miss a shot you don't waste that much time in fact i would argue that even if huntress fully charges a hatchet and misses she still doesn't waste as much time as deathslinger missing one shot.

    Huntresses fully charged hatchets travel at 40m/s, at around 40 meters a good huntress can often hit survivors so i would say that as long as she has the shot it is worth trying it. The trade off with either is injuring or downing a survivor, huntress has a lot more leeway for this due to her multiple hatchets.

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